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Posts from AllCampaignsRemastered - Updated mod for all Campaigns Auto-translated

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#61
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Rommy
Did you add the creature names for the units?
I fixed the entire highlighted part; I only corrected the parenthesis for the rainbow dragon and removed a comma. I didn't add archers to the quest for 100 elven archers. It doesn't seem to be a requirement, but then again, there wasn't an alternate upgrade either. In short, both options are valid, but I chose the one without them.
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#62
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Re-uploaded the archive, update 27.12.2025

Rommy
The arena for videos - SmallSpecialArena_Grass_Custom has been replaced with the original one in C3M1 and C3M2. The Necromancer set has been banned in the shops to prevent it from ruining mission 3.
The Necromancer amulet has been banned in the shops of C3M3.
C3M4: Cyrus has been given the Ring of the Sinner.
C3M5: Godric has been given the Necromancer amulet.
Now, the battle against Markel in C6M3 will not end after the main troops are killed; you need to finish off the summoned undead as well (as was the case against Biara in C6M5, the battle did not end if all summoned creatures were not defeated).
Jezebel's model has been corrected from male to female (the model is the same; the female version will be with a mod for female models).
One incorrect word has been corrected in the first video of the Iron Throne scenario.

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#63
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Found what was changed in the "Race Against Time" and "Tears for Ossiria" maps – the paths to the quest texts were modified. There are English and Russian texts in two different locations; I simply added all the texts from the original, without changing the paths.
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#64
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I decided to test the battle against Godric myself, and it turned out quite well and balanced. I enjoyed the battle (although it might need a slight buff, which could cause some complaints).
I played with a random build from the tests and could have assembled an even larger army. And by the way, the army actually switches sides to him, and some of the units increase in number.

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#65
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Re-uploaded the archive; overall, nothing major was changed, just a couple of animations were fixed, as well as the animation delay in the Hammers of Fate cutscenes.
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#67
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Mооnst@r
In the first video of the first campaign, the hand animations aren't quite right; they should be above the heads.

I see, we'll fix it. Thanks.

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#68
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Rommy
The Necromancer's Amulet has been added to Godric in C3M5.
That's strange. It's given via script at the end of C3M2 for Godric, but it doesn't carry over (it should be item number 71) to C3M5 in my version. I didn't notice it right away, I'll need to add it.
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#69
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Got it, I figured out what happened: I added the art saving to the script a little later, and I saw it in the console.
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#70
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Borrowed two more script fixes for c4m3 and c5m3. In the first, demon heroes stop standing around and start capturing cities. In the second, the second attacking hero stops slacking and attacks immediately. But it doesn't work in a1s2m2. If I understand correctly, Andreas should start moving towards the city when he appears, but he just stands there every turn. And I didn't understand what exactly was fixed in c1m5. I compared it with the regular version and didn't notice any difference, except for the relocation of art assets.

By the way, do you have any ideas why everything suddenly broke (dialogue scenes, animations, cameras, etc.) in mods for all campaigns?

P.S. I missed something in the a1s2m2 script. Andreas is running now. I'll take a look.
P.P.S. Found it. I'm taking another fix.
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#71
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Mооnst@r
I borrowed two more fixes in the scripts for c4m3 and c5m3. In the first one, demon heroes stop standing still and start capturing cities. In the second one, the second attacking hero stops slacking and attacks immediately. But it doesn't work in a1c2m2. If I understand correctly, Andreas, when he appears, he should start moving towards the city, but he just stands there every turn. And I didn't understand what exactly was fixed in c1m5. I compared it with the regular version and didn't notice any difference, except for the transfer of artifacts.

By the way, do you have any ideas why everything suddenly broke (dialogue scenes, animations, cameras, etc.) in mods for all campaigns?

P.S. I missed something in the a1c2m2 script. Andreas is running now. I'll take a look.
P.P.S. I found it. I'm taking another fix.

In c1m5, it seems that the issue with demons standing near portals has been fixed. With the old script, they seemed to always stand still, but in this new one, they only stand still if you have a huge army; if you have a small army, they seem to run, according to observations.
As for why it broke, I only have guesses. This mod seems to have been made by one person, Stephane Fidanza. Maybe he transferred it incorrectly, maybe he transferred an older version, such as 1.3 instead of 1.6, or maybe more animations and other things appeared in Lords of Magic, and that's why everything broke. He did a good job making it, but he left a lot of errors. That is, he didn't just copy 1 to 1; he skipped some lines of code.
As an option, he made the mod = a lot of errors remained, he gave up on the mod and the game. That's how the AllCampaigns mod appeared.

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#72
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Rommy
In c1m5, it seems like the issue with demons guarding portals has been fixed. With the old script, they always stood their ground, but in this new one, they only stay if you have a huge army. If your army is small, they seem to run away, based on observations.
The script is identical to the one from p5-data. They still don't move if you fill the army with 100 units each using a cheat. With a normal army, they run towards the town.
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#73
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Mооnst@r
The script is identical to the one from p5-data. They also don't move if you fill the army with 100 units each using a cheat. With a normal army, they run towards the castle.
I need to check it out; the idea is that we can set the same route for them as for Agrael's first attack on the castle.
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#74
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Rommy
I need to check, but the idea is that they can be given the same route as the first attack of Agrail on the castle.
I don't know if it's possible to gather such an army through normal means so that the three heroes appearing to attack the city would just stand still. Maybe there's nothing to be done here. They appear quite quickly. I remember when I was playing, I didn't have such an army, and they attacked.
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#75
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Most likely, there’s a function in the game that checks the target’s strength for some reason and doesn’t trigger if that strength is too high. In other words, it takes into account the value ratio between the AI hero and the target. You can force the AI to attack regardless, but it’s not the simplest script, considering that the demons have to travel several turns to reach the city.
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