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IceKing
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Unread postby IceKing » 22 Sep 2006, 18:58

I think the wraiths should remain.The dark/death/black Knight [or anyway it is called]isnt as cool as Homm3 I think the wraiths are a lot better in Homm5.
Edited on Fri, Sep 29 2006, 08:55 by IceKing

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arturchix
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Unread postby arturchix » 23 Sep 2006, 09:30

Is there a mod that also reverts several old sound effects from the beta? I.e. I liked the beta succubus attacking sound effect a lot better than the current one.

zerck

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Unread postby zerck » 23 Sep 2006, 19:53

sev. mod , tooltip sound mod and treant mod are perfect.

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Sir_Toejam
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Unread postby Sir_Toejam » 24 Sep 2006, 00:55

so, the treant mod works OK with 1.3, zerk?

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Blueman
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Unread postby Blueman » 24 Sep 2006, 08:28

A mod to show the exact number of creatures in a stack would be a welcomed enhacement. I am talking about the stacks currently displayed as 1k, 2k - in a battle it is extremly important to know if there are 2009 or 2999 creatures. Any hints on how to change one of the current mods to get this effect? Thx.

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Sir_Toejam
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Unread postby Sir_Toejam » 24 Sep 2006, 18:26

"A mod to show the exact number of creatures in a stack "



just to be clear, you did see the mod that at least gives you the range of creatures in a stack, right (the Sev mod)?



...but you want a mod that gives essentially the "scouting" ability to everybody (so you see the numbers just like you had scouting), is this correct?

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CloudRiderX
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Unread postby CloudRiderX » 24 Sep 2006, 21:41

Where do you get the WinRAR program? Is it similar to WinZip?
"A Guardian is always prepared." - Galio, the Sentinel's Sorrow

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Sir_Toejam
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Unread postby Sir_Toejam » 24 Sep 2006, 23:26


Crosis
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Unread postby Crosis » 25 Sep 2006, 00:29

Sir_Toejam: I think Blueman's referring to on the combat screen, where a huge stack (say, skeleton archers) shows up as "1k" for anything between 1000 and 1999 rather than displaying the full number. Nothing to do with scouting.

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Blueman
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Unread postby Blueman » 25 Sep 2006, 16:00

Sir_Toejam: Exactly as Crosis said.

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Sir_Toejam
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Unread postby Sir_Toejam » 26 Sep 2006, 00:44

"Sir_Toejam: I think Blueman's referring to on the combat screen, where a huge stack (say, skeleton archers) shows up as "1k" for anything between 1000 and 1999 rather than displaying the full number. Nothing to do with scouting."



ahh. thanks. that's clear to me now. Yeah, that's a good idea.



I'll look into it later this week, after I finish testing some of the new maps and figure out a couple of other modding things that are a bit ahead on my list, if someone doesn't beat me to it.



cheers

ciM2pHat4U
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Unread postby ciM2pHat4U » 26 Sep 2006, 18:12

QUESTION: Where are the data files for how skills and spells work? I couldn't find them in the data .pak files. For example, where do I go to change the value of movement bonus given by Logistics, or to change the amount of damage Fireball does?

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Naskoni
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Unread postby Naskoni » 26 Sep 2006, 22:44

@ ciM2pHat4U



Have a look in:



data.pak\GameMechanics\Spell



and then in the corresponding subfolder depending on what you're looking for ;)
Edited on Tue, Sep 26 2006, 16:45 by Naskoni

ciM2pHat4U
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Unread postby ciM2pHat4U » 30 Sep 2006, 05:32

thanks naskoni, i see how the spells can be edited. but the hero skills don't appear to have editable values? for example, i couldn't find anywhere in the tables for leadership to make leadership level 2 give you +4 morale for example. not to mention that a few of the skills didn't have tables, such as logistics. any ideas?

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maximS
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Unread postby maximS » 30 Sep 2006, 08:33


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Sir_Toejam
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Unread postby Sir_Toejam » 01 Oct 2006, 01:31

the directories you want for editing hero skills are the specific town type directories under the MapObjects directory (still in the data.pak file). In each town directory (inferno, for example), you will find all the heros listed by name.



all the hero skills are found inside those files.



if you want to edit the text for each hero, those files are in:



\Text\Game\Heroes\Persons\



and again, there will be a subdirectory for each town type.



if you want a model to work from, download the mod i made to Ossir to see how to edit a specific hero.

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Sir_Toejam
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Unread postby Sir_Toejam » 01 Oct 2006, 02:14

oh, wait, i think i read that wrong; you want to edit the skills themselves?



I think many of these are hardcoded; well, at least to some extent.



However, you can change how morale/luck etc. actually work in combat by changing the values of the coefficients in the defaultstats.xdb file (in the GameMechanics\RPGStat directory).



so you could make it more likely high morale would give faster turns, or more likely bad luck would give half damage.



be carefull editing that file though, as there are a ton of things controlled by it.



you can also change the required prerequisites for any given perk, feat, or special, but you can only change a few aspects of these things AFAICT, but not the basic way they work (like luck giving 1 point per level).



to edit any other effect, you can edit the files in the RefTables directory (\GameMechanics\RefTables).



for example:



in the RPGStats.xdb file, you can edit how some abilities for the demonlord work (i stripped the codemarkers out so it would show up):



DemonLord

Gating

PortionOfSummonedByGatingLevel

Item 0 /Item

Item 0 /Item

Item 0 /Item

Item 0 /Item

/PortionOfSummonedByGatingLevel

StartATB 0 /StartATB

InitiativeFactor 1 /InitiativeFactor

GatingMasteryPortionBonus 0.2 /GatingMasteryPortionBonus

QuickGatingStartATB 0.5 /QuickGatingStartATB

CriticalGatingConstantProb 0.1 /CriticalGatingConstantProb

CriticalGatingPerLuckPointProb 0.05 /CriticalGatingPerLuckPointProb

InfernalLoomPortionBonus 0.05 /InfernalLoomPortionBonus

GatekeeperHeroSpecPerLevelPortionBonus 0.01 /GatekeeperHeroSpecPerLevelPortionBonus

/Gating

DemonicFire

BaseDamage 50 /BaseDamage

DamagePerSpellPower 5 /DamagePerSpellPower

ManaCost 5 /ManaCost

/DemonicFire

ConsumeCorpseHPForOneMana 30 /ConsumeCorpseHPForOneMana

/DemonLord







so you can see you can edit several ways that the specials, feats and perks work for inferno.



yeah, it's complicated.



that's why I'm trying to get a guide together.



I expected somebody over at elrath already would have done it, but no such luck.

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Jaso-Kristian
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Unread postby Jaso-Kristian » 01 Oct 2006, 22:52

Can anyone tell me how can I use these new characters from that one mod in my own map, when using the map editor? And does anyone know why does it put treant or some of the trees as a green dragon, when I try to make my own map??

darkentrees
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Unread postby darkentrees » 05 Oct 2006, 21:46

Thanks Hipshot for the fix to that noise that happens everytime you mouse over something - my dog thanks you too! ;-)

Rob_Ublynt
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Unread postby Rob_Ublynt » 07 Nov 2006, 14:07

Since I use the game 95% of the time for single player I modded it to my personal preferences. One of the things that keeps annoying me however is the difficulty leveling up when you reach about level 25 (even with enlightment). I tried finding the exp. values required for leveling up but I can't seem to find them. Does anybody have a clue where I should look or are these hardcoded?


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