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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted March 01, 2024 03:42 PM |
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Does anyone know how to make the Pyramid revisitable, so the spell is not only a one time deal? (The -2 luck is fine, when revisiting.)
Also if it is perhaps possible to limit the amount of spell slots in Mage Guilds. For example Mage Guild 1 from 5 -> 4 or Mage Guild 2 from 4 -> 3.
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Icewolf11
Tavern Dweller
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posted March 24, 2024 12:04 AM |
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Hey, I wanted to ask if someone knowledgeable with editing Hota could help me out a bit.
I edited a few of the Homm3 base game creature stats in the CRTRAITS.txt and would like to play around a bit with the Cove and Factory creatures too.
I looked around if I could find some info on where to find those creatures stats and as far as I read they are in the HotA.lod.
But I didn't find any info for 1.7 at what offsets to look for, for those creatures or in what template the information is stored, so I know which values to edit in the Hex editor.
All I read was some old post that said the cove creatures spots supposedly could be found with simple string searches, as some of their information was stored in clear text. But as far as I could see that seems to be outdated, as string searches in "HxD" didn't give me any results
So yeah, if someone could tell me how I can edit the stats like Attack, Defense, HP and so on, of the new HotA creatures, that would be very much appreciated.
And don't leave out any details, as my knowledge of hex editing is pretty basic, so the more information the better
EDIT: I just realized that my tired mind somehow mixed up the Hota.lod in the Data folder with the Hota.dat. No wonder I couldn't find the creature stats. Oops!
So instead I would like to know something that might be more difficult to do, but maybe someone still knows how to:
I was thinking of removing "no enemy retaliation" ability from Cove's Corsair/Sea Dog unit. Is that possible and where would you find that?
Are ability flags also in the Hota.dat or somewhere else?
Also I would like to change the healing amount of the Mechanic units repair ability. Is that doable with just hex editing and where would I find said value if possible?
Thanks to anyone who might help!
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Laserstorm
Tavern Dweller
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posted March 25, 2024 04:47 AM |
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The ability flags for the Hota creatures are indeed in the Hota.dat file. The new ones introduced in Hota should be located in that file somewhere. Sadly, I don't know where the value is for the amount of HP the mechanics restore to mechanicals, but I can help with your other issue.
To remove the "No Retaliation" flag from the Corsairs and Sea Dogs, change the follow offsets from 01 to 00.
Corsairs: 866
Sea Dogs: 188
Make a backup of your Hota.dat before you apply the changes just in case I'm wrong, but I'm fairly certain those are the correct offsets.
You'll have to wait for someone more knowledgeable than I to help you with changing the Mechanics "Repair" ability.
EDIT: Actually, now that I think about it, I believe the new abilities introduced in Hota are actually located in the Hota.dll file, which makes it more unlikely that someone will chime in to help you change the Mechanic's ability. The Hota mod is difficult to edit because all the new abilities added, as well as the changes made to preexisting abilities and skills, are hardcoded into the Dll file. As far as I've heard, the Hota crew are not in favor of people editing their mod and have given no indication as to where any of the new features they have added or the changes they have made are located. If you or someone else want to edit something in that file you'll have to manually search for it.
As far as changing creature stats goes, it should be very straight forward. Just whip out your pc's calculator, set it to programmer mode, type in the hexadecimals that you see, and the calculator will convert them to decimals. You can use an online calculator if you don't have an app for it on your desktop. The stats for each creature are located in the "empty" area of hexadecimals just below where their name is located in the text string side bar. From there, you should be able to find the stats you want to modify very quickly.
Hope this helps!
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Elendion
Tavern Dweller
PLZ HELP ME
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posted March 28, 2024 08:09 AM |
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How do I change leprechaun stats?
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Icewolf11
Tavern Dweller
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posted March 28, 2024 09:15 PM |
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Laserstorm said: The ability flags for the Hota creatures are indeed in the Hota.dat file...
Quote cut because of length
Hope this helps!
Thank you! That was what I needed
Elendion said: How do I change leprechaun stats?
1.Get a Hex Editor. (I use "HxD" for example)
2.Go to the install folder of your Homm 3 HotA installation (Usually at something like "C:Program Files (x86)HoMM 3 Complete")
3.In there you need to find a file called "HotA.dat" and open it with your Hex Editor (better make a backup befor, in case you mess something up)
4.Go to the right place (offset) and change the hex values you see there to something you want the stats to be
Like Laserstorm before me said, you need to convert the decimal values to hex first and then replace the old value with the new one
For example the Leprechaunt has 15 HP, which in the Hex Editor will be "0F". So if you say want to change that to 25 you convert that 25 to hex ( would be "19" in this case for example) and replace the old "0F" value and save the change
5.From what I could see the offsets for the Leprechaunt look like this:
Gold cost at: 135D
Growth at: 1369
HP at: 1371
Speed at: 1375
Attack at: 1379
Defense at: 137D
Min Damage: 1381
Max Damage: 1385
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Elendion
Tavern Dweller
PLZ HELP ME
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posted March 29, 2024 04:59 AM |
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Edited by Elendion at 05:00, 29 Mar 2024.
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Thank you so much, that's it!
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted April 04, 2024 11:07 AM |
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Is it possible to make Sorcery directly affect the Power stat similarly to how Intelligence affects Knowledge?
Is it possible to make First Aid Tent mass heal? (With or without the skill.)
It it possible to make Eagle Eye learn spells during combat, not after?
And is it possible to learn spells from spellcasting creatures with Eagle Eye?
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TrueMefista
Hired Hero
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posted April 05, 2024 03:55 PM |
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Had anyone figured out how the Coatol sprite is put in? A team member told me it "works in a wily way", and defs are not in the normal place (I wanted to move them around, I get mad that upgrade looks worse). I only see Crimson's map figure.
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Karyoplasma
Hired Hero
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posted April 05, 2024 07:41 PM |
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TrueMefista said: Had anyone figured out how the Coatol sprite is put in? A team member told me it "works in a wily way", and defs are not in the normal place (I wanted to move them around, I get mad that upgrade looks worse). I only see Crimson's map figure.
What you can try is swap the defs in hota.dat. At offset 2018h is a reference to "COUATL.def", and a bit later one for "RCOUATL.def" which is the Crimson Couatl. What you have to do is to replace one with each other while keeping the file structure intact. So insert value 52 at 2018h and delete the 52 from 210F.
Back up your hota.dat, this might break something or work, 50/50.
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kairo
Tavern Dweller
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posted April 08, 2024 02:55 AM |
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Greetings, I am new to the community. I've been redirected to this link for the question.
In HOTA, external dwellings start to accumulate once flagged, unlike the original reset the number every week.
I was wondering if it's possible to achieve this in original. I posted the question in reddit and Cezaros was kind enough to provide a hex 0x0b87a1 -> 01 and it works somehow. Unfortunately all dwellings start to accumulate even before flagged.So if I start a new map, take a gaurdhouse after 1 month, then I get 56 immediately.
Since HOTA has this emplemented, I am just wondering if it can be done thru hexing the exe file.
If this is possible, please kindly reply to this message. It would be a great additional feature to original game.
Thank you so much in advance.
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AlexSpl
Responsible
Supreme Hero
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posted April 08, 2024 11:14 AM |
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Edited by AlexSpl at 11:42, 08 Apr 2024.
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Quote: If this is possible, please kindly reply to this message. It would be a great additional feature to original game.
Everything that wasn't proven to be impossible has a chance to have a solution.
Just add this check - if (generator->playerOwner != -1) { ... } - to the following method @ 4B8760h.
void __thiscall generator::Grow(generator *this)
{
int *type; // esi
__int16 *population; // edi
__int16 growthRate; // cx
armyGroup *p_guards; // [esp+Ch] [ebp-8h]
int v6; // [esp+10h] [ebp-4h]
p_guards = &this->guards;
armyGroup::Initialize(&this->guards);
type = this->type;
population = this->population;
v6 = 4;
do
{
if ( *type != -1 )
{
growthRate = akCreatureTypeTraits[*type].growthRate;
*population = growthRate;
if ( akCreatureTypeTraits[*type].level >= 4 )
armyGroup::Add(p_guards, *type, 3 * growthRate, -1);
}
++population;
++type;
--v6;
}
while ( v6 );
}
And change *population = growthRate; to *population += growthRate;
In order to hexalize the above mentioned small corrections, notice that esi @ 4B8776h already has the address of generator->type (+4), but we need to check generator->playerOwner, which has +57h offset. A final solution will differ from modder to modder, the best one, obviously, will not require jumps to "free spaces" of code.
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kairo
Tavern Dweller
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posted April 09, 2024 11:28 AM |
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AlexSpl said:
Quote: If this is possible, please kindly reply to this message. It would be a great additional feature to original game.
Everything that wasn't proven to be impossible has a chance to have a solution.
Thank you so much for your input. I'm sorry if I did not make it clear. I am not a modder. I barely know anything about game editing. I am just a regular player. So please comment as you are talking to a complete newb here.
Regarding this function, where do I find it? Is it in a file? By your description, we can just change this function and don't need to hex the exe file?
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AlexSpl
Responsible
Supreme Hero
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posted April 10, 2024 05:51 PM |
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Quote: Regarding this function, where do I find it? Is it in a file? By your description, we can just change this function and don't need to hex the exe file?
Basically, you can do just that via a plugin if you use the HD mod. But all this thread is about and around hex-editing, as you can see. So, I expect that you expect some kind of a hex-patch. Though it's a simple patch, requiring optimization of original instructions, such as loading akCreatureTypeTraits into ebx instead of eax and writing that if-clause mentioned above which would check whether a dwelling has an owner, it would be yet another chinese crypt for you, so hardly you'd learn something useful from it, not trying to understand the very basics.
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Pol1123
Tavern Dweller
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posted April 11, 2024 12:50 AM |
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Building
where in the hex editor are the costs of the buildings listed because I can't find them there?
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kairo
Tavern Dweller
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posted April 11, 2024 07:32 AM |
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AlexSpl said:
Quote: Regarding this function, where do I find it? Is it in a file? By your description, we can just change this function and don't need to hex the exe file?
Basically, you can do just that via a plugin if you use the HD mod. But all this thread is about and around hex-editing, as you can see. So, I expect that you expect some kind of a hex-patch. Though it's a simple patch, requiring optimization of original instructions, such as loading akCreatureTypeTraits into ebx instead of eax and writing that if-clause mentioned above which would check whether a dwelling has an owner, it would be yet another chinese crypt for you, so hardly you'd learn something useful from it, not trying to understand the very basics.
Thank you for your reply again. I am playing the original with HD mod only. I don't care how to achieve this, not must be a exe hex. That's just a solution I got from reddit. Is there any easy patch to achieve this like you said without getting into some 101 classes? I'm not trying to be a modder or anything.
As you mentioned HD mod, is there any code I can add to the tweaks section to make it happen?
Any fix you could provide would be greatly appreciated.
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AlexSpl
Responsible
Supreme Hero
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posted April 11, 2024 04:20 PM |
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Well, here's your plugin. The original post with the source code is there.
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kairo
Tavern Dweller
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posted April 12, 2024 06:59 AM |
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Edited by kairo at 04:53, 13 Apr 2024.
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AlexSpl said: Well, here's your plugin. The original post with the source code is [url=https://handbookhmm.ru/forum/viewtopic.php?f=56&t=529&p=26070#p26070]there[/url].
Thank you so so much Alex for your help. I never used any plugins before. Tried to copy and paste the dll file into various locations, and none of it works.
http://heroescommunity.com/viewthread.php3?TID=47171
I tried to follow your installation gudie in this post, after pasted the dll file into pack folder, it was not in the add list of the HD+ plugin.
It might sound stupid, but could you tell me how to use this dll file?
Thank you again.
Edit: My HD mode is HoMM3 HD 5.4 R90. Is it compatible? Or do I have to do anything else before it shows up in the Add Plugin list?
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AlexSpl
Responsible
Supreme Hero
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posted April 13, 2024 04:17 PM |
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Make a folder in _HD3_Data\Packs and copy the plugin to it.
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kairo
Tavern Dweller
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posted April 14, 2024 12:17 AM |
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AlexSpl said: Make a folder in _HD3_DataPacks and copy the plugin to it.
It works like a charm. Thank you so much again. Your help is greatly appreciated, and I believe it's a great plugin for many players out there.
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Altric
Tavern Dweller
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posted May 14, 2024 08:15 AM |
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Hi everyone,
I have a question as to if something is possible and how complicated it would be to accomplish. If I wanted to mod HOTA to switch creatures from one town to another (switch dwarves from rampart to take the spot of engineers in factory) is there an easy way to do that? I am a little familiar with modding heroes 3 with ERA about 4 years ago, but do not remember that much.
I appreciate anyone that is willing to help me out with this, or a least give me an idea if it would be a lot of learning and effort to accomplish.
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