Sorrow said:
It needs a tremendous effort of opening .exe in hex editor and using a search function to find mp5sub.
It does if you don't know the first thing about hex editing.

Assuming that's all you'd need to do.
Well unless you were planning on including the hacked exe with your mod (which MF would most likely object to) then you'd still have to write the patch file and is it really that much less work to write code, test it than to take the edited entities and add them to the game (remember you don't have to touch the originals just add the new versions to various people and places)?
Sorrow said:
I'm not talking about reverse engineering but about editing .exe like a save game file or something similar.
I think that license is against it too, but it's not the same thing.
It's replacing/removing entities names in .exe without trying to understand how the whole thing works or making any additional changes.
As for sprites... I don't recall MF releasing sprites editor...
They haven't because Interplay wouldn't allow them to. But the EULA specifically states that any new materials can be distributed (though not for commercial purposes) and become the property of MF. New materials in their list includes artwork and animations.
Sorrow said:
I'm not sure how MF would react to making a patch that is needed to make custom campaign work correctly without resorting to cheesy tricks like replacing entities, etc, but I was in C&C modding community and I'm in Baldur's Gate modding community and patching .exe to make mods work properly (ie. experience points patches for BG2 TCs, modified copies of .exe with modified files paths to make C&C run multiple mods on the same install, etc.) is a norm and sign of "professional" approach to modding.
What cheesy tricks, that's how FOT modding works, go back to modding C&C if you don't like the way things have been done. Sure contact MF, they might give you permission given it's an old game hardly anyone's interested in anymore, on the otherhand they might just tell you to edit the entities, after all that's why they released an enitity editor.
Another thing, FOT supports running different mods under different paths, replacing the entities in one mod doesn't affect any other mod, but if you hack the exe then you'll effect all the mods people have installed. If a mod was released that did that, I'd be very dubious about installing it, probably so would most other FOT players (those few that are left).
Cheesy fucking tricks, WTF?
One of the great things about FOT modding is that people didn't need to be coders to mod it, virtually everything that could be modded could be done with the official tools. That means replacing the entities, they even tell you to use different paths in the editor readme so as not to overwrite the original files. There's nothing professional or unprofessional about the approach taken to mod FOT. We work within the limits of the EULA with the tools given and a few fan made ones.