Posts from Various mods by zahar0z
But here, it would be interesting to know how you estimate the prices for your work and how much you are willing/able to do something similar.
Yes, there aren't really any fixed "prices." They vary. I try to base it on how comfortable the person is with paying and how much time it will take me.
Plus, the tasks can be different, and it's sometimes impossible to assess the complexity for someone who isn't very familiar with modding. Something complex seems simple, or vice versa, something simple seems complex. Adding a model from Heroes 7 is relatively easy, but from Heroes 6 is much more difficult. Some special tricks, such as a model with new animations or a model overhaul, are also separate tasks that can be simple or complex.
For example, if I need to prepare a model for export to the game, adjust the animations, and create good textures, it rarely takes less than a day, and more often it takes longer. Therefore, I would be comfortable with at least 1.5k - 2k. Otherwise, it's just not worth it. But in theory, we can negotiate, write to me in a private message if you have an interesting idea. I'm not a greedy person, I don't have a "business acumen," I don't like and am not good at bargaining, these are probably my drawbacks, so it's very easy to persuade me to work "for food" (1.5k per day is basically working for food), but you understand that I am a living person and I won't last long like that. Therefore, if someone is willing to support the work with a larger amount, it helps. In general, I'm looking for a job again now, so it's unclear how things will turn out for me))
Also, an important condition for me is that the result of the work will be available to everyone, and not just to the customer, because I am interested in developing the community as a whole, and not working on some super-duper mod-assembly (even if it is really very cool).
Right now, I'm working on a template for a hero, i.e., it will be possible to create a universal template, a skeleton with animations, and then just add models of different heroes. This will greatly simplify the process, so if anyone is interested in ordering a hero (for example, Knights or Nagas from Heroes 6 or someone from the Might and Magic: Dynasty heroes), it will greatly help in the development of a universal skeleton.
Added 12 minutes ago
I'll duplicate some posts from the VK group here. Later, when there is more time, I will update the main post in the topic so that everything can be found there.
1
Here is an update to an old mod with the replacement of golems with Heroes 7 golems. Golems will also be used in the Narron NVS project.
What's new? After some dancing with a tambourine, the material of the golems now matches the material of the new titans. There is a metallic sheen and glow, and when the unit dies, the glow disappears.


2
Here is an idea to repaint the interface in the style of Heroes 6




Added 6 minutes ago
3
Here is another idea that may someday come to fruition.
A copy of the map from the prologue of Heroes 6. I would like to make everything really top-notch. So that there are new heroes, new cities with new units from Heroes 6 and units for the Duke-Wolf.
For now, the work is suspended.




I planned to make the wolf units not based on models from Heroes 7, but in the spirit of how they were depicted in Duel of Champions.

4
And here is a draft (a very rough draft) of the interior of a city in the style of Heroes 6.
It is based on the interior of the Orc city, most of the buildings are assembled from assets from Heroes 6, some buildings are taken from Might and Magic: Dynasty. Then you need to paint the ground under the grass, add trees and stone roads, and in general, refine the models and textures.


Added 6 minutes ago
I am currently working on Jaguar Warriors from Heroes 6. A subscriber from the VK group supported the development with a donation. So expect it to be ready in plus or minus a week.

By the way, if you have any ideas about the characteristics of the unit and its Panther upgrade, I would be glad to hear suggestions and advice)
Jaguars are really cool! Their models and animations are a very desirable addition for creation!
Well, thanks to the fact that someone supported the work on them, they will now be available for you and other people. I think this is a very good idea. I would probably like to transfer the entire library of models from 6/7 to the game over time. Moreover, I have big questions about many of the models that other people imported; most often, I cannot use them due to various flaws. Fixing these flaws can sometimes be more difficult than re-importing a model from scratch.
But just to clarify, where is the best place?
The best place is on VK, but you can also find me on Discord, my nickname there is _space_dino_
At the very least, it corresponds to the typical salary for a day.
I suggest you Google this question.
I suggest you Google this question.
I propose closing this topic, at least here on the forum.
(In any case, I didn't mean to offend or upset anyone, I just compared it to my own "Consultations/help" regarding the game, which is also a side income that isn't constant... the game, as you can see, isn't "Heroes").
I didn't mean to offend or upset anyone.
I just found the statement strange, so I suggested looking into the matter.
Replacing the 5th-tier Orcs from Might and Magic V with these creatures from Might and Magic VI. The stats remain the same. There are two versions, in large and small creature formats.
download link
The mod development was supported by a donation from Kirill Gorbachev.




I created a small mod - https://disk.yandex.ru/d/jOt3P-gAWlpiQQ
In Might & Magic X, several reskins of models from the fifth game were used. The texture detail was higher there, and overall, it looks interesting.
As a replacement for the unit designs from the fifth game, it's probably not the best option, but it's very interesting to just look at and view in the game.
+ If someone is creating a custom map, these models will be great for the role of a new hero or some kind of NPC.
In the archives, everything is conveniently configured so that the model, textures, animations, and effects do not conflict with the originals from the game, if necessary. This already configured visual can be easily used for other purposes.

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Hi everyone, long time no see!)
Here are some new mods for those who are interested. By a strange coincidence, almost all of them are related to demons.
Cerberuses from Heroes 6
There is a large one (replaces T5 alt), and a small one (replaces T3 ap), choose whichever you want)
I didn't change the characteristics of the original creatures; you can open them with a text editor and write what you like)
Consider this more as a resource for your own mods.
Alexander Grachev helped with the model porting.
https://disk.yandex.ru/d/JfkI5hWKfcogEw
Porting of the models of Fiends, i.e., the spiky demons from Heroes 6
(actually, partially from Might and Magic: Dynasty, partially from Heroes 6)
Azmadon helped with the mod development
There are two versions. A small creature replaces T2, a large one replaces T5.
The model and visual part are well done here, and you can edit the characteristics, description, and other things in a simple text editor later.
I wrote more precisely where which files are located in the text file in the archive.
https://disk.yandex.ru/d/1JDX38P2H-vBBA

Added 4 minutes ago
Angels, fallen angels, and heroes.
https://disk.yandex.ru/d/-0tBq5PBTCXCKw
You can install a unit replacement option, and/or heroes; there is a text file with information inside the archive, or you can use the resources in your own mods and maps. Take a look at the screenshots and see what's there.
it's a rare case when it was possible to find out who the author is
https://csabamolnar.artstation.com/projects/Z5md0
The swords for the fallen angel and Sarah were taken from the Grim Age mod by Furok for the Mount and Blade game.
Sarah's head from Heroes 6 was too high-poly, and when imported into Heroes 5, various problems occurred with it.
Therefore, I replaced the head with the Gweth Kelia model by HapSlash for Jedi Academy and made a small reskin.
Plus, I reduced the number of textures without losing quality.
Such a simple task has to be solved in such a complex way. As they say, "Monsieur knows what he's doing." Modding Heroes 5 is really an activity for those who are masochists).


Added 10 minutes ago
And here's another thing.
A long time ago, I spent some time porting the Knights from Heroes 6.
At the same time, I came up with this concept. I don't plan to make such a mod; this is just a fun concept draft of what the Knight characters from Heroes 5 would look like in armor from Heroes 6

I used to plan to make a common model and skeleton for all variants of the Knight hero (in the original game, they are different, and, for example, the animation from Godric will not fit Duncan, etc.)
Maybe someday I'll get around to it.
it's also funny how the heroes from Heroes 5 look with the horses from Heroes 6 and vice versa.
The Heroes 5 hero is so chubby compared to this skinny horse; take a look at them!

How can I make a donation from Ukraine?
I think there's no way to do that right now.
It's a difficult time, so it's best to think about safety, both yours and mine.
link to the mod

It replaces the T3 unit, and there are also variants from the 6th and 7th games, and others.
You can choose a suitable skin and install it.
The mod was created with the support of subscribers from the "Mods and other absurdities" community.
I haven't changed the characteristics and abilities of the creatures, but if you want, you can do it yourself using a simple text editor.
Inside the mod archive, there is a text file that explains it in more detail.
I made a mod for pikemen.
link to the mod
It replaces the Tier 3 unit; there are also versions from game 6 and game 7, among others.
You can choose a suitable skin and install it.
The mod was created with the support of subscribers from the "Mods and other absurdities" Community.
I haven't changed the characteristics and abilities of the creatures, but if you want, you can do this yourself using a simple text editor.
Inside the archive with the mod, there is a text file that explains everything in more detail.
Can I modify the mod to suit my needs?
I want to make them Tier 1 and change their stats as well as the description of the combined Alt attack.
Without waiting for permission, I have already done everything; I hope you don't mind.
/topic/at/1308022/
Yes, yes, of course, feel free to modify it to your liking, have fun as they say).
Here's a small update for the mod with the pikemen. The download file has been updated at the old link.


In the new version, the timing of the impact from the attack has been improved; vova2112 helped with this. I also slightly increased the animation speed of unit movement.
You've probably noticed that the impact from the attack often doesn't work correctly with imported models. The problem is that the impact is defined through special tags in the animation, and unfortunately, very few people know how to import animations into the game in such a way that these tags are preserved. I don't know how to do it. Usually, I solve this problem by cutting and modifying the attack animation itself, adjusting it to the approximate timing of the attack, which, without tags, is located on frame 58% of the animation's duration. That is, frame 58 for an animation with a length of 100 frames, etc. But what to do if the attack animation of a creature has not one, but two attacks? This is where the problem arises. vova2112 helped solve this problem and improve the pikemen port, for which I am very grateful to him.
+
Finished the Nagas.



download the Nagas
The Nagas replace the Rakshasa, but using a text editor and the instructions I previously published in the VK group, you can replace any creature with this model.
+ I'm uploading my working textures in Photoshop format.
Everything is divided into layers, and you can easily recolor it to the desired option. For example, you can make the armor black and the threads red, and so on. Plus, you can see how I created the rendered lighting and used the normal map.
In the mod itself, I also slightly adjusted these textures; the armor of the upgraded ones is less green, and the white elements of the unupgraded ones are more white.
I put all these files together a bit hastily and in parallel with other tasks; it seems everything is fine, but there may be some minor inconsistencies somewhere; if something is wrong, write, and I will fix it.
I wanted to finally fix the animations of the unupgraded one, but I don't have time right now, and this is the version with the old animations that I ported a few years ago. The swords don't fall out of their hands, the tail doesn't sink into the ground; I fixed that, but the head still wobbles a bit, and there are still some minor flaws. In the upgraded ones, I fixed everything perfectly.
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