Добавлено: Сб Июн 24, 2017 19:56
Заголовок сообщения: How do I edit the fixed_skills client to choose a skill?
Hello I got Eador during the Steam sales and downloaded this mod as well. However, my #1 favorite skill or class in games is Necromancy. Is there a way I can edit the fixed_skills .exe provided by the mod to start with Necromancy instead? I'd keep a backup of the original or use the regular client if I later decide to do something different or choose a different skill (if its easy enough to do myself anyway otherwise I don't want to make a bunch of requests for random skills lol). Any particular tool I can use to do this? Or is it pretty complicated to do this? Or is it possible one of you guys could do it if it is pretty complicated for a regular user?
I never edited a .exe before. I assume that is what I have to edit if I want to change to Necromancy to start with.
There is a skill 910, which will allow you to insert any level of necromancy 1-5 to any hero you want from the start. Its much easyer then fix exe.files as I think.
There is a skill 910, which will allow you to insert any level of necromancy 1-5 to any hero you want from the start. Its much easyer then fix exe.files as I think.
I think I got it. Thanks! Started a game, got a wizard and he started with necromancy. Changed the talent to 910, 1 in hero_class.var
Pretty easy. Definitely easier than messing with .exe files
(edit: hmm, guess not. My 2nd game got something random. Maybe I need to edit the .dat file then too
Boon947
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Добавлено: Вс Июн 25, 2017 16:51
Заголовок сообщения: Re: How do I edit the fixed_skills client to choose a skill?
Vendayn писал(а):
Hello I got Eador during the Steam sales and downloaded this mod as well. However, my #1 favorite skill or class in games is Necromancy. Is there a way I can edit the fixed_skills .exe provided by the mod to start with Necromancy instead? I'd keep a backup of the original or use the regular client if I later decide to do something different or choose a different skill (if its easy enough to do myself anyway otherwise I don't want to make a bunch of requests for random skills lol). Any particular tool I can use to do this? Or is it pretty complicated to do this? Or is it possible one of you guys could do it if it is pretty complicated for a regular user?
I never edited a .exe before. I assume that is what I have to edit if I want to change to Necromancy to start with.
Copy Eador.exe to Eador_necromancy.exe
Open Eador_necromancy.exe with the binary file editor.
Find the sequence 2b ca 83 c1 0f 89 8e
Change it to b9 15 00 00 00 89 8e
Now every wizard will start with Necromancy.
The bash script I use is:
Код:
set -e
DEST=Eador_fixed_skills.exe
cp Eador.exe $DEST
function patch_skill_a {
BASE=$(printf "%02x" $1)
WANT=$(printf "%02x" $2)
echo Patching $BASE to $WANT
sed -i "s,\x2b\xca\x83\xc1\x$BASE\x89\x8e,\xb9\x$WANT\x00\x00\x00\x89\x8e,g" $DEST
}
function patch_skill_b {
BASE=$(printf "%02x" $1)
WANT=$(printf "%02x" $2)
echo Patching $BASE to $WANT
sed -i "s,\x2b\xca\x8d\x41\x$BASE\x89\x86,\xb8\x$WANT\x00\x00\x00\x89\x86,g" $DEST
}
I meant a different way of prescribing abilities. Using Unit.var and unit_upg.var. but anyway even with the existing ability of the mage is not able to keep the undead in army without the basic skill of necromancy. well Boon947 will help you
Hm, I did that and it didn't seem to work. But I just realized the Wizard in the campaign is different (pretty sure anyway) so maybe I did do it right...but campaign wizard ALWAYS starts with magic power+1, the wizard in the campaign never starts with anything else. Is that considered a "different" wizard than the skirmish ones? Or did I mess something up? I'll have to retry this coming weekend to make sure I did it right, since this week I won't be home on my PC.
Hm, I did that and it didn't seem to work. But I just realized the Wizard in the campaign is different (pretty sure anyway) so maybe I did do it right... but campaign wizard ALWAYS starts with magic power+1, the wizard in the campaign never starts with anything else.
Are you talking about the campaign tutorial - where the hero is chosen beforehand from a menu?
In the tutorial, starting skills are indeed fixed, and separate from the actual game mechanics.
Campaign and sandbox games rely on the same code to pick random starting skills.
If you attack an actual shard, and recruit a Wizard from the castle, he should always have Necromancy.
Try this binary if you can't get yours to work: http://eador.online.fr/Eador_Vendayn_270.exe
Hm, I did that and it didn't seem to work. But I just realized the Wizard in the campaign is different (pretty sure anyway) so maybe I did do it right... but campaign wizard ALWAYS starts with magic power+1, the wizard in the campaign never starts with anything else.
Are you talking about the campaign tutorial - where the hero is chosen beforehand from a menu?
In the tutorial, starting skills are indeed fixed, and separate from the actual game mechanics.
Campaign and sandbox games rely on the same code to pick random starting skills.
If you attack an actual shard, and recruit a Wizard from the castle, he should always have Necromancy.
Try this binary if you can't get yours to work: http://eador.online.fr/Eador_Vendayn_270.exe
Regards.
Thanks That works. Though I figured out my own version too. I didn't realize it, but I added an extra number by mistake. Not much time to play too much...but all the wizards get necromancy like they should.
how can i read the # numbers?
i mean how did you know that those numbers are related to wizard first skill?
i also want to make some mod, but dont know how to do this part.
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