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#561
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I'll try again, as I haven't gotten a response yet.
I need an even more complex mod.
I like the developers' idea of having different mounts for heroes. But while I have no complaints about the elves (and dark elves), humans, and undead, the others have logical inconsistencies.
I need a mod that will:
1. Put the dwarf hero on a bear. It doesn't make sense for them to be on a mammoth, which doesn't fit at all.
2. It would be logical to put the orc hero on a centaur. BUT! According to the historical documentary series "Hercules," having a centaur carry someone is a deep humiliation! Therefore, he should be put on a wolf.
3. It's more complicated with the demons – the hero himself looks like an animal. So, we need to take the model of Agrael and put him on a Nightmare.
4. As for what to do with the mages, I don't know. An elephant doesn't work at all. Maybe on a flying carpet? But I'm afraid it will be confused with the mentor. You could just put him on a horse, but that would lose the uniqueness.
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#562
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Apokalimon
Since everyone is here, I'll try asking again.
I need an even more complex mod.
I like the developers' idea of having different mounts for heroes. But while I have no complaints about the Elves (and Dark Elves), Humans, and Undead, the others have logical inconsistencies.
I need a mod that will:
1. Put the Dwarf hero on a bear. Because why is she on a mammoth, which doesn't fit at all – it's unclear.
2. It would be logical to put the Orc hero on a centaur. BUT! According to the historical documentary series "Hercules," centaurs consider carrying someone on their backs to be a deep humiliation! Therefore, he needs to be put on a wolf.
3. It's more complicated with the Demons – the hero himself looks like an animal. So, we need to take the model of an Agron and put him on a Nightmare.
4. As for what to do with the Mages, I don't know. An elephant is completely unsuitable. Maybe on a flying carpet? But I'm afraid it will be confused with the mentor. You could just put him on a horse, but that would lose its uniqueness.

Ho-ho =)
In short:
For this, you would need to extract the rider model and the animal model (using Archangel), import them into a 3D editor, configure everything there (bones, skinning, animations), and export it back. It's a hellish job, and I know only three people on the forum who have done this, and I don't think they will want to do such a thing again just out of enthusiasm.
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#563
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I'm reaching out for help from the community once again! I've tried three mods that replace undead with death knights, and none of them were quite right.
This one— DeadKnights_c.zip—is very good: the models and icons are great, and the names in the campaign and buildings have been changed. But unfortunately, the balance is completely off.
I'm asking to change the stats and abilities of the black knights, death knights, and knights of darkness in this mod to the stats of UndeadDeath Herald/Banshee respectively. And for the neutral—the Death Herald—give it the stats and abilities of a death knight. The ability animations can be taken from this mod (thanks to its creator)— DeathKnights 3.1_min.zip.
And it would be absolutely perfect if the death herald had the same color scheme as in the art. I think I've seen a mod like that somewhere...

Thanks in advance!
#564
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That's a logical question, but why would you even need to change anything if the final Knight will be a copy of the original creature, and vice versa, and you initially have the original creatures that have simply exchanged their artwork? From this, the question arises: who would do it, and why, if it doesn't make much sense?

Added after 12 minutes
A mod / map / or something else is essentially a renamed zip archive in the form of a .pak / .h5u / etc. file. You can open any mod with WinRAR / 7z / or another archiver, go to GameMechanics / Creature / Creatures / (Necropolis / Neutrals) / name.xdb..., and simply change the parameters.
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#565
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vasik
That's a logical question, but why would you even need to change anything if the final Knight will be a copy of the original creature, and vice versa, and you initially have the original creatures that have simply exchanged their artwork?
This leads to the question: who would do it, and why, if it doesn't really make sense?
Ask the creator of this mod – DeathKnights 3.1_min.zip – as well as everyone who gives Shamans exposed chests and recolors Titans.
Honestly, it's a silly question.

Added 2 minutes ago
vasik
A mod / map / or anything else is essentially a renamed zip archive in the form of a .pak / .h5u / etc. file.
You can open any mod with WinRAR / 7z / or another archiver, go to GameMechanics / Creature / Creatures / (Necropolis / Neutrals) / name.xdb..., and simply change the parameters.
It sounds easy. Can you do it? I tried, but I couldn't figure it out. I guess I'm too stupid.

Added 1 minute ago
In general, this forum thread is very strange. It seems like you can place an order for any mod, but in reality, whatever you ask for is either too difficult, too easy – do it yourself, or why bother, or justify the purpose of the mod... So, explain what mods you can actually place orders for
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#566
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Yes, you are right, there is some truth to that. But on the other hand, you need to understand that if you are not commissioning mods as a paid job, agreeing on a specific service with a specific person, then fulfilling your requests is purely a voluntary act on the part of the modders. Since it is obvious that they will implement either the most interesting things or occasionally "just for fun," the advice on how to do it yourself has some basis, so that you don't waste your time waiting in vain.
 

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#567
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Apokalimon
It seems like you can place an order for any mod, but in reality, everything you ask for is difficult to do.

You are being explained how it will happen and what will be required.
So that you don't wait for a miracle and objectively understand the reasons... it's your right, of course, but it looks a bit bad:


And regarding the branch, it's quite obvious that it was created a long time ago, when there were many active modders.
Now, there aren't as many people involved in modding, and often each of them runs their own project. You might have to wait until the end of your days. Therefore, the fact that people are responding to you and at least trying to explain things is already good (they could have just stayed silent).
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#568
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Author
Currently, there aren't many people actively working on mods, and each of them usually manages their own project.
Well, maybe not exactly now, but about a year ago, our forum had the highest modding activity in its entire history.
 

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#569
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Ment
Come on, maybe not right now, but about a year ago, our forum had the highest modding activity in its entire history.

Okay, I won't judge. I'm just sharing my personal observations from the time I've been on the forum.
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#570
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ok :)

0. Copy the original archive somewhere so you can restore it if something goes wrong.
1. Take the DeadKnight_c.zip archive and open it with WinRAR / an equivalent.
2. Unpack or simply drag DeadKnights_c.h5u out with the mouse to some location.
3. In that location, right-click on the obtained file / open with / WinRAR_or_equivalent.
It's advisable to check the box to open similar files, so that all *.h5u files can be opened with a left mouse click.

3. Using the file system inside the archive, navigate to the GameMechanics folder, then Creature, then Creatures.
There will be two folders - Necropolis and Neutrals.
Inside them are .xdb files.

These files are opened with a text editor, and they contain structures like this:
<tag> text </tag>

There are also nested structures, but you just need to change the text.
For example, attack is located here 
<AttackSkill>23</AttackSkill>
The tag names more or less indicate what they are and what they control.

At first glance, the Knight parameters are preserved as original - they just changed their abilities.

The abilities are located inside the tag 
<abilities>

at the bottom of the file.
Essentially, you just need to swap the contents of abilities.

3a) note
For the deadly grip ability, in addition to abilities

<Item>ABILITY_HARM_TOUCH</Item>

, you need 

<KnownSpells>
<Item>
<Spell>SPELL_ABILITY_HARM_TOUCH</Spell>
<Mastery>MASTERY_ADVANCED</Mastery>
</Item>
</KnownSpells>

This is present in the file GameMechanics / Creature / Creatures / Neutrals / Death_Knight.xdb .  If it seems complicated, you can just look at it by analogy.
To compare PARAMETERS with the originals, you can open the file ...\Your_Heroes\data \ data.pak with an archiver, and follow the exact same path for the Death Knights or Knights. Do not modify the original files from data.pak under any circumstances!

4) The essence of the change is to modify the text files using copy / cut / paste.
5) After that, save the file, and the archiver will ask "Update in archive? Yes / no?", press yes.
6) Put the resulting DeadKnights_c.h5u into the folder ... ...\Your_Heroes\ UserMods and see what you get.

7) If something went wrong - restore the original archive from step 0, delete from UserMods  and keep doing it until it works.

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#572
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How do I set up animations for abilities?
#573
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By the way, if you think about it...
In this case, to fulfill a specific request, you can simply delete the Creature folder from the DeadKnights_c.h5u / GameMechanics archive.

Just copy the archive, delete this folder in the copy, place it in UserMods, and it might work the way you want it to , but this needs to be checked. If it doesn't work, then as mentioned above.

I don't know how to add animations.
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#574
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Apokalimon
How do I set up animations for abilities?
Find the CreatureVisual line in the file where you edited the parameters and remember the path. Open the map editor (yes, I will keep repeating that it's easier to do these small things in the map editor!) in advanced mode, with everything closed (Resource => Close MOD is grayed out).
Now, find the Creature table, then navigate through the folder structure to the creature files, which is the same as indicated by vasik. Double-click to open the creature files and go to the properties (if the properties window is not visible, go to View => Select Properties Window).

All the parameters will be conveniently "arranged" there. Find CreatureVisual => ... => AnimCharacter => ... => ArenaAnimSet => In the properties of AnimSet, there will be a list of existing animations. Expand it completely. In each element, there will be a line called name with a code and understandable name for the animation, and below it – BasicSkelAnim, a link to the animation itself.

To swap the attack animation with the movement animation, simply select the BasicSkelAnim from move under the attack00 line and vice versa.

To create a new one (for example, if there is no range/specability/stir00/cast), create it, enter the corresponding exact name in the name field, and in BasicSkelAnim, select any of the existing animations for the unit.

I hope I explained it well; sorry in advance for any inaccuracies 🙂
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#575
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Update 14.03.2021: Hotabych shared a link with me to Psatha's pegasi, I'll look into it. The post is not relevant for now.

13.03.2021
Well then, here's what I'm planning:
To make a branching of unicorns into war pegasi and war unicorns, and then into a third tier of light pegasi and light unicorns. The path will look like this.

What I need (T.O.R.):
1) There's a mod in the mods section by BlackHat for pegasi (if needed, I'll send the archive in PM)
2) I need the pegasi's wings to be slightly recessed into the body, not hanging separately at the sides.
How it is in the mod

How it should roughly look (wings slightly entering the back from above).


3) I need the wings to follow the body during the attack animation, not hang in one place (in the video I'm showing how it happens in the mod — they need to move together with the horse - https://youtu.be/dy-5mXzs7MI ). Which animations are required?
At minimum:
 - idle animation <idle00>
 - movement animation <move>
 - attack animation <attack00> 
 - death animation <death> 
That's it, four will be enough.

I'd be glad if someone responds, of course I understand it won't be free, write in PM whoever can do it, and for what price you'd be willing to take it on so I can anticipate the future costs =)

In general, there's something to discuss.
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#576
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I tweaked the NCF Pegasus model (248 from Chaospack) and the Pegasus model from the group https://vk.com/mightandmagic5

It turned out pretty good, and the wings are attached to the torso, so they move during movement and attack.
The only thing is that they run instead of fly, but this can be easily fixed.
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