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

4.6 (10 ratings)
In reply to footman
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6 years ago
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footman
It seems like it's a human version of the Namtaru, not ported from the sixth game, only with a spider-like appearance.

Added 2 minutes ago

It's better to ask for the source files of the 5th Heroes game right away, for non-commercial mods... the loss of models from the sixth game isn't that big of a deal, especially since some of them don't look very good without FX particles and the fading effect.

It seems like you can take a model from the 6th game and attach it to any skeleton yourself, right? Or is that too complicated?

No one will give you the source files. There's a strong suspicion that they don't even have them. Because it's not a fact that Nival passed on the source files under contract. And what's the point for the publisher to have the source files of a finished project?

And regarding permission to use models from the 6th, 7th games, etc., it's only so that they can be used officially and so that we can limit our borrowing with them. Will that be enough to attract new people to us and the site?
With proper use, yes. Will there still be room for our own creativity after all the resources have been ported (which is a quite achievable goal)? Again, yes, there will be. By that time (or earlier), there should be new users here who, at the very least, will have some skills (if we promote the model theme).
And then you can ban all posts that use models from other games, and not from the allowed ones or your own. But this only makes sense if this site, as a collection, has some authority, but right now, in my small VK group of 300 people, there's sometimes more activity than here.

In short, I don't know if this will help. I don't know how to fix everything. I'm just suggesting options. But I'm at least trying to do that.
I'm frustrated by all this and don't want to give up on a hobby that I've grown attached to and that has helped me in life, but damn, it's just a disaster.

No, let's not come up with anything and just sit on the forum and, with the air of an expert, complain about how outdated the 5th game is, and how advanced we all are.

Added 1 minute ago
footman
Maybe Ubisoft is interested in double standards in their favor? For example, how they did it with Warcraft 3 Reforged, where everything made through their map editor belongs to Blizzard. Did you consider this option when you sent the letter?
Don't you understand why Blizzard did that, and why it wouldn't be interesting for Ubisoft in the case of Heroes 5?



Added 1 minute ago
The map editor in Warcraft and in Heroes 5 are two very different things. And if you make a model or some resource for the 5th game, it won't be "made through the map editor" in any case.

Added 32 seconds ago
What's the point of this example here, anyway?
In reply to footman
6 years ago
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footman
at the very least, the developers provided tools for mods or something like that.

Now, comparing mods of a game where the developers intended to provide a platform for Creation, and mods of a game that the developers simply made as a game (bought, completed the storyline, beat the AI on maps, deleted) where modding was not even considered.
You are wrong here.)
The developers of Warlords provided almost no tools, except for the in-game scene editor (which, in terms of importance/functionality, is even less than the map editors in HOMM). All other tools - OpenBrf, global map editors - were created by players.
zahar0z

Plus, it is physically impossible to force someone to ban something. So, there is nothing to stop it with, you can only persuade them with a better alternative, but this does not really work.
No, but why? Take, for example, ModDB, where some mods are uploaded. As far as I know, their Technical Support responds to complaints about resource theft (at least, I know that mods that tried to steal resources from RoR were removed from ModDB). But, of course, it must initially be your resource from start to finish. "I took it from the game, and he took it from me" - well, that won't work.
I am mostly a scripter, so my texture and model work is mostly rework of various OSP. And there were a couple of cases when they were stolen, but I don't even want to complain about it, because even though I spent a few hours modifying some model, its original author spent much more time on it, so the rights mostly belong to him, and he posted it as an OSP.
But in any case, scandals and accusations of theft (up to spamming with such accusations) are not needed by anyone, so with due persistence and complaints, I do not see any particular problems in getting your resources removed from someone else's mod (the scandal surrounding the Chinese Splendor - a submod for RoR - led to the fact that even on the Chinese forum, the mod was banned for some time and eventually its authors gave in and at least partially removed the resources taken from other mods).

Regarding visual mods for HOMM5 and the formation of a sound policy regarding the use of resources, I can't say or recommend anything, because personally for me, they are superfluous in principle. I like the creatures from HOMM5, I don't like 6 and 7, and I'm not particularly impressed with all sorts of repaints (this is perhaps the most "legal" way to start your modding "career"), when some archmages are simply repainted in black and called some necromancers, or the knights of Isabel are repainted in green. In my opinion, most of these mods do not fit very well with the atmosphere of the 5th Heroes.
Personally, for me, it would be a priority to fix the stupid, as a log, combat AI in "Lords of the Realm". You give the opponent a bunch of mana and "magic", spellcasting all-seeing, and all 3 mass perks of light magic, and what does he choose from all this? That's right, he starts casting "evasion" one by one.
But this is difficult to fix without the source code of the engine. (
In general, I tried to redo the campaign (I wanted to make the transfer of set artifacts in all parts + merge 3 campaigns together so that various Railags, Isabels and Fridas are really ported from one to another + add mentors to the maps + many small fixes), but in the end I gave up on the last mission of Findan, because the desires diverged from the possibilities: too few available operations and from a scripting point of view, it is not possible to interestingly implement what was intended.

MMH5.5, by the way, I like in the sense that it adds new artifacts and brings some variety, but I don't like that it is too focused on Multiplayer, and therefore nerfs everything that can be nerfed, including my favorite center perks. :(
And the crooked implementation of some perks leads to their easy abuse in campaigns (another evidence that the developers are only interested in multiplayer), when the bonus stats for the perk are repeatedly given to you at the beginning of each mission, and instead of +2/+2 to attack and defense, you eventually get +10/+10.
6 years ago
@Leonion you are correct. I do launched a small project to gather and fix campaign issues for MMH55 in general but unfortunately I don't have the time.

Regarding Heroes V popularity nowadays, based on the many interfaces we have I can say that is steadily growing.

It is just gamer communities has more or less moved towards new platforms /discord, streaming platforms, moddb etc../ so the forums as we know them look more and more vacant.

In discord there are 10 something people joining the channel on some days, which for me is very high for 15+ year old game. /

I have friend that is in the gaming industry and he says distributors like Ubisoft does not care about modders like us. They care only for the money part.

So as far as we do our thing we can enjoy long years of modding.

Also when it comes to game being hard to mod and add textures. Take what I say with a grain of salt because 2D/3D texture and design is something I am weak at but... to be able to do something consistently you must make it a process.

So what is the process when designing or importing units?

- Import the creature
- fix visuals
- do animations
- make a .pak file /single .pak file per creature, the pak file will consist of all required files that NCF unit needs to function/
- allow the user to run it in the game flawlessly

From what I see in your work, you got all the points solved just make them into a streamlined process.

The last hiccup which is - add the unit in the game and make it run smoothly was just solved by Marko /@thewaybackisthewayahead/ as you can see on the NCF units page. We are going to compact it into a patch for ToE and also import it in MMh55 to be available by default if all tests are successful.

Also as mentioned earlier I am keen on the idea to make a online market for free NCF unit library where everyone can contribute with his own units.
Users will download a dummy app which will get the list of available creatures and download them on demand /some updated version of NCF utility/.

Just make decision on process specifics and go all in :].
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6 years ago
By the way, dredknight, do you plan to in MMH55 fix the gloss and bump functions?
6 years ago
If I have to give straight answer it will be - No.

But again so much was achieved that we thought it is not possible.
On a weekly basis new mechanics are unraveled in exe so modding future is at best unclear to what scope of possibilities will open.

I can assure you that whatever is found will be announced so everybody is kept in loop.
6 years ago
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Has anyone tried playing the single-player mode against the computer on an impossible map with impossible monsters?
In reply to Magog
6 years ago
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Hello, dear forum members, this is my first post because I couldn't find a solution to the problem in the FAQ, guides, forum, or manuals. When playing on generated maps, everything works fine, including scripts, everywhere except LAN. I wanted to play with my father, and we managed to launch maps so that they wouldn't produce errors, but neither the scripts for deliveries from mills/blacksmiths (where ballistas and tents are sold) nor the ability to become governors work, so the portal linked to the same button/spell doesn't work either, and so on. However, we were initially able to join an alliance, and we can see each other on the map. This is not critical, and the game is playable in principle, but half the fun of the mod is lost. Can you suggest what to do? Or maybe there's already a solution, but I'm just blind? The map was generated using Utility. We patched it using MapMixer (with the checkbox for enabling scripts checked). We have the same game version (5.63), installed the latest version of the mod, and copied the files to the second computer. We're using Windows 10, if that matters. I understand that everyone is busy, but could you at least point me in the right direction to find a solution, please?
In reply to valdarkamdil
6 years ago
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Hello everyone!
I also have a problem with LAN connection using the RMG maps that came with the Heroes 5.5 installation. When I create such a map through Game Ranger, my friends can't join; it says "Unable to load map."
Everyone has the map.
The versions are the same.
There's no need to do anything with these maps, as they said they are already patched and everything (although I tried activating the script, deleting saves, and leaving only this map in the Maps folder).
At the beginning, when we first installed the game, we were able to create and join 2-3 times, and everything was fine, but then it started saying "Unable to load map."
I'm racking my brain, I don't know what the problem is; please help.
6 years ago
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@valdarkamdil try creating a map using this manual.
Sometimes Mapmixer does not create map scripts due to Windows security restrictions.

@SaiFeX, I'm not sure if I understood correctly, so please ask again if I don't answer your question properly.

The default MMH55 maps that come with the mod are not LAN compatible. The reason is unknown (but scripts are activated).

To be 100% sure a map is LAN compatible, create it via this manual. Then distribute it to all players and try to start a game.

IMPORTANT: After creating the map, go to <game folder> / DATA and delete the file named index.bin and the folder named RMGTemp. These are corrupted files that can desync a running game or prevent a multiplayer game from starting.
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6 years ago
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Hello!
I have a question: "Where are the settings and characteristics of hero skills located?"
For example, *Estate* (treasury management), *FastAndFurious* (speed aura), and similar skills.

I'm also interested in where to change the settings for artifacts.
Let's say we have a ring of life that increases the hit points of troops. Where can I change this? If I want to increase it further or copy this property to another artifact...
Or add this property to the skill of the first aid tent...

I would be very grateful if you could answer these questions, as I'm already desperate to find where these settings are! =(
6 years ago
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Skills, specialization, and artifact effects are located in defaultstats.xdb.
If a value is not present, it is hardcoded in the game's executable files.

You can learn more about the process of editing the executable files here or here, or talk to us on Discord.
In reply to dredknight
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6 years ago
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dredknight
Skills, specialization, and artifact effects are located in defaultstats.xdb.
If a value is not present, it is hardcoded in the game's executable files.

You can learn more about the process of editing the executable files here or here, or talk to us on Discord.

I understand. That's a shame =(
Thank you for answering!
In reply to Waterfall_13
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6 years ago
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Is it possible, while playing this mod, to get rid of the inconvenient battle interface and revert to the old one? I just started playing, and I liked everything until the first battle – these misplaced buttons spoil the impression of the mod.
In reply to dredknight
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6 years ago
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dredknight
Skills, specialization, and artifact effects are located in defaultstats.xdb.
If a value is not present, it is hardcoded in the game's executable files.

You can learn more about the process of editing the executable files here or here, or talk to us on Discord.

Could you explain how to interact with this?
Can I download this and paste it somewhere? (data? or usermods h5u?)


And if I can upload it somewhere, which IDs are free? If you upload a new artifact, where should the link to it be located for the game?
6 years ago
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@Phoenix 2100, no, unless you know how to mod it.

Waterfall_13, if applied, you also have to increase the artifact count to 500; otherwise, the game will crash.

To apply the patch to the executable, you need to:
1. Put everything in one folder:
- Game executable
- Deflaktor's tool
- artifact_count_500.yml

2. Launch Deflaktor's tool
3. Choose the executable
4. Choose the patch
5. Apply the patch.

The executable is ready, but the game will crash because it checks for artifact IDs that have no artifacts.

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