Mods

Feedback for the articles that appear on Celestial Heavens.
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Blueman
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Mods

Unread postby Blueman » 09 Sep 2006, 13:24

@All Modders: GREAT JOB!

Is it possible to color the buildings that have "Upgrade limit[..] reached" in a different color from the ones that cannot be built due to missing town points or prerequisites? In the Agrael campaign, it is really annoying to build the Fort and then get the above message for the Citadel (and this is just one example). Thx.

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Sir_Toejam
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Unread postby Sir_Toejam » 14 Sep 2006, 01:05

1.3 patch note:



the new patch "breaks" the mods in exactly the same way 1.2 did. To fix, just update the dates on the files in the archives and repak.



I've already done this with the sev mod and will upload it momentarily.

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DaemianLucifer
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Unread postby DaemianLucifer » 14 Sep 2006, 03:41

The sev mod?Wait,wasnt this one made redundant after 1.1?The sev stayed?? :|

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Sir_Toejam
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Unread postby Sir_Toejam » 14 Sep 2006, 03:53

no.... the artifact description mod was made redundant.



the sev mod adds the creature number ranges to the stack descriptions, remember (it doesn't just change "sev")?



well, if you don't you can check the description in the table i made above.
Edited on Wed, Sep 13 2006, 22:07 by Sir_Toejam

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kingcranium14
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Unread postby kingcranium14 » 14 Sep 2006, 21:30

I think someboody should make a mod that makes the 1.3 map editor more user friendly - like the H3 editor

hein231
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Unread postby hein231 » 15 Sep 2006, 11:01

a fav mod of mine which changes the names and looks of the emerald and deep dragon back to black and gold dragon from elrath should be posted here,sir toejam i found no problem with my mods after patch 1.3 i left them installed and all worked fine after the patch,what gives??
Edited on Fri, Sep 15 2006, 05:03 by hein231

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CloudRiderX
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Unread postby CloudRiderX » 15 Sep 2006, 14:39

Yes, I agree, make a mod where the building colors reflect the old games: Green if it can be bought, Red if it can't, and Gold if it has been bought.
"A Guardian is always prepared." - Galio, the Sentinel's Sorrow

vhilhu
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Unread postby vhilhu » 15 Sep 2006, 15:12

CloudRiderX, you forgot gray.

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Blueman
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Unread postby Blueman » 15 Sep 2006, 21:11

For the Gryphon v. 1.4 mod you'll need to update the input.cfg again for the save/load functions to work again.
Edited on Fri, Sep 15 2006, 15:29 by Blueman

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Sir_Toejam
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Unread postby Sir_Toejam » 16 Sep 2006, 00:42

hein:



"a fav mod of mine which changes the names and looks of the emerald and deep dragon back to black and gold dragon from elrath should be posted here,sir toejam i found no problem with my mods after patch 1.3 i left them installed and all worked fine after the patch,what gives??"



pm me the link to the mods you like, and I'll be happy to add them if it's alright with the authors. i can't really do that without at least some indication the author doesn't mind having the mod posted here.



That applies for everybody who wants their favorite mod posted here. I'm happy to do so, so long as someone PM's me the link, and has some indication that the original author wouldn't mind having it posted here.



thanks.





as to some mods working and some not...



the only mods that will "break" are ones where the primary data files in the mod were updated in the patch.



for the sev mod, for example, the text data files were updated in the latest patch, and so it no longer worked until I updated the datestamp on the text files inside of the mod.



the dark knight mod, for example, still works fine and needs no adjustment as no files it uses were updated in the patch (which reminds me...)

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Arsham
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Unread postby Arsham » 16 Sep 2006, 14:50

oh its two week im offline because of my phone line eee.... CloudRiderX sorry for no answer to your other qustion... now im back but i dont see anything new for download :( too bad

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CloudRiderX
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Unread postby CloudRiderX » 18 Sep 2006, 11:01

Yeah, I forgot gray. That means its disabled.
"A Guardian is always prepared." - Galio, the Sentinel's Sorrow

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Sir_Toejam
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Unread postby Sir_Toejam » 19 Sep 2006, 01:31

Well, i got tired of not seeing any new mods here, so I made one myself.



this mod drastically reduces the requirements for ultimate specialization for each faction.



the idea was to make it so players with focused effort could get ultimate specials somewhere around level 16-20.



this makes ulitmates more intersting to go for on small maps or when playing multiplayer.



I've tested it randomly with 3 different heroes from each faction, and it seems pretty consistent (occassionally, the player will not get access to a required skill tree until late, but almost guaranteed you will get the skill before level 25 regardless). most of the time, with focus you will get the special before level 20, and rarely as early as 16 (provided you hero already has one of the required skill trees and a perk).



It's a beta, of course, so i will wait for some feedback before putting it up in the table. ITMT, you can grab it here:



https://www.celestialheavens.com/homm5/ ... ttrack.zip



and there is a thread over in the modcrafting guild to discuss it.



cheers_Toejam



addendum:



it was also about time that Ossir was modified so he could get nature's luck, so i did that too:



https://www.celestialheavens.com/homm5/ ... erluck.zip
Edited on Mon, Sep 18 2006, 23:17 by Sir_Toejam

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RedViking
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Unread postby RedViking » 19 Sep 2006, 13:37

There are some very good Mods here. But how about something new?

Say like... Female Heroes.

There is a Mod out there already ! Why is this page not updated ?

Here is the Link with the Thread in the UBI Heroes Forum:



http://forums.ubi.com/eve/forums/a/tpc/ ... 046744/p/3
Live Long And Prosper ! \V/

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kingcranium14
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Unread postby kingcranium14 » 19 Sep 2006, 23:08

How 'bout a mod that makes the editor more like the Heroes 3 editor? That would make it easier to use and there would be more maps on the internet for people to download.

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Sir_Toejam
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Unread postby Sir_Toejam » 19 Sep 2006, 23:52

that's actually a very major request; you can't just tinker with a data file written in xml to make major changes to the editor.



as to the continuous requests for mods from other sites...



I'll say it again:



If you want a mod you like to appear here, send me a PM with a link, and at least some indication that the author is OK with having the mod posted here.



simple.



privmsg.php?mode=post&u=8691


Edited on Tue, Sep 19 2006, 18:56 by Sir_Toejam

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RedViking
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Unread postby RedViking » 20 Sep 2006, 09:15

Ok, understood.

There are a lot of resources on the net but we should contact also the author, you are right.



I will see if i can come up with something :)
Live Long And Prosper ! \V/

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Sir_Toejam
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Unread postby Sir_Toejam » 20 Sep 2006, 22:23

yeah, one of the things i really like about CH is that they try to establish some sensible guidelines for map testing and mods. It might not be necessary, but it seems polite and fair, at the very least.

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Sir_Toejam
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Unread postby Sir_Toejam » 21 Sep 2006, 00:08

OK, someone found out from Nival that the necro guild costs not changing was a confirmed bug, so I made a mod to fix it so the necro guild costs are the same as the others.



https://www.celestialheavens.com/homm5/ ... ildfix.zip



enjoy.

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Sir_Toejam
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Unread postby Sir_Toejam » 21 Sep 2006, 07:31

and... one more.... *pant*



https://www.celestialheavens.com/homm5/ ... rlocks.zip



changes warlocks starting stats from 1, 0 , 3, 1 to: 1, 0, 2, 2.



I gots blisters on me fingers!


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