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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes 4 Modding Revisited
Thread: Heroes 4 Modding Revisited This thread is 6 pages long: 1 2 3 4 5 6 · «PREV
wuxiangjinxing
wuxiangjinxing

Tavern Dweller
posted April 21, 2018 12:27 AM

Is it possible to get full XP in high difficulty, or else can we cancel the doubling and trippling of neutral monsters?
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Karmakeld
Karmakeld


Famous Hero
posted April 21, 2018 09:03 PM

wuxiangjinxing said:
Is it possible to get full XP in high difficulty, or else can we cancel the doubling and trippling of neutral monsters?


You mean xp gained from Neutrals? I believe those are hardcoded. Only thing I could find in the creature table file was their initial xp value, so I guess difficulty levels are coded with xp.
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szaman
szaman


Known Hero
posted April 22, 2018 04:47 PM

radmutant69 said:
Well in practice you must replace it with another ability but yes:



Find this address in the exe and replace that 03 with any other ability's hex code.

Note that some abilities like 'Toughness' don't do anything, they only display the ability's icon in the game. You can find more information about this here (scroll down in NimoStar's post there.)


Big Thanks radmutant69 i see you have great knowledge about modding in H4. To bad that the manual here to hard to understand.

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CactusBack
CactusBack

Tavern Dweller
posted July 08, 2018 01:38 PM

Hey everyone!

I'm currently trying to mod spells in Heroes 4 WOW (not Equilibris) but having a problem, which I think someone here might help me with.

Basically, I've made a bunch of non-teachable spells teachable and most of them work fine with the exception of Binding (mantises' ability), Stun (squires' ability) and Stone Gaze (medusas' ability).

I made those three spells teachable and added them to a hero's spellbook but whenever I try to use them in combat, the game says "This spell cannot be used in combat", even though I made sure to define those spells as usable in combat in table.spells.txt.

Does anyone know whether it's possible to make those three spells usable in combat?
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radmutant69
radmutant69


Known Hero
posted July 10, 2018 09:47 AM
Edited by radmutant69 at 10:00, 10 Jul 2018.

CactusBack said:
[...]

Does anyone know whether it's possible to make those three spells usable in combat?


Hello there!

I tried to do this but I cannot find any way to use them in combat. At least via editing the spell table.

I think it would require some exe editing to make the player being able to cast these spells on his units (as Fire Aura works). But I cannot do this.

Perhaps kkfkkkfk could give a more accurate answer as I saw him posting something about spells in the exe (?) some time ago.

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CactusBack
CactusBack

Tavern Dweller
posted July 10, 2018 01:14 PM
Edited by CactusBack at 13:15, 10 Jul 2018.

radmutant69 said:

[...]

I think it would require some exe editing to make the player being able to cast these spells on his units (as Fire Aura works). But I cannot do this.



Damn, I suspected it was the case. Thanks for the reply anyway!
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NimoStar
NimoStar


Promising
Famous Hero
Modding the Unmoddable
posted July 11, 2018 12:37 AM
Edited by NimoStar at 00:38, 11 Jul 2018.

Yes, I found the same roadblock in plenty of spells.

Including re-enabling Town Portal in combat after Equilibris disabled it from the .exe ...

Still, I was able to make many other ones work.

Anyways, take into account there are some liabilities with some spells.

For example, Holy Water as a spell, if used by a creature, will crash the game. (which is why I had to remove it from Monks)

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