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Posts from = Small mods that change the visuals =

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1 year ago
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I also wanted my own knights.

The mod replaces the 6th tier of undead, death messengers, and banshees with black knights, death knights, and Daedric knights.

Daedric knights received +2 attack, +10 hit points, and an aura of terror (instead of a deadly strike). They don't differ much in color from black and death knights, but they are neither black nor red. If anything, look at the crimson sword, and you won't confuse them.
I took the portrait for the black knights from this mod and modified it slightly.
The cost of creatures: 1200, 1500, and 1500, in analogy with the replaced ones - 1400, 1700, and 1700.
From dark energy, black knights, death knights, and Isabel knights are created from knights, paladins, and Isabel knights. From djinns, djinni sultans, and djinni viziers - vampires, higher vampires, and vampire princes.
The description "week of creatures: the growth of undead, death messengers, and banshees is doubled" has been changed to "week of the cursed: the growth of black knights, death knights, and Daedric knights is doubled".
In the "Sad Crusade" campaign, the texts of the secondary quest of the prophet's hut have been changed from death messengers, and they are also the reward (they used to be death knights).
The sword of the black knight is colored black. Now it is a regular sword on a regular creature, like a vampire or undead.
In UIGameRoot.(UIGameRoot), the black knight and death knight have swapped cameras (creature viewing screen, first screenshot) with the undead, death messenger, and banshee for correct display.
Considering that the mod makes the above changes in DefaultStats and in UIGameRoot.(UIGameRoot), it may be incompatible with other mods that use these files.

I compared the parameters of the Daedric knights with the death knights in NOIADE; the difference is negligible in favor of the Daedric knights, but the aura of terror is situational (mechanisms and undead), and the chance of a deadly strike can be increased with soldier's luck. The parameters and abilities of the black knights and death knights have not been changed. I tried not to do anything unnecessary.
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1 year ago
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The Heroes_specializations and Towns_specializations mods have been updated on the previous page, see comment #504.
I spotted a couple of errors in one and one in the other.
I also decided to remove the "left alignment" from the mods and create a separate mod called CreatureHeroMissionTown_InfoWindow with all (hopefully) "left alignment" options, see comment #505.

P.S. Wow, it seems the Knight of Daedra is quite popular)
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1 year ago
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If anyone needs a reworked version of the mod by zahar0z for the pikemen, now they occupy tier 1. Also, I changed the description for the combined alt-upgrade, buildings, and hero skill of the hero Ellainna. The characteristics have also been changed, but I made them for myself; anyone who needs to can change them themselves. I replaced Fury with Tax Collector, and kept the Large Shield and Stun Strike. And in the alt-upgrade, I added Cleave. UPD: I replaced the models on the map. PS: I forgot last time.
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1 year ago
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For the Ice Knights, I corrected the description, improved the icons, and removed unnecessary elements. UPDATE: I made the Undead fly and added +1 to their speed.
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1 year ago
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Updated the "useless mod" (replaces the chamomile in battle with a chamomile from the adventure map) and the description on page 33, comment #493.

I remembered that there has been a "save in battle" button for a long time, and there is now a place for it on the chamomile.
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1 year ago
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Does anyone know where the textures for the interior of the mausoleum are located? These textures are used in cutscenes (the battle between Agrael and Vayler; the resurrection of Nicholas; the place where Arantir goes to retrieve Isabel's soul).
In reply to Narron
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1 year ago
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Narron
Does anyone know where the textures for the interior space of the mausoleum are located? These textures are used in cutscenes (the battle between Agrael and Vayler; the resurrection of Nikolai; the place where Arantir goes to retrieve Isabel's soul).
Characters\Heroes\CS\Mausoleum-mausoleum_monument.(Texture)
Characters\Heroes\CS\Mausoleum-mausoleum_walls.(Texture)
Characters\Heroes\CS\Mausoleum-mausoleum_statues.(Texture)
Characters\Heroes\CS\Mausoleum-mausoleum_figurine.(Texture)
Characters\Heroes\CS\Mausoleum-mausoleum_coffin.(Texture)

Added 1 minute later
There are also a lot of textures there with the label Mausoleum_evil....
In reply to fktifzobr@mail.ru
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1 year ago
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fktifzobr@mail.ru
Characters\Heroes\CS\Mausoleum-mausoleum_monument.(Texture)
Characters\Heroes\CS\Mausoleum-mausoleum_walls.(Texture)
Characters\Heroes\CS\Mausoleum-mausoleum_statues.(Texture)
Characters\Heroes\CS\Mausoleum-mausoleum_figurine.(Texture)
Characters\Heroes\CS\Mausoleum-mausoleum_coffin.(Texture)

Added 1 minute ago
there are also a lot of textures with the label Mausoleum_evil....

Thanks, buddy. I'll also work on those. I want to make them better.
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1 year ago
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I extracted a model from the 5.5 mod; if anyone needs it, feel free to take it.
https://disk.yandex.ru/d/Xmi5aJfmFpmmng

 

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1 year ago
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Hello everyone!

 

I want to thank everyone for the visual improvements to the game, stretching the cutscenes and loading screens of the campaigns (even if there were some losses), and all the other mods!

You have done a great job.

 

I would like to ask a question:

1. Are there any works related to improving the quality of the vanilla interface panels? I'm talking about the resource panel at the top, the map border, and the command wheel. And the scroll in the menu, for example.

 

In reply to G0ldiel
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1 year ago
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G0ldiel

Hello everyone!

I want to thank you all for the visual improvements to the game, stretching out the cutscenes and loading screens of the Campaigns (even if there were some losses), and all the other mods!

You have done a great job.

I would like to ask a question:

1. Are there any works related to improving the quality of the vanilla interface panels? I'm talking about the resource panel at the top, the map frame, and the command rose. And also the scroll in the menu, for example.


You can find more information here: /topic/12520/
In reply to Kayfenok
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1 year ago
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Thank you, yes, this thread contains well-known interface mods, but unfortunately, it doesn't include an improvement to the quality of the original without changing the overall style. I'll try to do it myself.
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1 year ago
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Updated the interface mods for battle and crimson vampire lord comment #494 and #408. In the interfaces, I fixed the numerical display on the deployment screen and on the large icon in combat. It had a black outline before; now it's gone. The vampire on the adventure map is now also crimson, and there’s a green glow to his sword. In combat (in addition to the green glow), the sword highlight no longer disappears. The last two are old fixes, but they are now included in the mod.
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1 year ago
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I remembered that there are large (x64) textures for the resources, so I decided to apply compression to them and replace the smaller ones (x24). However, I don't think it makes much difference in the resource bar or overall. Even the crystal looks worse now.

The original is at the top.

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In reply to Mооnst@r
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1 year ago
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Mооnst@r
Remembered that there are large (x64) textures for resources, so I decided to apply compression to them and replace the smaller ones (x24), which, in general, doesn't seem to make much difference in the resource bar. Even the crystal looks kind of bad now.

The original is at the top.

It turned out interestingly; the original wood, ore, mercury, crystals, and gold look brighter and warmer, so they seem more appealing, in my opinion.

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