Mods

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kingcranium14
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Mods

Unread postby kingcranium14 » 10 Nov 2006, 18:47

Would it be possible to make a mod making the gems more gem-like? - so they're purple and green and red and blue instead of just blue crystals?

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King_Roland
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Unread postby King_Roland » 11 Nov 2006, 15:49

I guess the modders will have to go through the whole process again of confirming these mods work with the latest patch (v1.4).



Since downloading patch 1.4, do I now have to re-download my prefered mods (sev., inventory, etc) to reactivate?

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Blueman
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Unread postby Blueman » 12 Nov 2006, 09:31

The inventory mod should be updated. I did not install the patch yet, but from the screenshot I can see that there's an extra artifact slot.

MaximS, thanks for the great work! It wouldn't have been so much fun to play/watch. (Honestly, your mod still looks better.)

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King_Roland
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Unread postby King_Roland » 13 Nov 2006, 02:52

HELP! What do I need to do to reactivate my preferred mods after patch 1.4?



There was a comment below about changing the date and re-paking, but I don't know what that means. Any help you may provide will be appreciated.



Thanks.

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Gaidal Cain
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Unread postby Gaidal Cain » 13 Nov 2006, 08:42

If you don't wish to wait until the mods been updated on whatever place you got them from, you need to go into the .pak files (they're only renamed .zip files, so you should be able to open them with most programs made for that kind of things). Then you open all the files you've just extracted with notepad, and save them. This will change their "last updated" date. Then you can repack them into zip files that you rename to .pak. You need to be careful so that you get the correct file tree though, or it won't work.
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett

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King_Roland
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Unread postby King_Roland » 13 Nov 2006, 22:24

@ Gaidal Cain



Thanks - I'll try that.

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Shad0WeN
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Unread postby Shad0WeN » 14 Nov 2006, 03:15

There's gotta be an easier and faster way to simply update the dates on a bunch of files.
Edited on Mon, Nov 13 2006, 20:16 by Shad0WeN

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Sir_Toejam
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Unread postby Sir_Toejam » 15 Nov 2006, 19:42

"There's gotta be an easier and faster way to simply update the dates on a bunch of files.

Edited on Mon, Nov 13 2006, 20:16 by Shad0WeN"



there is:



http://webplaza.pt.lu/~rpetges/

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Sir_Toejam
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Unread postby Sir_Toejam » 15 Nov 2006, 19:42

wow, you figured out the larger message box issue Pitsu?



kudos.

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hein321
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Unread postby hein321 » 18 Nov 2006, 12:08

any1 try those mods on hammers of fate i just installed hof and tried a few things to get the mods working but no luck

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Sir_Toejam
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Unread postby Sir_Toejam » 19 Nov 2006, 20:17

so far, most of the mods i have updated the timestamps on, and placed in the new data directory work fine.



UPDATE:



that is, except for mods to spells, which need to be completely redone using the new data files.



*sigh*



all the skin mods and interface mods seem to work though.



EDIT: GRRR, except with dwarves, where the rune magic interface causes a CTD.

_Toejam
Edited on Fri, Nov 24 2006, 16:59 by Sir_Toejam

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kingcranium14
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Unread postby kingcranium14 » 02 Dec 2006, 04:36

A mod making Renegades in HoF usable in scenarios would be helpful.
Edited on Fri, Dec 01 2006, 21:36 by kingcranium14

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theGryphon
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Unread postby theGryphon » 03 Dec 2006, 02:41

Just looked into it and I'm sorry to tell that it looks like renegades are hardcoded. I don't know why would they do so, but that's it. Sorry again.
I believe in science and that science can explain everything.
Because God has made it all work in such a beautiful way...

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Orfinn
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Mods

Unread postby Orfinn » 04 Dec 2006, 13:34

Someone who can put op this dragonstodrake mod here? https://www.celestialheavens.com/homm5/ ... drakes.pak

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Jandos
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Unread postby Jandos » 07 Dec 2006, 18:33

thanks for Treant Mod and Cleric Mod ....

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omegaweix
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Mods

Unread postby omegaweix » 10 Dec 2006, 20:08

Maybe it is time to give sir_toejam an own folder in the mods section... in terms of frequency and quantity of his submissions.



edit: And maybe a separate HoF section could become useful... especially when 1.5/2.1 will be released.
Edited on Sun, Dec 10 2006, 13:12 by omegaweix
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Orfinn
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Unread postby Orfinn » 17 Dec 2006, 12:14

Yeah a separate HoF section would be very useful, no need to go through the list every time.

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-Shadow32-
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Mods

Unread postby -Shadow32- » 27 Dec 2006, 22:40

Been a long time, since I last posted here.

Last time was for the BKnight mod.. this time .. again.

I can re-read what I posted how to install it properly, but I have a new question I need some help with.

I have purchased Hammers of Fate, and I re-installed H5. Will the mod work with the expansion too ??

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Jinno
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Unread postby Jinno » 04 Feb 2007, 16:29

I beg you, please someone update the modes for the new patches!!!!

Xeron
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Unread postby Xeron » 21 Feb 2007, 16:21

I was just wondering.. Do those mods work with 1.4 patch? I want those black knights so bad! :s


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