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In reply to fktifzobr
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#779
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fktifzobr@mail.ru
Does anyone know about a program that can extract the names of bones from a gr2 skeleton file into a text file?
Yes, I posted it... it's on my page... this utility from the respected comrade CrazyPill should be in an archive with everything needed for model export!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#780
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psatkha
Yes, I posted it... it's on my page... this utility from the respected comrade CrazyPill should be in an archive with everything needed to export models!
mesh2wrl? Is that it?

Added 7 minutes later
I already realized it's not that, I'm searching further.
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In reply to fktifzobr
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#781
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fktifzobr@mail.ru
mesh2wrl? Is that it?

Added 7 minutes later
I already realized it's not what I'm looking for, I'll keep searching.
No... this is skel2mel - I found it on my flash drive!
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С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#783
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Hello! I need help. I'm creating a map where Nicholas is the main hero. I've added effects to give him a body, but I'm having a problem – how can I make him ride a horse?
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Изменение внешнего вида героев-некромантов
Существа-жители и кое-что по мелочи в городах Ордена Порядка, Некрополиса и Инферно

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In reply to BlueHeavenHero
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#784
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BlueHeavenHero
Hello! I need help. I'm making a map where Nicholas is present – he’s the main hero there. I added effects to his body, but a problem arose: how do I make him ride a horse?
Attachment 68277
Nicholas' skeleton isn't suitable for mounted animations; it would be better to use Nicholas from UHM or create a map with the built-in UHM mod.

Added after 1 minute
UHM is a mod created by psatkha; you can find the mod on his website
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#785
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fktifzobr@mail.ru
The Nicholas skeleton is not suitable for cavalry animations; it's better to use the Nicholas model from UHM, or create a map with the UHM mod built in.

Added 1 minute ago
UHM is a mod created by psatkha; you can find the mod on his website.
I wonder what the website is called.

Мои карты:
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Сердце Хаоса

Мои моды:
Визуальные:
Изменение внешнего вида героев-некромантов
Существа-жители и кое-что по мелочи в городах Ордена Порядка, Некрополиса и Инферно

NCF-существа:
Странствующие рыцари
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In reply to Ment
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#787
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Ment
http://psatkha.narod.ru/
I know it by heart.
Thank you for the link!

Мои карты:
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Сердце Хаоса

Мои моды:
Визуальные:
Изменение внешнего вида героев-некромантов
Существа-жители и кое-что по мелочи в городах Ордена Порядка, Некрополиса и Инферно

NCF-существа:
Странствующие рыцари
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#788
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Could you please tell me how to replace a creature in a castle with another one? Zakhar's guide isn't very clear, as it uses individual files as examples. My goal is to replace the standard creatures with NCF creatures. And could you also tell me how to take the griffin model from the NVS mod and replace the standard one? The base is EWA.
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#789
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HeroAlan
Can you tell me how to replace a creature in a town with another one? Zakhar's guide isn't very clear, because it uses separate files as an example. My goal is to replace standard creatures with NCF creatures. Also, can you tell me how to take the griffin model from the NVS mod and replace the standard one? The base is EWA.
The griffin from NVS is basically a recolor, not an NCF unit.

NCF units are fairly easy to convert into town units.

For example, there's the Chastener
it has a CreatureVisual file located at \GameMechanics\CreatureVisual\Creatures\Neutrals\Chastener.xdb

if you rename a couple of folders and the file itself so that everything looks like this GameMechanics\CreatureVisual\Creatures\Haven\Renegates\Longbowman.xdb
then the archer will get the Chastener's model, description, and icons

but that's only half the job — you also need to rework the map object
the Chastener is located at MapObjects/Neutral/Chastener.(AdvMapMonsterShared).xdb
the archer is located at MapObjects/Haven/Renegates/Longbowman.(AdvMapMonsterShared).xdb

besides replacing the files, you also need to change one line — at the very bottom of the file there's a line 
    <Creature>CREATURE_227</Creature>
you need to rewrite it to 
    <Creature>CREATURE_LONGBOWMAN</Creature>
and that's it, the unit is replaced

this scheme only works for old-school units, it can't be done with Zakhar's system

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#790
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fktifzobr@mail.ru

The griffin from NVS is more of a reskin, not an NCF unit.

Units from NCF are fairly easy to convert into Castle units.

For example, there's the Chastener
it has a CreatureVisual file located in \GameMechanics\CreatureVisual\Creatures\Neutrals\Chastener.xdb

If you rename a couple of folders and the file itself so everything looks like this: GameMechanics\CreatureVisual\Creatures\Haven\Renegates\Longbowman.xdb
then the shooter will get the Chastener's model, description, and icons.

But that's only half the job — you also need to rework the map object.
The Chastener is located in MapObjects/Neutral/Chastener.(AdvMapMonsterShared).xdb
The Longbowman is located in MapObjects/Haven/Renegates/Longbowman.(AdvMapMonsterShared).xdb

Besides replacing files, you also need to change one line — at the very bottom of the file there's a line 
    <Creature>CREATURE_227</Creature>
you need to rewrite it as 
    <Creature>CREATURE_LONGBOWMAN</Creature>
and that's it — the unit is replaced.

This method only works for old-school units; it can't be done with Zahar's system.


Thank you very much for the detailed explanation. And how do I take the griffin from another mod? It's not just a reskin there — the armor is completely redesigned
In reply to HeroAlan
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#791
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HeroAlan

Thank you very much for the detailed explanation. And how do you get the griffin from another mod? It's not just a recolor; the armor is completely changed.
Are you talking about the griffin from Chaos Theory?

It's basically a regular griffin with armor attached to it using effects.
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#792
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fktifzobr@mail.ru
Are you talking about the griffin from Chaos Theory?

It's basically a regular griffin with armor attached through visual effects.

Here's that griffin from the Narrons Visual Solution mod.