Skip to content

Posts from MMH5.5 - Heroes of Might and Magic 5.5

4.6 (10 ratings)
#925
Hello @White_Tiger,

Lets begin in a row:
1. Game + mod installation
2. Once all players have the game and mod installed properly,create a map with the ARMG. The manual also explains how to activate scripts.
3. Before the game is created make sure all players have fulfilled all prerequisites. For example if you generate a map with ARMG, 2 corupted objects are created in DATA folder - index.bin and RMGTemp. Those 2 must be deleted before the game starts.

4. You are going to play LAN with AI this means all players must use MMH55_Utility_64.exe file to launch the game. /the default exe - MMH55_64.exe uses AI that does not support in LAN games for now/

I would suggest that you also read the F.A.Q. thread.

I hope it works!
In reply to Akigis
#926
Auto-translated
Does this mod include ways to quickly manage an army? For example, can you quickly create units by pressing CTRL, like in the HD mod for Heroes of Might and Magic III?
#927
Auto-translated
I couldn't find it myself. Is there a Russian localization for the scenarios that were transferred from Hammers of Fate to Tribes of the East in this mod?
#928
Auto-translated
@pau1 There are no quick buttons.

@kiko try this.
#930
@kiko, that is all we have :(.
In reply to kiko
#931
Auto-translated
There is no Russian localization for the scenarios, but you can download it separately. Search the internet; that's what I did.
#932
Auto-translated
in the latest version of the mod (RC13), objects are not displayed in the editor (on the right). P.S. Sorry for the inconvenient screenshot, but I will need some time to figure out how to post screenshots properly on this forum.
Attachments 1
1 file attached • Total size: 509.9 KB
#933
Auto-translated
run the editor as an administrator
or
Install the game on a non-system drive.
In reply to dredknight
#934
Auto-translated
dredknight
run the editor as an administrator
or
install the game on a non-system drive.
That's not the problem.

The game has always been on this home computer (where there are no other users) and always on a non-system drive.
And this only started happening with this patch (although I haven't checked all the patches).
Before, everything was fine. Moreover, in the Hammers of Fate version, everything is still working normally (installed from the same drive). Only with the Tribes of the East editor is there this problem. (both with the original Tribes of the East and with the mod editor).
#935
Auto-translated
I understand. Try this:
- Go to <game directory> / data
- Delete index.bin and the RMGTemp folder, if it exists
- Open the editor and see if it works
In reply to dredknight
#936
Auto-translated
dredknight
I understand. Try this:
- Go to <game directory> / data
- Delete index.bin and the RMGTemp folder, if it exists
- Open the editor and see if it works


It works. Thank you.

And I understand that the game has recreated both the folder and the file.
Should I restore the old ones?

P.S. I don't know if I need to, or where to report game bugs... but:
1. The witch hut bug still hasn't been fixed.
When the "8 secondary skills" option is selected for the hut, you can't learn the last 8th empty slot. (If I remember correctly, you can upgrade the skill)
2. Magic luck doesn't work on the "stopping chill" spell.
#937
Auto-translated
I'm glad it works!

Regarding the bug:
1. The last skill slot cannot be retrieved from the witch's hut. This is true for the 8th and 6th skills, depending on the game mode. Originates from ToE.
2. Originates from ToE. We used this as an opportunity to create a slightly different spell. It doesn't depend on luck, but to compensate, the spell deals significantly more damage. It's intended for hero builds without "Caster's Luck".

I would like to suggest reading the F.A.Q.
In reply to dredknight
User Avatar
#938
Hello Dreadknight.
I can see you noticed that i'm making a little mod here
https://www.moddb.com/mods/zahar0z-h5mods

I want to ask you if you planing to use these resources in your 5.5. mod, when my mod will be ready? Or have you planing to use any other resources from my mods in your 5.5 project?
Because if you planing, I would really ask you to not simply grab and use them as alot of people do in their big mods. I have nothing personal against you or 5.5 mod. But I really feel like 5.5 becoming kinda "monopoly" for h5 modding nowardays, and I fear that H5 modding community might become even leser plesent place to stay. A Lot people believe that there is no other mods for H5 except 5.5, and other big mods. And a lot people believe that teams of such mods created every piece of content, themselves. While in reality many of such mods consist from borrowed stuff almous 90%. I'm not sure if there is alot borrowed resources in 5.5 mod. But if you plan to include any, please listen to what I have to say.

Since I want to build a little audience around my own projects too, i really don't want that all stuff that i worked on instantly become part of someone else's project.
Because, i hope you agree with me, it's impossible to evolve in community when everybody just steal everyone's resources. And that hurts everyone in the long run. Because 5.5 team are also interested in new mods, as I presume. And if big mods like 5.5 will allow other small modders to build a little audience around their own projects, in the long run, it would be benefitial for everyone, including, of cource, 5.5 mod.



Anyway, I have a proposal, and it is a good compromise to the current unhealthy situation in the mod community. If you want to use resources from my new project, you can simply create a compatibility patch, and provide a link to my original resource (modb page for example). Not simply copy all files to your mod page, like so many people does, but create a compatibility patch, and provide link to original mod page, so users can download resources from original page.

That way you still will be able to use resources from my projects, but you will also really help me to build a little audience around my own work.
And bigger auditory around my own projects, means only one thing for me - I will have a stimul to create more stuff. Which in return, for 5.5 means that there will be more resources, for big mods like 5.5 to use.

If you think about it you will see that this scheme I propose is more healthy and benefitial for everyone, in the long run. H5 modding community is small, and it's dying, let's atleast not make everything even worse, let's help each other.


Technical side of the this scheme can be discussed. For example, if some files from my mod, will not be compatible with H5.5. I can upload a "resource only" version of the mod for modders to use, and upload it on my mod page as well. This version as you can gues would include only tunned models, animations, creature's visual files etc. I will write paths to files of my tuned creatures, so it would be no need for you to datamine my mod in order to find where is what. That way it would be really easy for you to create official compatible patch for this "resource only" version. You just need to link what you want to change, to this tuned files.

I really want this scheme to become standard for community, not only for us two. Because when "independent" resource makers can make some audience for themselves, they have stimul to create more recources.
Now, most small moders, simply can't be found, comparing to big mods, that actualy use those small moder's work.
5.5 might not be much "guilty" in that type of behavior. But even in your case, people have troubles finding separately from your mod, resources that were originally separate smaller mods.


Also, by the way, I encourage you to not be afraid of any competition between us.) Because, let's face it, I, or any other small modmaker not able to possibly compete with H5.5. You can see it simply by compaling our follovers on moddb. 5.5 has 250 or something like that? my mod has 4(one of which you)), and this number will never change significantly, we both know it.)) I think, that the idea of someone small like me, will be a competitor to something big and well known as 5.5 is just laughable.

Some time ago you, asked me about joining your mod. I still don't want to become part of your team. But I just described a way we can indeed work together, and be beneficial to each other.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
#939
Hello Zahar0z!

Thank you for dropping this message. First I want to give a little bit of history for MMH55 and how it begun so what I say after that is more clear.

Originally MMH55 begun around 2015, it was a continuation mod of @Magnomagus' HOMM5 Role Playing Edition.

At that time the community at HC was pretty dead (or at least felt that way) and besides Magno there were just a few testers involved around.

Original goal was to keep the feeling Nival H5 lore and textural design while improving game experience. This including looking and for technical solutions for other mod or including mods that fixed ToE bugs.

With the time the mod fan base started growing rapidly people came, they were suggesting new ideas even contributing on their own. As soon as community agreed on the common goals, project was moving rapidly.
As many people started playing, many of them had different visions of an ultimate heroes V experience so we tried to introduced the ability the player to be able to change game as much as possible to create his own experience /That this is not always possible due to game being hard to mod but we do whatever we could/.

Since last year there are 2 more goals included:
- Balance the game for competative play
- Help content creators use MMH55 platform (or integrate with it) as place to create and present their work

This is why Discord channel was created, I have felt it is more efficient place for discussions and colaboration than the HC forum.
This is also why NCF Utility was made - it had to make NCF installation easier for the user, but at the same time to allow creators make and advertise their own packs. The plans involved a small online market with free packages. But due to time constrains I had to postpone the project.
one more goal for the mod and that is to help content creators use MMH55 platform as place to create and show what they do to the community. this is how discord group was created, i felt it as more efficient way for communication than the HC forum. /NCF Utility is compatible with MMH55 and ToE/.

I would really like to collaborate with you and the people here no matter if we work on one project or each of use is doing their own thing. I believe by combining our skills we compliment each other. As a starters this is the repo where the assembly patches and knowledge is kept, Skillwheel app code + some minor projects.
I am also beginning an effort to document all modding knowledge here. I want to have one place for all modding things and if someone is willing to contribute please do as it is a huge effort!

I can promise you that no work of yours will be used without your permission. I also agree on your idea to collaborate on integrations between projects!
Later tonight I will drop another message with a mini project that aims giving more freedom to players and content creators so stay tuned hope you like it.

P.S.
We tried to give credits for anything that is included in 5.5 but at some point so many people add contributions or gave us things that were not originally theirs that I am sure we were not able to fill the list 100%.
Currently with each patch released we give credit to the person who made the contribution.