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Posts from = Mods that replace individual factions =

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11 years ago
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SRD
Could it replace the Mages?
I like the Elemental faction more, but it's worth a try. One of my friends said it's better to replace the Dark Elves, as those Nagas are scary:D. Let them live in the Dungeons.
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11 years ago
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An elemental city is not an option – we need to preserve the faction composition of Ashan. And how can we do without the Dungeon and black dragons? Besides, I think they should remain a light faction, and humans, elves, and dwarves simply cannot be removed from the game. Therefore, I think we should replace the mages (personally, I didn't like them very much in part 5 – archmages and golems are more or less okay).
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11 years ago
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Hmm... Awesome! But in the campaigns, during cutscenes, the creatures that act as druids and cast spells disappear because there's no animation... but thanks for the new castle and other fixes!

Added 16 minutes later
By the way, can you help me? I used to make mods, but I've forgotten everything... Can you tell me where the creature textures and their icons are located?
In reply to Wizard Necromancer
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11 years ago
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mmh7fun
Hmm... Awesome! But in the campaigns, during cutscenes, the creatures that replace the druids and cast spells disappear because there's no animation... but thanks for the new castle and other fixes))

Added after 16 minutes
By the way, can you help me? I used to make mods, but I've forgotten everything... Can you tell me where the creature textures and their icons are located?
You can find everything through the characteristics (I hope you remember where they are). Through them, you can find CreatureVisual, which contains the paths to the icons and Character. Through Character, you can find the model. Through the model, you can find Material (it may be embedded directly in the model). Through it, you can find the texture.
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11 years ago
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fktifzobr@mail.ru
You can find everything through the characteristics (I hope you remember where they are). Through them, you can find CreatureVisual, which contains the paths to the icons and Character. And through Character, you can find the model. Through the model, you can find the Material (it might be embedded directly in the model). Through the Material, you can find the texture.
Thank you! I'm starting to remember everything now. :smile20:
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11 years ago
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I made a small translation into Russian. All creatures and heroes have been translated. The translation is a bit rough, but that's because I didn't have much time. To upload it, I had to change the format to zip. It works perfectly for me if, in the mod archive, in the path new_creatures\sanctuary, all folders with the name icon_and_text are deleted (since the icons are also embedded).

:D
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In reply to Wizard Necromancer
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11 years ago
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mmh7fun
I made a small translation into Russian. All creatures and heroes have been translated. The translation is a bit rough, but that's because I didn't have much time. To upload it, I had to change the format to zip... It works perfectly for me if, in the mod archive, in the path new_creatures\sanctuary, all folders with the name icon_and_text are deleted (since the icons are also embedded).

:D
As I understand it, you copied some texts from the first NCF version. They don't work with the texts from the mod because they were created before the Polish versions. You just need to open and save each of the Russian texts, and then they will replace the older Polish texts based on the modification date.
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11 years ago
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fktifzobr@mail.ru
As I understand it, you copied some texts from the first NCF version. They don't match the texts from the mod because they were created before the Polish versions. You just need to open and save each of the Russian texts, and then they will replace the older Polish texts based on the modification date.
Hmm... Thanks! But I'm fine with deleting them. But if others need it, here's the file with updated dates: D

;)
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11 years ago
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By the way, how do you make a transparent creature? If you create a transparent texture, it doesn't affect the game; the texture still appears non-transparent in the game.
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11 years ago
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Does this mod work with the map editor in Heroes of Might and Magic VII?
In reply to NikitaM
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11 years ago
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NikitaM
Tell me, does this mod work through the map editor in Heroes 7?
If it has the .pak extension and is located in the data folder, it will also work in the editor.
In reply to fktifzobr@mail.ru
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11 years ago
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I also decided to optimize the faction a bit. Mainly, my mod is useful if you have a mod for the campaigns from the original game and the Hammers of Fate, as druids often cast spells in the cutscenes (now they are Murmidons). I decided to add an animation so that they don't disappear in the cutscenes; instead, an attack animation will play. :):)



Screenshot:


P.S. I'm making a mod so that the Kappa don't disappear when firing.

Done! But I couldn't take a screenshot.

In reply to fktifzobr@mail.ru
11 years ago
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fktifzobr@mail.ru
If it has the .pak extension and is located in the data folder, it will also work in the editor.
There was a mod that didn't replace any city but added Nagas. Maybe you could improve it?

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