

This package contains Trith's creatures sprites. ROFL team, By003 (aka Ben Yan or Turbanellos) New Death Valley town, home of undead creatures. Merge version of new pirate town, conflict with 1.04 Haven, Regna, Mermaid and Neutral Rat Heroes packs.īy003 (aka Ben Yan or Turbanellos), old version by Ganymed, Necronix, Deo. Heroes Chronicles as VCMI mod with eight independed submods. New expansion with alternate creatures and lots of new stuff. WARNING: mod works only with latest vcmi daily builds. Work-in-progress port of Horn of the Abyss expansion for made by Hota Crew. Unnofficial addon for Heroes of Might and Magic III. Stable mods compatible with VCMI 1.1.x versionsīeta and work in progress mods. Stable mods compatible with VCMI 1.2.x versions You can find available repositories in the table below I may also help if you don't see mods for downloading for some reason To change repositories list, open VCMI launcher, go to settings and you will see repositories list in the bottom of window. Launcher is properly configured by default to work with stable mods, approved and tested by VCMI team. However, some features, like quick-exchange or extra resolutions will be available only after installation of VCMI extras through Launcher. Since 1.0.0 installation of essential files is not required - they are part of the package. These mods are available for downloading and installation via VCMI launcher.

Starting from VCMI 1.0.0 mods will be stored on Github:

This is preferred method to install mods. Unix-like : Inside home directory: ~/.local/share/vcmiįrom 0.94 it is possible to download and install mods via VCMI launcher.Note that there is no need to update modSettings.json manually.ĭata directory location is system-specific:

To remove mod delete its folder (/Mods/modname). Set mod state to "false" for disabling it or to "true" for enabling. If you want to activate or deactivate specific mod open file /config/modSettings.json. There is no need to activate newly installed mods - any mods not present in list of loaded mods will be considered as newly installed and will be enabled on start. This should result in such directory structure:
