- Joined
- Jul 23, 2025
- Messages
- 4
Thank you very much for your continued work! You do make the Reforged visuals more palpable (at least for me).
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So, in the end, I tried it, and I strongly discourage anyone else from doing the same.Hello,
Can the assets safely ovveride the custom assets from the Re-Reforged campaigns?
Hello, your reshade look is interesting. I wonder if using it with the 2.0 HD graphics it would look like the fake painted screenshots we never got.Savegames from custommaps, the mod seems to make some buildings and units die - or at least they play their deathanimation but still exist. Also some Versus Replays seem to malfunction
Yes that is why I stopped using it because it would help one part but not the whole. I just use monitor settings. If you want to share it make a new form post of your own and put it there for download since some people want a more hand drawn style. I'd suggest screenshots of both and reforged and HD if it looks decentIf you don’t like the bright grass green for example on lorderon summer maps, you can change it – but then you automatically change the color of faction green too. There are always these little overlaps where you have to make compromises, especially if you want a single profile that works decently on all map templates.
Honestly, having separate control over terrain and unit colors would be a dream – but sadly, ReShade can’t give you that, only blizzard.
If you want, I can send you the profile and you can play around with it yourself.
W3C disabled Reforged graphics in 2024 afaik it's still turned off. It could be to protect themselves from Blizzard since they can't prove you didn't pirate HD or something I don't know. I was a few months into the project and wouldn't have started had I known that would happen. But bnet hasn't been too bad I appreciate getting some games vs pros like Lawliet, Infi when I wouldn't match them on w3c.I would love to see some streamer games with either show matches but I'm curious if this is compatible with w3champions
Thank you for your work!Updated 1.9 Sound Effects Fixed, Spell Effects Added, Missing Animations Added, 8 Hero Skins and Icons Added
These custom skins are scaled for the collection skin they replace. The size, hitboxes and hp bars will not match the others so replacing another unit is not advised. Wish I could change the names and voices too.
New Skins:
Medivh (located in units/other/heroarchmageghost/medivh_archmage) this replaces Ghost Antonidas new animations and archmage spell effects added. Team color on feathers removed.
Varok Saurfang - credit Vulfar (located in units/demon/chaoshellscream/saurfang_blademaster) added animations from Samuro so he has 2 attacks and more idles. Chest armor added to portrait. Weapon teamcolor changed since glow was added. Icon made from Hearthstone art.
Default Blademaster added (located in units/orc/samuro/burningblade_samuro) be sure to copy the samurospin.mdx too for bladestorm to match.
Default Beastmaster added (located in units/other/rexxar/moknathal_rexxar) Beastmaster fixed animations - credit Mr Ogre man and Fugrim.
Default Cryptlord added (located in units/undead/anubarak/green_anubarak) new 2nd attack.
Kiljaeden this replaces Varimathras dreadlord (located in units/undead/varimathras/kiljaeden_dreadlord) The model is the default version with a new run, updated wing texture color and DL spell effect added. Portrait with lipsync - credit VictorZ
Sunstrider and Dawnseeker Elf Paladins - credit Fugrim (located in units/human/heropaladinboss/AnastarianSunstrider_paladin and units/human/herohalahk/ThalorienDawnseeker_paladin) Icons made from Classic high elf icons.
Judgment Paladin - credit Vindorei moved to replace Magroth. This changes the weapon attack sound to a hammer.
Made pictures for the collection tab.
Location of all Custom Skins:
units/creeps/heroflamelord/guldan_firelord
units/demon/chaoshellscream/saurfang_blademaster
units/demon/pitlord/mannoroth & archimonde
units/human/herohalahk/ThalorienDawnseeker_paladin
units/human/heropaladinboss/AnasterianSunstrider_paladin
units/human/heromagroth/judgment_paladin (This is enabled. The old default is in the folder)
units/human/heropaladinboss2/lionheart_paladin (This is enabled. The old default is in the folder)
units/nightelf/malfurion/malfurion_mountless
units/nightelf/tyrande/tyrande_mountless
units/orc/samuro/burningblade_samuro
units/orc/thrall/thrall_mountless
units/other/heroarchmageghost/medivh_archmage
units/other/rexxar/moknathal_rexxar
units/undead/anubarak/green_anubarak
units/undead/evilarthas/lichking_deathknight
units/undead/varimathras/kiljaeden_dreadlord
Reforged & Classic Icons added to custom hero skin folders. If you want icons to match the custom skin move them from the unit folder to replaceabletextures overriding the default.
Lich King Icon - credit Symphoneum
Judgment Icon - credit Vindorei
Lionheart Icon - credit Fugrim
Units:
Water elementals remade with the animated texture by Blizzard that was never implemented. Added missing sounds and spell effects.
Uther has his default weapon again.
Sorceress and priest textures relinked so the ROC and TFT versions are different.
Size scaled slightly smaller - Arthas, Arthas with Sword, Dagren, Judgment, Lionheart, Jaina, huntress, and fiend.
Demon Hunter and Evil Illidan tattoos are black not team color and the skin tone is more saturated with purple instead of pink.
Default Thall spell effects fixed and weapon hero glow repositioned.
Alchemist enrage texture bug fixed.
Animations:
New attack 2 for Panda/Chen, Chaos Hellscream, and Cryptlord/Anubarak.
Pitlord/Magtheridon/Mannoroth attacks redone to be same the length as Classic to fix the weird animation cancel jump cuts. Pitlord death arm fix.
Small changes to Lich King death, Thrall mountless run, attack, chain lightning and death.
Portrait:
Blade, Samuro, Proudmoore and tornado should no longer clip the UI. Mannoroth's green fire burns in Chaos Hellscream's eyes. Chen necklace removed. Rexxar/beastmaster repositioned.
Spell Effects Fixed:
Added missing casting spell effects I think they should all be included now - Bloodmages, Paladins, Dreadlords, Farseers, Pitlords fire and Classic cleave added (the reforged version was so tiny), Nagas, Rexxar, all Blademasters crit effects on the correct animation and MKs bash effect added.
Missing blood effects and splats added to all heroes.
Sound Bugs Fixed:
Sounds of weapons swings are now the same timing as Classic and not on the backswing or played twice or randomly in a stand.
Missing 2nd attack sounds added to Paladins, TCs, Blades, CLs, Pandas, Pitlords.
All Blade crit sounds now start at 0 which is wrong from a Classic point of view but why should the crit sound be 733 frames after it happens? Now it will play even if it kills the unit.
Lich King & Arthas with Sword given Deathknight attack sound. Arthas sword has different attack hit sounds for campaign and melee unfortunately I can't fix that.
Missing dissipate sounds added.
I will add the new banshee spell effect when Blizzard's ptr goes live.
? Can't be. Here comes my vote Next is making a final trailer since youtube compressed the last one to shit. I'm aiming for one replay a week now that the mod is more polished.More videos coming to YouTube?

Open "units/human/herohalahk/ThalorienDawnseeker_paladin" and copy HEROHALAHK.mdx and HEROHALAHK_PORTRAIT.mdx into the previous folder "units/human/herohalahk" overriding the herohalahk.mdx and herohalahk_portrait.mdx files in it. If you did that then I think this is the issue:I honestly don't understand how custom skins work. I am trying to replace that paladin default with Thalorien Dawnseeker, but it does not work. Please help me.
Understood, I now see the skin in-game, but I am wondering if his voice comes-with as well, or if he will keep souding like a human paladin. Thanks a lot.Open "units/human/herohalahk/ThalorienDawnseeker_paladin" and copy HEROHALAHK.mdx and HEROHALAHK_PORTRAIT.mdx into the previous folder "units/human/herohalahk" overriding the herohalahk.mdx and herohalahk_portrait.mdx files in it. If you did that then I think this is the issue:
There's a setting in Reforged main menu > Gameplay > Use Skins make sure that is turned on and then select the skin in the collection tab.
I will add the priest voice option in the next update. He doesn't have a unique one unfortunately.Understood, I now see the skin in-game, but I am wondering if his voice comes-with as well, or if he will keep souding like a human paladin. Thanks a lot.
You haven't downloaded the latest version it seems.I am still trying to get the skins and such to work (would love some help with the voiceovers, I really don't know if there's voices for all skins or just the 2 or 3 mentioned?), but I needed to give this feedback just in case it has not been mentioned:
units/orc/rokhan/voljin_shadowhunter
units/undead/herolichcin/kelthuzad_necromancer
These 2 are not present, the folders are nowhere to be found.
Also, if I deactivated those awful classic icons (at least in my eyes) and returned to reforged ones by renaming the replaceabletextures folder with .old at the end, how do I go about activating icons for each skin included? I cannot place them in that folder anymore evidently. Please let me know, and also if you can provide some assistance with the voices. Thanks in advance, regards.
Hi, I just tried a few folder structures but I don't think it's possible as an in game toggle. The game registers from the same folders.Is it possible to have this mod and kenshin classic + installed at the ssme time? Im imagining being able to toggle between the mods, since kenshin is updated classic and this updated reforged. I dont know if either one is overriding the other one or if there is some conflict
That sucks I've never seen that are you playing in 4k maybe? Try to revert the open UI to default: Open the folder "ui" and delete the folders "console" "framedef"Does anyone know why this is happening when I install the mod? The instructions are simple so there's nothing to mess up, and it does seem to work in-game, but it also comes with bright green boxes on the lower left and right side that never go away.
I'll look into adding it for chemical rage. Beastmaster had it for a long time but it clashed too much with the weapon so I removed it.seems like alchemist and beastmaster don't have weapon glow.
I got a question, are these tree changes made thinking on 2.0 cartoony trees or old(1.36) tileset?Update v 2.4 New Portrait Lighting, Textures Updated, Bug Fixes
Trees: Lordaeron summer, winter and dalaran colors updated. I don't want to keep changing the tree color so hopefully these changes will match the tilesets better.
The texture colors are made to match the 2.0 tilesets the file paths and pictures are in the top post showing how they can be changed. The trees were remodeled after Classic using 1.36 tree models. The files replace both textures/models so it works for 2.0 and old terrain. Glad you have made what you want.are these tree changes made thinking on 2.0 cartoony trees or old(1.36) tileset?
It is for Reforged graphics only. You could mix and match what you wanted from each mod potentially but I wouldn't recommend it.I thought this was answered before, but I can't remember.
Can this be used along side Warcraft III: Reforged – Classic+ Mod?
Ok, that makes sense. What about Warcraft 3 Classic Remastered, I do notice some of their work in your Vision Mod.It is for Reforged graphics only. You could mix and match what you wanted from each mod potentially but I wouldn't recommend it.


