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Posts from A collection of mods and mini-patches for Heroes V!

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In reply to Ment
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5 years ago
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Ment
ElementButton is a new mod. It adds 3 buttons to the travel and battle screens: the Necro button (see the NecroButton mod), the Rage button (see the RageButton mod), and a new element button. When the last one is pressed, it will display a table of elements – the correspondence between the creatures in Heroes 5 and their first (more common) and second (less common) elements. This will allow you to plan Warlock attacks, because now you will know not only the current element of the creatures, but also what it will be in the future
Thank you.
The mod was created based on NecroButton (author Protoss) and RageButton (author Paxan). My thanks to them.
The archive contains 3 files: two versions of the mod and a readme.

The mod will not be displayed correctly on Full HD (on the adventure map, the buttons will be located BEHIND the resource table); I think the mod was created for a square monitor. I fixed this for myself, but I don't think there's any point in sharing it, as I combined it with another mod, and that's something completely different; it also changes the tactical interface, which is not the case here.

I would also like to add that the mod is not purely visual. It affects the game mechanics for Inferno, Necromancers, Neutrals, and Orcs, changing their elemental affiliation.

That is, let's say a person already has a mod that changes creatures or something else, and they install this mod. They think that this mod is purely visual, but it overrides their other mod =)
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5 years ago
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I had already forgotten about that, thanks. Apparently, I didn't like that the elements were distributed too uniformly, and some units didn't even have a second element.
In reply to Ment
3 years ago
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The ClassicAI mod isn't working for me. The level names have changed, but the starting resources remain the same as in the original levels. I don't have any other mods installed.
In reply to Dunker
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3 years ago
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Dunker
My ClassicAI mod isn't working. The level names have changed, but the starting resources remain the same as in the original levels.
I don't have any other mods installed.

You need to check the maps; sometimes, there are maps with integrated mods...
In reply to psatkha
3 years ago
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psatkha

The maps need to be checked, as sometimes there are maps with integrated mods...

The map was randomly generated by the original RMG (not a mod).
In reply to Dunker
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3 years ago
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Dunker

The map was randomly generated, created by the original RMG (not a mod).

So, there is definitely nothing out of place in the data, Maps, and UserMODs folders?!
In reply to psatkha
3 years ago
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psatkha

So, there is definitely nothing out of place in the data, Maps, and UserMODs folders?!

Exactly. Just so you know, my game version is from Buka.
In reply to Dunker
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3 years ago
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Dunker

The map was randomly generated, created by the original RMG (not a mod).
What about other maps? The game doesn't care which map it loads the mods from.
In reply to fktifzobr@mail.ru
3 years ago
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fktifzobr@mail.ru
Are there no other maps? The game doesn't care which map it loads mods from.

I deleted all the other maps, but it didn't help.

Added 1 hour 56 minutes ago
I tried to figure it out. The ClassicAI mod replaces the DefaultStats.xdb file. I searched through the game archives and found two files with that name, one in data.pak and the other in a2p1-data.pak. Is this correct? Could this be why the mod isn't working?

Added 28 minutes ago
Eureka! Directly replacing the DefaultStats.xdb file in a2p1-data.pak with the same file from the mod worked. I saved the previous version of a2p1-data.pak, just in case I need to revert.
In reply to Dunker
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3 years ago
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Dunker

Eureka! Directly replacing the DefaultStats.xdb file in a2p1-data.pak with the identically named file from the mod worked. I saved the previous version of a2p1-data.pak, just in case I need to revert.

A clumsy way is to mess with the game files.
Download Total Commander, change the mod's extension from h5u to zip, extract it, in Total Commander, select the extracted mod folders, right-click, click "files" (top left corner), then "change attributes," check "process directory contents" and "change dates/times" and "current," click "OK," repack into a zip archive, and change the extension back to h5u.
In reply to Mооnst@r
3 years ago
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Mооnst@r
A clumsy way is to mess with the game files.
Download Total Commander, change the mod's extension from h5u to zip, extract it, in Total Commander, select the extracted mod folders, right-click, click "files" (top left corner), then "change attributes," check "process directory contents" and "change dates/times" and "current," click "OK," repack it into a zip archive, and change the extension back to h5u.
Does the game use the file with the most recent timestamp? If so, then yes, I didn't know that.

Added 1 hour 8 minutes ago

Changing the date/time helped. The date of the files in the mod was somehow earlier than in the game. Perhaps the mod was released before patch 3.1 for the version of the game from Booki.
Thanks to everyone who helped!

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2 years ago
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It’s very dangerous. Generations of Heroes players have lost money, dignity, and even their lives on this site.
In reply to NikitaM
2 years ago
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NikitaM
This mod shortens the path to obtaining the ultimate ability, which now requires maxing out all three racial perks, as well as one perk of the third level:
To upgrade Unrelenting Force, you will need the Empathy perk.
To upgrade Call of Urgash, you will need the Sudden Strike perk.
To upgrade Shriek of Terror, you will need the Master of the Undead perk.
To upgrade True Luck, you will need the Elven Luck perk.
To upgrade Absolute Defense, you will need the Readiness perk.
To upgrade Arcane Knowledge, you will need the Hidden Advantage perk.
To upgrade Fury of the Elements, you will need the Lucky Sorcerer perk.
To upgrade Pure Rage, you will need the Inspiration perk.

Also, to upgrade Inspiration for Orcs, you will no longer need to take
Stunning Blow.

Excellent mod. Thank you. I play with it on fan-made maps (scenarios and campaigns), and it doesn't cause any bugs.
In reply to NikitaM
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9 months ago
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NikitaM
This mod shortens the path to obtaining the ultimate ability, which now requires maxing out all three racial perks, as well as one perk of the third level:
To upgrade Unrelenting Force, you will need the Empathy perk.
To upgrade Call of Urgash, you will need the Sudden Attack perk.
To upgrade Shriek of Horror, you will need the Master of the Undead perk.
To upgrade True Luck, you will need the Elven Luck perk.
To upgrade Absolute Defense, you will need the Readiness perk.
To upgrade Arcane Omniscience, you will need the Secret Advantage perk.
To upgrade Elemental Fury, you will need the Lucky Sorcerer perk.
To upgrade Pure Rage, you will need the Inspiration perk.

Also, to upgrade Inspiration for Orcs, you no longer need to take
Stunning Blow.
You have a great mod. Thank you. I am playing through the original Campaigns and fan-made maps with it, and I haven't found any bugs while playing. The mod does not conflict with other modifications.
If you pay attention when choosing skills, you can get the ultimate ability by level 23

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