Welcome Visitor [sign up] news downloads walkthroughs forums about  
Welcome to Celestial Heavens! - all things Might and Magic
my account
  Forgot password?
  Submit Map
  Contact Us
my account
  Academy Guide 3.1
  Creature Abilities
  First Month Utopia
  Hero Screen
  Inferno TotE Guide
  New Sylvan Strategy
  Skill Wheel
  Unofficial Guide
my account
  Hammers of Fate
  Tribes of the East
my account
my account
my account
  Equilibris Mod
  Thunder Maps
  Wake of Gods Mod
  More Links
my account
  Map Reviews
  Special Features
my account
H7: Would you prefer 2D or 3D townscreens?
I don't care.
game selector

Heroes of Might and Magic V  → Mods

by Staff


Below is a list of small game modifications for Heroes of Might and Magic V. Created by fans, they are meant to provide a slightly different experience in your game. Be aware that they could possibly mess up your Heroes V installation, so handle them with care. Celestial Heavens cannot test all mods that are published here, but those you will find here come from a reliable source.

There's no denying that mods can make a game far more enjoyable to begin with, and can keep it fresh for a long time afterwards. With that in mind, I'm hoping we can use this page to build a nice little modding community for HoMM V here, and help add to this great game. Look for new and updated mods as new patches come out, and hopefully we can put together a bit of a guide as to how to make your own soon. -Sir_Toejam

  • Some mods have been updated for the latest patches, see if there is a note to that effect under the listing for your favorite.

    I've added readmes and screenies to a lot of the mods, and packaged them inside of zip files for less confusion and easier organization.

date: 02.13.07 author: Alx
name: Maximum Number of Hero Mod
type: AI modifier
Changes the maximum number of Heroes the COMPUTER (not Human) player is allowed to have at any time on the adventure map.
Download Forum / Website
date: 12.14.06 author: Pitsu
name: Comfortable story messages
type: UI modifier
Makes the message box larger (fixed not dynamic size though) in order to allow better storytelling and reading.Applies to the box triggered by script command "MessageBox" and as a side effect in multiplayer the notification window for "player xxx turn".
Works with 1.4 (and earlier?) standart game.
Download Forum / Website
date: 11.08.06 author: okrane
name: Hero Skill Mod
type: skill modifier
Tweaks some heroes' starting skills in order to make them on the par with the rest; Heroes that only had 2 starting skills points receive an extra perk at level 1. See the readme for details.
Lethos - gained the Master of Pain perk Havez - gained the Ballista perk Razzak - replaced the Vitality perk with Basic Logistics
Works with 1.3.
Download Forum / Website
date: 10.08.06 author: Sir_Toejam
name: Confusion spell fix
type: spell modifier
fixes the confusion spell to work correctly. It seems that the game engine was programmed with an inverse way of calculating percentages for this spell, as to how it affects a stack it is cast on. So, while it was supposed to affect 90% of the creature's ranged/retaliation in a stack at advanced level, in reality it was only affecting 10%.
this mod simply inverts the % affected for each level so it works like it says it should.
Works with 1.3.
Download Forum / Website
date: 10.05.06 author: Sir_Toejam
name: Wasp Swarm Gets a Low Level Boost
type: spell modifier
Changes how the wasp swarm spell works when cast with a skill level of "none". instead of it doing 10+2(power) damage with no initiative change, it now does 15+2(power) damage with a 10% initiative reduction on the target stack for one turn.
Works with 1.3.
Download Forum / Website
date: 10.05.06 author: Sir_Toejam
name: Uber Sprites
type: creature modifier
Changes the skill level sprites cast the wasp swarm spell from "none" to "basic". The result is the spell does double the damage, and causes a 20% initiative decrease in the target stack for one turn.
Works with 1.3.
Download Forum / Website
date: 09.27.06 author: Sir_Toejam
name: Easy Town Portal
type: spell modifier
Lowers the requirements to gain the town portal spell (on maps where it is enabled) from it being a level 5 spell and your hero needing to be level 20, to it being a level 4 spell and your hero now only need be level 12.
Helps remove a bit of tedium from having to bounce back to town to train troops, learn spells, make mini-artifacts, or change your favored enemies.
Works with 1.3.
Download Forum / Website
date: 09.25.06 author: Naskoni
name: Raise Dead/Resurrection mod
type: spell modifier
Raise Dead has been changed to lv3 Summoning Magic now and it's place has been taken by Earthquake "demoted" from lv3 to lv2. Moreover, Resurrection has been kept as the default spell from 1.3 minus the -10% HP penalty per cast, and Raise Dead has the 20% hp penalty removed. See the readme file for further details.
Works with 1.3.
Download Forum / Website
date: 09.22.06 author: Sir_Toejam/zero_ant
name: Enought is Enought!
type: text message modifier
Simply repairs the irritating misspelling in the "not enought movement points" message that was introduced in patch 1.2.
Works with 1.3.
Download Forum / Website
date: 09.21.06 author: Sir_Toejam
name: Smarter Warlocks
type: attribute modifier
Changes the starting stats for warlocks from 1, 0, 3, 1 to: 1, 0, 2, 2. This is to help compensate for the increased mid-high level spell costs introduced by patch 1.3.
Works with 1.3.
Download Forum / Website
date: 09.20.06 author: Sir_Toejam
name: Necropolis Guild Fix for 1.3
type: town building modifier
Fixes a confirmed bug in patch 1.3 that left the magic guild build costs for the necropolis unchanged. This mod reduces the costs to match the rest of the factions.
Works with 1.3.
Download Forum / Website
date: 10.02.06 author: Sir_Toejam
name: Fast Track to Ultimate Specializations
type: skill modifier
Drastically reduces the requirements for ultimate specialization for each faction. Players should be able to obtain it by level 16-20, with focus. Useful for small maps and multiplayer. Updated 10/2 with changed skill trees - see readme.
Works with 1.3.
Download Forum / Website
date: 09.19.06 author: Sir_Toejam
name: Ossir gets solider's luck
type: skill modifier
Changes Ossir's starting luck perk to soldier's luck instead of magic resistance. Allows Ossir to gain nature's luck specialization.
Works with 1.3.
Download Forum / Website
date: 09.24.06 author: Gaidal Cain
name: Neutral Stack Size Increaser
type: map object modifier
This increases neutral stack sizes on every map, for those of you who want that much more of a challenge.
Works with 1.3.
Download Forum / Website
date: 07.25.06 author: MaximS
name: Modified Inventory Screen
type: appearance modifier
From Russia with love, MaximS gives us an entirely new inventory screen! Now it looks more like it should.
Works with 1.2 and 1.3.
Download Forum / Website
date: 07.26.06 author: MaximS
name: Combat Screen Modifier v. 1.3
type: appearance modifier / functional modifier
Entirely changes the look and feel of the combat screen.
Works with 1.2 and 1.3 (you might need to re-add any key bindings you made previous to 1.3).
Download Forum / Website
date: 07.26.06 author: theGryphon
name: Combat Screen Modifier v. 1.4
type: appearance modifier / functional modifier
A different modification of the combat screen; changes location of icons from the MaximS version. Allows for save/reload during tactics and combat via function key.
Works with 1.4 (you might need to re-add any key bindings you made previous to 1.4).
Download Forum / Website
date: 07.26.06 author: theGryphon
name: Combat Screen Modifier v. 1.4
type: appearance modifier / functional modifier
A different modification of the combat screen; changes location of icons from the MaximS version. Allows for save/reload during tactics and combat via function key.
Works only with Hammers of Fate.
Download Forum / Website
date: author: theGryphon
name: Combat Control Panel Mod
type: appearance modifier / functional modifier
Another version of the combat screen modifiers, changes the look and feel of the combat screen, and allows you to save and load in combat and tactics phases, via buttons and hotkeys. Recommended if you don't want to bind hotkeys.
Works with 1.4.
Download Forum / Website
date: author: theGryphon
name: Combat Control Panel Mod
type: appearance modifier / functional modifier
Another version of the combat screen modifiers, changes the look and feel of the combat screen, and allows you to save and load in combat and tactics phases, via buttons and hotkeys. Recommended if you don't want to bind hotkeys.
Works only with Hammers of Fate.
Download Forum / Website
date: author: Arstahd
name: Dark Knight Mod
type: appearance / unit modifier
Replaces the graphics of the Necromancer's Wight and Wraith with those of dark knights. Stats have been tweaked some; check the readme file. Also remakes the neutral Death Knight into a Tier 7 neutral using Wraith-like graphics.
Works with 1.2 and 1.3.
Download Forum / Website
date: author: Arstahd
name: Gargoyles Mod
type: unit appearance modifier
Changes the appearance of stone/obsidian gargoyles to look like "stone imps".
Works with 1.2 and 1.3 (in the combat screen).
Download Forum / Website
date: author: Hipshot
name: Tooltip Sound Mod
type: sound effect modifier
Removes the sound effect that plays every time you mouse over an object in the game.
Works with 1.2.
Download Forum / Website
date: author: theGryphon
name: Sev. Mod
type: map object description modifier
Gives the ranges of numbers of creatures in a stack associated with each category without specifying the exact number. Example:

Works with 1.4 (you will need to dl the update and overwrite the previous version).
Download Forum / Website
date: author: xManiaCCCx
name: TreeAnt to Treant Mod
type: unit appearance modifier
Brings back the old Treants from the beta. All sounds and animations are there.
Works with 1.3
Download Forum / Website
date: author: Wolfshanze
name: Devil Mod
type: unit modifier
Increases the devil's movement in battle to 9 and the archdevil's to 10.
Works with 1.2 and 1.3.
Download Forum / Website
date: author: Inoko
name: Artifact Descriptions
type: object modifier
Makes sure all artifacts have descriptions.

NOTE: this is unnecessary with 1.2, as all descriptions have been added. Excellent for patches previous to 1.2.
Download Forum / Website
date: author: akrav
name: CpuNoCheat Mod
type: AI modifier
This one removes some bonuses provided to the AI players and makes the game fairer.
Download Forum / Website
date: author: Adi_17, et. al.
name: Cleric Mod
type: unit appearance modifier
A teamwork by Adi_17, xManiaCCCx, sfidanza and dcangemi brings us back the bald Clerics with halos from the Beta release replacing the Inquisitors with helmets.
Works with 1.2 and 1.3.
Download Forum / Website
  • The Elrath Mod Manager gives you an overview of the installed mods, allows for easy install of a mod, and enabling or disabling mods before running the game. File updated (07.28.06).

All mods are published here with permission from their creators. If you would like to share a mod with the community, please contact us. Enjoy!


Shad0WeN at 2011-10-24 06:25 wrote:

don't know about editing save files but there is guide here for cheat commands you can enter that might help:


there is a section on giving a hero certain skills/abilities
osoviejo at 2011-10-24 02:58 wrote:
Is it possible to edit the skill choices made for a hero in one of the homm5 1.6 campaigns save files? I'm at level 27 and just got deadended on my pursuit of the ultimate perk. That's a long way to go for no payoff!
Mihnea Reds at 2011-10-18 16:41 wrote:
pls who owns mods for 1.6 post them!
chemicalbuz at 2011-02-23 10:53 wrote:
sorry guys it's possible to remove level cap limit?

haedler at 2011-02-04 23:26 wrote:
Hello all,
I've finished changes to Succubus (not the mistress), Priestess and Blood Maiden. http://rapidshare.com/files/446237020/bloodmaiden.h5m http://rapidshare.com/files/446237021/Priestess.h5m http://rapidshare.com/files/446237022/succubus.h5m

As always, use in the /Maps directory for version 1.5 or similar ones. For 1.3 and less (even 1.0), rename to .PAK and put into /data. For versions up to 2.1 HoT and ToF, rename to .h5u and put into /UserMODS

parcaleste at 2011-02-04 15:07 wrote:

And what about a naked Nikolai... or Markal?

haedler at 2011-02-04 14:53 wrote:
for nude Pixies, use this file http://rapidshare.com/files/446162122/Pixies.h5m

haedler at 2011-02-04 04:37 wrote:
For those who want a naked version of Isabel, I've made a version with Isabel without clothes (nude), because I've found a version on the WEB that was ugly. I am now satisfied with the results, but the game engine is not as good to show skin color, because of polygonals (lack of detail in the body) and the fact isabel became 'so whitey' when you click her to see her status (seated in the horse). I tested in every given scenario and I used the best color possible in the adventure map and the scenes, where she appears most, and these areas fit well. The file is hosted in http://rapidshare.com/files/446087292/isabel.h5m (I dont know it its possible to up this file here in the forum). It was tested on version 1.5. For 1.5, you must put this file in the /Maps dir (create it if it does not exist). If your version is 1.3 of lesser, try changing the extesion to .pak and put in the /data folder (where the others .pak's are in). For versions 1.6 and up (like 2.1), like in HoF/ToE, create the dir UserMODS/ and rename the extension to 'h5u'. If something goes wrong in a given version, try the other ways for the other versions said above. Thats it.
axelover at 2010-02-22 10:20 wrote:
Nothing new for 3 years, but thankyou Sarvi for your 'Vampire lover' map - thoroughly enjoyed it
tionitis at 2009-10-31 00:53 wrote:
can you explain how to download it so a dumb person can download them

Shad0WeN at 2008-09-05 06:32 wrote:
A few of the creature mods updated for H5 v1.6, HoF v2.1, & TotE v3.0:

espen13 at 2008-07-18 10:34 wrote:
yeah no tote patches i would like to install dark knihgt mod to tote also

Wulfstan8182 at 2007-12-17 02:30 wrote:
where are the TotE mods? there are the red/black dragon mods! there are the campaign opening mods! there are the updated Treants mods! come on add something new! please!

Hellburn at 2007-12-01 13:32 wrote:
It would be great if these mods were updated...

Wulfstan8182 at 2007-11-26 04:33 wrote:
nice mods. i think you should calssify them into sections (creature appearance, Creature Stats, interface, etc.) so it's easier to find them. and i see the date on the last one goes back to february, so maybe add some new mods from the forums found on the web. thx.
axelover at 2007-10-29 18:27 wrote:
Thankyou Winterfate. The mods I miss most with the expansions are the sprite mod - decreasing initiative with wasp swarm, and the in-game skill wheel on ToE

winterfate at 2007-10-29 00:22 wrote:
Welcome to the forums axelover, psatkha and Valendir! ;)
axelover at 2007-10-28 10:47 wrote:
You can use ANY heroes with the 'Random Wars' map - can't wait for the author to release a TOE version
Valendir at 2007-10-05 06:55 wrote:
Yes, a mod like that will really make the game better!!

Trelew at 2007-09-25 01:31 wrote:
If someone could get the mod that can make the campaign heroes available for use in single and multiplayer scenarios, I would be one very happy camper.
psatkha at 2007-08-24 04:20 wrote:
Hi all ! Links for mine mods for heroes of Heaven and Necropolis ... http://deep.phpwebhosting.com/~paradox/forums/index.php?s=e8ca1747b9d3ef90bbff2cf55a1de365&showtopic=796 and http://deep.phpwebhosting.com/~paradox/forums/index.php?s=e8ca1747b9d3ef90bbff2cf55a1de365&showtopic=731

winterfate at 2007-03-04 02:19 wrote:
Welcome to the forums, chester_a_r! ;)

I would think so. However, since I have 0 experience with mods, I can't really explain how it would work.

I suspect there would be insane reprogramming involved...

chester_a_r at 2007-03-03 00:11 wrote:
I have asked this question on other forums...and I'll do so here....IS there any way to add new hero classes to each race...to make each race have 2 classes each? something like...a might oriented class and a magic oriented one for each race....for example, death knight/necromancer for necropolis....and there are tons of posibilities for class-skills and for models....i'm saying this because the game is a little prosaic with just one class per race...
Xeron at 2007-02-21 16:21 wrote:
I was just wondering.. Do those mods work with 1.4 patch? I want those black knights so bad! :s

Jinno at 2007-02-04 16:29 wrote:
I beg you, please someone update the modes for the new patches!!!!

-Shadow32- at 2006-12-27 22:40 wrote:
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 ??

Orfinn at 2006-12-17 12:14 wrote:
Yeah a separate HoF section would be very useful, no need to go through the list every time.

omegaweix at 2006-12-10 20:08 wrote:
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

Jandos at 2006-12-07 18:33 wrote:
thanks for Treant Mod and Cleric Mod ....

Orfinn at 2006-12-04 13:34 wrote:
Someone who can put op this dragonstodrake mod here? http://www.celestialheavens.com/homm5/mods/dragonstodrakes.pak

theGryphon at 2006-12-03 02:41 wrote:
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.

kingcranium14 at 2006-12-02 04:36 wrote:
A mod making Renegades in HoF usable in scenarios would be helpful.
Edited on Fri, Dec 01 2006, 21:36 by kingcranium14

Sir_Toejam at 2006-11-19 20:17 wrote:
so far, most of the mods i have updated the timestamps on, and placed in the new data directory work fine.


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


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

EDIT: GRRR, except with dwarves, where the rune magic interface causes a CTD.
Edited on Fri, Nov 24 2006, 16:59 by Sir_Toejam

hein321 at 2006-11-18 12:08 wrote:
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

Sir_Toejam at 2006-11-15 19:42 wrote:
wow, you figured out the larger message box issue Pitsu?


Sir_Toejam at 2006-11-15 19:42 wrote:
"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:


Shad0WeN at 2006-11-14 03:15 wrote:
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
King_Roland at 2006-11-13 22:24 wrote:
@ Gaidal Cain

Thanks - I'll try that.

Gaidal Cain at 2006-11-13 08:42 wrote:
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.
King_Roland at 2006-11-13 02:52 wrote:
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.


Blueman at 2006-11-12 09:31 wrote:
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.)
King_Roland at 2006-11-11 15:49 wrote:
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?

kingcranium14 at 2006-11-10 18:47 wrote:
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?
Rob_Ublynt at 2006-11-07 14:07 wrote:
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?
darkentrees at 2006-10-05 21:46 wrote:
Thanks Hipshot for the fix to that noise that happens everytime you mouse over something - my dog thanks you too! ;-)

Jaso-Kristian at 2006-10-01 22:52 wrote:
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??

Sir_Toejam at 2006-10-01 02:14 wrote:
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):

Item 0 /Item
Item 0 /Item
Item 0 /Item
Item 0 /Item
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
BaseDamage 50 /BaseDamage
DamagePerSpellPower 5 /DamagePerSpellPower
ManaCost 5 /ManaCost
ConsumeCorpseHPForOneMana 30 /ConsumeCorpseHPForOneMana

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.

Sir_Toejam at 2006-10-01 01:31 wrote:
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:


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.

maximS at 2006-09-30 08:33 wrote:
Hi all! . My new mod DarK Flame Beta 0.9 :^)

link: http://forum.nival.com/rus//attachment.php?attachmentid=19726&d=1159603508

Screen: http://forum.nival.com/rus//attachment.php?attachmentid=19723&d=1159603418
ciM2pHat4U at 2006-09-30 05:32 wrote:
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?

Naskoni at 2006-09-26 22:44 wrote:
@ ciM2pHat4U

Have a look in:


and then in the corresponding subfolder depending on what you're looking for ;)
Edited on Tue, Sep 26 2006, 16:45 by Naskoni
ciM2pHat4U at 2006-09-26 18:12 wrote:
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?

Sir_Toejam at 2006-09-26 00:44 wrote:
"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.


Blueman at 2006-09-25 16:00 wrote:
Sir_Toejam: Exactly as Crosis said.
Crosis at 2006-09-25 00:29 wrote:
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.

Sir_Toejam at 2006-09-24 23:26 wrote:


CloudRiderX at 2006-09-24 21:41 wrote:
Where do you get the WinRAR program? Is it similar to WinZip?

Sir_Toejam at 2006-09-24 18:26 wrote:
"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?
zerck at 2006-09-24 10:46 wrote:
treant works with 1.3 ok

Blueman at 2006-09-24 08:28 wrote:
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.

Sir_Toejam at 2006-09-24 00:55 wrote:
so, the treant mod works OK with 1.3, zerk?
zerck at 2006-09-23 19:53 wrote:
sev. mod , tooltip sound mod and treant mod are perfect.

arturchix at 2006-09-23 09:30 wrote:
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.
IceKing at 2006-09-22 18:58 wrote:
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

Sir_Toejam at 2006-09-21 07:31 wrote:
and... one more.... *pant*


changes warlocks starting stats from 1, 0 , 3, 1 to: 1, 0, 2, 2.

I gots blisters on me fingers!

Sir_Toejam at 2006-09-21 00:08 wrote:
OK, someone found out from Nival that the necro guild costs not changing was a confirmed bug, so I made a mod to fix it so the necro guild costs are the same as the others.



Sir_Toejam at 2006-09-20 22:23 wrote:
yeah, one of the things i really like about CH is that they try to establish some sensible guidelines for map testing and mods. It might not be necessary, but it seems polite and fair, at the very least.

RedViking at 2006-09-20 09:15 wrote:
Ok, understood.
There are a lot of resources on the net but we should contact also the author, you are right.

I will see if i can come up with something :)

Sir_Toejam at 2006-09-19 23:52 wrote:
that's actually a very major request; you can't just tinker with a data file written in xml to make major changes to the editor.

as to the continuous requests for mods from other sites...

I'll say it again:

If you want a mod you like to appear here, send me a PM with a link, and at least some indication that the author is OK with having the mod posted here.



Edited on Tue, Sep 19 2006, 18:56 by Sir_Toejam

kingcranium14 at 2006-09-19 23:08 wrote:
How 'bout a mod that makes the editor more like the Heroes 3 editor? That would make it easier to use and there would be more maps on the internet for people to download.

RedViking at 2006-09-19 13:37 wrote:
There are some very good Mods here. But how about something new?
Say like... Female Heroes.
There is a Mod out there already ! Why is this page not updated ?
Here is the Link with the Thread in the UBI Heroes Forum:


Sir_Toejam at 2006-09-19 01:31 wrote:
Well, i got tired of not seeing any new mods here, so I made one myself.

this mod drastically reduces the requirements for ultimate specialization for each faction.

the idea was to make it so players with focused effort could get ultimate specials somewhere around level 16-20.

this makes ulitmates more intersting to go for on small maps or when playing multiplayer.

I've tested it randomly with 3 different heroes from each faction, and it seems pretty consistent (occassionally, the player will not get access to a required skill tree until late, but almost guaranteed you will get the skill before level 25 regardless). most of the time, with focus you will get the special before level 20, and rarely as early as 16 (provided you hero already has one of the required skill trees and a perk).

It's a beta, of course, so i will wait for some feedback before putting it up in the table. ITMT, you can grab it here:


and there is a thread over in the modcrafting guild to discuss it.



it was also about time that Ossir was modified so he could get nature's luck, so i did that too:

Edited on Mon, Sep 18 2006, 23:17 by Sir_Toejam

CloudRiderX at 2006-09-18 11:01 wrote:
Yeah, I forgot gray. That means its disabled.

Arsham at 2006-09-16 14:50 wrote:
oh its two week im offline because of my phone line eee.... CloudRiderX sorry for no answer to your other qustion... now im back but i dont see anything new for download :( too bad

Sir_Toejam at 2006-09-16 00:42 wrote:

"a fav mod of mine which changes the names and looks of the emerald and deep dragon back to black and gold dragon from elrath should be posted here,sir toejam i found no problem with my mods after patch 1.3 i left them installed and all worked fine after the patch,what gives??"

pm me the link to the mods you like, and I'll be happy to add them if it's alright with the authors. i can't really do that without at least some indication the author doesn't mind having the mod posted here.

That applies for everybody who wants their favorite mod posted here. I'm happy to do so, so long as someone PM's me the link, and has some indication that the original author wouldn't mind having it posted here.


as to some mods working and some not...

the only mods that will "break" are ones where the primary data files in the mod were updated in the patch.

for the sev mod, for example, the text data files were updated in the latest patch, and so it no longer worked until I updated the datestamp on the text files inside of the mod.

the dark knight mod, for example, still works fine and needs no adjustment as no files it uses were updated in the patch (which reminds me...)

Blueman at 2006-09-15 21:11 wrote:
For the Gryphon v. 1.4 mod you'll need to update the input.cfg again for the save/load functions to work again.
Edited on Fri, Sep 15 2006, 15:29 by Blueman

vhilhu at 2006-09-15 15:12 wrote:
CloudRiderX, you forgot gray.

CloudRiderX at 2006-09-15 14:39 wrote:
Yes, I agree, make a mod where the building colors reflect the old games: Green if it can be bought, Red if it can't, and Gold if it has been bought.
hein231 at 2006-09-15 11:01 wrote:
a fav mod of mine which changes the names and looks of the emerald and deep dragon back to black and gold dragon from elrath should be posted here,sir toejam i found no problem with my mods after patch 1.3 i left them installed and all worked fine after the patch,what gives??
Edited on Fri, Sep 15 2006, 05:03 by hein231

kingcranium14 at 2006-09-14 21:30 wrote:
I think someboody should make a mod that makes the 1.3 map editor more user friendly - like the H3 editor

Sir_Toejam at 2006-09-14 03:53 wrote:
no.... the artifact description mod was made redundant.

the sev mod adds the creature number ranges to the stack descriptions, remember (it doesn't just change "sev")?

well, if you don't you can check the description in the table i made above.
Edited on Wed, Sep 13 2006, 22:07 by Sir_Toejam

DaemianLucifer at 2006-09-14 03:41 wrote:
The sev mod?Wait,wasnt this one made redundant after 1.1?The sev stayed?? :|

Sir_Toejam at 2006-09-14 01:05 wrote:
1.3 patch note:

the new patch "breaks" the mods in exactly the same way 1.2 did. To fix, just update the dates on the files in the archives and repak.

I've already done this with the sev mod and will upload it momentarily.

Blueman at 2006-09-09 13:24 wrote:
@All Modders: GREAT JOB!
Is it possible to color the buildings that have "Upgrade limit[..] reached" in a different color from the ones that cannot be built due to missing town points or prerequisites? In the Agrael campaign, it is really annoying to build the Fort and then get the above message for the Citadel (and this is just one example). Thx.

dark raider at 2006-09-08 09:21 wrote:
could someone please make a mod where the black dragons get about 100 more hitpoints, I have to play this game on my own, a pal of mine won't play the game before the dragons get more hitpoints. i want the game to be more like in heroes 4. PLEASE

The Darkness Dragon at 2006-09-07 12:13 wrote:
I think the site needs more mods.Like theese for example: http://elrath.com/forums/index.php?showtopic=408, http://elrath.com/forums/index.php?showtopic=332,

CloudRiderX at 2006-08-31 14:58 wrote:
Sure I'll try that out.

NeXaR at 2006-08-31 14:56 wrote:
CloudRiderX, if you're in windows XP, shift-rightclick the pak file and the option "open with..." should appear. And for the pak file, open it with WinRAR or similar, the pak is not a script file, but a zip-like one with zounds of files into it ;)
Edited on Thu, Aug 31 2006, 08:56 by NeXaR

NeXaR at 2006-08-31 14:19 wrote:
Combat Interface Mod by Gryphon translated into spanish and downloadable from La Torre de Marfil.


Sir_Toejam at 2006-08-31 05:43 wrote:
I wish i could add more, but I just do the mod section for the site, not the mods themselves.

gryph might be on vacation, try to poke around the forums and see if you see him posting anywhere, and try posting there.

I haven't seen him round and about lately.

NeXaR at 2006-08-30 12:18 wrote:
I've asked theGrypjon abuot the combat interface 1.4 3 or 4 days ago and still without an answer...

Sir_Toejam at 2006-08-28 00:35 wrote:
"May I ask the authors for allowing me to translate some/all texts within mods into spanish and publish it in La Torre de Marfil? Of course giving credit for the mod work :)

you should send a private mail to each author if possible and ask them.

CloudRiderX at 2006-08-26 22:10 wrote:
Okay, Arsham, I went to open the data.pak file and my computer said it didn't know what program to use to open it. I picked one of my programs that had scripting in it, but it didn't work. Now I can't choose another program to open it with, and it says the file has been corrupted. What do I do?

NeXaR at 2006-08-26 20:36 wrote:
Congratulatios for all this cool modding!

May I ask the authors for allowing me to translate some/all texts within mods into spanish and publish it in La Torre de Marfil? Of course giving credit for the mod work :)

Edited on Sat, Aug 26 2006, 14:37 by NeXaR

CloudRiderX at 2006-08-25 20:21 wrote:
Cool, thanks Arsham.

Arsham at 2006-08-25 20:16 wrote:
CloudRiderX for build a mod the only thing you need is knowledge about script of the games and how to change them some of them are to easy and some of them have been hardly coded.
the only thing you need too do is open them and write new commands ;)
go and take look at datepak in heroes5 date folder
Edited on Fri, Aug 25 2006, 14:18 by Arsham

theLuckyDragon at 2006-08-25 09:39 wrote:
Is that the town with all the buildings built? I'm not that familiar with the Dungeon yet.

maximS at 2006-08-25 09:29 wrote:
:^) Ok!
Here is Dungeon main menu.
link: http://slil.ru/23053654
Scr: http://forum.nival.com/rus//attachment.php?attachmentid=18008&d=1156489067

theLuckyDragon at 2006-08-25 09:09 wrote:
Very nice, maximS! :tsup: I can't download it yet (net problems...), so can you tell us if it comes in English too? Oh, and here's an idea: a main menu screen for each town would be awesome! ;)

maximS at 2006-08-25 09:01 wrote:
New main menu mod.
link: http://slil.ru/23053654
Scr: http://forum.nival.com/rus//attachment.php?attachmentid=18007&d=1156489057

CloudRiderX at 2006-08-22 18:27 wrote:
I have some questions, just things I am wondering about.

- How exactly do you make a mod? ( I might be interested in trying)

- Are there any special programs required?

- Do you need knowledge of any particular srcipt or code?

Just tell me anything you know.

Orfinn at 2006-08-21 16:06 wrote:
Great work indeed :)

Sir_Toejam at 2006-08-17 20:12 wrote:


there's some funkiness with the div tags i need to iron out, and i see it didn't support the font color tags i used, but this should be a pretty straightforward format to link up to an automated php/mysql type of system.

Edited on Thu, Aug 17 2006, 17:07 by Sir_Toejam

Kalah at 2006-08-17 12:08 wrote:
Aah, very nice change.

Sir_Toejam at 2006-08-17 03:39 wrote:
Whee! tables and piktoorz 'an everything!


oh, if somebody has some screenshots to fill in the blanks, or better ones than the ones already there. feel free to PM me and I'll squish em in there.



Gaidal Cain at 2006-08-08 08:21 wrote:
Been playing Wesnoth recently?

Not for quite some time, but since it's graphics remind me of H2, I use this as my avatar here. I'll see when I get around to play it again.

Sir_Toejam at 2006-08-08 01:14 wrote:
Welcome Gaidal.

hey now, i do recognize that avatar.

Been playing Wesnoth recently?

I spent some time with that while waiting for Homm V to make its appearence.

Gaidal Cain at 2006-08-07 10:58 wrote:
The only other one I've released gives 100 "shots" to First aid tents. I haven't checked if it works with 1.2 yet, but it can be found here.

hein321 at 2006-08-07 09:47 wrote:
thegryphon where can i find some of andejons,gaidal other mods?

Sir_Toejam at 2006-08-07 01:31 wrote:
what does anybody think about adding ratings to the mods?

votable, or just mine :) ?

itmt, I've tried most of these, and here is my commentary:

updated inventory screen:

very nice. much improved over the standard. cosmetic only. no issues. highly recommended.

the combat screen interface changes:

they're all very well done; my personal preference is for version 1.4 by Gryphon. these are all cosmetic, AND functional improvements. probably the one mod i couldn't live without at this point! Highly recommended.

Arstahd's black knight mod:

again, a fantastic mod. changes are both cosmetic and functional. balances out the upper levels of the necros better. Highly recommended.

tooltip sound mod. truthfully, the sound didn't bother me before, but this mod definetly removes it. It works.

gargoyles mod:

another cosmetic mod only; but i really like the changes to the gargoyle. recommended.

sev mod (stack sizes):

for those who hate to look up what those funny stack names represent, this saves time and irritation without giving away anything. highly recommended.

artifacts mod:

no longer needed as of patch 1.2. If you are playing with previous patch versions, this would be recommended.

cleric mod:

like the gargoyle mod, this one's all cosmetic; and also like the gargoyle mod, I personally consider it a big improvement over the stock cleric model. recommended.

I also highly recommend the mod manager proggy - works great and really helps keep things organized. Now if only the modders would add the appropriate description texts so that they would show up in the description window....

haven't tried the rest yet.

Edited on Sun, Aug 06 2006, 19:42 by Sir_Toejam

Sir_Toejam at 2006-08-07 01:27 wrote:
yeah, it wasn't clear to me either. If you find out for sure, go ahead and edit the appropriate contributor's name in.

also, i hope you don't mind that I paraphrased yourself to add the link to the other variation on the combat interface you made (1.4).

Edited on Sun, Aug 06 2006, 19:28 by Sir_Toejam

theGryphon at 2006-08-07 01:15 wrote:
Great work Sir! ;)

Btw, Andejons is Gaidal Cain :) But I'm not sure if he is the author, I know he was hosting a couple mods including that one.

Sir_Toejam at 2006-08-06 23:23 wrote:
I've added readmes and screenies to a lot of the mods, and packaged them inside of zip files for less confusion and easier organization.

Sir_Toejam at 2006-08-02 04:25 wrote:
I'm working on trying to gather up what can and can't be edited, and which data files to mess with, but it's slow going. Hopefully as some of the modders gather information themselves, they can PM me so I can include this info. in the guide to modding.


Arsham at 2006-08-01 08:52 wrote:
(( In the date pack you can state your sexual preferences and where you would like to meet :| ))
hey stupid ass -Shadow32- i mean which one of them can be change and be usefull....

hein321 at 2006-07-31 10:47 wrote:
the new combat screen mod is good

Orfinn at 2006-07-29 13:38 wrote:
Why not paint the effects and icons for fireball icy blue and call it ice bolt or frostball? :P

Or a ice version of armageddon, named Ragnarok....

theGryphon at 2006-07-28 22:12 wrote:
Well, both versions are up-to-date and they are different from each other. I forgot to put a link above :) I'll do it in a sec.

Sir_Toejam at 2006-07-28 22:12 wrote:
Has anyone messed around with the spells yet and know which files to edit?

I notice at least one: confusion, has a serious bug in it - the percentages to disable are exactly the opposite of what is stated.

example: with advanced dark magic, it should disable 90% of ranged and retaliations, but it actually only disables 10%.

sounds like they simply mixed up the enabled/disabled part, but who knows.

gotta fix that spell; one of my favorites from the old homm series.

I would also change the percentages (otherwise is tremendously overpowered because of no retalliation).

I would suggest something like 30% for basic, 60% for advanced, and 90% for expert.


Edited on Fri, Jul 28 2006, 16:24 by Sir_Toejam

Sir_Toejam at 2006-07-28 22:08 wrote:

which version should the combat interface mod (the one you modified of MaximS) link to now (the one you just posted)?

currently, the link goes to version 1.3, but I notice a 1.4 version in the directoy.
Edited on Fri, Jul 28 2006, 16:09 by Sir_Toejam

theGryphon at 2006-07-28 19:56 wrote:
Uploaded the current version (1.2) of the Mod Manager.

Updated the compact combat interface mod.

theGryphon at 2006-07-28 16:20 wrote:
You're right Orfinn, I mentioned that in the mod's thread, but let me say it again: use only one of the combat interface mods . Actually, I suggest using the Mod Manager to check any conflicts ;)

Orfinn at 2006-07-28 16:13 wrote:
But gryphon, I guess this new combat mod will mess up those who have your combat mod installed or am I wrong...?

LordErtz at 2006-07-28 00:44 wrote:
I can vouch that the inventory and battle mods are 100% better than the original screens. This is what the game should have been like in the first place. 2 THUMBS UP

theGryphon at 2006-07-28 00:22 wrote:
I just uploaded a new version for maximS's last mod. It corrects Russian text and some other text and enables mouse motion.

It also enables load and save using hotkeys.
Edited on Thu, Jul 27 2006, 18:30 by theGryphon

theGryphon at 2006-07-27 18:56 wrote:
maximS's combat interface mod is uploaded.

I have noticed there are Russian words in the combat interface mod. I'll correct them and update the link.

LordErtz at 2006-07-27 16:57 wrote:
Awesome hero portrait mod and battle mod. Problem I have is that I can't finish the download from the russian site :( Anybody have an ftp or can send to me?

theGryphon at 2006-07-27 16:24 wrote:
Hey maximS!
Your mod is just great! I've seen one by Razeriel, looks similar to yours, (maybe one of you modded the other's, I don't know) but his was too shiny for my taste. Your colors are my favorite :)

I also tried a compact mod, but don't have time working on graphics nowadays, so it doesn't look as nice as yours.

At this point, I have a mod request. What about getting rid of the large icon (the leftmost one) on the ATB bar, and maybe add a button for Save?


Orfinn at 2006-07-27 14:19 wrote:
woa! that was a great looking interface :D dmg amount, no option wheel (which isnt that bad) number of creatures added on the icons, good work!

maximS at 2006-07-27 04:12 wrote:
Hi all! New mod from Russian Gamers. :^)
link: http://slil.ru/22959000
Screen: http://i72.imagethrust.com/i/215379/mod.jpg

Sir_Toejam at 2006-07-26 00:05 wrote:
I added MaximS' inventory mod to the list above, along with a screenie for those curious.

Edited on Tue, Jul 25 2006, 18:06 by Sir_Toejam

hein321 at 2006-07-25 11:15 wrote:
hey maximus the new inventory mod is great if people can do this i have no doubt that people can also fix the instant travel spell.this game may yet be good but not yet

Sir_Toejam at 2006-07-24 23:14 wrote:
Hey all.

I just had the management of this here section foisted upon me, and will attempt to add to and update it frequently.

If there is something you would like to see here, just let me know.

I'll be contacting the other modders and seeing if they have had a chance to see if their mods are still fully functional with the 1.2 patch.

I also hope that there will be some interest in generating a bit of a modders guide to post here.

Modding is what makes games go from good to great, IMHO, so I hope we can turn this little section into a decent modding community over the coming weeks.



theGryphon at 2006-07-24 19:32 wrote:
I updated my mods: Sev. and the new combat jogdial for patch 1.2. ;)
It turns out that the game exe accepts the newest version of a file in any of the pak'ages. Therefore authors of the mods have to update these.
Most weirdly, my pak files that I created using Winrar (latest version) and 7-zip did not work. But those with PowerArchiver worked good. I have no idea what's going on...


Orfinn at 2006-07-24 16:34 wrote:
hey maximS the mod you have links to there, is it in english too?

btw can anyone make a werewolf mod? Would be sooo great!! either as a 4lvl neutral (with no upg thanks) or replacing one of the sylvan units?

BoneGenie at 2006-07-23 16:15 wrote:
I need a help again. Do everybody know how can I change the Bone dragon graphic to a Dark colored Angel? ( Angel of Death/Dark Angel).

LordErtz at 2006-07-20 15:05 wrote:
I really miss the days of the extra "miscellaneous" item slots. Now I have 20 artifacts and 10 of them can fit into one slot only :(

LordErtz at 2006-07-20 15:00 wrote:

maximS at 2006-07-20 09:49 wrote:
From Russia with love! New inventory for Heroes 5.
Link: http://slil.ru/22938725
Screenshot: http://i72.imagethrust.com/i/188410/1.jpg
Edited on Thu, Jul 20 2006, 03:53 by maximS

Arsham at 2006-07-20 08:35 wrote:
oh yeah i did it my self tankx Arstahd :)

Arsham at 2006-07-19 12:42 wrote:
Arstahd the darkknight mod is very cool spesialy the Doom Reaper, nice work.
but it will be very nice if you build a mod for replace the Doom Reaper with bone dargon so they will be a new cool dark/undeath race.
i love dark creators you know ;)

will you do it please?
i will waiting for your answer............
Edited on Wed, Jul 19 2006, 06:57 by Arsham

Orfinn at 2006-07-19 11:35 wrote:
Yeah the wraith should have a improved touch ability, making it a worthy opponent against...lets say the death knight ;P
hein231 at 2006-07-10 08:10 wrote:
Edited on Tue, Jul 11 2006, 03:18 by hein231

Gaidal Cain at 2006-07-09 21:16 wrote:
Is there anybody who can help me to give an ability (not spell ability) to a creature? For example: the bone dragon be able to drane life.

From what I know, most specials are hardcoded. You can add or remove spells (as in stuff activated by the "Special ability icon") easily, but not anything else.

hein321: What exactly needs "fixing" with them? I'd say that they're Pretty well balanced as they are. Returning them to how they worked in H3 would break them.

hein321 at 2006-07-09 20:36 wrote:
i doubt there will be any1 good enough in this community to fix the instant travel and town portal spell so i might as well leave hommV can't be without it just gei

BoneGenie at 2006-07-09 12:42 wrote:
Is there anybody who can help me to give an ability (not spell ability) to a creature? For example: the bone dragon be able to drane life.

StMichael at 2006-07-05 21:01 wrote:
LordErtz just copy the files extracted from the .rar archive intoo the data folder of Heroes 5 . It will work ! :)

LordErtz at 2006-07-05 02:31 wrote:
Does anybody know how to install the treant mod? There is no .pak when I download the .rar file, and it's not inside either and cannot be renamed.

Vladimir at 2006-07-04 22:56 wrote:
After meny games played by me , I think that Death Knights are just fine . There is nothing wrong with them. It is much more amusing to play against them :) . So Ubi must reconcider to put the "thing" where it belongs since the Necropolis Exists! It is good to make unit like "the Death itself" but the Wriath just screws hard ! At least Harm touch should be a passive skill like Vorpal sword ! U must agree with me ! The Wriath was the worse unit ever !

I have tried the new Necropolis Mod . And it is quite confusing ! Why the death knight ( dread knight ? ) is like a wriath but with knight's skin? and what is the idea of the Doom Reaper Unit ? Anyway neutral units are just on the book ! Almost never appear on the game ! And finally - Why evryone are looking at the Tier 6 necropolis when there is ABSOLUTLEY USELESSS Tier 7 necropolis ( i think why Ubi spend such a good skin for such a usless unit ) Instead Of Making "Neutral Bull****s" wich do not value for the game - Do something about This Stupid Bag of bones that counts to be a Level 7 unit ! i am A necrofan Since a Heroes 2 and i was never face such atrosity ! Till now almost all of my Necro games was even without build that stupid building! Do something about that Arstahd or just put the good old Deathknight and remove Spectaral ****s Completely !
hein231 at 2006-07-04 16:06 wrote:
After much failure i have finally made me a workable mod te get all the heroes i want (maahir,cyrus) in multiplayer(custom) maps don't have to wait for nival now they can shove it if they were even planning to do it

ChinaBlue at 2006-07-02 21:15 wrote:
May I suggest you put the "Classic Spells, Artefacts, Skills and Descriptions" MOD on this page. Made by Wombatfeatures. Decent piece of work.
hein231 at 2006-06-30 18:13 wrote:
black knight mod now good
Edited on Mon, Jul 03 2006, 11:07 by hein231

-Shadow32- at 2006-06-28 18:39 wrote:
I'm European, and you just have to copy and...
WTF just read one of my earlier posts, it explains everything
nickless at 2006-06-28 17:25 wrote:
I have a question: If i have European CE 1.1 does BK mod work, because i had rapleace all files in data.pak but BK doesn't work

-Shadow32- at 2006-06-27 09:02 wrote:
In the date pack you can state your sexual preferences and where you would like to meet :|

Arsham at 2006-06-24 20:49 wrote:
thanx for all the helps friends...
i have another qustion: how can i use (DATE PAK) i mean what kind of things can i chang in date pak???????? THANX

Arsham at 2006-06-24 20:45 wrote:
very unfriendly , can i ask why you dont want to help me :(

theGryphon at 2006-06-24 04:02 wrote:
Uploaded Arstahd's new Black Knights mod, and corrected a broken link in my combat control panel mod.

And, sorry Arsham, but I wouldn't help you even if I knew :P

-Shadow32- at 2006-06-23 17:43 wrote:
Mods should be used to make it better, not overpower units -_-

Arsham at 2006-06-21 16:52 wrote:
HELP: i try to give the angel (Titan's call lighting) in date pak but it's not work.
please tell me what i must do to it's work?????????
hein231 at 2006-06-20 06:39 wrote:
so lets disable the ***** nur then the less women in my game the better completing the first game with a ***** was obligating enuff.

back to maahir anyway i have given it some thought gaidal cain and i don't have the faintest idea on how to bring maahir into other scenario maps i am gonna need to get this game in source code format to explore its structure completly to see what i can "reverse engineer and dissamble"

Arsham at 2006-06-18 09:24 wrote:
thanx alot GaidalCain you make me somuch happy :) and thanx again

Gaidal Cain at 2006-06-18 07:39 wrote:
Heroes of Might and Magic 5/data/data.pak. Open it with Winrar or Winzip.

Arsham at 2006-06-18 06:10 wrote:
please tell me if i can find them somewher else thankx

Arsham at 2006-06-18 06:08 wrote:
i only want the creatures [script or INI] files like the (devil mod) but its only for devils i want this mod for all creatures to make my owne creatures... i wish some1 give me those fills :(

Arsham at 2006-06-18 06:01 wrote:
so replacing them i think camping heroes are more cool than normal heroes ;)

Gaidal Cain at 2006-06-17 22:00 wrote:
Isn't Maahir just Nur with another portrait? Anyway, I tried to enable Temkhan, but didn't quite succed. I have a suspicion that the only way to enable them as starting heroes is by replacing other heroes.
hein231 at 2006-06-17 21:24 wrote:
can some1 please make a mod which makes all heroes available in multiplayer/single player custom maps eg. maahir,godric etc.
Please or at least give me the resources where i could find out on how to do this myself nival will never give us all the heroes in multiplayer maps

-Shadow32- at 2006-06-17 20:58 wrote:
Get Winrar... and if you would have read the comments you would have known.
Helgi11 at 2006-06-17 16:52 wrote:
i cant open the data.pak file

Arsham at 2006-06-11 10:55 wrote:
can someone give me the heroes5 INI files? please answer... :-(

-Shadow32- at 2006-06-10 19:47 wrote:
No prob, I hope it helps others too.
It took me quite soem time to make it work

As for the deadly strike ability. It won't trigger that often with me... not near 25% at least -_-

S!zzla at 2006-06-09 13:51 wrote:
Hi again. Fine, that you managed to activate the mod at all. I think, everything is better than the wrights units, cause they aren't really as good as for example the pitlords...
But I have a question this time: I installed the CPUantiCheat mod with version 1.0 but I had no time to try out, if the game is REALLY easier with this mod... Then I installed version 1.1 and played a game with easy difficult setting. But it was SO hard, the enemy rushed me with 5 archangels, and I just had 3 Pitlords... No Chance!! Whats wrong with the game?? Is it the new patch, that doesn't work with the anticheat mod? or what could be wrong? maybe my skillz are too bad...
groose at 2006-06-09 08:02 wrote:
ok thanks a lot shadow i managed to active the mod

-Shadow32- at 2006-06-08 20:17 wrote:
True, the mod does not include changing the name in the building. You can change that yourself though, go to the forum thread for that. It's in there somewhere, if you are not accustomed to modding.
But he's right, build it first. AND REMEMBER!! You must start a new game for the mod to work. It won't work on a saved game!
Just build and end your turn... shouldn't take too long. Just go against 1 opponent. He won't reach that quickly anyway

S!zzla at 2006-06-08 19:30 wrote:
Hi, I also first had problems with the BK mod. I think it was because I copied the hole folder (?? sry, bad english)... But now, I copied the three folders in the "blackKnightmod" one into the data folder. When I start the game, there is still the text like "...here you can recruit wraights..." but when I build the building, I can actually recruit Black Knights and it works. so first try this possibility, maybe there is only the text wrong ;-)

-Shadow32- at 2006-06-08 17:18 wrote:
I'll try again.. slow now. Otherwise try reading some other solutions on the forum there is a BK mod thread. Though most didn't work for me. First you need to have Winrar installed. Then ..

Go the the heroes V\data folder. There are a few PAK files there. First unzip the mod and within the BK mod folder, you'll find three other folders. Copy Paste those to the data folder.

Now open textures\interface\combatarena\faces\neutral folder. There should be 8 files over there. Leave this window open.

Now open up the data.pak file which is also in the heroes V\data folder (where you pasted the three mod folders to).
Within the data.pak file, follow the same path: textures\interface\combatarena\faces\neutral.
You'll enter a folder where you see a lot of files, including the elemental unit files (just so you know you are at the right place). You will see that the black knight files are missing.
Now open the other window, where the 8 black knights files are (which is one of the mod folders). Select all 8 files and drag them to the data.pak window you have opened. Your computer will have a hard time with it, but after a minute or so it will have added the missing Black Knight files to the folder and the mod should work.
Hope it helps.
groose at 2006-06-08 13:30 wrote:
i'm sorry but even with the shadow's explications i didn't managed to install black knight mod
so can sbdy explain me clearly how to do?

-Shadow32- at 2006-06-07 15:19 wrote:
On another note... I agree that Deadly Strike is overpowered.
Can you make it so that the 25% chance is converted to something like double damage (heroes 3 FTW)? or perhaps 150% damage.
Taking it away entirely is not good IMO, and will hurt them too much

That would own... I say 25% for double damage. Just like H3

-Shadow32- at 2006-06-07 15:17 wrote:
Fina ****ing ly

Select all the files in the following folder of the unzipped mod:

And put them in the data.pak, which is also in the the data folder.
Just follow the same path and you'll see those files from the mod folder missing in the folder inside data.pak.. just select and drag them in (you'll need winrar or something similar).
Note this took a long time to complete for me, so let your computer mess around a bit.

Finally BKs are mine!
KaiSer21 at 2006-06-07 10:20 wrote:
I have the same problem - the Black knights mod dosen't work!! ALL mods are working OK, except this!! I must admit that this mod is the moust interesting!! Please Help!!!

-Shadow32- at 2006-06-07 09:30 wrote:
I was disappointed there were no black knights in the necro castle...
so I thanked god for the mod... but it doesn't seem to work
I installed it in english and extracted the files in the date folder .. where also bin, music.. etc is.
I tried before and after installing the patch
Plz help... thx in advance
Edited on Wed, Jun 07 2006, 03:33 by -Shadow32-

theGryphon at 2006-06-07 06:31 wrote:
I just updated Sev. mod: the issue with non-fitting creatures number text is solved. Enjoy! ;)

Arsham at 2006-06-06 15:11 wrote:
and can some one build a mod for having the camping heroes like the final boss of inferno (i dont remmber his name!!!)

Arsham at 2006-06-06 14:59 wrote:
can someone give me the heroes5 INI files?

Vladimir at 2006-06-06 01:38 wrote:
Helloo - its me again! I am finally started the BK mod.! it's Awesome. Now The necropolis is shure Imbacropolis ! and u whinnies ! BD is stupid unit! along with all DRAGONS ! Titan is beter ! And if u want to play without 7 th tier at all - than play Necropolis ! My favoirite hero is called on me ! What else shud i want ?!?!??! :) :) :)

ThunderTitan at 2006-06-05 20:40 wrote:
Well the Spectral Dragons special might not be considered a spell. But the Fiends Weakness is.

I guess Iresistable Magic lets even the enemy cast on BD's. Big bug...

dark raider at 2006-06-05 19:56 wrote:
I was playing the game against one of my friends..and I was inferno...

we met wit some insane and huge armies...he had about 49 black dragons and the i gave them the mark of the damed. and i also was able to use my pit fiends on them with the vulnerbility spell... and I have also seen the spectral dragons give them weakness.. that should not be possible if they had "real magic immunity" it is things like that I want them to be immune to. even if it means that positive spells won't work either...just like they were in heroes 4 and all other heroes games...no magic at all..to the black dragons
MacabreLT at 2006-06-05 17:57 wrote:
Oh yeah... And Archdevil's sound, when he screams, there is no sound, unlike Devils
MacabreLT at 2006-06-05 17:54 wrote:
PLEASE, fix the bone dragon and spectre dragon flying sound... THNX

ThunderTitan at 2006-06-05 14:55 wrote:
@dark raider:

I was under the impression only ur hero or a Warlock can cast spells that affect the BD.

You sure you had BD's, and not Shadow Dragons (who don't have any immunity)?

dark raider at 2006-06-05 13:19 wrote:
if the warlocks Irresistable Magic skill also affect the black dragons then it doesn't have magic immunity, i was in a battle against inferno and he gave the dragons lots of bad spells. and that is what i mean. this should not affect the dragons, they should have total immunity even with the warlock skill. It's not like you can avoid having the Irresistable Magic skill.

Orfinn at 2006-06-05 12:23 wrote:
Still with the mod correctly installed theres no description for the ring of celerity and the windstrider boots. The latter one dosent even have an text file in the mod, well unless its called boots of speed then. Anyway I get no description of the m in-game.

Vladimir at 2006-06-05 11:06 wrote:
Ok. I run successfully the Treant mod and the Cleric mod of xxxManiac , but i still can't run the Death Knight mod ( I've unzipped all the package contents into the /data floder!) Artifact description mod is not working too :( ! Help

Clira at 2006-06-05 11:02 wrote:
No. Troglyte not a Dark Elf (:. Great Work modders. Thanks To Fixing broken Stone imp link (:.
Edited on Mon, Jun 05 2006, 05:04 by Clira

Orfinn at 2006-06-05 10:17 wrote:
And the poison bolts from the assassins.

ThunderTitan at 2006-06-05 09:38 wrote:
The Black Dragons do have Complete Magic Imunity, it's just that Warlocks Irresistable Magic skill works on their own troops.

dark raider at 2006-06-05 04:46 wrote:
by the way.. remember in homm IV the black dragons had 400 hitpoints... wich was one of the things that made them uniqe... they are just too easy to kill now..

dark raider at 2006-06-05 04:44 wrote:
Thanks to all mod makers.. I have a wish though..can anyone maybe make a mod for the black dragons. to make them more like they were in homm IV. that means total immunity from spells.. they do not have that now.. and maybe give them...well i don't know maybe 50 hitpoints more... after all it should be the games toughest creature. PLEASE make some kind of mod for these beautiful dragons.
zero_saiyaman at 2006-06-04 23:06 wrote:
We need the troglodites back from Heroes III for the dungeon.

Kartabon at 2006-06-04 10:31 wrote:
GW to the modders! They are doing a great job ;)

Orfinn at 2006-06-04 09:55 wrote:
I cant download the gargoyle mod, get an error message whats up with that?

theGryphon at 2006-06-04 06:34 wrote:
Did you talk to akrav about it? Use the link to go to the Ubi forums page where he posted the mod.

MistWeaver at 2006-06-04 02:05 wrote:
"CpuNoCheat Mod" DOES NOT remove main AI cheating (+10000/day if it needs, after 2/3 weeks)
bugmenot at 2006-06-03 21:47 wrote:
how about someone will make a summon creatuers mod?
when u can choose from which castle to summon creature and maybe to transport from castle to castle too or put in castle? or at least just choosing the castle, cuz its annoying that its just the closets one.
bugmenot at 2006-06-03 21:42 wrote:
ahh black knights mod and Artifacts Description mod dosent work with me.

Orfinn at 2006-06-03 18:58 wrote:
The windstrider boots still dosent have any description, I made sure to extract the files correctly (which is very easy) still nothing. I cheked the content of the mod, guess what, found no file with the name windstrider boots, maybe that explains why, or Im missing something anyway?
Mitzah at 2006-06-03 13:30 wrote:
Cyra you can use the "C" button for special abilities...

theGryphon at 2006-06-03 00:59 wrote:
Just updated akrav's CpuNoCheat Mod! FYI ;)

theGryphon at 2006-06-03 00:46 wrote:
Hi Cyra. I just added a note about this: the wait button is the one to the leftmost, the load button is the one to the rightmost. Other buttons are the same except that I moved them up or down appropriately to fit into the new jogdial frame, which I imported from the adventure map control panel. I hope it's clear. It works like silk with the tooltips and all ;)
Cyra at 2006-06-02 17:45 wrote:
It looks like the "wait" button is the same button used for specials like Gryphon battle Dive. How will this work?

Clira at 2006-06-02 09:49 wrote:
Gargoyle -or stone imp d:- link is broken...
Niadrick at 2006-06-01 19:45 wrote:
Okay, I saw this somewhere in a game site...it says that disk two is only used if you install the game in a language other than english. If you play the game in english, then you don't use disk 2. Sorry...but its not the reason you're crashing.

Continuity at 2006-05-31 16:20 wrote:
The "Russian mods" work fine on the English version, and the only stuff you need to do besides put the .paks in the "data" folder is edit input.cfg if you want a hotkey for loading in combat.

Clira at 2006-05-30 17:27 wrote:
Yes we need Gargoyle (:. I dont like cubed gargoyle, this is stupid thing...
Edited on Wed, May 31 2006, 09:17 by Clira

dragonn at 2006-05-30 15:10 wrote:
More an more mods are coming.

Soon we will have the game reshaped into our liking!
Edited on Thu, Jun 01 2006, 10:15 by dragonn

Clira at 2006-05-30 14:13 wrote:
Yes Pls (: anyone explain this... Treant Mode is work. But I Need Death Knight (:
Edited on Tue, May 30 2006, 08:31 by Clira

Vladimir at 2006-05-30 14:04 wrote:
Ok pls can someone explain to me how the Death Knight mode works? I unzipped the packet into data floder and nothing happened when i started with necropolis(forlorn cathedral was still there). I am with 1.0 version of the game. Pls put more sophisticated info about installing this mod...... (sry for my eng. :) )

dragonn at 2006-05-30 09:43 wrote:
A guy named xManiaCCCx is working on a Treant mod!!!

See how he is doing so far http://forums.ubi.com/groupee/forums/a/tpc/f/1851065692/m/9331047844
Alatropix at 2006-05-29 04:56 wrote:
The Modes for russian version, but approach and to english of the versions:


Place files *.pak in \Data\

Adds button "load" in combat mode

Changes pictures of the buildings

Instead of words "much", "little" will be a numbers

Disconnects moving the camera around city

Disconnects sound when viewing text

Changes places of the button "load" "delete" and "save" "delete"

Well this modes already you have :)

P.S. Excuse me, used electronic translator :-/

HodgePodge at 2006-05-29 01:31 wrote:
guys i have a question.when you are going through the instalation process ,computer is not asking for cd nr.2.what for is that cd,because when i try to play the game it crashes.i wonder what to do .thanks
Disk #2 contains the Foreign Language Data Packs. If you installed your game in the default English, there isn't any need to install what's on Disk #2. That's all. :-D

Hipshot at 2006-05-28 23:11 wrote:
Heh "The author claims the modification is harmless." =)
I'm pretty sure it's harmless enough to remove that statement ;D

Xenofex.XVII at 2006-05-28 15:12 wrote:
Not one more, just now It's buyable in Necropolis town instead of wraights. ;)

Senahoj at 2006-05-27 15:53 wrote:
there is a black knight in the game anyway why make one more?

ThunderTitan at 2006-05-27 13:59 wrote:
lol... i wonder how long it will be until the sprites/pixies/succubus's are availible as a 'nude patch'.

I'm pretty sure the Succubus is already in the buff.

And thew Sprite/Pixie will get a leaf-less patch .
Azith at 2006-05-27 13:46 wrote:
lol... i wonder how long it will be until the sprites/pixies/succubus's are availible as a 'nude patch'.

Paulus1 at 2006-05-25 21:16 wrote:
guys i have a question.when you are going through the instalation process ,computer is not asking for cd nr.2.what for is that cd,because when i try to play the game it crashes.i wonder what to do .thanks

Not really the right thread to ask that question, but anyway.
Are you sure your computer meets the minimum requirements?
Have you tried reinstalling the game?
mariulka at 2006-05-25 20:57 wrote:
guys i have a question.when you are going through the instalation process ,computer is not asking for cd nr.2.what for is that cd,because when i try to play the game it crashes.i wonder what to do .thanks

Oakwarrior at 2006-05-25 19:50 wrote:
How about a renaming?
Black Knight and Dread Knight?

Jerrie at 2006-05-25 19:50 wrote:
"Are their death knights and black knights in HV already?"

Both were in the beta, but the black knight was thrown out for the release.

Orfinn at 2006-05-25 18:50 wrote:
Just a note, it would make more sense if the red one was death knight and the black one called black knight, well since its black :p
Or is it just too obious?

CloudRiderX at 2006-05-25 18:49 wrote:
Are their death knights and black knights in HV already? I have never seen them so they must be neutral. I also have to agree with Paulus1, as the series progresses, demand for more new creatures will eliminate the old creatures eventually, no matter how much fan input there is. That is where H4 is great, because each faction had at least 8 creatures and you picked the ones you wanted. That ensured that the great oldies were kept, and that we saw some new faces.

Jerrie at 2006-05-25 18:38 wrote:
That tooltip sound is soooo annoying... -.-

PS: "The author claims the modification is harmless."
Actually, it is. All it does is changing the uid of the sound - so it can no longer be called by the game.
Edited on Thu, May 25 2006, 12:40 by Jerrie

Ethric at 2006-05-25 17:50 wrote:
Presumeably, even if there were mods for each and every creature, people would only use the mods they felt made an improvement.

Paulus1 at 2006-05-25 17:26 wrote:
I wonder how long before none of the original creatures are left?? ;|

Oakwarrior at 2006-05-25 16:14 wrote:
Also, could you make a Green- to Emerald Dragon -> Firebird to Phoenix mod? I've tried, but failed miserably. The Firebird doesn't show up.

Oakwarrior at 2006-05-25 16:13 wrote:
LOL. The beefier one is the upg.

dragonn at 2006-05-25 15:19 wrote:
Please make a Unicorn mod!
shambler at 2006-05-24 13:00 wrote:
Can confirm if their habilities run? because i cant see information in the attack logs of habilities reports, thx for the mod.

Gnoll_Mage at 2006-05-24 11:12 wrote:
Yes, some clarification would be nice here (are there two types of black knight unit in the game anyway? In the demo?...)

Orfinn at 2006-05-24 06:05 wrote:
"Black Knights and Death Knights. The Black Knight has the stats of a vanilla Dark Knight and costs 1600. The new Dark Knight is a bit beefier and costs 2000."

Dark Knight, Black Knight, Death Knight eh which ones is basic and upg? i cant find out by myself right now, but I may recieve the game later this day :)

Note: You must be logged in to post comments.

Copyright 1999-2015 Celestial Heavens. All rights reserved.
site statistics