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Posts from NCF – Extended list of Neutral creatures.

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Not as good as I wanted, but it will do.
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with the effect, but without any animations, just attached.
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fktifzobr@mail.ru
with the effect, but without animation, just attached.

Ugh! Then it's better to create a new head with the desired mohawk! ;)
С уважением, Psatkha (Псатха)

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NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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yes, but I don't have the program

here are the latest changes
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fktifzobr@mail.ru
Yes, but I don't have the program.

Here are the latest changes.

Oh, it's not really a problem to find it if you want to! :smile24:
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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psatkha
Oh, it's actually quite a problem to find one if you want to! :smile24:
YES, I searched for a very long time and even asked a programmer friend for help! But either they contained a virus or were paid!
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psatkha, is it possible to create an NCF town? For example, a town of elementals that would appear on the map but cannot be selected.
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fktifzobr@mail.ru
psatkha, could you make an NCF town? For example, a town of elementals that would appear on the map but cannot be selected.

I don't know what I don't know, but I guess nothing is impossible if there's a will! ;)
С уважением, Psatkha (Псатха)

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NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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Screenshots of my NCF creatures of level 3 – a dark hunter, a sarcophagus, and a fighter from Haven.
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Lokken
Screenshots of my level 3 NCF creatures – a Dark Hunter, a Sarcophagus, and a Knight of Haven.

Great, but the icons need to be redone to match the Nival style! :smile54:
С уважением, Psatkha (Псатха)

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NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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psatkha
Great, but the icons need to be redone in the Nival style! :smile54:
Can you give me some advice on how to do this best? Your icons for the Reptus, Werewolf, and Dark Stonemason look much more impressive than the ones I used to create.
fktifzobr@mail.ru
Could you make an NCF town? For example, a town of elementals that would appear on the map but cannot be selected.
Regarding this, I can suggest you look for the user zahar. He once tried to figure out how to add a new town to the game and, as far as I remember, even achieved some success.
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Lokken
Can you give me some advice on how to do this better? Your icons for the Rectus, Werewolf, and Dark Stonemason look much more impressive than the ones I used to create.

I can teach you, using Adobe Photoshop and Deep Exploration as examples.
С уважением, Psatkha (Псатха)

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NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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If anyone needs it, I can explain how to create a new town (I looked at the Naga town created by zahar and roughly understood the principle). 1) Select the town, go to Shared, and you'll see the shared resources for the towns. Take, for example, Academy (AdvMapTownShared) and copy it. You'll get two towns: Academy (AdvMapTownShared) and Academy (AdvMapTownShared) (2). 2) Select the town on the map, and in the shared resources, write AdvMapTownShared:MapObjects\Academy (AdvMapTownShared) (2). As a result, you'll get a clone of the Academy town on the map. 3) Select the town, click on the line next to shared, and buttons ... and New will appear. Click on ..., select AdvMapTownShared:MapObjects\Academy (AdvMapTownShared) (2). On the right side, you'll see the town's data: model, animation, effects, etc. (the model and animation are missing by default, so the town will look like the faction's symbol if you don't change anything). Find buildings. Under the numbers 19 and 20, you'll find the stone and obsidian parapets. Click on the line next to 19 (TownBuildingSharedStats:GameMechanics\TownBuildingSharedStats\Academy\Dwelling_2\StoneParapet) and on ..., you'll be taken to that address. Copy StoneParapet, and you'll get StoneParapet (2). Select it, and the following will appear in the right column: namefileref - name (write the desired name in a new text file and change the path to this file) desriptionfileref - description (similarly) Type - building type uprage - building level (up to 5) cost - price creature - recruitable monsters 4) For example, change the recruitable monsters from CREATURE_STONE_GARGOYLE to CREATURE_WATER_ELEMENTAL. Go back to buildings, and next to the number 19, it should say not TownBuildingSharedStats:GameMechanics\TownBuildingSharedStats\Academy\Dwelling_2\StoneParapet, but TownBuildingSharedStats:GameMechanics\TownBuildingSharedStats\Academy\Dwelling_2\StoneParapet (2). Do the same for the obsidian parapet, replacing the obsidian and elemental gargoyles with ice and mist elementals. As a result, in the new town Academy (AdvMapTownShared) (2), water elementals will be recruited in the 2nd-level dwelling instead of gargoyles, and in the old Academy (AdvMapTownShared), gargoyles will still be recruited. I don't know how to make it so that this new town can appear when a random town is placed, but you can try adding Academy (AdvMapTownShared) (2) to the list of towns in the file \MapObjects\_(AdvMapSharedGroup)\Towns\any; this should help.
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Bratok
If anyone needs it, I can tell you how to create a new town (I delved into the Naga town created by zahar and roughly understood the principle).
1) Select the town, go to Shared, see the shared resources of the towns. Take, for example, Academy (AdvMapTownShared) and copy it. You get two towns: Academy (AdvMapTownShared) and Academy (AdvMapTownShared) (2).
2) Select the town on the map and in shared write AdvMapTownShared:MapObjects\Academy (AdvMapTownShared) (2). As a result, a clone of the Academy town appears on the map.
3) Select the town, click on the line next to shared, buttons appear ... and New. Click ..., select AdvMapTownShared:MapObjects\Academy (AdvMapTownShared) (2). On the right side, there will be data about the town: model, animation, effects, etc. (the model and animation are missing by default, so from the outside the town will look like the faction's symbol that owns the town if nothing is changed). Find buildings. Under the numbers 19 and 20, there will be a stone and obsidian parapet. Click on the line next to 19 (TownBuildingSharedStats:GameMechanics\TownBuildingSharedStats\Academy\Dwelling_2\StoneParapet) and on ..., you will be taken to the address. Copy StoneParapet, you get StoneParapet (2). Select it, the following appear in the right column:
namefileref - name (write the name we need in a new text file and change the path to this file)
desriptionfileref - description (similarly)
Type - building type
uprage - building level (up to 5)
cost - price
creature - recruited monsters
4) For example, change the recruited monsters from CREATURE_STONE_GARGOYLE to CREATURE_WATER_ELEMENTAL. Return to building, opposite the number 19, it should not be TownBuildingSharedStats:GameMechanics\TownBuildingSharedStats\Academy\Dwelling_2\StoneParapet, but TownBuildingSharedStats:GameMechanics\TownBuildingSharedStats\Academy\Dwelling_2\StoneParapet (2). Do the same for the obsidian parapet, replacing the obsidian and elemental gargoyles with ice and mist elementals.
As a result, in the new town Academy (AdvMapTownShared) (2), water elementals are recruited in the 2nd level dwelling instead of gargoyles, and in the old Academy (AdvMapTownShared), gargoyles are still recruited.
How to make it so that when a random town is placed, this town can be the new one - I don't know, but you can try adding Academy (AdvMapTownShared) (2) to the list of towns in the file \MapObjects\_(AdvMapSharedGroup)\Towns\any, it should help.

For one map, it is clear that this is how you need to act! :smile42:
С уважением, Psatkha (Псатха)

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