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Posts from Mods by fktifzobr.

5.0 (3 ratings)
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The animations for the female characters are smooth, and I didn't change the male characters, I forgot about the jerky movements.

Added 2 hours 26 minutes ago
I added the male characters, updated the mod.
Thank you, it works! I'll try to make it for my own heroes; I found a pack of heroes whose avatars are very similar. I have a separate h5u model for each hero. Which files should I replace so that nothing breaks?
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MaksSP
Thank you, it works! I'll try to make it for my heroes; I found a pack that's very close to the avatars of the heroes.
I have a separate model for each hero in h5u format. Which files should I replace so that nothing breaks?

I don't know; if you install my mod, my gnome girls will definitely dominate and overshadow other mods because I changed the mapobjects, but the guys are changing the character file, so they shouldn't mess anything up.

I can't say how to port other mods to mine; it's complicated if it's not just a simple recolor.

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Thank you for your work; the mammoths move very smoothly. I checked the mammoth riders from the Campaigns, and unfortunately, the effect does not apply to them. We are also waiting for a fix for Kujin
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We are also waiting for the Kujin fix.
..... I'm afraid we'll have to wait a long time; I didn't want to fix anything. The whole problem is that you need to extract all the animations and the model with the skeleton from Heroes, and that's a real pain + something else might break, there are too many problems, and not enough fun(

Added 11 minutes later
I'd rather fix the holes in the forest elf and return the bowstring
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a new execution of an old idea!

Once, I proposed the idea of a mercenary camp where you could buy a small army all at once; back then, I wanted to populate the camp with mages, archers, and warriors simultaneously — but it turned out to be ineffective because problems arose with replacing losses (you had to wait for your favorite units), and in the end, the mod died during the testing stage

now, only Black Guards are sold at the mercenary camp, so you can replenish your squad even every week (if you have enough money)

the unit replaces the non-working Yeti, so you can play without NCF; however, if you play with NHF (at least with old versions), the guards will replace the pirates, there's nothing to be done about that

the guard itself is taken from this mod

 

Is it possible to install two mods? This one and the one with beasts?
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ViNi
Is it possible to install two mods? This one and the one with beasts?
No, both mods change the same building, they are incompatible, and I don't know how to add an alternative version to random generation

But overall, I don't recommend mercenaries; it turns out that the AI lives under communism and doesn't use money, so it will buy up all available guards(
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No, both mods change the same building, they are incompatible, and I don't know how to add an alternative version to random generation

But in general, I don't recommend mercenaries; it turns out that the AI lives under communism and doesn't use money, so it will buy up all available guards(
I see, while playing I haven't come across this building once for some reason, maybe something is wrong on my end.... Another question: the mod to replace ghost visuals—for some reason only one grade changes for me, the other two types are like in the original, but in the screenshots all three change.
Now, the water elementals are great, I really liked them, I kept them.
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I see. For some reason, I haven't come across this building once while playing; maybe something is wrong on my end.... Another question: regarding the mod that replaces the ghosts' visuals, for some reason only one grade changes for me, and the other two types are like in the original, but in the screenshots all three change.
Now, those water elementals are great, I really liked them, so I kept them.

These ghosts? I don't know what broke... the mod doesn't touch the stats; it feels as if there is another mod changing CharacterVisual and overriding the ghosts. I'll send a resaved version later, to see if the ghosts change with it.

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these ghosts? I don't know what broke... the mod doesn't touch the stats, it feels like there's a mod changing CharacterVisual and overriding the ghosts; I'll send a resaved version later if the ghosts don't change with it

Yes, that one. I try not to change units and balance, is CharacterVisual the unit icons? I have an icon replacement mod installed, the mod is a bomb, made by Hudozhnik. Why are the original ghosts in recruitment then? The icon mod can't change that, right? For some reason, one of the three changes. There are no balance mods, I only installed one recently that changed peasants to men-at-arms, but it's not your mod, the peasants there are a bit OP, but cool as hell) the Order is becoming OP, Seraphs even have vampirism, a minifix from the site. I don't even know what could be interfering, Gold Edition 3.1.
alt_creature_icons.h5u icon mod is installed. What priority? Date or usermod folder? I'm a noob here.
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Yeah, that's the one. I try not to change units and balance; is CharacterVisual for unit icons? I have an icon replacement mod installed—the mod is a bomb, made by Hudozhnik. Why are the original ghosts still there in recruitment then? The icon mod can't change that, right? For some reason, one of the three changes. There are no balance mods, only one I installed recently that changed peasants to knights, but it's not your mod; the peasants are a bit OP there, but it's cool as hell) the Order is becoming OP, Seraphs even have vampirism from a same-site minifix. I don't even know what could be interfering, Gold Edition 3.1.
alt_creature_icons.h5u icon mod is installed. What's the priority? Date or the usermod folder? I'm a noob here.
CharacterVisual is a file where icons and models are defined, as well as text files, damage effects, projectiles, teleports, projectile hit points, and summoning effects for elementals and phoenixes

the icon mod might be changing the file to remove icons smaller than 128 pixels

priority works a bit differently; if mods have identical files, the game takes the one that was saved later. My mod is old—a new mod has overwritten some of the files

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CharacterVisual is a file where the icons and model are defined, as well as text files, damage effects, projectiles, Town Portal, projectile hit points, and summoning effects for elementals and phoenixes

files

Apparently that's why; there is a mod installed for fairy and seraph Town Portal, quick cast, other effects. Well, I'll experiment and maybe find out what needs to be given up.
(it seems ghosts are affected in the TP and effects mod)
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minimod

I understand that without the staff it' same objectively better, but sometimes I remember how I played V in 2006 and the liches had a staff hanging behind their backs; this thought won't leave me alone X)


Maybe add some kind of glow/haze effect to the staff? It looks good when the lich attacks, but not so much when it takes damage or changes position.
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Maybe add some kind of glow/haze effect to the staff; it looks good when the lich attacks, but not so much when it takes damage or changes position.
No, in 2006 the staff had no additional effects, and this is a pure nostalgia mod; I won't be developing it further
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