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HFEO (Heroes for everyone) is another mod that adds all the heroes from all the games, a mishmash of many other failed projects. It contains 1053 playable heroes (characters from Heroes of Might and Magic I-VII, Duel of Champions, Kingdoms, Clash), three new artifacts (as well as the possibility of finding boots of levitation and angel wings on the map among random artifacts), and one map for 7 players (Red Mountain). Some heroes appear twice – a hero from Enroth/Axoth and from Ashan, as they are actually different characters. Tarnum appears ten times because he is a celebrity that many can emulate. Some heroes of the Great Horde can cast spells (they are called shamans). The heroes have voice acting for the adventure map; some have individual voice acting, while others have typical voice acting for the faction – original files, music from other games, and even from third-party games were used. The battle music has become much more diverse: +10 tracks for each faction, not counting the standard tracks that no one has removed.
Not all of the heroes' specializations correspond to what they actually were. There simply aren't enough resources in the fifth part to implement everything, so the heroes are given abilities from the fifth part that somehow replace the originals. In addition, there are already several dozen "specializations" in the style of the seventh part, such as additional skills, super abilities, and bonuses to primary characteristics, as well as "Adept of Spell X."
The standard number of skills and abilities has been increased from 3 to 4. Starting characteristics are set in accordance with the real ones found in the hero's native game (if the hero appears several times, the highest option is selected for each of the characteristics – experience, after all). Orlando starts with doubled characteristics because that's how it should be – in the game files, he is the only hero whose starting parameters differ from the usual ones.
In the future, it is planned to update the mod by adding a division of heroes into classes (only two – strength and magic) and 820 creatures (in addition to the 179 standard ones), subordinate to a single system, using the NCF base, as well as giving the heroes more specializations, fixing errors, replacing pixelated portraits, etc. Perhaps a kind of plot will appear.
To get any hero in the editor, you need to open the editor, select a random hero, and in the left panel, Shared, enter the hero's code after the slash. The codes for the heroes are in the archive, in the text document "Identifiers." Heroes of the "Shaman" class placed on the map do not appear for some reason, but they can be placed at the start of the game. When creating maps, do not touch the tab of available heroes in the window for editing map properties, otherwise errors will occur.
To place a new artifact from the mod on the adventure map in the editor, you need to place any artifact on the point, delete its link in the Shared field up to the colon, and then write "Heroes\1". Instead of the number 1, you can enter 2 or 3, which corresponds to one of the new artifacts.
The heroes do not have biographies yet (Agral and a few other knights have them, but they are short), but they will appear later.
The shaman heroes do not have a racial skill, and it does not appear when leveling up. If "Blood Fury" is present, the hero forgets all spells and loses the ability to cast spells.
The mod was put together in just a month and a half from the remnants of others, so there is likely to be errors. If you find any, please report them. In general, the mod is quite functional, but it is far from the final version. The final version will not be soon, because of work and the need for sleep, I cannot work on the mod 24 hours a day, but I am trying to make it as quickly and efficiently as possible.
Of the known bugs, it is worth noting the fact that the portraits of many heroes are displayed incorrectly when choosing a reward from the chest – only the upper left corner is shown. Technically, this does not cause any harm, but sometimes it is annoying. I haven't found a way to fix this yet, as the treasure chest uses windows that cannot be customized.
Background: In 989 of the Seventh Dragon, Sareth managed to obtain the Skull of Shadows, an artifact that was planned to be used to finally decide the fate of all the demons of Ashan – to send them to Shio or release them. Sareth decided that this would not be interesting. He heard from Fenrig that there are other worlds, and there are also battles of heroes. Driven by purely scientific interest, Sareth used the skull and his boundless power to combine the landscapes of all worlds, while simultaneously resurrecting each of the heroes who had ever commanded an army under someone's banner. He even managed to touch the possible future, pulling warlords out of 1600 AD.
The planet immediately became crowded – the heroes came not alone, but with armies, and all those who had once died rose from their graves and various places throughout Ashan. The planet shook from constant battles. Sareth decided to allow his father to join all the others, but at the same time, he made the Lord a mortal demon, like all the others.
990 AD – a year has passed since Sareth's prank. During this time, not a second has passed without battles taking place somewhere in the space of the three merged worlds. Even the Ancients sent a detachment of cyborgs to collect information on this multi-planet, but the cyborgs decided to do nothing for now and see what happens. Many heroes died, some united in alliances, some are trying to build a state on this, and some are just standing still and wondering what is happening... The players will decide.
Installing the mod: open the archive and unpack both folders into the game folder, agreeing to merge. It may be necessary to replace sareth_demon.ogg with the original – this is a standard track, just in case if the game does not have the 3.1 add-on with the Dark Messiah map installed.
Removing: delete HFEO.pak from data and the HFEB folder from music.
Personally, I did not notice any difference in the speed of launch – on my sixteen-year-old dinosaur, the game reaches the main menu in 23 seconds (with a working browser and several background programs) both before and after installing the mod, there are no internal slowdowns with the maximum quality settings.
Conflicts with mods: those that affect the total number of heroes (if the standard heroes were changed, then the changes will simply not be visible), using the names of creatures SNOW_APE and BLACK_KNIGHT, as well as adding artifacts that change the music.
If anyone needs it, I can make small fixes so that a specific hero appears at the beginning of the list (usually heroes are arranged in alphabetical order).
P.S. The mod uses ported models from other mods, such as Chaos Theory, Sanctuary, NCF. Deep gratitude is expressed to everyone who is involved in porting models into Heroes 5.
Link to the latest version: https://yadi.sk/d/xXQtglxXK5UGmA
Not all of the heroes' specializations correspond to what they actually were. There simply aren't enough resources in the fifth part to implement everything, so the heroes are given abilities from the fifth part that somehow replace the originals. In addition, there are already several dozen "specializations" in the style of the seventh part, such as additional skills, super abilities, and bonuses to primary characteristics, as well as "Adept of Spell X."
The standard number of skills and abilities has been increased from 3 to 4. Starting characteristics are set in accordance with the real ones found in the hero's native game (if the hero appears several times, the highest option is selected for each of the characteristics – experience, after all). Orlando starts with doubled characteristics because that's how it should be – in the game files, he is the only hero whose starting parameters differ from the usual ones.
In the future, it is planned to update the mod by adding a division of heroes into classes (only two – strength and magic) and 820 creatures (in addition to the 179 standard ones), subordinate to a single system, using the NCF base, as well as giving the heroes more specializations, fixing errors, replacing pixelated portraits, etc. Perhaps a kind of plot will appear.
To get any hero in the editor, you need to open the editor, select a random hero, and in the left panel, Shared, enter the hero's code after the slash. The codes for the heroes are in the archive, in the text document "Identifiers." Heroes of the "Shaman" class placed on the map do not appear for some reason, but they can be placed at the start of the game. When creating maps, do not touch the tab of available heroes in the window for editing map properties, otherwise errors will occur.
To place a new artifact from the mod on the adventure map in the editor, you need to place any artifact on the point, delete its link in the Shared field up to the colon, and then write "Heroes\1". Instead of the number 1, you can enter 2 or 3, which corresponds to one of the new artifacts.
The heroes do not have biographies yet (Agral and a few other knights have them, but they are short), but they will appear later.
The shaman heroes do not have a racial skill, and it does not appear when leveling up. If "Blood Fury" is present, the hero forgets all spells and loses the ability to cast spells.
The mod was put together in just a month and a half from the remnants of others, so there is likely to be errors. If you find any, please report them. In general, the mod is quite functional, but it is far from the final version. The final version will not be soon, because of work and the need for sleep, I cannot work on the mod 24 hours a day, but I am trying to make it as quickly and efficiently as possible.
Of the known bugs, it is worth noting the fact that the portraits of many heroes are displayed incorrectly when choosing a reward from the chest – only the upper left corner is shown. Technically, this does not cause any harm, but sometimes it is annoying. I haven't found a way to fix this yet, as the treasure chest uses windows that cannot be customized.
Background: In 989 of the Seventh Dragon, Sareth managed to obtain the Skull of Shadows, an artifact that was planned to be used to finally decide the fate of all the demons of Ashan – to send them to Shio or release them. Sareth decided that this would not be interesting. He heard from Fenrig that there are other worlds, and there are also battles of heroes. Driven by purely scientific interest, Sareth used the skull and his boundless power to combine the landscapes of all worlds, while simultaneously resurrecting each of the heroes who had ever commanded an army under someone's banner. He even managed to touch the possible future, pulling warlords out of 1600 AD.
The planet immediately became crowded – the heroes came not alone, but with armies, and all those who had once died rose from their graves and various places throughout Ashan. The planet shook from constant battles. Sareth decided to allow his father to join all the others, but at the same time, he made the Lord a mortal demon, like all the others.
990 AD – a year has passed since Sareth's prank. During this time, not a second has passed without battles taking place somewhere in the space of the three merged worlds. Even the Ancients sent a detachment of cyborgs to collect information on this multi-planet, but the cyborgs decided to do nothing for now and see what happens. Many heroes died, some united in alliances, some are trying to build a state on this, and some are just standing still and wondering what is happening... The players will decide.
Installing the mod: open the archive and unpack both folders into the game folder, agreeing to merge. It may be necessary to replace sareth_demon.ogg with the original – this is a standard track, just in case if the game does not have the 3.1 add-on with the Dark Messiah map installed.
Removing: delete HFEO.pak from data and the HFEB folder from music.
Personally, I did not notice any difference in the speed of launch – on my sixteen-year-old dinosaur, the game reaches the main menu in 23 seconds (with a working browser and several background programs) both before and after installing the mod, there are no internal slowdowns with the maximum quality settings.
Conflicts with mods: those that affect the total number of heroes (if the standard heroes were changed, then the changes will simply not be visible), using the names of creatures SNOW_APE and BLACK_KNIGHT, as well as adding artifacts that change the music.
If anyone needs it, I can make small fixes so that a specific hero appears at the beginning of the list (usually heroes are arranged in alphabetical order).
P.S. The mod uses ported models from other mods, such as Chaos Theory, Sanctuary, NCF. Deep gratitude is expressed to everyone who is involved in porting models into Heroes 5.
Link to the latest version: https://yadi.sk/d/xXQtglxXK5UGmA