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[MOD] LEGACY CLASSIC 1.0 Standard high-quality interface for HoMM V 3.1Auto-translated
For a mod covering all campaigns, it's probably better to add only the necessary textures there, because I see all the files in there. Otherwise, since I update it frequently, it'll be a hassle for you to keep updating it as well.
I practically don't touch the textures there, except for the Tears of Asha map and a couple of other small things.
G0ldiel, congratulations on the mod's release. The mod turned out to be big. And that's without 2k textures with a patterned frame.
A couple of things: Skills and abilities have shifted to the right (screenshot 1). The Warlock's elements have shifted down a bit (screenshot 2). On the black screen that appears for a second during loading, a logo appeared. It's now permanent and everywhere. In the UI file you're using MPCreate.(WindowScreen).xdb (screenshot 3) — it's not from the a2p1-data.pak patch. The file has outdated settings. There could be problems with texture positioning, etc. The scroll texture in Settings > Video > Battle Recording and Video Editor https://heroesworld.ru/post/1334029/ and the textures for the Sylvan Avenger Guild and the Horde Slave Market https://heroesworld.ru/post/1334485/ haven't been fixed. These fixes could have been (and still can be) taken from FixsToE_3.1. I've attached a mod with these fixes. You didn't use the fix with replacing the turquoise color texture for Sylvan with your own. https://heroesworld.ru/post/1307969/ In the mod I attached below, I added the files for the Astrologer's Tower screens and mission completion (full-screen dimming (screenshot 4 before)). Mod files for all campaigns in the regular version of the mod (screenshot 5). Folders and files with a dash at the end, as I understand, are not used. Well, and about the mipmap buttons, that was already mentioned above.
But these are all minor things. There's probably more to fix — I haven't looked at everything. Maybe something will be reworked, fixed, and added in a new version of the mod.
Of course, I would remove all unnecessary files from the mod that haven't been changed or are no longer used (with a dash at the end), and I would compress all textures (BC3/DXT5) above 4 MB. (They'd lose a bit of beauty.) The mod would become significantly lighter and performance would improve. In any case, I wish you success.
Hi, thanks for the wishes and feedback! I appreciate you writing in and attaching the links. I looked into these issues by running the mod without your fix pack and basically understood everything. Here's what happened: 1. Regarding the video section scrolls, the dimming at the Astrologer's Tower, at mission end, and the position of scrolls at special buildings and the elf symbol — when playing with your mod, these errors don't exist. I checked not on the version I've been tinkering with for myself, but by downloading it fresh from the forum. That's why I was advocating for installation — people are highly recommended to install your fix. I just see it as a mandatory minimum for comfortable play nowadays. Some fixes overlap. I really should have made it mandatory too. Over time, the visual fixes can be moved into my mod for autonomy. Though honestly, I can't imagine playing without your fix pack.
2. About the game logo — I know it flashes in the menu, but I hadn't come up with anything at that point. And where else does it flash? I'll fix that. Does the info from screenshot 3 and about the MPCreate.(WindowScreen).xdb file relate to this? And where should it be taken from then?
3. The element icons can just be raised a bit — they didn't bother me, so I left them as is.
4. Regarding the last screenshot — I don't even know what's going on there. I patched All_campaignsR. And named it with the LEGACY suffix. Everything's fine on my end. I tried installing Roommy's original mod file — everything's fine in the campaign and mission menus. In battle tooltips that show effects on units too. Are you sure you don't have something third-party lying around in your folders at the time of playing? If definitely not, then maybe it's a resolution issue after all. I remember yours isn't very big. In some things in Heroes, it does affect display. For me, despite all the fixes the community has, there's clipping of unit numbers in battle (by the way, you can see one example on the screenshot with the Dryads). If I switch to 1920x1080, it disappears. And the logic isn't that bigger numbers get clipped more — 125 can look better than 78.
Regarding file optimization — it needs further optimization, I was working on that and removed a lot of mipmaps, etc. Some files are there because they'll be scaled in a future update. So they're working materials. And some folders and files that haven't been touched at all can be removed, yes.
I figured, since the mod is about interface textures, it should be self-sufficient in such matters, without third-party fix mods. Especially since it weighs hundreds of MB.
For example, you press start game, a black screen with the logo appears for a second. You press exit to main menu, again a black screen for a second with the logo in it.
No, that's not it. The third screenshot — the file is from data.pak, but it should be from a2p1-data.pak. Make it a rule: when making a mod, you look at the needed files in data.pak, find them, then open a2p1-data.pak right after and check the same files — if they're not there, use the ones from data.pak; if they are, always take them from a2p1-data.pak.
In z_UI_11_11_26_LEGACY_CLASSIC_GameInterface_1_0.pak. I installed only that and showed what's on the fourth screenshot. I didn't install any all-campaigns or other mods.
In your screenshots the icons shifted to the right, just like I showed. It's not a resolution issue. In my first screenshot, on the left are the shifted ones, on the right — the original.
Of course it's going to weigh a lot — these are textures of almost the entire game menu increased 2-4 times. The question about unnecessary folders is understood; when the allotted time comes, which is also mentioned in the plans, this will be done. Some of them are working files, as I already explained. I've seen what can happen in other archives — there's often a lot of old stuff. This is far from that, come on. At the final stage, we'll see what the weight will be.
The principle of autonomy — yes, it definitely makes sense, but overall everything is aimed at display. But you know what your mod consists of better than I do — many fixes are aimed at visuals. And all of that is already there. That's what packs are made for. I noted that there would be problems without it. I'll definitely move those few measly fixes into the mod itself, and I thank you for finding them and providing links to the segments, although I see no point in playing without the fix pack. I don't even know what to compare it to — probably partially to a memory patch.
I understand the logo should be fixed, although sometimes I don't even manage to notice it. I only catch it in the menu at startup. I suspect the refresh rate is involved, specifically in terms of how quickly it appears. And the actual cause needs to be found and fixed — I just didn't have the resources left.I think this will be resolved.
You completed one of the three installation steps, and that's why the issues you mentioned occurred. This applies to everything except the logo in the menu and the tooltip thing for you.
And why aren't you playing with your own mod?
About the battle tooltip — I understand you mean the window itself moved to the right. And what problems does it cause being further right?
For the mod covering all campaigns, it's probably better to add only the needed textures there, because I see all the files are in there. Since I update it frequently, it would be a hassle for you to constantly update it as well.
I practically don't touch the textures there, except for the Asha's Tears map and a couple of other small things.
Hi, this is the only thing I can say I haven't done — I haven't trimmed the other folders in your mod. That happened for internal reasons unrelated to modding. I'll take care of it in what I think will be the only fix needed in the near future. I added Asha's Tears just for fun, since I recently made it in one of the threads based on Moonstar's work. I can remove the PuzzleMap entirely if you plan to do anything further with it.
G0ldiel, tell me how exactly to extract such symbols from your work (for a personal build)
I like the "forest", "griffin" and "hydra" =)
Yeah, they're cool) I combined the hydra from two elements, the griffin I found pleasant on its own, well, you can see that. The elves caught my eye with a subtle nod to Lord of the Rings. The Horde, in principle, too.
For the mod covering all campaigns, it's probably better to add only the needed textures there, because I see all the files are in there. Since I update it frequently, it would be a hassle for you to constantly update it as well.
I practically don't touch the textures there, except for the Asha's Tear map and a couple of other small things.
Hi, this is the only thing I can say I haven't done — I didn't cut out the other folders in your mod. That happened for internal reasons unrelated to modding. I'll take care of it in what I think will be the only fix needed in the near future. I added Asha's Tear just for fun, based on what I recently did in one of the threads using Moonstar's work. I can remove the PuzzleMap altogether if you plan to do anything further with it.
Well, it's up to you whether to keep the Asha's Tear map or not. Alternatively, you could add your own version of Asha's Tear to the recommended ones if mine doesn't work for you, and so on.
For a mod covering all campaigns, it's probably better to add only the needed textures there, because I see all the files are in there. And since I update it frequently, it'll be a hassle for you to keep updating it too.
I practically don't touch the textures there, except for the Tears of Asha map and a couple of other small things.
Hi, that's the only thing I can say I haven't done — I didn't trim the other folders in your mod. It happened due to internal reasons unrelated to modding. I'll take care of it in what I think will be the only fix needed in the near future. I added Asha just for fun, based on what I recently did in one of the threads using Moonstar's work. I can remove the PuzzleMap entirely if you plan to do anything further with it.
Well, it's up to you whether to keep the Asha map or not. As an option, you could add your own version of Tears of Asha to the recommended ones if mine doesn't work out, etc.
Then I'll remove it. If I ever want to do something with it, I'll add it as an option. It might seem strange, but with all this existing topic and its goals, I play without Asha's borders 😁
Found a couple of errors — in some files the file format is wrong: .xdb- with a dash. Tabs- also with a dash, maybe they were renamed or is that how it's supposed to be? Haven't checked everything, just took a quick look.
Found a couple of errors — in some files the file format is incorrect: .xdb- with a dash. Tabs also have a dash — maybe they were renamed, or is that how it's supposed to be? I didn't check everything, just took a quick look.
That was done so the file wouldn't work. Basically, it's an unnecessary instance. You can delete such files and folders. That way you can also disable mods on the fly in principle — after unpacking, you add the dashes.
You completed one of the three installation steps, and that's why the issues mentioned occurred. This applies to everything except the logo in the menu and the tooltip situation for you
And why aren't you playing with your own mod?
Regarding the tooltip in battle, I understand you mean the window itself moved to the right. And what problems does it cause being further to the right?
I'm simply not interested in the other two installation steps, only the interface. But, as it turned out, the interface-only mod (800+ MB) is not self-sufficient, and it requires a mod for additional campaigns and mod-fixes. I don't understand why files that don't belong to the main mod are embedded in it, when they're needed for the mod covering all campaigns, which is distributed separately? Because of this, the main game's campaign selection menu displays incorrectly.
Alright, I guess I've just stopped understanding all of this. So interdependent modular mods are normal, but an interface mod needs non-interface mods to work properly.
Without my own and other mods, I looked at what the interface mod offers.
The window itself didn't move to the right — the skill and ability icons in those windows became larger, while the position remained the same, and the right side of the skills and abilities isn't displayed, so it seems like the icons shifted to the right.
You completed one of the three installation steps, and that's why the issues mentioned occurred. This applies to everything except the logo in the menu and the tooltip issue for you.
And why aren't you playing with your own mod?
Regarding the tooltip in battle, I understood that you mean the window itself moved to the right. And what problems does it cause being further to the right?
I'm simply not interested in the other two installation steps, only the interface. But, as it turned out, the interface-only mod (800+ MB) is not self-sufficient, and it requires a mod for additional campaigns and mod-fixes. I don't understand why files that don't belong to the main mod are embedded in it, but are needed in the mod for all campaigns, which is distributed separately? Because of this, the campaign selection menu of the main game displays incorrectly.
Alright, I guess I just stopped understanding all of this. So interdependent modular mods are normal, but an interface mod needs non-interface mods to work properly.
I looked at what the interface mod offers without my own and other mods.
The window itself didn't move to the right — the skill and ability icons in those windows became larger, while the position remained the same, and the right side of the skills and abilities isn't displayed, so it seems like the icons shifted to the right.
got it all. I think they come from the mini-artifacts characteristics section, need to check there. we'll address the autonomy regarding the mentioned minor issues.
1. Reworked the archive compression method. Restored the forgotten module with textures without mipmaps and went through the large files additionally. Also, off the top of my head, removed a number of unused files that won't be needed. As a result, significantly reduced the weight of this version of the mod.
2. Moved several fixes from FixsToE 3.1
3. Adapted the connection files with Allcampaingsinto the mod itself LEGACY. Now you just need to download the author's mod. @Rommyyou can freely update your mod, just keep the menu and dialog files as they are.
4. Painted the rune work panel in battle for the dwarves. Fixed the rune nest image.
5. Fixed the logo, but the mechanism there is somewhat specific and silly. Now there's no flickering at startup; in this variant, a balance between solving the situation and quality is maintained. But if you come up with a logo that fits the size into the conditional image area, you can occupy more space on the canvas itself without losses. It's just that most logos in the game series use large text. Maybe someone will come up with something — go for it, the mod was created for this in particular. Of course, the bigger the monitor, the better the solution will look.
Installation: 1.Remove LEGACY CLASSIC 1.0, install version 1.1 into data. 2. Remove the patched version of Allcampaings and restore the regular one in UserMODs. Download link
Next, I'll only consider important fixes, but for now I don't see any errors. As I mentioned, if there's a vibe, I'll make an intermediate patch 1.5 with some of the plans. If you have an idea on how to remove the mod item from the main menu, write to me in PM.
5. Fixed the logo, but the mechanism there is somewhat specific and silly. Now there's no flickering at startup, and in this version a balance is struck between solving the issue and quality. But if you come up with a logo that fits the size into the conditional image area, you can take up more space on the canvas itself without losses. It's just that most logos in the game series are in large text. Maybe someone will come up with something, go for it — the mod was specifically designed for this. Of course, the bigger the monitor, the better the solution will look.
The logo is not fixed, it's made just like the regular one, only slightly larger — scaling doesn't work.
In short. The logo on the flickering black screen can't be done with scaling, it has a texture reference in UIGameRoot.(UIGameRoot).xdb. There are two options: remove the texture reference in that file (leaving only the black screen) or make two logos: keep the regular size for the black screen, and for the main menu make an enlarged one and run it through scaling, which is what I did, and I added a shadow to the logo, like the regular one. I've attached the mod below, take a look, if you don't like it, no problem. I see no point in touching UIGameRoot.(UIGameRoot).xdb. There's a lot of stuff in there, and many people might use it in their mods.
There's also still the issue with icons in the tooltip.
5. Fixed the logo, but the mechanism there is somewhat specific and silly. Now there's no flickering at startup; this version strikes a balance between resolving the issue and quality. But if you come up with a logo that fits the size of a given image area, you could take up more space on the canvas itself without losses. It's just that most logos in the game series use large text. Maybe someone will figure it out — go for it, this mod was specifically designed for that. Of course, the bigger the monitor, the better the solution will look.
The logo isn't fixed — it's made the same way as the regular one, just slightly larger; scaling doesn't work.
In short. You can't scale the logo on the flickering black screen — it has a texture reference in UIGameRoot.(UIGameRoot).xdb. There are two options: remove the texture reference in that file (leaving only a black screen) or make two logos: keep the regular size for the black screen, and make an enlarged one for the main menu routed through scaling, which is what I did, and I added a shadow to the logo like the regular one. I've attached the mod below — take a look, if you don't like it, no problem. I don't see the point in touching UIGameRoot.(UIGameRoot).xdb. There's a lot of stuff in there, and many people might use it in their mods.
There's also still the issue with icons in the tooltip.
Previously, the size differed between two situations, and you could clearly see it changing size and then moving to the left corner. Now the values are the same size.
The situation actually is that, as you can see in the video, the logo completes its loading role before the animated main menu. It appears on the black screen first. After that, the animated menu appears. I made four video recordings. The first video with my mod shows this. The second video proves that this happens even without the mod — I turned off my mod and launched the game for the second video. So this is an issue with the original. In the third video with your mod, the logo is also visible there. You can check all of this in the attachments frame by frame, literally, and also see what I see. If you really want, in video editors. In summary, there's no issue with the mod itself here. And the original issue isn't major. Patch 1.1 fixed the glitch with different logo sizes at different stages and made it a consistent size at all display stages. The rest is just the game's own processing. I showed what I see at every stage. Your mod creates two instances. If you make the Logo.(Texture).dds file invisible, you'll stop seeing that loading stage before the animated menu. That's the fourth video.
This can be used. Although it didn't bother me personally, the size "game" had to be removed in 1.1. Honestly, what annoys me more is the modification item in the main menu))) By the way, do you happen to know how to remove it? Haven't managed it yet.
I haven't looked into abilities yet; that wasn't part of the patch.