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3 years ago
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Hello everyone, I've been considering creating a story-driven mod for Heroes 5 for some time now, and I'd like to know how much demand there would be for it, and whether it's worth doing. Details below: - Adding all the campaigns and single-player scenarios from Tribes of the East and Lords of the North. - Adapting each mission to the conditions of the latest expansion, banning town upgrades where they shouldn't be, changing the builds of "bosses," making some maps more challenging, adding new objects where appropriate, and allowing hero progression to be carried over between campaigns (Zeheer, Railag, Ilia, Wolfenstein, and others). - Expanding missions that are too short or boring: adding side quests, hidden rewards, NPC creatures, etc. - Removing heroes from missions where they shouldn't be due to death (Rutger, Sinithar, Zoltan, Myv, Erin, etc.), and adding new minor hero characters with portraits from Kingdoms (which are in the style of the fifth installment). - Adding missions to "Wrath of the Tribes" and a full "Dark Messiah" campaign, which explores the events of Dark Messiah in more detail. - Increasing the number of cutscenes. If there are enough people interested, I can start development and provide the listed changes for version 3.1.
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3 years ago
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2 **ForRest Fay

**I think something like that would be very interesting, as long as all the changes adhere to the lore of the universe.
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3 years ago
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Sounds solid: I think the cutscenes, new side quests, and Campaigns will diversify the gameplay and provide motivation to replay Heroes once more, if they have already been put on the shelf smile11
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3 years ago
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Interesting, I tried to play through the original campaigns on version 3.1, but I always gave up because of the bugs. If you fix them, it will be great 👍
In reply to fktifzobr@mail.ru
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3 years ago
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fktifzobr@mail.ru
Interesting, I tried to play through the original Campaigns on version 3.1, but I always gave up because of the bugs. If you fix them, it would be great 👍

What bugs did you encounter? Do you remember any?

Added 14 minutes ago
ForRest Fay
Hello everyone, I've had an idea for a while to create a story mod for Heroes 5. I would like to know how much demand there would be for it, and whether it's worth doing. Details below.

- Adding all the Campaigns and single-player scenarios from Tribes of the East and Lords of the North.
- Adapting each mission to the conditions of the latest expansion, removing alt-upgrades in cities where they shouldn't be, changing the builds of "bosses," making some maps more difficult, adding new objects where appropriate, and allowing hero progression to be carried over between Campaigns (Zephyr, Railag, Illia, Wolfsten, and others);
- Expanding missions that are too short or boring: adding side quests, hidden rewards, NPC creatures, etc.
- Removing heroes from missions who shouldn't be there because they are dead (Rutger, Synitar, Zoltan, Miv, Erin, etc.), and adding new minor hero characters with portraits from Kingdom Under Fire (fortunately, they are in the style of the fifth game).
- Adding missions in "Wrath of the Tribes" and a full "Dark Messiah" Campaign, which explores the events of Dark Messiah in more detail.
- Increasing the number of cutscenes.

If there are enough people interested, I can start development and provide the changes listed for version 3.1.

Hello, dear colleague! A story mod is in demand for those who love and appreciate the lore of the fifth game, and in general, the entire series of Might and Magic games, dedicated to the events on Ashan. But mostly, people are interested in tweaking the balance, playing network battles, and Tournaments, etc. This is quite normal, but most (as I think) don't care about the lore and story. I'm not one of those people, so I once worked on a graphical mod with text edits and some interface changes - NVS. Maybe you've heard of it. The mod was aimed at lore-story continuity between the prequels (the sixth and seventh parts of the game) and the fifth game.

Regarding the ideas you proposed: I agree with some, but not with others.
The Campaign about Saretha is interesting. I imagine it as a detailed transfer of Dark Messiah Might & Magic to the fifth Heroes in the form of a Campaign consisting of 3-4 missions on maps no larger than M (well, maybe one map - L).

Regarding removing heroes because they died, well, that's just a game convention, and you need to understand and accept it as much as possible. I am also an advocate for lore, but I treat such things with leniency.

A mod for all Campaigns on the Tribes of the East engine already exists, but yes, alt-upgrades need to be removed everywhere, and not only in hiring creatures in cities, but also disabling the ability to upgrade them in forts on hills, and removing random mobs from all maps. And how will it behave if weeks of certain creatures come. In my opinion, only the alt-upgrade of the Order faction interferes with the lore, and the rest theoretically could have existed before. Yes, this changes the balance of the original Campaigns.

Regarding diversifying quests on Campaign maps. Well, I don't know, maybe I'm thinking like a casual player, but I'm happy with what's in the game. As for the corridor-like nature of the missions, many games suffer from this. And should we not play them now? In principle, there are also non-corridor-like missions in the fifth game.

In any case, I wish you good luck, and it will be interesting to see what you come up with.
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3 years ago
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This bug discouraged me from completing the mod across all campaigns and scenarios in Overlords.
/topic/at/1211631/
In reply to Narron
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3 years ago
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Narron

What bugs did you encounter? Do you remember any?
Mostly, the videos were annoying, with incorrect animations playing when I lost.
Even the intro video – the demons fighting the humans – the knights have the “death” animation playing instead of the “hit” animation, and the “attack” animation playing instead of the “death” animation.

I stopped playing on the 3rd mission of the Necropolis – the game crashed when I was trying to take out the garrisons leading to Al-Safir.

I think there were other bugs, but I’ve forgotten them.

Maybe there were heroes who were supposed to be passive but started running around, or maybe the opposite – a hero with a set route didn’t follow it.
In reply to Mооnst@r
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3 years ago
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Mооnst@r
This bug here discouraged me from completing the mod across all campaigns and scenarios in Tribes of the East.

Is it possible that some textures are missing in Tribes of the East (or they were replaced by values/names), basically, those that were in Hammers of Fate?

Added after 1 minute
fktifzobr@mail.ru
Mainly, the cutscenes were an eyesore because they play the wrong animations
Even just the intro cinematic — the fight between demons and humans; there, for the knights, death plays instead of hit, and attack instead of death

I dropped the game on the 3rd Necropolis mission — the game crashed when I was breaking through the garrisons to Al-Saphir

I think there should be more bugs, but I've forgotten them

Maybe some heroes who were supposed to be passive started moving, or vice versa — a hero with a route didn't follow it

Regarding the last point, when you played this mod, did you have the mod for unlocking all campaign heroes active?
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3 years ago
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Narron
...so, were you playing as Hammers of Fate?
I don't know. I stopped playing after trying to complete the Warlock campaign; it was a complete mess without any clear paths.
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3 years ago
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Mооnst@r

I don't know. I stopped playing during the Necromancer walkthrough; it was a complete mess without the pathfinding.
Apparently, I didn't pay attention to such minor details and continued playing.

Added 2 minutes later
fktifzobr@mail.ru
Mostly, the cutscenes were annoying because of the incorrect animations.
Even the simple intro – the demons fighting humans – has the armored units playing the "death" animation instead of the "hit" animation, and vice versa.

I stopped playing on the 3rd mission of Necropolis; the game crashed when I was trying to break through the garrisons to reach Al-Safir.

I think there were other bugs, but I've forgotten them.

Maybe some heroes who were supposed to be passive started running around, or maybe the opposite – a hero with a set route didn't follow it.

I want to refine the unit animations in the cutscenes of the original campaigns and scenarios, as well as similarly from Lords of the North, so that I can play them on the Armageddon's Blade engine for the future version of NVS. Perhaps the experience and interaction with the Heroes 5.5 team will be useful.
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3 years ago
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Well, the flawed implementation turned me off.
I would like a mod that includes all the campaigns from Tribes of the East, so that both the original and Tribes of the East have their own mechanics, as if I'm not running a mod, but the original game or an expansion, without any manipulations or additions from Tribes of the East.
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3 years ago
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Mооnst@r
Well, the flawed implementation turned me off.
I would like a mod for all the campaigns in Tribes of the East, so that the original and Hammers of Fate would have their own mechanics, as if you were launching not a mod, but the original or an expansion, without any manipulations or additions from Tribes of the East.

Yeah, I would also like it to be done like in the third Heroes game. But for now, we have what we have.
In reply to Narron
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3 years ago
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NVS couldn't find it; Heroes World says there's no such topic.

I'll fix the bugs that I can find and remember.

I'll try to make the mod lore-friendly to the best of my knowledge, but other parts will have little impact on it, as they are too far removed in time (unless it's Clash).

I don't want to say that the original versions of the missions are poorly designed. It's just not very convenient to use shortcuts and install multiple games, especially since all other parts have always combined expansions into a single game, starting with the second part.

In the map properties, you can easily ban heroes, creatures, and unit recruitment in cities; the developers used this at least in "Wrath of the Gods" and "Armageddon's Blade".

P.S. In reality, I would like to create a whole expansion pack for Sanctuary, as I feel it's sorely lacking, but my capabilities don't allow it. It's painful to realize that the developers were planning to make another expansion, but never did, instead releasing sequels as a mockery. Forgive us, Urgash; we've lost everything.
In reply to ForRest Fay
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3 years ago
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ForRest Fay
NVS couldn't be found; Heroes World states that there is no such topic.

I will fix the bugs that I can catch and remember.

I will try, to the best of my knowledge, to make the mod lore-friendly, but other parts will have little impact on it, as they are too far removed in time (unless it's Clash).

I don't want to say that the original versions of the missions are poorly played. It's just not very convenient to use shortcuts and install multiple games, especially since all other parts have always combined expansions into one game, starting with the second part.

In the map properties, you can easily ban weeks, creatures, and unit recruitment in cities; the developers used this at least in "Wrath of the Gods" and "Eschalon's Vigil".

P.S. In reality, I would like to create a whole add-on for Sanctuary, as I really miss it, but my capabilities don't allow me to do so. It's painful to realize that the developers were going to make another expansion, but didn't, and instead released sequels as a mockery. Forgive us, Urgash, we have lost everything.

Those aren't sequels, but prequels. Just because the mod isn't on the Heroes World forum doesn't mean it doesn't exist 😁. Links to my mod are in my signature here.

I know that weeks and other things can be blocked in the map editor. To do this completely, you need to edit 30 missions from the original game, 15 missions from Hammers of Fate, and at least 10 official scenarios for the game. That's quite a lot of work, I understand.

Regarding the AllCampaignMod.h5u mod - it's quite large and is installed in UserMods for Warlords of the North. I have the original game and Hammers of Fate installed, of course, but I'm not sure if they are needed for this mod to function in Warlords of the North.

Regarding the prequels: yes, there are flaws, there are nuances, there are problems with the gameplay and AI, there have been canon changes, but this is the canon. If you work with story mods, etc., you like it or not.
In reply to Narron
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3 years ago
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As mentioned before, such a post-canon, or, simply put, a "non-canon," will have little impact on the events of the Campaigns, as too much time has passed. I myself went through the scenarios in Warlords a year ago, edited the names of the Campaigns in the loading screens, the starting armies of the heroes, and also added the ability to transfer heroes between Campaigns (for example, transferring Zephyra from the "Mage" Campaign to "Escape from the Labyrinth"). The Community for the NVS mod on VK is blocked, so it is still unknown what it is. Probably something only for the chosen few. Of course, if it is planned to add new mini-elements to the missions, each of them will have to be opened in the editor. A few years ago, I did this by creating multiplayer versions from the story maps (although, for some unknown reason, the neutrals grew like mushrooms there). P.S. I didn't mean to offend anyone with my attitude towards Heroes 6 or 7; everyone has their own preferences. Some people enjoy self-satisfaction with a bottle, while others love Heroes 6. I hope that my mod, if it is ever made, will please the fans, as its goal is simply to make people happy. Added 5 minutes later In fact, if we are being extremely strict about the canon, then everything ended with the third Heroes game and the "Chronicles." After that, it's all free thinking... But we came to love Ashan in the fifth game. So let's promote an alternative reality

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