Mods
- theGryphon
- Spectre
- Posts: 716
- Joined: 06 Jan 2006
Mods
Uploaded the current version (1.2) of the Mod Manager.
Updated the compact combat interface mod.
Updated the compact combat interface mod.
I believe in science and that science can explain everything.
Because God has made it all work in such a beautiful way...
Because God has made it all work in such a beautiful way...
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
Mods
Gryph-
which version should the combat interface mod (the one you modified of MaximS) link to now (the one you just posted)?
currently, the link goes to version 1.3, but I notice a 1.4 version in the directoy.
Edited on Fri, Jul 28 2006, 16:09 by Sir_Toejam
which version should the combat interface mod (the one you modified of MaximS) link to now (the one you just posted)?
currently, the link goes to version 1.3, but I notice a 1.4 version in the directoy.
Edited on Fri, Jul 28 2006, 16:09 by Sir_Toejam
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
Mods
Has anyone messed around with the spells yet and know which files to edit?
I notice at least one: confusion, has a serious bug in it - the percentages to disable are exactly the opposite of what is stated.
example: with advanced dark magic, it should disable 90% of ranged and retaliations, but it actually only disables 10%.
sounds like they simply mixed up the enabled/disabled part, but who knows.
gotta fix that spell; one of my favorites from the old homm series.
I would also change the percentages (otherwise is tremendously overpowered because of no retalliation).
I would suggest something like 30% for basic, 60% for advanced, and 90% for expert.
cheers_Toejam_Toejam
Edited on Fri, Jul 28 2006, 16:24 by Sir_Toejam
I notice at least one: confusion, has a serious bug in it - the percentages to disable are exactly the opposite of what is stated.
example: with advanced dark magic, it should disable 90% of ranged and retaliations, but it actually only disables 10%.
sounds like they simply mixed up the enabled/disabled part, but who knows.
gotta fix that spell; one of my favorites from the old homm series.
I would also change the percentages (otherwise is tremendously overpowered because of no retalliation).
I would suggest something like 30% for basic, 60% for advanced, and 90% for expert.
cheers_Toejam_Toejam
Edited on Fri, Jul 28 2006, 16:24 by Sir_Toejam
- theGryphon
- Spectre
- Posts: 716
- Joined: 06 Jan 2006
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
Mods
I'm working on trying to gather up what can and can't be edited, and which data files to mess with, but it's slow going. Hopefully as some of the modders gather information themselves, they can PM me so I can include this info. in the guide to modding.
cheers
cheers
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
Mods
I've added readmes and screenies to a lot of the mods, and packaged them inside of zip files for less confusion and easier organization.
- theGryphon
- Spectre
- Posts: 716
- Joined: 06 Jan 2006
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
Mods
yeah, it wasn't clear to me either. If you find out for sure, go ahead and edit the appropriate contributor's name in.
also, i hope you don't mind that I paraphrased yourself to add the link to the other variation on the combat interface you made (1.4).
thanks
Edited on Sun, Aug 06 2006, 19:28 by Sir_Toejam
also, i hope you don't mind that I paraphrased yourself to add the link to the other variation on the combat interface you made (1.4).
thanks
Edited on Sun, Aug 06 2006, 19:28 by Sir_Toejam
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
Mods
what does anybody think about adding ratings to the mods?
votable, or just mine ?
itmt, I've tried most of these, and here is my commentary:
updated inventory screen:
very nice. much improved over the standard. cosmetic only. no issues. highly recommended.
the combat screen interface changes:
they're all very well done; my personal preference is for version 1.4 by Gryphon. these are all cosmetic, AND functional improvements. probably the one mod i couldn't live without at this point! Highly recommended.
Arstahd's black knight mod:
again, a fantastic mod. changes are both cosmetic and functional. balances out the upper levels of the necros better. Highly recommended.
tooltip sound mod. truthfully, the sound didn't bother me before, but this mod definetly removes it. It works.
gargoyles mod:
another cosmetic mod only; but i really like the changes to the gargoyle. recommended.
sev mod (stack sizes):
for those who hate to look up what those funny stack names represent, this saves time and irritation without giving away anything. highly recommended.
artifacts mod:
no longer needed as of patch 1.2. If you are playing with previous patch versions, this would be recommended.
cleric mod:
like the gargoyle mod, this one's all cosmetic; and also like the gargoyle mod, I personally consider it a big improvement over the stock cleric model. recommended.
I also highly recommend the mod manager proggy - works great and really helps keep things organized. Now if only the modders would add the appropriate description texts so that they would show up in the description window....
haven't tried the rest yet.
Edited on Sun, Aug 06 2006, 19:42 by Sir_Toejam
votable, or just mine ?
itmt, I've tried most of these, and here is my commentary:
updated inventory screen:
very nice. much improved over the standard. cosmetic only. no issues. highly recommended.
the combat screen interface changes:
they're all very well done; my personal preference is for version 1.4 by Gryphon. these are all cosmetic, AND functional improvements. probably the one mod i couldn't live without at this point! Highly recommended.
Arstahd's black knight mod:
again, a fantastic mod. changes are both cosmetic and functional. balances out the upper levels of the necros better. Highly recommended.
tooltip sound mod. truthfully, the sound didn't bother me before, but this mod definetly removes it. It works.
gargoyles mod:
another cosmetic mod only; but i really like the changes to the gargoyle. recommended.
sev mod (stack sizes):
for those who hate to look up what those funny stack names represent, this saves time and irritation without giving away anything. highly recommended.
artifacts mod:
no longer needed as of patch 1.2. If you are playing with previous patch versions, this would be recommended.
cleric mod:
like the gargoyle mod, this one's all cosmetic; and also like the gargoyle mod, I personally consider it a big improvement over the stock cleric model. recommended.
I also highly recommend the mod manager proggy - works great and really helps keep things organized. Now if only the modders would add the appropriate description texts so that they would show up in the description window....
haven't tried the rest yet.
Edited on Sun, Aug 06 2006, 19:42 by Sir_Toejam
- Gaidal Cain
- Round Table Hero
- Posts: 6972
- Joined: 26 Nov 2005
- Location: Solna
The only other one I've released gives 100 "shots" to First aid tents. I haven't checked if it works with 1.2 yet, but it can be found here.
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
Mods
Welcome Gaidal.
hey now, i do recognize that avatar.
Been playing Wesnoth recently?
I spent some time with that while waiting for Homm V to make its appearence.
hey now, i do recognize that avatar.
Been playing Wesnoth recently?
I spent some time with that while waiting for Homm V to make its appearence.
- Gaidal Cain
- Round Table Hero
- Posts: 6972
- Joined: 26 Nov 2005
- Location: Solna
Re: Mods
Not for quite some time, but since it's graphics remind me of H2, I use this as my avatar here. I'll see when I get around to play it again.Sir_Toejam wrote:Been playing Wesnoth recently?
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
Mods
Whee! tables and piktoorz 'an everything!
enjoy.
oh, if somebody has some screenshots to fill in the blanks, or better ones than the ones already there. feel free to PM me and I'll squish em in there.
cheers
S_T
enjoy.
oh, if somebody has some screenshots to fill in the blanks, or better ones than the ones already there. feel free to PM me and I'll squish em in there.
cheers
S_T
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
Mods
thanks.
there's some funkiness with the div tags i need to iron out, and i see it didn't support the font color tags i used, but this should be a pretty straightforward format to link up to an automated php/mysql type of system.
Edited on Thu, Aug 17 2006, 17:07 by Sir_Toejam
there's some funkiness with the div tags i need to iron out, and i see it didn't support the font color tags i used, but this should be a pretty straightforward format to link up to an automated php/mysql type of system.
Edited on Thu, Aug 17 2006, 17:07 by Sir_Toejam
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