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Posts from MMH5.5 - Heroes of Might and Magic 5.5

4.6 (10 ratings)
#1456
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Hey Kiko!

kiko

I think I asked before: can we make it possible for the player to choose a castle specialization at the start of the game?

It's hardcoded and not possible. This would require a lot of work – GUI elements, backend functions, everything needs to be done from scratch.

kiko

Is it possible to change specializations to make them more interesting?

Can the existing town specialization values be modified? Probably yes.
Can we add new ones? Would this require adding completely new ones to the game?

The game treats town specializations like hero specializations and hero skills. So far, we haven't added any new skills and specializations (in terms of game executable functionality; we've only modified existing ones and added new functionality with LUA).
So the final answer is no – we won't add new ones in any foreseeable future.

P.S. We said that about many other things that are already in the mod, so you never know...

#1457
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Is there a way to restore the original intro from Tribes of the East and the standard battle grid size of 12x10?
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#1458
Good afternoon, colleagues! Tell me, please, have you solved problems with animations of units and heroes in cut scenes of game missions (campaigns) from the original game (1.6) and addon (2.1) in your project?

For example, when Findan is displayed directly on Markel's model in the 3 missions of the campaign for Zehir. Or incomplete animations of the archmage (spreads his arms sideways).
Мой проект:
NVS 3.0 (Narron's Visual Solutions for HOMMV)
- Ссылка на скачивание мода;
- Ссылка на Компендиум NVS 3.0;
- Сообщество проекта в vk.com
#1459
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I was away for some time sorry for the late reply.

N3FoZ(ed)

Is there any way to restore the original splash screen from Overlords and the standard battle grid size of 12x10?

Remove this patch - change_battlefield_size. Here is a tool and a guide on how to use it.

Narron
Good afternoon, colleagues! Tell me, please, have you solved problems with animations of units and heroes in cut scenes of game missions (campaigns) from the original game (1.6) and addon (2.1) in your project?

For example, when Findan is displayed directly on Markel's model in the 3 missions of the campaign for Zehir. Or incomplete animations of the archmage (spreads his arms sideways).

We fixed the issue with the Archmage T-pose in Zehir's campaign. Here is the fix (added a .zip extension to the file as it did not allow me to upload h5m).

For Findan, can you give me specific mission and cutscene? I have not worked on campaigns so I cannot say.

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In reply to dredknight
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#1460
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Thank you for the fix, DreadKnight!
As soon as I get to this place, I'll take a screenshot. I can say that such bugs in the game have happened in other cut scenes.

Added 2 minutes later
If you still need developments from my NVS for the project, then take it.
Мой проект:
NVS 3.0 (Narron's Visual Solutions for HOMMV)
- Ссылка на скачивание мода;
- Ссылка на Компендиум NVS 3.0;
- Сообщество проекта в vk.com
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#1461
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Hello, I need a stable version of the MMH5.5 mod and a Russian translation for it.
In reply to dimakim2211
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#1462
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dimakim2211
Hello, I need a stable version of the MMH5.5 mod and a Russian translation for it.

You are very demanding, colleague! 😎
Мой проект:
NVS 3.0 (Narron's Visual Solutions for HOMMV)
- Ссылка на скачивание мода;
- Ссылка на Компендиум NVS 3.0;
- Сообщество проекта в vk.com
In reply to Narron
#1463
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Narron
If you still need developments from my NVS for the project, then take it.


Thank you!

dimakim2211
Hello, I need a stable version of the MMH5.5 mod and a Russian translation for it.


Translations are maintained by the community, so I cannot say when it will be available. As soon as someone does it, we will advertise.

Regarding stability - disable Windows 10 D.E.P. and you won't have any problems. And for the future, I have a few things in mind to fix that, but it will take some effort.

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#1464
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I'm not sure, but I think I've updated the Russian translation of the mod for the new version (I might have missed some things in places, but overall I've edited about 90%).
#1465

@Volpe_666 the best way to check which files have been changed between version is the following:

1. Extract the last available MMH55-TEXT-RU.pak
2. Extract MMH55-TEXT-EN.pak for the latest version
3. Check which files in MMH55-TEXT-EN have their dates changed most recently. Those are the files that need to be updated in the TEXT-RU package.

When ready - provide the archive to us, we will share it on moddb!

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#1466
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Hello, I was on the forum for your modification and saw an addition to it, the Frax mod. I wanted to play with it, but it's in English. Is there a Russian version of this mod?
#1467

As far as I know it does not have Russian translation. Frax is made and managed by discord user Gryw.

We have dedicated a subchannel on our discord for him to communicate with other people, so you can ask him there.

In reply to dredknight
#1468
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Good afternoon, ladies and gentlemen! Could you please tell me if there is a way to remove the penalty from the "Raise Dead" spell, which reduces its effectiveness by a percentage based on the target unit's remaining health?
In reply to Hoshinokoe
#1469
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Hoshinokoe
Good afternoon, ladies and gentlemen!
Please tell me, is it possible to remove the penalty from the "Raise Dead" spell, which reduces its effectiveness by a percentage based on the target unit's remaining health?

Yes, you can remove the penalty by making the ratio negative in the AnimateDead.xdb file!
#1470
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Good afternoon! I've been playing Heroes for a long time, and I also frequently browse and download various mods from your website. I must say, I'm very glad that such a website and such people exist, creating and continuing to create mods for Heroes. I sincerely take my hat off to all of you! Now, I have a question for the esteemed dredknight: - I've been using MMH5.5 for a long time, and I really like it. Each new version always had a new interesting feature, and in general, everything always worked well. But somehow, I ended up installing a mod to enhance the first-aid tent (WarMachines) in addition to your mod, and I got used to these improvements! But starting with version 16, this mod stopped working. Could you please tell me where in your mod and how I can change the number of "shots" of the first-aid tent, if that's still possible. Thank you in advance!

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