Return to Voya Nui, Toa! Your myth has only just begun. Featuring rebalanced and revitalised Heroes, bug fixes, texture improvements, and more! Also pioneers a modding wiki detailing how every complicated change in the mod was achieved so you can make your own mods for Bionicle Heroes!
Hey everyone! It's been a while since I released an update for MOVN. Nothing bad happened - in fact, fully custom models have started being possible within Bionicle Heroes! I had originally planned to hold off on updating MOVN until such a time that I could do a gigantic update with lots of custom stuff, but I decided there's enough small things to improve before then before I moved the version number up to 3.0 for the custom model work that, in the mean time, I could fix things up further. A few bugs have also finally been troubleshooted which causes issues for many players (but not all, which was the annoying part), and so I decided this stopgap update would be worth releasing.
Today's visual improvements also entail consistency improvements like last time, plus a few improved unlock icons to join the roster from one of the 1.0 releases!
-Vezok, Thok, Zaktan, Vezon, and Avak have all had their low-res player weapon equivalents made consistent with high-res models - much as was done in 2.1, low-res Piraka weapon models have now been made more consistent with their high-res equivalents, whether I modified the original high-res model or not. This actually was done because the lack of low-res models in the game was causing the very common crash some users encountered which I'll describe later on.
-Improved textures on a few unlock mask images - Vakama's Huna, the Copper Komau, and the Copper Huna. I didn't feel these were properly coloured before - Vakama's Huna was bright yellow, and the two copper masks were basically just red.
-Made the unlock archives consistent with the unlock mask images - A very simple additional change facilitating the improved images in this update so they appear in the preview area.
The gameplay change today is very simple, but represents the third objective bug fixed from the base game:
-Fixed boss Thok using the wrong zamor bullet type from the base game - there is an unused bullet type in the base game for player zamors which Thok was using erroneously - the only Piraka to be using this unused Zamor type. Now, it is consistent with the other Piraka for more predictable gameplay.
The level change is also quite simple, making good on a change in a much earlier release of MOVN.
-Further amended Axonn gold mode values - Some felt Axonn's gold mode triggers were still too low and easy to hit, so I've moved them all up a bit to make them a little better balanced.
One big fix features in today's misc section - hopefully putting to rest the most pervasive and disruptive bug in MOVN since its inception!
-Fixed bug with low-res Piraka player weapon models causing consistent crashes on unlock screen - MOVN previously did not ship with low-res Piraka weapon models. At the time I hadn't yet decided to make low-res models consistent for content quality reasons and assumed most people would be playing in the high-res mode anyway. Most people do by choice, but there is a bug when installing the game sometimes which means graphical settings are incorrect, leading to a weird mish-mash in low res and high res assets. Because low res Piraka weapon models were not included, this caused a crash when you first unlock a playable Piraka. Implementing the low-res Piraka player weapons in the game fixes the crash, but additional steps are required to fix the base-game issue of mish-mashed weapon qualities showing.
1. Launch your save and stay in the Matoran Enclave.
2. After, go to OPTIONS in the pause screen and go to VIDEO OPTIONS.
3. At this moment, you may have another bug involving negative gamma If it's the case, adjust the brightness to 5, and the gamma to 5 as well.
4. Then, adjust the resolution to 1.024 * 768, the shader quality to 3.0, the texture quality to High, and the widescreen to OFF ( if it's not the case )
5. After that, restart the game
6. Launch your save again and weapon models should now be high resolution variants.
Special thanks to DarkPineApple for helping to troubleshoot this error and then writing up instructions on how to fix it.
And that's all for this newest update! I recently found a ripping tool called MelonRipper which can extract content from DS games, and this might allow for some interesting additions to DV! Custom models will massively expand DV's scope already in the future, but until those are more feasible to implement, I'm planning to change some world textures to the ones used in the DS release of Heroes which will make some levels look quite different, so stay tuned for that! To see more progress on modding, check out the modding Discord here. Thanks and see you soon!
Bionicle Heroes: Myths of Voya Nui 2.0 Landmark Release!
Bionicle Heroes: Myths of Voya Nui 1.4 Updated Release!
Bionicle Heroes: Myths of Voya Nui 1.3 Updated Release!
Bionicle Heroes: Myths of Voya Nui: 810NICLE Day Edition.
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Bionicle Heroes: Myths of Voya Nui 2.2 Release featuring bug fixes (both with MOVN and the base game) plus some visual improvements!
Bionicle Heroes: Myths of Voya Nui: 2.1 Release, featuring consistency improvements and some graphical adjustment options!
The landmark Bionicle Heroes: Myths of Voya Nui: 2.0 Release, featuring advanced new modding techniques!
Bionicle Heroes: Myths of Voya Nui: 1.4 Updated Release
Bionicle Heroes: Myths of Voya Nui: 1.3 Updated Release
Bionicle Heroes: Myths of Voya Nui: 810NICLE Day Edition Patch
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Hi! I've been enjoying the mod for a bit now, but I've been wondering what settings have the greatest impact on framerate? I've fiddled around with resolution but it doesn't seem to change much, and I've got a very nice computer so I don't think that's the problem. Is it just the game? Any help is appreciated, thanks!
Hello! just curious. I saw the screenshots, and I'm wondering how to get the voriki, silver toa, makuta, and golden thok skins.
Hey - you can install these from the "addons" section, though keep in mind they're no longer fully up to date with the latest version of MOVN.
I've been wanting to play Bionicle Heroes for a while now without getting an emulator so I thought this would really help me. I downloaded the game but I see the file that says "Bionicle.exe", assuming that was the game itself (using Win.RAR btw). after a while of waiting, the extracting was all done. However, I got an error message saying that it failed to create a d3d device. I don't know what that is and since I can't find any proper instructions on how to boot up the game, I'm stuck. Help would really be appreciated.
Hi there, this is probably because you don't have a version of D3D installed (which is basically a pretty old graphics driver). Try installing the original game off of Biomedia Project (if you look that up in google, you'll be able to navigate to their PC Bionicle Heroes installer easily enough) using the installer provided. At that point, any Bionicle Heroes mod should now work properly for you :)
Hey, so I just want to say that you've done quite an amazing job with this mod. It already feels like I'm playing an entirely different game! That said, I want to point out something just in case it hasn't been mentioned already: it seems that something you did to the internal code at some point has created a bug where Silver canisters don't actually get their collection progress saved, rendering them somewhat useless and making it impossible to unlock the extras in the creature chambers. Not sure if this was intentional, but if it wasn't, do you think you could fix this in the next update?
I believe this was fixed in the most recent version, but you might need to start a new game (and potentially a fresh install, including deleting your EIDOS/Bionicle files in Program FilesX86) in order for this to be properly fixed.
Okay, update to before: I looked around, and it seems that for some reason the "no silver canisters" glitch only applies to Vezok's Coastline and Zaktan's Jungle. The other zones are not affected by this glitch.
I have just discovered this mod and I'm very glad someone is still supporting this game. The mod is very great so far and I'm really looking forward for futur releases ^^
I want to know if you have planned to rework the environments textures too such as the rock and mountains? And also if there will be a way to skip the cutscenes at the beginning of each missions.
Hi there, reworking textures is largely reserved for my DS total conversion mod, Double Vision: Moddb.com
MOVN is more about preserving and enhancing the original game "feel" whilst making it more fun and enjoyable for Bionicle fans
Skipping cutscenes can be done with a patch I plan to include in MOVN 3.0, which is still in the works :)