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Screenshots showing errors. The last one is simply when launching the game.




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You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


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Мультиплеерные карты для Heroes V 3.1:

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There seems to be an issue with map processing, as shown in the second screenshot. There are no other errors, but this one prevents the script from loading.
So, does this happen with all maps and only in online multiplayer games?
If the problem occurs on a specific map, please share the map file if possible.
If it happens on all maps, try typing "@CommonStart()" in the console after loading the map (even if it shows an error). This should resolve the issue, at least for now.
Also, is the first player set to AI by any chance?
In any case, thank you for the information; at least now we have a better idea of where to start looking for a solution.
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Gerter
There seems to be an issue with map processing, judging by the second screenshot. There are no other errors, but this one breaks the script loading. And does this happen with any map and only in online games? If the problem occurs on a specific map, please share the map file if possible. If it happens on all maps, try typing "@CommonStart()" in the console after loading the map (even if it has an error); at least for now, this should solve the problem. And one more question, do you have AI set as the first player by any chance? In any case, thank you for the information; at least now I have a better idea of where to look.

I only tested it on my map over a local network. There are no errors in Hotseat mode. The first player was blocked, and only the 6th and 8th players were active.

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Кампании для Heroes V 3.1 (Трилогия):

Пробуждение зла
Нашествие из Преисподней
Смена эпох

Скачать все кампании одним архивом: Яндекс.Диск Google.Диск

You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
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Yes, it seems that this is the cause of the problem. The map is processed correctly, but due to the script loading function, which, in the absence of arguments, substitutes the ID of the first player into the call, a similar failure occurred, because the player was inactive. I will refine this aspect, thank you very much for finding the bug.
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I tried combining this mod with “the creature compilation by @kolt_av” (/topic/7937/), but it didn’t work. More precisely, new creatures did appear on the map, but the game crashed very often. I don't know if the problem is in MCCS, NCF, or their interaction…

 

Another point: I tried to assign the red player to AI in a local network game. After loading the map, the script worked normally. Then, using the console, I “killed” the red player (Loose(PLAYER_1)). He was killed, but the first turn remained stuck (after both players had completed their turns). It’s disappointing; I thought I could avoid the error that way.

Кампании для Heroes V 3.1 (Трилогия):

Пробуждение зла
Нашествие из Преисподней
Смена эпох

Скачать все кампании одним архивом: Яндекс.Диск Google.Диск

You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
Сердце вулкана
Передел мира
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MasteR

I tried to combine this mod with the “NCF creature compilation by comrade kolt_av” (/topic/7937/), but it didn’t work. To be more precise, new creatures did appear on the map, but the game crashed very often. I don't know if the problem is in MCCS, NCF, or their correlation...

Another point: I tried to make the red player controlled by AI in a local network game. After loading the map, the script worked normally. Then, using the console, I "killed" the red player (Loose(PLAYER_1)). He was killed, but the first turn remained stuck (after both players had completed their turns). It's disappointing; I thought I could avoid the error this way.


I will take a look at this mod; at first glance, it is clear that there are IDs in the assembly for which some internal MCCS creatures are reserved; conflicts probably arise from path issues.
The second issue arises, as does the previous one, due to the situation when the first player is not human. This was my initial oversight; after fixing it, all such problems will disappear; for now, simply setting the first player to be human is enough to prevent these situations.
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Gerter


The build contains IDs that are reserved for certain internal MCCS creatures.

How can this be fixed? There shouldn't be many IDs, right?

Кампании для Heroes V 3.1 (Трилогия):

Пробуждение зла
Нашествие из Преисподней
Смена эпох

Скачать все кампании одним архивом: Яндекс.Диск Google.Диск

You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
Сердце вулкана
Передел мира
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MasteR

 

How can I fix this? There shouldn't be too many IDs, right?


Don't include IDs 947-957 in the date.
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Gerter


Don't post IDs in the date field.

I removed everything unnecessary (hopefully). Crashes have almost stopped (only a couple of times when opening the gate for the Demons). A more serious problem has emerged - it's not possible to load saves; one of the players always crashes. I tried with and without the new creatures.

Is it possible to use the PEST mod and the ability to use the console in multiplayer separately from the rest of the mod? Or is the .exe file useless without the .pak files?

Кампании для Heroes V 3.1 (Трилогия):

Пробуждение зла
Нашествие из Преисподней
Смена эпох

Скачать все кампании одним архивом: Яндекс.Диск Google.Диск

You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
Сердце вулкана
Передел мира
In reply to MasteR
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MasteR



I removed all the unnecessary stuff (hopefully). Crashes have almost stopped (only a couple of times when opening the gates for demons). A more serious problem was discovered – it’s not possible to load saves, one of the players always crashes. I tried both with and without new creatures.

Is it possible to use the PEST mod and the ability to use the console in multiplayer separately from the rest of the mod? Or is it pointless to keep the .exe file without the .pak files?


Crashes are more likely a problem with the game itself, not the mod; creating a new profile usually fixes it for me. Did it crash when opening the gates for standard demons or for some ncf demons? You can definitely use the .exe files.
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Finally, I got around to fixing it. Micro-patch 0.072 is here and in the first post. Be sure to download the MCCS_Main_0072_vNHF.pak file and the h5_checker folder.

- Vulnerabilities that could cause script loading errors have been fixed (thanks to Master for finding them).
- The scanner program has been updated; it now extracts even more information (for a future major update).
- New scripting functions have been added (again, for the next update).

Installation instructions are in the first post. Reminder: if you don't have any additional mods for creatures/heroes, use the MCCS_Adds.pak file, which is available with the rest of the mod files. If you do have such mods, be sure to scan the game files using the latest version of the program. Enabling/disabling NHF heroes is also done through the program.

Version 0.08 will be released this week/next week with a couple of new heroes and a solid pack of new artifacts. This will be the last update before the release of the Campaigns; after its release, there will most likely be version 0.1 with all the artifacts that were made specifically for the Campaigns (there are more than 40 of them).

Enjoy the game.
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Gerter, thank you very much. This is simply amazing. Congratulations to everyone on these innovations!
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Gerter
Finally, I got around to fixing it. Micro-patch 0.072 - here and in the first post. Be sure to download the MCCS_Main_0072_vNHF.pak file and the h5_checker folder.

- Fixed vulnerabilities that could cause script loading errors (thanks to Master for finding them).
- Updated the scanner program, now it extracts even more information (for a future major update).
- Added new scripting functions (again, for the next update).

Installation instructions are in the first post. Reminder: if you don't have any additional mods for creatures/heroes, use the MCCS_Adds.pak file, which is available with the rest of the mod files. If you do have such mods, be sure to scan the game files with the latest version of the program. Enabling/disabling NHF heroes is also done through the program.

Version 0.08 will be released this or next week with a couple of new heroes and a solid pack of new artwork. This will be the last update before the release of the Campaigns, after which there will most likely be version 0.1 with all the artifacts that were made specifically for the Campaigns (there are more than 40 of them).

Enjoy the game.
Hello everyone.

It's a pity that I abandoned the Heroes project and it's very far behind.
There is absolutely no time for the NHF mod. I am very glad that someone has taken on integrating it into a decent build.

You can freely modify the mod as needed. It has long become public domain. Are there any remaining issues with it that need to be adapted to this build?
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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Dyrman
Hello everyone.

It's a pity that I haven't played Heroes for a long time.
I don't have any time for the NHF mod. I'm very glad that someone has taken on integrating it into a decent build.

You can freely modify the mod as needed. It has long become a public domain. Are there any remaining issues with it that need to be adapted to this build?
Hello. I think we should modify NHF by moving away from trigger-based interactions and converting some specializations that previously worked on the map into combat mode. This should solve some problems, such as battles that cannot be intercepted by scripts. For example, Hafad, Fiona, and others. I haven't yet engaged in deep adaptation; I've only changed the heroes with special abilities (Valafar, Biara, Nergal) to fit the build system (one common special ability, through which all others can be activated). Also, regarding the question from the NHF topic, there is a solution to the double-launch problem. I managed to create various specializations with combat scripts, both with data transfer to the combat script and with data extraction after battles in Multiplayer, so this is a very promising approach.
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Gerter

Hello. NHF, I think we should move towards reducing the use of trigger-based interactions and shifting some specializations that previously worked on the map into combat mode. This should resolve some issues, such as battles that cannot be intercepted by scripts.
Okay. I saw combat abilities for heroes in the resources; do they all work?
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...

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