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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes IV Modding
Thread: Heroes IV Modding This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
TheUnknown
TheUnknown


Known Hero
posted February 15, 2008 11:48 PM
Edited by TheUnknown at 23:51, 15 Feb 2008.

hello bad : )

Would you know how to add pictures of the abilities that dont have it yet are or can be aplied to the creatures OR heroes clases ???
Probably just need to find the adress of the ability and look where it reads the pic from. Mod with pics of all abilities is't all that bad idea

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antipaladin
antipaladin


Promising
Legendary Hero
of Ooohs and Aaahs
posted February 16, 2008 12:00 AM

hemph this is nice,i hear by open the req - rls of h4 mods with\without equi,couse i dont like it couse it adds nothing good imo.
whos with me?
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types in obscure english

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted February 16, 2008 09:29 AM
Edited by Gnoll_Mage at 09:29, 16 Feb 2008.

Quote:
Is possible to use asm in every game, but I never tried beside Heroes I, II, III and IV.


I downloaded that debug program but I honestly have no idea how you used it to do anything useful! So I bow down before you!
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antipaladin
antipaladin


Promising
Legendary Hero
of Ooohs and Aaahs
posted February 16, 2008 12:40 PM

what creature does it add.replace,what faction does it add\raplace?nothing good..no new graphicks,,
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types in obscure english

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antipaladin
antipaladin


Promising
Legendary Hero
of Ooohs and Aaahs
posted February 16, 2008 01:21 PM

well i apricitae ur work,if u take req,i cant work on hex and 3d. but i might ask request.
____________
types in obscure english

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted April 19, 2008 12:40 AM
Edited by Gnoll_Mage at 00:44, 19 Apr 2008.

(I don't have H4 .)

Did you add anything new? Know of any good general tutorials around on this sort of thing?
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whiterider
whiterider


Known Hero
death walks with me
posted May 05, 2008 12:25 PM

Great job
is there a way to mod the requirements for the grandmaster levels of the skills - i.e. you need expert levels of two magic secondary skills in order to become grandmaster on that magic school (grandmaster life magic requires expert healing and expert spirituality)?

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mr48
mr48


Adventuring Hero
Legatus Legionis
posted May 10, 2008 07:19 PM

I think the best mod for H4 would be to allow you to pick your destination when using town portal, and giving more maximum movement on the adventure map. Large maps get boring because it takes so long to finish off all the enemies, sometime once I beat my biggest opponent I dont even bother finishing the map.

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BrennusWhiskey
BrennusWhiskey


Bad-mannered
Famous Hero
The quickest H4 player
posted May 11, 2008 11:06 PM

Bad do a simultaneus turns just!!!
Rest are a details

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whiterider
whiterider


Known Hero
death walks with me
posted May 21, 2008 12:37 AM

Bad, can you point how to change the necromancy ability in equlibris? It is too weak after their changes (I dont understand why they weakened first the vampire unit, than weakened the necromancy ability to raise vamps from sertain creatures and THAN weakened the number of vamps you can raise from a battle). I like the limitation of raising vampires only from 3d and 4th level creatures, but you always raise only 1 vampire per battle (even with 30th level hero). I tried to play the galdoth campaign on the last difficulty again with equlibris (as I have played it with the normal heroes IV and it was fun) and I failed on the third map, it is designed to raise an army with the necromancy ability but it doesnt work.
At the moment I changed the exp points of vampires so I can raise 1,2 or 3 vamps per battle)

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whiterider
whiterider


Known Hero
death walks with me
posted May 21, 2008 01:49 PM

By the way I made a mod that suits my balance understandings of the game. I made all building more expensive (so you may build them all later in the game, I always thought it was too dull that we skip too early that moment in the game), I made some changes in the spells (higher cost for some levels - 1st level costs 2 mana, 2nd - 4 mana, 3d -6 mana, 4th - 8 mana, 5th 12 mana, a little more summoned creatures with the nature school), I changed the resource costs for some creatures (phoenixes now cost gems insted of mercury, with that the cost of mantise is always one resource from the other 4th level creature in the town (before it was more expensive to have mantises and faery dragons and cheaper for phoenixes and mantises). I changed the city hall to give 1250 gold, I gave "random harmfull spell" to the devils and removed the summon demons spells for them), I made the spell damage of the faery dragons a little higher - because they are good only vs 4th level creatures and they do much less damage to all other levels comparing to other 4th level creatures), so they are now more dangerous to 4th level and do normal damage to 1-3 levels. Some small tweaks in the stats of other creatures too, I cant recall them exactly.

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whiterider
whiterider


Known Hero
death walks with me
posted May 22, 2008 05:12 PM

when you have time, can you post how to mod the necromancy? I want to put the changes in my mod (but if you insist creating such mod, please include only the necromancy tweaks in it, so I can find the changes in the file and copy them to my moded .exe).
thanks

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TheUnknown
TheUnknown


Known Hero
posted June 06, 2008 12:03 AM

Could you explain better which adress does what thing, or at least a bit  better description before the first, second and third pack of adresses.

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bloodandhonor
bloodandhonor


posted June 10, 2008 12:47 AM

Pretty neat!
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sprawler
sprawler


Hired Hero
posted June 14, 2008 02:27 PM

Does any one tried to add additional army windows in castle screen , what i mean is when we click on a castele building then we have our 5 units screen with all atributes ,i read about allownig  to recruit all level 2 and 3 units ,maybe there is a way to change size of this five windows to smaller and add new ones for the other units ,then both level 2,3,4 untis will fith there and game wouldnt crash if we buy everething usuing the castle screen

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joey_sw
joey_sw

Tavern Dweller
posted June 14, 2008 06:52 PM
Edited by joey_sw at 18:53, 14 Jun 2008.

Quote:
Does any one tried to add additional army windows in castle screen , what i mean is when we click on a castele building then we have our 5 units screen with all atributes ,i read about allownig  to recruit all level 2 and 3 units ,maybe there is a way to change size of this five windows to smaller and add new ones for the other units ,then both level 2,3,4 untis will fith there and game wouldnt crash if we buy everething usuing the castle screen
creature dwelling for each level 2-4 are located roughly same place for each town, so enabling both dwelling the graphics will overlap...

however it is do-able, (i done with by editing the in-game memories values)
the game itself were smart enough to determine wether the mouse pointer is over one-builng or the alternate one, thus you may recruit each version of that level creature.

my might town example:
http://img129.imageshack.us/my.php?image=hackedmighttownsp1.png

however, as alrady stated, enabling more than 5 (or 6 in nature town) dwelling creature would crash game, if try to open the castle screen dialog

(i usualy choose to stay safe, as i can't really sure if more than 5/6 creature dwelling will overwrite other memory that was allocated for other purposes)

memory address for town data was something like this:
0441CFB8 - 8 bytes, 64 bit data that some of them were used to determine wether that town have certain building or not (1 building = 1 bit, not all of 'em were used)
0441CFEC - 32bit pointer to Town Name (point to an ASCII-z string)
0441D034 - 1 byte, value 0 if you haven't build new structure for that day, value 1 if you already build one for that day.

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whiterider
whiterider


Known Hero
death walks with me
posted June 21, 2008 07:29 PM

Thanks Bad
the creatures you gave, are not the creatures you can raise in the game, these are only values for the list in the alt-E Menu. I managed to change the amount of vampires you can raise, when making their experience 205 (it was 275 for equlibris), that way you can raise 1 vampire until lvl20, 2 until 30lvl, 3 until 40lvl and 5 until level 70. In the original game it was 5 for lvl 40 and 8 for lvl 70, in equlibris it was 2 for lvl 40 and 3 for lvl 70. I tried to make the game raise dark champins when killing lvl 4 creatures (0 until lvl 30 and 1 after that per battle) but I cant find the real values in the game. Can you suggest how to search?
I wanted too to change the requirements for grand master spells, so you can take it with 2 master abilities. Any suggestions?

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whiterider
whiterider


Known Hero
death walks with me
posted June 22, 2008 12:43 PM

these adreses for the creatures in the menu, only change the text, not the type of creatures you raise

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whiterider
whiterider


Known Hero
death walks with me
posted June 22, 2008 04:00 PM

thanks a lot, I found the original adresses where you can raise skeletons, ghosts and vampires (original heroes 4), but it seems they dont work anymore (the modders kept them but I think they redirected the code to new areas with the actual raised creatures - skeletons, mummies, gargoyles, zombies, ghosts, vampires and bone dragons).

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ByteBandit
ByteBandit


Promising
Famous Hero
Soul Merchant
posted July 02, 2008 08:24 AM

I think what you're doing here, BAD, is just great stuff. I salute you! It has inspired me to work with a mutual friend of ours from Australia to do something similar and beyond with H2. He has asked for my help on the project and now a few of us will be working on it shortly.
And I apologize for getting off your topic here. Please forgive me. All I can say is keep up the good work when you get the time to work on it. Really looks fantastic!
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