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Yes, theoretically, such a possibility doesn't exist. But I suggested this option because types.xml is partially responsible for displaying the UI.
Hello again! The search for the Zehir icon from the Tribes of the East didn't yield any results, and I deleted the (3-in-1) game, then installed only the original version. If you currently have "Tribes of the East" installed and know the location of the folder where the hero images are stored, could you please attach an archive with the Zehir image and/or provide the path so I can find (and replace in the original game) the mage's image?
Do you need a "photo" of
Zehyr from the original or from the Lords?Actually, I recommend one lifehack: create a folder called data~cash/ in the game directory, unpack all archives from data into it; then perform a search in the data~cash folder with this query: *.dds, which will show all image textures. Then look for the desired file among the results, click "file location," and you'll find the path to it.
Now, following that same path, go into the archive data.pak/a2p1-data.pak and change the texture
...or suggest a way to find (and replace in the original game) the image of a mage?
data/Textures/Icons/Heroes/Academy
,Mооnst@r, thank you very much!
Hello! It's me again, and I have another question about skills. Not long ago, you provided an answer on how to "exclude" certain skills from the game. You wrote that it is necessary to "zero them out" in the notepad and showed an example. I encountered a problem, which is that the "program" description in the notepad looks completely different. It doesn't seem possible to make the changes you described here. Perhaps there is another way? Below is an example of what the "program description" of a skill looks like (other skills are structured in a similar way).
Added 44 seconds ago
SKILLTYPE_SPECIAL_PERK
HERO_CLASS_KNIGHT
HERO_SKILL_DARK_MAGIC
HERO_CLASS_KNIGHT
HERO_SKILL_MASTER_OF_CURSES
HERO_CLASS_NONE
Um, what's the difference between this and what I posted?
I looked at it again. Yes, there's nothing mentioned about "zeros." Sorry. The last lines (which contain information about the factions) are missing in my version. Are these differences due to the game versions? 1.6 vs. 2.1 - 3.1? Or should the faction lines be added to the notepad file? I think I'm starting to understand.
And, I apologize, I have a few more questions. If you know and can answer them briefly (so as not to waste your time), then:
1. How do I add an ability from one creature to another? I don't see any information about creature abilities in the files in the "Creatures" folder. To be more precise, some lines are present (like the resurrection of archangels), but some are completely missing (for example, the immunity to magic of black dragons or the immunity of undead to mind control).
2. How do I change the levels of creatures? For example, I want to make monk-inquisitors level 4 creatures, and griffins and royal griffins level 5 creatures. I changed the appropriate line in the notepad file (as I believe), but there is no result in the game.
3. How do I create/activate a mod folder? I created the "UserMODs" folder, put an archive named "data.pak" in it, which has the same folder structure as the original archive. It didn't work. Is additional software needed? Replacing the modified files with the original ones helped, but this is probably not a very convenient and certainly not a fast way to modify the game.
1-2. Go to GameMechanics/Creatures/Creature/Race/Creature Name.xdb. Copy the same folder structure and the file itself; in the file, find the Abilities block and add the same abilities as the other one... or better, check out this guide; it shows how to change a creature.
https://youtu.be/N1L52c2MSU8
3. Mods with the .pak extension are placed only in /data/, mods with the .h5u extension are placed in UserMODs. Mods with the .h5c extension are placed in UserCampaigns, and mods with the .h5m extension are placed in Maps.
The difference is that the editor can see .pak mods. The others cannot. And yes, don't give your data folder a name. To avoid conflicts.
0. I have a lot of blocks with zeros in the SkillPrerequisits block; they need to be removed. You have two of them.
1-2. Go to GameMechanics/Creatures/Creature/Race/Creature Name.xdb. Copy the same folder structure and the file itself; in the file, find the Abilities block and add the same abilities as the other one... or better yet, check out this guide; it shows how to modify a creature.
https://youtu.be/N1L52c2MSU8
3. Mods with the .pak extension are placed only in /data/, mods with the .h5u extension are placed in UserMODs. Mods with the .h5c extension are placed in UserCampaigns, and mods with the .h5m extension are placed in Maps.
The difference is that the editor can see .pak mods. The others cannot. And yes, don't name your .pak folder "data." To avoid conflicts.
Well, in most cases, everything seems clear. I'll take a look and try to modify it further. Thank you again!
Added 10 hours 48 minutes ago
And I'll bother you again. I wouldn't ask this question, but I doubt I'll find the answer anywhere else. Maybe you can help here too, because I don't understand anything anymore. Abilities. The "Abilities" block. It's missing. I watched the Remix guide on YouTube, re-examined a bunch of folders in the "data" archive, including creature files with characteristics and everything else. The blocks with abilities and skills are completely missing. Even the phoenix, from which Remix borrowed "resurrection" for the gremlin. It's empty. I downloaded another game build. The same thing. I just don't understand what I'm doing wrong. Are there any other possibilities? Maybe someone else has encountered this.
Could you please provide the path you used to search for the file, sir!
data - GameMechanics - Creature - Creatures. Then, there are folders with the names of the factions, including the neutral ones, inside which are files with the characteristics of the creatures. Is this not the correct path?
Added 2 minutes ago
For example, the Phoenix file:
33
33
0
30
50
10
19
true
150
0
1
0
700
8576
10
7
true
CREATURE_UNKNOWN
TOWN_NO_TYPE
ELEMENT_FIRE
ELEMENT_NONE
1
0
0
0
0
0
0
10000
false
2
There is no mention of abilities. Shouldn't there be a line "Abilities" here?

Try a) Adding the ... block with abilities after the Visual block.
b) Configure the advanced editor (Heroes 5 Forum => Mapmaking => FAQ), select the Creature table, and open the properties there by double-clicking.
In general, it should work.
Try a) Adding the ... block with abilities after the Visual block.
b) Configure the advanced editor (Heroes 5 Forum => Mapmaking => FAQ), select the Creature table, and open the properties there by double-clicking.
That's interesting. Thank you! I'll try it.
In general, it should work.
Try a) Adding the ... block with abilities after the Visual block.
b) Configure the advanced editor (Heroes 5 Forum => Mapmaking => FAQ), select the Creature table, and double-click to open its properties.
I checked the topics you mentioned and looked around, but I couldn't figure anything out. It seems I didn't understand the connection between the mapmaking instructions and modifying creatures. Could you please describe the editor configuration process in more detail? As for the first method, I tried it when I was watching the Remix stream (when they added the phoenix's resurrection ability). It didn't help. I really don't understand. Do I have some kind of special version of Heroes? Are some elements missing that would allow me to view creature abilities? Or is all of this only available in versions 3.0 or 3.1? I don't understand.