Search found 48 matches
- 21 Jun 2006, 18:40
- Forum: Modcrafting Guild
- Topic: How do I re-pak a moded file into the data.pak???
- Replies: 7
- Views: 25337
Leave the original PAK files alone, there is no need to change them. The game will read and use any new PAK files that are placed in the same folder. To create a new PAK file you just need to archive your modded files into ZIP format (make sure to keep the file structure). Then just rename the exten...
- 19 Jun 2006, 08:00
- Forum: Modcrafting Guild
- Topic: Dark Knights Mod
- Replies: 18
- Views: 30853
will try asap thx for your work doom reaper is a bit tough with deadly strike AND harm touch... I gave it both simply because I could (it was set up to properly animate the Harm Touch). I figured that Harm Touch would so very rarely be the better option to use that its addition was negligable, most...
- 19 Jun 2006, 06:53
- Forum: Modcrafting Guild
- Topic: Dark Knights Mod
- Replies: 18
- Views: 30853
Dark Knights Mod
I've reworked my original Black Knight Mod into a fully functional and polished new version. This version replaces the graphics of the Necromancer's Wight and Wraith with those of dark knights. Stats have been tweaked some, but abilities have not been changed. The Blood Knight, like the Wight has no...
- 14 Jun 2006, 07:57
- Forum: Heroes V-VI
- Topic: Thoughts on the underground terrain?
- Replies: 11
- Views: 3460
It really is beautiful and realistinc.You simply have to love it!Until you realisie you have to spin your camera like crazy every two minutes.Then you have to hate it! :disagree: Exactly. While it looks nice, I absolutely HATE the underground. It's so hard to actually see or do anything because of ...
- 10 Jun 2006, 18:11
- Forum: Modcrafting Guild
- Topic: Black Knight
- Replies: 4
- Views: 4515
Can't you post in the existing thread? ;| He probably couldn't find it since it's been moved to the fairly obscure Mapmaking Guild forum. If all mod discussion is to be shooed to that corner of the Round Table, I feel that a name change is in order. As to the Peasant icon problem, it seems that som...
- 04 Jun 2006, 15:57
- Forum: Modcrafting Guild
- Topic: Black Knight Mod
- Replies: 106
- Views: 53682
- 03 Jun 2006, 20:43
- Forum: Modcrafting Guild
- Topic: Black Knight Mod
- Replies: 106
- Views: 53682
Arstahd,could you help me a little bit ? I'm trying to make my own mini-mod which involves creating a DDS file. What did you use when you created the new gargoyle skin ?? Photoshop with nVIDIA DDS plug-in? If so, could you tell me what settings u used ? While I do have Photoshop, I haven't reloaded...
- 03 Jun 2006, 16:41
- Forum: Modcrafting Guild
- Topic: Black Knight Mod
- Replies: 106
- Views: 53682
Yeah, I didn't edit the building texts, they still say they build Wights and Wraiths and not the Knights. I'm almost done with a new version that is more comprehensive and balanced. I found a way to give Necro two knights, neither of which will have the overpowered Deadly Strike ability, while leavi...
- 02 Jun 2006, 14:08
- Forum: Modcrafting Guild
- Topic: Black Knight Mod
- Replies: 106
- Views: 53682
Ok Ive archived it as a zip file, and it no longer crashes. But I'm still getting wrights instead of knights. Strange... Did you: 1) Start a new game? Changes won't appear when continuing a saved game. 2) Archive the three folders inside the Black Knight Mod folder and not the Black Knight Mod fold...
- 01 Jun 2006, 11:41
- Forum: Modcrafting Guild
- Topic: Black Knight Mod
- Replies: 106
- Views: 53682
- 31 May 2006, 16:19
- Forum: Heroes V-VI
- Topic: New Devil teleport-far Mod!
- Replies: 55
- Views: 12567
- 31 May 2006, 14:04
- Forum: Modcrafting Guild
- Topic: Black Knight Mod
- Replies: 106
- Views: 53682
- 30 May 2006, 05:48
- Forum: Heroes V-VI
- Topic: Gargoyle Mod
- Replies: 47
- Views: 27384
- 29 May 2006, 15:22
- Forum: Heroes V-VI
- Topic: Gargoyle Mod
- Replies: 47
- Views: 27384
- 29 May 2006, 15:19
- Forum: Modcrafting Guild
- Topic: Black Knight Mod
- Replies: 106
- Views: 53682
so i need to use winrar to open data.pak, then unzip the above mentioned files into the mod folder? No, no reason to do that. The reason that it wasn't working was because he didn't start a new game. You can't load a mod that changes game parameters and expect an old save game to work properly. In ...
- 28 May 2006, 00:45
- Forum: Modcrafting Guild
- Topic: Black Knight Mod
- Replies: 106
- Views: 53682
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...
- 27 May 2006, 06:45
- Forum: Modcrafting Guild
- Topic: Black Knight Mod
- Replies: 106
- Views: 53682
Re: Can't get this to work
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 structure...
- 27 May 2006, 01:11
- Forum: Modcrafting Guild
- Topic: Black Knight Mod
- Replies: 106
- Views: 53682
Re: Can't get this to work
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...
- 25 May 2006, 05:42
- Forum: Heroes V-VI
- Topic: Gargoyle Mod
- Replies: 47
- Views: 27384
Gargoyle Mod
I figured out how to swap creature models and have re-done the gargoyles. The mod isn't finished quite yet, I still need to create new icon pics, but here is a teaser screenshot for now. http://i19.photobucket.com/albums/b161/Arstahd/Games/Gargoyles02.jpg *** UPDATE *** The mod is finished. Here's a...
- 25 May 2006, 00:56
- Forum: Modcrafting Guild
- Topic: Black Knight Mod
- Replies: 106
- Views: 53682