Warhammer Dark Omen Forum

Modifications => Tools => Topic started by: Malus on May 08, 2009, 03:25:07 PM



Title: Modding with Wh32edit Uniteditor
Post by: Malus on May 08, 2009, 03:25:07 PM
Hi @ all modders!

At this topic we/i want to collect some "know how" or specials for the Wh32edit.
For example how to create mobile artilery or gieving a unit a direct Magicspell, drop a goldchest or something like that.

While modding my own campaign, i played a little with the Wh32editor and so i want that you know whats going on there.

Letz GO!

Wh32edit
@General -->Magic Items
In the editor you are able to chose between the diferent magic items but you are able to type in special commands like this:

1-f Magicitems  
This shows the normal Magicitems, if you use a 1, the Grudgebringer Sword is shown

1a-38 Magicspells

You also able to gieve a Unit a special Spell.
Just try to gieve a Fire Mage the Wings of Fire.
Type "21" in the Item slot 1, 2 or 3 and he get the wings.
Here are all magicnumbers (don´t try 42, it crash the world!)
The unit need a wizard type!

Brightmagic

1a Fireball (crash the Game, i dont know why)
1b Sanguine Sword
1c Blast
1d The burning Head
1e Conflagration of Doom
1f Flame Storm
20 Grimson Band
21 Wings of Fire
38 Dispel Magic

ColdMagic

22  Death Frost
23  Chill Blast
24  Ice Shards
25  Wind of Cold
26  Shield of Cold
27  Hawks of Miska
28  Snow Blizzard
29  Crystal Cloak
38  Dispel Magic


Waaagh Magic

2a  Brain Bursta (crash the Game)
2b  Gaze of Mork
2c  Da Krunsh 
2d  Fist of Gork
2e  Mork Save Uz
2f  Ere we Go

Darkmagic

30  Gaze of Nagash
31  Rising Death
32  Doombolt (crash the game)
33  Death spasm
34  Blade Wind   
35  Arn Black Horror
36  Soul Drain
37  Witch Flight
38  Dispel Magic

Goldchest

The next numbers let the Unit wear a Goldchest

3a Goldchest 100
3b Goldchest 150
3d Goldchest 250
3e Goldchest 350
Unsure!

After it dies, the chest droped like a normal magic item.


Point Value

Another interesting point is the Point Value (i love the wordplay)

@ General > Other you can see the Point Value
This value have very nice effects

-it set the skulls of the unit
-it set the costs of a single fallen troop
-it says how many experience and gold an enemy get for killing 1 troop

If you want to level up fast or get many gold, increase this number of enemyunits.
For example @ your campaign a mission is very hard and the player lose many troops but get to less gold or experience, you increase the point value to avoid this problem that he cant buy reinforcements.
Or a mission is very easy, but gieve to many exp/gold for just shoot them down, lower the point value.

There are some other factors which change the costs or the exp of a troop too.
F.e. troopnumber, armor i think and so on.

But the point value is the easiest way to change costs, gold or exp of an Unit


My Special Unit

Mobile Artillery

If you want to gieve your campaign AI an Mobile Artillery, you need a base archer Unit.
For example the goblin archer @ the trading post changed to a Rocklobber.

1. Open @ DarkOmen folder Gamedata > 2parm > GS_ALLMP and copy the Rocklobber
2. Open the Unitdata from Trading post Gamedata > 1pbat > B1_01 >B101NME
3. Note the Unique Unit ID from the goblin archer (129)
4. Paste Regiment (Overwrite!) the Rocklobber at the Unitposition from the goblins and set the Rocklobber Unique Unit ID (129)
5. Set Unit type from Orc Artillery to Orc Infantry
6. Set Movement from the leader to the same like his "loader" f.e. 3 or 4

Now this mobile Rocklobber walk like the old archers but use the fireing distance of an original Rocklobber.

At my campaign i used this mechanic to gieve the fights more dramatic. Some missions get very hard because you can´t wait for every attack wave.
Attack uz or get shot down to pieces by the "Mobile Artillery" =)


Thats enough for now, i hope my experiences with Wh32edit can help you by create your own campaigns or multiplayer battles.
There is no detailed explaination of every option @ Wh32edit, i think we need some at the modding section for new player which want to start modding.



Don´t trink to much blood at the battlefields!!
Your english is bad -.-
Don´t trink to much blood at the battlefields!!
!!!





Title: Re: Modding with Wh32edit Uniteditor
Post by: Flak on May 08, 2009, 03:36:50 PM
very interesting

ive used wh32 edit alot but never knew that it was possible to give specific magic spells to units


Title: Re: Modding with Wh32edit Uniteditor
Post by: Ghabry on May 08, 2009, 08:34:23 PM
Hi,
thx for your checking which value gives you which magic item.
I created an Incomplete Magic Item List (http://wiki.dark-omen.org/do/DO/Magic_Items) a while ago.
I will add your tests to this list soon.
The problem with the magic items is that they autosell (like a treasure) after the mission. But maybe it's an interesting tactic to give some spells to enemies? (if the AI is good enough to cast them ;))


About the Point Value (Maybe we can find a better name for it? Copied the name out of Mikas Wh2Edit): Yeah I also found out that it seams to effect the number of skulls (imo I've also written it in the tooltip (if you hover for a second over the Point Value Inputfield you should get a small help text). That it also changes the costs of the Unit is new to me. Good job!


Title: Re: Modding with Wh32edit Uniteditor
Post by: Malus on May 08, 2009, 09:19:11 PM
At my tests, there wasn´t any effect by giving the enemy a special magic spell.
I think there is a script for AI to use a spell.
If you give the Necro a brightbook then the AI doesn´t use it, but it use the darkmagic.
Only the grafic of the wizardsprite is changed to bright.
I think its the reason that in every mission, the enemy wizards use the same spells.

The same effect has a change from original archer unit to a infantry unit type(without rangeweapon).
The Unit move to his final position and wait there.

If you mod the campaign, remember which untitype was set to the unit you change.
For example, the "mobile artillery" can uses only to units with base archer AI script.

Yes, i think "base AI script" is the right word for it.

For player units, there is no problem to give them a magic spell like dark bolt or her we go.
I think its good for modding a new multiplayer ruleset with unique or hero units.
For example, a mummie king lvl1 get first itemslot free and at slot 2 and 3(he cant use it cause he is lvl 1) set a darkbook spell "raise the dead" and "dark bolt".
Now you have a lvl 1 hero with 1 free itemslot and 2 powerfull spells.

Modding the multiplayer is very very interesting but causes sometimes a crash ;/



Title: Re: Modding with Wh32edit Uniteditor
Post by: Flak on May 08, 2009, 10:12:28 PM
i found with the goblin and dwarf campaign that if i change the magic-book then the game will very likely crash and the mage wont use the new magic-book anyway.

The AI is also limited in what they will do, only archer AI will use bows


As for giving special units extra spells im very interested in this for my work on Dark Omen Conquest where i use unique units to the different races

Do they auto sell? no way to stop it?


Title: Re: Modding with Wh32edit Uniteditor
Post by: olly on May 09, 2009, 12:24:36 AM
Great work editing etc and the best place to start is by examining the 10 year old Modded Armies of DOC111.
Thorgrim and Icle's Armies contain all Single Player Campaign units, Steam Tank, Dread King, Carleson's Cav, Nagesh/Charriots.(The Charriots can be fixed by providing them with a Portrait, as far as other members tests showed) etc..but in my experience the game may sometimes crash when using them, if it has to calculate it moving and casting a spell (Nagesh) at the same time as being hit etc, too much going on but that can occur when using Mages etc.A Great Unit in DOC111 was  also Morglum NeckSnapper, a Lone Boar Rider that has Morks Banner, permanently attached to him, at no extra Cost, ideal as a Mage Hunter, since he is much more manoeuvrable than a whole Troop of Boars.

As for Mixed Magic, Lord Volkmar and his Escort have both GreenSkin 'Ere We Go and Bright Wizard's FireBall. You may
find that our Stats Editors may have trouble examining this Unit, since the Mixed Magic has been assigned using a Hex Editor, rather Wh2/3Edit. However, it's been a while since I last investigated Mixed Magic, as Villetrentmeth and myself used to play 63000gc Battles with these DOC111 Armies (with movable Artillary, see wiki for my Destructable  Wals idea), for fun and here are some pictures from DOC111 and Villetrentmeth's own attempt at Modding Mixed Magic. Notice that in DOC111 the enlarged numbers/ranks of troops are given a Leader, so possibility for Berhardt to feature in Multiplayer, perhaps with the Grudgebringer sword attached etc, for future projects.

DOC111 Volkmar with Escort.
(http://img154.imageshack.us/img154/7164/thorgrimvolkmarbq5.jpg) (http://img154.imageshack.us/my.php?image=thorgrimvolkmarbq5.jpg)


Ville's own Volkmar and mixed magic
(http://img149.imageshack.us/img149/6130/magicpz1.jpg) (http://img149.imageshack.us/my.php?image=magicpz1.jpg)


DOC111 Armies
(http://img237.imageshack.us/img237/9808/undeaduh8.jpg) (http://img237.imageshack.us/my.php?image=undeaduh8.jpg)

(http://img148.imageshack.us/img148/2261/orksed6.jpg) (http://img148.imageshack.us/my.php?image=orksed6.jpg)


:)


Title: Re: Modding with Wh32edit Uniteditor
Post by: Malus on May 09, 2009, 10:23:01 AM
@Flak
It seems the spells aren´t saved after a match. I don´t know how to fix this.
For your conquest, that means a hero havn´t his special magic after the first match. Thats bad.
An idea, you sell the hero and buy a now one. But then he can´t level up.

@Olly
Nice pictures, they show us how realy good mixed magic looks.
The orcarmy looks very good too, better than the original DO orcarmy.

I think such a modded army gives the multiplayer more TT feelings.

Is it possible to change the original villiger sprites to volkmar sprite by changing the graphics and set the volkmar unitsprite to the villiger?
Then you have a icemage and volkmar on multiplayer, but many volkmar units at the campaign towns!
It´s possible, i don´t know?

An other problem by giving magic spells to a infantry type(or other nonmagic) is, they are able to cast while walking, like the dreadking. They are able to kill the own men too.
Don´t know how to fix this.

The destructable wall idea is great! I need to read the wiki now.




Title: Re: Modding with Wh32edit Uniteditor
Post by: Flak on May 09, 2009, 01:48:12 PM
weather or not they can walk is decied by their type, if they are classed as infantry or cavalry they can walk

but i once made 3 Black Grails with Dark Book and classed them as Evil Wizard and then they stopped to cast


Title: Re: Modding with Wh32edit Uniteditor
Post by: Malus on May 10, 2009, 11:17:44 AM
Yes of course they are able to walk, i mean they didn´t stop walking to cast, they just walk and if you chose one magic spell its used but they don´t stop.
If you use 3xfireball they just use 1x fireball.

To set them to unit type >Evil wizard< they stop to cast a magic spell.
Then they aren´t able to wear magic shields or they aren´t able to follow automaticly an routing unit.
But it can be an advandage they don´t follow an routing unit too.
You must increase they MO if its a cavallry too, because they are slow like other infantry unit type.

Unit type >wizard<
- stop to cast a magic spell
- can´t wear magic shield
- need a increase to MO if its an unit with horse
- don´t follow an routing unit

Unit type >nonwizard< (like infantry, cavallry)
- don´t stop to cast a magic spell
- can´t wear magic book or typical wizard items
- follow an routing unit if its an infantry or cavallry unit type

To use a magic book like dark book or a magic spell like fireball the unit needs a wizard type like >base mage< or other wizard type.
While testing with large units, they fireball was able to kill the own men of the casting unit.

Thats my result while testing different unit settings.

But the main problem for hero or unique units is the autosell of magic spell after the battle.
I looked at the table of wiki and there is a describtion about that, i think its hardcodet into the game exe and we can´t mod this yet  :-[
If you want to create a hero unit with one special magic spell, the only way to get it back for next battle is to sell it and rebuy it at the troop book.
Or everyone need to edit his savefile, but this is bad too.

To give them a magic book and a wizard type like base mage, they get random magic spells for each battle and got dispel magic too.

To give them a magic sword like grudgebringe will waste the battlefields after the 3. battle with hundrets of magic items.

I think a good choise for your conquest will be a sell and rebuy system, they are heros and i think they are strong enough and don´t need to level up  :P

Yes i´m very interested at the dark omen conquest!


Title: Re: Modding with Wh32edit Uniteditor
Post by: Malus on December 02, 2009, 06:19:16 PM
Values for WH32edit:
copy these into the database at the rc-folder (recource) from wh32edit
look at the right position!!!!!
                     <magicitem>
                          <item value="1b" cost="0">Sanguine Sword</item>
      <item value="1c" cost="0">Blast</item>
      <item value="1d" cost="0">The burning Head</item>
      <item value="1e" cost="0">Conflagration of Doom</item>
      <item value="1f" cost="0">Flame Storm</item>
      <item value="20" cost="0">Grimson Band</item>
      <item value="21" cost="0">Wings of Fire</item>
      <item value="22" cost="0">Death Frost</item>
      <item value="23" cost="0">Chill Blast</item>
      <item value="24" cost="0">Ice Shards</item>
      <item value="25" cost="0">Wind of Cold</item>
      <item value="26" cost="0">Shield of Cold</item>
      <item value="27" cost="0">Hawks of Miska</item>
      <item value="28" cost="0">Snow Blizzard</item>
      <item value="29" cost="0">Crystal Cloak</item>
      <item value="2b" cost="0">Gaze if Mork</item>
      <item value="2c" cost="0">Da Krunsh</item>
      <item value="2d" cost="0">Fist of Gork</item>
      <item value="2e" cost="0">Mork Save Uz</item>
      <item value="2f" cost="0">Ere we Go</item>
      <item value="30" cost="0">Gaze of Nagash</item>
      <item value="31" cost="0">Rising Death</item>
      <item value="33" cost="0">Death Spasm</item>
      <item value="34" cost="0">Blade Wind</item>
      <item value="35" cost="0">Arn Black Horror</item>
      <item value="36" cost="0">Soul Drain</item>
      <item value="37" cost="0">Witch Flight</item>
      <item value="38" cost="0">Dispel Magic</item>
      <item value="3e" cost="0">350goldchest</item>
                   other stuff!!!!
           </magicitem>



<head>
<item value="68">imperator</item>
<item value="6a">volkmar</item>
<item value="6b">matthias witchhunter</item>
<item value="7a">bretonia king</item>
<item value="7d">kislev queen</item>
<item value="82">woodelf king</item>
other stuff
</head>
 


Title: Re: Modding with Wh32edit Uniteditor
Post by: Flak on December 02, 2009, 08:42:59 PM
not to be slow but what does all these new cool codes do?


Title: Re: Modding with Wh32edit Uniteditor
Post by: Grend on December 03, 2009, 01:04:12 AM
He has written descriptions..
Will the new portraits function properly without injured and death animations? If so, very much awesome.


Title: Re: Modding with Wh32edit Uniteditor
Post by: Flak on December 06, 2009, 10:26:34 PM
ive figured it out and added the heads and spells to my WH32

ive wanted to use the "Kislev Queen" head for ages, im very pleased to see it now

however it seems to be unstable when doing orders it doesnt seem to know, such as "charge"


Title: Re: Modding with Wh32edit Uniteditor
Post by: Ghabry on December 07, 2009, 12:51:38 AM
Will the new portraits function properly without injured and death animations? If so, very much awesome.
I work on this (see calendar) and Rob tries to understand the Heads-Format in the meanwhile. At the moment I just try&error the right values ;)
About the Tzarina Katharina: Because there are no female heroes on the battlefield there are no female voice samples. So it's strange when a Female has a Male voice for "CHARGE" and so on...


Title: Re: Modding with Wh32edit Uniteditor
Post by: Flak on December 07, 2009, 07:14:04 PM
yeah the Zarina uses morgans voice, i hope it can be solved


Title: Re: Modding with Wh32edit Uniteditor
Post by: Mikademus on December 07, 2009, 10:15:04 PM
I hear Rob is going to make samples for her by recording himself in falsetto...


Title: Re: Modding with Wh32edit Uniteditor
Post by: Grend on December 08, 2009, 08:00:15 AM
That would be hilarious!


Title: Re: Modding with Wh32edit Uniteditor
Post by: olly on December 08, 2009, 12:23:41 PM
:)

So as we all know, we can input our own audio using Rob's Dark Omen Audio Convertor

http://en.dark-omen.org/downloads/view-details/1.-modding-tools/4.-miscellaneous-tools/sad/mad-audio-converter.html (http://en.dark-omen.org/downloads/view-details/1.-modding-tools/4.-miscellaneous-tools/sad/mad-audio-converter.html)


However, is the issue that Morgan's voice is used for many Empire Troops "Enenmy Sighted etc.." so if I recorded a Beautiful girls voice, it would cause Morgan to have the same voice, until we can research how to assign different Empire Troops, different voices.

:)




Title: Re: Modding with Wh32edit Uniteditor
Post by: Ghabry on December 08, 2009, 02:52:56 PM
Well the Treeman uses a different voice... OK, it's the empire sound + a filter.


Title: Re: Modding with Wh32edit Uniteditor
Post by: Grend on December 08, 2009, 03:00:29 PM
It is better to sacrifice the treeman to get a female voice. A female voice has many uses.


Title: Re: Modding with Wh32edit Uniteditor
Post by: Flak on December 08, 2009, 07:08:10 PM
I hear Rob is going to make samples for her by recording himself in falsetto...

Just wanna say i fully support this ;D

How about changing Klaus's voice, a female voice and portrait would be cool


Title: Re: Modding with Wh32edit Uniteditor
Post by: Ghabry on December 08, 2009, 08:51:47 PM
Maybe you missunderstood me.
The Treeman uses directly the Empire Voice Files. And the game applies just-in-time a filter to make the voice deeper.
Same for Goblins (faster voice).

Correct me if I'm wrong ;)


Title: Re: Modding with Wh32edit Uniteditor
Post by: olly on December 08, 2009, 11:04:45 PM
After comfirming this theory with Ghabry, an alternative could be to overwrite the Greenskins voice with a female one. Wh32Edit allows us to add say an Orc Bigun to our Empire Army(works in game) and he will retain his head and voice that can easily be replaced with a womans.

However, it would mean no Orcs could be used in rest of the mod or multiplayer army as they too would have a womans voice. Not much of a problem if you are playing  modded armies Empire(Skaven) v Undead (Chaos) multiplayer/Campaigns and even Versus Goblins, as sped up Empire voice.


:)



Title: Re: Modding with Wh32edit Uniteditor
Post by: Grend on December 09, 2009, 09:40:39 AM
So the treeman cant be used? Replacing Orcs is way bigger of a loss than the treeman :P


Title: Re: Modding with Wh32edit Uniteditor
Post by: shannon on January 28, 2010, 06:27:35 AM
found some inputs that effect the magic when given directley as a item in wh32

c165 - Full winds start of first battle

bb25 - Extra mp this code appers not to auto sell

Glory to the remake
Shannon


Title: Re: Modding with Wh32edit Uniteditor
Post by: Ghabry on January 28, 2010, 10:36:53 AM
Ok this is an interesting find.

But it only works in the English version because I guess this only executes some random code in the engrel-file.


Title: Re: Modding with Wh32edit Uniteditor
Post by: olly on January 28, 2010, 10:40:07 PM
Nice!

:)


Title: Re: Modding with Wh32edit Uniteditor
Post by: Ghabry on April 14, 2010, 03:26:13 PM
Is there in the meanwhile a more meaningful name for "Point Value"?

According to Malus it does the following (first post):
@ General > Other you can see the Point Value
This value have very nice effects

-it set the skulls of the unit
-it set the costs of a single fallen troop
-it says how many experience and gold an enemy get for killing 1 troop


Title: Re: Modding with Wh32edit Uniteditor
Post by: lordbraprus on June 04, 2010, 05:43:41 PM
one question, can diferents units have same point value? because in my mod iam trying to make  a complete-the-regiment army editing making the regiments , for example, cavalery 10/15 so you can decide how many more men you want  to have and manage the gold , so you buy 8 regiments and decide wich of them make bigger and all that stuff, so you are not obligated to have 32 skeleton warriors that wont walk as you wish cause of the @@!!! pathfinding,.. you can buy two 20/32 skeleton warriors regiment and only full one of them and have more tactics based on the space that units ocupes , as bigger they are , bigger problems at moving you have hahahaha as ghabry said one time against my brother in a battle "EXTREME FAIL" haha he knows why... well answer my question please


Title: Re: Modding with Wh32edit Uniteditor
Post by: Ghabry on June 04, 2010, 06:47:54 PM
one question, can diferents units have same point value?
Sure.

(And I still take suggestions for a new naming for "Point Value")


Title: Re: Modding with Wh32edit Uniteditor
Post by: CidHalsey on June 04, 2010, 07:07:11 PM
"Worth"


Title: Re: Modding with Wh32edit Uniteditor
Post by: alavet on June 07, 2010, 06:42:25 AM
Quote
because in my mod iam trying to make  a complete-the-regiment army editing making the regiments , for example, cavalery 10/15 so you can decide how many more men you want  to have and manage the gold , so you buy 8 regiments and decide wich of them make bigger and all that stuff

offtopic from my side, but that a very intrestign idea, which is have benefits of NewBalance of wk'.
hovwer u need to account additional armor (which i believe Jeronimo changed for soem units at FO). I mean by standard DO mechanics regiment with higher armies will be priced highly, so we just need to avoid it.