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Hello, modders, does anyone know the answer to a difficult question. How can I implement a function from the Universe mod, where, during a battle, holding down a certain key highlights the current number of creatures / the initial number of creatures. I've attached an example.
Does such a mod already exist, which displays the number of creatures as a fraction, or do you want someone to create one?!
Is there a mod that displays the number of creatures using a fraction, or would you like one to be created?!
It already exists; the universe 1.31 mod has this feature. I looked for it myself, but couldn't find how it was done. It could be extracted from the mod without starting from scratch.
It already exists; this feature is present in the universe 1.31 mod. I looked for it myself, but couldn't find how it was implemented. It should be possible to extract this from the mod without starting from scratch.
When you right-click on a hero, a pop-up window appears with information about their stats and army. Could someone add the display of information about the artifacts equipped on the hero to this window? For example, 10 icons on the right (I don't know what size they should be, probably 64x64, but I'm not sure).
If possible, what would be the reward for implementing this and bringing it to completion?
This would be especially valuable in Multiplayer so you don't have to delve into the hero's inventory to quickly check what's equipped. It would help to see if there's anything equipped on a secondary hero that you've forgotten about, or if the main hero has the wrong artifact equipped, different from what you thought. For example, I spent 3 weeks thinking I had a +6 attack sword equipped, but it turned out I had a +2 magic staff equipped, and the sword was in my inventory 😅
It doesn't want to display artifacts. Even when I linked each slot like in the inventory (ring, sword, helmet, etc.), it doesn't work. And no matter where I click or hover the mouse, it always shows "equipment": on the object, monster, castle, everywhere. Maybe I'm doing something wrong, I don't know. If it displayed artifacts, it would make sense to put in the effort, ask for help, and finish it.
P.S. This is already the third mod that doesn't work. I made a hotkey menu (scrolling doesn't work), a slot for an artifact (you need to create the slot), and this one.
there used to be such a mod on the forum, but the link is dead now.
Added 8 minutes later Mооnst@r
And no matter where you click/hover the mouse, it always shows "equipment": on the object, monster, castle, everywhere. Maybe I'm doing something wrong, I don't know. If it displayed artwork, it would make sense to bother, ask for help, and finish it.
let's assume that since the equipment pops up everywhere, it's tied to the window, and not to the hero in the window... can I see the mod? I'm curious how it's all structured.
It doesn't want to show artifacts. I even bound them to each slot like in the inventory (ring, sword, helmet, etc.) and nothing. And no matter where you click or hover with the mouse, it shows "equipment" everywhere: on objects, monsters, castles, everywhere. Maybe I'm doing it wrong, who knows. If it displayed artifacts, it would make sense to bother, ask for help, and finish it.
This looks really solid! I think if he pulls artifact icons into the inventory (which is also a windows-screen), then he can pull them here too. We just don't understand how to configure these "connections" so they work correctly. Hottabych is great at interfaces, maybe he can give you some advice.
In any case, big plus points to your karma for trying — I'm glad my message inspired someone to give it a shot.
P.S.If you do manage to get results with this kind of variant as you showed, then I'm ready to pay for its implementation into my mod. The mod boosters will be happy about such a feature.
Added after 7 minutes Ron54
Does anyone know where to download a mod for the second alternative upgrade?
Depends which one) There are several. There was a guy who made such a mod for undead. And there's H5AB.
Doesn't want to display artifacts. Even when I assigned them to each slot like in the inventory (ring, sword, helmet, etc.), it still doesn't work. And no matter where I click or hover the mouse, it always shows "equipment": on the object, monster, castle, everywhere. Maybe I'm doing it wrong, I don't know. If it displayed the artifacts, it would make sense to put in the effort, ask for help, and finish it.
Unfortunately, simply adding references to icons from the inventory won't allow you to implement the idea. The game uses UI/HeroScreen3/Single/Icon.(WindowSimple) and substitutes artifact icons based on the Slot_1 and Pic variables. Unfortunately, it's impossible to define new variables without interfering with the executable file. In particular, to implement your idea, it would be necessary to define the required functionality within the scope of the adventure map at the code level. I think this is quite feasible for the Heroes V Universe development team if the idea interests them.
Let's assume that since the equipment appears everywhere, it's linked to the window, not to the hero within the window... Is it possible to take a look at the mod? I'm curious how it's all structured.
I've partially solved the problem by linking the equipment to the army window. Now it only displays on the hero, enemy hero, castle, caravan, and garrison (although I haven't checked the last one). It could be linked to the hero's portrait, but these portraits are also used for monsters. If linked to the characteristics, they also exist on the castle.
I've attached the mod.
Waterfall_13
This looks really good! I think that if it pulls the artifact icons into the inventory (which is also a window screen), it could pull them here as well. We just don't understand how to configure these "connections" to make them work correctly. Hottabych is very knowledgeable about the interface; maybe he can help you with some advice.
My mod doesn't pull the icons. I've attached the mod; if someone can make them display as intended, that would be great.
Unfortunately, simply adding references to icons from the inventory won’t allow us to implement the idea. The game uses UI/HeroScreen3/Single/Icon.(WindowSimple) and substitutes artifact icons based on the Slot_1 and Pic variables. Unfortunately, it’s impossible to define new variables without modifying the executable file. In particular, to implement your idea, it would be necessary to define the required functionality at the level of the adventure map code. I think this is quite feasible for the Heroes V Universe development team if the idea interests them.
Artifact icons are also displayed in UI\MissionObjectives\KingdomOverview\PanelHero, but they are not displayed in tooltips from there either.
I partially solved the problem by binding equipment to the army window. Now it only shows on the hero, enemy hero, castle, caravan, and garrison (but I haven't checked that one).
From my experience with something similar, I've only added a skill wheel icon to the hero window (army section) and (skills section), where I added a link/connection to that button in both windows. So I generally have an idea of what should happen, but I don't know how to do it properly. I envision it roughly like this: you'd need to bind a link to the window (that opens when you right-click a hero) to additionally open a hero window (configure the connection), specifically the inventory section. At the same time, duplicate the new window (hero-inventory) separately without touching the original, and edit it so it doesn't open full-screen, but rather a specific area (the place where artifacts are displayed).
Added after 31 minutes }{0TT@6bI4
Unfortunately, simply adding references to icons from the inventory won't implement your idea. The game uses UI/HeroScreen3/Single/Icon.(WindowSimple) and substitutes artifact icons based on the Slot_1 and Pic variables. Unfortunately, defining new variables without modifying the exe is not possible. In particular, implementing your idea requires setting up the necessary functionality at the adventure map level in code. I think the Heroes V Universe development team is quite capable of doing this if they find the idea interesting.
As I wrote just above, I suggest going about it "in reverse" That is, not trying to display icons from artifact slots in the inventory. But instead displaying a piece of the window from the "hero-inventory" section, cropped exclusively to the inventory area — I don't know the exact size of the inventory where equipped artifacts are shown, maybe 500x500 pixels.
This way, the developers have already taught the game to display info about equipped artifacts in the hero-inventory window, and we just teach it to display a piece of that "windows-screen/hero-inventory" elsewhere as well.
Can anyone tell me if HoMM5.5 and a mod for Sanctuary (Nagas) will work together?
Someone definitely adapted the mod for their version; it even has somewhat awkward ports of Kirin and Kenshi. A friend sent me this mod once, so I know it exists, but I don't know where to download it.
Someone definitely adapted the mod for their version; it even includes somewhat crude ports of the Kirin and Kenshi creatures. A friend sent me this mod once, so I know it exists, but I don't know where to download it.
That's a shame. The only thing that attracts me to HoMM 5.5 is all the campaigns in Tribes of the East (well, let's assume that's fixable) and the ability to convert cities to suit your faction.