there are a number of enemy a.i. routines, but there aren't many of them. I noticed early on that each enemy in the monster.xls files has a number which is linked to something, and one of the fields i google-translated translated as "routine". doing simple trial and error of replacing the routine number with other numbers from different enemies produced the expected result of making one enemy do, or TRY to do, stuff that another enemy does.
for example i have successfully done dumb stuff like replacing the 3DS rom version's chief training officier with Skillving. at the time I wanted to test once and for all whether a party member's Poison Resistance came into play when Skillving used Group Attack to repeatedly melee you, or if it only applied when the poison came from non-standard attacks/spells.
(i wanted to see whether the game resolved the char's armor class first versus skillving's bloody dagger / fool's foil group attack and THEN rolled versus the status effects he could land).
anyway, i have compared the monster files for all 4 elminage games (technically there are 5, but the 5th one was 3ds only and does not play anything whatsoever like an elminage game, it plays more like a Light Novel); They added new A.I. routines for Elminage 3, which is when they introduced ex-skills, but from what I can tell they didn't add any new ones for elminage 4 (gothic).
EDIT: I've also done stuff like hex-editing summons to be player controllable. The hexadecimal info in the american wiki is INVALUABLE for anyone remotely interested in modding elminage games. in the case of summons/ninja-clones all it requires is changing 1 byte.
anyone with hours of free time can conceivably do a complete overhaul and outfit every single enemy with new routines, change every single one of their stats, change the items they use and carry, what abilities they use, etc. this would require manually editing each in-game enemy though, and there's like 300 of them.
i modded the pc version of e: gothic to allow enemy "natural weapons" (crab claws, bird's beaks, dragon's claws, etc) to be "steal-able" by player-controlled thief party members, for example.
however that didn't turn out that well because in order to get the most out of that you need to integrate the new "enemy weapons" introduced in the 3ds rom version, each one featuering unique stats, like in elminage games 1-3. (the enemy weapons in default E: Gothic, i.e. the PC version, don't actually feature unique stats and instead scale with enemy type and level).
i started process of hex-hacking in the 3ds item list over to the PC version (200+ new items, majority of which are the aforementioned "enemy weapons") but i ran out of energy to finish. Takes too damn long editing the enemy inventories one by one.
plus, i've been/am playing through 3ds version (i did manage to translate into english all spells, enemy names, quest items, dungeon names and enemy inventories and game items; did a lot of copy/pasting from the PC version's hexadecimal bytes basically); and to be honest aside from the brief thrill of stealing some ancient dragon's claws +4 for your brawler, which aren't even better than end-game brawler gear, there best weapons still remain the same ones from the default version of the game, i.e. the Humanoid-type weapons.
for example i have successfully done dumb stuff like replacing the 3DS rom version's chief training officier with Skillving. at the time I wanted to test once and for all whether a party member's Poison Resistance came into play when Skillving used Group Attack to repeatedly melee you, or if it only applied when the poison came from non-standard attacks/spells.
(i wanted to see whether the game resolved the char's armor class first versus skillving's bloody dagger / fool's foil group attack and THEN rolled versus the status effects he could land).
anyway, i have compared the monster files for all 4 elminage games (technically there are 5, but the 5th one was 3ds only and does not play anything whatsoever like an elminage game, it plays more like a Light Novel); They added new A.I. routines for Elminage 3, which is when they introduced ex-skills, but from what I can tell they didn't add any new ones for elminage 4 (gothic).
EDIT: I've also done stuff like hex-editing summons to be player controllable. The hexadecimal info in the american wiki is INVALUABLE for anyone remotely interested in modding elminage games. in the case of summons/ninja-clones all it requires is changing 1 byte.
anyone with hours of free time can conceivably do a complete overhaul and outfit every single enemy with new routines, change every single one of their stats, change the items they use and carry, what abilities they use, etc. this would require manually editing each in-game enemy though, and there's like 300 of them.
i modded the pc version of e: gothic to allow enemy "natural weapons" (crab claws, bird's beaks, dragon's claws, etc) to be "steal-able" by player-controlled thief party members, for example.
however that didn't turn out that well because in order to get the most out of that you need to integrate the new "enemy weapons" introduced in the 3ds rom version, each one featuering unique stats, like in elminage games 1-3. (the enemy weapons in default E: Gothic, i.e. the PC version, don't actually feature unique stats and instead scale with enemy type and level).
i started process of hex-hacking in the 3ds item list over to the PC version (200+ new items, majority of which are the aforementioned "enemy weapons") but i ran out of energy to finish. Takes too damn long editing the enemy inventories one by one.
plus, i've been/am playing through 3ds version (i did manage to translate into english all spells, enemy names, quest items, dungeon names and enemy inventories and game items; did a lot of copy/pasting from the PC version's hexadecimal bytes basically); and to be honest aside from the brief thrill of stealing some ancient dragon's claws +4 for your brawler, which aren't even better than end-game brawler gear, there best weapons still remain the same ones from the default version of the game, i.e. the Humanoid-type weapons.
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