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Read the above, but I recommend reading everything slowly and carefully! :smile04:
Added 1 hour 35 minutes ago
I mean, my life isn't infinite, and I'd like to have time to make at least some kind of mod.
New here? I'm Roha — want a quick tour?
Read the above, but I recommend reading everything slowly and carefully! :smile04:
How much higher? This topic has 121 pages. Why don't you give a clear answer right away so that a simple dialogue doesn't drag on for weeks?
Added after 1 hour 35 minutes
I mean, my life isn't infinite, and I'd like to have time to make at least some kind of mod.

What program can be used to compare two executable files?
On the previous page, the message numbers are 1805 and 1811!
The names of new creatures are not stored in the .exe file; they are all in separate .txt files, and the .xdb file contains links to them!
If you decide to create new creatures, you can experiment with the creatures from my page (link in my signature)! :smile13:
Creature names are defined in .txt files, and links to them are in .xdb - in game.exe [you can make changes with any hexadecimal editor, i.e., without decompilation] - the maximum possible number of creature identifiers, which are described in the corresponding .xdb, has simply been increased.
you need to look at it and analyze it yourself
based on my experience with Disciples 3, I can say that there may be several extra lines with unclear 4-digit numbers at the beginning
I opened it with Visual Studio 2017

@Гусь
Skills and other things are stored in the .exe file, and even if you increase their maximum number in the .exe itself, it won't do anything because the functionality is implemented by the developers not as an .xdb, but as functions in the .exe.
Version 3.0 was successfully decompiled, or perhaps they used the source code (because without the source code, it's very difficult to work with someone else's code, since reverse engineering is a very time-consuming activity, or the person who figured out the functionality had a lot of time and, most importantly, was determined) – the result is MMH5.5, however, this version cannot work with scripts added in 3.1!
P.S. I use Free Hex Editor Neo and HxD
P.P.S. By the way, for version 3.1, the number of IDs for artifacts has been increased, and many new ones have been added - NAF
I installed Visual Studio, but when I run it, it displays something about an entry point in the procedure... Does this program have no problems running, or does it require some complicated steps?
Thank you for the informative answer. Can a new city and faction be added in this way?
Thank you for the informative answer. Would it be possible to add a new town and faction in this way?
It won't be possible to add a new faction; the game already has a neutral faction, and for it to function properly, its castle lacks a building plan. Even if there were a plan, the buildings would likely not function (like the Mage Guild and Orc buildings – they can be added to the building plan, but the spells won't appear). All special building properties are defined in the executable file.
Well, the guild of mages can be replaced with other buildings, and magic schools can be replaced with new abilities, like battle cries and so on.
But if the neutral faction is implemented like any other, then all the neutrals will have to be divided into different races, like the mummies in Necropolis (in the original, they are listed there, which is why Markel could recruit them into his army).
That's what I was thinking, whether it's possible to add them through the .exe file.

In theory, it's possible... but you need to be a GURU in reverse engineering, because without the source code, it's very difficult to add extra features!
For example, if you find the closed and open beta versions of the 5th installment (not to be confused with the alpha), you'll see that all skills and perks were defined by explicitly referencing the .xdb file. For instance, now the "Plague" spell is essentially defined through an alias like "SPELL_PLAGUE," but before, it was something like "\GameMechanics\spell_plague.xdb."
My point is, if you find a reverse engineering guru or learn how to do it yourself, there's a chance you can find the original function addresses and then find them in version 3.1. Then, you can add an extra library to the .exe file; I forgot what it's called!
Good afternoon!
Is there a way to view the stats of all creatures in a single file?
Thank you!