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brink99
Hired Hero
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posted March 02, 2012 07:36 AM |
bonus applied by Galaad on 09 Jun 2019. |
Edited by brink99 at 08:27, 02 Mar 2012.
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Heroes 4 Modding Revisited
Hi all,
I've recently started playing HOMM IV, and eventually started on my own little mod. Unfortunately information on modding heroes IV is very hard to find, I can understand why, but still... it took me days to find what I was looking for. So I thought that I would share this with all of you. I don't proclaim to be an expert in this modding stuff, but I do know how to edit through the hex editor, for example adding/removing abilities, or swapping creatures in towns to different ones, anyone can do this!
By the way, whatever happened to the original Heroes IV modding thread is rather unfortunate... I remember using it, there was a ton of invaluable information there I used in my own little personal mods for Heroes IV. It hurts to see all these good information go to waste.
Anyway here it goes, and the reason I am doing this is because I just thought it was a good idea to pool all the information I found scattered over other forums, some even in Russian, or polish. So we could spark some activity and interest in HOMM IV, because imo its a great game =)
***Most of the information is not my own, so I will provide the links to at least give credit to the original authors
I will be coming to this thread from time to time to update it with new info/guides. But anyone is more than welcome to leave any useful information regarding modding!
======================================================================
CONTENTS:
0. TOOLS
1. GUIDES
1.01. How to remove abilities to creatures (coming soon)
1.02. How to replace abilities to creatures (coming soon)
1.03. How to add abilities to creatures (coming soon)
1.04 How to swap creatures in towns (coming soon)
2. USEFUL OFFSETS/NUMBERS
2.01. Creature Offsets
2.02. Creatures Number
2.03. Creatures Abilities (Hex format)
2.04. Offsets for Creature Buildings for recruitment
======================================================================
~ ~ ~ ~ G U I D E ~ ~ ~ ~
======================================================================
0. TOOLS
======================================================================
HEX Editors:
HIEW - 6.1 version might be free
IDA PRO (optional)
Above are common ones I see being used for modding heroes IV. But there are a million others, as long as it lets you decode/dissasemble/edit you should be able to mod whatever you want.
You can check this link out to help pick a hex editor:
Link - http://en.wikipedia.org/wiki/Comparison_of_hex_editors
======================================================================
1. GUIDES
======================================================================
----------------------------------------------------------------------
1.01. How to remove abilities to creatures (coming soon)
----------------------------------------------------------------------
----------------------------------------------------------------------
1.02. How to replace abilities to creatures (coming soon)
----------------------------------------------------------------------
----------------------------------------------------------------------
1.03. How to add abilities to creatures (coming soon)
----------------------------------------------------------------------
----------------------------------------------------------------------
1.04. How to swap creatures in towns (coming soon)
----------------------------------------------------------------------
======================================================================
2. USEFUL OFFSETS/NUMBERS
======================================================================
----------------------------------------------------------------------
2.01. Creature Offsets
(taken from: http://equilibris.celestialheavens.com/forum/viewtopic.php?p=17405)
----------------------------------------------------------------------
.654820 Air elemental
.654832 Angel
.654842 Ballista
.654856 Bandit
.654864 Beholder
.654876 Behemoth
.654884 Black dragon
.654896 Bone dragon
.6548AA Centaur
.6548BC Cerberi
.6548CC Champion
.6548DC Crossbowman
.6548EC Crusader
.6548FC Cyclop
.65490C Venom spawn
.65491C Devil
.65492E Dragon golem
.654940 Gnome
.65494E Earth elemental
.65495E Efreet
.654972 Elf
.654984 Fairy dragon
.654996 Fire elemental
.6549AA Gargoyle
.6549BC Genie
.6549CC Ghost
.6549E0 Berserker
.6549F0 Gold golem
.654A00 Gryphon
.654A10 Halfling
.654A20 Harpy
.654A32 Hydra
.654A42 Ice demon
.654A54 Imp
.654A64 Leprecon
.654A72 Mage
.654A80 Mantis
.654A92 Medusa
.654AA6 Mermaid
.654AB4 Minotaur
.654AC2 Monk
.654AD2 Mummy
.654AE2 Naga
.654AF0 Nightmare
.654AFE Nomad
.654B0C Ogre mage
.654B1A Orc
.654B2C Peasant
.654B3A Phoenix
.654B4E Pikeman
.654B5E Pirate
.654B6C Satyr
.654B7A Sea monster
.654B88 Skeleton
.654B98 Squire
.654BA6 Sprite
.654BB6 Thunderbird
.654BC6 Titan
.654BD8 Troglodyte
.654BE6 Troll
.654BF4 Unicorn
.654C02 Vampire
.654C16 Waspwort
.654C26 Water elemental
.654C3A White tiger
.654C48 Wolves
.654C56 Zombie
.654C66 Goblin knight
.654C78 Evil sorceress
.654C8A Gargantuan
.654C9E Dark champion
.654CB2 Catapult
.654CC6 Frenzied gnasher
.654CD6 Megadragon
----------------------------------------------------------------------
2.02. Creatures Number
*HEX is used in game
*DECIMAL is for your convinience if you find that useful
HEX DECIMAL CREATURE_NAME
----------------------------------------------------------------------
00 00 - Air Elemental
01 01 - Angel
02 02 - Ballista
03 03 - Bandit
04 04 - Behemoth
05 05 - Beholder
06 06 - Black Dragon
07 07 - Bone Dragon
08 08 - Centaur
09 09 - Cerberus
0A 10 - Champion
0B 11 - Crossbowman
0C 12 - Crusader
0D 13 - Cyclops
0E 14 - Venom Spawm
0F 15 - Devil
10 16 - Dragon Golem
11 17 - Dwarf
12 18 - Earth Elemental
13 19 - Efreet
14 20 - Elf
15 21 - Faerie Dragon
16 22 - Fire Elemental
17 23 - Gargoyle
18 24 - Genies
19 25 - Ghost
1A 26 - Berserker
1B 27 - Gold Golem
1C 28 - Griffin
1D 29 - Hafling
1E 30 - Harpy
1F 31 - Hydra
20 32 - Ice Demon
21 33 - Imp
22 34 - Leprecon
23 35 - Mage
24 36 - Mantis
25 37 - Medusa
26 38 - Mermaid
27 39 - Minotuar
28 40 - Monk
29 41 - Mummy
2A 42 - Naga
2B 43 - Nightmare
2C 44 - Nomad
2D 45 - Ogre Mage
2E 46 - Orc
2F 47 - Peasant
30 48 - Phoenix
31 49 - Pikeman
32 50 - Pirate
33 51 - Satyr
34 52 - Sea Monster
35 53 - Skeleton
36 54 - Squire
37 55 - Sprite
38 56 - Thunder Bird
39 57 - Titan
3A 58 - Troglodyte
3B 59 - Troll
3C 60 - Unicorn
3D 61 - Vampire
3E 62 - Water Elemental
3F 63 - White Tiger
40 64 - Wolves
41 65 - Zombie
42 66 - Waspwort
43 67 - Goblin Knight
44 68 - Evil Sorceress
45 69 - Gargantuan
46 70 - Dark Champion
47 71 - Catapult
48 72 - Frenzied Gnasher
49 73 - Mega Dragon
----------------------------------------------------------------------
2.03. Creatures Abilities (Hex format)
----------------------------------------------------------------------
0 Triple head attack(cerber)
1 Aging
2 Area attack
3 Berserker
4 Bind
5 Immune to visual
6 Blind
7 Block
8 Bloodlust(ogre)
9 Breath attack
0A Chaos ward
0B Charge
0C Cold attack
0D Cold resist
0E Curse
0F Devouring
10 Death ward
11 Elemental
14 Fire attack
15 Fire resist
16 Fire shield
17 First strike
18 Negate first strike
19 Fly
1A Fortune
1B Freezing attack
1C Giant slayer
1D Multiple attack (hydra)
1E Hypnotize (mermaid)
21 Insubstantial
22 Life ward
23 Lighning attack
24 Long range
25 Long weapon (pikeman)
26 Immune to magic
27 Magic mirror
28 Magic resist
29 Mana leech
2A Mechanical
2C Mirth (satyr)
2E No retaliation
2F Normal melee
30 Fear
31 Poison
32 Random harmful spell
33 Ranged
34 Ranged first strike
37 Rebirth(phoenix)
38 Regeneration
39 Ressurection
3A Bonuses at sea
3B Shoots twice
3C Short range
3D No obstacle penalty
3E Skeletal
40 Spellcaster
41 Stealth
42 Stone gaze (medusa)
43 Stone skin (gargoyle)
44 Strength(behemoth)
45 Strike and return
46 Two attacks
47 Stun
48 Summon ice demon
49 Taxpayer
4A Teleport
4B Terror
4C Toughness (zombie)
4D Undead
4E Unlimited retaliation
4F Unlimited shots
50 Life draining
51 Weakness
53 Greek fire
54 Arc breath attack
55 Siege capable
----------------------------------------------------------------------
2.04. Offsets for Creature Buildings for recruitment
(taken from:http://equilibris.celestialheavens.com/forum/viewtopic.php?p=15681#15681)
----------------------------------------------------------------------
~~~~~~~~~~~~~Life~~~~~~~~~~~~~~
.009853D4 Squire's guild
.009853DC Archery range
.009853E4 Guardhouse
.009853EC Ballista Works
.009853F4 Barracks
.009853FC Monastery
.00985404 Knight's Chapter
.0098540C Altar of Light
~~~~~~~~~~~~~Order~~~~~~~~~~~~~
.00985414 Dwarven mines
.0098541C Halfling Burrow
.00985424 Golem factory
.0098542C Mage's tower
.00985434 Golden Pavillion
.0098543C Altar of wishes
.00985444 Dragon factory
.0098544C Cloud Temple
~~~~~~~~~~~~~Death~~~~~~~~~~~~~
.00985454 Cemetery
.0098545C Torture Chamber
.00985464 barrow mound
.0098546C Kennels
.00985474 Mansion
.0098547C Spawning pit
.00985484 Dragon graveyard
.0098548C Temple of the damned
~~~~~~~~~~~~~Choas~~~~~~~~~~~~~
.00985494 Den of Thieves
.0098549C Orc Towers
.009854A4 Statuary garden
.009854AC Labyrinth
.009854B4 Black wood
.009854BC Volcanic Vent
.009854C4 Hydra pond
.009854CC Dragon cave
~~~~~~~~~~~~~Nature~~~~~~~~~~~~
.009854D4 Wolf Den
.009854DC Fae trees
.008954E4 Tiger Den
.009854EC Treetop Lodge
.009854F4 griffin cliffs
.009854FC Unicorn Glade
.00985504 Pyre
.0098550C Magic forest
~~~~~~~~~~~~~Might~~~~~~~~~~~~~
.00985514 Longhouse
.0098551C Centaur stables
.00985524 Nomad Tents
.0098552C Harpy Peak
.00985534 Ogre Fort
.0098553C Cyclops Cave
.00985544 Cliff nest
.0098554C Behemoth Crag
43 67 - Goblin Knight
44 68 - Evil Sorceress
45 69 - Gargantuan
46 70 - Dark Champion
47 71 - Catapult
48 72 - Frenzied Gnasher
49 73 - Mega Dragon
~~~~~~~~~~~~~Other~~~~~~~~~~~~~
.00985550 - Goblin Knight
.00985554 - Evil Sorceress
.00985558 - Gargantuan
.0098555C - Dark Champion
.00985560 - Catapult
.00985564 - Frenzied Gnasher
.00985568 - Mega Dragon
.???????? - Beholder
.???????? - Earth Elemental
.???????? - Fire Elemental
.???????? - Gargoyle
.???????? - Ice Demon
.???????? - Leprecon
.???????? - Mantis
.???????? - Mermaid
.???????? - Mummy
.???????? - Peasant
.???????? - Pirate
.???????? - Satyr
.???????? - Sea Monster
.???????? - Troglodyte
.???????? - Troll
.???????? - Water Elemental
.???????? - Zombie
.???????? - Waspwort
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Pellish
Famous Hero
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posted August 31, 2012 08:41 PM |
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Bump.
I can't believe this thread hasn't got more replies. Do you still work on the subject?
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whiterider
Known Hero
death walks with me
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posted September 01, 2012 05:49 PM |
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Excelent topic, I was under the effect of mass sorrow spell when this information was taken years ago from the forums, I started to mod few creatures and buildings, now I could continue doing so when I have free time.
A Big Thanks
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WhiteRider
Known Hero
death walks with me
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posted August 08, 2015 08:21 PM |
bonus applied by Galaad on 09 Jun 2019. |
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I have found a way to change the spells in the Equlibris version of HMM4. Unfortunately you can't give a spellbook to units that doesn't already have one, but you can add up to 4 new spells to spellcasters.
Here is the way I did it:
Open h4mod.exe in any hex editor. Search for 'mass spells', in my version it is at 56f690
On the next line starting at 56f6a0 you can see the following:
05 23 18 3e 2d 15
which means the following:
05 - for the following 5 creatures add these spells... (if you are gonna add spells for units not in that list you have to increase this number to 6 or more depending how many new creatures you will edit)
The 5 units that have pre-generated spells in the file are:
23 - mage
18 - genie
3e - water elemental
2d - ogre mage
15 - faery dragon
A lit bit further in the file you will see the following string which is connected to the mage (23h):
19 7f . 28 52 . 00 00 . 00 00 which means the following - if there are 25 (19h) or more mages in the stack add 7f spell (mass blur), if there 40 (28h) or more mages add 52 spell (mass curse) and mages have two blank spots left for more spells. If you want to add lets say disrupting ray (80 hex value) for all mages (1 or more in a stack) and summon phoenix (ab hex value) if there are more than 100 (64h) write this:
19 7f . 28 52 . 01 80 . 64 ab
19 60 . 19 63 . 00 00 . 00 00 if there are more than 25 genies give them mass slow and mass mirth
1e 64 . 00 00 . 00 00 . 00 00 if there are more than 30 water elementals give them mass weakness
19 0c . 00 00 . 00 00 . 00 00 if there are more than 30 ogre mages give them bloodfrenzy
0f 13 . 00 00 . 00 00 . 00 00 if there are more than 15 faery dragons give them cloud of confusion
if you want to add more spells for creatures not in that list start at 56f6d8 (just after the faery dragon spells - 0f 13 00 00 00 00 00 00) and do the following:
1. Increase the value (05 initialy) at 56f6a0 to match the new number of spellcasters with more spells
2. Start adding the new spellcaster units as hex values at 56f6a6 just after 05 23 18 3e 2d 15
3. For the spells of the first newly added unit use the 56f6d8, second - 56f6e0, third - 56f6e8, fourth - 56f6f0 and fifth (you cant edit more than 5 units) - 56f6f8
4. For each unit starting from the proper address write the quantity in the stack needed for the spell to be activated (01 for 1 unit or more, hex values) than search in the list below for the hex value of the spell. Each unit can have max 4 more spells.
For some reason spells like healing doesn't work properly - their power doesn't increase with the number of units in the stack.
Here is a list of all spellcasters you can edit or add:more spells for them, other units doesnt have spellcasting animation and even if you add spells for them they will not work (I tested that with monks, I added mana and spell power for them in the proper file but still nothing):
46 - Dark Champion
44 - Evil Sorceres
3e - Water Elemental
30 - Phoenix
2d - Ogre Mage
2b - Nightmare
23 - Mage
21 - Imp
18 - Genie
15 - Faery Dragon
0f - Devil
01 - Angel
List of spells:
00 - acid 10 - heavenly shield
01 - aging 11 - chain lightning
02 - animate dead 12 - phantom image
03 - anti-magic 13 - cloud of confusion
04 - armageddon 14 - cold resistance
05 - banish 15 - confusion
06 - berserk 16 - cowardice
07 - bind flyer 17 - curse
08 - bind wound 18 - death call
09 - binding 19 - despair
0a - bless 1a - disintegrate
0b - blind 1b - dispel
0c - bloodfrenzy 1c - displacement
0d - bloodlust 1d - celestial armor
0e - sparks 1e - divine intervention
0f - cancellation 1f - defender
20 - holy shout 30 - fortune
21 - dragon strength 31 - freezing attack
22 - unholy song 32 - choking gas
23 - exorcism 33 - giant strength
24 - aura of fear 34 - mass forgetfullness
25 - 35 - guardian angel
26 - 36 - hand of death
27 - fire bolt 37 - haste
28 - fire resistance 38 - healing
29 - fire ring 39 - health (potion)
2a - fire shield 3a - spiritual armor
2b - fire ball 3b - retribution
2c - fire aura 3c - holy water
2d - fist strike 3d - holy word
2e - flight 3e - hypnotize
2f - forgetfullness 3f - ice bolt
40 - create illusion 50 - mass bless
41 - implosion 51 - mass cancelation
42 - inferno 52 - mass curse
43 - demon fire 53 - mass dispel
44 - life drain 54 - mass exorcism
45 - lightning 55 - mass first strike
46 - luck 56 - mass fortune
47 - magic arrow 57 - mass speed
48 - magic fist 58 - mass healing
49 - magic leech 59 - mass misfortune
4a - magic mirror 5a - mass precision
4b - magic resistance 5b - mass chaos ward
4c - mana 5c - mass death ward
4d - mana flare 5d - mass nature ward
4e - 5e - mass order ward
4f - martyr 5f - mass slayer
60 - mass slow 70 - poison attack
61 - mass snake strike 71 - power drain
62 - mass sorrow 72 - prayer
63 - mass mirth 73 - precision
64 - mass weakness 74 - immortality
65 - mire 75 - chaos ward
66 - misfortune 76 - death ward
67 - morale (potion) 77 - life ward
68 - speed 78 - nature ward
69 - slow 79 - order ward
6a - pain mirror 7a - quickness
6b - panic (Bone Dragon) 7b - qucksand
6c - pathfinding 7c - raise ghost
6d - blur 7d - raise sceleton
6e - plague 7e - raise vampires
6f - poison 7f - mass blur
80 - distrupting ray 90 - song of peace
81 - rebirth 91 - sorrow
82 - cat reflexes 92 - speed potion
83 - regeneration 93 - spell shakle
84 - endurance 94 - mirth
85 - resurrection 95 - steal all enchatments
86 - rock grow 96 - steal enchatments
87 - necromancy ward 97 - stone skin
88 - sacrifice 98 -
89 - sanctuary 99 - strength (potion)
8a - charm (mermaid) 9a - stun
8b - heal(another one) 9b - summon elf
8c - slayer 9c - summon white tiger
8d - faltigue 9d - summon air elemental
8e - smoke 9e - summon ship
8f - snake strike 9f - summon cerberus
a0 - summon ice demon b0 - summon water elem
a1 - summon venom spawn b1 - summon wolf
a2 - summon devils b2 - teleport
a3 - summon earth elemental b3 - terrain walk
a4 - summon faerie dragon b4 - terror
a5 - summon fire elemental b5 - town gate
a6 - summon griffin b6 - vampiric touch
a7 - summon ice demon (again) b7 - visions
a8 - summon imp b8 - water walk
a9 - summon leprecon b9 - weakness
aa - summon mantis ba - frozen
ab - summon phoenix bb - summon waspwort
ac - summon satyr
ad - summon sprite
ae - wasp swarm
af - summon unicorn
List of units
00 air elemental 19 ghost 32 pirate
01 angel 1a berserker 33 satyr
02 ballista 1b gold golem 34 sea monster
03 bandit 1c griffin 35 skeleton
04 behemoth 1d halfling 36 squire
05 beholder 1e harpy 37 sprite
06 black dragon 1f hydra 38 thunderbird
07 bone dragon 20 ice demon 39 titan
08 centaur 21 imp 3a troglodyte
09 cerberus 22 leprechaun 3b troll
0a champion 23 mage 3c unicorn
0b crossbowman 24 mantis 3d vampire
0c crusader 25 medusa 3e water elemental
0d cyclops 26 mermaid 3f white tiger
0e venom spawn 27 minotaur 40 wolf
0f devil 28 monk 41 zombie
10 dragon golem 29 mummy 42 waspwort
11 dwarf 2a naga 43 goblin knight
12 earth elemental 2b nightmare 44 evil sorceress
13 efreet 2c nomad 45 gargantuan
14 elf 2d ogre mage 46 dark champion
15 faerie dragon 2e orc 47 catapult
16 fire elemental 2f peasant 48 frenzied gnasher
17 gargoyle 30 phoenix 49 mega dragon
18 genie 31 pikeman
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WhiteRider
Known Hero
death walks with me
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posted August 08, 2015 08:32 PM |
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If we want to add Disrupting Ray, Magic Arrow, Sorrow and Mass Sorrow (over 200) for the Imps we do this:
On the next line starting at 56f6a0 we change this
05 23 18 3e 2d 15 00
to that
06 23 18 3e 2d 15 21 (21 - imps)
and 56f6d8 we change this
00 00 00 00 00 00 00 00 to this
01 47 01 80 01 91 c8 62
I have given the imps 8 spell points and 4 spell power (100 imps will do 120 damage with magic arrow which is a little bit more they would do with melee attack but I like it, Necropolis would have another spellcaster/shooter)
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Karmakeld
Responsible
Supreme Hero
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posted October 16, 2015 09:35 PM |
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Very usefull infos.. Thx for sharing
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Baronus
Legendary Hero
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posted December 15, 2015 03:10 PM |
bonus applied by Galaad on 09 Jun 2019. |
Edited by Baronus at 15:14, 15 Dec 2015.
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I know how to change hero faction, skill and ability.
In heroes4.exe adres is:
0x589440 to 589590 or 989440 to 989590 for eg. Ida Pro.
And here we are:
(00)000000 Knight
58e6a600 I don't know.
(00)000000 Life - faction (morale).
(00)000000 Tactics
(0a)000000 Defense
ff ff ff ff Free space, you can add third skill!
Further for 0x589590 are defined advandced classes of heroes when they leveled up and gain special abilities.
Here are data:
KNIGHT 0
PRIEST 1
LORD 2
MAGE 3
DEATH_KNIGHT 4
NEROMANCER 5
THIEF 6
SORCERER 7
ARCHER 8
DRUID 9
BARBARIAN A
-------
Life 00
Order 01
Death 02
Chaos 03
Nature 04
Might 05
--------
#define SKILL_TACTICS 0
#define SKILL_COMBAT 1
#define SKILL_SCOUTING 2
#define SKILL_NOBILITY 3
#define SKILL_LIFE_MAGIC 4
#define SKILL_ORDER_MAGIC 5
#define SKILL_DEATH_MAGIC 6
#define SKILL_CHAOS_MAGIC 7
#define SKILL_NATURE_MAGIC 8
#define SKILL_OFFENSE 9
#define SKILL_DEFENSE A
#define SKILL_LEADERSHIP B
#define SKILL_MELEE C
#define SKILL_ARCHERY D
#define SKILL_MAGIC_RESISTANCE E
#define SKILL_PATHFINDING F
#define SKILL_SEAMANSHIP 10
#define SKILL_STEALTH 11
#define SKILL_ESTATES 12
#define SKILL_MINING 13
#define SKILL_DIPLOMACY 14
#define SKILL_HEALING 15
#define SKILL_SPIRITUALITY 16
#define SKILL_RESURRECTION 17
#define SKILL_ENCHANTMENT 18
#define SKILL_WIZARDRY 19
#define SKILL_CHARM 1A
#define SKILL_OCCULTISM 1B
#define SKILL_DEMONOLOGY 1C
#define SKILL_NECROMANCY 1D
#define SKILL_CONJURATION 1E
#define SKILL_PYROMANCY 1F
#define SKILL_SORCERY 20
#define SKILL_HERBALISM 21
#define SKILL_MEDITATION 22
#define SKILL_SUMMONING 23
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Karmakeld
Responsible
Supreme Hero
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posted January 23, 2016 10:21 AM |
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HCM
@Baronus.
Do you know how to change/mod advanced class abilities?
Say if I want to change the class bonus of Ninja class..,
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Baronus
Legendary Hero
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posted January 23, 2016 11:00 AM |
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Only replaceing bonuses between clasesses. You must change symbol eg (aa) to (bb). Then you have bonus of another class.
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Karmakeld
Responsible
Supreme Hero
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posted January 23, 2016 11:12 AM |
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Do you know the data for advanced classes?
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Baronus
Legendary Hero
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posted January 24, 2016 11:06 PM |
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Further for 0x589590 I suppose. Look at faction number, maybe skill table in txt will be useful. Tray to guess.
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Drakon-Deus
Undefeatable Hero
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posted January 25, 2016 04:35 AM |
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I hope that something good comes out of this, guys.
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Karmakeld
Responsible
Supreme Hero
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posted January 25, 2016 09:59 AM |
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HCM
Well I'm not looking to change that much. But I recently found a way to change portraits in WoW version, and as I'm working on a campaign where you're given the choice between selecting one of your heroes as either a ghost, vampire, skeleton, zombie or necromancer (all portraits are based on Astral's portrait, but changed into chosen undead version), I found think it would be fun if I could set up class bonuses to match chosen creature. So that Ninja/Ghost will give you the aging ability. This was changed in Equilibris to random harmful spell. And have Lich/Zombie have a poisonous attack - in Equi its Undead. This could save some room from having to rely on giving artifact to resemble some of the abilities.
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Baronus
Legendary Hero
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posted January 25, 2016 01:37 PM |
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In Equilibris they programmed own abilities. I cant do that. I only can change old.
It is like that.
In offset 0x589590 there is:
(2A) 000000 General : +1 morale to all friendly creatures
nnnnnnnn probably animation of ability
(06) 000000 I dont know
(00) 000000 tactis (see up) plus
(01) 000000 combat (see up) =
General : +1 morale to all friendly creatures
2A means general.
And next 00+02, 00+03, 00+04 tactics plus second ability. And next 01+02, 01+03 etc... For all pairs.
Advanced abilties have symbols from 10 to 2E. There are 36 special abilities.
If you want change you must change 2A to eg. 2E ( Marshal : +10% to Melee and Ranged Attack of all friendly creatures). I dont know ... Maybe if it will be 2E two times game will be crashed. And maybe not. I dont taste it.
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Baronus
Legendary Hero
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posted September 23, 2016 07:31 PM |
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Edited by Baronus at 15:36, 27 Sep 2016.
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Editing necromancy.
Nimostar needs necromancy modding. Now im writing.
Necromancy experience level (how many unit is adding depends of experience) is in adress:
0x590398
28000000280000000 means 40... 40
50 is 80, 78 is 120, a0 is 160, c8 is 200
Which unit is necromanted you can find in adress:
0x678bf8 for Heroes IV WOW
and for Equilibris:
0x56f38c
3500000035000000 etc sceleton
41 zombie
29 mummy
17 gargoyle
19 ghost
3d vampire
07 bone dr.
If you want change give new unit number.
....
Correction.
It works for HIV WOW.
In Equilibris necromancy is codded in h4.dll
0x2504 for Eq 3.51
0x5249 for Eq 3.55
Its short file easy to search.
3500000041
35 sceleton
41 zombie
17 gargoyle
29 mummy
07 bone dragon
I tested it works fine. It necromanted me pirates :-)
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted September 24, 2016 06:43 PM |
bonus applied by Galaad on 09 Jun 2019. |
Edited by NimoStar at 23:28, 24 Sep 2016.
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I THINK there may be a way to add new creatures!
After the creature abilities of each creature, there is a reference number.
This is the hex reference number of the creatures.
In the same "jump" way Equilibris added more abilities, you could add more creatures at the end (or any part?) of the list.
Last used creture is "49" (actually 73 in decimal), the Megadragon.
So, next creature would be "4A" (actually 74 in decimal). Write it like any other creature and give abilities to it.
The number will be used for example in regards to creature dwellings.
In the creature table file, you can add a new line with Textedit too for the creature stats.
The name you give it there (keyword, first column) is the name of the .spr files it will use for adventure and combat graphics, as well as other things like summon spells (works this way with all creatures).
I have not tested this but it seems like the way to do it from my knowledge. All the things I did in my mod proves usually, with a bit of testing and help, it could be done.
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Baronus:
Thenk you for your help.
However, I have not been able to edit with that info.
In what system those are the locations of Necromancy?
In Hiew, they are not...
Hex Editor Neo could not find it.
What program did you use?
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Also:
I have been able to update the creature ability table as follows, with some of the missing numbers, and descriptions of what abilities actually do things and which don't.
Spells are defined separately, so usually "this creature can cast X spell" abilities do nothing, they are purely descriptive.
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>>> Creatures Abilities (Hex format)
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0 Triple head attack(cerber)
1 Aging
2 Area attack
3 Berserker
4 Bind (mantis)
5 Immune to visual
6 Blind
7 Block
8 Bloodlust(ogre) ["SPELL", DOES NOTHING]
9 Breath attack
0A Chaos ward
0B Charge
0C Cold attack
0D Cold resistance
0E Curse Attack
0F Devouring (Sea Monster)
10 Death Ward
11 Elemental
12 Extra Melee (dog - Negates fear?)
13 Extra Ranged
14 Fire attack
15 Fire resist
16 Fire Shield
17 First strike
18 Negate first strike
19 Fly
1A Fortune ["SPELL", DOES NOTHING]
1B Freezing Attack (Ice Demon)
1C Giant Slayer (Halfling)
1D Multiple Attack (Hydra)
1E Charming Attack (Mermaid)
1F [No picture] Ignore Wards (Really?)
20 [No picture] Ignore Zones of Control (Really?)
21 Insubstantial (ghost)
22 Life Ward
23 Lightning Attack
24 Long range (ranged)
25 Long Weapon (pikeman)
26 Immune to magic
27 Magic Mirror
28 Magic resist [ACTUALLY DOES NOTHING, magic resistance separately defined]
29 Mana leech
2A Mechanical
2B Melee Giant Slayer (Really?)
2C Mirth (satyr) ["SPELL", DOES NOTHING]
2D [No picture] Negate Mind Immunity (Really?)
2E No Retaliation
2F Normal melee (Ranged)
30 Fear (Panic - Bone Dragon)
31 Poison Attack (Venom Spawn)
32 Random harmful spell (Beholder)
33 Ranged
34 Ranged first strike
35 Ranged giant slayer (Really?)
36 Ranged stun
37 Rebirth (Phoenix) [Needs mana and power on creature grid to work!]
38 Regeneration (troll, dark champion)
39 Resurrection ["SPELL", DOES NOTHING]
3A Bonuses at Sea
3B Shoots twice (Ranged)
3C Short range (Ranged)
3D No obstacle penalty (Ranged)
3E Skeletal
3F [No picture] Spell Vulnerability (Really?)
40 Spellcaster ["SPELLS", DOES NOTHING]
41 Stealth (bandit)
42 Stone gaze (medusa)
43 Stone skin (gargoyle)
44 Strength (behemoth) [SEEMS TO ACTUALLY *DIMINISH* DAMAGE OUTPUT]
45 Strike and return
46 Two attacks
47 Stun (Melee only)
48 Summon ice demon ["SPELL", DOES NOTHING]
49 Taxpayer
4A Teleport
4B Terror ["SPELL", DOES NOTHING]
4C Toughness (ex-zombie) [SEEMS TO DO NOTHING]
4D Undead
4E Unlimited retaliation
4F Unlimited shots [SEEMS TO DO NOTHING, you can put 100 shots in unit table]
50 Life draining (Vampire)
51 Weakness (Waspwort)
52 [No picture] żżż??? - Unknown (But helps a lot in combat, somehow!)
53 Greek fire (Catapult)
54 Arc breath attack
55 Siege capable
56 (and above, probably) = *GAME CRASHES*
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Karmakeld
Responsible
Supreme Hero
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posted September 24, 2016 10:08 PM |
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Do you intend on testing the ability to add new creature? It would be great if proven to work.
About giant slayer melee/ranged - I assume these are the Halflings ability.
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted September 24, 2016 11:28 PM |
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Actually, the Halfling ability is just 1C - "Giant Slayer" (Which I assume works for both ranged and melee, because of the name and description, but haven't tested melee damage difference).
I have edited the post to clarify this is Halfling's ability.
* * *
For doing the add creature test, I would need to use the same infamous "jump" technique on assembly which I coudn't get to work to add extra abilities. So, my test is delayed until I can find the patience and method to get that working first.
But the Equilibris Team has done the jump sucessfully (as I can even see on their modified codes), so that can be done and if anyone can test the creature add process (based on my blueprint), it's them. If anyone can/wants to contact them...
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Karmakeld
Responsible
Supreme Hero
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posted September 25, 2016 12:38 AM |
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Members of the equi team has been pointed to your posts.
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted September 25, 2016 06:43 PM |
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It's just that I am too occupied, lasts days I have worked on the mod over 8 hours (per day!) because I was recently free from exams, but I have been falling behind and want to do other things too with my life
: P so if anyone else can contact them and point them here and the Mod's thread, since we all will benefit from the new modding techniques... if so they wish they can do it, I have too much of an overload.
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