Skip to content

Posts from Various mods by zahar0z

5.0 (1 rating)
User Avatar
6 years ago
Auto-translated

Mod adding neutrals from 7 to 5.
"Zahar's_M&MGamesPort_UnitsV1"


Mod Authors:

Resources from the games M&MH7, M&MH6, Dark Messiah of Might&Magic were used in the creation of this mod.
The authors of these resources are the members of the development teams of the aforementioned games; unfortunately, I cannot provide exact names.
I am by no means attempting to claim someone else's work as my own and sincerely hope that using these resources in this way does not offend any of their creators. On the contrary, it can be seen as a form of recognition—fans of the series truly love the characters you created and want to see them in another game of the series.

Author of the NCF framework, which increases the number of possible creatures in HoM&M5 - SimonaK
Resources from M&MH7, M&MH6, and Dark Messiah were ported for HoM&M5 by me - Zahar0z
Visual effects in the mod were created by Frozensoul

I also thank the users of the heroesworld forum under the nicknames Ment, psatkha, Gerter and Remix for their helpful advice on creature stats and certain game mechanics.

Main File.

Based on NCF, this mod adds new neutral creatures to HoM&M5 based on creatures from M&MH7 and Dark Messiah.

Link to download the main file.

Installation:
Copy the contents of the "Tribes of the East" folder from the mod archive
into the root folder of HoM&M5:ToE version 3.1; confirm folder merge.
From then on, launch the game using the file "H5_Game.NCF.exe", located in the root folder of the game, in the "bin" subfolder.

More details about creatures and other changes in the mod












And here is a comparison of the boss kraken and the "tallest" creatures in the game


All new creatures will periodically appear on maps as guards for resources and structures.
Additionally, they can be encountered as guards inside certain buildings. Numbers may vary slightly, but the general picture is roughly this.

The boss kraken will be found exclusively in the flooded Temple and will not appear as a neutral on the map.

Additionally, some gameplay features have been changed:
damage from the previously unused "vengeance flame" ability has been reduced from 70 to 15;
damage dealt by the hero to level 8 creatures has been reduced to 0.01.


Russian localization for this mod.
link to download the mod's Russian localization
Installation:
Copy the .pak file from the archive into the "data" folder in the root folder of HoM&M5:ToE.

As part of this mod, the neutral symbol on the map was also replaced with a symbol from Heroes 6.



It is provided as a separate file and can work either together with the main mod or independently.

link to download the new neutral map symbol

Installation:
Copy the .pak file from the archive into the "data" folder in the root folder of HoM&M5:ToE.

There is also an alternative version of the mod where golems from 7 replace golems from 5.

This version consists of two parts.

The first part directly replaces the golems.



link to download the golem replacement mod
This replacement can be installed either with NCF creatures or on its own, separately from them.

Installation:
Copy the .pak file from the archive into the "data" folder in the root folder of HoM&M5:ToE.

The second part is the NCF creatures from M&MGamesPort_UnitsV1 but without golems.
Since it's likely that if you replaced golems from 5 with golems from 7, you wouldn't want three more neutrals with the same models.

link to download new neutrals without golems

Installation:
Copy the contents of the "Tribes of the East" folder from the mod archive
into the root folder of HoM&M5:ToE version 3.1; confirm folder merge.
From then on, launch the game using the file "H5_Game.NCF.exe", located in the root folder of the game, in the "bin" subfolder.


As an additional option, you can add "funny" animations from Heroes 7 to the creatures.

As many probably know, the authors of 6 and 7 had a gimmick with "funny" animations.
Mighty titans would start flexing muscles like bodybuilders, elf girls would dance the cancan, golems would breakdance, and so on.
Personally, I find this idea unsuccessful, to say the least, but there will likely be fans of such... humor, so I decided to keep the option to use this feature.
After adding the file with "funny" animations, creatures will periodically play them on the battlefield as stir animations.



download link

"Funny" animations will work with any version of the mod, or even separately with golems from 7 replacing golems from 5.

Installation:
Copy the .pak file from the archive into the "data" folder in the root folder of HoM&M5:ToE.


Please read this if you want to use resources from this mod for your own map/mod.

I am all for it and sincerely wish you luck in your creation.
But I ask you to observe certain etiquette and two simple requests of mine.

First, clearly state where the resources were taken from in the mod/map thread, in your mod/map documentation file, etc.
List the authors, starting with the development teams of the listed games and ending with me and Frozensoull.

Second, use the separate file that I specifically created for modders/map makers.
link to download the resource file
This file contains all possible configured resources from this mod that you may need (and it contains nothing unnecessary, such as files that could create conflicts).
To use these resources, simply drop the specified file into your mod/map
and create paths in your files referring to the new resources.
I strongly ask you not to modify or rename the file itself, but simply include it in your work without changes.
Perform all necessary modifications in your own files "on top" of mine.

These are very simple rules and easy to follow, but if everyone does this, it can greatly help qualitatively grow HoM&M5 modding.
If such simple trifles are ignored, the already not-so-prolific HoM&M5 modding may wither away completely.
I advise all modification creators whose work might be used in this way to create similar resource packs.

Also, don't forget to sign your mods and provide them with documentation so that it is clear who the author is, what exactly the mod represents and, ideally, how to contact the author.


Review of this mod by Remix.
Remix
https://www.youtube.com/watch?v=q8jIFlWTTFA



My other mods
Link to post
User Avatar
6 years ago
Auto-translated
In 3DS MAX, did you create the models for the gargoyles? And then, how did you attach the skeleton to them?
In reply to Elu
User Avatar
6 years ago
Auto-translated
Yes, I created it in 3ds Max (and slightly edited the texture in Photoshop). I also rigged it to the skeleton in 3ds Max (the gargoyle has a very simple skeleton). I exported it to the game using ArchanGel. This was back when I hadn't yet discovered Substance Painter and ZBrush. Now, I could do all of that better, and in some cases, even easier.
User Avatar
6 years ago
Auto-translated
Kraken T7, in any case, and in my opinion, it should be the strongest T7 in the game. Fortunately, it's just a neutral creature.

Here are some ideas:

HP 400
Armor 35
Attack 35
Damage 60-80
Speed 6
Initiative 10
450 experience points per creature
The power level will be calculated by the Psathi program, but it's around 7000
Elements: Water, Earth
Abilities: Large creature, Rage (bonus to stats upon the death of an ally), Free Cyclops strike in an area with the ability to attack gates, immunity to the Water element, 25% magic resistance...

It seems a bit boring. Just a bulky tank with an area attack and a couple of resistances...
User Avatar
6 years ago
Auto-translated
zahar0z, you always bring a positive vibe! Awesome! AstralLein, the Kraken should be level 8, which is, by the way, the maximum possible level for a creature. To avoid discussions about it being overpowered, you should use the Noiade utility!
User Avatar
6 years ago
Auto-translated
well, in the seventh game, it wasn't any better or worse than any other Tier 7 unit. On the other hand...

Added after 31 seconds
I mentioned the utility.
User Avatar
6 years ago
Auto-translated
by the way, in Might & Magic X there were also black sentinels, based on the Knight-Vampire model; essentially, they could be considered an alternative upgrade.
In reply to fktifzobr@mail.ru
User Avatar
6 years ago
Auto-translated
Gargoyle Model Replacement

A mod that fights against "flying nightstands." Part of it is the original gargoyle model, and part is new, sculpted by me from scratch.
In my opinion, it turned out quite well, although there are, of course, details that could be improved.



link to the gargoyles
(by the way, the mod also replaces the appearance of buildings with gargoyles on the map, but it has a small bug: if low texture quality is set in the options, creature icons will be displayed incorrectly)


Movement Animation Fix for the Great Demon Boss
I decided to publish an old mod that I made at the request of psatkha a few years ago for the NHF project

https://yadi.sk/d/rTEw11XfHyyMxQ

Remember Kha-Beleh? The great demon boss with a massive sword and respect from all the horned bastards. But remember what he lacks? A movement animation on the global map.
Anyway, in this mod I fixed that by rebinding the Kha-Beleh model to the Titan skeleton. Now all Titan animations can be used for this model, including, naturally, the movement animation.
The cloak of the great boss-titan moves slightly awkwardly, but it's still better than having no movement animation at all.
The mod changes the model only on the global map; the old Kha-Beleh model is used on the battle arena and the hero page.
The mod should be compatible with both NHF and vanilla.


This mod may be useful to you if you make mods yourself. Since this model with a full set of animations can be used to repaint or attach your own effect-models to it.

Chakra Dancers

The mod replaces the second creature of the Dungeon faction with Chakra Dancers from Heroes 6. (I didn't work on balancing at all; the goal was to adapt the models well, so I would be happy to receive suggestions regarding the creature's stats.)

The Chakra Dancer model was originally created by the Heroes 6 development team. I used its elements to create this model for Heroes 5.





Their shot looks like a rotating chakra, which, combined with the "Double Shot" ability and animations from the Shamans, looks quite cool in-game.


Download link.
Download link for the English version, just in case.
If you find any bugs, please let me know.

This mod was created with a voluntary financial donation from Phoenix20182019.

Link to the video about the Chakra Dancer mod and new heroes by Remix.

New Texture for Assassins

The idea was to increase texture detail so that you could distinguish between fabric, metal, etc. It seems I've partially succeeded.



link to new skins for assassins


Retexture of Four Heroes
Another retexture, this time a mod that gives four heroes (I hope you recognize them without further clarification)) a unique appearance.
These are all reskins of various models from the game. I did this retexture long ago; it could be done better now, and some model elements would need to be changed, but even so, as a concept, I think this mod looks quite good, so you can download it and take a look.




link to new unique skins for four heroes
(by the way, the elf has a white tiger from "The Last Samurai" on his flag—small detail, but nice))


Dungeon Entrance from Heroes 6
Another small visual mod that changes the appearance of the Dungeon entrance. The models were taken from Heroes 6.



download link

Nagas from Heroes 6 and Creatures from Dark Messiah
And now for a big mod and a big story associated with it.
I think many of you know the mod by a certain Pole that adds the Naga race from 6 to 5. Well, it all started with my mod. Then our Polish comrade, without asking me, simply took my work and made his own mod. Not that I was against it, especially considering that I never finished the mod myself, and the Pole mentioned me in the "credits" of his mod, which shows he has some respect for others' labor; plus, I have since written to this person, he apologized for not contacting me initially, and overall made a very positive impression, so for the most part, everything is quite okay.






But still, our Polish comrade's mod seems to me, to put it mildly, not ideal.
Without getting into the details regarding models and such, I'll say that they didn't do the main thing I once wanted to do: adding a 9th city so that it is actually 9th rather than replacing one of the existing 8. Now, I have figured out how to implement an idea quite similar to adding a separate city.

Specifically, by adding alternative buildings to the Elf city. This way, you could build either an Elf city with their creatures, or a Naga city, or even a combination of the two. All this can be visually displayed on the city screen. Such a mod would work on all maps.
So, one would only need to add several samurai heroes to the Elf faction (by the way, in Ashan there are already enough samurais with elf nationality (one two), and simply Sea Elves, so a couple of universal heroes can be found). Plus, adjust skill names, etc. Furthermore, many other graphical perks could be implemented through tricks—for example, creating different faction symbols under Naga and Elf creatures and heroes; essentially creating that very 9th faction.
Add to this one or two additional creatures for each faction in the Castle and a couple of neutrals, new models for buildings on the map, plus some graphical touches in the main menu, and a good campaign map (say, reimagining the plot of Kurosawa's wonderful film "Seven Samurai"), and you would have a real unofficial addon for Heroes 5 on the level of HOTA.

But it only makes sense to do all this if it's done well, and that requires time and strength. I roughly estimated that it would take about half a year of continuous work, from morning until evening. And as you can imagine, I'm unlikely to ever be able to pull that off.))

And a few more screenshots.
In that big mod I posted once, besides the Naga creatures from 6, there were also some creatures from Dark Messiah.





Models are taken from Heroes 6 and Dark Messiah respectively.

at this link you can download all these creatures and the old demo version of the Naga city.
In reply to zahar0z
User Avatar
6 years ago
Auto-translated
Dark Kraken (Tier 7) Health: 200 Attack: 35 Defense: 30 Damage: 30-50 Speed: 8 Initiative: 14 Mana: 14 (has Blind and Slow spells in its spellbook) Abilities: Stun, Retaliation, and immunity to water magic Lizard Archer (Tier 3) Health: 15 Attack: 7 Defense: 4 Damage: 8-10 Speed: 6 Initiative: 10 Shots: 5 Abilities: Ranged attacker, no penalty in melee combat Black Guard (Tier 5) Health: 50 Attack: 15 Defense: 10 Damage: 10-10 Speed: 6 Initiative: 13 Abilities: Fury, Battle Fury (like Arcat warriors), Double Strike
User Avatar
6 years ago
Auto-translated
You weakened the Kraken, but significantly buffed the Black Guard. Tier 5 Arantir mercenaries are quite strong. And I agree about the archer; in Heroes 7, the Tier 1 version was pretty useless.
In reply to AstralLein
User Avatar
6 years ago
Auto-translated
AstralLein
You nerfed the Kraken but buffed the Black Guard quite a bit. Tier 5 Arentir mercenaries are pretty strong. And I agree about the archer; in Heroes 7, the Tier 1 version was pretty useless.

I tried to make the creatures balanced, maybe a little stronger, since they are neutral units. I replied in the thread at Zakhar's request.
In reply to Remix
User Avatar
6 years ago
Auto-translated
fktifzobr@mail.ru
by the way, in Might & Magic X there were also black sentinels based on the knight-vampire model; basically, they could be considered an alternative upgrade.
I wanted to make them separate creatures later, but maybe your idea is better.
Remix
I replied in the thread at Zakhar's request.
It was more of a suggestion than a request, but that's okay.
User Avatar
6 years ago
Auto-translated
you can upgrade the black guards to level four, give them abilities focused on defense (like wall of shields, great shield, and others), and with seven-day cooldowns, it works out.

I would explain the situation with Dark Messiah by saying that Saref attacked the guards one by one, but their strength lies in discipline and combat formations + Saref is a skilled wizard's apprentice, while the guards are recruited from different social classes.
In reply to fktifzobr@mail.ru
User Avatar
6 years ago
Auto-translated
I was thinking of placing them on the third tier and giving them stats similar to those of the armored swordsmen. For the upgraded version, I'd give them a large shield and the Crippling Strike ability; for the unupgraded version, the Betrayal ability, and for both, perhaps Fury or something similar.
By the way, when I created the Black Guardians before, someone took them and wrote a great, atmospheric description. It mentioned something about sand in the eyes. I'd like to find the author of that text so I can credit them when the mod is ready.
In reply to zahar0z
User Avatar
6 years ago
Auto-translated
zahar0z
I was thinking of placing them on the third tier and giving them stats similar to those of the armored swordsmen. For the upgraded version, I'd give them a large shield and the Crippling Strike skill, and for the unupgraded version, the Betrayal skill. Both could also have Fury or something similar.
By the way, when I made the Black Guardians before, someone took them and wrote a great, atmospheric description. It had something about sand in the eyes. I'd like to find the author of that text so I can credit them when the mod is ready.

I think it was the esteemed comrade Lokken! :smile13:

Statistics

Welcome our newest member: recijeb

Users Online 3 users 1376 guests