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#854
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Waterfall_13
As I mentioned earlier, I suggest approaching the problem from the "opposite" direction.
That is, instead of trying to extract icons from the artifact slots in the inventory, we should extract a portion of the window from the "hero-inventory" section, cropped specifically to the area where equipped artifacts are displayed. Perhaps it's a 500x500 pixel area.

In this way, the game is already programmed by the developers to display information about equipped artifacts in the hero-inventory window, and we will simply teach it to display a portion of this "window-screen/hero-inventory" in another location as well.

A rough version, but it doesn't work either.
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In reply to Betrezem
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#855
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Betrezem

That’s a pity. The only thing that attracts me to HoMM5.5 is all the campaigns in Lords of War (well, let's assume this can be fixed), and the ability to convert cities to suit your faction.

/topic/at/999027/
There are links to the Reanimation mod (city rebuilding) and patched maps so that scripts work on them in various messages here; if scripts are disabled, the mod will not work.

There were mods for campaigns on the forum, but I don't remember where... Here's what I have: https://disk.yandex.ru/d/3mb7PEeNhEZNeA
There are several mods for campaigns and unlocking campaigns there, so there are many files; I renamed them a long time ago, so I don't know which mod is which
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In reply to fktifzobr
#856
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fktifzobr@mail.ru
/topic/at/999027/
There are links to the Reanimation mod (city rebuilding) and patched maps so that scripts work on them in different messages here; if the scripts are turned off, the mod will not work.

There were mods for Campaigns on the forum, but I don't remember where... Here is what I have: https://disk.yandex.ru/d/3mb7PEeNhEZNeA
There are several mods for Campaigns and unlocking Campaigns there, so there are many files; I renamed them a very long time ago, so I don't know which one is which.

Thank you very much!)

In reply to Mооnst@r
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#857
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Mооnst@r

A rough version, but also not working.

Tell me what the window that pops up when you press the right mouse button is called?

1) If we, say, extend it (this window) to the right and attach HeroScreen3.(WindowShared) — which we'll duplicate and call HeroScreen3_Inventory.(WindowScreenShared) — to that area.
2) And in this new HeroScreen3_Inventory.(WindowScreenShared), we'll write a path in Children to HeroInventory.(WindowSimple), which will open everything that's defined in our HeroInventory.(WindowSimpleShared).

This way, the menu that opens on right-clicking a hero will have a more elongated view to the right (the available display area for the window), and into that space will be rendered the HeroScreen3 window, which contains HeroInventory, which contains everything pulled into the inventory window and displayed there.

Essentially, the right-click, besides itself, will also open an inventory window to the right of the main info. Who knows, that's how I picture it.

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#858
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Waterfall_13
Tell me, what is the name of the window that pops up when you right-click?

1) If we increase its size to the right and attach it to the HeroScreen3.(WindowShared) area – which we will duplicate and name HeroScreen3_Inventory.(WindowScreenShared).
2) And in this new HeroScreen3_Inventory.(WindowScreenShared), we will specify the path to HeroInventory.(WindowSimple) in the Children section, which will open everything that is defined in HeroInventory.(WindowSimpleShared).

Thus, the menu that opens when you right-click on a hero will have a more elongated appearance to the right (an available area for displaying the window), and the HeroScreen3 window will be displayed in this area, which contains HeroInventory, which in turn contains everything that is loaded into the inventory window and displayed there.

Essentially, right-clicking will open not only the main window but also the inventory window to the right of the main information. I'm not sure, this is just how I imagine it.
The UI\Tooltips\CommonAdvObjTooltip MainWnd.(WindowGathering).xdb window itself, but I don't understand the settings in its Shared section, specifically Background.(BackgroundTiledTexture).xdb, so I didn't touch it.
It has ArmyWnd.(WindowSimple) in its children, and I added HeroInventory.(WindowSimple) to it.

Below is this mod; there are only three files. In HeroInventory.(WindowSimple), the path to UI/HeroScreen3/HeroInventory.(WindowSimpleShared) is specified, and it doesn't work. I don't see the point in changing the window and making it wider.
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#859
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Waterfall_13

Tell me, what is the name of the window that pops up when you right-click?

1) If we increase the size of this window to the right and attach it to the HeroScreen3 area (WindowShared), which we will duplicate and name HeroScreen3_Inventory (WindowScreenShared).
2) And in this new HeroScreen3_Inventory (WindowScreenShared), we will specify the path to HeroInventory (WindowSimple) in the Children section, which will open everything that is defined in HeroInventory (WindowSimpleShared).

Thus, the menu that opens when you right-click on a hero will have a more elongated appearance to the right (an available area for displaying the window), and the HeroScreen3 window, which contains HeroInventory, which in turn contains everything that is loaded into the inventory window and displayed there, will be displayed in this area.

In essence, right-clicking will open not only the menu itself but also the inventory window to the right of the main information. I'm not sure, but that's how I imagine it.


It won't work. The Xdb placeholders will be loaded, but there will be no artifact icons.
С уважением, }{0TT@6bI4
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#860
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I'm HeroInventory.(WindowSimple) in AdventureScreen-Heavy.(WindowScreenShared), and artifacts aren't displayed on the adventure map either. Nests are displayed, the spellbook is displayed, but the artifact icons are not.
In reply to fktifzobr
#861
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fktifzobr@mail.ru
/topic/at/999027/
There are links to the Reanimation mod (city rebuilding) and patched maps so that scripts work on them in different messages here; if the scripts are turned off, the mod will not work.

There were mods for Campaigns on the forum, but I don't remember where... Here is what I had: https://disk.yandex.ru/d/3mb7PEeNhEZNeA
There are several mods for campaigns and unlocking campaigns there, so there are many files; I renamed them a very long time ago, so I don't know which file is which mod.

By the way, I looked at your mini-mods, and I really liked the reskin for Tier 1 Dwarves.

But I have a question - can I slightly recolor them?

Well, and... How do I do it? I mean not the actual process of recoloring, but rather – where are the texture files located, and which specific files are responsible for them?

In reply to Betrezem
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#862
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Betrezem

 

By the way, I checked out your mini-mods, and I really liked the reskin for the Tier 1 Dwarves!

But I have a question - can I slightly recolor them to suit my preferences?

And... how do I do that? I mean, not the actual recoloring process, but rather, where are the files for the unit textures located, and which specific files are responsible for them?

.... I'm very embarrassed, but the Dwarves are a little broken; the axe has a short handle, and it flies out of their hands when they strike((( 

but if that doesn't bother you, the textures are located in two folders within the \Characters\Creatures\Dwarves\ folder. This is where the main Dwarf textures are located - these are the beards and bodies, separated into metallic and plain parts. And in the \Effects\_(Effect)\Characters\Creatures\Dwarves\ folder, you'll find the textures for axes, helmets, pauldrons, and shields.

Added 2 minutes ago
Okay, I'll dig up the old archives and fix the axes!

Added 35 minutes ago
Done, I've updated it; this is now version 2.1
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In reply to fktifzobr
#863
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fktifzobr@mail.ru
.... I'm very embarrassed, but the Dwarves are a little broken; the axe has a short handle, and it flies out of their hands when they strike(((

but if that doesn't bother you, the textures are located in two folders in the \Characters\Creatures\Dwarves\ folder – these contain the main Dwarf textures, which are beards and bodies divided into metallic and plain parts, and in the \Effects\_(Effect)\Characters\Creatures\Dwarves\ folder, you'll find textures for axes, helmets, pauldrons, and shields

Added 2 minutes ago
Okay, I'll dig up the old archives and fix the axes!

Added 35 minutes ago
Alright, I've updated it; this is now version 2.1.

Come on, your mod is simply amazing!)

By the way, regarding Sanctuary... Do you remember the forum where there was a thread about a sub-mod for it? Maybe it was this one?

http://heroescommunity.com

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#864
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Betrezem

 

Hey, your mod is simply amazing!)

By the way, about Sanctuary... Do you remember the forum where there was a thread about a submod for it? Maybe this one?

http://heroescommunity.com

Well, to be honest, I don't know of any submods for Sanctuary, except for my small fixes.
Here is the latest version
Here are some small mods
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#867
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fktifzobr@mail.ru
Ah, that mod for 5.5....
I don't know where to download it, though.

Oh well, never mind.

By the way, I have a question... As I understand it, the amount of experience required to level up a hero is always fixed (for example, it always takes 1k experience to go from level 1 to 2, and 2k to go from level 2 to 3, etc.).

Do you know where I can change the amount of experience required to level up?

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#868
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Betrezem

 

Okay, no problem))

By the way, I have a question... As I understand it, the amount of experience required for a hero to level up is always fixed (Conditionally, it always takes 1k experience to go from level 1 to 2, and 2k to go from 2 to 3, etc.)

Do you know where I can change the amount of experience required to level up?

I don't know where to change the amount of experience required for leveling up.
The only mod I know that speeds up leveling contains creature stats with increased experience gained for killing them.

I found that mod on Sanctuary for 5.5.
https://disk.yandex.ru/d/p0kWXn-1s4Ysbw
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