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Posts from NCF – Extended list of Neutral creatures.

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Blind Brothers
CREATURE_676
The Blind Brothers are seers, healers, and historians, chronicling events and preserving prophecies. After the First Eclipse, the Blind Brothers decided to constantly monitor the moon's movement relative to the sun and Ashan, but the Sixth Eclipse was unexpected even for them, and the order split – some of the brothers went into the world to help the mortal races resist the demons.

This mod exists thanks to comrade Hannik, who ported the abbot model into Heroes 5; the abbot and his other works can be found here.
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fktifzobr@mail.ru, please fix this if possible:

/topic/at/800320/

There's a problem here: if this creature is in auto-battle against you or controlled by the AI, there's a high chance that the game will crash during its turn (there are no crashes when controlling it manually).

By the way, Psatha, you also have crashes with Ascerians as soon as they approach the Guild Fortress. Ents, for example, work fine, but Ascerians cause an immediate crash upon approaching. They function normally in battle
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vasik
By the way, Psatha, there are crashes with Askaris too, as soon as you approach the Guild Fortress with him in the slot. Ents, for example, work fine, but with Askaris, the game crashes as soon as you get close. In battle, they all work normally.

We need a save file... or a video!
С уважением, Psatkha (Псатха)

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NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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Here is the video: https://ufile.io/mvfui1qt. Basically, you can reproduce it on any map, give an Asker, and approach the Guild Fort. The Asker was downloaded from the website. Regarding the models, I already wrote that I won't be making them; I don't know how. So, if someone could improve the graphics, it would be very helpful. I already have references to the original demons and dragons. But otherwise, no one will make them at all, and this way, we have a functional creature that already works as it should. I think the description is good.
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vasik
Here's a video: https://ufile.io/mvfui1qt. Basically, you can reproduce it on any map, give the Asker, and approach the Guild Fort. The Asker was downloaded from the website. Regarding the models, I already said I won't be making them; I don't know how. So, if someone could improve the graphics, it would be very helpful. I already have references to the original devils and dragons. But otherwise, no one will make them at all, and this way, we have a functional creature that already works as it should. I think the description is fine.

Here's a question: when using the Asker (CREATURE_ASKER), are the files for the two related creatures present in the data folder?
CREATURE_TURGAK
CREATURE_GAPLAN
С уважением, Psatkha (Псатха)

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yes, exactly as in the attached archive. One pack for all three, not modified by me. For example, this doesn't happen with Ents; everything is in order there. Maybe I'll figure it out later.

Crashes of the Dark Knight are more likely not due to skills, but due to animation (possibly due to slowed-down approach animation).
But there is a similar case for skills; the creature Maenad (a kind of shaman) has fear and regular poison, and it can also crash when controlled by the AI.

But there is a suspicious thing here (not only here, but in 4 places in the folder below. I fixed it and am testing now, but it still crashes):

Characters/Creatures/Neutral/H5A0
1) move.(BasicSkelAnim).xdb
2) attack00.(BasicSkelAnim).xdb

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vasik
Yes, exactly as in the attached archive. One pack for all three, and I didn't modify it. For example, this doesn't happen with Ents; there, everything is in order and as it should be. Maybe I'll figure out what's wrong with it later.

Today I'll try to take a look... in principle, the task is clear... approach the Fortress on the hill with any hero whose army has a slot with Ascended Ones...
С уважением, Psatkha (Псатха)

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There's an issue here: if this creature is in auto-battle against you or controlled by the AI, there's a high chance the game will crash during its turn (there are no crashes if you control it yourself).

I believe the crash issue is caused by the ability "horrific presence or proximity, I'm not sure." There isn't such an ability on any standard creature, and it's possible the developers left it buggy (I haven't checked, I'm busy right now – I'm working on the Fallen Angels).
By the way, I've finished the basic effects and textures; animations and voice acting are all that's left.
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It definitely isn't her fault – some creatures work perfectly with her and never crash the game, not even once. (But the combination of a regular fear attack and poison might be the issue.) It's an interesting situation. I removed the animations, replaced them with a link to the Black Knight, and the crashes still occur as before, even though he already had the appearance of a Black Knight. I reverted everything back. I removed the venom ability. Immediately, the battles that were previously crashing (and if he crashed in one load, he will definitely crash in the same place if you reload) stopped crashing, and everything became normal, except that a good ability is lost. So, I was wrong to blame the animations. I added the venom back, removed the fear attack. Everything is normal again. Judging by the fact that there is a creature on the Psathea website, the Maenad, which also tends to crash the game when it has fear and regular poison, it is likely that these two abilities are incompatible. By the way, the Tormentor also has poison and crippling wound, and it also tends to crash the game. Moreover, they can all crash the game not necessarily when attacking, but also when taking a turn, when attacking undead, and so on. Perhaps poison and venom are buggy and don't work well with other abilities. Added after 10 hours and 59 minutes Well, does anyone have any ideas about what can be done with poison so that we don't have to give it up? I have a hypothesis that in the CreatureVisual DamageEffect, there should be , and not Necrohit2. And there are good reasons to believe that this is the case. So, if this is confirmed, Psathea will need to make the same change in the Tormentor and Maenad so that they don't crash the game. It still crashes, but a little less often. It seems that the incompatibility of fear and poison is indeed the issue.
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There is a certain assumption that in CreatureVisual DamageEffect, there should be , and not Necrohit2. And there are good reasons to believe that this is the case. So, if it is confirmed, Psathe will need to make the same change in the Tormentor and Maenad, so that they don't malfunction.

Won't these creatures suffer when their racial affiliation is changed?!
С уважением, Psatkha (Псатха)

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The race doesn't change; what changes is the link to the damage effect.
But I looked at the Menadu and the Nightmare.

In the original fear attacks, it's always Necromancer.
In the original poisons and crippling strikes, it's always Fresh and Blood.

Apparently, you can't combine them. If you remove the fear or poison from the Knight, even without changing the damage effect, it seems to stop crashing (not quite accurately). It might even be that the damage effect has nothing to do with it (or rather, it does).

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