Skip to content

Posts from NCF – Extended list of Neutral creatures.

4.9 (14 ratings)
Auto-translated
Should I post a picture of a dwarf with a rifle here (in this thread)?
Auto-translated
Let's say I downloaded a creature. What do I do next? How do I integrate it so that it spawns on the adventure map, and how do I control its quantity? I have NCF_Creature and NCF_Core. I don't want to download entire packs because I only need specific creatures for my mod, not everything.
In reply to Mr.Lico
Hello  Mr.Lico,
  1. Open this article 
  2. Scroll to Example Template and follow instructions to install the NCF package and patch H5_game.exe and H5_Editor.exe.
  3. put NCF creatures of choice in data.pak
  4. Open H5_game.exe and H5_Editor.exe and use the random map generator to make a map. New creatures should appear.
Note that RMG keeps the following conditions for NCF units.
- If NCF unit is NEUTRAL (not from any faction) it will have a chance to appear only when a neutral unit is summoned on the map.
- If NCF unit is a faction aligned unit, it may appear when RMG places a single faction unit on the map
- If NCF unit is a faction aligned unit, it may appear when RMG places a stack of multiple faction units (I dont remember if that was the case in original ToE RMG but MMH55 ARMG does this).
Auto-translated
Hello everyone, I apologize in advance, but could someone upload the **creatures** by the author **Lokken**? (It has been very difficult to get in touch with him lately). He didn't have that many, just a few, but the creatures were quite colorful and well-designed. I'm writing because all the **links** to download his creatures are **outdated**... So... Does anyone still have them **saved**? I would also like to know the following: Is there finally a **new** and, most importantly, **complete pack** of creatures, for example, with all the authors? On a foreign forum, some **creatures** still **cannot be downloaded**, and so on...
In reply to dredknight
User Avatar
dredknight
Thank you!

Installation instructions:
1. Patch game EXEs with these offsets.
- Original is for H5_game, MMH55_Utility, MMH55_Utility_64
- Qunatomas is for MMH55, MMH55_64
- MapEditor is for MMH55_Editor

I would like to give a big round of applause to Marko /@the way back is way ahead from Discord/ for his assembly skills and work he put into this.

Offsets are deleted, i'm sorry, can you upload them again?
NCF
In reply to dredknight

Here you go.

I do also fixed the URL on the message you quoted.

dredknight

We already solved that part - here is an updated NCF patch that you can use with Deflaktor's app.

Inside you can change the amount of total units from 1000 (where the last slot is always reserved for "rotate all" or something like that).

The patch also allows NCF creatures to be used to create a map with RMG without crashing the game.
With the knowledge we have we believe it is possible to add new item slots in other domains - skills, spells and may be towns so we want to find out how to be able to add them in the editor too. That is why I ask about changes in index.bin

Here are a couple of images from RMG:

User Avatar
Auto-translated
I connected the NCF file and am trying to place 180 LONGBOWMAN2 creatures.
But they don't appear; I've already checked everything... does anyone know that if a creature is missing from the recruitment square, where should I look for the problem first?)

It seems to have worked.
Ссылка на мой мод Heroes 5 Armageddons Blade

Ссылка на мои уроки по модостроению в Героях 5

Ссылка на мой Artstation
User Avatar
Auto-translated
The other day, I was experimenting with adding creatures to a town and noticed that the upgraded creature in the recruitment window occupies the first or second slot, based on how it was defined in the upgrades of its base creature. In other words, if you go to the game mechanics folder, find the peasants file, and in the upgrades section, swap the creatures around, they will also swap places in the recruitment window. Moreover, the order of the creature that is listed as the base creature in the upgrades is important. For example, in that test case with three levels of upgrades that I posted, peasants upgrade to archers, and their archers upgrade to improved goblins. The goblins still reference the original base creature. Therefore, they are displayed correctly in the recruitment window. However, the way the peasants' upgrades reference the improved goblins affects the order in which the creatures will appear in the retraining window.
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.
In reply to zahar0z
User Avatar
Auto-translated
zahar0z
I was recently experimenting with adding creatures to a town and noticed that an upgraded creature in the recruitment window occupies the first or second slot, depending on how it was defined in the upgrades of its base creature.
In other words, if you go to the game mechanics folder, find the peasant file, and swap the creatures in the upgrades section, they will also be swapped in the recruitment window.

The order is important for the creature that is listed as the base creature in the upgrades.
For example, in that test file with three levels of upgrades that I posted, peasants upgrade to upgraded peasants, and those upgraded peasants upgrade to improved gremlins. The gremlins still reference the original base creature. Therefore, they are displayed correctly in the recruitment window.

However, the way the upgraded peasants reference the improved gremlins affects the order in which the creatures appear in the retraining window.
Now, let's do a micro-test =)

Yes, you are absolutely right, I swapped the seraphim and archangel in the archangel file, and the archangel now occupies the 3rd slot. That's probably where my initial problems came from; a creature was in an occupied slot, while the second slot was completely empty.
Ссылка на мой мод Heroes 5 Armageddons Blade

Ссылка на мои уроки по модостроению в Героях 5

Ссылка на мой Artstation
Auto-translated
will there be separate packs for this sniper and angel?
In reply to vasik
User Avatar
Auto-translated
vasik
Will there be separate packs for this sniper and angel?
The appearance of the snipers is the result of the work of the respected Footman; he posted them in his own FEM topic. I think you should download them from there. I simply linked them everywhere. As for the higher-tier units, I made them by recoloring the seraphim. To be honest, I don't want to spend a lot of time creating separate packs (I'm making a comprehensive mod, not breaking it down into pieces). If you happen to like the archangel, download my mod version "v11.02.2021" and go to the folder ---> MapObjects ---> Haven ---> Waterfall_Archangel2. There you will find the textures, description, icons, animations, and effects (recolored); everything is there. You can create your own NCF creature if you wish. Although, no, I forgot something. The purple fire is stored in the textures, so you will need it for it to work correctly.
Ссылка на мой мод Heroes 5 Armageddons Blade

Ссылка на мои уроки по модостроению в Героях 5

Ссылка на мой Artstation
Auto-translated
Good afternoon! Could you please tell me which version of NCF (Russian) I should download for the Steam version 3.1? (more precisely, 3.1.2.98). The game is from Ubisoft and is in English (with a Russian localization). Also, is it possible to process already created maps in an external map generator to replace regular units with new ones? I'm currently experimenting with map editors from Quantomas' mods and from MMH5.5.
Auto-translated
Could you fix noiade? It displays incorrect prices for levels 6-7.

Statistics

Welcome our newest member: Emil