Black Knight Mod

Mods and development for mods. Including WoG & Equilibris (RU) subforums.
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asandir
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Unread postby asandir » 25 May 2006, 07:25

"to change the sprites appearance?"
perhaps i should have used the term creatures appearance instead of "sprite" - i wasn't meaning a HoMM V sprite .... although i thought that would be pretty plain in the context it was used

anyway

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vicheron
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Unread postby vicheron » 25 May 2006, 07:32

Do the Dark Knights in the mod still have the deadly strike? That would just be way too overpowered.

I noticed that there is a creature called Black Knight in the game, it was in the Necropolis campaign. The Black Knight has the same graphics as the Death Knight but much weaker stats, something like 13 attack/defense, less damage, and no deadly strike.

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Unread postby HenL » 25 May 2006, 07:38

stefan.urlus wrote:
"to change the sprites appearance?"
perhaps i should have used the term creatures appearance instead of "sprite" - i wasn't meaning a HoMM V sprite .... although i thought that would be pretty plain in the context it was used

anyway
I thought sprite was only used for 2d graphics :O.

SteveJobs
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Re: Can't get this to work

Unread postby SteveJobs » 26 May 2006, 22:24

ArchaonOfChaos wrote:I have extracted the black knight mod to my heroes 5 data directory, but it has not changed the units, am I missing something? I have downloaded the sound and allied maps mods and they work fine.

I would be grateful if someone could tell me what I need to do to get this working?

Cheers!
I am having the same issue, I can't seem to get this to work, I took everything out of the "Mod" folder and dumped it into the data dir, I also tried keeping everything in the "mod" folder under the data folder, what am I missing?

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Arstahd
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Re: Can't get this to work

Unread postby Arstahd » 27 May 2006, 01:11

SteveJobs wrote: I am having the same issue, I can't seem to get this to work, I took everything out of the "Mod" folder and dumped it into the data dir, I also tried keeping everything in the "mod" folder under the data folder, what am I missing?
That's strange, the first method that you listed is the proper way to install the mod. After unzipping, were the full paths kept for the files? For instance the file "BlackKnight.(Model).xdb" should be in the "Necropolis" folder, which should be in the "Creatures" folder, which should be in the "_(Model)" folder, which should be in the main Data folder.

Other than that, I have no idea why it's not working.[/quote]

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5il3nc3r
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Unread postby 5il3nc3r » 27 May 2006, 01:35

Just a quick suggestion from someone who hasn't played the beta:

For the treants, if you can't get your hands on "acceptable" versions of the unit, could you just take the earth elementals and change their skin to look more woodish? Maybe make them physically bigger if you can so they look more like a tier 6 unit.

I know it's not the best thing, but I personally think it's better than the current treant...

As for the gargoyles, I don't know what to say. I agree that they aren't very nice looking, but I don't know enough about modding to give constructive suggestions that are possible to do. Just... good luck with your mods I guess :)

§ıĿ
The pen is deadlier than the sword;
if the pen is very sharp and the sword very short.

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Re: Can't get this to work

Unread postby SteveJobs » 27 May 2006, 03:54

Arstahd wrote:
SteveJobs wrote: I am having the same issue, I can't seem to get this to work, I took everything out of the "Mod" folder and dumped it into the data dir, I also tried keeping everything in the "mod" folder under the data folder, what am I missing?
That's strange, the first method that you listed is the proper way to install the mod. After unzipping, were the full paths kept for the files? For instance the file "BlackKnight.(Model).xdb" should be in the "Necropolis" folder, which should be in the "Creatures" folder, which should be in the "_(Model)" folder, which should be in the main Data folder.

Other than that, I have no idea why it's not working.
[/quote]

Directory structure looks like:

data/black knight mod

under /black knight mod is _(model) and Game Mechanics and Textures

under _(Model) is Creatures/Necropolis/BlackKnight.(model).xdb

under Game Mechanics is Creature and CreatureVisual and TownBuilding
(each of those have their directory structures as well)

Textures has Creatures and Interface
each of those has their directory structures as well

I'm guessing that's right...

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Wolfshanze
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Re: Can't get this to work

Unread postby Wolfshanze » 27 May 2006, 03:59

SteveJobs wrote: I am having the same issue, I can't seem to get this to work, I took everything out of the "Mod" folder and dumped it into the data dir, I also tried keeping everything in the "mod" folder under the data folder, what am I missing?
Probably because HOMM-V doesn't run on a Mac!

(Get it... "Steve Jobs").

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Re: Can't get this to work

Unread postby SteveJobs » 27 May 2006, 05:07

Wolfshanze wrote:
SteveJobs wrote: I am having the same issue, I can't seem to get this to work, I took everything out of the "Mod" folder and dumped it into the data dir, I also tried keeping everything in the "mod" folder under the data folder, what am I missing?
Probably because HOMM-V doesn't run on a Mac!

(Get it... "Steve Jobs").
I play it on my shitty vent machine :P

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Arstahd
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Re: Can't get this to work

Unread postby Arstahd » 27 May 2006, 06:45

SteveJobs wrote: Directory structure looks like:

data/black knight mod

under /black knight mod is _(model) and Game Mechanics and Textures

under _(Model) is Creatures/Necropolis/BlackKnight.(model).xdb

under Game Mechanics is Creature and CreatureVisual and TownBuilding
(each of those have their directory structures as well)

Textures has Creatures and Interface
each of those has their directory structures as well

I'm guessing that's right...
Get rid of the Black Knight Mod folder, the three folders in it should be in the Data folder directly.

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Re: Can't get this to work

Unread postby SteveJobs » 27 May 2006, 06:59

Arstahd wrote:
SteveJobs wrote: Directory structure looks like:

data/black knight mod

under /black knight mod is _(model) and Game Mechanics and Textures

under _(Model) is Creatures/Necropolis/BlackKnight.(model).xdb

under Game Mechanics is Creature and CreatureVisual and TownBuilding
(each of those have their directory structures as well)

Textures has Creatures and Interface
each of those has their directory structures as well

I'm guessing that's right...
Get rid of the Black Knight Mod folder, the three folders in it should be in the Data folder directly.
That was the second way I tried it, still no dice

_Akiles_
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Unread postby _Akiles_ » 27 May 2006, 22:46

Hi the mod doesnt work for me

i unzipped the 3 folders on Heroes V/data/ and does not work

i unzipped just the main folder (Bk mod) on Heroes V/data/ and does not work!!


what can i do?


My game language is on spanish,could be that the problem?
Last edited by _Akiles_ on 27 May 2006, 22:52, edited 1 time in total.

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Mirage
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Unread postby Mirage » 27 May 2006, 22:48

Any chance of modding the vamps attack sound effect to be like it was in homm2 (I think that was the one). I really got a kick out of the "BLAH" when the vamp attacks. Maybe it was just me though. :)

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Arstahd
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Unread postby Arstahd » 28 May 2006, 00:45

_Akiles_ wrote:Hi the mod doesnt work for me

i unzipped the 3 folders on Heroes V/data/ and does not work

i unzipped just the main folder (Bk mod) on Heroes V/data/ and does not work!!


what can i do?


My game language is on spanish,could be that the problem?
Here is something that you can try. Look inside the main PAK file (I can't remember it's name) and verify that the paths from the mod files match the ones in the PAK. It's possible that the alt language may be causing issues.

@ SteveJobs - Are you using a non-english install?

_Akiles_
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Unread postby _Akiles_ » 28 May 2006, 04:39

finally!! it works,i opened the .pak file and check all the BK mod files,one on the face folder was missing so i entered it on the .pak and now works fine!!! :DDDDDDDD

mongerman
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Unread postby mongerman » 28 May 2006, 12:28

I cant install the mod as well. Can someone tell me how to edit the pak file?

SteveJobs
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Unread postby SteveJobs » 28 May 2006, 17:27

Arstahd wrote:
_Akiles_ wrote:Hi the mod doesnt work for me

i unzipped the 3 folders on Heroes V/data/ and does not work

i unzipped just the main folder (Bk mod) on Heroes V/data/ and does not work!!


what can i do?


My game language is on spanish,could be that the problem?
Here is something that you can try. Look inside the main PAK file (I can't remember it's name) and verify that the paths from the mod files match the ones in the PAK. It's possible that the alt language may be causing issues.

@ SteveJobs - Are you using a non-english install?
It's an english install. The funny thing is, when I install the mod, I don't get any tier 6 creatures, and the buildings still show for wights and wraiths, but I cannot recruit any kind of tier 6 creature, it's not available on that screen, but when I remove the mod they are fine

SteveJobs
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Unread postby SteveJobs » 28 May 2006, 17:31

What program should I use to edit the pak file, currently I'm reading that some of these programs can corrupt optimized pak files etc so I'd rather not have to reinstall my game or back up another gig of data :P

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Labyrinth
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Unread postby Labyrinth » 28 May 2006, 17:34

As long as you don't *edit and save* your pak (which do don't need to do anyway), there can't be any harm. So use winRar and you're done.

SteveJobs
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Unread postby SteveJobs » 28 May 2006, 17:51

_Akiles_ wrote:finally!! it works,i opened the .pak file and check all the BK mod files,one on the face folder was missing so i entered it on the .pak and now works fine!!! :DDDDDDDD
Can you explain what you changed? Do I physically have to modify the pak file or is there something I can do in the mod to make this work (IE renaming a folder). I'd rather not change the .pak file if I don't have to


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