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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: How to edit HotA?
Thread: How to edit HotA? This Popular Thread is 111 pages long: 1 10 20 30 40 50 60 70 80 ... 90 91 92 93 94 ... 100 110 111 · «PREV / NEXT»
Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted February 28, 2021 09:03 PM

Okay, yeah for some specific challenge maps, I can see how you would need the even more OP version.

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DeathStare
DeathStare


Adventuring Hero
posted March 01, 2021 01:38 AM
Edited by DeathStare at 01:39, 01 Mar 2021.

Is there anyone who can answer my questions?

DeathStare said:
Hello? I have a question. Is there a way to make that the Firewall is placed on the unit, not on an empty space?

DeathStare said:
Hello. I have a question. I want to remove the mind property from Forgetfulness spell. So I changed 14 to 10 at 00287515. But there's no change. Other spells were able to remove or add the mind property with hex edit, but Forgetfulness does not work. How shall I do it?

DeathStare said:
There's something I really want to know. Can we make RESURRATION spell work the same as principle of Vampire's Absorption avillity? For example, if the recovery of RESURRACTION is 200HP, it doesn't work for Titan at all, but I want to that it can recover health point, at least.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 02, 2021 09:11 AM

Is there any way to make Sorcery affect all spells and not only damage spells?
So directly affecting the Power stat, like Intelligence and Knowledge.

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wuxiangjinxing
wuxiangjinxing


Hired Hero
posted March 04, 2021 02:46 PM

How to remove the lv74 limit in hota?

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Aberone
Aberone

Tavern Dweller
posted March 06, 2021 06:19 PM

Hey dudes, russian guy in the thread. I am a member of the HotA community (although I'm a simple user, not kind of developer) and I know English well enough, so if you have any trouble related to the language barrier, I might help with some translation from a given source.

Btw, this thread helped me a lot in my modding research, even though it took some time and effort to find the information that I was looking for. Thanks!
____________

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deathstare
deathstare


Adventuring Hero
posted March 10, 2021 11:12 PM
Edited by deathstare at 02:20, 11 Mar 2021.

How to edit the construction cost of cove?

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 24, 2021 11:37 AM
Edited by Phoenix4ever at 10:28, 14 Apr 2021.

Has anyone figured out how to edit the amount of spell slots in Mage Guilds?
Would it be possible to get 3 level 2 spells instead of 4 for example? (4 for Tower with Library.)
----------------------------------------------
And what about the 50% fire spell resistance from Firebirds, in HotA.
Can that be applied to other creatures as well?

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Celestin
Celestin

Tavern Dweller
posted April 22, 2021 08:50 PM
Edited by Celestin at 20:59, 22 Apr 2021.

Couple of interesting findings relating to HotA Editing.
1. To enable usage of plugins in HotA 1.6.1:
* Install HoMM3 Complete (GoG)
* Install HD mod 5.0 beta 9
* Install HotA 1.6.1
* Patch HotA.dll by changing byte 0x7D to 0xEB at location 0x0007C06A

"Your HoMM 3 HD version is obsolete and not compatible with HotA. You should update HD or play HotA without HD" check is performed by HotA.dll, therefore patching version check (>= 5000276) opcode jge to jmp bypasses this protection. After removal of this protection, HotA loads fine on HD mod 5.0 beta 9 (last supporting plugins)

Plugins load, however SoD_SP plugin crashes the game in HotA

[HOMM3 HD CRASH LOG]

Log
{
start logging
compability_dir = C:\Games\HoMM 3 Complete\_HD3_Data\Compability\#hota
EXE_VERSION & SOD
EXE_VERSION & HOTA
SUCCESS: DO PARALLEL
No Files.ini for 'C:\Games\HoMM 3 Complete\_HD3_Data\Packs\SoD_SP'

}
...
Exception
{
  Module: HD_HOTA.dll
  Adress:      [ HD_HOTA.dll+0x9BD69 ]
  Code:        EXCEPTION_ACCESS_VIOLATION
  Flags:       0x00000000
  Information: read of address: 0x00000004
}
...
Call stack
{
  [ HD_HOTA.dll+0x9BD97 ] called from [ HD_HOTA.dll+0x1C42F ]
  [ HD_HOTA.dll+0x1C3F0 ] called from [ 0x03651255 ]
  [ SoD_SP.dll+0x38FC0 ] called from [ SoD_SP.dll+0xDEC5 ]
  [ SoD_SP.dll+0xDE50 ] called from [ 0x08440408 ]
  ? called from before [ HD_HOTA.dll+0x24CA2 ]
  [ HD_HOTA.dll+0x24B30 ] called from [ 0x03651A5D ]
  [ HD_HOTA.dll+0x61960 ] called from [ 0x03691B85 ]
  ? called from before [ _HD3_.dll+0x9367 ]
  [ _HD3_.dll+0x9090 ] called from [ 0x02BE003A ]
  [ 0x02D70011 ] called from [ 0x034B11C9 ]
  ? called from before [ hota.dll+0x6CDB2 ]
  ? called from before [ ntdll.dll+0x67A4E ]
  [ ntdll.dll+0x67A1F ] called from [ ntdll.dll+0x67A19 ]
  ? called from before [ 0x00000000 ]
}

Modules
{
  0x00400000: h3hota.exe (size: 0x002CB000, entry point: 0x00639C00) - C:\Games\HoMM 3 Complete\h3hota.exe
  0x10000000: _HD3_.dll (size: 0x00219000, entry point: 0x10018C29) - C:\Games\HoMM 3 Complete\_HD3_.dll
  0x021B0000: smackw32.dll (size: 0x00025000, entry point: 0x021C084C) - C:\Games\HoMM 3 Complete\smackw32.dll
  0x021E0000: binkw32.dll (size: 0x0002B000, entry point: 0x021F1705) - C:\Games\HoMM 3 Complete\binkw32.dll
  0x02210000: IFC20.dll (size: 0x00023000, entry point: 0x0221F04E) - C:\Games\HoMM 3 Complete\IFC20.dll
  0x596F0000: patcher_x86.dll (size: 0x00079000, entry point: 0x596FFE83) - C:\Games\HoMM 3 Complete\patcher_x86.dll
  0x02250000: HD_MCR.dll (size: 0x00489000, entry point: 0x022BCDE2) - C:\Games\HoMM 3 Complete\_HD3_Data\HD_MCR.dll
  0x026F0000: HD_HOTA.dll (size: 0x004D3000, entry point: 0x0278F3C3) - C:\Games\HoMM 3 Complete\_HD3_Data\HD_HOTA.dll
  0x21100000: Mss32.dll (size: 0x0005F000, entry point: 0x2112F2E5) - C:\Games\HoMM 3 Complete\_HD3_Data\Mss32.dll
  0x5A4A0000: cursors.dll (size: 0x0004A000, entry point: 0x00000000) - C:\Games\HoMM 3 Complete\_HD3_Data\Common\cursors.dll
  0x59270000: hota.dll (size: 0x001A8000, entry point: 0x593C9C5D) - C:\Games\HoMM 3 Complete\hota.dll
  0x59B30000: H3.CombatAnimation.dll (size: 0x00016000, entry point: 0x59B315DE) - C:\Games\HoMM 3 Complete\_HD3_Data\Packs\SoD_SP\H3.CombatAnimation.dll
  0x591E0000: H3.LodTable.dll (size: 0x00085000, entry point: 0x591E2394) - C:\Games\HoMM 3 Complete\_HD3_Data\Packs\SoD_SP\H3.LodTable.dll
  0x59690000: H3.TextColor.dll (size: 0x0001A000, entry point: 0x596938E8) - C:\Games\HoMM 3 Complete\_HD3_Data\Packs\SoD_SP\H3.TextColor.dll
  0x59170000: SoD_SP.dll (size: 0x0006F000, entry point: 0x591AD0A7) - C:\Games\HoMM 3 Complete\_HD3_Data\Packs\SoD_SP\SoD_SP.dll

...

2. Restoring original values for secondary skills Intelligence and Logistics in HotA.dll
* replace bytes D9 15 8C EA 63 00 to DD D0 90 90 90 90 at address 0x0013883C
* replace bytes D9 1D 90 EA 63 00 to DD D8 90 90 90 90 at address 0x00138848
* replace bytes D9 1D 94 EA 63 00 to DD D8 90 90 90 90 at address 0x00138854
* replace bytes D9 1D 6C EA 63 00 to DD D8 90 90 90 90 at address 0x0013887E
* replace bytes D9 1D 70 EA 63 00 to DD D8 90 90 90 90 at address 0x0013888A
* replace bytes D9 1D 74 EA 63 00 to DD D8 90 90 90 90 at address 0x00138890

What those changes do is basicly remove the storage of "new" values for skills with operations that do nothing (90) or just keep stack pointers at proper level (DD D0 / DD D8). Original operations store modified values in proper places, so if we remove those storage opcodes, values won't be modified by HotA.dll

Another note, same code address space contains changes to Mysticism and Estates, so if needed, additionally mov opcodes should be replaced with nop opcodes (90)

3. Restoring original power of Necromancy and Amulet of the Undertaker, Vampire’s Cowl, Dead Man’s Boots, Cloak of the Undead King, Necromancy Amplifier in HotA.dll
* replace byte 0x6C to 0x70 at address 0x0007D0DA
* replace byte 0x70 to 0x78 at address 0x0007D0E6
* replace byte 0x74 to 0x7C at address 0x0007D0F2
* replace byte 0x78 to 0x80 at address 0x0007D0FE
* replace two bytes 7C 9E to 90 BA at address 0x0007D10A
* replace byte 0x70 to 0x78 at address 0x001385A2 (Necromancy Amplifier)

Necromancy skill values are calculated from same values that are used for necromancy artifacts. What this basicly does is the replacement of halved values with their normal (2x bigger) ones. Only exception is two bytes change, because value for 30% was not present in source array used for HotA replaces, therefore value had to be taken from another data address.

Njoy,
Celestin

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 08, 2021 08:00 AM

Does anyone know where to edit spell probabilities of Cove?

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Lunareon
Lunareon

Tavern Dweller
posted May 09, 2021 12:19 PM
Edited by Lunareon at 14:14, 09 May 2021.

Did some research on spell flags to make Blind spell ignore bonus duration from SP.

//0x00000001 - BF spell
//0x00000002 - MAP spell
//0x00000004 - Has a time scale
//0x00000008 - Creature Spell
//0x00000010 - target - single stack
//0x00000020 - target - single shooting stack (???)
//0x00000040 - has a mass version at expert level
//0x00000080 - target - any location

Blind (at 287590) has 15 = 10(single stack) + 4(bonus duration from SP) + 1(BF spell).

But changing 15 to 11 does nothing, am I doing something wrong here?

Also changing spell target flag doesnt seem to work:
// +0 -1=enemy, 0=square/global/area, 1=friend
Dispel (at 287638) has 0 (Friend target), changing it to FF (Enemy) has no effect as well.

Updated: Spell target flags works on Teleport, allowing it to teleport enemy and friendly units. So the problem only with mass spells.

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BTB
BTB


Famous Hero
Moist & Creamy
posted May 09, 2021 03:53 PM

Dispel has a routine which overrides the spell's targeting flags with specific targeting; I've documented how to edit it in my guide.

Spells which last just one turn and done (i.e. Frenzy) are also hard-coded - I haven't found where at yet.

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Lunareon
Lunareon

Tavern Dweller
posted May 09, 2021 07:13 PM
Edited by Lunareon at 19:16, 09 May 2021.

BTB said:
I've documented how to edit it in my guide.

http://btb2.free.fr/misc/h3_hacking.txt
Wow, thanks a lot - I had no idea about this guide. If I knew about it before, i wouldnt ask minor questions there every week, heh.

Feels good to know that there is another person who thought about this weird situation with 2 friendly-oriented dispels in Water School.

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Lunareon
Lunareon

Tavern Dweller
posted May 10, 2021 01:01 PM

Reading BTB's guide allowed me to change so much stuff, its actually insane. Thanks again.
But sad fate of zombies and dwarfs still troubles me, so I have a question - is this possible via hex-editing to somehow delete check in the beginning of new turn for slowest unit in hero army? Or to swap every result from 0 to 10 with 2000 MP.

Slowest Creature Movement
0                1300
1                1360
2                1430
3                1500
4                1560
5                1630
6                1700
7                1760
8                1830
9                1900
10               1960
11               2000
12               2000
13               2000
14               2000
15               2000
16               2000
17               2000
18               2000
19               2000
20               2000

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BTB
BTB


Famous Hero
Moist & Creamy
posted May 10, 2021 01:39 PM

http://heroescommunity.com/viewthread.php3?TID=46202&PID=1545319#focus

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 10, 2021 01:51 PM
Edited by Phoenix4ever at 13:52, 10 May 2021.

@Lunareon
You can change both speed of creatures in combat and/or the min. movement points.
Personally I changed min. movement points to 1560. (speed 4) Speed 3 creatures were simply too slow to drag along.

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Lunareon
Lunareon

Tavern Dweller
posted May 10, 2021 02:20 PM
Edited by Lunareon at 14:21, 10 May 2021.

Phoenix4ever said:
@Lunareon
You can change both speed of creatures in combat and/or the min. movement points.
Personally I changed min. movement points to 1560. (speed 4) Speed 3 creatures were simply too slow to drag along.

Oh, I totally forgot that movement points per speed located at movement.txt and there is no need to use hex editor.

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BTB
BTB


Famous Hero
Moist & Creamy
posted May 10, 2021 02:28 PM

Or that, yes. The link I posted is another solution.

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purerogue
purerogue


Known Hero
posted May 10, 2021 07:16 PM

Phoenix4ever said:
@Lunareon
You can change both speed of creatures in combat and/or the min. movement points.
Personally I changed min. movement points to 1560. (speed 4) Speed 3 creatures were simply too slow to drag along.


Technically, you could have some 0 speed creatures, and some really fast (but not also strong one). Just don't have all lvl7s=gods

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silverG
silverG


Known Hero
posted May 13, 2021 11:29 PM

Hello,

is there an update on BTB's list?

And can I get the link, please, lost it all after my win10 crashed and had to re install win10... :@

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BTB
BTB


Famous Hero
Moist & Creamy
posted May 13, 2021 11:40 PM

silverG said:
Hello,

is there an update on BTB's list?

And can I get the link, please, lost it all after my win10 crashed and had to re install win10... :@


Link's the same as it always has been:

http://abusemynipples.biz/misc/h3_hacking.txt

That said...

Quote:
I'm gonna need to update this guide again; knocked out a LOT in the last week and also found a few errors with what's in there... so I apologize in advance for those. Let me know in the meantime if something doesn't work as expected.

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