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Posts from = Small mods that change the visuals =

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In reply to sork96
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sork96
Are you talking about updating all the interface textures with a patterned frame? Or something else?

Yes, exactly, the menu at the bottom, around the map, the loading panel, the resource panel at the top, the interface for entering the Castle, and others.

Added 1 minute ago
Mооnst@r
Also, replacing one fragment/piece with a scroll.
Thank you! I'll try with different texture options, maybe I'll even try making it completely transparent.)

Added 1 hour 9 minutes ago
I experimented and ended up with a version with a colorless background; maybe someone will like this look, without the scroll fragment.)
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Updated the mod RandomSanctuary_bonuses. For some reason, there were two second days (Day 2 and Day 2) instead of a third day. In the screenshot below, everything is commented correctly, and it was also correct in the previous screenshot; only "speed" was without quotation marks and with a lowercase letter – I fixed that too. More than 40 people have downloaded it, and no one said anything.
In reply to Mооnst@r
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Mооnst@r
Updated the mod RandomSanctuary_bonuses.

For some reason, there were two second days (Day 2 and Day 2) instead of a third day. In the screenshot below, everything is correct in the comments, and it was also correct in the previous screenshot; only "speed" was without quotation marks and with a lowercase letter, which I have also fixed. More than 40 people downloaded it, and no one said anything.

Apparently, they didn't check it. They didn't get to these random Sanctuary bonuses.
Мой проект:
NVS 3.0 (Narron's Visual Solutions for HOMMV)
- Ссылка на скачивание мода;
- Ссылка на Компендиум NVS 3.0;
- Сообщество проекта в vk.com
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Updated the mod Image(16x9)MainMenu.

Replaced the black screen with an image everywhere.

Added 59 minutes ago
I thought about it and decided to put an image everywhere. It's not a big deal that it will show the image instead of the adventure map during "save game"/"load game". I updated the mod and the description.
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ElementalElement&ArmyNumber - changes the position of elemental creatures on portraits from the bottom to the top, adds the elemental to the large portrait, and now the creature count text fits, up to almost a million without one creature.


p.s. without cheats such stacks are hardly possible to obtain, but the top corner will be "cleaner" + on the large portrait.

LargeIconElement&ArmyNumber - adds the elemental to the large portrait, and now the creature count text fits, up to almost a million without one creature. The blood flask and drops for orcs are displayed on the large portrait, but the Warlock elementals are not — now they will be.


Since such stacks can't be assembled anyway, I left the elemental icons at the bottom, and even if you do assemble them, it won't be down to the negligible damage from elementals.
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SaveLoadScreenShootFullHD - changes the window size to full HD (1920x1080) for the screenshot during saving.

I wanted to make a slightly different mod for all resolutions, but it didn't work out — it doesn't adjust the screenshot size without stretching it. I made it for full HD. It turned out well, maybe someone will find it useful.

Top is as it was, bottom is what it became.
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CreatureHeroMissionTownMap_InfoWindow has been updated. Added left alignment in "Load Game" for "Map Description".

Added 14 hours 55 minutes ago
Re-uploaded the SaveLoadScreenShootFullHD mod from message #607. Added two text fixes for "Map" and "Battle Name" (text above the screenshot). The text is displayed below the screenshot as standard.
In reply to Mооnst@r
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Mооnst@r
CreatureHeroMissionTownMap_InfoWindow updated.

Left alignment added to "Load Game" for "Map Description".

Added 14 hours 55 minutes ago
Re-uploaded the SaveLoadScreenShootFullHD mod from message #607. Added two text fixes for "Map" and "Battle Name" (text above the screenshot). The text is standardly below the screenshot.

I think all your work should be organized into a separate topic. Post all the options as messages, and then display all the latest updates in the first post. Your efforts will really get lost in the pages of the forum, and that would be a shame. If I want to integrate something later, I'll have a hard time finding it
Ссылка на мой мод Heroes 5 Armageddons Blade

Ссылка на мои уроки по модостроению в Героях 5

Ссылка на мой Artstation
In reply to Waterfall_13
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Waterfall_13

I think all your work deserves to be organized into a separate topic. Post all the options as messages, and then put all the latest information in the first post. Otherwise, your efforts will really get lost in the pages of the forum, and that would be a shame. If I want to add something to my own project later, I'll have a hard time finding it.
But this is all just for fun. If anyone needs something, they'll find what they need anyway.
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The SaveLoadScreenShootFullHD mod from message #607 has been fixed and re-uploaded. The fix for the battle name in the "Open Battle Recording" window has been reworked. If, instead of the command, you put the word "Battle," as I did before, then in Single Player -> Modification -> Load..., in the "Load User Campaign" window, above the screenshot box, it will say "Battle" instead of "Campaign Name." I removed the command for "Battle Name" and "Campaign Name"; now, if the name is not too long, it fits; if it doesn't fit, an ellipsis is used.
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Waterfall_13

I think all your work deserves to be organized into a separate topic. Post all the options as messages, and then display all the latest updates in the first post. Otherwise, your efforts will really get lost in the pages of the forum, and that would be a shame. If I want to incorporate something later, I'll have a hard time finding it.
I agree with you.
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Updated the mod Buffalo_skull.

In "Opening video" and "User campaign loading," the standard 263x263 image with the griffin is also stretched unpleasantly horizontally and compressed vertically. I also added text edits above the preview with the buffalo skull.


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I also made some griffons that aren't stretched.

Here, it's a bit different. The griffin didn't fit in terms of size (it was taller than x180), so I expanded the background horizontally. Therefore, it's a bit smaller than the image in the random map generator, but it looks decent.
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VampireLord_scarlet has been updated.
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A smoke effect has been added to the animation of the Greater Vampire (stir00).
P.S. The smoke effect didn't work with the earlier fix from psatkha. I also left the original hair with a green ribbon in it.

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