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I'm not familiar with modding, so I'm asking you. There's a mod that adds heroes from the campaign (Unlock All Heroes). Is it possible to change the base talents of the hero Beatrice, or perhaps Biara, I think that's her name (succubus)? For example, can I change her bonus to the number of summoned creatures to, say, a buff to spellcasting +1 per level, or something else? Basically, can I change the base talents? That's my first question. And the second, can I create a copy of this hero with the same model and assign it to the Dungeon faction with all the bonuses, like enhanced spells (rework the talents to suit the Dungeon faction, but keep the model)? I really like how she casts spells. How difficult is it to implement this, and can a beginner do it?
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Listen, I'll tell you right away that it's not complicated. I'm just afraid that I haven't explained anything to anyone in a long time, I've forgotten everything, and I've lost my touch, so I'll keep it very short and not very detailed. And yes, there are at least two options, and I'll use the map editor.
To replace the initial abilities, it's easier to do it this way.
Create a new map and place the desired hero there. Left-click on him and go to the left navigation panel with the object properties tree (ObjectPropretiesTree). There, you need to find "Shared" and click on it. Then, a button "..." will appear right next to the label; click on it.
And there, a dialog menu will open. You need to remember a little English and find the hero's skills in this list and simply change them.
After all these steps, save the map, and then extract the map from it (open it with WinRAR, delete the "Maps" folder inside the archive). Rename the archive from *.h5m to *.h5u, and you're done.
And the second option is to create a copy of this hero with a model and assign it to the Dark faction with all the bonuses, such as enhanced spells (redesign the talents for the Dark faction, but leave the model).
There, select the class and the desired abilities.
 

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In reply to Ment
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Thank you for the prompt response. Tomorrow I will be experimenting with the editor.

Added 15 hours 46 minutes ago
I played around with the editor, but nothing worked. My actions:
1. Opened the editor
2. Clicked the Tools Panel button
3. Selected the hero Biara and placed him on the ground
4. Left-clicked -> Shared -> ...
5. Selected Class - Warlock, Specialization - Succubuses (for example)
6. Clicked Save. Errors popped up saying that there is no fort, etc.
7. Opened New Hero.h5m. 7-Zip deleted the Maps folder, but did not touch the MapObjects folder.
8. Renamed New Hero.h5m to New Hero.h5u.
As a result, the hero is not available when selecting. Moving it to the UserMods folder also had no effect. What is the error?

Added 5 minutes ago
In general, I wanted to make it so that Biara is in the Inferno Castle by default with Warlock skills (spell enhancement), and the special specialization can be added later. Or is it impossible to do this?
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Hmm, please excuse me. I didn't read everything, but choosing a hero is a separate topic. It's complicated...
However, with that mod, it's strange that unlocking the hero doesn't work. Try deleting the mod and then copying it back in, updating it, so to speak. This will change the loading order.
If that doesn't work, we'll figure something out.
 

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What if I directly make corrections within the mod itself? I opened the "Unlock All Heroes" mod. Then, I navigated to the "MapObjects" folder, then the "Inferno" folder, and found the "Biara.(AdvMapHeroShared).xdb" file. I opened it with Notepad, briefly reviewed it, and found that it contains initial skills like "luck." Here's the file I extracted from there. I couldn't find the spoiler button, and even if I were to paste it here, it would be quite chaotic.
Here's the "CLASS HERO_CLASS_DEMON_LORD" – I think this should be replaced with "WARLOCK." The "Specialization HERO_SPEC_GATE_KEEPER" bonus could be changed; instead of an additional summon, it could be replaced with a bonus to luck and prevent the use of tactics like those of Nibros. So, I'll wait for your suggestions.
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In reply to Chopik
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UPD: The guess turned out to be correct, but there's a catch. The initial abilities remain, such as "Master of Gates" or something similar (Inferno specialization), and as the level increases, there's a chance that a Dark Guild specialization will appear (with subsequent enhancement of spells). In general, if you delve into this text file, you can come up with something.
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Yes, you are absolutely right. This direct method, through a mod, should work.
I was just thinking, maybe changes are needed in another place too... But try it for now. In any case, I'm currently using my phone and won't be able to give accurate advice if any further changes are needed.
 

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In reply to Ment
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Now I fully understand everything. With the help of this website http://www.the-genies-lamp.com/heroes_5_main.htm, I found all the specializations and other details. It turned out great. Initially, she's in Inferno, but her starting ability is like that of Dungeon.
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Will the skills work? For example, I saw a Warlock in one mod with his own unique ability, and his skills included True Luck and Absolute Protection (!!!). Will such a combination be functional?
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Initially, you can assign any skill to any hero. The map "Journey" (author: Dyrman) features many such experiments; you can check it out. However, after visiting a mentor and resetting the skills, you cannot revert them.
 

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But after visiting the mentor and resetting the skills, it can no longer be restored.
It can be added using the console or a script.
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It can be added via the console or a script.
It is possible, of course... But are scripts allowed in the mod? It will have to be done like in NHF.
 

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