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Heroes Community > Heroes 6 - The New Beginning > Thread: Heroes 6 SoD mod - Additional heroes offline & tutorial
Thread: Heroes 6 SoD mod - Additional heroes offline & tutorial This thread is 2 pages long: 1 2 · «PREV
flammingpython
flammingpython

Tavern Dweller
posted April 09, 2024 12:38 PM

Okay, well do you know of any existing utilities that can edit that file or otherwise view existing heroes in the game and create new ones?

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RedTreant
RedTreant

Tavern Dweller
posted April 14, 2024 07:45 PM
Edited by RedTreant at 21:59, 25 Apr 2024.

Mod v.1.32

flammingpython said:
Okay, well do you know of any existing utilities that can edit that file or otherwise view existing heroes in the game and create new ones?


It's editing like in the first post unfortunately It has a similar structure to the Hex example.

__________________________________________

New version is up "https://mega.nz/file/FOkhGb6Q#wDmeMuT06z-WcUirWqOxi9Lov-Kr5TnJP4VAtJfX7Iw". Alternatively downloadable on https://www.moddb.com/mods/additional-heroes.


Fixes campaign heroes, with some workaround by using already not-working custom slots. It includes Anastasya and Crag Hack. Should now work for all languages.

For curious: it's all related to slot settings. Anastasya and Sandor share slot numbers with DLC campaigns. While that wasn't a problem in full online version, probably since it added them after finishing campaign the right way, it is now. At the same time underlying code can't switch properly affinity but requires Irina might and Irina magic to have same slot. You have to be really careful setting them up also since some slots are reserve i.e. Penelope for Scenario.

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flammingpython
flammingpython

Tavern Dweller
posted May 19, 2024 10:54 PM

Stronghold Mission 3

It starts you off with a fight against an army of equal parity, only the enemy hero is level 19, and your one is level 1 owing to the patch shenanigance. You don't even have the opportunity to equip a Dynasty weapon or assign the single ability point you have. If you did, then I'd be able to take this fight; but you can't so you just end up outmatched. Played the opening battle 5 times and got pretty close to beating it, but no cigar and even if I did beat it, I'd have virtually no army left by that point.

So is there some kind of solution do you think? Other than going through Mission 2 again; each Mission in this game takes about 10 hours to complete and it's just a major drain to repeat it all again.
Hex-editing something perhaps? I already tried editing DynastyData.bin without much success.
I set the AI to easy too but it doesn't seem to affect its intelligence in battle.

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RedTreant
RedTreant

Tavern Dweller
posted May 24, 2024 07:07 PM

flammingpython said:
Stronghold Mission 3

It starts you off with a fight against an army of equal parity, only the enemy hero is level 19, and your one is level 1 owing to the patch shenanigance. You don't even have the opportunity to equip a Dynasty weapon or assign the single ability point you have. If you did, then I'd be able to take this fight; but you can't so you just end up outmatched. Played the opening battle 5 times and got pretty close to beating it, but no cigar and even if I did beat it, I'd have virtually no army left by that point.

So is there some kind of solution do you think? Other than going through Mission 2 again; each Mission in this game takes about 10 hours to complete and it's just a major drain to repeat it all again.
Hex-editing something perhaps? I already tried editing DynastyData.bin without much success.
I set the AI to easy too but it doesn't seem to affect its intelligence in battle.


It's without the mod then? No idea if it's possible. I only knew what to fix so it's level is not overwritten to 1, not really where it's stored. Even if you would manage to find place where level is stored, there is chance that on mission start, unmodded game will roll you back to level 1.
Alternatively if you don't want to install mod and go again, of course the map could be changed in the map editor and replaced by creating you own mini mod, such that you start with set level or more army, based on triggers, but in my opinion it's more trouble than it's worth it.

With given mod you will need to start again of course, but rushing through previous missions on easy, with maxed dynasty weapons and auto battle is quite fast. Speaking here from experience since each mod version meant testing it on a multiple missions...

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flammingpython
flammingpython

Tavern Dweller
posted May 24, 2024 10:11 PM

It's with the mod. But I played through Stronghold missions 1 & 2 before the patch & the mod, don't have the hero saved from that, and am in no mind to play through them again. Well never-mind, thanks for sharing what you know anyhow.

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res
res

Tavern Dweller
posted May 28, 2024 08:11 AM

It's really nice that someone tries to fix things that Ubisoft should have, but there are a few problems with this fix/mod.
1) Names and biographies of heroes are now in English (in Dynasty menu atleast). I'm using a non-English version, so it looks pretty eh.
2) Campaign heroes now have advanced classes instead of basic in Dynasty menu, but those advanced classes are seemingly arbitraly chosen. And non-canonical. I mean, Blood Anton? Tears Crag Hack?
3) Some heroes (including some that you added) still have base class in Dynasty menu/duels. Before the offline patch only Korlagon had this problem.

Also, am I missing something or those Ubi-idiots removed the menu for distributing skills for duel heroes? So now in duels heroes have no skills or spells other class-related 'faceplam'.

Oh, and if I may ask - do you plan fixing some other minor bugs? Like Reaper switching model for Death Knight during victory animation? Or bugs with lich abilities (they were fixed once but than broken once again in a later patch)?
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res
res

Tavern Dweller
posted June 13, 2024 10:07 AM

I propably miss something but the editor doesn't save any changes I make. As in, after click on save game.orc becomes lesser in size but otherwise unchanged. Well, it also creates a backup but that's beyond the point.

So, how do I actually save apply any changes? Please, it seems there is no one to ask but you.
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RedTreant
RedTreant

Tavern Dweller
posted June 13, 2024 07:02 PM

@res, cool that you are trying out the modding editor! I didn't have much time/motivation to sit recently on it.

1. You are right about biographies. There is a db file (structured like xml) that has to be updated apparently based on each entity ID created in game.orc.
2. Yep, it was arbitrary chosen in the entity details. Especially campaign heroes I kind of chose how I liked character.
3. Should be fixable, in the avatar slots.

Game.orc: interesting, just saving always worked for me, both overwriting and save as. File always has to be in the same directory as all unpacked folders that contain assets etc, although I guess opening wouldn't work otherwise.
If it decreases in size, then something must change, since file is just a structured summary of what you see in the editor, I'd do hex comparison of both files to investigate. It's easiest to change on small things like gender and compare before and after files.

Btw, not specifically game.orc related, but some files are marked read-only so you'd have to change properties of the file.  

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res
res

Tavern Dweller
posted June 13, 2024 11:06 PM
Edited by res at 01:59, 14 Jun 2024.

Well, every single folder is marked as read-only (because windows 10 - even a newly created empty folder is "read-only"). This can't be removed but doesn't stop from manually editing files inside. That's how I did stuff like making griffin specialization affect dive of upgraded griffin, fixing archlich lifedrain (it failed if he kills the target), fixing Dragon Flame Tongue's broken active ability etc.

About game.orc - after noticing that any changes disappear, I used "Terror" effect (aka FearMyRoar) for testing, by fixing stat scaling for it's luck decrease. Just setting stat scale for flat number to "true" and for non-existant percentage to "false". A minimal change, as you see.
Both normal saving and 'save as' creates a file that has size of 10 694 instead of 10 710 kb. I thought that maybe it becomes lesser in size due to editor being made for pre-SoD versions. Anyway, opening it shows both parameters unchanged.

In fact, just copying game.orc (using save as) without making any changes creates a copy of 10 694 kb.
And yes, it obviously in same directory as unpacked folders.
I have no experience with hex editing but I'll try.

Thank you.

P.S. Does the editor fail to remember settings for you? For me it does.

Edit: okay, I compared unmodified game.orc and one saved as separate file through editor (without actually changing anything). There are, obviously, Dungeon related things but there are also differences right from the first string; first is the original file, second is unchanged original file, saved as separate by the editor (and having lesser size as result):
CF 70 FE ED 01 00 00 00 3D 00 00 00 01 49 56 A7
CF 70 FE ED 01 00 00 00 3D 00 00 00 01 3A 15 A7

Same with second string:
00 00 CA 04 61 85 00 00 04 2F 01 04 41 00 00 00
00 00 CA 04 FF FF FF FF 04 2F 01 04 41 00 00 00

Does this tells anything to you?
Still can't get the editor to actually save any changes btw.
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RedTreant
RedTreant

Tavern Dweller
posted June 14, 2024 06:58 PM

Hmm perhaps some things that can be exported are pulled instead from xml files like abilities, that's why you don't see difference if you load changed file again.

Change that you posted shows that editor works nevertheless.
First couple strings are covered at the end of the additional instruction.

Change from 49 56 A7 to 3A 15 A7 shows exactly how much data was removed during saving. It's like a file header that tells the size. If you scroll till end of the file last lines should have this number (easier if you change to double or select and check what's their double value). Editor automatically saves those numbers correctly. If you reduce or increase number of bytes during hex editing, omitting editor, you always have to change it. You can notice easily it by removing one letter in biographies for example.

61 85 00 00 to FF FF FF FF is probably version of the file. At least that's my impression comparing Game.orc files progress. Never found it useful.

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res
res

Tavern Dweller
posted June 15, 2024 06:07 AM
Edited by res at 06:59, 15 Jun 2024.

So editor-saved version of game.orc becoming smaller in size is not something wrong? Can it just become lesser due to losing SoD stuff?

I thought about changes being "invisible" in editor (would've been quite inconvinient through) but nothing changes in-game as well.

Hm, I tried to change stats on a hero, and it actually saved. Seemingly worked in game too. So it seems that the editor just cannot change unit/abilities stats? If so, it's really disappointing
I guess hex editor can help here, but like I said I have no experience.

I wish there was a way to just open game.orc and directly modify those paramenters. 'sigh'

In any case, thank you again.
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res
res

Tavern Dweller
posted July 03, 2024 11:30 AM
Edited by res at 07:06, 06 Jul 2024.

Bonus question - can you explain about some other numbers? This seems to be crit animation for Kensai:
28 54 00 00 00 00 0D 04 00 00 48 42 00 14 04 72 D8 07 00 00 1E 22 6F 62 6A 65 63 74 5C 68 69 67 68 5C 6E 65 77 5C 64 65 65 70 6E 61 67 61 5F 75 70 67 2E 67 6F 62 6A 00 00 50 04 7D D8 07 00 00 5A 04 08 00 00 00 00 64 0F 41 74 74 61 63 6B 43 72 69 74 69 63 61 6C 00 02 02 31 5C 01 00 00 00 02 31 5D

22 6F 62 6A 65 63 74 5C 68 69 67 68 5C 6E 65 77 5C 64 65 65 70 6E 61 67 61 5F 75 70 67 2E 67 6F 62 6A  - is path to his overall file.
41 74 74 61 63 6B 43 72 69 74 69 63 61 6C - points that we use critical animation.
What are other stuff? I wanted to fix Panther Warrior having no assigned animation for lucky hit (animation itself exist) but I have no idea about numbers that are not path to file or "attack critical". Dumb copying from Jaguar Warrior with only those two things changed seemingly broke the file with even game editor failing to load it.

Sorry if my questions are dumb.
Edit: removed stuff that is no longer relevant.
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RedTreant
RedTreant

Tavern Dweller
posted July 06, 2024 05:01 PM
Edited by RedTreant at 17:02, 06 Jul 2024.

res said:
Bonus question - can you explain about some other numbers? This seems to be crit animation for Kensai:
28 54 00 00 00 00 0D 04 00 00 48 42 00 14 04 72 D8 07 00 00 1E 22 6F 62 6A 65 63 74 5C 68 69 67 68 5C 6E 65 77 5C 64 65 65 70 6E 61 67 61 5F 75 70 67 2E 67 6F 62 6A 00 00 50 04 7D D8 07 00 00 5A 04 08 00 00 00 00 64 0F 41 74 74 61 63 6B 43 72 69 74 69 63 61 6C 00 02 02 31 5C 01 00 00 00 02 31 5D

22 6F 62 6A 65 63 74 5C 68 69 67 68 5C 6E 65 77 5C 64 65 65 70 6E 61 67 61 5F 75 70 67 2E 67 6F 62 6A  - is path to his overall file.
41 74 74 61 63 6B 43 72 69 74 69 63 61 6C - points that we use critical animation.
What are other stuff? I wanted to fix Panther Warrior having no assigned animation for lucky hit (animation itself exist) but I have no idea about numbers that are not path to file or "attack critical". Dumb copying from Jaguar Warrior with only those two things changed seemingly broke the file with even game editor failing to load it.

Sorry if my questions are dumb.
Edit: removed stuff that is no longer relevant.



It is actually not an easy answer. 72 D8 07 should be unique ID you are working on. In the animation it seems some reference is created instead of direct link, for sure this is what 50 04 7D D8 07 is about, since 7D D8 07 is a unique id, probably of an animation itself. Here saving with editor is much more reliable. Some other sections also change, but as why, I'd have to dig deeper into it.



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res
res

Tavern Dweller
posted July 13, 2024 01:47 PM

Like I already said earlier, for me Game Editor fails to save any changes that aren't related to heroes. I tried it multiple times with various things. In fact, directly setting animation for Panther Warrior was one of the first things I tried.

In case by bad English is confusing - If I, for example, save game.orc via game editor with no changes, I'll get game.orc minus DLC stuff (thanks again for the fix instruction btw). Now, if I use this file, make any change(s) other than hero-related and save it again, the file will remain the same. Even hex editor "compare" function will say that pre- and post-editing files are identical.
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heyimgod
heyimgod

Tavern Dweller
posted September 04, 2024 01:47 PM

RedTreant said:
res said:
Bonus question - can you explain about some other numbers? This seems to be crit animation for Kensai:
28 54 00 00 00 00 0D 04 00 00 48 42 00 14 04 72 D8 07 00 00 1E 22 6F 62 6A 65 63 74 5C 68 69 67 68 5C 6E 65 77 5C 64 65 65 70 6E 61 67 61 5F 75 70 67 2E 67 6F 62 6A 00 00 50 04 7D D8 07 00 00 5A 04 08 00 00 00 00 64 0F 41 74 74 61 63 6B 43 72 69 74 69 63 61 6C 00 02 02 31 5C 01 00 00 00 02 31 5D

22 6F 62 6A 65 63 74 5C 68 69 67 68 5C 6E 65 77 5C 64 65 65 70 6E 61 67 61 5F 75 70 67 2E 67 6F 62 6A  - is path to his overall file.
41 74 74 61 63 6B 43 72 69 74 69 63 61 6C - points that we use critical animation.
What are other stuff? I wanted to fix Panther Warrior having no assigned animation for lucky hit (animation itself exist) but I have no idea about numbers that are not path to file or "attack critical". Dumb copying from Jaguar Warrior with only those two things changed seemingly broke the file with even game editor failing to load it.

Sorry if my questions are dumb.
Edit: removed stuff that is no longer relevant.



It is actually not an easy answer. 72 D8 07 should be unique ID you are working on. In the animation it seems some reference is created instead of direct link, for sure this is what 50 04 7D D8 07 is about, since 7D D8 07 is a unique id, probably of an animation itself. Here saving with editor is much more reliable. Some other sections also change, but as why, I'd have to dig deeper into it.






Hi Thank you for all your hard work!

I have 2 problem with the mod:
1. Playing battles it seemed to me the idle-sound/animation of the creatures trigger way too often. Is this because of the mod because it did not happened before.

2. I’ve encountered an issue where the levels of Dynasty weapons seem to reset to level 1 randomly. For example, I played the tutorial map, and on the second map, my Griffon Sword started at level 1. After one battle, it reached the max level, but today, when I loaded my offline game, I noticed that it had reverted to level 1 again. Is there any chance this could be fixed



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Blake00
Blake00


Known Hero
posted September 20, 2024 05:07 PM
Edited by Blake00 at 08:47, 22 Sep 2024.

Uh oh.. Ubisoft have patched the game again.. my copy is currently downloading a big 6GB patch. I almost got excited thinking they were fixing some of the stuff you fixed in your mod.. but no one has a clue what they changed and from the sound of things they've broken even more stuff and some campaigns have become inaccessible. :/

Maybe you'll have a better idea figuring out what they did.. and if it's broken your mod or not too.

https://steamcommunity.com/app/48220/discussions/0/6610810473931674108/

https://steamcommunity.com/app/48220/discussions/0/6610810473932436435/

.
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LordCameron
LordCameron


Known Hero
Veteran of the Succession Wars
posted September 21, 2024 02:16 AM

To think someone was just asking me why I ranked VI lowest on my tier list
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