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marcelo_20xx

Modding Battlereams.dat

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@Gregor8356: I have fixed my BR Data Editor. Now, it can run on Windows XP.

 

Well done smile.png I test it on Windows XP sp3 32bit +

instaled

Microsoft Visual C ++  Redistibutable 2005 ,2008,2010

and Framework 1.1

Framework 2.0

 

Thanks.

Only the look change but Picture didn't. How can I change that?

Name and look was changed... but it still have skin of Spearman ... it's meaningless.

Really no other way, is it?

Can I complete put Swordsman replace Spearman of Dragon Clan, but still can learn Dragon Strength and Dragon's Heart? Both skills rewrite "Swordsman have more damage" and "Swordsman have more HP" replace "Spearman have more damage" and "Spearman have more HP" ... Can I do that?

download SITUVN MOD EDITOR ->Battle Realms Data Editorhttp://forums.gaming...itor-by-situvn/

and simply copy and paste portrait name

and dont forgot to save it

Can you give the steps. It didn't work.

i5cj.jpg

 

this pictre is from my last mod caled NEW MOD ULTIMATE CLAN MASTERS link :

http://www.2shared.com/file/cW2IXxO7/NEW_MOD.html

 

this is Bg made for dragon in dragon clan BG value 2B innate value 23

 

Dragon is on keep smile.png

 

You can use aspecaily first trigers to do you'r own bg of monument attack

gregor sorry but could you tell me how to decrease the amount of rice and water to any unit example shinja

here you got lists:
 
Shinja :  this hex adress in hex editor 22AA60 start at value of rice next go weter and yin/yan
FA 00 00 00 FA 00 00 00 01 00 00 00
MEAN:
250 ...250... 01 
Edited by Gregor8356

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@SITUVN: INFO

When  I serch my errors I found 

 in Battle Realms Data Editor               

when I change portrait of kenji editor change numbers of squares - what's it mean

 

when we got lists the nummbers in dat file not response what we suspect

there are moved back or foward

Edited by Gregor8356

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sir Gregor8356 could you teach me how to use mod editor v2

if you want to edit br.dat file using mod editor v2

you must got xvi32 hex editor

you must know  basic address and what it means where is te section in mod editor v2

and when you change a adress you have to follow in mod editor v2 is it the duly completed if there are some errors you have to correct

to get address you can from here:

http://www.2shared.com/document/I7kcmXBs/Battle_Realms_Compiled_List_Ad.html

Edited by Gregor8356

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@SITUVN: INFO

When  I serch my errors I found 

 in Battle Realms Data Editor               

when I change portrait of kenji editor change numbers of squares - what's it mean

 

when we got lists the nummbers in dat file not response what we suspect

there are moved back or foward

 

I don't understand what you meant.

Please take a screenshot then send error details to me.

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I don't understand what you meant.

Please take a screenshot then send error details to me.

So I think I can explain you:

 

it's not a error but a rearrangement of the file

 

so if you want to edit in hex xiv32 editor the Old addresses will not be compatible but only in lower part  after change

 

to check this you should do:  get 2 orginal file Br.dat and 1 edit in Battle Realms Data Editor ,change  in data ,unit ,hero koril change

mask texture name (string )table to kazan for eg. save it and open both files in xvi32  in this address: 22A081 this adres corresponds to innate of koril reflect missiles in modded file this address jump 4 squares in right

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That's modding.

When change string (difference length) will change all offset after it. As i said:

Change the color mask texture string may also change the offset (in header) of some values after it. Not recommend change it in Hex Editor (HxD, XVI32...)

 

That  not error or fool or any mistake.

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Im not used in making tutorials so please bare with me. For me Battle Realms can be widely modded via two files that if you want to be a modder must understand fully, the first one is of course Battle_Realms_F.exe and its dependant dlls namely the scripts folders that contain all the campaigns scripts, you can change some of the game aspect using Ollydbg (a free win 32 aplication debbugger and assembler-dissasembler) and the other file is Battlerealms.dat, like the name said it stores all the data that was compiled and the exe will call it when needing values for the game itself and its internal functions.

This second file is the one we will discuss here.

General Tips

============

First please download XVI32 a free hex editor from the link:

<a href="http://www.chmaas.handshake.de/delphi/free...32.htm#download" target="_blank">http://www.chmaas.handshake.de/delphi/free...32.htm#download</a>

Next we need to configure the editor to suit our needs like this:

Go to Tools-->Options-->Appearance and check "Use blank to display control characters", I cant stress this enough since it will make your life easier when you are browsing the file.

If you want to find a section quicker press Crl+F and put whatever you want in the text box, them push "convert text to hex", you will get something like this 42 61 64 08 but to actually find the text fill with 00 like this 42 00 61 00 64 00 08, remember that the text strings are filled with controls characters.

The Windows Scientific Calculator is your best friend if you are not used with hex values.

Then the real works begin, I post a pic to show the data and painted in two colors, red and green, to divide the values in segments that I will explain step by step.

buildings-4767f1.png

I will begin with the block marked blue, it separates our code data from the previous entry and thus is the beggining of the code we will inspect, the next sections are marked red and green and I will ONLY describe the values of the marked segments starting from the:

Value 00 Entry ID

========================

Dont change this as you can get a crash window.

Value 11 to 74 Building name

=============================

Check out for the first 11, its a fixed value that indicate the lenght of the ASCII string, if you change this value you will get an out of memory error. Although in theory it cant be changed is useful whe you want to find a section fast, I will explain the technique later.

Value 7D Model Type

===================

As it name states its the entry for the 3d model to use, you can freely change this value to make your building look like other buildings, even more you can input values from other clans buildings too!

Value 06 Tech Level

===================

Or in other words needed tech level to have the building available, pretty useless as for multiplayers games there dont seem to be a way to set the starting tech level, but for the campaigns maps they are set in each map to disable some buildings at the begginning.

Value 80 to 3F Building`s Armor

================================

This one is a big segment, its holds the Data for the Buildings Armor in the following order Cutting, Piercing, Blunt, Fire, Explosive and Magical. Take a look for the Cutting values and you will see that the data is arranged in this way 80 3F, the first value is the one we want to change. Raising the 80 to its max value FE will make the building extremely vulnerable to cutting attacks, on the other hand lowering to 01 will make it harder to this type of attack and last filling the values with 00 00 will make the building invulnerable to this type of attacks and will display "the selected unit cannot attack this building", that explain why only sledgers can break the pile of rocks blocking your path in the Graybacks journey.

Value 64 to 32 Building Cost and Refund

=======================================

The first two 64s (100 in decimal) are the hex value for the Rice and Water cost respectively and the followings 32 are the values for the resource refund when you destroy the building, this way you can make your building generate tons of resources with just only rising the values for the refund data.

Value 05 to 19 Unit1 Training

=============================

This part is where it becomes more interesting (if you arent tired or bored of reading this yet), I will explain this part to the best I can. The value 05 holds the entry for the unit allowed to enter the building and the next 01 the unit that will generate after the training. Imagine what you can do with this!, make a peasant train in a building and it becomes a Hero unit and even change for other clans units. Well posibly values are:

Dragon

======

PUSH 0 Archer

PUSH 1 Chemist

PUSH 2 Dragon Warrior

PUSH 3 Geisha

PUSH 4 Kabuki

PUSH 5 Peasant

PUSH 6 Sumo Canonneer

PUSH 7 Samurai

PUSH 8 Spearman

Serpent

=======

PUSH 13 Bandit

PUSH 14 Cannoneer

PUSH 15 Crossbowman

PUSH 16 Geisha

PUSH 17 Musketeer

PUSH 18 Peasant

PUSH 19 Raider

PUSH 1A Ronin

PUSH 1B Spirit Warrior

PUSH 1C Spirit Warrior

PUSH 1D Swordman

Lotus

=====

PUSH 1E Blade Acolyte

PUSH 20 Tausil

PUSH 23

PUSH 24

PUSH 25

PUSH 26

PUSH 27

PUSH 28

PUSH 29

PUSH 2A Unclean

PUSH 2B Warlock

WolF

====

PUSH 2C Ballista Man

PUSH 2D Berserker

PUSH 2E Brawler

PUSH 2F Druidess

PUSH 30 Hurler

PUSH 31 Mauler

PUSH 32 Pack Master

PUSH 33 Peasant

PUSH 34 Pitch Slinger

PUSH 35 Sledger

PUSH 36 Werewolf

Misc

====

PUSH 39 Dragon

PUSH 40 Original Prince Taro, crash the game

PUSH 42 Monk

PUSH 43 Nightvol

PUSH 44 Ninja

PUSH 4F Horse

PUSH 53 Zombie

Heroes

======

PUSH 55 Arah

PUSH 56 Budo

PUSH 57 Gaihla

PUSH 58 Garrin

PUSH 59 Grayback

PUSH 5A Issyl

PUSH 5B Kazan

PUSH 5C Kenji_Dragon

PUSH 5D Kenji_No Sword

PUSH 5E Kenji_Serpent

PUSH 5F Kenji_Young

PUSH 60 Kenji_2 Dragon

PUSH 61 Kenji_2 No Sword

PUSH 62 Kenji_2 Serpent

PUSH 63 Kenji_Dragon 3

PUSH 64 Kenji one with the dragon

PUSH 65 Kenji_Serpent 3

PUSH 66 Koryl

PUSH 67 Long Tooth

PUSH 68 Necromancer

PUSH 69 Otomo Serpent

PUSH 6A Otomo Dragon

PUSH 6B Shinja Serpent

PUSH 6C Shinja Dragon

PUSH 6D Soban

PUSH 6E Tao

PUSH 6F Shale Lord

PUSH 70 Utara

PUSH 71 Vetkin

PUSH 72 Zymeth

PUSH 73 Zymeth one with the orb

Forget about the PUSH word (its just that the list was too big that I copy paste from my debbugger doc info) also since the values are arranged in alfabetical order you can fill the missing spaces by yourself. I recommend memorizing this table or have it handy since you will need it if you want to understand how the Keeps summons the Heroes, which units are affected with a certain technique and so on. I may consider the values as ID pointers since the exe calls it whenever a unit is generated.

Returning to the matter at hand, the last 19 is the training time. If you want to make your unit train almost instantly put a 01 here.

Value 08 to 1E Unit 2 Training

==============================

Only with data if the building allows more than one training, same as above but for the second training, i.e. the training a chemist do when entering a dojo.

Value 02 to 2D Unit 3 Training

==============================

Only with data if the building allows more than one training, same as above but for the third training, i.e. the training a kabuki do when entering a dojo.

Value 10 to 03 Button Upgrades

==============================

This data store the internal entry ID for the buttons upgrades available to this building. The value 14 03 refers to the Tempered Steel the only value you can change here is the 14 as the 03 seems to be fixed, the game is very tricky in this part like you can have the same upgrades in every building but for the CURRENT clan only. For example you cant make the Tempered Steel to be available in the Serpent Alchemist Hut but you can have it in a Dragon Bath House. Also this segment works completely different in some buildings, like the Keep, where the upgrades buttons are exchanged for the heroes buttons.

The Dragon Keep

===============

I have seen some people who ask how a Hero can be included in the multiplayer and so on, is really easy, just look at the picture.

keep-47683d.png

You will see the values 69,5B,55,58,6E and 8D and if you see the units table you will find that correspond to Otomo, Kazan, Arah, Garrin, Tao and Teppo in this order. You can freely change this values to make whatever hero or unit to be available at the keep just take notice that the last slot only works for WOTW. I dont know what 80 3F 2D do though.

Value 20 42 Building time

=========================

Not quite the truth, it seems more or less to work like the health and stamina regeneration system but the difference that you need a peasant to make it work and the other is automatic. If you want to make your building be constructed "somewhat" faster lower the value 20 to 01. Dont touch the 42 as IS a fixed multiplier and can crash the game.

...to be continued

Since I am a little tired I will continue in the Next Chapter. Then I will explain the buildings pre-requisites, all about the units and techniques, but for the people that dont like to wait I will give you the next addresses.

Here you can see how the data is organized in big chunk of segments and what values correspond to what function. The list of funtions for the buildings begin at the address FC4C2 and the actual data at the adress 133A7C. Investigate them to understand more the code and dont forget to put your findings here.

Hello marcelo. You are really great at doing this. But anyway, can you make a list for any building value for mod????

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My best Mod 2014biggrin.png

 

HD 720p

 

Yes. This Mod is a balance mod . hero not a god!!. but add a little health , damage , effect , yes its balance. no crash, no bug , no cheat
**In Clip I Use Cheat Because For Quick Preview , For Play I Not Recommend cheat***
*** Dont Use cheat or trainer or hack to play!*** 
Change Log.
- Improve Blood
- Improve Effect for more hero
-Change Innate Ablility for hero
-Change Population
 **Effect will show 2 type 1.effect show when hero take damage from melee only (missile weapon you will see blood. because give game is real!)
2.effect show when hero take damage from missile only (melee weapon you will see blood too)
Dragon
-Kenji One With Dragon Replace Kazan (But Kazan appear in  starting large army!)
-Improve Kenji One With Dragon with Effect Dragon Flash
-Otomo Effect with Fire Battle
-Teppo Effect with aura circle
-Tao Effect Mystic Hex
Serpent
-Kenji 3 Serpent Replace Budo (Budo appear starting large army)
-Shinja Effect With Wind Poison
-Vetkin Effect with Vetkin skill
-Taro Effect with (cant'remember see in game)
Lotus
-Change Yvaine To Yvaine Ungodly Power!
-See in Clip LOL
Wolf
-Grayback Mysitc Hex
-Longtooh change weapon = Longtooh Slave Weapon
-and change other hero in wolf clan you will see in game!!
 
Download
Install Note : Replace Battle Realms.dat in game directory!

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That's modding.

When change string (difference length) will change all offset after it. As i said:

 

That  not error or fool or any mistake.

ok

 

My best Mod 2014biggrin.png

 

HD 720p

 

Yes. This Mod is a balance mod . hero not a god!!. but add a little health , damage , effect , yes its balance. no crash, no bug , no cheat
**In Clip I Use Cheat Because For Quick Preview , For Play I Not Recommend cheat***
*** Dont Use cheat or trainer or hack to play!*** 
Change Log.
- Improve Blood
- Improve Effect for more hero
-Change Innate Ablility for hero
-Change Population
 **Effect will show 2 type 1.effect show when hero take damage from melee only (missile weapon you will see blood. because give game is real!)
2.effect show when hero take damage from missile only (melee weapon you will see blood too)
Dragon
-Kenji One With Dragon Replace Kazan (But Kazan appear in  starting large army!)
-Improve Kenji One With Dragon with Effect Dragon Flash
-Otomo Effect with Fire Battle
-Teppo Effect with aura circle
-Tao Effect Mystic Hex
Serpent
-Kenji 3 Serpent Replace Budo (Budo appear starting large army)
-Shinja Effect With Wind Poison
-Vetkin Effect with Vetkin skill
-Taro Effect with (cant'remember see in game)
Lotus
-Change Yvaine To Yvaine Ungodly Power!
-See in Clip LOL
Wolf
-Grayback Mysitc Hex
-Longtooh change weapon = Longtooh Slave Weapon
-and change other hero in wolf clan you will see in game!!
 
Download
Install Note : Replace Battle Realms.dat in game directory!

 

 

NICE WORK and especially Nightvol diseapear effect Idea :))))

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Does anyone one know how to make Keeps produce more than just one hero at a time????

 

I'm using Battle Realms Data Editor, but I can't seem to figure it out.

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More Hero? Train them!

 

Increase number of watchtower increase number unlock by other building.

In my BR Data Editor: Change value in NumOfBuildingsUnlocked column in Data_Buildings table.

Edited by SITUVN

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Thanks for helping SITUVN!

 

 

However, how do you make, lets say, a Townsquare train heroes using your BR Data Editor???

 

Also, how do you change the decal of a building? Like making the Lotus Keep look like Sobans Labratory?


@Gregor

 

So I'm using your NEW MOD ULTIMATE CLAN MASTERS mod, but it keeps crashing my game of 4x4 Skirmish :/ Any way to fix crashes? I've reduced population size....

Edited by Navith

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Find it yourself.

 

What about Building and Training: Data_Buildings.

Decal? No, it's model.

Training? UnitInX, UnitOutX... (X: 1 - 6)

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Thanks for helping SITUVN!

 

 

However, how do you make, lets say, a Townsquare train heroes using your BR Data Editor???

 

Also, how do you change the decal of a building? Like making the Lotus Keep look like Sobans Labratory?

@Gregor

 

So I'm using your NEW MOD ULTIMATE CLAN MASTERS mod, but it keeps crashing my game of 4x4 Skirmish :/ Any way to fix crashes? I've reduced population size....

for now I don time to check it but I got one sugestion  u can go to SITVN editor  section Data_UnitAndBattleGear and  all you have to do is give corect Bg to corect unit , I mean all units

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Gregor8356 : you can guild mod BG critical strike as same BG of evil kenji?plzzzzzzzzzzz.

normal br.dat + Evil kenji to made pesant -> shirine

http://www.2shared.com/file/_6mNypu1/Battle_Realms.html

But the different battle gear is what makes part of your mod fun. I don't want to revert them :/

no  revert , just corect to be like in mode eg.

Nigtvol dont have Bg and set him that used in mod

Edited by Gregor8356

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normal br.dat + Evil kenji to made pesant -> shirine

http://www.2shared.com/file/_6mNypu1/Battle_Realms.html

 

 

  thanks Gregor8356 for it .

 Can you help me new mod normal BR.dat with :

  -  Shinja ID 6C have BG and freeze enemy attack ( Shinja ultimate)

  -  Otomo ID 6A have BG evil kenji .

  -  Nightvol with BG have summon  Hordeling (not unit BG)

 

   I wait for your mod!

Edited by fakya

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  thanks Gregor8356 for it .

 Can you help me new mod normal BR.dat with :

  -  Shinja ID 6C have BG and freeze enemy attack ( Shinja ultimate)

  -  Otomo ID 6A have BG evil kenji .

  -  Nightvol with BG have summon  Hordeling (not unit BG)

 

   I wait for your mod!

 

only this :

 

-  Otomo ID 6A have BG evil kenji .

-  Nightvol with BG have summon  Hordeling (not unit BG)

 

 

how to do them  pesant -> shirine -> Kenji W.T.O  ->shirine ->  Otomo no sword -> shirine-> Nightvol +20 hordlings

 

link file  :

http://www.2shared.com/file/n0pMB6dM/Battle_Realms.html

Edited by Gregor8356

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IT work,thanks Gregor...i like it

 note:  -  I have changed Bg nightvol unlimit Hordeling !!!!!!!

      address :  1208ad      put 14 => 00 ? it work? 

 

          -  I add successfull BG wind poison Shinja Ultime  by coppy code BG of you.^_^.

 

 

          -  I have one problem! how change name new BG?and information about BG?help me for it!!!!!!!!!!!!

Edited by fakya

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-  I have one problem! how change name new BG?and information about BG?help me for it!!!!!!!!!!!!

 

All interface strings are store in Interface_Text.H2O (Original) or Interface_Text2.H2O (WOTW).

If you want to change interface strings:

- Use H2OTool (Console or GUI) to extract compressed files from Interface_Text2.H2O.

- Use Tools > Text Editor in my Battle Realms Data Editor to edit *.lte files.

- Recompress extracted/edited files to Interface_Text2.H2O.

 

Unit/BG description in Console_Tooltips.lte or WOTW_Console_Tooltips.lte file.

Edited by SITUVN

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