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Posts from Heroes V - Modders' Library

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4 years ago
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zahar0z
You can put everything into the game. You can also extract everything, but with a caveat regarding animations. Some animations are extracted incorrectly for me.
I don't remember seeing any information about this on the forum. The last time I encountered something about this, it was mentioned that there used to be a way to extract animations, but then the plugin (I don't know exactly what to call it) was lost because, at that time, there was no way to put everything back into the game.
And I remember from a later message that only the first frame of the pose could be extracted from the animation.
In reply to L'Garold
4 years ago
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L'Garold
2 dredknight - It was here, but now the page looks different (30-50% less text)
https://heroes5.fandom.com/wiki/Modding_Animations
Maybe Google Translate was showing an earlier version of the page? 😕
I translated it by entering the page address into the translator and opening the resulting link.
Some of the guides at heroes5.fandom.com are old, and I haven't had the chance to update them yet (or remove them if they are not necessary).

Currently, the most relevant guide regarding animation and models is the one made by Zahar0z.
There should be one more by a member of https://forum.heroesworld.ru that Zahar0z mentioned to me a while ago. I don't remember his account, nor can I find the link at the moment. All I know is that it should be faster than his guide. I remember trying to replicate it on my PC. Unfortunately, I didn't manage to make a full step-by-step guide out of it because:
  • my 3D modeling knowledge is not very good
  • language barrier
  • the guide was not very descriptive

If anyone dedicates some time to create such a guide, I am more than willing to translate it into English and create an article on fandom so anyone can learn from it.

P.S. Found the second guide! It's made by vova2112.

4 years ago

New guide is up on how to create new hero. Thanks to }{0TT@6bI4 for providing manual. Some linked auxiliary articles were also written.
The only thing that is missing for this article is how to add a custom Combat Camera for hero melee attack without editing existing ones.

Updated Heroes 5 Map editor article with some tips on how to save/load workspace while working on different mods.

Any feedback is appreciated.

 

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4 years ago
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Please pin this topic somewhere more visible; it keeps getting lost among the other topics.
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4 years ago
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Waterfall's wish is law. Confirmed.
In reply to }{0TT@6bI4
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4 years ago
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}{0TT@6bI4
Waterfall's wish is law. Confirmed.

Thank you =)

An important topic, useful information for modders/mapmakers/mod builders, I don't know what's the best way to call these people =).
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2 years ago
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In short, no matter how much I searched, I couldn't patch my executable files. Apparently, this is information for experienced programmers, and I should look elsewhere if I want to patch the executable file to add new creatures and artifacts.
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2 years ago
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Hello everyone! I patched the executable to increase the number of artifacts. After that, both the executable and the map editor stopped launching. Can you please tell me what might be the problem?
In reply to John_Lock
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2 years ago
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John_Lock
Hello everyone! I patched the executable to increase the number of artifacts. After that, the executable and the map editor stopped launching. Can you please tell me what might be the problem?
If it works like "increasing the maximum number of creatures," the problem might be that there are no artifacts defined for all these new IDs. That is, it's empty, and this "breaks" the game. To fix it, you need to add a "dummy" artifact to all positions. Remove it from generation and access "until needed."

*I think I remember in one mod, the dummy for creatures was a Yeti with stats 1/1.

*By the way, I'm interested in whether there is already a "modified" mod for the creature limit? Because writing out all 900+ IDs is very time-consuming. 🤔
In reply to Azmadon
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2 years ago
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Ismail
If it works like the "increase max number of creatures" feature, the problem might be that there are no defined creatures for all these new IDs. That is, it's empty, and this "breaks" the game. To fix it, you need to add a "dummy" creature to all positions. Remove it from generation and access "until needed."

*I think in the case of creatures, I remember in one mod, the dummy was a Yeti with stats of 1/1.

*By the way, I'm interested in whether there is already a "modified" mod for the creature limit? Because writing out all 900+ IDs is very time-consuming. 🤔

Thank you for the answer, but I have even more questions:
1) What does the dummy creature look like (where can I get it)?
2) How can I remove it from generation?
In reply to John_Lock
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2 years ago
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John_Lock

Thanks for the answer) but I have even more questions:
1) what does the "dummy" artifact look like (where can I get it)
2) how can I remove it from generation

I haven't worked specifically with the Artifacts expansions yet.
But, as an example, here's how it looks in the Vanilla version:

This is, for example, the Sword of Power. It shows all the base information. Rarity/cost/slot on the hero (hand)/what it does, etc. I highlighted the line that controls availability for generation (it's basically the same for both creatures and artifacts).

You also need to pay attention to the links. They point to the description/model of the Artifact, etc. There also needs to be something there; if the path is "not found," the game won't launch.

It's easy to create a dummy artifact; you can basically just copy a "Sword of Power," disable its participation in generation in this setting, and set all the IDs to "new" ones.

This way, they will all have the model, description, and stats of the Sword of Power, but they won't appear in the game (similar to Campaign Artifacts). When I have time, I can edit the desired number of Artifacts to suit my needs and add them to generation.
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In reply to Azmadon
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2 years ago
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Ismail

I haven't worked specifically with Artifact expansions yet.
But based on the vanilla version, it all looks like this:
Attachment 73322
This is, for example, the Sword of Power. It lists everything: rarity/cost/slot on the hero (hand)/what it gives, etc. I highlighted the line that controls availability for generation (it is basically the same for both creatures and artifacts).

You also need to pay attention to the links. They point to the description/model of the artifact, etc. There must be at least something there; if the path cannot be found, the game will not launch either.

It’s easy to create a blank template; you can simply copy, say, the "Sword of Power," disable its participation in generation in this setting, and set all the "new" IDs.

That way, they will all have the model, description, and stats of the Sword of Power, but they won't appear in the game (similar to Campaign artifacts). When you have time, you can edit the required number of artifacts to suit your needs and add them to generation.

Thank you very much for such a detailed answer!

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