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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes 4 Modding Revisited
Thread: Heroes 4 Modding Revisited This thread is 5 pages long: 1 2 3 4 5 · «PREV
Karmakeld
Karmakeld


Known Hero
posted December 14, 2016 04:27 PM

I hope you will take the time to perhaps describe more detailed how you edited the creature heroes, in terms of adding new animations. Fx. how you add shoot animation to a non-ranger unit.
I get the theorical parts of it, as I've seen how they're listed in the h4r file, but lack the pratical. Also I would very much like if you could display the example of how you changed this: http://heroescommunity.com/viewthread.php3?TID=42915&PID=1393211#focus

I'd also really appreciate if you could make a guide on how you changed the ring of health to being misc or how to make it an object, instead of an artifact.

You mentioned some of it could be done by string editing, but I don't recall examples on how to do these. As mentioned, my own attempts have all failed so far.
I'm sure others will find it useful as well, but I guess some of us still has a lot to learn, before we can do our own modding.

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NimoStar
NimoStar


Promising
Known Hero
Modding the Unmoddable
posted February 20, 2017 01:54 AM

żDoes anyone know or can find where are creature default spells stored in the .exe?

I can't seem to find them anywhere even trying all method and multiple hex editors.

Equilibris changed default spells and not just "mass spells"
(for example, on the Ogre Magi, AKA King Oni in my mod)

Also a headache is that mass spell only accepts 15 entries (one of which is disabled by a code in the middle, so actually 14), but the game has 73 creatures, meaning that only 1 in 5 will get to be spellcaster...
I will try to ask equilibris to see if they can fix this, but haven't got much hope

______________________________________________________

Karmakeld

I think I have already said some of those things... you can find how to change shooting animation and other things in the .spr on a thread I made on private Equilibris forum... but in the interest of open modding...

ANIM SWITCHING SPR - It's just copying the animations from one part to the other. Open the SPR file of a creature (combat_actor) with hex editing. Copy everything after "spellcast" until two bytes before "die" (DO NOT copy the last two bytes before die). Paste them on "ranged" animation (with insert mode - do not overwrite). Leave from the original Ranged only the last two bytes.
In this way you can have a creature/hero that uses spellcast anim for ranged attack. It works the same with any animation type.

- Some spell graphics changed: Normally is just renaming the spell in "animations" using other anim. However, in this case, the spell is actually a projectile. Look in the combat actor SPR and you can replace projectiles for what you like.
In the 015 version of my mod, for example, the fire bolt is renamed to "demon bolt" and anim is a burning demon.
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