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In reply to Waterfall_13
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Waterfall_13
I won't be able to explain everything in detail, but I'll 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 file so that it "knows" that it actually has more than 198 creatures. To patch the .Exe file, you need to use a patcher from Deflaktor (that's his nickname). The patcher patches the .Exe file using files with the .yml format (essentially, the YAML file contains data on what and how the patcher should change in the game launcher).
2) You need to open types.xml and enter "something, I don't remember what, but it's in the guide" (there's a line there that controls the number of creatures).
3) You need to add new creatures to types.xml and enter them in two places: one place is simply a list of all creatures, and the other place is a list of creatures plus a second line below with the number assigned to them.
4) Don't forget to also create placeholders in the file system for all 999 creatures, i.e., from 199 onwards. You can simply extract this from a mod for NCF creatures.
5) If you have added all the creatures and placeholders to the lists in types.xml, then you also need to add all 999 positions in the text file Creatures, which is located in GameMechanics (and there's a RefTables folder there).
6) Don't forget about the UI camera for all creatures.

I don't remember the rest offhand, but I can provide a video as an example of which lists are used when adding one of the creatures. https://forum.heroesworld.ru/showpos...51&postcount=1


In general, I've been tinkering with it, and what I did works, but only if I download the ___NCF_Core.pak file and the H5_Game.NCF.exe launcher and run the game through it; then everything works. But the problem is that I play through the EE launcher H5_AIadv_31j.exe, and I don't need this separate executable.
So, based on what you wrote, I need to patch my H5_AIadv_31j.exe by editing types.xml in the data files, right?

Damn, my head is already hurting).

In reply to padonkoff
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padonkoff


So, I've been tinkering around, and what I did works, but only if I download the ___NCF_Core.pak file and the H5_Game.NCF.exe launcher and run the game through it. But the problem is that I play through the EE launcher, H5_AIadv_31j.exe, and I don't need that separate executable.
So, based on what you wrote, do I need to patch my H5_AIadv_31j.exe by editing the types.xml file in the data files?

Man, my head is already hurting).

 


Well, you've jumped onto an already configured NCF executable, and it works. But if you need to apply it to another one, then you'll have to "work" on it.
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In reply to Waterfall_13
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Waterfall_13

Well, you jumped onto an already configured NCF executable, and it works. But if you need to apply it to another one, then you'll have to "work" a bit.

Wow... where can I find and download this patcher from deflactor?
In reply to fktifzobr@mail.ru
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fktifzobr@mail.ru

/topic/15277/

I found it here, or I was looking for it there and eventually just Googled it and found it by its name on the Heroes community; you'll also need a program to run scripts.


I tried searching Google today, but didn't find anything.

Did you save the program?

In reply to padonkoff
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padonkoff

 

Thanks, friend. I really don't understand anything; there are no clear instructions, neither on how to prepare the yml file, nor on how to even run this patcher... Okay, forget about this patcher and mod.


.yml doesn't need to be prepared; it's already a ready-made file with settings.
Just imagine that the "Patcher" is a machine, and the .yml is a cartridge. You just need to download the patcher and put it in the root folder of the game, in the bin folder, and run it there. If you also have a .yml file in the root folder of the game, in the bin folder, it will offer you the option to patch the Launcher (.Exe) with it.

Then you need to write lists and form the internal structure of folders with files, but you have already created the folders with files. In essence, you have already done the most important thing; all that remains is to teach the executable to recognize what you have done and write a list of available creatures for it.
Ссылка на мой мод Heroes 5 Armageddons Blade

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In reply to Waterfall_13
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Waterfall_13

.yml doesn't need to be prepared; it's already a ready-made file with settings.
Think of the "patcher" as a machine, and the .yml as a cartridge. You just need to download the patcher and put it in the root folder of the game, in the bin folder, and run it there. If you also have a .yml file in the root folder of the game, in the bin folder, it will offer you the option to patch the launcher (.Exe)** with it.

Then you need to write lists and form the internal structure of folders with files, but you've already created the folders with files. Essentially, you've already done the most important part; all that's left is to teach the executable to recognize what you've done and write a list of available creatures for it.

But how do you run the patcher itself? It has a .jar file extension. Windows sees it as an archive, but I don't see any .exe files inside to run it...
In reply to padonkoff
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padonkoff

How do I run the patcher? It has a .jar file extension. Windows sees it as an archive, but I don't see any .exe files inside to run it...

Dredknight said that the patcher runs on Java. I had to install Java on my computer to run the patcher.
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Waterfall_13

Dredknight said that the patcher works on Java. I had to install Java on my computer to run the patcher.

Lol. All my patience has completely run out; I won't be making mods anymore.
Thanks, bro, for helping the newbie.

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Here, download Java
Here, download NCF_yml
Place Deflaktor and YML in the bin folder within the Heroes game directory, then run Deflaktor; the rest is self-explanatory.
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Hello. I had an idea for a mod. I saw in one of the mods that they reworked Necropolis, taking a human city as a base but making it dark and gloomy. It would be cool to play as a Necropolis where all the units are undead human troops raised from the graves.
In reply to mr.artanis
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mr.artanis
Good afternoon. I had an idea for a mod. In one of the mods, I saw that Necropolis was reworked, and they took a human city as a basis but made it dark. It would be cool to play as a Necropolis where all units are undead human troops raised from the graves.

The idea is interesting, but I don't really want to create 21 new models. Although, we could add some effects, but still...
Модификация "New Era": 2%
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Hello everyone! I have two questions for the Heroes experts. I decided to play through the Orc campaign and noticed some things I would like to fix: 1) Are there Orc models with better detail? It seems to me that the Orcs look the most "plastic," especially levels 1-3. 2) I've noticed this before, but it's especially noticeable in this campaign: heroes seem to "twitch" (double) when moving on the global map. I noticed this with the hero Kujin in the "One Khan, One Clan" campaign. I could talk about the engine's capabilities, etc., but when playing as Toulun in the same campaign, there is no such issue; he moves smoothly. I have removed all hero replacer mods. I wanted to ask if anyone knows where the hero movement is encoded in the files, at least to compare the code for these two heroes and find the differences, and there is a chance to fix it.

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