Main topic: HeroGrim mod
#41
Posted 08 July 2005 - 11:33 PM
#42
Posted 09 July 2005 - 12:22 AM
Star Wars Tactics- A Star Wars Gaming Site
Empire at War Zone- An Empire at War Modding Site
Battle for the Galaxy- A Star Wars Mod For The Battle for Middle-earth 2
#43
Posted 18 July 2005 - 04:49 AM
once a hero is loaded how did you get it to release when launched???
please answer!
EDIT: physically how in the INI what did u use?
Edited by {IP}Gil-Galad, 18 July 2005 - 05:43 AM.
GitHub - https://github.com/ClickerMonkey
YouTube - http://www.youtube.c...r/ClickerMonkey
#45
Posted 18 July 2005 - 04:10 PM
GitHub - https://github.com/ClickerMonkey
YouTube - http://www.youtube.c...r/ClickerMonkey
#46 Guest_Fluffy_*
Posted 15 August 2005 - 12:21 PM
Sry again for being a plain noob
#47
Posted 15 August 2005 - 03:30 PM
Be sure:
- you have a fresh installation of BFME with patch 1.02
- You have extracted herogrim.big from herogrim.7z and put it in <your system drive>:\Documents and Settings\<Your session user name>\Application Data\My Battle For Middle Earth Files\ (depends on your game language)
- You have made a link on your desktop (copy the existing BFME link for example) with -mod herogrim.big at the end (right clic->properties->target : add -mod herogrim.big at the end -> OK)
-You have launched the game with this link
With this conditions checked, you should be able to launch the mod without problem.
Good luck and have fun!
#48
Posted 15 August 2005 - 04:15 PM
-Many changes for the creatures or objects able to transport things, because i mastered the bones, and placed many in this kind of objects.
-New Mount: Wolf
-New carts: now there are 3 kinds of carts:
+Small: one passenger, 2 creatures as crew
+Medium: 2 passengers, 3 creatures as crew
+Large: 6 passengers, 4 creatures as crew
-repair system changed: it was messing too much things. Now heroes and peasants can only repair buildings, but the repair power is free (Human and gob heroes)
-Some bugs mentionned by Ecthelion are now corrected.
-New Hero: Deamon. Based on the Balrog model. Textures and model modified to make it more humanlike concerning height, power, speed, and to be more of flesh and blood than fire and smoke. He can have armors, and use his whip as a range weapon.
-Plus things i don't remember i changed or added
Have fun.
Edited by Grim, 15 August 2005 - 05:23 PM.
#49
Posted 07 October 2005 - 09:50 AM
i did it,it was a mere space.
this mod rules! i hadnt heard of so many mods before i signed up to these forums,and this is such a great mod i think more people should know about it.
hobbits on battle waggons with a boar pulling them,god its fun.
#50
Posted 07 October 2005 - 10:12 AM
GitHub - https://github.com/ClickerMonkey
YouTube - http://www.youtube.c...r/ClickerMonkey
#51
Posted 14 October 2005 - 04:14 PM
Changes are mainly about model animations.
By the way, I tried to work on a difficult concept of a modern character with wearable stuff (separate objects you can pick up) like grenades, guns, machineguns, melee weapons, backpack, kevlar vest, but it's not perfect yet, and quite out of the mod's mood so i won't put it in the release, and maybe work on it in the future to make it real.
#52
Posted 14 October 2005 - 04:23 PM
#53
Posted 15 October 2005 - 07:21 PM
GitHub - https://github.com/ClickerMonkey
YouTube - http://www.youtube.c...r/ClickerMonkey
#54
Posted 15 October 2005 - 11:26 PM
As i said i worked on animations in this one, and changed zoom on maps so you can zoom in and out much more than before.
There may be other goodies but i can't remember what i did since last version really.
(If someone wants to have a look at the things i was working on about the modern assassin, you can try and remove the ";" in playertemplate.ini before grimreaper, and in commandset.ini remove those before the backpack, grenade, and such at goodheroes armory. But be warned this is totally unfinished and i'm not even sure of the way i would manage the weapon handle and such yet. This manipulation is recommanded for advanced modders only)
#55
Posted 16 October 2005 - 03:29 AM
Keep em coming grim What about an elk mount and 2 units can mount on its horns? That would be fun. Then it could launch them off.
GitHub - https://github.com/ClickerMonkey
YouTube - http://www.youtube.c...r/ClickerMonkey
#57
Posted 16 October 2005 - 02:22 PM
GitHub - https://github.com/ClickerMonkey
YouTube - http://www.youtube.c...r/ClickerMonkey
#58 Guest_Satan's Assassin_*
Posted 01 December 2005 - 07:43 PM
#59
Posted 01 December 2005 - 09:07 PM
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