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marcelo_20xx

Modding Battlereams.dat

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to change unit icon you have to corect write whole name, and rest try to rewrite whole unit

I am not sure you have to try it and find best way

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do you want to make a new clan? let's brainstorm some ideas. XD

good idea

point of priority should be

equal chance

maybe more resistance units

maybe more dedly powers of bg's

definitely mixed units in that way to keep the battle in high level

more later..

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I'm thinking of an all gunfire/canon clan. It's fun to battle when all units are just attacking using Indirect fire. Try it.

No melee units(except for 1-2 heros), all long range, XD

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Or maybe you will like :

split units for:


clans:

1.melee attackers

2.range attackers

3.girls attackers

4.monster attackers

of course in keep the same group heroes in your Keep

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Hi. I actually tried some of this modding, and it's quite fun.

I like some single player roleplaying in BR, when I pick a hero, get my peasants to help my AI teammate, wait till he gets an army, and command him to attack the enemy. I help myself with only my chosen Hero. So i wanted to learn how to make a little modification for my own amusement myself. At first i tried making Kenji come out of the Dojo after training a Spearman there(I inserted some strings between kabuki training and dragon warrior training. Didn't forget any 00's or those 3 last strings before the space for the next training unit(in this case a dragon/kabuki warrior).) Sadly, i got an error: Could not read DAT file. Then I just made Kenji come out of the keep. That improved my roleplaying experience smile.png

Then I decided to take a step further, and make my Kenji regenerate full health, instead of 3/4(found a helpful post somewhere in this thread on how to edit health regeneration). I don't like getting all red health bar and only regenerate to unfull green. And i did it, it worked! But now I want to actually ask you, how do I correct the thing i tried earlier: how to make Kenji out of spearman again trained in dojo?

Help would be appreciated!

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Hi. I actually tried some of this modding, and it's quite fun.

I like some single player roleplaying in BR, when I pick a hero, get my peasants to help my AI teammate, wait till he gets an army, and command him to attack the enemy. I help myself with only my chosen Hero. So i wanted to learn how to make a little modification for my own amusement myself. At first i tried making Kenji come out of the Dojo after training a Spearman there(I inserted some strings between kabuki training and dragon warrior training. Didn't forget any 00's or those 3 last strings before the space for the next training unit(in this case a dragon/kabuki warrior).) Sadly, i got an error: Could not read DAT file. Then I just made Kenji come out of the keep. That improved my roleplaying experience smile.png

Then I decided to take a step further, and make my Kenji regenerate full health, instead of 3/4(found a helpful post somewhere in this thread on how to edit health regeneration). I don't like getting all red health bar and only regenerate to unfull green. And i did it, it worked! But now I want to actually ask you, how do I correct the thing i tried earlier: how to make Kenji out of spearman again trained in dojo?

Help would be appreciated!

It's quite easy

go back to your dojo

and find

this line

this is first traning

05 00 00 00 08 00 00 00 00 00 80 3F 19

there be 5 more the same lines

all you have to do is

on fifth or sixth line put

08 00 00 00 64 00 00 00 00 00 80 3F 19

that's all

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It's quite easy

go back to your dojo

and find

this line

this is first traning

05 00 00 00 08 00 00 00 00 00 80 3F 19

there be 5 more the same lines

all you have to do is

on fifth or sixth line put

08 00 00 00 64 00 00 00 00 00 80 3F 19

that's all

Thanks, Gregor! I thought I was supposed to just insert some strings, not replace the empty ones. You're the best!

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Cool, that makes battle realms something like DOTA and HON lol

Maybe u should make it able for multiplayer tongue.png

and btw can someone help out my mod?

the thread is buried somewhere in the 3rd page sad.png

it would be very helpful considering im still learning how to mod, thankyou

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hi everyone, i'm currently playing dragon skirmish mission 8 in my WOTW BR, i killed all the lotus i could find but i'm still stuck in the mission.

can anybody make a mod that can show or open the map so i can locate the remaining lotus enemies?

thanks in advance,

AMT

P.S this thread have made me so excited to start playing this game again thanks to the modders, and i'm glad to find other gamers out there that still play this game after a decade of its release.

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hi everyone, i'm currently playing dragon skirmish mission 8 in my WOTW BR, i killed all the lotus i could find but i'm still stuck in the mission.

can anybody make a mod that can show or open the map so i can locate the remaining lotus enemies?

thanks in advance,

AMT

P.S this thread have made me so excited to start playing this game again thanks to the modders, and i'm glad to find other gamers out there that still play this game after a decade of its release.

biggrin.png , this should help

http://forums.gamingterritory.com/files/file/669-fog-remove-inf-ninja-monk/

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this should work:

http://forums.gamingterritory.com/files/file/647-fog-of-war-remover-wtow-150q/

of course you should be logged in

or here \|/

gregor, i've tried the link, now i can continue with the mission..

thank you so much man! laugh.png

hi again gregor, i'm currently using your mod above, but there are some things i want you to change if you have the time..laugh.png

wolf: - can you make wildeye use stamina when summoning the wolf (5 wolf/stamina and limit the wolf to 10 at a time)

- can you decrease grayback's health and damage by 20-30%?

lotus: - can you make nightvol also use stamina when summoning the creatures (5/stamina and limit them to 10 at a time)

serpent: - can you limit the necromancer as well (3 warriors/stamina and limit 6 at a time/0

dragon: - yang in dragon does not increase, i think it's when i used teppo.

thank you greggor and all the other modders that makes this game fun to play again laugh.png

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gregor, i've tried the link, now i can continue with the mission..

thank you so much man! laugh.png

hi again gregor, i'm currently using your mod above, but there are some things i want you to change if you have the time..laugh.png

wolf: - can you make wildeye use stamina when summoning the wolf (5 wolf/stamina and limit the wolf to 10 at a time)

- can you decrease grayback's health and damage by 20-30%?

lotus: - can you make nightvol also use stamina when summoning the creatures (5/stamina and limit them to 10 at a time)

serpent: - can you limit the necromancer as well (3 warriors/stamina and limit 6 at a time/0

dragon: - yang in dragon does not increase, i think it's when i used teppo.

thank you greggor and all the other modders that makes this game fun to play again laugh.png

here but was not tested:

http://www.2shared.com/file/MIY3aZVV/Battle_Realms.html

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i have a problem, i tried to increase hit points of a hero to a large amount like 20000 ( it 20 4E ) or more and ingame he has 20000 hit points but when a geisha use the Sacrifice battle gear near the hero, he immediately dies even his hit points is full ? i think it relates to the initial hit points so i increased the initial hit points higher than 20000 and that problem disappeared but the hero can't regenerate hit points when idle, so how to solve it ? thanks laugh.png

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i have a problem, i tried to increase hit points of a hero to a large amount like 20000 ( it 20 4E ) or more and ingame he has 20000 hit points but when a geisha use the Sacrifice battle gear near the hero, he immediately dies even his hit points is full ? i think it relates to the initial hit points so i increased the initial hit points higher than 20000 and that problem disappeared but the hero can't regenerate hit points when idle, so how to solve it ? thanks laugh.png

Maybe I can help

but i don't know the hex adress of your points

so i could test it

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Maybe I can help

but i don't know the hex adress of your points

so i could test it

any heros, kenji with dragon or Zymeth or Grayback,... just go to the hit points address of a hero and change it to 22000 or 25000 ( in hex) and it dies even hitpoints are full when Sacrifice battle gear is casted near it

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any heros, kenji with dragon or Zymeth or Grayback,... just go to the hit points address of a hero and change it to 22000 or 25000 ( in hex) and it dies even hitpoints are full when Sacrifice battle gear is casted near it

you mean max hp yeah it's true

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hey guys

i started researching the .dat format today. this is what i have found so far:

header





0x00000000 02 00 00 00 // number of section lists
0x00000004 14 00 00 00 00 00 00 00 // section list [1] offset
0x0000000C A4 7F 0F 00 00 00 00 00 // section list [2] offset

# section list [1]





0x00000014 6F 00 00 00 // number of sections
0x00000018 to 0x0000038F: // section offsets
CF 17 00 00 00 00 00 00
D3 1B 00 00 00 00 00 00
50 5F 00 00 00 00 00 00
F3 60 00 00 00 00 00 00
BD 63 00 00 00 00 00 00
6D 66 00 00 00 00 00 00
C7 6A 00 00 00 00 00 00
68 71 00 00 00 00 00 00
4C 72 00 00 00 00 00 00
15 73 00 00 00 00 00 00
76 79 00 00 00 00 00 00
CC A4 00 00 00 00 00 00
FD A5 00 00 00 00 00 00
FC A7 00 00 00 00 00 00
C8 A8 00 00 00 00 00 00
B4 A9 00 00 00 00 00 00
2C AB 00 00 00 00 00 00
08 AC 00 00 00 00 00 00
FC B0 00 00 00 00 00 00
13 B2 00 00 00 00 00 00
A0 BC 00 00 00 00 00 00
AD BD 00 00 00 00 00 00
D0 D5 00 00 00 00 00 00
31 06 01 00 00 00 00 00
F9 0B 01 00 00 00 00 00
03 0D 01 00 00 00 00 00
7C 0D 01 00 00 00 00 00
3E 21 02 00 00 00 00 00
56 22 02 00 00 00 00 00
1E 6D 03 00 00 00 00 00
A4 75 03 00 00 00 00 00
2E 81 03 00 00 00 00 00
B2 82 03 00 00 00 00 00
27 85 03 00 00 00 00 00
84 90 03 00 00 00 00 00
B3 95 03 00 00 00 00 00
67 31 04 00 00 00 00 00
C5 32 04 00 00 00 00 00
34 34 04 00 00 00 00 00
6E 35 04 00 00 00 00 00
4D 37 04 00 00 00 00 00
FB 5B 04 00 00 00 00 00
B2 5C 04 00 00 00 00 00
F9 5F 04 00 00 00 00 00
8E 60 04 00 00 00 00 00
9E 66 04 00 00 00 00 00
7E A0 04 00 00 00 00 00
62 A4 04 00 00 00 00 00
16 A9 04 00 00 00 00 00
AF A9 04 00 00 00 00 00
18 AA 04 00 00 00 00 00
67 AE 04 00 00 00 00 00
81 B0 04 00 00 00 00 00
BF B1 04 00 00 00 00 00
ED 1B 05 00 00 00 00 00
1F 1D 05 00 00 00 00 00
07 22 05 00 00 00 00 00
F0 22 05 00 00 00 00 00
7A 24 05 00 00 00 00 00
2A 32 05 00 00 00 00 00
96 33 05 00 00 00 00 00
5E 34 05 00 00 00 00 00
43 35 05 00 00 00 00 00
6C 37 05 00 00 00 00 00
53 38 05 00 00 00 00 00
03 3A 05 00 00 00 00 00
AE 5C 05 00 00 00 00 00
85 65 05 00 00 00 00 00
AA 66 05 00 00 00 00 00
11 92 05 00 00 00 00 00
61 A0 05 00 00 00 00 00
52 A1 05 00 00 00 00 00
BB 66 06 00 00 00 00 00
DE 46 07 00 00 00 00 00
5C 3A 08 00 00 00 00 00
0D D8 09 00 00 00 00 00
39 DD 09 00 00 00 00 00
E7 E0 09 00 00 00 00 00
95 E4 09 00 00 00 00 00
3A E5 09 00 00 00 00 00
3A EC 09 00 00 00 00 00
85 02 0A 00 00 00 00 00
40 04 0A 00 00 00 00 00
99 06 0A 00 00 00 00 00
4F 08 0A 00 00 00 00 00
64 09 0A 00 00 00 00 00
CA 0F 0A 00 00 00 00 00
A8 22 0A 00 00 00 00 00
01 25 0A 00 00 00 00 00
AE A3 0B 00 00 00 00 00
E3 D0 0C 00 00 00 00 00
AA D1 0C 00 00 00 00 00
15 D3 0C 00 00 00 00 00
70 D4 0C 00 00 00 00 00
5C 0D 0D 00 00 00 00 00
64 20 0D 00 00 00 00 00
4A 21 0D 00 00 00 00 00
DB 22 0D 00 00 00 00 00
91 26 0D 00 00 00 00 00
BD 2D 0D 00 00 00 00 00
FD 2E 0D 00 00 00 00 00
F0 2F 0D 00 00 00 00 00
3A F7 0D 00 00 00 00 00
03 12 0E 00 00 00 00 00
81 1E 0E 00 00 00 00 00
70 1F 0E 00 00 00 00 00
D2 4D 0F 00 00 00 00 00
CF 4E 0F 00 00 00 00 00
48 53 0F 00 00 00 00 00
31 54 0F 00 00 00 00 00
1D 7F 0F 00 00 00 00 00
0x00000390 to 0x000017CE: // section strings
Enum_AbilityTriggers
Enum_AbilityType
Enum_AIBuildingType
Enum_AIWarPartyType
Enum_AmbientLifeEffects
Enum_AmbientLifeSounds
Enum_AmbientLifeType
Enum_AnimationClassType
Enum_ArtType
Enum_BattleGearAcquisitionType
Enum_BattleGearType
Enum_BattleGearUseType
Enum_BBox
Enum_BeamBlendType
Enum_BeamDrawType
Enum_BeamMotionType
Enum_BeamSubType
Enum_BeamType
Enum_BuildingAnimStateType
Enum_BuildingAttachmentType
Enum_BuildingPathingCategory
Enum_BuildingType
Enum_ButtonType
Enum_CampaignGlobals
Enum_ClanType
Enum_ClimateType
Enum_ConsoleTooltipType
Enum_ControlScriptType
Enum_ControlType
Enum_CreatureType
Enum_CursorType
Enum_DamageClassType
Enum_DecalTypes
Enum_DialogueActorType
Enum_DynamicAttachmentType
Enum_EffectType
Enum_ForestAlertType
Enum_GameLOD
Enum_HorseSoundType
Enum_HotKeyGroupType
Enum_HotKeyType
Enum_InterfaceModelAnimStateType
Enum_InterfaceModelType
Enum_LOD
Enum_MagicObjectType
Enum_MaterialType
Enum_MAXJointProperties
Enum_MAXTriangleProperties
Enum_MiscModelAnimStateType
Enum_MiscModelType
Enum_ModelAttachmentFlagType
Enum_ModelClass
Enum_ModelEventMarkers
Enum_ModelType
Enum_MovementType
Enum_MusicType
Enum_ObjectClassType
Enum_ObjectCompositionType
Enum_ObjectType
Enum_PathingCategory
Enum_PrecipitationType
Enum_ProjectileAnimStateType
Enum_ProjectileCollisionResultType
Enum_ProjectileDrawType
Enum_ProjectileMotionType
Enum_ProjectileType
Enum_ProvinceType
Enum_ProximityEffectType
Enum_ScreenType
Enum_ScriptCommands
Enum_ShadowShapeType
Enum_SoundEventType
Enum_SoundType
Enum_SpeechFXEventType
Enum_SpeechFXType
Enum_SpellType
Enum_StartingArmyType
Enum_StartingTownType
Enum_StaticModelAnimStateType
Enum_StaticModelType
Enum_StaticObjectType
Enum_TargetableRangeType
Enum_TargetClassType
Enum_TeamColors
Enum_TechniqueClass
Enum_TechniqueEffectType
Enum_TechniqueType
Enum_TerrainCompositionType
Enum_TerrainTextureType
Enum_TextureType
Enum_ThemeType
Enum_TileSetType
Enum_TriggerType
Enum_UnitAndBattleGearType
Enum_UnitAnimStateType
Enum_UnitBattlePlanType
Enum_UnitClassType
Enum_UnitPriorityType
Enum_UnitSpeechFXEventType
Enum_UnitStanceType
Enum_UnitStaticAttachmentStateType
Enum_UnitStaticAttachmentType
Enum_UnitType
Enum_UpgradeType
Enum_UsageType
Enum_UVAType
Enum_WeaponClassType
Enum_WeaponImpactType
Enum_WeaponSlotType
Enum_WeaponType
Enum_WorldDataType

# section list [2]





0x000F7FA4 59 00 00 00 // number of sections
0x000F7FA8 to 0x000F8537: // section offsets
ED 93 0F 00 00 00 00 00
DE B7 0F 00 00 00 00 00
39 B9 0F 00 00 00 00 00
5C BC 0F 00 00 00 00 00
9A BC 0F 00 00 00 00 00
D0 BC 0F 00 00 00 00 00
D3 BD 0F 00 00 00 00 00
0B C2 0F 00 00 00 00 00
EB C2 0F 00 00 00 00 00
15 C3 0F 00 00 00 00 00
10 D3 0F 00 00 00 00 00
BB D3 0F 00 00 00 00 00
06 D4 0F 00 00 00 00 00
8C DD 0F 00 00 00 00 00
B5 E1 0F 00 00 00 00 00
42 E3 0F 00 00 00 00 00
70 E3 0F 00 00 00 00 00
5F E4 0F 00 00 00 00 00
89 E4 0F 00 00 00 00 00
C1 E4 0F 00 00 00 00 00
60 E5 0F 00 00 00 00 00
2E E8 0F 00 00 00 00 00
FA E8 0F 00 00 00 00 00
24 E9 0F 00 00 00 00 00
0C EA 0F 00 00 00 00 00
C0 EA 0F 00 00 00 00 00
79 EC 0F 00 00 00 00 00
A3 EC 0F 00 00 00 00 00
0E ED 0F 00 00 00 00 00
4C ED 0F 00 00 00 00 00
DB ED 0F 00 00 00 00 00
BB EE 0F 00 00 00 00 00
E5 EE 0F 00 00 00 00 00
E1 F1 0F 00 00 00 00 00
36 F2 0F 00 00 00 00 00
73 F2 0F 00 00 00 00 00
00 F3 0F 00 00 00 00 00
E0 F3 0F 00 00 00 00 00
0A F4 0F 00 00 00 00 00
BA F4 0F 00 00 00 00 00
E4 F4 0F 00 00 00 00 00
92 F5 0F 00 00 00 00 00
2D F6 0F 00 00 00 00 00
F5 F9 0F 00 00 00 00 00
5D FA 0F 00 00 00 00 00
32 FD 0F 00 00 00 00 00
6B 0D 10 00 00 00 00 00
E8 0D 10 00 00 00 00 00
1A 0E 10 00 00 00 00 00
50 11 10 00 00 00 00 00
8E 11 10 00 00 00 00 00
7B 14 10 00 00 00 00 00
F8 14 10 00 00 00 00 00
7F 15 10 00 00 00 00 00
41 18 10 00 00 00 00 00
3F 19 10 00 00 00 00 00
FE 19 10 00 00 00 00 00
A6 1A 10 00 00 00 00 00
86 1B 10 00 00 00 00 00
B0 1B 10 00 00 00 00 00
59 1F 10 00 00 00 00 00
F2 1F 10 00 00 00 00 00
F7 22 10 00 00 00 00 00
29 23 10 00 00 00 00 00
5B 23 10 00 00 00 00 00
8F 23 10 00 00 00 00 00
97 24 10 00 00 00 00 00
11 25 10 00 00 00 00 00
5C 26 10 00 00 00 00 00
B7 28 10 00 00 00 00 00
B3 38 10 00 00 00 00 00
84 3A 10 00 00 00 00 00
AE 3A 10 00 00 00 00 00
8E 3B 10 00 00 00 00 00
2F 3C 10 00 00 00 00 00
B0 3D 10 00 00 00 00 00
2D 3F 10 00 00 00 00 00
5F 3F 10 00 00 00 00 00
86 42 10 00 00 00 00 00
B0 42 10 00 00 00 00 00
46 47 10 00 00 00 00 00
BC 48 10 00 00 00 00 00
32 51 10 00 00 00 00 00
E2 52 10 00 00 00 00 00
22 54 10 00 00 00 00 00
3D 54 10 00 00 00 00 00
A5 54 10 00 00 00 00 00
CC 54 10 00 00 00 00 00
E7 54 10 00 00 00 00 00
10 55 10 00 00 00 00 00
D0 EA 12 00 00 00 00 00
84 EC 12 00 00 00 00 00
BC F5 12 00 00 00 00 00
F0 F5 12 00 00 00 00 00
54 F6 12 00 00 00 00 00
B2 21 13 00 00 00 00 00
1A 31 13 00 00 00 00 00
C5 31 13 00 00 00 00 00
86 3A 13 00 00 00 00 00
10 36 14 00 00 00 00 00
9C 3A 14 00 00 00 00 00
4C 43 14 00 00 00 00 00
60 4A 14 00 00 00 00 00
F4 4B 14 00 00 00 00 00
1C 4C 14 00 00 00 00 00
40 63 14 00 00 00 00 00
56 9F 15 00 00 00 00 00
D0 9F 15 00 00 00 00 00
34 A1 15 00 00 00 00 00
16 C5 15 00 00 00 00 00
E2 C8 15 00 00 00 00 00
A0 DF 15 00 00 00 00 00
CF E1 15 00 00 00 00 00
2F 0F 17 00 00 00 00 00
81 10 17 00 00 00 00 00
AC 11 17 00 00 00 00 00
31 12 17 00 00 00 00 00
65 12 17 00 00 00 00 00
91 12 17 00 00 00 00 00
ED 1E 17 00 00 00 00 00
1E 1F 17 00 00 00 00 00
43 21 17 00 00 00 00 00
3B 2D 17 00 00 00 00 00
6F 7A 17 00 00 00 00 00
DF 7D 17 00 00 00 00 00
E3 80 17 00 00 00 00 00
14 81 17 00 00 00 00 00
31 81 17 00 00 00 00 00
39 89 17 00 00 00 00 00
B9 89 17 00 00 00 00 00
D1 0F 18 00 00 00 00 00
79 15 18 00 00 00 00 00
8B 37 18 00 00 00 00 00
1D 38 18 00 00 00 00 00
BF 38 18 00 00 00 00 00
5B 07 19 00 00 00 00 00
9D 10 19 00 00 00 00 00
60 3E 19 00 00 00 00 00
80 7D 19 00 00 00 00 00
50 81 19 00 00 00 00 00
DF 1B 1B 00 00 00 00 00
1B 56 1C 00 00 00 00 00
06 DE 1E 00 00 00 00 00
4A 0F 20 00 00 00 00 00
0E 12 20 00 00 00 00 00
C2 13 20 00 00 00 00 00
E6 14 20 00 00 00 00 00
17 15 20 00 00 00 00 00
27 1A 20 00 00 00 00 00
96 46 20 00 00 00 00 00
7A 47 20 00 00 00 00 00
18 80 20 00 00 00 00 00
7D 7E 21 00 00 00 00 00
78 3E 22 00 00 00 00 00
D5 3E 22 00 00 00 00 00
51 3F 22 00 00 00 00 00
B5 4D 22 00 00 00 00 00
4B 63 22 00 00 00 00 00
23 64 22 00 00 00 00 00
6F B8 23 00 00 00 00 00
4F CF 23 00 00 00 00 00
05 34 24 00 00 00 00 00
36 34 24 00 00 00 00 00
BE 3C 24 00 00 00 00 00
7A 6B 24 00 00 00 00 00
5A 8B 24 00 00 00 00 00
8A 7F 25 00 00 00 00 00
12 84 25 00 00 00 00 00
6F 86 25 00 00 00 00 00
F3 E6 25 00 00 00 00 00
27 EA 25 00 00 00 00 00
D3 EA 25 00 00 00 00 00
84 FB 25 00 00 00 00 00
A0 00 26 00 00 00 00 00
1B 0B 26 00 00 00 00 00
B0 13 26 00 00 00 00 00
60 14 26 00 00 00 00 00
64 14 26 00 00 00 00 00
0x000F8538 to 0x000F93EC: // section strings
Data_Abilities
Data_AIWarPartyMakeUps
Data_AmbientLife
Data_AmbientLifeEffects
Data_AmbientLifeSounds
Data_BattleGear
Data_Beams
Data_BuildingAnimStates
Data_BuildingAttachment
Data_Buildings
Data_BuildingTechTree
Data_Buttons
Data_Clans
Data_ClanSFX
Data_Climates
Data_ConsoleToolTips
Data_Controls
Data_ControlScripts
Data_Creatures
Data_Cursors
Data_Decals
Data_DialogueResources
Data_DynamicAttachment
Data_Effects
Data_ForestAlerts
Data_GameLOD
Data_GameTriggers
Data_HorseSound
Data_HotKeyGroups
Data_HotKeys
Data_InterfaceModelAnimStates
Data_InterfaceModels
Data_MagicObjects
Data_Materials
Data_MAXJointProperties
Data_MAXTriangleProperties
Data_MiscModelAnimStates
Data_MiscModels
Data_ModelClasses
Data_ModelEventMarkers
Data_Models
Data_Music
Data_Objects
Data_PathingCategory
Data_Precipitation
Data_Projectiles
Data_Provinces
Data_Screens
Data_ScriptCommands
Data_ScriptCommandUserTypes
Data_SoundEvents
Data_Sounds
Data_SpeechFX
Data_SpeechFXEvents
Data_Spells
Data_StartingArmies
Data_StartingTowns
Data_StaticModelAnimStates
Data_StaticModels
Data_StaticObjects
Data_TeamColors
Data_Techniques
Data_TerrainTextures
Data_Textures
Data_Themes
Data_TileSet
Data_UnitAndBattleGear
Data_UnitAnimStates
Data_UnitBattlePlans
Data_Units
Data_UnitSpeechFXEvents
Data_UnitStaticAttachment
Data_UnitStaticAttachmentStates
Data_UnitToUnitAndBattleGear
Data_UnitToWarPartyEffectiveness
Data_Upgrades
Data_UVAs
Data_WeaponEffects
Data_WeaponImpact
Data_Weapons
Data_WeaponSFX
Data_WorldVariables
MapEditor_ForestTypes
MapEditorObjects
ModelMaster3ScriptCommands
ModelMasterScriptCommands
ParticleMasterScriptCommands
Paste Errors
ScreenMasterScriptCommands

ps: i dont have the game installed yet, the offsets are from a modded .dat

edit:

data types:



0x00000004 long
0x00000005 float
0x00000007 string

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hey guys

i started researching the .dat format today. this is what i have found so far:

header







0x00000000 02 00 00 00 // number of section lists
0x00000004 14 00 00 00 00 00 00 00 // section list [1] offset
0x0000000C A4 7F 0F 00 00 00 00 00 // section list [2] offset

# section list [1]







0x00000014 6F 00 00 00 // number of sections
0x00000018 to 0x0000038F: // section offsets
CF 17 00 00 00 00 00 00
D3 1B 00 00 00 00 00 00
50 5F 00 00 00 00 00 00
F3 60 00 00 00 00 00 00
BD 63 00 00 00 00 00 00
6D 66 00 00 00 00 00 00
C7 6A 00 00 00 00 00 00
68 71 00 00 00 00 00 00
4C 72 00 00 00 00 00 00
15 73 00 00 00 00 00 00
76 79 00 00 00 00 00 00
CC A4 00 00 00 00 00 00
FD A5 00 00 00 00 00 00
FC A7 00 00 00 00 00 00
C8 A8 00 00 00 00 00 00
B4 A9 00 00 00 00 00 00
2C AB 00 00 00 00 00 00
08 AC 00 00 00 00 00 00
FC B0 00 00 00 00 00 00
13 B2 00 00 00 00 00 00
A0 BC 00 00 00 00 00 00
AD BD 00 00 00 00 00 00
D0 D5 00 00 00 00 00 00
31 06 01 00 00 00 00 00
F9 0B 01 00 00 00 00 00
03 0D 01 00 00 00 00 00
7C 0D 01 00 00 00 00 00
3E 21 02 00 00 00 00 00
56 22 02 00 00 00 00 00
1E 6D 03 00 00 00 00 00
A4 75 03 00 00 00 00 00
2E 81 03 00 00 00 00 00
B2 82 03 00 00 00 00 00
27 85 03 00 00 00 00 00
84 90 03 00 00 00 00 00
B3 95 03 00 00 00 00 00
67 31 04 00 00 00 00 00
C5 32 04 00 00 00 00 00
34 34 04 00 00 00 00 00
6E 35 04 00 00 00 00 00
4D 37 04 00 00 00 00 00
FB 5B 04 00 00 00 00 00
B2 5C 04 00 00 00 00 00
F9 5F 04 00 00 00 00 00
8E 60 04 00 00 00 00 00
9E 66 04 00 00 00 00 00
7E A0 04 00 00 00 00 00
62 A4 04 00 00 00 00 00
16 A9 04 00 00 00 00 00
AF A9 04 00 00 00 00 00
18 AA 04 00 00 00 00 00
67 AE 04 00 00 00 00 00
81 B0 04 00 00 00 00 00
BF B1 04 00 00 00 00 00
ED 1B 05 00 00 00 00 00
1F 1D 05 00 00 00 00 00
07 22 05 00 00 00 00 00
F0 22 05 00 00 00 00 00
7A 24 05 00 00 00 00 00
2A 32 05 00 00 00 00 00
96 33 05 00 00 00 00 00
5E 34 05 00 00 00 00 00
43 35 05 00 00 00 00 00
6C 37 05 00 00 00 00 00
53 38 05 00 00 00 00 00
03 3A 05 00 00 00 00 00
AE 5C 05 00 00 00 00 00
85 65 05 00 00 00 00 00
AA 66 05 00 00 00 00 00
11 92 05 00 00 00 00 00
61 A0 05 00 00 00 00 00
52 A1 05 00 00 00 00 00
BB 66 06 00 00 00 00 00
DE 46 07 00 00 00 00 00
5C 3A 08 00 00 00 00 00
0D D8 09 00 00 00 00 00
39 DD 09 00 00 00 00 00
E7 E0 09 00 00 00 00 00
95 E4 09 00 00 00 00 00
3A E5 09 00 00 00 00 00
3A EC 09 00 00 00 00 00
85 02 0A 00 00 00 00 00
40 04 0A 00 00 00 00 00
99 06 0A 00 00 00 00 00
4F 08 0A 00 00 00 00 00
64 09 0A 00 00 00 00 00
CA 0F 0A 00 00 00 00 00
A8 22 0A 00 00 00 00 00
01 25 0A 00 00 00 00 00
AE A3 0B 00 00 00 00 00
E3 D0 0C 00 00 00 00 00
AA D1 0C 00 00 00 00 00
15 D3 0C 00 00 00 00 00
70 D4 0C 00 00 00 00 00
5C 0D 0D 00 00 00 00 00
64 20 0D 00 00 00 00 00
4A 21 0D 00 00 00 00 00
DB 22 0D 00 00 00 00 00
91 26 0D 00 00 00 00 00
BD 2D 0D 00 00 00 00 00
FD 2E 0D 00 00 00 00 00
F0 2F 0D 00 00 00 00 00
3A F7 0D 00 00 00 00 00
03 12 0E 00 00 00 00 00
81 1E 0E 00 00 00 00 00
70 1F 0E 00 00 00 00 00
D2 4D 0F 00 00 00 00 00
CF 4E 0F 00 00 00 00 00
48 53 0F 00 00 00 00 00
31 54 0F 00 00 00 00 00
1D 7F 0F 00 00 00 00 00
0x00000390 to 0x000017CE: // section strings
Enum_AbilityTriggers
Enum_AbilityType
Enum_AIBuildingType
Enum_AIWarPartyType
Enum_AmbientLifeEffects
Enum_AmbientLifeSounds
Enum_AmbientLifeType
Enum_AnimationClassType
Enum_ArtType
Enum_BattleGearAcquisitionType
Enum_BattleGearType
Enum_BattleGearUseType
Enum_BBox
Enum_BeamBlendType
Enum_BeamDrawType
Enum_BeamMotionType
Enum_BeamSubType
Enum_BeamType
Enum_BuildingAnimStateType
Enum_BuildingAttachmentType
Enum_BuildingPathingCategory
Enum_BuildingType
Enum_ButtonType
Enum_CampaignGlobals
Enum_ClanType
Enum_ClimateType
Enum_ConsoleTooltipType
Enum_ControlScriptType
Enum_ControlType
Enum_CreatureType
Enum_CursorType
Enum_DamageClassType
Enum_DecalTypes
Enum_DialogueActorType
Enum_DynamicAttachmentType
Enum_EffectType
Enum_ForestAlertType
Enum_GameLOD
Enum_HorseSoundType
Enum_HotKeyGroupType
Enum_HotKeyType
Enum_InterfaceModelAnimStateType
Enum_InterfaceModelType
Enum_LOD
Enum_MagicObjectType
Enum_MaterialType
Enum_MAXJointProperties
Enum_MAXTriangleProperties
Enum_MiscModelAnimStateType
Enum_MiscModelType
Enum_ModelAttachmentFlagType
Enum_ModelClass
Enum_ModelEventMarkers
Enum_ModelType
Enum_MovementType
Enum_MusicType
Enum_ObjectClassType
Enum_ObjectCompositionType
Enum_ObjectType
Enum_PathingCategory
Enum_PrecipitationType
Enum_ProjectileAnimStateType
Enum_ProjectileCollisionResultType
Enum_ProjectileDrawType
Enum_ProjectileMotionType
Enum_ProjectileType
Enum_ProvinceType
Enum_ProximityEffectType
Enum_ScreenType
Enum_ScriptCommands
Enum_ShadowShapeType
Enum_SoundEventType
Enum_SoundType
Enum_SpeechFXEventType
Enum_SpeechFXType
Enum_SpellType
Enum_StartingArmyType
Enum_StartingTownType
Enum_StaticModelAnimStateType
Enum_StaticModelType
Enum_StaticObjectType
Enum_TargetableRangeType
Enum_TargetClassType
Enum_TeamColors
Enum_TechniqueClass
Enum_TechniqueEffectType
Enum_TechniqueType
Enum_TerrainCompositionType
Enum_TerrainTextureType
Enum_TextureType
Enum_ThemeType
Enum_TileSetType
Enum_TriggerType
Enum_UnitAndBattleGearType
Enum_UnitAnimStateType
Enum_UnitBattlePlanType
Enum_UnitClassType
Enum_UnitPriorityType
Enum_UnitSpeechFXEventType
Enum_UnitStanceType
Enum_UnitStaticAttachmentStateType
Enum_UnitStaticAttachmentType
Enum_UnitType
Enum_UpgradeType
Enum_UsageType
Enum_UVAType
Enum_WeaponClassType
Enum_WeaponImpactType
Enum_WeaponSlotType
Enum_WeaponType
Enum_WorldDataType

# section list [2]







0x000F7FA4 59 00 00 00 // number of sections
0x000F7FA8 to 0x000F8537: // section offsets
ED 93 0F 00 00 00 00 00
DE B7 0F 00 00 00 00 00
39 B9 0F 00 00 00 00 00
5C BC 0F 00 00 00 00 00
9A BC 0F 00 00 00 00 00
D0 BC 0F 00 00 00 00 00
D3 BD 0F 00 00 00 00 00
0B C2 0F 00 00 00 00 00
EB C2 0F 00 00 00 00 00
15 C3 0F 00 00 00 00 00
10 D3 0F 00 00 00 00 00
BB D3 0F 00 00 00 00 00
06 D4 0F 00 00 00 00 00
8C DD 0F 00 00 00 00 00
B5 E1 0F 00 00 00 00 00
42 E3 0F 00 00 00 00 00
70 E3 0F 00 00 00 00 00
5F E4 0F 00 00 00 00 00
89 E4 0F 00 00 00 00 00
C1 E4 0F 00 00 00 00 00
60 E5 0F 00 00 00 00 00
2E E8 0F 00 00 00 00 00
FA E8 0F 00 00 00 00 00
24 E9 0F 00 00 00 00 00
0C EA 0F 00 00 00 00 00
C0 EA 0F 00 00 00 00 00
79 EC 0F 00 00 00 00 00
A3 EC 0F 00 00 00 00 00
0E ED 0F 00 00 00 00 00
4C ED 0F 00 00 00 00 00
DB ED 0F 00 00 00 00 00
BB EE 0F 00 00 00 00 00
E5 EE 0F 00 00 00 00 00
E1 F1 0F 00 00 00 00 00
36 F2 0F 00 00 00 00 00
73 F2 0F 00 00 00 00 00
00 F3 0F 00 00 00 00 00
E0 F3 0F 00 00 00 00 00
0A F4 0F 00 00 00 00 00
BA F4 0F 00 00 00 00 00
E4 F4 0F 00 00 00 00 00
92 F5 0F 00 00 00 00 00
2D F6 0F 00 00 00 00 00
F5 F9 0F 00 00 00 00 00
5D FA 0F 00 00 00 00 00
32 FD 0F 00 00 00 00 00
6B 0D 10 00 00 00 00 00
E8 0D 10 00 00 00 00 00
1A 0E 10 00 00 00 00 00
50 11 10 00 00 00 00 00
8E 11 10 00 00 00 00 00
7B 14 10 00 00 00 00 00
F8 14 10 00 00 00 00 00
7F 15 10 00 00 00 00 00
41 18 10 00 00 00 00 00
3F 19 10 00 00 00 00 00
FE 19 10 00 00 00 00 00
A6 1A 10 00 00 00 00 00
86 1B 10 00 00 00 00 00
B0 1B 10 00 00 00 00 00
59 1F 10 00 00 00 00 00
F2 1F 10 00 00 00 00 00
F7 22 10 00 00 00 00 00
29 23 10 00 00 00 00 00
5B 23 10 00 00 00 00 00
8F 23 10 00 00 00 00 00
97 24 10 00 00 00 00 00
11 25 10 00 00 00 00 00
5C 26 10 00 00 00 00 00
B7 28 10 00 00 00 00 00
B3 38 10 00 00 00 00 00
84 3A 10 00 00 00 00 00
AE 3A 10 00 00 00 00 00
8E 3B 10 00 00 00 00 00
2F 3C 10 00 00 00 00 00
B0 3D 10 00 00 00 00 00
2D 3F 10 00 00 00 00 00
5F 3F 10 00 00 00 00 00
86 42 10 00 00 00 00 00
B0 42 10 00 00 00 00 00
46 47 10 00 00 00 00 00
BC 48 10 00 00 00 00 00
32 51 10 00 00 00 00 00
E2 52 10 00 00 00 00 00
22 54 10 00 00 00 00 00
3D 54 10 00 00 00 00 00
A5 54 10 00 00 00 00 00
CC 54 10 00 00 00 00 00
E7 54 10 00 00 00 00 00
10 55 10 00 00 00 00 00
D0 EA 12 00 00 00 00 00
84 EC 12 00 00 00 00 00
BC F5 12 00 00 00 00 00
F0 F5 12 00 00 00 00 00
54 F6 12 00 00 00 00 00
B2 21 13 00 00 00 00 00
1A 31 13 00 00 00 00 00
C5 31 13 00 00 00 00 00
86 3A 13 00 00 00 00 00
10 36 14 00 00 00 00 00
9C 3A 14 00 00 00 00 00
4C 43 14 00 00 00 00 00
60 4A 14 00 00 00 00 00
F4 4B 14 00 00 00 00 00
1C 4C 14 00 00 00 00 00
40 63 14 00 00 00 00 00
56 9F 15 00 00 00 00 00
D0 9F 15 00 00 00 00 00
34 A1 15 00 00 00 00 00
16 C5 15 00 00 00 00 00
E2 C8 15 00 00 00 00 00
A0 DF 15 00 00 00 00 00
CF E1 15 00 00 00 00 00
2F 0F 17 00 00 00 00 00
81 10 17 00 00 00 00 00
AC 11 17 00 00 00 00 00
31 12 17 00 00 00 00 00
65 12 17 00 00 00 00 00
91 12 17 00 00 00 00 00
ED 1E 17 00 00 00 00 00
1E 1F 17 00 00 00 00 00
43 21 17 00 00 00 00 00
3B 2D 17 00 00 00 00 00
6F 7A 17 00 00 00 00 00
DF 7D 17 00 00 00 00 00
E3 80 17 00 00 00 00 00
14 81 17 00 00 00 00 00
31 81 17 00 00 00 00 00
39 89 17 00 00 00 00 00
B9 89 17 00 00 00 00 00
D1 0F 18 00 00 00 00 00
79 15 18 00 00 00 00 00
8B 37 18 00 00 00 00 00
1D 38 18 00 00 00 00 00
BF 38 18 00 00 00 00 00
5B 07 19 00 00 00 00 00
9D 10 19 00 00 00 00 00
60 3E 19 00 00 00 00 00
80 7D 19 00 00 00 00 00
50 81 19 00 00 00 00 00
DF 1B 1B 00 00 00 00 00
1B 56 1C 00 00 00 00 00
06 DE 1E 00 00 00 00 00
4A 0F 20 00 00 00 00 00
0E 12 20 00 00 00 00 00
C2 13 20 00 00 00 00 00
E6 14 20 00 00 00 00 00
17 15 20 00 00 00 00 00
27 1A 20 00 00 00 00 00
96 46 20 00 00 00 00 00
7A 47 20 00 00 00 00 00
18 80 20 00 00 00 00 00
7D 7E 21 00 00 00 00 00
78 3E 22 00 00 00 00 00
D5 3E 22 00 00 00 00 00
51 3F 22 00 00 00 00 00
B5 4D 22 00 00 00 00 00
4B 63 22 00 00 00 00 00
23 64 22 00 00 00 00 00
6F B8 23 00 00 00 00 00
4F CF 23 00 00 00 00 00
05 34 24 00 00 00 00 00
36 34 24 00 00 00 00 00
BE 3C 24 00 00 00 00 00
7A 6B 24 00 00 00 00 00
5A 8B 24 00 00 00 00 00
8A 7F 25 00 00 00 00 00
12 84 25 00 00 00 00 00
6F 86 25 00 00 00 00 00
F3 E6 25 00 00 00 00 00
27 EA 25 00 00 00 00 00
D3 EA 25 00 00 00 00 00
84 FB 25 00 00 00 00 00
A0 00 26 00 00 00 00 00
1B 0B 26 00 00 00 00 00
B0 13 26 00 00 00 00 00
60 14 26 00 00 00 00 00
64 14 26 00 00 00 00 00
0x000F8538 to 0x000F93EC: // section strings
Data_Abilities
Data_AIWarPartyMakeUps
Data_AmbientLife
Data_AmbientLifeEffects
Data_AmbientLifeSounds
Data_BattleGear
Data_Beams
Data_BuildingAnimStates
Data_BuildingAttachment
Data_Buildings
Data_BuildingTechTree
Data_Buttons
Data_Clans
Data_ClanSFX
Data_Climates
Data_ConsoleToolTips
Data_Controls
Data_ControlScripts
Data_Creatures
Data_Cursors
Data_Decals
Data_DialogueResources
Data_DynamicAttachment
Data_Effects
Data_ForestAlerts
Data_GameLOD
Data_GameTriggers
Data_HorseSound
Data_HotKeyGroups
Data_HotKeys
Data_InterfaceModelAnimStates
Data_InterfaceModels
Data_MagicObjects
Data_Materials
Data_MAXJointProperties
Data_MAXTriangleProperties
Data_MiscModelAnimStates
Data_MiscModels
Data_ModelClasses
Data_ModelEventMarkers
Data_Models
Data_Music
Data_Objects
Data_PathingCategory
Data_Precipitation
Data_Projectiles
Data_Provinces
Data_Screens
Data_ScriptCommands
Data_ScriptCommandUserTypes
Data_SoundEvents
Data_Sounds
Data_SpeechFX
Data_SpeechFXEvents
Data_Spells
Data_StartingArmies
Data_StartingTowns
Data_StaticModelAnimStates
Data_StaticModels
Data_StaticObjects
Data_TeamColors
Data_Techniques
Data_TerrainTextures
Data_Textures
Data_Themes
Data_TileSet
Data_UnitAndBattleGear
Data_UnitAnimStates
Data_UnitBattlePlans
Data_Units
Data_UnitSpeechFXEvents
Data_UnitStaticAttachment
Data_UnitStaticAttachmentStates
Data_UnitToUnitAndBattleGear
Data_UnitToWarPartyEffectiveness
Data_Upgrades
Data_UVAs
Data_WeaponEffects
Data_WeaponImpact
Data_Weapons
Data_WeaponSFX
Data_WorldVariables
MapEditor_ForestTypes
MapEditorObjects
ModelMaster3ScriptCommands
ModelMasterScriptCommands
ParticleMasterScriptCommands
Paste Errors
ScreenMasterScriptCommands

ps: i dont have the game installed yet, the offsets are from a modded .dat

edit:

data types:





0x00000004 long
0x00000005 float
0x00000007 string

Cool but answer is how we can use it

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its pretty simple

here are the two first sections

Enum_AbilityTriggers: http://pastebin.com/jQnrZq9i

Enum_AbilityType: http://pastebin.com/ZjwQ9QnU

EDIT:

few more

Enum_AIBuildingType: http://pastebin.com/mHygaDCF

Enum_AIWarPartyType: http://pastebin.com/ctfC57uP

Enum_AmbientLifeEffects: http://pastebin.com/CQ32gWRL

Enum_AmbientLifeSounds: http://pastebin.com/ZfBfHEFX

Enum_AmbientLifeType: http://pastebin.com/aatu3nVA

Enum_AnimationClassType: http://pastebin.com/TqpidNZ3

Enum_ArtType: http://pastebin.com/KB8kt5Y6

Enum_BattleGearAcquisitionType: http://pastebin.com/GnrRFYCA

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