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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
Supreme 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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NimoStar
NimoStar


Promising
Supreme Hero
Modding the Unmoddable
posted September 23, 2018 01:39 AM
Edited by NimoStar at 07:36, 23 Sep 2018.

I have realized a limitation we did now know before about changing spells.

When you change spells, the "initial spells" of a given discipline stay the same.

I call "Initial spells" to the spells heroes auto-learn when they get the skill.

For example, Bloodlust could be learnt when your hero acquires Chaos Magic.

But if you change it to Nature Magic
(My version: "Allure of the Hunt")
, while it will work with Nature Magic, you will still "get" the spell when you learn Chaos Magic.

And then you cannot use it (unless you learn Nature too)

This is a minor "bug".

It could be corrected if we know where this is hardcoded in the .exe

(Probably with spell numbers)

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TheUnknown
TheUnknown


Known Hero
posted September 23, 2018 09:00 AM
Edited by TheUnknown at 09:16, 23 Sep 2018.

NimoStar said:

When you change spells, the "initial spells" of a given discipline stay the same.

This is a minor "bug".

It could be corrected if we know where this is hardcoded in the .exe

(Probably with spell numbers)


I believe this is one of the reasons equilibris couldn't add smoke spell to automatically be learned when you took chaos magic.

Also note that one of the nature spells cannot be learned by picking the nature skill, I think it was pathfinding. You also might want to check the basic skill codes coupled with the needed spell code ... if pathfinding is missing from a list where other level 1 nature spells are listed, that should be the place. Just be sure to double check as pathfinding is also the only adventure spell from level 1 nature spells, so you wouldn't change it in the wrong place.


NimoStar said:

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)


About this, is it possible for them to use the potion version if they have the potion in the inventory?
This would be a great addition to the game, just imagine "Monks used holy water potion on vampires."

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radmutant69
radmutant69


Known Hero
posted September 23, 2018 01:21 PM
Edited by radmutant69 at 13:39, 23 Sep 2018.

This Monk and Holy Water problem is probably because there is no such spell keyword 'holy water' in the exe. It's in the spell list but unlike other potions it directly points on the keyword of holy water in the artifact string list.

So (I think) the monks tried to use the potion what they didn't have, and probably can't even use since they are creatures, and this caused the crash.

At least some other potions I examined eg. kreegan fire have a separated keyword in both string lists, and I think it means they have their own spell effect that can be used without the potion artifacts while holy water just hasn't.

Edit: I can't upload my proof images now so look at the 572588 adress (5A 00 00 00 54 B9 A4 00) and 594CA8 (3C 00 00 00 54 B9 A4 00). The first is in the artifact list and the second is in the spell list, and they both points on the 64B954 address, where is the holy water keyword in the artifact string list...

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NimoStar
NimoStar


Promising
Supreme Hero
Modding the Unmoddable
posted September 24, 2018 04:57 AM
Edited by NimoStar at 05:08, 24 Sep 2018.

Oh, I get it. I imagined it had to do with the potion, and I understand what you are saying. But I didn''t expect the error back then because other "artifact spells" did not cause such errors. H4 being inconsistent as always.

***

Quote:
Also note that one of the nature spells cannot be learned by picking the nature skill, I think it was pathfinding. You also might want to check the basic skill codes coupled with the needed spell code ... if pathfinding is missing from a list where other level 1 nature spells are listed, that should be the place. Just be sure to double check as pathfinding is also the only adventure spell from level 1 nature spells, so you wouldn't change it in the wrong place.


Interesting.

May use that method to try to see eventually.

It did seem to me I did not see pathfinding often, but I attributed that in that I seldom use adventure map spells (Too much clicking!)

***

In other news discussed on my alpha mod release:

I know it uses raster fonts, but I think they are in data packs. I have spoken about this before but I don't know where.

Actually I have boith Spanish and English version of WOW.

For some reason, the Spanish exe is much larger.

(near 7700 vs near 6600 kb)
It would be nice to investigate the difference.
This would also mean the SPanish version has much more FREE SPACE to make hex changes, jumps and additions.


(But I don't know if there is any patch changes)

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Karmakeld
Karmakeld


Famous Hero
posted September 24, 2018 03:20 PM

NimoStar said:

I know it uses raster fonts, but I think they are in data packs. I have spoken about this before but I don't know where.


I know you got a reply already = .h4r/fonts, but using the ResourceHelper or perhaps ResEdit2 you should be able to see and view the folder named Fonts more easily than with the mh4.
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Roman2211
Roman2211


Hired Hero
posted September 24, 2018 07:02 PM

NimoStar said:
It would be nice to investigate the difference.
This would also mean the SPanish version has much more FREE SPACE to make hex changes, jumps and additions.


(But I don't know if there is any patch changes)
Just DRM includes in the Spanish version, as in the European... also has a size 6Mb without DRM in the Russian version

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NimoStar
NimoStar


Promising
Supreme Hero
Modding the Unmoddable
posted September 25, 2018 12:35 AM
Edited by NimoStar at 02:35, 25 Sep 2018.

Quote:
Just DRM includes in the Spanish version, as in the European... also has a size 6Mb without DRM in the Russian version


Nice info. So if we can know where it starts and ends we can change the DRM for null instructions, then use that 1mb space for programming other things

I just hope it is all toghether and not scatered trought the code :V

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