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2 years ago
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MaksSP

Thank you, I have my own set of mods, and it seems like there's a conflict, the game won't launch. The first option, NO_DamageEffect_(Effect), where all effects are absent, feels unusual; I think the blood effect should be kept, but the impact effect (like a shockwave in anime) should be removed.

Added 1 minute ago

I use the standard hardware cursor, but there are occasional lags. If I switch to the software cursor, with the brown horse, it becomes twice as big for some reason, making it uncomfortable to play. Maybe just reduce the texture size if whoever made it can.
The shockwave is already worse; I would call it a weapon trail. It's unique to each unit and linked to separate effect files, and I'm too lazy to deal with it.
In reply to fktifzobr@mail.ru
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2 years ago
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fktifzobr@mail.ru
The shockwave effect is already worse; I would call it a weapon trail. Each unit has its own, and it's linked to separate effect files. I'm too lazy to deal with that.

Thanks for your efforts anyway!
Could you tell me if there's a way to change the effect of the "Magic Arrow" spell? When a hero casts it, there's a fireworks display, and everything around explodes, creating a surreal effect. Since this spell is cast frequently, is it possible to replace this effect?
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2 years ago
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MaksSP

Still, thank you for your efforts!
Could you tell me if there's a way to change the effect of the "Magic Arrow" spell? When cast by a hero, it creates a firework-like explosion around, which can be distracting since the spell is cast frequently. Is it possible to replace this effect?
In the GameMechanics/Shot/ folder... I can't say exactly which folder, as different projectile files are scattered across various folders. These are text files that contain information about projectile models, projectile effects, and impact effects – the last one is what you need to modify. However, do it carefully – find a simple effect, like that of an archer's arrow, which doesn't have an impact effect. You can copy the line without the effect and paste it into the "Magic Arrow" file. Let me know if it works, and if not, I'll do it myself.
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2 years ago
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Good day! I've asked about this on the forum before... I need a mod that prevents heroes from fleeing. Against another player and against the AI. Not as part of any compilation, but as a separate mod. And I have a question about how the "Shackles" artifact works. I'll try to find the answers in the artifact files, of course... Should I assign the artifact to all heroes in their "inventory" and remove the others to free up that slot? (Or change the slot to another one. The "Tarot Deck" or "Rune" could also be placed in the "hand" slot.) In the end, I would give all heroes these shackles at the start (I wonder, will the AI sell it? Can it sell artifacts?), because playing against the AI is a real circus. Last time, the computer fled with an army advantage and a higher-level hero. Is it possible for the winning hero to refuse to ransom the losing hero? I only have MegaAI installed, and I'm playing on "Hero" difficulty. Please let me know what you think about this and if you can help me.

update: I found a mod called "no_escape_for_AI". It didn't work in a "player vs. player" battle. I attack "red" against "blue," set autobattle for both, and the weaker one still offers to flee.
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2 years ago
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It only appears larger because our beloved game has a much lower supported resolution. With the mod from vova1221, which includes a game resolution that matches the monitor's resolution, this problem is solved. However, the Heroes interface then looks too small, as no one has adapted it for full HD!
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2 years ago
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Rezys
Good day! I already asked about this on the forum... I need a mod that prevents heroes from fleeing.
It worked in a "human vs. human" battle. I attack with "red" against "blue," set up an autobattle for both, and even the weaker one still offers to flee.
The mod most likely uses the script command DenyAIHeroesFlee, which doesn't work on humans.

The simplest, but also the most radical method, is to disable the flee button completely. But you won't be able to flee either! If this option works for you, I'll send it to you soon.
In reply to MaksSP
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2 years ago
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MaksSP

Thank you, I have my own modpack, and it seems there's a conflict, the game won't launch. The first option, NO_DamageEffect_(Effect), where all effects are absent, feels unusual; I think the blood effect should be kept, but the impact effect (like a shockwave as in anime) should be removed.
Ah, damn, I messed up – I have NVS installed, and it seems the CharacterVisual files from there ended up in the mod.
In reply to }{0TT@6bI4
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2 years ago
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}{0TT@6bI4
It appears larger only because our favorite game has a much lower supported resolution. With the mod from vova1221, which includes a game resolution that matches the monitor's resolution, this problem is solved. But then the Heroes interface looks too small, as no one has adapted it for full HD!
Good afternoon! Could you please tell me which forum this mod is in? I couldn't find it even when searching for that user. I created a separate thread about cursors; I found three variants, but some of them are static, and sometimes the regular system cursor appears. Maybe we can find something useful.
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2 years ago
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/topic/15563/ - a mod for resolution settings.
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2 years ago
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A mod that disables the "Surrender" button:
Rezys, use it together with the anti-bot mod.
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In reply to fktifzobr@mail.ru
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2 years ago
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fktifzobr@mail.ru
a yellow dendroid with a yellow casting effect; the attack is designed as summoning bees, although I don't know what the sound is like; I checked without it.
And what are the Efialtes, Destroyers, Daughters of the Sky, and Listmur Warriors?
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2 years ago
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Rezys, you asked about a mod to replace the "next hero" button with a "raising undead" table, but you deleted the comment. Attaching the table to one of the seven main buttons, for only one faction out of eight, is impractical. I've added a skill wheel and a table. There are instructions for the table; you can enable/disable it using a hotkey
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2 years ago
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Hello everyone, I registered today, although I've probably been monitoring and searching the site for mods for more than a week, maybe even two.
I have two questions:
1) Is it possible to extract the scenes and backgrounds for recruiting creatures and the arena for city sieges from the Phoenix Vision mod? I tried, but it didn't work.

2) This is more of an off-topic question, but I don't know which thread to post it in. The point is that I've collected all possible small mods or extracted specific things I liked from larger ones, or combined some of them into one (like, for example, 4 mods for arenas and merged them into one with 47 arenas) + added English voiceovers in three versions to the original scenarios and HoF (so there are three options: Russian, English, Russian text with English voiceover). I did all this exclusively for myself, and everything is sorted by categories:
fix - preferably to be merged into data.pak (which I did, with rare exceptions)
visual - mods for replacements, recolors, animations, and everything else that doesn't involve changing the balance (I extracted mercury and animated dwellings of humans from gemred; I was so happy)
visual_captures - creatures (my personal goal, this is a replacement of the 2nd tier vampire with textures from the 1st tier (actually 2nd) from the Phoenix Vision mod)
heroes - individual hero models (replacer is our everything, but other solo heroes were also found for it, for example, Orlando O_o)
balance - affecting the balance (balance is not my thing, but just in case, I saved them)
UI - replacement of interface elements (I was thrilled when ToE was applied to the original, replacing the splash screen, loading screen, game title, and changing the ToE video to a fight between a monk and a demon)
unlock - unlockers (heroes in maps, first missions of the Campaigns)
Duel Mode - arenas and heroes for the duel mode (I was pleasantly surprised that the arenas from the mod are generated in the battlefields in the regular game)

There are about 140 mods, plus a folder with hero models. If it was necessary, they were renamed so that it would be clear from the name what they are. Each mod has a screenshot attached (where there weren't any, I made them myself), and there is a readme file with a description of each mod, in case it's still difficult to understand from the name)).

Today, I will slowly start playing through the Campaigns with the new additions.

The question is whether it is necessary to post all this in a list here so that everything is in one prominent place, since I found some of the mods in places where I didn't even think I would find them. Should I create a separate thread for everything, or separate ones for mods and scenarios with different voiceovers, or am I just talking nonsense and should I forget about it? I think it will be a good help and save time for many people.

Cons: more than half of the mods are actually familiar.
Pros: Total systematization and small mods. In total, it's easier to navigate the added mods and fine-tune them, which is usually lacking in global mods.
And everything that could conflict has been removed.

P.S. And hello to Hotabych, I think it was him who recently gave me a hint in the map-making group that Tieru, Kunyak, Ranlit, and Agbet actually have a character model from the tavern
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2 years ago
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Fidget
...The question is, is it necessary to list all of this here?
Why not? Especially since:
Fidget
I think it will be a good help and save time for many people.
In any case, it could be very useful for mapmakers.
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2 years ago
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Fidget
Hello everyone, I registered today, although I've probably been monitoring and browsing the site for mods for more than a week, maybe even two.
I have two questions:
1) Is it possible to extract the scenes and backgrounds for recruiting creatures and the arena for sieging cities from the Phoenix Vision mod? I tried, but it didn't work.
Yes, the recruitment scenes are maps, and they are defined in the UIGameRoot.(UIGameRoot).xdb file, which is located in the UI folder. HOWEVER, this file may contain other changes as well; it affects many parameters.

Here are my versions of the "recruitment scenes"; there's nothing extra there, you can open it and see how they are structured.

Added 6 minutes later
I don't see any problems with releasing a mod pack; Eve is 90% made up of other people's mods

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