Skip to content

Posts from NHF – new heroes for Heroes V 3.1.

4.9 (16 ratings)
In reply to psatkha
User Avatar
Auto-translated
psatkha
If you want to learn how to attach different models to an existing skeleton, the best option is to take apart ready-made projects. As an example, I can suggest you take a look at the creatures on my page, which were created based on the knight/swordsman! :smile13:

Asker

Turgak

Gaplan

Banneret

Pirate

Corsair

Vitalier

Dragon Slayer


Aren't these creatures?
In reply to psatkha
User Avatar
Auto-translated
psatkha
Yeah, but it's not that important to learn it! :smile29:

I don't understand how
In reply to fktifzobr@mail.ru
User Avatar
Auto-translated
fktifzobr@mail.ru
The model, animations, and effects are the most important aspects of creating a creature or hero; the difference between heroes and creatures in this regard is minimal.

Okay, thank you. But could you give me a hint on how I should fix my mistake?
In reply to Aslan_Red
User Avatar
Auto-translated
Aslan_Red
Okay, thank you, but could you give me a hint on how to fix my mistake?

I'll repeat one more time: to create something new, you need to understand how something old was made!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to psatkha
User Avatar
Auto-translated
Is it possible to combine NHF and TE?
In reply to DirtyLiar
User Avatar
Auto-translated
DirtyLiar
Is it possible to combine NHF and TE?

Yes, but some of the TE mod's scripts may be disabled. Work is currently underway in this area.
In reply to DirtyLiar
User Avatar
Auto-translated
DirtyLiar
Is it possible to combine NHF and TE?
They are already partially compatible ;) But they cannot be fully combined because there are overlapping aspects.
atlant108 is wrong.

In general, projects that try to change the same thing, but in different ways, should not be combined. TE also has hero modifications.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
User Avatar
Auto-translated
Thank you. Another question: How can I correctly (and, if possible, compactly) replace creature "A" with creature "B" in a hero's army? (For example, let's say the hero's specialization is to transform all their banshees into death knights in battle). Specific example: if (hero == "replacer") and (GetHeroCreatures ('replacer', CREATURE_A) > 0) then local replace = GetHeroCreatures ('replacer', CREATURE_A); RemoveHeroCreatures ('replacer', CREATURE_A, replace); AddHeroCreatures ('replacer', CREATURE_B, replace); end; This script has several drawbacks: 1. If the creatures to be replaced are placed in multiple slots, the replacement will result in them being merged into one. 2. If there is only one slot with the creatures to be replaced in the army (and no other army), the replacement will add another creature.
In reply to Dyrman
User Avatar
Auto-translated
Dyrman
They are already partially compatible ;)
But they cannot be fully merged, as there are overlapping elements.
atlant108 is incorrect.
In general, when projects try to change the same thing, but in different ways, they should not be merged. There are also hero edits in TE.

In this matter, I sincerely hope to be wrong, but so far, unfortunately, it is not possible to fully use the TE mod in the modification, as some scripts do not work. However, this is just a matter of time

P.S.: This refers to the EWA modification.
In reply to atlant108
User Avatar
Auto-translated
atlant108
In this matter, I sincerely hope to be wrong, but so far, unfortunately, it hasn't been possible to fully utilize the TE mod in the modification, as some scripts are not working. However, this is just a matter of time

P.S.: I'm talking about the EWA modification.
EWA is off-topic, that's one thing. There is a corresponding thread for this collection. It would be appropriate to discuss it there.

Secondly, if two mods replace the same thing, but someone wants to make them compatible – this is not incompatibility, but a merge, where something is removed from one mod that you don't want to remove from the other.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to DirtyLiar
User Avatar
Auto-translated
DirtyLiar
Thank you.

Another question:

How can I correctly (and, if possible, compactly) replace creature "A" with creature "B" in a hero's army? (For example, let's say the hero's specialization is to transform all their banshees into death knights in battle).

Specific example:

if (hero == "replacer") and (GetHeroCreatures ('replacer', CREATURE_A) > 0 ) then
local replace = GetHeroCreatures ('replacer', CREATURE_A);
RemoveHeroCreatures ('replacer', CREATURE_A, replace);
AddHeroCreatures ('replacer', CREATURE_B, replace);
end;
This script has several drawbacks:
1. If the creatures to be replaced are placed in multiple slots, the replacement will result in them being merged into one.
2. If there is only one slot with the creatures to be replaced in the army (and no other army), the replacement will add another creature.
A similar script was used in the NHF mod for Daedra, where she replaces Undead with Banshees:
----------------DAEDRA-------------------
function error_NHF_Nemor_F()
print("error:NHF_Nemor_F");
end;
function NHF_HERO_F.Nemor()
errorHook(error_NHF_Nemor_F);
local prirost = 0;
local creatures = "";
local temp_name = NHF_tempName_F("Nemor");
local count_umertvie = GetHeroCreatures("Nemor", CREATURE_WIGHT);
if count_umertvie > 0 then
RemoveHeroCreatures("Nemor", CREATURE_WIGHT, count_umertvie);
AddHeroCreatures("Nemor", CREATURE_BANSHEE, count_umertvie);
end;
end;

This script only has the second drawback, as the first one won't have time to occur – all creatures will already be replaced.

Thank you for pointing out this flaw.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
User Avatar
Auto-translated
Secondly, if two mods replace the same thing, but someone suddenly wants to make them compatible, it's not incompatibility, but a merge, where in one mod, something that you don't want to remove from the other is eliminated. That's exactly what I'm talking about. It requires a lot of thinking. I apologize if this message is in the wrong thread.
Auto-translated
Is it possible to combine UHM models with NHF?

Statistics

Welcome our newest member: Emil