• Dota 2 Mod Index (Custom Skins, HUDs, Models, Particles and Animations)
    1,791 replies, posted
Is there a way or mod to replace Wraith Kings ult sound to the Wraith Night's Wraith king ult sound (the deeper more sinister sounding one). Thank you in advance.
Does anyone have the old-new venge model? The one after the rework but before the current version
[QUOTE=Mr, Jukebox;43300727]Yes [img]http://puu.sh/5XLjk.jpg[/img][/QUOTE] [t]http://i.imgur.com/NCiyjxw.png[/t] Okay, can you tell me what I'm doing wrong here? Am I supposed to do it via console command? Because the heroes don't show up on the selection area.
Edit npc_heroes and change Enabled to 1 on terrorblade.
[QUOTE=Kanisteri;43318490]Edit npc_heroes and change Enabled to 1 on terrorblade.[/QUOTE] In the picture above, it is.
Read again, your pic is from activelist.txt, you gotta change it in both.
[QUOTE=z-machine;43312000][img_thumb]http://puu.sh/5YXQS/ed98cc7ddd.jpg[/img_thumb][img_thumb]http://puu.sh/5YYZf/4449ba56fc.jpg[/img_thumb] I got a crude map that I compiled with the alien swarm SDK to load into dota. Edit: [img_thumb]http://puu.sh/5Z1iT/6206da752f.jpg[/img_thumb] Oh god it's 4AM[/QUOTE] how did you do this?
How can I make him playable? [IMG]http://puu.sh/60h2C.jpg[/IMG]
[QUOTE=z-machine;43302529]I've been working on this all day, finally got to a point where I can go to sleep. [img_thumb]http://puu.sh/5XVbv/d55950747f.jpg[/img_thumb][img_thumb]http://puu.sh/5XSGP/7213bd137f.jpg[/img_thumb] [img_thumb]http://puu.sh/5XRaG/dd59f30536.jpg[/img_thumb][img_thumb]http://puu.sh/5XOpJ/c7d3b96ac5.jpg[/img_thumb] [img_thumb]http://puu.sh/5XOjx/6fbd66852f.jpg[/img_thumb][img_thumb]http://puu.sh/5XWCc/9e65adb0bb.jpg[/img_thumb] [URL="http://a.pomf.se/rccygh.zip"]Download[/URL], includes BSP/GNV and Minimap textures.[/QUOTE] Looks very fancy but it will crash the game when installed
[QUOTE=Lelushe;43324084]How can I make him playable? [IMG]http://puu.sh/60h2C.jpg[/IMG][/QUOTE] In "scripts/npc/npc_heroes.txt" you need to edit the entry for the hero. [code] //================================================================================================================= // HERO: Abyssal Underlord //================================================================================================================= "npc_dota_hero_abyssal_underlord" { // General //------------------------------------------------------------------------------------------------------------- "Model" "models/heroes/abyssal_underlord/abyssal_underlord.mdl" // Model. "Portrait" "vgui/hud/heroportraits/abyssal_underlord" // Small image for hero selection "SoundSet" "Hero_AbyssalUnderlord" // Name of sound set. "Enabled" "0" "ForceEnable" "0" "Role" "" "Rolelevels" "" "Team" "Bad" "HeroID" "108" // unique ID number for this hero. Do not change this once established or it will invalidate collected stats. "ModelScale" "1.0" "NameAliases" "PitLord,Azgalor" "url" "AbyssalUnderlord" // Abilities //------------------------------------------------------------------------------------------------------------- "Ability1" "abyssal_underlord_firestorm" "Ability2" "abyssal_underlord_pit_of_malice" "Ability3" "abyssal_underlord_atrophy_aura" "Ability4" "abyssal_underlord_dark_rift" "Ability5" "abyssal_underlord_cancel_dark_rift" "Ability6" "attribute_bonus" "AbilityLayout" "4" // Armor //------------------------------------------------------------------------------------------------------------- "ArmorPhysical" "2.0" // Physical protection. // Attack //------------------------------------------------------------------------------------------------------------- "AttackCapabilities" "DOTA_UNIT_CAP_MELEE_ATTACK" "AttackDamageMin" "37" // Damage range min. "AttackDamageMax" "43" // Damage range max. "AttackRate" "1.7" // Speed of attack. "AttackAnimationPoint" "0.45" // Normalized time in animation cycle to attack. "AttackAcquisitionRange" "600" // Range within a target can be acquired. "AttackRange" "128" // Range within a target can be attacked. // Attributes //------------------------------------------------------------------------------------------------------------- "AttributePrimary" "DOTA_ATTRIBUTE_STRENGTH" "AttributeBaseStrength" "25" // Base strength "AttributeStrengthGain" "2.6" // Strength bonus per level. "AttributeBaseAgility" "12" // Base agility "AttributeAgilityGain" "1.3" // Agility bonus per level. "AttributeBaseIntelligence" "17" // Base intelligence "AttributeIntelligenceGain" "2.6" // Intelligence bonus per level. // Movement //------------------------------------------------------------------------------------------------------------- "MovementSpeed" "305" // Speed. "MovementTurnRate" "0.6" // Turning rate. "HealthBarOffset" "200" "ParticleFile" "particles/units/heroes/hero_abyssal_underlord.pcf" "GameSoundsFile" "scripts/game_sounds_heroes/game_sounds_abyssal_underlord.txt" "VoiceFile" "scripts/voscripts/game_sounds_vo_abyssal_underlord.txt" // Vision //------------------------------------------------------------------------------------------------------------- "VisionDaytimeRange" "1800" // Range of vision during day light. "VisionNighttimeRange" "800" // Range of vision at night time. }[/code] Change enabled/forceEnabled to 1 [code] "Enabled" "1" "ForceEnable" "1"[/code] [QUOTE=TYLICA;43325147]Looks very fancy but it will crash the game when installed[/QUOTE] You need to open it with Frostivus selected as the gamemode I have this in my autoexec.cfg [code]alias custom_gamemode "sv_cheats 1;update_addon_paths;dota_local_custom_difficulty 1;dota_local_custom_enable 1;dota_local_custom_game frostivus;dota_local_custom_map frostivus;dota_force_gamemode 15"[/code] then in the console I will put [code]custom_gamemode map frostivus_dire[/code]
[QUOTE=z-machine;43329132]In "scripts/npc/npc_heroes.txt" you need to edit the entry for the hero. [code] //================================================================================================================= // HERO: Abyssal Underlord //================================================================================================================= "npc_dota_hero_abyssal_underlord" { // General //------------------------------------------------------------------------------------------------------------- "Model" "models/heroes/abyssal_underlord/abyssal_underlord.mdl" // Model. "Portrait" "vgui/hud/heroportraits/abyssal_underlord" // Small image for hero selection "SoundSet" "Hero_AbyssalUnderlord" // Name of sound set. "Enabled" "0" "ForceEnable" "0" "Role" "" "Rolelevels" "" "Team" "Bad" "HeroID" "108" // unique ID number for this hero. Do not change this once established or it will invalidate collected stats. "ModelScale" "1.0" "NameAliases" "PitLord,Azgalor" "url" "AbyssalUnderlord" // Abilities //------------------------------------------------------------------------------------------------------------- "Ability1" "abyssal_underlord_firestorm" "Ability2" "abyssal_underlord_pit_of_malice" "Ability3" "abyssal_underlord_atrophy_aura" "Ability4" "abyssal_underlord_dark_rift" "Ability5" "abyssal_underlord_cancel_dark_rift" "Ability6" "attribute_bonus" "AbilityLayout" "4" // Armor //------------------------------------------------------------------------------------------------------------- "ArmorPhysical" "2.0" // Physical protection. // Attack //------------------------------------------------------------------------------------------------------------- "AttackCapabilities" "DOTA_UNIT_CAP_MELEE_ATTACK" "AttackDamageMin" "37" // Damage range min. "AttackDamageMax" "43" // Damage range max. "AttackRate" "1.7" // Speed of attack. "AttackAnimationPoint" "0.45" // Normalized time in animation cycle to attack. "AttackAcquisitionRange" "600" // Range within a target can be acquired. "AttackRange" "128" // Range within a target can be attacked. // Attributes //------------------------------------------------------------------------------------------------------------- "AttributePrimary" "DOTA_ATTRIBUTE_STRENGTH" "AttributeBaseStrength" "25" // Base strength "AttributeStrengthGain" "2.6" // Strength bonus per level. "AttributeBaseAgility" "12" // Base agility "AttributeAgilityGain" "1.3" // Agility bonus per level. "AttributeBaseIntelligence" "17" // Base intelligence "AttributeIntelligenceGain" "2.6" // Intelligence bonus per level. // Movement //------------------------------------------------------------------------------------------------------------- "MovementSpeed" "305" // Speed. "MovementTurnRate" "0.6" // Turning rate. "HealthBarOffset" "200" "ParticleFile" "particles/units/heroes/hero_abyssal_underlord.pcf" "GameSoundsFile" "scripts/game_sounds_heroes/game_sounds_abyssal_underlord.txt" "VoiceFile" "scripts/voscripts/game_sounds_vo_abyssal_underlord.txt" // Vision //------------------------------------------------------------------------------------------------------------- "VisionDaytimeRange" "1800" // Range of vision during day light. "VisionNighttimeRange" "800" // Range of vision at night time. }[/code] Change enabled/forceEnabled to 1 [code] "Enabled" "1" "ForceEnable" "1"[/code] You need to open it with Frostivus selected as the gamemode I have this in my autoexec.cfg [code]alias custom_gamemode "sv_cheats 1;update_addon_paths;dota_local_custom_difficulty 1;dota_local_custom_enable 1;dota_local_custom_game frostivus;dota_local_custom_map frostivus;dota_force_gamemode 15"[/code] then in the console I will put [code]custom_gamemode map frostivus_dire[/code][/QUOTE] Doing this will open the map but is it exually playable?
[QUOTE]You need to open it with Frostivus selected as the gamemode I have this in my autoexec.cfg [code]alias custom_gamemode "sv_cheats 1;update_addon_paths;dota_local_custom_difficulty 1;dota_local_custom_enable 1;dota_local_custom_game frostivus;dota_local_custom_map frostivus;dota_force_gamemode 15"[/code] then in the console I will put [code]custom_gamemode map frostivus_dire[/code][/QUOTE] Doing this part will enable you to play Frostivus on the map.
[QUOTE=z-machine;43332931]Doing this part will enable you to play Frostivus on the map.[/QUOTE] Yes i can play it solo but when i find a mach it doesnt work
Would it be possible to have it replace the wraith night map? Like have the props replaxced?
[QUOTE=Mr, Jukebox;43333784]Would it be possible to have it replace the wraith night map? Like have the props replaxced?[/QUOTE] if you replace it it will crash the game
So how does one create a new map layout like in Wraith Night? How would it be possible using what is currently available? I mean as in different sets of walkable terrain?
[QUOTE=z-machine;43329132]Change enabled/forceEnabled to 1[/QUOTE] Is not working
I suppose this is the place to ask this: would any of you have a pre-remake-a-few-months-ago Phantom Assassin skin?
[url]http://uppit.com/drcyfx60ywe9/Old_Phantom_Asasssin_Skin.rar[/url] You'll have to mod it in yourself tho.
[QUOTE=Maruhai;43353796][url]http://uppit.com/drcyfx60ywe9/Old_Phantom_Asasssin_Skin.rar[/url] You'll have to mod it in yourself tho.[/QUOTE] Forgive me for being obtuse, but how would I go back about modding it in? EDIT: Oh I just needed to install directories? I was expecting vpk editing or something. This is awesome but there's one issue I've noticed: the default walk animation is the "injured" animation, that should only be active when PA has low health. Do you know why this would be? EDIT 2: It appears that this issue is related to my set (its the Loda Gleaming Seal something or other one) which has custom animations on the weapon. Is there anyway I can get the old model and these new set animations to play nice with each other?
[QUOTE=Mr, Jukebox;43300727]Yes [img]http://puu.sh/5XLjk.jpg[/img][/QUOTE] ive tried to do this for Techies but failed, anyone know how to?
[QUOTE=lol user;43354535]ive tried to do this for Techies but failed, anyone know how to?[/QUOTE] They have to exist in npc_heroes.txt, if they do, then just enable them and add them to activelist.
I'm incredibly dumb and googling didn't provide me any answers so here's a few questions: 1. Where do I find DOTA 2? I have a game in my SteamApps folder called Dota 2 beta, is that it or is the game somewhere weird like TF2 used to be? 2. How do I go about putting in custom models? I thought since steampipe DOTA 2 would just have a custom folder that you drag and drop stuff in, but that doesn't seem to be working (unless I have the wrong DOTA 2, which again if DOTA 2 Beta isn't it then I can't find it). I tried putting the materials, models etc. in a folder in the custom folder and in the custom folder itself. Or do I literally just replace the models? I tried looking in the only dota 2 folder I could find and only saw hero model folders for beastmaster and viper, so I'm guessing I have the wrong folder.
[QUOTE=Wolf532;43355343]I'm incredibly dumb and googling didn't provide me any answers so here's a few questions: 1. Where do I find DOTA 2? I have a game in my SteamApps folder called Dota 2 beta, is that it or is the game somewhere weird like TF2 used to be? 2. How do I go about putting in custom models? I thought since steampipe DOTA 2 would just have a custom folder that you drag and drop stuff in, but that doesn't seem to be working (unless I have the wrong DOTA 2, which again if DOTA 2 Beta isn't it then I can't find it). I tried putting the materials, models etc. in a folder in the custom folder and in the custom folder itself. Or do I literally just replace the models? I tried looking in the only dota 2 folder I could find and only saw hero model folders for beastmaster and viper, so I'm guessing I have the wrong folder.[/QUOTE] I think I posted a bit of text earlier for a texture mod that I will re-use to assist you. [QUOTE]Find your dota2 files in \Steam\steamapps\common\dota 2 beta\dota\ Merge the contents of the download with the material folder you'll find there. Then put these in your dota2 launch options. -override_vpk[/QUOTE]
[QUOTE=Riftoff;43354276]EDIT 2: It appears that this issue is related to my set (its the Loda Gleaming Seal something or other one) which has custom animations on the weapon. Is there anyway I can get the old model and these new set animations to play nice with each other?[/QUOTE] This is probably not gonna happen, unless somebody redoes the animations from scratch, the old model never had said animations; because, well, it was changed before the set existed.
Does anyone have the old dazzle model I just want that big ass headress he had before
[QUOTE=Wolf532;43357644]Does anyone have the old dazzle model I just want that big ass headress he had before[/QUOTE] I'm sure you can just cherry pick dazzles files from this. [QUOTE=BlueFlytrap;42951956][URL="http://www.mediafire.com/download/4stdctybfb8hb1b/oldheroesyay.zip"]Mod uploaded.[/URL] Much like the hd mod (which this is pretty much built from) you will need -override_vpk in the dota2 launch options for it to work. Drop the files into \Steam\steamapps\common\dota 2 beta\dota Gryo's hands are still broken and I'm too lazy to fix them. Recompile them as part of his plane or something because he sure as hell isn't getting any cosmetics any time soon. [editline]22nd November 2013[/editline] Shit I think Axe still has a problem In the event his hair doesn't work [URL="http://www.mediafire.com/download/2e5iw7etd52hq7s/axefix.zip"]try this[/URL] [editline]22nd November 2013[/editline] Damn it that didn't work either. Alright [URL="http://www.mediafire.com/download/pqz67tv976v6b7s/okletstrythisagain.zip"]THIS[/URL] should work no matter what I do.[/QUOTE] [QUOTE=BlackAwps;42952772]You forgot the old portraits images/videos! [url]http://www.mediafire.com/download/8aumkaahz2ctu3h/old_hero_portraits.rar[/url][/QUOTE]
storm particles still showing red X error :(
[img_thumb]http://puu.sh/65yj0/bd754ce400.jpg[/img_thumb] The grass always seems greener on the other side. Edit: It's nicer, got models and other things to load. [img_thumb]http://puu.sh/66ygk/ec14c72419.jpg[/img_thumb] You can find most of the info you need as it's being filled out here. [URL]https://developer.valvesoftware.com/wiki/Dota_2_Addon_Portal[/URL]
How did you do that? Did you modify the old map or is that a completely different map? On a completely unrelated note what are the particles for Linas Arcana called?
Sorry, you need to Log In to post a reply to this thread.