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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes 4 Modding Revisited
Thread: Heroes 4 Modding Revisited This thread is 17 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 · «PREV / NEXT»
vulcancolak
vulcancolak


Famous Hero
posted April 19, 2019 02:43 PM

Thank you so much radmutant69 i will check this. By the way i have solved removing terror spell from Nightmare with my own methods (giving the creature 0 mana lol) thank you everyone who tried to help me.

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Roman2211
Roman2211


Adventuring Hero
posted April 28, 2019 02:10 PM

In heroes4.exe and campaign_editor.exe you can find a "fighter" at the hero-class list. And I think be a class for 3 combat skills at like Archmage.
Dear modmakers, is it possible to unlock this class?

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radmutant69
radmutant69


Promising
Known Hero
posted April 29, 2019 04:51 PM
Edited by radmutant69 at 16:55, 29 Apr 2019.

I'm quiet sure that 'fighter' is the keyword of the fighter-type hero sprites and not an actual hero class. I mean those might heroes whom wield a sword or an axe and not any ranged weapon.



The highlighted bytes right before the 'fighter' are pointing on the fighter (66E490), the mage (66E624) and the archer (664EC0) keywords. These are the three hero sprite types in the game (see below) and I didn't find any other reference of the 'fighter' keyword in the exe except this one. So, I might be wrong but in my opinion it's not an unlockable nor even an unused hero class.


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Roman2211
Roman2211


Adventuring Hero
posted April 29, 2019 05:09 PM
Edited by Roman2211 at 17:11, 29 Apr 2019.

radmutant69 said:
I'm quiet sure that 'fighter' is the keyword of the fighter-type hero sprites and not an actual hero class
Thanks for the explanations, but it was not in the version TGS 2.0, thus I'm interested

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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted April 29, 2019 05:32 PM

Roman2211 said:
radmutant69 said:
I'm quiet sure that 'fighter' is the keyword of the fighter-type hero sprites and not an actual hero class
Thanks for the explanations, but it was not in the version TGS 2.0, thus I'm interested


Well if you look at it, it is listed among the types of advanced classes, though I doubt it was finished, even if planned, but would be interesting to know.
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radmutant69
radmutant69


Promising
Known Hero
posted April 29, 2019 10:58 PM
Edited by radmutant69 at 23:02, 29 Apr 2019.

Well if you look at it even more you will see the word 'female' too right after the fighter. And I really don't think that was supposed to be an advanced hero class since there are many male heroes in the game and so many years ago they didn't use to support transsexuality and stuff as much as nowadays. At least as far as I remember

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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted May 01, 2019 09:14 AM
Edited by Karmakeld at 09:27, 01 May 2019.

radmutant69 said:
Well if you look at it even more you will see the word 'female' too right after the fighter. And I really don't think that was supposed to be an advanced hero class since there are many male heroes in the game and so many years ago they didn't use to support transsexuality and stuff as much as nowadays. At least as far as I remember


good point. Seems I missed that little word "female"... I guess it could just be the word used for the common class without bonuses. The faction classes (Knight/Death Knight) only determines the skills available so perhaps it's simply a base class from which they all draw their non-bonus.
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vulcancolak
vulcancolak


Famous Hero
posted June 07, 2019 09:22 AM

By the way somehow i cannot find air elemental at 254820 block. I was trying to replace one of it's abilities but i even cannot find fly (19) in the same block. But when i replace 19 with 23 at 25482A, i was able to see all abilities of air elemental removes.

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radmutant69
radmutant69


Promising
Known Hero
posted June 07, 2019 10:37 AM

That is because I forgot to mention in the Equi exe there are several creatures about the beginning of the file. They moved them there to be able to give them more or less abilities they originally had.

The first creature code starts there at 323, while the Air Elemental starts at 330.

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vulcancolak
vulcancolak


Famous Hero
posted June 07, 2019 10:53 AM

radmutant69 said:
That is because I forgot to mention in the Equi exe there are several creatures about the beginning of the file. They moved them there to be able to give them more or less abilities they originally had.

The first creature code starts there at 323, while the Air Elemental starts at 330.


Thank you so much radmutant69. It worked. God bless you.

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szaman
szaman


Known Hero
posted August 08, 2019 04:17 PM

Good Day!

Any chances that someone will write a manual how to swap/change creatures in towns? (With examples).
I like to change some and it's stupid to always ask someone to do it for me:/

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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted August 12, 2019 05:05 PM

szaman said:
Good Day!

Any chances that someone will write a manual how to swap/change creatures in towns? (With examples).
I like to change some and it's stupid to always ask someone to do it for me:/


NimoStar did it. Either it should be in one of the modding treads or in one of his modding treads. Else try to contact him, good luck.
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted September 14, 2019 08:55 AM

You need to hex edit the part of the Heroes .exe where creatures for towns are stored (some guides mention this). Notice that I think changing to a creature of inappropiate alignement or level may crash the game. So only creatures of the appropiate type and level can be selected; though both type and level are stored on the Creatures table (outside of the .exe as part of the data text files)


Anyways, I'm back and I expect to do some progress on modding, if the community helps a bit

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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted September 15, 2019 04:54 PM

NimoStar said:

Anyways, I'm back and I expect to do some progress on modding, if the community helps a bit



Welcome back.. would love to help but recently I've had alot of other stuff to spend my time on, but lookinh forward to see what your return will bring..

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted September 18, 2019 11:33 PM

I sent you a message ; )
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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted October 05, 2019 06:04 PM

NimoStar said:
I sent you a message ; )


I replied
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 23, 2019 06:02 AM bonus applied by Galaad on 25 Oct 2019.
Edited by NimoStar at 06:03, 23 Oct 2019.

So, I have made a discovery about how it is possible to give creatures three attacks.

For melee, they need abiltiies 12 (with no picture) and 46.

12+46 = Triple melee attacker

So it's two abilities worth of "Investment".

For ranged, they need ability 13 (no picture), coupled with 3b, and 33 to enable ranged attacks.
13 + 3b + 33 = Triple ranged attacker.
So, three abilities of "investment" out of the maximum four a creature seemingly supports.

Here's an ability list updated with some extra notes:

00    Triple head attack(cerber)  
01    Aging                      
02    Area attack (Ranged?)
03    Berserker                  
04    Bind (mantis)                      
05    Immune to visual            
06    Blind                      
07    Block - 40% chance (in Equilibris?) to block Melee and Ranged attacks. The creature will use the "block" anim defined in the .spr, but if not, it will use its "hit" animation, same as when taking damage.
08 ["SPELL", DOES NOTHING]     Bloodlust(ogre)          
09    Breath attack              
0A    Chaos ward                  
0B    Charge                      
0C    Cold attack                
0D    Cold resistance                
0E    Curse Attack                    
0F    Devouring (Sea Monster) - Approximately 10% chance of eating one enemy after dealing damage. Also applies to heroes.
10    Death Ward                  
11    Elemental                  
12    Extra Melee attack [No picture] (CUMULATIVE with 46 for attacking three times)
13    Extra Ranged attack [No picture] (Needs Ranged) (CUMULATIVE with 3B "Shoots twice" for a triple-attack shooter)
14    Fire attack                
15    Fire resist                
16    Fire Shield                
17    First strike                
18    Negate first strike        
19    Fly                        
1A  ["SPELL", DOES NOTHING]     Fortune              
1B    Freezing Attack (Ice Demon)          
1C    Giant Slayer (Halfling)            
1D    Multiple Attack (Hydra)    
1E    Charming Attack (Mermaid)      
1F [No picture] Ignore Wards (Really?)  
20 [DOESN'T WORK] [No picture] Ignore Zones of Control (Really? NOT IN TEST!)  
21    Insubstantial (ghost)            
22    Life Ward                  
23    Lightning Attack (Thunderbird)          
24    Long range (ranged, no distance penalty)                
25    Long Weapon (pikeman)      
26    Immune to magic            
27    Magic Mirror                
28 [ACTUALLY DOES NOTHING, magic resistance separately defined] Magic resist
29    Mana leech                
2A    Mechanical
2B Melee Giant Slayer (Really?)  - The combined ability is 1C
2C ["SPELL", DOES NOTHING]  Mirth (satyr)
2D [No picture] Negate Mind Immunity (Really?)  
2E    No Retaliation
2F    Normal melee (Ranged)
30    Panic (Bone Dragon)
31    Poison Attack (Venom Spawn)
32    Random harmful spell (Beholder)
33    Ranged [NOTE: For this to work, the creature must have ranged frames defined in the .spr - If not, game may crash]
34    Ranged first strike
35  Ranged giant slayer  (Really?) - The combined ability is 1C
36  Ranged stun
37    Rebirth (Phoenix) [Needs mana and power on creature grid to work!]
38    Regeneration (troll, dark champion)
39 ["SPELL", DOES NOTHING]   Resurrection
3A    Bonuses at Sea
3B    Shoots twice (Needs Ranged)
3C    Short range (Needs Ranged, negative ability)
3D    No obstacle penalty (Needs Ranged)
3E    Skeletal
3F [DOESN'T WORK] [No picture] Spell Vulnerability (Really? NOT IN TESTS!)  
40 ["SPELLS", DOES NOTHING]   Spellcaster
41    Stealth (bandit)
42    Stone gaze (medusa)
43    Stone skin (gargoyle)
44 [SEEMS TO ACTUALLY *DIMINISH* DAMAGE OUTPUT, badly programmed]   Strength (behemoth)
45    Strike and return
46    Two attacks : Only works for melee, cumulative with 12 for three attacks
47    Stun (Melee only)
48 ["SPELL", DOES NOTHING]     Summon ice demon
49    Taxpayer
4A    Teleport
4B ["SPELL", DOES NOTHING] Terror
4C [SEEMS TO DO NOTHING] Toughness (ex-zombie)
4D    Undead
4E    Unlimited retaliation
4F [SEEMS TO DO NOTHING, you can put 100 shots in unit table]  Unlimited shots
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 (Ranged trough walls)
56 (and above, probably) = *GAME CRASHES*
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Never changing = never improving

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 25, 2019 01:48 PM

I have found apretty unassailable roadblock to editing town screens.

Building images and their positions are in the "layout" files for towns, but Namerutan's tool (nor Ilivineinaboxone) can seem to figure these files correctly: They camn be opened by namerutan's and edited as ORA, but re-importing them and saving them messes them up for me - Even if you make NO change at all. This is to the point that they can't even be reopened by the tool after re-importing and saving the same image that was exported.

Hex information after correcting the "frame 001" bug is aligned, but most of it is different than the original one, and also somehow wrong. There is also a missing 2 kb of information at the end. (1200 vs 1998)

I have tried pasting these 2 kb back at the created file, and it made them exactly the same lenght, but it didn't fix the issue that neither the game nor the tool can open this new file.

So, I will not able to make all-new town screens as intended. At least while there is no solution for this.



























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Never changing = never improving

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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted October 25, 2019 06:40 PM

You should give it another try.
I know Max and others has succesfully changed parts the town screen and I also did some minor succesful test months ago. Perhaps you can share the lay file of the changes..?
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 25, 2019 07:56 PM

I mean. There was no changes. Even if the image isn't changed and just reimported as exactly the same and saved, the game crashes.

I can modify the "town background" screen. That was what was changed by other people before. But the buildings and their positions aren't there.

Here is the file with 2 kb added at the end and layer name fixed (still crashes). But anyone could make it exporting a "layout" file and then reimporting with the tool.

https://ufile.io/k35n1gli
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