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4.8 (4 ratings)
1 year ago
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Hello! I have an idea for a mod that I'm not patenting. I just wanted to share my thoughts here. If anyone wants to, they can create a full-fledged mod and change everything to their liking; I wouldn't mind at all. I know that Heroes 5 has some limitations in modding, and I'm not entirely sure what they are, but I don't think it's possible to implement everything as I envisioned.


The mod involves adding TWO additional centerperks for all Factions. Each hero will have three centerperks in their skill wheel, and all centerperks will also be linked to three skill schools, but the progression should be such that a hero can only unlock one centerperk per game!:

Haven:
Absolute Battle Morale. Creatures in the hero's army always receive a positive battle morale after their turn. This only applies if they are not affected by a banshee's scream or a terror effect (this centerperk should not have synergy in the skill tree).
Sword of Ice and Flame. Creatures in the hero's army, upon attacking, reduce the enemy's armor by 50% for 1 turn and also apply a freeze effect. It also increases damage from all elements by 25%. (This centerperk is unlocked through Cold Steel and Fire Fury).

P.s. Considering such powerful abilities, I would suggest buffing Unrelenting Force; it has always seemed very weak to me: The effect of Overlord now deals 200% damage instead of 300%, but now, when used, Overlord is applied to all allied creatures.

Sylvan:
Deadly Rain. The Rain of Arrows spell always fires 2 additional arrows at random enemy units. (Rain of Arrows now works even if there are no sworn enemies on the battlefield, firing at 2 random units, and if all sworn enemies are on the battlefield, it randomly hits them twice).

Conflux with Light. Creatures in the hero's army receive a random buff from light magic when defending or waiting.

Necropolis:
Harbinger of Death. (Similar to the Angel of Salvation, but in reverse). When the enemy has only one unit left, a Grim Reaper appears on the battlefield and kills the last enemy unit. This does not work if the enemy already had one unit at the beginning of the battle.
Legion of the Undead. At the beginning of each battle, friendly undead units appear in random locations on the battlefield. 4 units, each of which can randomly contain 30 ghosts or 6 vampires, etc.

Demons:
Unholy Mana. Your hero and friendly creatures no longer gain mana during battle; instead, the "Unholy Word" spell is used, the damage of which depends on the amount of mana gained by your hero or mages during the battle (i.e., the effect is activated by your imps, the Corpse Eater ability, or that artifact pendant that gives you mana 1k2 from enemy spells).
Conflux with Darkness. Creatures in the hero's army apply a random debuff from dark magic to enemy creatures when attacking (except for mind control).

Dark Elves:
Dark Ritualist. The Dark Ritual spell fully restores your mana and also grants infinite mana until the end of the next battle.
Conflux with Chaos. Creatures in the hero's army additionally cast a random chaos spell on enemy creatures when attacking, if additional damage is dealt with a chain of elements (mass spells can affect friendly creatures, but not the creature that triggered the effect by dealing damage).

Mages:
It's Alive! At the beginning of the battle, you lose all your war machines, but a huge golem (resembling a tower with 4 legs) appears on your side, which passively fires two ballistas from its chest and has special skills and attacks that you can come up with and balance.
I haven't come up with the second perk yet :(

Dwarves:
Universal Soldier. Gives +6 attack, +6 defense, +6 spell power, +6 knowledge.
Absolute Rune Knowledge. You can use an unlimited number of runes on one creature per turn (simply removes the restriction of one rune per turn).

Orcs:
Protective Charm against Curses. All negative effects applied to your friendly creatures last only 1.00 turn (whether it's mass slow, mind control, or even poison from assassins).
Fear of Death. Creatures in the hero's army always apply fear to the enemy when attacking, but only if their total health exceeds the total health of the enemy unit (This centerperk prevents you from receiving return damage from enemy creatures, but your creatures will not be able to make a double attack).

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1 year ago
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Well, for now, no one will be able to do that (we are limited in editing skills).

By the way, I also have an idea that I won't be implementing. I wrote about it on VK, and this is my first time writing on the forum.

We could create hero classes – mages – where, instead of a racial ability, they would have one of the schools of magic. Then, such heroes with a mastery amulet would gain absolute magic – the effects of spells could be adjusted accordingly. Absolute chaos was present in NHF.

Of course, there should also be new centerperks related to magic.

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1 year ago
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The flight of fancy is good, but technically, we are completely limited in this regard. The only thing that can be done is to adapt some things to specific application formats. I added one more center-perk for each faction (some even got two (totaling 3), but these are all reworked, unused skills that were weak or unpopular. For example: Guardian Angel (Applies a passive stone skin before battle, granting +7 to defense, and revives all troops after they are defeated, one stack at a time) Relentless Counterattack (gives human creatures the "endless retaliation" ability, just like griffins) Relentless Force (the army in melee combat always deals a second strike) Eternal Flame (gives Inferno creatures immunity to fire; the Hellfire ability now also works on counterattacks) Harbinger of Death (all undead creatures apply "Weakness" (-12 attack) to enemies upon attack) Lord of Death (passively applies vampirism to the army, with an effect of 20% life absorption relative to damage) Lord of Shadows (doubles the army's initiative) Guardian of the Forest (passively applies 100% HP regeneration to creatures; for example, dryads will recover 6 HP, while dragons will recover 200) Protection of the Forest (the forest helps the creatures of the Forest Alliance; it entangles enemies with roots when the hero's creatures attack them (similar to the entangling roots of ents)) Magical Invisibility (mage creatures gain "intangibility"; there is a chance that attacks will miss) Protection of Arkat (dwarf creatures gain a lava shield and return 30% of the damage as fire element damage; the formula does not apply to successful attacks; the damage return will be the same as for a normal attack) Wrath of the Elements (removes half of the defense from creatures in the army and transfers it to attack, and also increases initiative by 5) As can be seen from the description, all of this is primarily applying an additional buff to the hero's creatures through a skill. Or adding an ability through a workaround (blood rage).
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1 year ago
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Hello everyone! Does anyone know of a mod that improves the textures of castles on the global map? I'm using the Gem 0.5 pack and the Griffin pack to display textures inside the castle. And another question for the experts: how can I add or improve the design of arenas, for example, by adding grass or improving the resolution of the ground textures?
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1 year ago
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MaksSP
Hello everyone! Does anyone know of a mod that improves the textures of castles on the global map? I'm using the Gem 0.5 pack and the Griffin pack to display textures inside the castle.

And another question for the experts: how can I add or improve the design of arenas, for example, add grass, improve the resolution of the ground textures, etc.?
Everything is possible... you could port the game to a new engine, and then you'd have beautiful textures and models, etc.... the game would be transformed!!!!
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1 year ago
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Pavlinho
Everything is possible! You can port the game to a new engine, and then you'll have beautiful textures, models, and so on... The game will be transformed!
But that's not what we're talking about. If someone has experience improving textures, they might be able to help locate the castle textures in the files so they can be upscaled using AI to a higher resolution.



As for the question of re-releasing the game, Heroes 5 has already been transformed so much thanks to mods that it's surprising they haven't made an HD remaster, taking all the mods and optimizing the engine. I'm sure people would buy such an edition of the game.
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1 year ago
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I’ll just leave this here.
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1 year ago
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MaksSP

That's not what I meant. Someone who worked on improving the textures might be able to help by pointing out where the castle textures are located in the files, so they can be upscaled using AI to a higher resolution.


As for the question of re-releasing the game, at the moment, Heroes 5 has been transformed so much thanks to mods that it's surprising they haven't made an HD remaster, taking all the mods and optimizing the engine. I'm sure people would buy such an edition of the game.

Although, I must admit, I didn't immediately recognize my castle from NVS 2.0. The quality here is somehow poor, and they've inexplicably placed crossbowmen on the gate. Okay, fine. Everyone sees things differently.
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1 year ago
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Narron

Although, I must admit, I didn't immediately recognize my castle from NVS 2.0. The quality here is somewhat questionable, and they inexplicably placed archers at the gate. Never mind, it's okay. Everyone sees things differently.

Thank you, there's no arguing about taste. When I was choosing some objects from your mod, I didn't think everything matched well either, but the archers add interactivity. In other castles, there are also units, similar to how there are figures in the barracks.
Could you tell me which module contains the castle textures?
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1 year ago
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MaksSP

Thank you, there's no accounting for taste, and I did choose some objects from your mod at one point, but not everything seemed to fit well together. Archers add interactivity; other castles also have units, similar to how there are figures in the barracks.
Could you tell me which module contains the castle textures?

There's no accounting for taste, but people actually do argue about it. The castle textures are in the "NVS_RestylingObjects.pak" module. However, the screenshot I posted is already version 3.0. It's only available to me right now and is still in development.
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1 year ago
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Narron

There's no accounting for taste, but people actually do argue about it. The textures for the castle are located in the "NVS_RestylingObjects.pak" module. However, the screenshot I'm sharing is already version 3.0. It's still under development and only available to me at the moment.
Thank you. This is useful information.
10 months ago
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Hello everyone, I want to create a mod that adds upgrades for elementals and phoenixes to the game. All of them were implemented in the EWA mod and used in the mod that changes the Academy castle into a Conflux. I don't like EWA itself, but the elementals with upgrades turned out really great. In general, I tried to do it myself by extracting the necessary files from EWA and putting them together, but it doesn't work. When a hero with a regular elemental approaches a Fortress on a hill with the intention of upgrading it, the game crashes to the desktop. In general, I'm not much of a modder; at most, I can edit heroes or creature abilities:)

Maybe someone can help?

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10 months ago
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padonkoff

Hello everyone, I want to create a mod that adds upgrades for elementals and phoenixes to the game. All of them were implemented in the EWA mod and used in the mod that changes the Academy Castle to the Conflux. I don't like EWA itself, but the elementals with upgrades turned out really great. In general, I tried to do it myself by extracting the necessary files from EWA and putting them together, but it doesn't work. When a hero with a regular elemental approaches the fort on the hill to upgrade it, the game crashes to the desktop. In general, I'm not much of a modder; at most, I can edit hero skills or creature abilities.

Maybe someone can help?

Did you connect the NCF core? Or did you just dump the files into a folder? You also need to modify the executable and expand the lists and assign unique IDs to the new creatures.

https://heroes5.fandom.com/wiki/New_Creature_Framework_(NCF) 
In reply to Waterfall_13
10 months ago
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Waterfall_13
Did you connect the NCF core? Or did you just dump the files into a folder? You also need to modify the executable, expand the lists, and assign unique IDs to the new creatures.
https://heroes5.fandom.com/wiki/New_...rk_(NCF) 


I just dumped the files into a folder. I took a mod that changes the Academy Castle into a Conflux as a base, removed everything that changed the Castle itself, and edited the creature files, detaching them from the Castle and returning them to the neutral faction.
I looked at your link about the New Creature Structure. I don't understand at all what needs to be done there, what exactly to download, and how to work with it. As far as I understand, I need to download something from here: https://github.com/Might-Magic-Heroes-5-5/MMH55/blob/master/Frameworks/NewCreatureFramework/NewCreatureFramework.yml
I don't understand what this yml file extension is.


 

 

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10 months ago
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padonkoff


I just threw some files into a folder. I took a mod that changes the Academy Castle to a Conflux as a basis, removed everything from it that changed the castle itself, corrected the creature files, unlinking them from the castle and returning them to neutral creatures.
I looked at your link "New Creature Structure." It's not clear what needs to be done there, what exactly to download, and how to work with it. As far as I understand, you need to download something from here: https://github.com/Might-Magic-Heroes-5-5/MMH55/blob/master/Frameworks/NewCreatureFramework/NewCreatureFramework.yml
I don't understand what this yml file extension is.

I won't be able to explain it in detail, but I will outline the main points. The link I provided contains a complete guide on how to add new creatures (more than 198, because 198 is the limit in the original game).

1) You need to patch the game launcher .Exe so that it "knows" that it has more than 198 creatures. To patch the .Exe, you need to have Deflaktor's patcher (that's his nickname). The patcher patches the .Exe using files with the .yml format (essentially, YAML stores data about what and how the patcher should change in the game launcher).
2) You need to open types.xml and enter "something there, I don't remember what, but it's in the manual" (there's a line somewhere that controls the number of creatures).
3) You need to enter new creatures into types.xml and enter them in two places: one place simply lists all the creatures, and in another place, there's a list of creatures plus a second line below assigning them a number.
4) Don't forget to also create placeholders in the file system for all 999 creatures, i.e., from 199 onwards. You can just extract these from the NCF mod.
5) If you entered all the creature placeholders in the lists in types.xml, then you also need to write all 999 positions in the Creatures text file located in GameMechanics (and there is a RefTables folder).
6) Also, don't forget about UI camera for all creatures.

I don't remember the rest by heart; I can share my video as an example of adding one of the creatures.
/topic/at/1206851/

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