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AllCampaignsRemastered - Updated mod for all Campaigns
Ranger campaign, Higher Vampire mission, the first video has a looping sound of hooves. Rommy, do you know how to fix it?
I figured out how to fix it properly just yesterday; before that, I was just deleting the endless sound. In DialogScene.xdb, the video was missing the Duration line. You need to insert the approximate number of seconds for the sound. It was precisely because this line was missing that the sound was endless.
Here's an example:
3
3
I'll re-upload the archive soon.
Added 1 minute ago Narron
Moonst@r, has the endless sound of hooves and footsteps disappeared in the other missions?
It was simply removed, but now I understand how to fix it.
The Nicholas model in the Human campaign has been fixed (it used to be red, like in The Succession Wars).
I checked with the standard mod that includes all campaigns and with your mod; the model is the same (both have a turquoise flag) in the first campaign, Queen, fifth mission, Sunset of the King. Or are you referring to something else?
I looked at it with the standard mod for all campaigns and with yours; the model is the same (both with a turquoise flag) in the first campaign, Queen, fifth mission, Sunset of the King. Or are you talking about something else?
Mine had the model of a red renegade knight. Maybe it was my mistake; I have a couple of maps from the forum that don't change the game much.
I checked, and there was some kind of error due to the maps.
Campaign Ranger, mission High Vampire, in the first video, the sound of hooves is looped. Rommy, do you know how to fix it?
I looked, and even a custom sound wasn't added. These are specifically the sounds from the unicorn models, their hoofbeats. There aren't any in the original, but I think it can be explained by the fact that sounds from the models only appeared in the expansions. If you find a unicorn on the map and zoom the camera in on it, you can hear the same hoofbeats. Each unit has its own sounds when you zoom the camera in on it on the map; some have breathing sounds, etc.
I looked, and even custom sounds weren't added. These are specifically the sounds from the unicorn models, their footsteps. There aren't any in the original, but I think it can be explained by the fact that sounds from the models only appeared in the expansions. If you find a unicorn on the map and zoom the camera in on it, you can hear the same footsteps. Each unit has its own sounds when you zoom the camera in on it on the map; some have breathing sounds, etc.
Okay, that makes sense.
Will you be doing anything else and updating the mod?
Clear. That's fine. Are you going to do anything else and update the mod?
Yes, I'm finishing up the scenarios and will upload them soon.
Added 1 hour 55 minutes ago
Improved the topic header, added more screenshots, re-uploaded the archive - please re-download it.
Rommy
Update 24.12.2025
All videos are in 1920x1080 All loading screens are in 1920x1080 Changed the names of the add-ons in English Added scenarios: Diplomat, Challenge, Maahir's Gambit, Refugee, Knight of the Order of the Dragon, The Last Flight of the Falcon, A Tear for Ossir, Race Against Time, Island for One Added scenarios from HotA: In Search of Power, Temptation, New Enemies, Alliance, Iron Throne Removed annoying links from the scenario descriptions The scenario descriptions now indicate which expansion it's from Fixed the infinite hoof sound in the last video of the Diplomat scenario Fixed Naadir's animation in the 8th video of the Refugee scenario Fixed the death animations of the Shadow Lords in the 11th video of the Refugee scenario (they were buggy in the original, they were standing alive) Fixed Jezebel's model in the Last Flight of the Falcon scenario (it was Biara's model) Fixed incorrect animations of Jezebel in the 1st video of the Last Flight of the Falcon scenario Fixed the awkward camera angles in the 2nd video of the Last Flight of the Falcon scenario Fixed the incorrect color of the Knight's flag in all videos (it was red) Fixed Jezebel's animations in the 3rd video of the Last Flight of the Falcon scenario Fixed all of Jezebel's animations in the last video of the Last Flight of the Falcon scenario Fixed the awkward camera angles in the 8th video of A Tear for Ossir Translated the quests in A Tear for Ossir Fixed all the awkwardness in the 3rd video of Race Against Time Translated all the quests in Race Against Time Fixed the incorrect animation of Kiro in the 3rd video of the Island for One scenario Fixed the description of the quest "Ravenna must survive" Added a cut video at the end of the In Search of Power scenario Fixed the completion of the Temptation scenario (it didn't end before) Fixed Ornella's animations in the first video of the Alliance scenario
Great. Excellent work. There's a lot here. I'll study everything I can and, with your permission, I'll take some of the fixes from your mod and update the campaign fix I've been working on.
Great. Excellent work. There's a lot here. I'll study everything I can and, while I won't take everything, I'll incorporate some of the changes from your mod and update the campaign fix I've been working on, with your permission, of course.
Of course, feel free to use it, and thank you for the great mods!)
The question is: are cutscenes in game maps separate maps that are part of a larger map, or not? And if so, how can I open and edit them in the map editor?
The question is: are cutscenes in game maps separate maps that are part of a larger map, or not? And if so, how do you open and edit them in the map editor?
If I understand the question correctly, you're talking about in-game videos (dialogues). Separate maps are used for these videos, and they are located in the Maps/SmallSpecialArenas folder. You can edit these maps by creating any new map in the editor, making sure the size is the same as the video map. Save the map, and in the archive of the saved map, replace the Map file with the map you want to edit. You also need to rename it to Map.
There’s a problem with artifact transfer. Basically, in the first mission of the Necromancer campaign, I bought the Cloak of Deadly Shadow in the Warlock castle in the artifact shop (I built it), and the artifact was transferred to the second and third missions. After the starting cutscene, another one immediately started, about obtaining this very cloak. The quest was marked as completed, but the castle was not captured to obtain the cloak. I think the point is clear. In the second mission, if you click quickly, you can have Godric or Markel (which is even worse) run into the Mage castle, build an artifact shop, and buy more artifacts from the Shadow set there.
I’m thinking of adding all the artifacts to the c3m1 map, except for the Shadow set, as they are all allowed there, there is no list, but I want to add one without these artifacts. But in the second mission, we get the Necromancer amulet at the end through a script. If I do the same thing on this map as in c3m1, will the script give the artifact to Godric? I want to be sure so I don’t have to redo it many times.
Added 1 hour 57 minutes ago I did as I wrote above, Godric received the Necromancer amulet, everything is fine. In c3m3, I removed the Necromancer amulet from the list, and in c3m5, I will probably do as in the first two, add everything except the Shadow set, but this is not certain, I haven’t gotten to it yet and may come up with something else. All artifacts are allowed in the last one, through shops, and shops in Mage cities will be duplicated. I wouldn’t want to get the Necromancer amulet before the battle with Godric. And, I probably need to check all this with Faidaen so that he doesn’t collect the Dwarven set for the Vampire Lord.