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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: How to mod HOMMIV
Thread: How to mod HOMMIV This thread is 3 pages long: 1 2 3 · NEXT»
Alaksandu
Alaksandu

Tavern Dweller
posted August 31, 2013 11:17 PM
Edited by Alaksandu at 13:42, 27 Sep 2013.

How to mod HOMMIV

"Mod it yourself" guide for Heroes of Might and Magic IV


Loosely based on: http://imperium.heroes.net.pl/temat/2573

--------------------------------

LESSON 1: text.h4r
1.0: Before you start

* Back-up the "text.h4r" bundle, located inside ../Heroes IV/Data, and any other files and bundles you would like to edit
* Make sure you've got at least the following tools:
  # mh4
  # TextEdit
  # ResEdit2
  NB: These programs can be downloaded from various locations. For instance, you can get the first program from: prot.free.fr/h4/mh4.win32.006.zip
The latter two are included in a bundle located at: http://www.heroworld.net/dl.php?dl=77
Other tools can be found at: http://www.celestialheavens.com/viewpage.php?id=157

1.1: Extracting files (mh4)
 * Run mh4.exe
 * Click "File"->"Open a h4r file", go to the ..\Heroes IV\Data directory, and choose a bundle to open (e.g.: x2.h4r)
 * Select the files you would like to extract, either by clicking them one by one (use Ctrl or Shift to select multiple files), or by using one of "Selection"-> possibilities (e.g.: select game_maps)
 * Once you've decided which files you would like to edit, extract them by clicking "Options"->"Extract selected files", choose a location where to save them (e.g. Desktop)
 * You can safely close the mh4 program at any moment you like. It won't change the original bundles!
 * To continue the lesson you'll have to extract "table.Spells", "table.creatures", and "table.heroes" from "text.h4r".

1.2: Editing files (TextEdit)
 * Run TextEdit.exe, click "File"->"Load Txt File..." or press F5, and choose the table.*.txt file you would like to edit
 * Once finished, click "File"->"Save Txt File..." or press F2
 1.2.1: Hero descriptions
   * Open "table.heroes"
   * Leave the first column (Keyword) as it is, but feel free to modify cells in the second (Name; any name is allowed), third (Sex; only two values are allowed: male or female), fourth (class; twelve options), or fifth (Biography; just a short piece of text) column
   * Example to try out: Find Xyron and replace his Biography with:
"In Heroes III, Xyron was an Heretic specialized in the Inferno spell. His HoMMIV reincarnation is just one of many equivalent Sorcerers, without any speciality."
   * Save the file
 1.2.2: Spells
   * Open "table.Spells"
   * Here you can change not only the name and description of spells (both "teachable" (i.e. heroes) and not (creature specific magic)), but most features of magic, including the mana cost, level, school of magic, spell power, and type (Category). You can also change here whether or not a spell will affect certain creatures (Affected: Elementals, etc.) and ignore or obey certain limitations (Attributes: Fire, Mind, Resisted, etc.), as well as AI values
   * Examples to try out:
     - "Stoneskin": change to Order
     - "Summon Imp": reduce mana cost to 4
     - "Quicksand": change power from 20+0/lvl to 10+1/lvl
     - "Displacement": remove "teachable"
   * Save the file
 1.2.3: Creature statistics
   * Open "table.creatures"
   * Since creatures are so important in the game, even a minor change can easily unbalance the game (cf. Equilibris). Keep in mind that if you make a certain creature stronger, you're also making all other, unchanged creatures effectively weaker.
   * Most values are pretty straightforward, but I would like to highlight one, perhaps somewhat confusing, value: "move"
     - This is the value displayed when you purchase a creature
     - The combat movement is actually 1/3 of this (rounded down)
     - The adventure movement is slightly more complicated, but it depends on this value too. Here's the formula:
Adventure movement = min( 30, 12+a*<move> ), with a=.44, or at least: 7/16<a<4/9. NB: fractions are always rounded down
   * One of the most important creature statistics is the experience value (third last column). It has many functions:
     - It determines how much experience a hero will gain for slaying a creature (I suspect it depends on the difficulty level as well)
     - It serves as a internal ranking, with more powerful creatures having higher values (e.g. all lvl 2 creatures have much higher exp values than any lvl 1, but significantly lower than any lvl 3 or lvl 4)
     - It determines how many creatures are summoned by the Summoning and Necromancy skills, summoning spells, and the Creature Portal (which summons creatures worth of 100 exp/day, 700 exp/week)
   * Examples to try out:
     - Reduce the Bandit's gold cost to 2
     - Increase the Orc's HP to 123
     - Double the Leprechaun's exp to 14
   * Save the file
 1.2.4: Other files
You can surely find out what purpose the other table.*.txt files have and how to change descriptions or edit other aspects. The creature_banks file (to name just one) is not very important, but it is interesting to have a look at.

1.3: Bundling and replacing files (ResEdit2)
 * Run ResEdit2.exe
 * Click "File"->"Open resource file" or press Ctrl+O, and select a bundle you would like to insert or replace files into (e.g.: text.h4r)
 * Click "Edit"->"File Manager" or press Ctrl+F, and find the (modified) file(s) you would like to put into the bundle (e.g.: table.heroes.txt etc. on the Desktop)
 * Double click on the file(s) to put it/them inside
 * To confirm, click on the "Make change" button, located at the right of the 0\% status bar

1.4: Testing
Run the game to test your modifications. The game might crash if you made a (minor) mistake somewhere. Don't worry! Since you've made back-ups before you started (haven't you?), you can easily restore the game files. Just try again; good luck!

--------------------------------

Original post:

Hi! I've recently started playing HOMMIV/WoW again, and (in my opinion) it is still a great game, much better than most new games nowadays. However, there are a lot of things I would like to modify, to make the game slightly more balanced, complex, or challenging.

Unfortunately, I have no idea how to modify the game. I know it is possible (Equilibris), but I have no idea how to start, nor could I find an "how to mod HOMMIV" post somewhere. FYI, I have some experience with modding other games (Civ3, RTW, AoK/TC, SWGB/CC, OpenTTD, AoM/TT, Cossacks, etc.).

Things I would like to implement or modify in HOMMIV include:
* A complete overhaul of the hero classes (Archmage: +20\% mana/spell points; Assassin: -1 enemy morale; etc), including one new her class: Mighty Leader (Combat+Nobility+Scouting+Tactics): +25\% hit points
* Changes in creature statistics (Leprechaun exp: 7->3; Mummy HP: 30->36; etc.), abilities (Air E has Counter First Strike; Earth E has Block and Stoneskin (and NOT teleport!)), and Spells (Evil Sorceress can also cast Phantom Image at 90 HP/ES; Banish does 110 damage per ES! (instead of always 110 HP).
* Magic: (Mass) Cancellation and Dispel ought not to destroy (friendly) illusions, nor to affect units with 100\% magic resistance
* New artifact combinations (Arrow of Stunning + Spider's Silk Arrow + Arrow of Slaying + Poison Arrow + Valder's Crossbow of Sloth: grants Precision and Unlimited Shots ability), minor changes to existing artifacts (Helm of Power grants 30 mana and restores 6 per day (instead of 20 and 4/day)), and new artifacts (Amulet of Strength: grants Giant Strength)
* Several miscellaneous ideas, which will probably be harder to implement (e.g., a seperate backpack for potions and vials, and another one for parchments and scrolls)

If you've got any experience with modding HOMMIV, please help and instruct me how to start. Thank you in advance!

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theunknown
theunknown


Known Hero
posted September 02, 2013 11:59 PM
Edited by theunknown at 15:03, 08 Oct 2013.

BAD hasn't been around for a while, so I believe there wont be problem in discussing about modding using some of his work.

The best thread for this is "Heroes IV - My Mods" so I would encourage you to go there and ask him or the people there. It's a shame he's been inactive for a while, the modding could've created the best game EVER.

With the addresses and guides he wrote you could add or change or remove creature abilities, but you cannot add or change into an ability that is not present in the game. You can change what building can sell what creature. If you understand hex codes good enough you can track and find your way into editing creatures, artifacts and buildings stats.

I don't have the advanced classes addresses unfortunately but I know that at least someone from the equilibris team knows them because they have been making changes to certain classes ... same is with spells, artifacts, skills and hero stats addresses.

2.0: Replace creature abilities
OK so this is a tutorial for a software Hiew and how to change creature abilities with it.
FIRST OF ALL MAKE A BACKUP COPY OF THE FILE YOU ARE EDITING AND KEEP IT JUST IN CASE
1. After you start Hiew you will go and open heroes4.exe, if your game and hiew are in different drives you can use alt+F1 to change it. (for example I have hiew in C: and my game is in G: so i have to use alt+F1 to go to G drive and then I can find and open heroes4.exe, note that you can also open and edit the equilibris version of heroes4 by opening the appropriate exe file)
2. After you open the exe file you can press F4 and change the mode to Decode or Hex (I use Decode)
3. They you press F5 and type the address you are looking for and press enter, for this guide I will use the imp, its address is .654A54
4. You will be transferred to a line where there are 6A and 29 or they may be together as 6A29. 6A is a command that means push while 29 represents the ability. On the ability list we can see "29= Mana leech", so we can change it to lets say 22 or life ward. In order to change it you have to go to 29 then press F3, write 22 instead of 29 and if you think the change was done well you will press F9 to save the changes.
5. Start the game, try the new change to see if it works or in case it causes crashes.
6. Return the change in case you didn't like it or if it was causing problems.
7. Enjoy modding

Note for "3." there is a list of creature addresses in my next post in lesson 2.1: Replace creature abilities (creature addresses) you can find all the creatures you want to mod there.

Quote:
Heroes IV Creatures Abilities(hex)

00= 3-headed attack
01= Aging
02= Area attack
03= Berserker
04= Binding
05= Immune to visual attack
06= Blinding
07= Block
08= Bloodlust
09= Breath attack
0A= Chaos Ward
0B= Charging
0C= Cold Attack
0D= Cold Resistence
0E= Curse
0F= Devouring
10= Death Ward
11= Elementals
12= Extra Melee
13= Extra Ranged
14= Fire Attack
15= Fire Resistence
16= Fire Shield
17= First Strike
18= Negate first strike
19= Flying
1A= Fortune
1B= Freezing attack
1C= Giant Slayer
1D= Multiple attack
1E= Hypnotize
1F= Ignore wards
20= Ignore zones of control
21= Insubstantial
22= Life Ward
23=Lighting attack
24= Long range
25= Long weapon
26= Magic immunity
27= Magic mirror
28= Magic resistence
29= Mana leech
2A= Mechanical
2B= Melee Giant Slayer
2C= Mirth
2D= Negate mind immunity
2E= No retaliation
2F= Normal melee
30= Fear(panic)
31= Poison
32= Random harmful spells
33= Ranged
34= Ranged first strike
35= Ranged giant slayer
36= Ranged stun
37= Rebirth
38= Regeneration
39= Resurrection
3A= Bonuses at sea
3B= Shoots Twice
3C= Short Range
3D= No obstacle penalty(siege machine)
3E= Skeletal
3F= Spell vulnerability
40= Spellcaster
41= Stealth
42= Stone gaze
43= Stone Skin
44= Strenght
45= Strike and return
46= Strikes Twice
47= Stunning
48= Summons demons
49= Taxpayer
4A= Teleport
4B= Terror
4C= Tougness
4D= Undead
4E= Unlimited retaliation
4F= Unlimited shots
50= Life draining(vampire)
51= Weakness
53= Greek Fire
54= Arc Breatk attack
55= Siege capable


The following codes are from my modding archive that I keep. I don't know exactly how to mod the buildings because I don't have all the proper addresses but in case you get them you can use this list to do some kind of a change.

Quote:
----------------------------------
Town buldings:
----------------------------------

00- Village Hall;
01- Town Hall;
02- City Hall;
03- Fort;
04- Citadel;
05- Castel;
06- Shipyard;
07- Caravan;
08- Prison;
09- Tavern;
0A- Blacksmith;
0B- Grail;
0C- Level 1 up;
0D- Level 1 down;
0E- Level 2 up;
0F- Level 2 down;
10- Level 3 up;
11- Level 3 down;
12- Level 4 up;
13- Level 4 down;
14- Institute of Magic Level 1;
15- Institute of Magic Level 2;
16- Institute of Magic Level 3;
17- Institute of Magic Level 4;
18- Institute of Magic Level 5;
19- First Library;
1A- Second Library;

----------------------------------
Alignment Specific buildings:
----------------------------------
1B- Seminary(Haven)
1C- Stable(Haven)
1D- Abbey(Haven)
1E- University (Order)
1F- Treasure (Order)
20- Undead Transformer(Necropolis)
21- Necromancy Amplifier (Necropolis)
22- Battle Academy (Chaos)
23- Thieves Gauntlet(Chaos) or Wrestling Pits(Stronghold)
24- Mana Vortex(Chaos)
25- Creature Portal(Nature)
26- Rainbow(Nature)
27- Sacred Grove(Nature)
28- Breeding Pens(Stronghold)
29- Magic Dampener(Stronghold)
30- Arena of Honor(Stronghold)  


P.S. This is pretty much as far as my knowledge goes, if you want other addresses I hope that someone else will help, I would like to know them too.

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Alaksandu
Alaksandu

Tavern Dweller
posted September 05, 2013 12:02 AM
Edited by Alaksandu at 13:43, 27 Sep 2013.

Reserved for a future, non-existant "lesson 3".

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theunknown
theunknown


Known Hero
posted September 05, 2013 02:45 AM

Try searching google, just type hiew, you will surely find out how to obtain it.

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Alaksandu
Alaksandu

Tavern Dweller
posted September 05, 2013 12:47 PM

Thanks, I've downloaded a demo version from hiew.ru and I've successfully changed the Imp's Mana Leech ability into Magic Mirror (and reversed it).

However, how do I add new creature abilities (instead of changing existing ones), such as 43 Stoneskin to Earth E? Where can I find and change creature statistics (exp, HP, damage, etc.)? And perhaps most importantly, which line corresponds to which unit?


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theunknown
theunknown


Known Hero
posted September 06, 2013 01:01 AM
Edited by theunknown at 14:58, 08 Oct 2013.

Alaksandu said:
Thanks, I've downloaded a demo version from hiew.ru and I've successfully changed the Imp's Mana Leech ability into Magic Mirror (and reversed it).

However, how do I add new creature abilities (instead of changing existing ones), such as 43 Stoneskin to Earth E? Where can I find and change creature statistics (exp, HP, damage, etc.)? And perhaps most importantly, which line corresponds to which unit?




Here's the list of creature addresses ... i posted pictures but it seems the server they were on had problems so you cant see them ... anyway here are the addresses by which you can find any creature. I don't have the part of the guide where you were able to add a new ability from existing abilities. For example if peasant had one ability how you would have added a second ability for example mana leech.

AND here's that website translated via google translate. It's not a perfect translation but it can do a pretty good job, it's a good link btw, has a nice info.

http://translate.google.com/translate?sl=pl&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fimperium.heroes.net.pl%2Ftemat%2F2573

2.1: Replace creature abilities (creature addresses)
Air elemental    .654820  
Angel           .654832
Ballista         .654842  
Bandit          .654856
Beholder         .654864  
Behemoth        .654876
Black dragon     .654884  
Bone dragon     .654896
Centaur          .6548AA  
Cerber          .6548BC
Champion         .6548CC  
Crossbowman     .6548DC
Crusader         .6548EC  
Cyclop          .6548FC
Venom spawn      .65490C  
Devil           .65491C
Dragon golem     .65492E  
Gnome           .654940
Earth elemental  .65494E  
Efreet          .65495E
Elf              .654972  
Fairy dragon    .654984
Fire elemental   .654996  
Gargoyle        .6549AA
Genie            .6549BC  
Ghost           .6549CC
Berserker        .6549E0  
Gold golem      .6549F0
Gryphon          .654A00  
Halfling        .654A10
Harpy            .654A20  
Hydra           .654A32
Ice demon        .654A42  
Imp             .654A54
Leprecon         .654A64  
Mage            .654A72
Mantis           .654A80  
Medusa          .654A92
Mermaid          .654AA6  
Minotaur        .654AB4
Monk             .654AC2  
Mummy           .654AD2
Naga             .654AE2  
Nightmare       .654AF0
Nomad            .654AFE  
Ogre mage       .654B0C
Orc              .654B1A  
Peasant         .654B2C
Phoenix          .654B3A  
Pikeman         .654B4E
Pirate           .654B5E  
Satyr           .654B6C
Sea monster      .654B7A  
Skeleton        .654B88
Squire           .654B98  
Sprite          .654BA6
Thunderbird      .654BB6  
Titan           .654BC6
Troglodyte       .654BD8  
Troll           .654BE6
Unicorn          .654BF4  
Vampire         .654C02
Waspwort         .654C16  
Water elemental .654C26
White tiger      .654C3A  
Wolves          .654C48
Zombie           .654C56  
Goblin knight   .654C66
Evil sorceress   .654C78  
Gargantuan      .654C8A
Dark champion    .654C9E  
Catapult        .654CB2
Frenzied gnasher .654CC6  
Megadragon      .654CD6

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Alaksandu
Alaksandu

Tavern Dweller
posted September 06, 2013 01:17 PM
Edited by Alaksandu at 12:12, 19 Oct 2013.

Okay, to summarize:
1) some of the more interesting game files are located inside ..\Heroes IV\Data\text.h4r
For example, table.buildings contains the costs and descriptions of town buildings (but not their effects), and table.Spells contains spell power and spell descriptions. Perhaps most important is table.creatures, which contains all unit statistics.
NB: these files can be modified without modding the .exe file
2) creature abilities (and many other important aspects of the game) are hardcoded inside the .exe file, which requires Hiew (hiew.ru) to view and modify (and those lists with addresses).

Next things to find out:
* hero statistics
* advanced hero class effects
* artifact effects
* artifact combinations
* add/replace spells in creature spell books (such as Phantom Image to Evil Sorceress)

Any idea how to proceed?

--------------------------------

If you (or anybody else) have any experience or knowledge how to modify any aspect of HOMMIV, please don't hesitate to post here (or to contact me)!

--------------------------------

More information:

http://equilibris.celestialheavens.com/forum/viewtopic.php?t=5292
http://equilibris.celestialheavens.com/forum/viewtopic.php?t=5116
http://equilibris.celestialheavens.com/forum/viewtopic.php?t=5145

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Weigazod
Weigazod

Tavern Dweller
posted December 22, 2013 06:54 PM

How to add new Abilities for creatures? And those tools which were mentions are completly undownloadable. If i can, i would like you to make a mirror link for people download them.
____________

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erkki2
erkki2

Tavern Dweller
posted March 09, 2014 04:11 PM

I would also be interested to hear an answer to the previous question.

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Theunknown
Theunknown


Known Hero
posted March 13, 2014 09:12 AM
Edited by Theunknown at 00:08, 18 Mar 2014.

For the tools you have to use google to find them. Don't be lazy

For help on adding new abilities and many other stuff you can see this link (it doesn't have always the direct answer but the way the author does the stuff can help you mod a lot of the game)

http://translate.google.com/translate?sl=auto&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fimperium.heroes.net.pl%2Ftemat%2F2573&act=url

I will write it exactly how I did it with Hiew on Heroes4.exe

1. always make a backup before making any changes on the exe file
2. press f4 then decode
3. press f5 then your creature code (for example I use minotaur or .654AB4) and write somewhere (like notepad) the last 6A code your creature has before the B9 code and the B9 code (in my example the codes for minotaur are 6A07, 6A27, B96C1CAB00, so i will need to save 6A27 and B96C1CAB00 for later)
4. Here you have to be a bit careful how you handle stuff ... basic idea is you need to 4.1 jump to an address on the empty place where you 4.2 put abilities and then 4.3 get back on track with another jump from that place and finally 4.4 YOU HAVE TO BE SURE TO SPECIFY THE NEW CORRECT NUMBER OF ABILITIES (this is also important if you remove abilities from creatures)

So before we start with the abilities in order to use the empty space you can follow my example and go to .4002C1 (note a big space below is a place that you can use for your codes) here you will press f3 button and write 0F87090D000 and after that press f9 to save it. This code is important because by default the empty code is being run by the game so it doesn't expect anything here, that is why we create this jump that will make the game jump from the start to the end of the empty space and let it continue it's work while we use its space. (NOTE that you will only have to have this ONCE on the start of the empty space, you don't have to do it for every new creature you change, so do this code change and you can add all the abilities you can write in that empty space).

4.1 After you find an address of a good empty space (like 3-7 rows) you should make a jump from the creature address to that place (i go from .654AB4 to .4002C7, this new address is right below the first jump code, you can pick a different empty address you want to use). At the creature address (minotaur .654AB4) you have to write a code that will make a jump to the empty space that will be in the form E9 and 8 more hex symbols (for minotaur its EB0EB8DAFF, this code targets .4002C7 which you can see after you save the value with f9 button). THE REST CODES INCLUDING THE B9 CODES SHOULD ALL BE REWRITTEN BY 0. So from this E9 to the next E8 code you should have all 0.

4.2 Now we start with the creature abilities code, here you should write the creature abilities you prefer in the form 6A07 where 07 is a hex representation of ability (07 is block ability, 0B is charge and so on ... in my case I write 6A07 and 6A0B for my minotaurs to have blocking and charging). Be sure to not exceed 4 abilities.
After that you write the codes you saved from step 3. (for example for the minotaur they are 6A27 and B96C1CAB00).

4.3 To make the jump back we have to go to the final creature code (in my case .654ABD, this is the address below B9 code that we made into 0's and this is the code that specifies the number of abilities). In order to get there we have to make a jump with a E9 code and some hex values (in my case the code is at address .4002D2 and the code is E9E6472500 and it's target is .654ABD).

4.4 IF WE HAVE CHANGED THE NUMBER OF ABILITIES we go to the creature "number of abilities address" or the code that was below B9 code (for minotaur .654ABD) here we HAVE TO CHANGE the call function so that the game knows how many abilities our creature has. The target address for the call or E8 should be:
-for 1 ability its  .654F30 (in minotaur case this is the target you should change)
-for 2 abilities its .655000 (for minotaur this is what you should get)
-for 3 abilities its .6551D0
-for 4 abilities its .6553B0
(in my example this code is on line .654ABD the code is E83E05000 and it does a call to .655000 which means my minotaur now has 2 abilities)


All the text changes I made to get minotaurs with blocking and charging are:

.4002C1 0F87090D000 (one time code for all abilities)

.4002C7 6A07 (blocking)
.4002C9 6A0B (charging)
.4002CB 6A27 (special minotaur code)
.4002CD B96C1CAB00 (special minotaur code)
.4002D2 E9E6472500 (jump to .654ABD)

.654AB4 E90EB8DAFF (jump to .4002C7)
.654AB9 0000 (nothing)
.654ABB 0000 (nothing)
.654ABD E83E05000 (jump to .655000 which tells the game to expect the creature to have 2 abilities)

But they took a hell of a time (first time ), the biggest problem was jumping (the E8 and E9 commands), you have to compute hex values and I hope you are good with that if you plan on doing this

I experimented a bit and I put teleport on bandits, now they are really stealthy in movement on the battlefield too not just on map
.4002C1 0F87090D000 (already exists from minotaur change)

.4002D9 6A41 (stealth)
.4002DB 6A4A (teleport)
.4002DD 6A03
.4002DF B99C19AB00
.4002E4 E97642500

.654856 E97EBADAFF
.65485B 0000
.65485D 0000
.65485F E89C070000 (2 abilities)

I tried playing with some other creatures and I concluded that the empty space isn't 100% empty all the time ... some commands use that emtpy space and sometimes some things maybe wont work. In essence if you have to add few abilities you should be fine ... but be careful with every change ... if it doesn't work on that place try it lower and always backup after every successful creature change ... it's the easiest way to improve and continue modding the game. In case I find some solution I will post it online. For now you can be happy with adding abilities on 2 creatures of your choice

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Siegfried
Siegfried


Famous Hero
posted March 25, 2014 05:39 PM

Artifact

Hi,

is there a possibility to add artifacts? I'd like to add many. Let's say, about 100 new artifacts

They could all share the same image: The spell scroll. I'd call them "certificate". They should simply do nothing, but this way i could transfer some information from one scenario to the next in a campaign (hero has certificate or has it not). They should else be treated like a relic, not being sold anywhere and only given as reward by completing some quest. Within one scenario it's no problem, i could set a variable. But from one scenario to the next...

Another question (maybe related to scripting, i don't know): I'd like to script a neutral hero such that when met, ask a question, and then dependent of the answer fight or not fight. I've already set up a player who is "allied" and another as enemy, and change owner according to the answer. But even if the heroes owner is changed to allied he still attacks. It's no technical problem, since he will surely loose, but it's a story glitch.

Is Equilibris 3.6 still alive?
____________

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TheUnknown
TheUnknown


Known Hero
posted March 25, 2014 08:26 PM
Edited by TheUnknown at 20:27, 25 Mar 2014.

Siegfried said:
Hi,

is there a possibility to add artifacts? I'd like to add many. Let's say, about 100 new artifacts

They could all share the same image: The spell scroll. I'd call them "certificate". They should simply do nothing, but this way i could transfer some information from one scenario to the next in a campaign (hero has certificate or has it not). They should else be treated like a relic, not being sold anywhere and only given as reward by completing some quest. Within one scenario it's no problem, i could set a variable. But from one scenario to the next...

Another question (maybe related to scripting, i don't know): I'd like to script a neutral hero such that when met, ask a question, and then dependent of the answer fight or not fight. I've already set up a player who is "allied" and another as enemy, and change owner according to the answer. But even if the heroes owner is changed to allied he still attacks. It's no technical problem, since he will surely loose, but it's a story glitch.

Is Equilibris 3.6 still alive?


One way is using existing artifacts (why you have to use scrolls) .... ban the artifact from the map so you won't be able to obtain that artifact from creature banks and give it to hero on one map. On the next map just check if he has that artifact (you can artifact such as Apprentice's Handbook, Viewing Crystal, Breeze the Falcon if you have equilibris, sextant if you don't have water on your map and maybe some items depending on your map) Unfortunately this is limited ... for 100 variables you will have to try another way.

I will suggest a fun way of doing it  questions and answers ... make a reward on one map a message that tells the answer and on next map ask for the answer but ask 3-5 questions from which one is the answer ...
For example on first map you say in message that blue is the keyword and on the next map you ask something like "Is your favorite color red?" then "Is your favorite color green?", "Is your favorite color yellow?" and "Is your favorite color blue?" If he gets the answer wrong the player loses (or he's thrown off the bridge if you know what I mean )
It's not perfect but could work and could be very fun if the mapmaker has (wild) fantasy.

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Siegfried
Siegfried


Famous Hero
posted March 26, 2014 06:30 PM

Thanks for the answer. Yes technically it would be possible to use standard artifacts. It would just fit better to the story if i had special artifacts for this. But o.k., it's not a real problem. BTW, in reality it's not 100 artifacts needed just about 1-3. And it's not about winning or loosing, but reconfiguring the map to make it possible to play it in different ways. For example in the current map i'm working on it's about completing this scenario with 1 hero and so develop him/her to maximum level or get 6 more heroes to develop, and so distribute experience between them. In the next scenario all 7 heroes will be needed. It should be the players choice how to do it.

The idea with the question/answer is nice. I'll think about it.

____________

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Thorvald
Thorvald

Tavern Dweller
posted August 23, 2014 02:45 AM
Edited by Thorvald at 04:31, 23 Aug 2014.

Hi there! Thanks for this thread, it's very interesting! I had a few questions, though, if you don't mind:

1) Is it possible to change how a Skill's numbers work? For instance, is it possible to reduce the bonus granted by the Magic Resistance Skill to only 20 per level? How could I do so?

2) Is it possible to completely change the way a Skill works, within limits? For instance, could I rename the Leadership Skill as "Training" and make it increase the creatures' growth like the current Nobility Skill? Or change the Melee Skill so that, instead of increasing the Hero's Melee Attack and reducing target's Melee Defense, it gives abilities like No Retaliation, Negate First Strike, Unlimited Retaliation, etc.? How could I do so?

3) Is it possible to replace creatures within a town's line-up? For instance, could I replace Angels with Catapults as one of Haven's level 4 creatures? How could I do so?

Many thanks for any answers anyone can provide!

Edit: Actually, is it possible to make those changes for a single scenario or campaign?

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karmakeld
karmakeld


Famous Hero
posted September 28, 2014 01:36 PM

Thorvald, I have no experience with modding, but from what I read I think you should some other treads as I think you can find answers to your q's elsewhere on this site.
http://translate.google.com/translate?sl=pl&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fimperium.heroes.net.pl%2Ftemat%2F2573
http://heroescommunity.com/viewthread.php3?TID=37350

1) reducing MR percentage should be possible. Equilibris did so with some skills.

2) Then you would likely replace Leadership with nobility. One would guess you should look at the source code for the certain skills you'd want to replace it with (see the guides for how to Mod, I'd recommand).

3) yes. I've seen other do so. (Again look for other modding treads).

I asume any changes will affect all maps/campaigns unless it's a seperate file, that's being added/renamed for the use of just the specific map/campaign. E.g If you change portraits, only be replacing the excisting file will the new portraits be shown. you could have several portrait files for various campaigns. Not sure about mods though.

good luck searching

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Ataman
Ataman

Tavern Dweller
posted February 21, 2016 11:44 PM

The link to ResEdit2 is broken. Does anyone have a more updated download link?

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Baronus
Baronus


Supreme Hero
posted February 22, 2016 12:49 PM
Edited by kiryu133 at 07:22, 10 Jun 2016.

MH4.096 + txtedit
http://supershare.pl/?d=FD5A42D32 mod note: even if the intended download seems fine we can not guarantee the rest of the site is and advices caution
And this theme:
http://heroescommunity.com/viewthread.php3?TID=37350
It is very hard to find link...
Resedit2:
http://h3maparchives.celestialheavens.com/tools/resedit.rar
H4ResExp (pluggins in main folder NOT in pluggins folder).
http://www.tawerna.biz/pobierz_plik_154_heroes-iv-resource-explorer-v1.4-en-h4resex.html

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NimoStar
NimoStar


Promising
Supreme Hero
Modding the Unmoddable
posted June 09, 2016 09:58 AM

Thank you! You saved my life.

Now, I shall make the greatest and most terrible HEROES 4 MOD that ever came into existence! Just watch...
____________
Discover H4 Greatest Mod!
https://www.moddb.com/mods/greatest-mod/downloads
(Also biggest of only two 2 mods for HOMM IV)

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Karmakeld
Karmakeld


Famous Hero
posted June 09, 2016 08:17 PM

Care to share what you planned to do, with the greatest most terrible mod?

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Baronus
Baronus


Supreme Hero
posted June 09, 2016 09:22 PM
Edited by Baronus at 21:24, 09 Jun 2016.

Im very interesting. I created mod too and I want see all mods... Open new topic. This one should be about modding process.

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