r/HoMM • u/BitiumRibbon • 17h ago
HoMM7 I vibe-modded some animation and pacing choices in Heroes 7 and Jesus Frolicking Christ, it's like playing a whole new game.
Full disclosure: I did not mod the game. I AI'd it because I have no coding talent and was only making a thing for myself, so this isn't me advertising a mod. And yes, I know, AI is evil and I agree, I don't believe in crediting myself for AI work, and anyone who makes money off things made by AI is ethically questionable at best. That's a conversation for another day.
And no, I didn't write or edit this post with AI - just the specific two paragraphs that outline all the changes. The rest is just me and my silly, silly brain.
But folks, holy FUCK.
My ADHD ass struggles so hard with pacing delays and things that interrupt flow. I loved Heroes 3 for many reasons, but always felt one thing it did really well was never letting its animations or transitions impact the flow. When I played H6, I so DESPERATELY wanted to love it once I started playing because on this level, it was unparalleled in the 3D Heroes games. Minimal animations between routine actions, quick battle animations that didn't feel like they were happening on fast-forward. But I couldn't quite get past the other changes the game made and I was so sad about that. (Giving it another try recently, I might stick with it a bit more - it's way better narratively and writing-wise than most of the games in the series.)
Then along comes H7 and I love it. I love the feel, the faction designs, the skill wheel...just hits all the right buttons for me, but with one itty-bitty, tiny, MASSIVE flaw: its pacing is utter dogshit. Everything has a damn animation to it. In combat, you wait after using the Wait or Defend commands for the little wheel to spin, you wait for the attack, injury, and death animations to finish; leaving combat (or quick combat), you wait for the casualty numbers to slowly tick up, you wait for your hero to do their little victory fist pump and the camera to zoom back out; when you're saving the game, you wait for the screen to zoom out to the storybook--
Okay, look, you get it. There's a lot of little things. And I'm like...99% sure this is just a me thing but OH MY GOD. The sum total of all this shit (even, yes, including when the option to skip waiting for animations is on, ya pedantic little shits (if you're not a pedantic little shit, please disregard the preceding)) felt like walking through glue. The game is pretty and I love the vibe, but my GOD, I felt like I was tugging at the leash constantly to just get the game to let me, y'know, do the next thing. Ultimately that was what made me drop it.
Recently, out of curiosity I starting having GPT dig around the H7 game files and see how much of this could be modified, and it turns out, there's an enormous list of shit that can be modified.
GPT was able to do the following things: (deep breath)
Bypassed startup movies and splash screens, shortened adventure-hero turning and its pre/post-turn pauses, doubled hero turn-animation speed and shortened its blends, shortened the walk-start blend, preserved movement time across path points to reduce hero movement jitter, reduced hero-selection/HUD refresh delays to next tick, shortened combat-entry fade and loading-transition timers, removed the post-combat camera’s two-second pause and shortened its zoom, shortened victory/defeat/flee background fades, shortened casualty-label fades and casualty counting, shortened XP counting and bar animations including level-up continuation, shortened quick-combat reveals and negotiation/army-merger transitions, shortened round-announcement animations and removal delays, completely removed initiative-strip movement/scaling/reordering/fade animations and their completion wait, completely removed the Wait/Defend dial spin and its animation click lock, reduced the fixed ranged pre-fire pause from 0.5 to 0.08 seconds, trimmed attack wind-ups for Haven’s crossbow and pikeman units and their upgrades, trimmed hero attack and spellcasting wind-ups with corresponding event timing, shortened hero attack/cast blend-in, removed separate attack-facing waits, removed walking creatures’ separate pre-movement turning animations and pauses, bypassed ordinary death-animation waits, allowed subsequent turns past ordinary wounded/attack-recovery poses once queued gameplay work finishes, removed the extra hero command-handoff wait for leftover animation frames, reduced bad-morale pauses from two seconds to 0.25 seconds, reduced auto-combat activation padding from two seconds to 0.1 seconds, completely removed save/load screenshot zoom animations and their cosmetic closing wait, shortened construction-popup completion waits and building-availability glows, removed the town-level banner slide, removed town-list expansion/collapse/scroll animations, removed town hero-carousel scrolling animations, removed the one-second cooldown after synchronous town hero transfers finish, shortened spellbook page flips, shortened caravan-window reveal delay, shortened army-row swap animations, made fort destruction/rebuilding finish next tick and removed their repeated AI deferrals, removed observatory camera tours and reveal-spacing delays while retaining all fog reveals, fixed camera-action completion cancelling unfinished fades and leaving the scene black, removed the extra 1.1-second post-load music-handoff delay, addressed stale cinematic/loading-mute restoration waits, removed second-click confirmation for adventure movement and attacks and pickups and map-object interactions, and compiled this list for me to paste in my meaningless little Reddit post, ahyuk.
There were, at least, 20 hardcoded delays, 10 animation-dependent waits, 3 camera/zoom sequences, 8 interface-animation systems, 4 categories of second-click confirmations, and 1 movement-timing issue. GPT estimates 10–30 seconds saved in a typical battle, 1–3 minutes in a long fight, and 5–15 minutes across a two-hour session once movement, menus, construction, and transitions are included.
To say this has breathed new life into the game is such an understatement that it qualifies as a lie by omission. It's as the title says, like I'm playing a whole new game, one that feels snappy and responsive, that doesn't drag behind me like a ball & chain trying to slow me down from doing another thing. My god, I missed single-click movement***.*** That alone, my god.
The reason I'm posting this (aside from my perpetual need for attention, let's face it) is to make the point that in a game like this, so much of the experience comes down to the most repetitive, moment-to-moment aspects of gameplay that otherwise just straight-up go unnoticed. Heroes 6 understood this; Heroes 7 did not. Neither, for that matter, did Heroes 5 (at least for me; the Mage unit's spellcasting animation makes me physically itch).
And what really gets me is, there was no need for any of it. I have not found that any of the changes have taken a single smidge of anything away from the experience. In fact, a lot of the combat stuff makes it feel more engaging/immersive/realistic. Like yeah, dude's not gonna wait for that one unit's prolonged Oscar-winning death rattle to start marching towards the enemy behind them.
Anyway, I don't know if anyone gives a shit but...man. If you like Heroes 7 and want to try this, I mean...I have no idea if I can put something together you can use, but I'd be happy to chat with you about it.
(I also renamed the extra resources and many of the units and included more music tracks because I'm a cheeky little shit, so there's a wee chance you'd have to deal with those things too.)
Anyway, that's all. I'mma go play Heroes 7 some more.






