Change to Shadwyn (HOF) special and starting skills

Mods and development for mods. Including WoG & Equilibris (RU) subforums.
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Sir_Toejam
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Change to Shadwyn (HOF) special and starting skills

Unread postby Sir_Toejam » 24 Nov 2006, 23:56

There was some mention of how poor Shadwyn's special was, given the missions and battles she has to undertake on the first couple of maps.

so... I changed it.

Since she is following in Raelag's footsteps... I gave her Raelag's HOF special instead:

Master of Initiative-

"All creatures in hero’s army get +1% to their Initiative and enemy creatures get -1% for their Initiative for every level of the hero."

much more useful, without being overpowering.

Also, in her file, it appeared there was a broken skill that she should have (it was there, but marked as "none"?), so i gave her basic destructive magic as a skill.

lastly, because of the high mana costs of most of the spells as of patch 1.3 (continuing in HOF), i changed her starting stats to:

1
0
2
2

(dropped a power point to gain a knowledge point).

oh, and I also gave her two low level spells to start with.

I found this to make playing the first couple of maps far less frustrating and annoying.

you can grab it here:

https://www.celestialheavens.com/homm5/mods/shadwyn.zip

feel free to add commentary to this thread.

cheers

S_T

Monkman
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Sweet!

Unread postby Monkman » 25 Nov 2006, 02:48

Thanks a lot for this... it is VERY cool.

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LindaG
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Unread postby LindaG » 25 Nov 2006, 21:04

I notice in the txt file you say to drop this in the dataa1 directory.

should all the mods that I want to use on HOF go in the dataa1 directory, or the data directory?

I know this is understood by all of you, but I am afraid I am too dense to understand this easily.

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Corelanis
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Unread postby Corelanis » 26 Nov 2006, 05:01

Yes all HoF mods go in dataa1 as far as I know.

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Sir_Toejam
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Unread postby Sir_Toejam » 26 Nov 2006, 05:22

coorect. mods for HOF go in the dataa1 directory, mods for the original go in the data directory.

Nival has done some bass ackward programming in this series, and it takes some serious work to deconstruct the lack of logic used.

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LindaG
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Unread postby LindaG » 26 Nov 2006, 14:21

Okay. lol. I didn't realize that was what needed to be done. Thank you. :)

It doesn't seem to work for me with the Gryphon combat mod though. When I go into combat the game crashes. :(

Any ideas?

Ubisoft sucks, sometimes. :(


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