Classic Spells, Artefacts, Skills and Descriptions MOD

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Wombatfeatures
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Classic Spells, Artefacts, Skills and Descriptions MOD

Unread postby Wombatfeatures » 27 Jun 2006, 00:02

Here is the first version of a Big Huge(tm) mod I'm working on. Here is what it does:

1. Changes all the spell names back to the classic Heroes 3, so Divine Strength becomes Bless again and Vulnerabiltity becomes Disrupting Ray. No more having to wonder what each spell does!

2. Changes the descriptions of all Spells, Artefacts, Skills, and Hero Specialisations so that they're more readable, uniform and Heroes sounding. For example the spell "Anti-Magic" now reads :

"The Anti-Magic Spell dispels all magical effects from the selected friendly creature stack and makes it immune to further magic spell effects."

Basic counterstrike now reads:

"The Basic Counterstrike Skill increases the retaliation damage of creatures in the Hero's army by +5%, in addition the Hero can upgrade Haven creatures to the next highest level in friendly towns with the Training Grounds structure present."

No more of that "Allows to upgrade units up the tier" nonsense! :)

Also brings back the classic text for the Treasure chest and renames the Tree of Knowledge back from the Sylanna Ancients name. Adds a few other little stories to things too like Shipyards etc...

Try it out, just copy the "TEXT" folder into your standard Heroes5\data directory. It doesn't interfere with any other mods, only changes text descriptions of things. This took me over 2 days of solid work so I hope you all appreciate it! :D

Current Version : 1.0

File location : http://rapidshare.de/files/24221957/Text.zip.html
Last edited by Wombatfeatures on 27 Jun 2006, 00:24, edited 1 time in total.

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Arstahd
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Unread postby Arstahd » 27 Jun 2006, 00:13

Excellent. I was thinking of doing something similar, now I won't have to.
I really don't know why they botched all those names up in the first place, it just adds to confusion.

BTW, Righteous Might is Bloodlust, not Bless ;)

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Wombatfeatures
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Unread postby Wombatfeatures » 27 Jun 2006, 00:26

Arstahd wrote:BTW, Righteous Might is Bloodlust, not Bless ;)
Yes, I realise that, but after 5 hours my brain just can't handle any more! :ill: Don't worry, in the actual mod it's right!

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ChinaBlue
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Unread postby ChinaBlue » 02 Jul 2006, 15:35

Thank you Wombatfeatures! Hope you had a good rest and sweet dreams, this mod makes me happy :tsup:

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Wombatfeatures
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Unread postby Wombatfeatures » 20 Jul 2006, 19:33

Just to let everyone know, this mod and indeed any other text based mod must be installed a little differently on HOMM5 v1.2.

Just open up the p1-texts.pak (with WinRar), and click Add files to Archive. Then add my mod (and the Sev. mod which also no longer works on 1.2) and select "Store" as the compression method.

Then just close the Rar Archive and play! You don't need to save the archive or anything, it does that automagically! :)

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Sir_Toejam
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Unread postby Sir_Toejam » 24 Jul 2006, 01:33

could you go through that again? I'm unclear how repacking the mod files will make them work with 1.2?

is it that the sev mod and other text mods now conflict with modified data files in 1.2 (yeah, the sev mod by itself doesn't seem to work either - as pak or extracted)

how does repacking fix this exactly?

thanks

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Wombatfeatures
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Unread postby Wombatfeatures » 24 Jul 2006, 23:44

Sir_Toejam,

No, you don't repack the mod files, you add the files in the mod into the p1-texts.pak archive which seems to be the main archive for the text now. You don't have to do it with all mods, and indeed some people have fixed their mod so that it now works with 1.2, but for my mod and some other "text-based" mods just open up the P1-texts.pak archive with winrar, click add to archive, then add the files inside the mod you wish to use (not the .pak itself, the files inside the mod), using the store as compression level.

The whole thing is a bit of a fixer-upper, but for small mods that just alter text, or for the text part of mods which are more intensive (such as the text description of the black knight/wraith mod) it works fine until the modders fix their mods accordingly.

Hope this helps! :|

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theGryphon
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Unread postby theGryphon » 25 Jul 2006, 00:04

@Wombatfeatures
But then the original pak file is modified and you cannot easily switch to not using your mod. Instead you should update the text files in your mod (simply open them, change a little thing, then undo and save) so that they are the most up-to-date versions in the data directory. Then pak it again. It works like charm and like a "mod" should do.

If you still have problems with your new pak file, please report your archiver and try Powerarchiver. It works.
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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Wombatfeatures
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Unread postby Wombatfeatures » 25 Jul 2006, 03:01

So it's just a matter of which file was created LAST??? 8| That's a funny way of doing it, but I suppose it makes a kind of twisted sense. By the way, it's every file in the .pak, or can it just be the .pak itself??

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theGryphon
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Unread postby theGryphon » 25 Jul 2006, 11:10

Sorry to say, it's not the pak file but its contents...
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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Sir_Toejam
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Unread postby Sir_Toejam » 25 Jul 2006, 23:14

more info to go into the modmaking guide.

;)

cheers

S_T

ps - gryphon - do you have a link to the archival proggy (Powerarchiver) you are using?


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