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Posts from = Small mods that change the visuals = Auto-translated

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In reply to IchGViji
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#559
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IchGViji

Could you do something similar with the Scouts and Rangers, so they are the same size as the Assassins?
I tried adding the Assassin's animation to the Ranger, where he stands upright and starts talking (speech or something like that), but it didn't fit the Ranger properly due to the difference in models.

I'm still a beginner in modding, I know where to find attack, death, happy, hit, idle, move, and stir. I haven't found the speech animation yet, where does the Assassin start talking?
In reply to Kayfenok
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#560
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Kayfenok

I'm still a novice in modding, but I know where attack, death, happy, hit, idle, move, and stir animations are located. I haven't encountered the speech animation yet; where does the assassin start speaking?
As far as I know, the speech animations are located in _(Animset), while the other animations are in _(BasicSkelAnim), because speech was added in the Hammers of Fate expansion, and the developers didn't pay attention to the folder structure.
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Мод RTF

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#561
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The UpdatedResources mod has been updated. I've switched to x64 for the textures that were x24 (the previous ones were x32 and looked blurry at higher resolutions) and created all the screenshots for clarity in 1920x1080.
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#562
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Just for fun, I was looking for something really cool for upscaling the interface, and here's what I came up with



And then I tried upscaling the Dungeon castle icon



Of course, I'm not going to do all of this, but it was amusing to get this result.

P.S. Also this, but after one texture it demands money, and even changing the IP doesn't help. In both cases, I had to clean out the black background.
In reply to Mооnst@r
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#563
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Mооnst@r


Then I tried upscaling the Dungeon town icon



Of course, I'm not going to do all this, but it was fun to get something like this.

???
Ссылка на мой мод Heroes 5 Armageddons Blade

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#564
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Yes, that’s it. Technically, in medieval times, any siege engine can be called a catapult, even ballistae (because they all literally “launch projectiles over a long distance”). So, there is no contradiction in the game, but I just wanted a more accurate description of the catapult as a trebuchet in the modern sense of the word. This mod is mainly for myself. If there are any other places in the game where the text “catapult” is displayed, please let me know.
In reply to DozenDevil
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#565
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DozenDevil
Yes, that's it.

Technically, in medieval times, any siege engine can be called a catapult, even ballistae (because they all literally "launch projectiles over a distance"). So there is no contradiction in the game, but I just wanted a more accurate description of the catapult as a trebuchet in the modern sense of the word. The mod is mainly for myself.

If there are other places in the game where the text "catapult" is displayed, let me know.

Well, in general, I agree =) I'm from those old times of Age of Empires 2: Conquerors (I don't remember, 2007) and there the trebuchet looked exactly like that.
I want to add an onager from Age of Empires to Heroes 5, there is a perfect spot for it between the hero and the ballista.
Ссылка на мой мод Heroes 5 Armageddons Blade

Ссылка на мои уроки по модостроению в Героях 5

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#566
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Hello everyone! I finally decided to upload a font mod. It might seem like a small thing, but I genuinely think it's the best, most atmospheric one. And when combined with the main menu screen, it looks really great. What's good about it: it's stylish, readable, and most importantly, it fits in all the description windows. I use it at a resolution of 1080x1920. If you like it, please leave a review :-)

Font Mod

Main Menu Theme Mod







In reply to MaksSP
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#568
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MaksSP
Mod for the main menu theme

Multiplayer > One computer > Normal mode, the image is missing everywhere, black screen. And it also replaces the pwl with Zephyr in the campaign. What bears and dwarves could there be?)
In reply to Mооnst@r
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#569
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Mооnst@r

Network game > One computer > Normal mode, everywhere there the image is missing, a black screen. And it also replaces pwl with Zehir in the campaign. Well, what bears and dwarves could there be?)

That's right, there's a dark background, well, the image doesn't necessarily need to be set, it just needs to be fixed somehow. In which campaign, what's it called?

Added after 2 minutes
Waterfall_13

Oh, the light green (lime) color, we approve of that 🙃
As for the colors, you can probably set the desired ones, honestly I don't know and haven't really bothered with them, if anyone knows how, please let me know 
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#570
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I've made some minor changes to the mod above – replaced the animation with an image in the main menu. It's a fan-made image from the internet. Everywhere there used to be a black background, now the image is displayed. The image looks good at 1920x1080 resolution, but it stretches to fill the entire screen at non-proportional resolutions.
MaksSP
Which campaign is it in, what's it called?
Escape to Salvation.
Attachments 2
2 files attached • Total size: 5.4 MB
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#571
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Thank you, it's an interesting solution, maybe someone will like it.
In reply to Mооnst@r
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#572
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Mооnst@r
I've made some minor adjustments to the mod mentioned above – replaced the animation with a static image in the main menu. It's a fan-made image from the internet.

Basically, in Network Game > Single Computer > Normal Mode, you can't set an image for the "Load" and "Create Map" screens. You can, but then the image will appear in the game itself (on the adventure map) when loading a save from the menu, which shouldn't happen. Secondly, if you set it in "Create Map," then in Single Player > Scenarios > Create Map (another screen like that), when you manipulate the resolution or size of the game window, because the game doesn't allow you to set "EPA_MARGIN" horizontally and vertically in the image file, there will be uneven layering: one image covering the entire screen, and a smaller image on top of it. In all other places where there was a black screen, there is now an image.
I was planning to center it, but the large image (1920x1080) used here isn't displayed correctly.

The image itself is 1920x1080; the game's resources compress it to 1366x768 and then displays it so that the game doesn't crash when the graphics quality is changed. If anyone wants, they can change the image themselves.

I don't know if anyone needs this, but I think the point is clear from what I've described above. And here are some screenshots for clarity.

Escape to Salvation.

I've seen in EWA that the city screens change from launch to launch; do you happen to know how this is implemented?
Ссылка на мой мод Heroes 5 Armageddons Blade

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In reply to Waterfall_13
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#573
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Waterfall_13

I saw in EWA that the city screens change from launch to launch. Do you happen to know how this is implemented?

Does the game display a different city animation each time it's launched? I doubt it. If it is possible, I don't know how.