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 Post subject: Edit Avatar in SF1
 Post Posted: Wed Nov 16, 2011 4:44 am 
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lv 31 -> lv 50: 38 ability, 95 stats

lv 30
Exp 350000
Ability 58
Stats 145

(in freegame lv 1 to 50)
Type
Lv 50
Exp 3070000
Ability 98
Stats 245


Edit: Here's the list of needing how much exps to get to the different levels:

Code:

01: 0
02: 30
03: 165
04: 400
05: 800
06: 1500
07: 2500
08: 4000
09: 6000
10: 9000
11: 13000
12: 18000
13: 24000
14: 31000
15: 39000
16: 48000
17: 58000
18: 69000
19: 81000
20: 94000
21: 108000
22: 123000
23: 139000
24: 156000
25: 175000
26: 200000
27: 230000
28: 265000
29: 305000
30: 350000


The exact value for Level 50 is 3070000 (Integer 4 bytes)
lv 50=3070000
lv 39=1.000.000
lv 35= 660.000
lv 34 600.000
lv 33 550.000
lv 32 almost 33 500.000
lv 30 almost 31 =400.000
lv 30= 380.000
lv 26= 210.000
lv 21= 120.000
lv 12 = 20.000
lv 30 to lv 50: 100 stats 40 ability points

I saw a request for this guide to be rewritten.
I have used the methods described in this guide many times to alter my avatar in different ways
and feel I understand the concept enough to create a clearer/more understandable version of it.
All credit for the original concept stays with its creator.

So far the following method of editing works with The Original Spellforce game and the expansion BoW.
It may however also work on the third expansion pack also.

First off, download Artmoney the freeware version from [web_site]http://www.artmoney.ru[/web_site] and also download the utility Process Explorer
from [web_site]http://www.sysinternals.com[/web_site]. (If you don’t have them already)

Then, open the Process Explorer from the directory you extracted it to.
Once in the program click File--> Run, and browse to the Artmoney executable (found in the Artmoney install directory)
and then press OK. Artmoney should then Open up.

Now you are set to start searching for memory values.
If you have not already open up Spellforce and navigate to the save with the character you wish to edit.
Once there open the characters inventory and navigate to the stats page.
At this point I suggest that you press the “Print Screen” button on your keyboard
(it is usually located near the very top right next to a Pause/Break button)

Now Press Alt-Tab to minimize SpellForce. Open up a graphical editing program (Paint) and Paste the screen shot of
your inventory into it using CTRL V, or Edit ? Paste.
You now have a graphic image that will help us in editing the memory values while using Artmoney.
You can save this image If you would like.

Switch over to the still open Artmoney program. Select SpellForce – The Order of Dawn from the drop down that says
“Select Process”. Then Click the Search button. Once “Search (step 1)” dialog box is open select from the
top dropdown “Sequence of Values”. Then set “Number of Values” to 7, and for the type dropdown select Custom.
Another box will come up, make sure only “Integer 2 Bytes” is checked and that the Type is
“Custom” and the “Bytes order” is Normal.
Once you have all that settled press OK on the “Select Type” Window and OK on the “Search (Step 1)” window.

An “Input of Sequence” window will come up with 7 white boxes (20 total) available for data entry.
Look over to the screen shot graphic of your characters stats;
you will enter all your STATS values (the Base not Current values) into the 7 boxes
(each value has its own box) in the following order:

Agility
Charisma
Dexterity
Intelligence
Stamina
Strength
Wisdom

Once all the values are entered in that order into the 7 boxes press OK.
Artmoney should come up with a few results, usually the last one is the correct one
(not always, you may have to try a few times). I have attached a Artmoney file that will be of use
(and save you work) in editing all the values of your character.
So load up the Artmoney file at this point
(I basically just made an art money file with lots of address going in 1 direction and removed the null vales that
don’t involve editing).

Now you should have a big list of addresses on the right (from the art money file)
and on the left are usually a small number of Addresses which match your characters stats that you searched for.
Select the last address on the left and then click the first address value on the right and press ALT A.
The list should refresh to that location in the games memory
(alt A causes art money to refresh the list starting at the first value you searched for which in this case
is your first stat). What you should see now is all of your character STATS values listed as you entered them
with 0’s in between. After your stas you should see your resists, and your Fight/Cast/walk percents
(base values for everything). And then after that you should see some number combinations that represent
your trained abilities and also some 255’s which represent space for more abilities (up to 10 in total).


To test to make sure you have the right address set edit 1 value, maximize your game, cause a level change,
and check to see if the value changed, if it did then stop and edit your character(if you know how,
if not read on after this**). If it didn’t change select a different value on the left column in art money and
Alt A again on the right. The addresses should change and possibly some values,
edit 1 again and check to see if it worked, continue until you find the working address.

**OK so now you have found all the right values and want to learn how to edit them properly.

EDIT STATS:
To edit stats simply change the number to the desired new stat,
be warned editing it past the number of points you have gotten so far will cause you to no longer be able to
add points to your stats by lvling. So if you want to keep it balanced and be able to distribute new points at a level,
make sure you take away the same amount from somewhere else just don’t take below 25
as that is the base you start with.

EDIT Resistances/Run/Fight/Cast
In art money you can edit these values up to 255 with no problem.
How ever if you wish to go higher you will need to change the type of the address from
say 1 byte to 2 byte in order to enter a higher value.
Be warned after changing the type I have found that the next time you search the value will not show up,
so make sure your ok with the change being permanent.





Would you accidently also know how much exp gives an enemy of each level?
If you want me to ...

Code:

01: 3
02: 6
03: 9
04: 14
05: 16
06: 18
07: 21
08: 24
09: 28
10: 32
11: 37
12: 42
13: 49
14: 56
15: 64
16: 74
17: 84
18: 97
19: 111
20: 128
21: 147
22: 169
23: 194
24: 223
25: 256
26: 264
27: 338
28: 388
29: 446
30: 512

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 Post subject: Re: Edit Avatar in SF1
 Post Posted: Wed Nov 16, 2011 4:46 am 
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Joined: Sun Nov 13, 2011 3:15 pm
Posts: 226
EDIT ABILITES:
This part is pretty simple too.
The first number in a set of 3 memory addresses is the Ability Type,
the second is the Sub Type, and the third is the level (up to 12 is as far as it goes).
So looking at Artmoney,
if your character has say 2 in Bows with Ranged Combat at level 2 the 3 addresses would appear as:
3
0
2
And
3
1
2
Each value having its own address but the set of 3 is grouped together.
Here is the List of what numbers correspond to what:

Ability types:
Light Combat Arts = 1
Heavy Combat Arts = 2
Ranged Combat = 3
White Magic = 4
Elemental Magic = 5
Mind Magic = 6
Black Magic = 7

Sub Types:
(1)
Pierce Weapons = 1
Light Blade Weapons = 2
Light Blunt Weapons = 3
Light Armours = 4

(2)
Large Blade Weapons = 1
Large Blunt Weapons = 2
Heavy Armours = 3
Shields = 4

(3)
Bows = 1
Crossbow = 2

(4)
Life = 1
Nature = 2
Boons = 3

(5)
Fire = 1
Ice = 2
Earth = 3

(6)
Enchantment = 1
Offensive = 2
Defensive = 3

(7)
Death = 1
Necromancy = 2
Curse = 3

So in the case of my example the Ranger (he has Ranged Combat level 2, and Bows level 2)
his memory address would look like this in total:

3
0
2
3
1
2
255
255
255
255
255
255
255
255
255
255
255
255
255
255
255
255
255
255
255
255
255
255
255
255

All the 255’s = 8 total groups of 3. So that’s 8 more Abilities my Ranger could have.
Notice the top 3 values, that 0 in the middle represents that, the set is an Ability type,
not a sub ability. How ever that Abiltiy Type Set is not needed really,
so if you just replaced the 0 in the top set to 1 and changed the existing set 3,1,2 below it
to 255,255,255 your character would still show Level 2 Ranged combat and level 2 Bows
(Spellforce automatically creates the Ability Type at the top if it doesn’t exist in the memory).
The only problem with not using the Ability Type is that anything relying DIRECTLY ON the type
and not the subtype won’t work as you won’t actually have it.
There are however few items requiring such.

Another example, lets say I now want my ranger to have Bows level 12,
and all the magic subtypes level 12 except the Elemental Magic Subtypes,
it would look like this in memory:

3
1
12
4
1
12
4
2
12
4
3
12
6
1
12
6
2
12
6
3
12
7
1
12
7
2
12
7
3
12


So, review, all the sets of 3 that contain 255 are blank sets,
any set with a 0 in the middle is an Ability Type Set which defines the actual ability
and not the useful Subtype.
So what you can do is replace all 10 sets of 3 with Sub types and get a total of 10 Subtypes.
I suggest keeping subtypes of the same ability type grouped as exampled above.

If you want to equip an item that requires a subtype that you don’t have (or want)
just use Artmoney and change one of your Subtype sets to the required Subtype of that item,
go back into the game and equip the item.
The subtype does change and will not display the change until a level change,
but you can already go ahead and equip the item (it will appear red that you can’t,
but you actually can). And then when you’ve equipped it,
change the subtype set back to what you wanted it.
Now you have an item equipped that you don’t have the required subtype for.
Be warned if you unequip the item you will have to once again repeat the process to re-equip it.

-----

You have to move all the other abilities up. (Ability 1 becomes Ab. 0, Ab 2 becomes Ab 1 and so on).
You can't just "delete" Ability #1. It is vital for the game, that the other Ability-slots before are occupied.

LC 2

WM 12
Boon 1
Life 12
Nature 12

HC 8
Blunt 8

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 Post subject: Re: Edit Avatar in SF1
 Post Posted: Tue Oct 09, 2012 4:29 pm 
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thanx for the tutorial mordo. i have used cheats to make my character of TOoD up to level 50 and BoW up to level 40 which can not be imported to SotP. i was able to reduce my BoW character level to 30 using artmoney and adjusted the skill and ability points according to character level. but can't use the same method of gaining level then using artmoney to find the address value and change level of my TOoD chararcter as it is level 50 which is max. can you help me with this plz.


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 Post subject: Re: Edit Avatar in SF1
 Post Posted: Tue Oct 09, 2012 8:02 pm 
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Posts: 226
Truth is i never leveled down an avatar, so i donno.
But if i were to try, i would edit i.e into
lv 30
Exp 350000
Ability 58 (+2)
Stats 145 (+30)
and after that, i would go and get myself killed, and then hopefully resurrect with the new stats & lv.
(hope i did the math right, just woke up)
an alternative is to play TOoD again without cheats, or create a new avatar similar to these
viewtopic.php?f=7&t=37

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 Post subject: Re: Edit Avatar in SF1
 Post Posted: Tue Oct 09, 2012 9:16 pm 
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finally got my avatar down from lvl50 to lvl30. i just started a new game used the quick level up cheat to lvl up fast so that i can search the value in artmoney, got up to lvl 14 where i was getting no less than three addresses i used the last in the three addresses changed the value 14 to 30 and went to another map and my avatar was lvl30. i loaded my lvl50 avatar, used the same address went to another map and there it was my avatar lvl reduced from 50 to 30. i than used your tutorial to adjust the skill and ability points to match my avatar lvl30 and imported it to SotP and this time no 'invalid player data' error.


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 Post subject: Re: Edit Avatar in SF1
 Post Posted: Wed Oct 10, 2012 10:42 am 
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Happy to hear you got it sorted out.
Umm, just out of curiosity, what's it like to play a lv 40/50 avatar in OoD/BoW ?
and what kind of skills did you have ?

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 Post subject: Re: Edit Avatar in SF1
 Post Posted: Wed Oct 10, 2012 1:41 pm 
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lvl50 avatar in OoD was like 2-3 hit kill in last few maps. i had bows, light weapon & armor, black magic death & necromancy and mind magic offence at max.

lvl40 avatar in BoW was 5-7 hit kill for the dragons on last map. i had light weapon & armor, elemental magic fire & ice & earth, white magic life at max.


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