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Post by the Fallen on Oct 24, 2011 18:48:06 GMT -6
Hello,
I'm new to modding, and am interested in learning how. I'm not really looking to revamp the whole game, just start with a few [hopefully] minor changes. If anyone's interested in helping me out with some advice, I'd appreciate it. I play the Special Edition version.
So far, I've found how to open *.mpq files and make minor changes, such as changing the stats on and spells cast by artifacts and raising level caps for units.
The changes I'm looking to make for now are as follows:
1: enable total experience display in character info windows 2: enable earned experience display after combat 3: allow me to keep Balkoth when customizing - note: I know it's been said before that this can be done by just naming the necromancer lord "Balkoth", but, in the unmodded game, that is just not true. 4: enable research of spells that currently can't be researched 5: enable spellcasting ("would you like to cast any spells?") after combat; example: I modify an artifact to cast resurrection and want to use it when the fight ends.
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Post by Boaster on Oct 24, 2011 20:33:52 GMT -6
1: enable total experience display in character info windows This is something a bit more advanced. You can edit 'gs\dlg\infopan.gs' to do this. 2: enable earned experience display after combat This is also advanced. You can edit 'gs\dlg\cres_dlg.gs' and 'gs\comb_res.gs' 3: allow me to keep Balkoth when customizing - note: I know it's been said before that this can be done by just naming the necromancer lord "Balkoth", but, in the unmodded game, that is just not true. You would have to edit a Custom Lord file to do this. Would require a hex editor. From inside the game, I don't think this can work with GS editing starting from unmodded. 4: enable research of spells that currently can't be researched Requires adding all spells to spellbooks and adding spell descriptions. 5: enable spellcasting ("would you like to cast any spells?") after combat; example: I modify an artifact to cast resurrection and want to use it when the fight ends. It's in 'gs\combat.gs'.
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Post by the Fallen on Oct 24, 2011 21:33:38 GMT -6
Wow. Alright, thanks a lot. I'll get on this after work.
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Post by followthepyro on Dec 23, 2013 9:29:17 GMT -6
so how exactly would one go about making the balkoth change in a hex editor
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orzie
Official
Posts: 365
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Post by orzie on Dec 23, 2013 10:07:34 GMT -6
so how exactly would one go about making the balkoth change in a hex editor I'd recommend you to use more high-tech and reliable method with editing balkoth's file in GS.mpq/gs/units directory. Hex-editing units is a not so reliable method.
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