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#1133
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alexcyber92
Hi, how are you? I usually use Paint.NET to work with textures; I like to recolor units and skirts. I choose BC1/DXT1 for them, but it's not suitable for small icons. Which option should I choose?
You don't need to apply the same settings to all textures. Create interface textures without mipmaps.

Which option should you choose? If the suggested (uncompressed) working option doesn't suit the textures you're having trouble with, try everything.

P.S. If you still can't get it to work, I can console you by saying that those textures are bad. They have a lot of details, and everything is small and messy. They are worse than the originals.
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#1134
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Hello, is there a mod that changes Wolfsten's specialization for AllCampaigns TotE? It's just terrible compared to the various overpowered options in the campaigns. One day's travel from the city is ridiculous.
In reply to Mооnst@r
#1135
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Mооnst@r
You don't need to apply the same settings to all textures. Create interface textures without mipmaps.

Which option should you choose? If the working option I suggested (without compression) for those textures that didn't work out for you doesn't suit you, try everything.

P.S. If you still can't manage, I can console you by saying that those textures are bad. They have a lot of details, and everything is small and messy. They are worse than the originals.

This is just an example. What should you choose from this list so that it doesn't get compressed?

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#1136
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alexcyber92

Hi, how are you? I usually use Paint.NET for textures; I like to recolor units and their outfits. I choose BC1/DXT1 for them, but it's not suitable for small icons. Which option should I choose?

DXT1 isn't always suitable; DXT5 is better. It results in a larger file size, but it avoids bugs with semi-transparent textures (my River Spirits had this issue, and the metallic sheen on the Shark Guard's armor appeared in patches). Save icons in "B8G8R8A8 (Linear, A8R8G8B8)" and without "Generate MIP textures." The game uses them to reduce the texture resolution on low settings, which causes icons to become distorted
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#1137
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alexcyber92
This is just an example. From this list, what should be selected so that it doesn't get compressed?
There's nothing to select there, is there, like in this screenshot?

fktifzobr@mail.ru suggested something that's in your list; try it.
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In reply to fktifzobr@mail.ru
#1138
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fktifzobr@mail.ru
DXT1 isn't always suitable; DXT5 is better. It results in a larger file size, but it avoids bugs with semi-transparent textures (my sprites were glitching, and the metallic sheen on the Shark Guard's armor appeared in patches). Save icons in "B8G8R8A8 (Linear, A8R8G8B8)" format and without "Generate MIP textures." The game uses them to reduce the resolution of textures at low settings, which causes icons to become distorted.

Thank you.

#1139
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Hello, I'm new to this community. I would like to know if there is a mod that adds a button showing a table of creature transformation using necromancy, as well as other buttons?

I saw something similar here, but someone wrote that it changes the balance of creatures in addition to the buttons themselves.

Also, I would like to know if there is a comprehensive list of lore-friendly and non-global modifications for beginners?

In reply to krizops
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#1140
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krizops

Hello, I'm new to this community. I would like to know: is there a mod that adds a button showing a table of creature transformation using necromancy, as well as other buttons?

I saw something similar here, but someone wrote that it changes the balance of creatures in addition to the buttons themselves.

Also, I would like to know: is there a comprehensive list of lore-friendly and non-global modifications for beginners?

It's complicated. No one has maintained lists for a long time, and modifications get lost in the topics. I can't advise you on the tables; they exist, but I haven't used them. Perhaps you can find them with a simple search on Yandex.

In the topics = Small mods for changing visuals = and = Small fix mods = there is a lot of good stuff that doesn't break the game (the lists on the first pages haven't been updated for a long time, and the links may not work correctly, for example, attachments may not be displayed, but maybe they have already fixed this).

I also have a topic with mods, all the mods are listed there.

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#1141
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I was thinking, if it's possible to add a new spell via mod – a portal to a city of your choice (with its own icon and script) – can mods also add new skills? For example, a mod that allows manual control of your towers during a city siege would be interesting. Or, if that's not possible, at least a mod that allows control of the towers without a skill. And is it possible to create a mod so that you don't lose troops in a whirlpool, but instead use it as a classic portal? And can you assign different models (or at least textures) for war machines to different races? For example, standard heroes also use common models, but mods have been created for unique models for each hero. Could you somehow link a check for the hero's faction (or name), and depending on that, change the link to the texture of their war machine? Then they could be uniquely colored in the style of their faction
In reply to fktifzobr@mail.ru
#1142
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fktifzobr@mail.ru

It’s complicated Х). No one has maintained lists for a long time, and modifications get lost in the topics among a lot of other things. I can’t advise you about tables; they exist, but I haven’t used them. Perhaps you can find them with a simple search on Yandex.

In the topics = Small mods to change the visuals = and = Small fix mods = there is a lot of good stuff that doesn’t break the game (the lists on the first pages haven’t been updated for a long time, and the links may not work correctly; for example, attachments may not be displayed, but they may have fixed this already).

I also have a topic with mods; all the mods are listed there.


Thank you for such a detailed answer, I appreciate it!
In reply to Sokol_Paxa@mail.ru
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#1143
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Sokol_Paxa@mail.ru
I was thinking, if it's possible to add a new spell via a mod – a portal to a city of your choice (with its own icon and script) – can new skills also be added via mods?
 
For example, a mod that allows manual control of your towers during a city siege would be interesting. Or, if that's not possible, at least a mod that allows control of the towers without requiring a skill.
 
Also, is it possible to create a mod so that you don't lose troops in a whirlpool, but instead use it as a classic portal?
 
And is it possible to assign different models (or at least textures) for war machines for different factions?
For example, standard heroes also use common models, but mods have been created for unique models for each hero.
Perhaps it's possible to link a check for the hero's faction (or name), and depending on this, change the link to the texture of his war machine?
Then they could be uniquely colored in the style of their faction.
It's not possible; it's all hardcoded into the engine, except for unique hero models – this can be done and has been done since the old Heroes games, using recolored units.

Heroes 3, for example, is modded so well because one guy wanted to delve into the code and had free time. He dissected the entire game and created a program that integrates into the game without making changes to the engine; I saw this in some video, but I don't remember who specifically dissected the game.

Some things are added with scripts, but the scripts must be activated on the maps, in each map, which is inconvenient. I have found several times that in NHF I am playing with a useless hero, or in WGE, the bonuses for unit growth from forts and upgrades don't work. It seems unreliable to me
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In reply to fktifzobr@mail.ru
#1144
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fktifzobr@mail.ru
It's not possible; it's all hardcoded into the engine.
Too bad. Thank you.
In reply to fktifzobr@mail.ru
#1146
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fktifzobr@mail.ru
I accidentally found mods for tables on /topic/17284/
Thank you!
In reply to krizops
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#1147
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krizops
Thank you!
If needed, I can share my "remaster" of these tables, but I'll say right away that it contains not only them . It also includes the "TacticalInterface" mod for a different combat interface, and I've changed the color scheme to my liking, so it's been slightly modified by me. Also, there are 3 buttons right away (it seems that 2 were already embedded in TacticalInterface when I downloaded it a long time ago, but they didn't work. I fixed them and added a third), for raising undead (the necromancer button), for orc rage (the rage button), and the infamous one for displaying creature elements behind the Shadow League (the element button). Only, the element button itself is from Ment, and initially it involved changing game files. Then some genius uploaded the same mod without the files that change the game, saying, "Here, use the button, now it doesn't change the game." It's just a pity that Ment initially created the image for his changes to the game files, and for the vanilla version, this image gave false information . Well, I've already reworked this DDS file to provide accurate information. So, that's my mishmash in 1 mod, where I've reworked almost everything to suit my tastes
"Я слишком часто имел дело с идиoтами, чтобы к троллям были какие-то претензии" © Дийкстра (The Witcher 3)

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