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masterquigon

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��Hi everyone!

Alien Isolation has thus far been a great game for me, definitively the best in the Alien/AvP franchise
I've played. However, if there is one consistency common to computer games, then it is the old proverb
"that there is a rotten apple on every tree". Or something.

At the start of Mission 13 - Consultation (APOLLO Core), I had no choice but to place my heavy ranged
weapons (i.e. "firearms" - revolver, flamethrower, shotgun) onto a security conveyor belt that "secured"
them away for good, to progress through the game. I remember watching the guns roll away for good -
it was literally the funeral of my arsenal, especially since (I'll admit) I had tweaked the weapons for
effectiveness against the Alien, androids, and everything, and had mostly come to depend on them. And
now, there was a mission potentially swarming with "Joes" ahead, and an uncertain future beyond that.

In such a great game to that point, something like this seemed as much off as placing a dead fly (instead
of a strawberry) on top of a cake delicatesse.

However, having some experience with the Cathode Script Editor in MattFiler's OpenCAGE tool, I decided
to give it at try to find a solution to this annoying story twist, and it had turned out amazingly easy to
implement.

In short, now all you need to do to unlock the door is walk through one of the weapons detectors at the
security station (left or right - walking over the center with the yellow marking and weapons warning will
only trigger the weapons warning and Ripley's comment line). The lights on the detector should go green,
and the door will open, allowing you to proceed while still packing your full array of firearms.

The weapons drop off point on the conveyor is still there, and functional (it will take away your weapons),
so you do not have to uninstall the mod if you choose to do a "classic" playthrough at some time in the
future.

This mod was designed on the 1.0.4 G.O.G version of Alien Isolation, so I cannot guarantee it will work on
other platforms such as the Steam.

Therefore, I will include detailed instructions, tailored towards a novice modder level, on how to mod it
yourself below, using MattFiler's OpenCAGE Cathode Script Editor.


Installation:
Just copy the DATA folder from the mod file over the DATA forder in your Alien - Isolation folder.
I strongly recommend making a backup of the relevant files, which in this case would be the
\Alien - Isolation\DATA\ENV\PRODUCTION\TECH_MUTHRCORE\WORLD folder. The files that are
overwritten are COMMANDS.PAK, MODELS.MVR, AND REDS.BIN, however even the entire WORLD folder
takes up little space.


I have tested the mod both on my primary AI gameplay and modding folder, as well as installed it onto a
copy of my backup vanilla AI folder and have encountered no issues.


If the mod files included happen not to work for you, here are the instructions on how to mod it yourself.

- You will need the latest version of MattFiler's OpenCAGE tool (it was 0.9.3.5) in my case.

- Once you have installed, updated everything, and set up your editor, click on "Edit Cathode Scripts" to
start up the Cathode Script Editor. The editor window, labeled "OpenCAGE Commands Editor" should open.

- In the upper left corner of the window, to the left of the "Load" and "Save" buttons, open the drop-down
menu and select "TECH_MUTHRCORE" (without the quotes), then click "Load" to open up the level.
Obviously, "MUTHR CORE" refers to a "MUTHR AI", or in this case, the APOLLO AI core.

- I would recommend, in particular for novice users, and based on my own experiences, to save your
progress every while by clicking on the "Save" button mentioned above, and also verify you are still on
track before saving. There is nothing worse than losing even a part of your progress, regardless of the cause.
It is frustrating, and worse, it is a loss of all the time you have invested up to that point.

- In the left side stack menu below that, go to
SCRIPT_STORYMISSION -> M22_ALL_FATHER_CORE -> M22_PART_01 -> M22_PT01
(Click on the "+" to expand the tree) . Now select and click on M22_PT01 and take a look at the center menu, labeled "entities".

- Enter "placed" without the quotes into the text line next to "Search" and click on "Search" You should get
the following 4 results, in this order:

[F1-37-46-C9] weapon_placed2 (PlayerTriggerBox)
[7A-80-30-6F] weapon_placed (PlayerTriggerBox)
[AB-2A-E3-B0] Pre_weapon_placed2 (PlayerTriggerBox)
[11-C8-AD-EC] Pre_weapon_placed (PlayerTriggerBox)

When you click on any of these entities in the center window, their properties and parameters will appear
in the vertical right-hand side frame, labeled "Selected Entity Parameters". Take some time to examine the entites,
specifically the outbound (OUT) links in the lower right corner of the editor window.

You will notice that the "weapon_placed2" and "weapon_placed" entities both link out to
"[91-76-EA-DF] [PROXY] trigger_scanner_lgt_normal (ENVIRONMENT_MuthrCore_1 -> Top_Side_1 -> trigger_scanner_lgt_normal)".

This in practice means that once the "weapons" have been "placed" onto the conveyor belt (The underlying
entity links and triggers are a lot more complex, but this all we need), the "normal", or green light on the
weapon scanner triggers"on_entered" (i.e. once the player enters the scanner evaluation zone). Further down
this sequence and in a similar manner, the door unlock itself is triggered.

The "Pre_weapon_placed2" "Pre_weapon_placed" entities both link out to
"[37-0C-08-DF] [PROXY] trigger_scanner_lgt_error (ENVIRONMENT_MuthrCore_1 -> Top_Side_1 -> trigger_scanner_lgt_error)".

Obviously, "pre_weapons_placed" refers to "before the player has placed the weapons on the conveyor", and
as you may assume , "trigger_scanner_lgt_error" triggers the red alarm light and sound whenever the player
enters ("on_entered") the scanner evaluation zone.

Now, the entire mod comes down to altering these entries to match the ones in "weapon_placed2" and "weapon_placed".
This way, regardless whether you have placed the weapons onto the conveyor, or not, the "trigger_scanner_lgt_normal"
will be triggered, activating the green light on the scanner and further down the sequence, unlocking the door.

So, to get to it:

- Select one of the "[AB-2A-E3-B0] Pre_weapon_placed2 (PlayerTriggerBox)" and "[11-C8-AD-EC] Pre_weapon_placed (PlayerTriggerBox)"
entites in the middle result list.

- In the lower right corner, in the "on_entered" frame, click on "Edit Link". This will bring up a window labeled
"Edit Entity Pin Link".
The "[37-0C-08-DF] [PROXY] trigger_scanner_lgt_error (ENVIRONMENT_MuthrCore_1 -> Top_Side_1 -> trigger_scanner_lgt_error)"
entity should be listed in the "Connects in to entity" in the "Pin In" frame in the lower pair of drop-down menus.

- Open the "Connects in to entity" drop-down menu. Here you have a list of all the entities associated with the
M13 game level. Fortunately, the one we're searching for, the
"[91-76-EA-DF] [PROXY] trigger_scanner_lgt_normal (ENVIRONMENT_MuthrCore_1 -> Top_Side_1 -> trigger_scanner_lgt_normal)",
is just below the default
"[37-0C-08-DF] [PROXY] trigger_scanner_lgt_error (ENVIRONMENT_MuthrCore_1 -> Top_Side_1 -> trigger_scanner_lgt_error)".

- So, select the entry with the "trigger_scanner_lgt_normal" and click on it to close the drop down menu. In the
lower right corner of the window, click on "Save".

- Repeat this for the other "Pre_weapon_placed" entity. It would be advisable to check the outbound (OUT) links
to verify that all entites are linked to the same output.

- SAVE YOUR WORK! In the upper left corner of the OpenCAGE Commands Editor window, click on "Save" and
wait for the "Saved Changes" popup to verify. I've placed this warning here just in case someone is about to exit
the editor and lose their work.

That should be it!

Credits and thanks go to:
- MattFiler for his outstanding OpenCAGE tool set
- x1nixmzeng and MattFiler for the Alien Isolation XML/BML converters which I have found to be another an
essential modding tool pack

Disclaimer:
- Your use of the mod files and/or the modding instructions provided is solely at your own risk. I will not be
held accountable for any data loss, or damage whatsoever resulting from the use of the aforementioned.
- You are free to modify, distribute, experiment with or include this mod in a mod or modpack of your own.
Again, I will not be held accountable for any damage caused to any parties resulting from the use of this mod
or any form or iteration of its modification.

- My apologies to the author, if someone has already created something like this. Though, having scoured the
Internet for a solution to the M13 problem, and having found none, that is doubtful. If otherwise, all the relevant
author has to do is say so, and I'll remove the mod from the Internet.

BTW, the english nickname to my first name would be "Joe" :-)