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Posts from = Small mods that change the visuals =

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#388
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Mооnst@r

I see. It's a shame, though. Will the other factions retain their original screens, or will there be improvisation?
I'm only creating custom menus for my own campaign, and the campaign is about Humans and Necromancers. So, if I decide to create a campaign for the Elves, there will be custom menus for them as well.

Мои карты:
Падший рыцарь
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
Наемники

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#389
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BlueHeavenHero
The Knight looks great, it doesn't clash with the floor at all, everything is fine.
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#390
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BlueHeavenHero
I only create custom menus for my own campaign, and the campaign is about Humans and Necromancers. Therefore, if I decide to create a campaign for the Elves, there will be custom menus for them as well.

I think I overlooked it due to inattention, and realized that this is not just a mod for individual recruitment scenes, but a part for the campaign. I wish you good luck.
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#391
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Mod for the mod Maps_ToE_UnlockAllHeroes.h5u
The Overlord gets his own individual camera in the castle garrison interface. The head is no longer cropped. As a result, all other Inferno heroes have suffered. In the same garrison interface, their coordinates have become the Overlord's coordinates. Now they are further away, which makes them visually smaller.
In my opinion, there are two reasons not to use this mod: an objective one – most of it is tailored for one hero, and a subjective one – the "duckling syndrome." If there is another solution that doesn't affect the heroes, it can be easily replaced. If there isn't, you can simply not use this one.
A pleasant bonus will be getting two heroes (Gward – the mind thief and Timkhan – the master of the sands of time) who were not included in the mod for all heroes, which is what this mod is actually for.
Below are screenshots showing the difference in the hero camera in the castle garrison interface, two screenshots each – before and after. On the adventure map, they are all displayed as before.
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#392
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Mооnst@r
A mod for the mod Maps_ToE_UnlockAllHeroes.h5u
The Overlord gets his own individual camera in the castle garrison interface. The head is no longer cropped. As a result, all other Inferno heroes suffered. In the same garrison interface, their coordinates became the Overlord's coordinates. Now they are further away, which makes them visually smaller.
In my opinion, there are two reasons not to use this mod: an objective one - most of it is tailored for one hero, and a subjective one - the "duckling syndrome." If there is another solution that does not affect the heroes, it can be easily replaced. If not, you can simply not use this one.
A nice bonus will be getting four heroes (Gward: mind thief, Erazial: swift, Erazial: spellbreaker, and Timhan: master of the sands of time) who were not included in the mod for all heroes, which this mod is actually for.
Below are screenshots of the difference in the camera in the castle garrison interface, two for each - before and after. On the adventure map, they are all displayed as before.
Cool, but you could release the new heroes as a separate mod. I'm just a fan of Erazial.

Added after 4 hours 2 minutes
fktifzobr@mail.ru
Ghosts for fans of the sixth and seventh games

I fixed the display of placeholder textures (I mess this up again, sorry)
They made a review of your mod on YouTube: https://www.youtube.com/watch?v=sK_YAYMhGws&t=22s

Added after 32 minutes
psatkha



Here, for THIS creature, I repainted the cyan cloud to the classic green for Necropolis!
Is there any connection to Mother-Namtaru?
In reply to Рон54
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#394
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Ron54
Is there any connection to Mother-Namtaru?

I don't even know how to answer this question...

The last update date for this creature of mine is 04.02.2009, meaning I published it even earlier... but Mother-Namtaru first appears in the lore in the spring of 2011 - during a closed beta test, and shortly after, in the summer of 2011, in the open beta test (by the way, I participated in both), and officially in the fall of that year!

And if you look closely at some of the creatures in the 6th and 7th installments, you can see Easter eggs from some of my creatures for the 5th installment as part of the NCF project!
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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#395
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You are wrong, Psatha. Namtaru first appeared in Dark Messiah, which was released in early 2006. Yes, there it was just a giant spider, but it had religious significance and was called Namtaru. Plus, its venom could turn creatures into elite undead.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to AstralLein
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#396
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AstralLein
You are wrong, Psatha. Namtaru first appeared in Dark Messiah, which was released around 2006. Yes, it was just a giant spider, but it had religious significance and was called Namtaru. Plus, its venom could turn creatures into elite undead.
I don't remember the game Dark Messiah of Might and Magic in detail, as I never actually finished it – I bought the disc a couple of times, launched it, and that was it – the genre isn't for me... so I guess I'm wrong about this connection!
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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#397
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I wanted to create an Inferno hero for the Haven faction to play in multiplayer. For this, I took the Seraphim model and tweaked the colors a bit. In principle, I'm happy with the result, even with such minor changes. I can't make any major changes, but maybe you can suggest some minor tweaks. I made the bangs red, but then I changed my mind, although it looks pretty good. Instead of ruffles, I tried adding chains from the Cave Lord's sword, but the rings were too wide, and some of the textures disappeared, so I had to give up on that.
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#399
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Finished the seraph hero. I didn't bother (trying to make a silk purse out of a sow's ear) keeping the red-hot sword. It suits an ordinary seraph better. If such a sword is to be made, it needs a professional approach, and that, in this case, isn't my forte.
All changes:
The cloth robe became darker, and the trims with words, at the bottom and on the hood, turned greenish. The blood on the wings is darker. Removed the cross, tinsel, and the wheel from the sword hilt. On the sword hilt, there's now a glow matching the robe's tone. The forelock is red. Precious stones on the gold pendants.
Trouble with the icons. Following the manual still doesn't give the right result. Corners can't be smoothed unless they're against the background. Lack skill and patience. Kept the originals with the cross and tinsel, but the color is right (won't get confused on the scale).
Everything's on the screenshot.

There's a funny bug with the seraph: his legs, unlike those of the angel and archangel, are attached incorrectly.
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In reply to Mооnst@r
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#400
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Mооnst@r
I wanted to create an Inferno hero for the Haven faction to play in multiplayer. For this, I took the Seraphim model and tweaked the colors a bit. In principle, I'm happy with the result, even with such minor changes. I can't make any major changes, but maybe you can give me some advice on small tweaks. I made the bangs red, but then I changed my mind, although it looks pretty good. Instead of ruffles, I tried hanging chains from the Cave Lord's sword, but the rings were too wide, and part of the texture disappeared, so I had to give up on that.
Poor Erathial. I considered him a Cave Lord, just like Grok.
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#401
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Changing the name doesn't take long.
Quik - men together
Nigellus - a small African American
Pollux - very sweet
Primitivus - initially formed
Terentius - wipe, turn, twist
Philippus - horse lover
Hephaestus - both legs were bent (this is a bug with the legs of the seraphim)
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#402
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It would be wrong not to share the mod. Perhaps someone will find it interesting.
The mod slightly changes the color of the seraph.
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#403
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Blue and green Alaric. The color has been changed on the rag clothing, necklace, and gemstones. Maybe someone will find them useful for maps.
Similar ones have existed for a while, but the green one's avatar is unfinished and the pattern is altered, while the blue one looks poor and gray.

Indigo, emerald, sapphire, rifle green, and black-red Alaric. The color has been changed on the rag clothing and gemstones.

The first two are from the mixer, colors were picked by eye, while the other five are based on color codes.
In reply to BlueHeavenHero
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#404
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BlueHeavenHero
My mini-visual mod also adds resident creatures and some minor things to the cities of Haven, Necropolis, and Inferno.


The cave demon is nice, but IMHO, the mod isn't very good.

Added 34 seconds ago
Mооnst@r
Blue and green Alaric. The color has been changed on the cloth armor, necklace, and dragon scales. Maybe someone can use them for maps.
Similar ones already exist, but the green one has an unfinished avatar and a changed pattern, and the blue one looks poor and gray.
Beautiful, but red is better.

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