Yup, unfortunately the HD Texture Pack conflicts with this mod. I just checked.
If you really need both, you can probably use FCH823's UPK Explorer to change the max ammo values yourself, and then install that as a new mod alongside the HD Texture Pack with FCH823's TFC Installer. Multiple mods should be supported by TFC Installer, so you'd avoid file conflicts that way.
are you sure? Unless I'm tripping, it seems like I have gotten both to work at the same time. I think I did the textures first and then this mod and it is still working. I even reinstalled the HD texture with TFC and both of them seemed to still be working.
Admittedly, I only checked whether the HD texture pack patched the "ShockGame.U" file or not. It does, as its SHA-256 fingerprint is different from that of the original, unpatched version shipped with the game, so installing Deep Pockets would essentially erase the HD Texture Pack's changes to that particular file.
It didn't occur to me that one could simply do it anyway and still have it work.
Awesome mod, tysm for this addition! I have a question however, how would I modify the values of things inside of the file? I still want their to be some limits on Healthkits/Eve/Ammo to be a little more reasonable. Regardless I'm super grateful for this mod and happy I can loot to my hearts content(Eventually crafting materials too still or nah? :o)
I used UE Explorer to decompile ShockGame.U and to change the values individually for each weapon. It's not difficult, only tedious.
For med hypos, you're looking for the class MedHypo in the left-hand menu. In all cases you're looking for "MaximumStackSize"; this property governs the total amount of ammo (or med or eve hypos).
First, make a note of what value MaximumStackSize currently is. You'll need this for later.
Unfortunately you can't edit the values directly in this view. You have to open up the "MedHypo" class in UE Explorer's "Hex Viewer" with the right-click -> "View Table" option.
Find MaximumStackSize's value in the table. In the modded file the value is 65535, which corresponds to the four bytes FF FF 00 00 in little-endian base-16/hexadecimal, which makes it easy to find in this example. The Hex Viewer also provides context information when hovering the mouse over the numbers.
The new value you want needs to be expressed in the same format. For reference, to reduce the maximum stack of med hypos to 6, change FF FF 00 00 to 06 00 00 00
Double-click on the first FF block and type in a new number, do the same for the second FF block, et cetera. Save permanently the changes with CTRL+S. Reload the package with CTRL+R to reload the file. Find the MedHypo class again in the right-hand list and confirm that its default value has changed.
If all goes well, the ShockGame.U file should now have been successfully patched. Put the patched version in your game directory and boot up Bioshock to see if the changes have taken effect.
(Remember that if you open a save file where your current amount of med hypos exceeds the new maximum, the game will happily let you keep your med hypos. But don't worry, it will still prevent you from picking up more than the new maximum, if your number of med hypos falls below it at some point.)
Wish I could figure this out using this as a template, but the application gives an error message and doesn't work if i choose continue.
"Unhandled exception has occurred in your application. if you click Continue, the application will ignore this error and attempt to continue If you click Quit, the application will close immediately."
"Unable to read beyond the end of stream."
I have no idea how to use Hex editors, but was willing to give it a shot. I guess no textures and infinite item pickups at the same time for me. I'm probably going to use the textures over this unless an alternate solution is found. The Mod is great though and probably will use it later!
hey i appreciate the mod, works great. Is the limit on crafting ingredients intentional though? i tried picking up some kerosene but it told me i was full. Other that it works great
nothing changed I replaced the shockgame.u file and moved the original to a seperate folder on my computer (not in bioshock remastered folder) i hope thats correct. got max ammo on my pistol and refused to pick up more giving the notification "you carry cannot carry this item any more"
The mod works as intended as of 2024-12-13, even after the removal of the 2K launcher. I verified this by installing a fresh version on Steam, applying the patch, and playing through the opening chapter on a new save (hard difficulty).
Are you using another distribution platform like GOG or the Epic Game Store? I have not tested whether the mod works with those versions, so I can't guarantee that it does (yet).
Also: Make sure that you've got the right file. Here are the sha256 checksums for v. 1.1 for comparison:
69c0cd52852d2b84c45b9deaa5ecae55dce39643f1f026899971e1e4a2d572c5 ShockGame.U # original version
4259e9bffa84d396bcb5917f86d081ddd972adab7f4d04a0687c5bf92cb3e192 ShockGame.U # patched version
I think the file might be read only, as using a mod loader I use, the mod file simply dissapered on game load and seemingly is replaced by the original. I am going to test it again to make sure. I am also on the gog version, but I am on linux (steam deck).
EDIT: Nevermind it works. Not sure why my file was deleting it self, but it works on the gog version. I was able to get past 9 medkits at the start of the game.
Hey man, I made a small HUD mod that fixes the issue with the health and eve hypo counters spilling over into the bars. Take a look:
I used JPEXS to edit the HUDPC.swf file. What I did was lowered the font size of the numbers a bit and repositioned them to the center of the circles. I also changed the alignment from Left to Center so that when the number of digits increases it will expand outward from the middle rather than adding digits to the right.
Of course, it'll still be somewhat messy when you go into triple digits, but still a lot cleaner than what it was. What do you think?
It's a simple mod to the HUDPC.swf file. I'm more than happy for you to include it as part of your mod. Just say the word and I'll send the file over to you (providing you give me credit for it, of course).
I really, really love your mod, by the way. I'm an absolute hoarder in Bioshock so playing the game with your mod is an absolute blast. Thanks for making it.
I just uploaded my modified HUDPC.swf file as its own mod so you, and anyone else, can download it there:
https://www.nexusmods.com/bioshock/mods/79
If NewBlood reads this, I hope you don't mind me doing this. I also don't mind if you include my file in your mod (providing you give me credit) for everyone's convenience.
(Sorry for the late reply. Nexusmods somehow doesn't notify me when new comments are made.)
This is really, really impressive. It looks native, too: like there is absolutely nothing wrong with hauling around 25+ med hypos. :)
And... are you positive you couldn't make triple digits happen? (I'm joking!)
Anyway, yeah, this is perfect. I think it would be great to bundle our two mods together in one zip file, so that it is as easy as possible for players to install. If you want, I would be happy to include your HUDPC.swf file in my mod with proper attribution. Of course, you're welcome to instead include my file in your own published mod if you'd rather do that, since you've already created one. I'll link to it in my readme in any case.
Haha, no problem! And FYI triple digits does actually "work," it just starts to look a little crowded in there. ;)
I'm actually working on a "Fullscreen Cutscenes" mod that involves modifying the same HUDPC.swf file and I'm probably going to do two versions: one stand-alone and one combined with the Deep Pockets HUD that I made. I really hate the black "widescreen" style bars that appear during cutscenes and it should be pretty simple to remove them I think.
Since your mod was the OG I think it's only fair that your mod page take priority. It might get a bit confusing if we're both including each other's files in our respective mods. For instance, if one of us updates our mod the other would have to update theirs at the same time, otherwise people could lose track over which mod page contains the latest files for each, if you know what I mean.
I'm happy for you to include my file in yours and I can just continue hosting mine separately and pointing people towards yours.
FYI: I just finished my playthrough of Bioshock with Deep Pockets and it was awesome. One thing I did notice though is that there's still a cap on all the crafting materials. Only became noticable toward the end of the game. Is it possible to remove the cap on those as well, or are they implemented differently to things like ammo and hypos?
FYI: I just finished my playthrough of Bioshock with Deep Pockets and it was awesome. One thing I did notice though is that there's still a cap on all the crafting materials. Only became noticable toward the end of the game. Is it possible to remove the cap on those as well, or are they implemented differently to things like ammo and hypos?
Oops, yeah. That needs to be fixed. To be honest, I haven't play-tested the mod to completion and totally forgot that Bioshock had crafting in the 2nd half of the game. I'll get right on that for the next update.
And then it's settled: I will include your GUI fix, with proper attribution of course. Much obliged!
46 comments
It conflicts with the HD texture mod, right? (I'm referring to this one: HD Texture Pack by FCH823)
Yup, unfortunately the HD Texture Pack conflicts with this mod. I just checked.
If you really need both, you can probably use FCH823's UPK Explorer to change the max ammo values yourself, and then install that as a new mod alongside the HD Texture Pack with FCH823's TFC Installer. Multiple mods should be supported by TFC Installer, so you'd avoid file conflicts that way.
Best of luck!
Admittedly, I only checked whether the HD texture pack patched the "ShockGame.U" file or not. It does, as its SHA-256 fingerprint is different from that of the original, unpatched version shipped with the game, so installing Deep Pockets would essentially erase the HD Texture Pack's changes to that particular file.
It didn't occur to me that one could simply do it anyway and still have it work.
Thanks for looking out.
I'm glad that you're having fun with the mod.
I used UE Explorer to decompile ShockGame.U and to change the values individually for each weapon. It's not difficult, only tedious.
For med hypos, you're looking for the class MedHypo in the left-hand menu. In all cases you're looking for "MaximumStackSize"; this property governs the total amount of ammo (or med or eve hypos).
First, make a note of what value MaximumStackSize currently is. You'll need this for later.
Unfortunately you can't edit the values directly in this view. You have to open up the "MedHypo" class in UE Explorer's "Hex Viewer" with the right-click -> "View Table" option.
Find MaximumStackSize's value in the table. In the modded file the value is 65535, which corresponds to the four bytes FF FF 00 00 in little-endian base-16/hexadecimal, which makes it easy to find in this example. The Hex Viewer also provides context information when hovering the mouse over the numbers.
The new value you want needs to be expressed in the same format. For reference, to reduce the maximum stack of med hypos to 6, change FF FF 00 00 to 06 00 00 00
10? 0A 00 00 00
12? 0C 00 00 00
15? 0F 00 00 00
16? 10 00 00 00
32? 20 00 00 00
255? FF 00 00 00
256? 00 01 00 00
511? FF 01 00 00
Double-click on the first FF block and type in a new number, do the same for the second FF block, et cetera. Save permanently the changes with CTRL+S. Reload the package with CTRL+R to reload the file. Find the MedHypo class again in the right-hand list and confirm that its default value has changed.
If all goes well, the ShockGame.U file should now have been successfully patched. Put the patched version in your game directory and boot up Bioshock to see if the changes have taken effect.
(Remember that if you open a save file where your current amount of med hypos exceeds the new maximum, the game will happily let you keep your med hypos. But don't worry, it will still prevent you from picking up more than the new maximum, if your number of med hypos falls below it at some point.)
Best of luck!
"Unhandled exception has occurred in your application. if you click Continue, the application will ignore this error and attempt to continue If you click Quit, the application will close immediately."
"Unable to read beyond the end of stream."
I have no idea how to use Hex editors, but was willing to give it a shot. I guess no textures and infinite item pickups at the same time for me. I'm probably going to use the textures over this unless an alternate solution is found. The Mod is great though and probably will use it later!
It's unintentional, sorry. I haven't yet figured out how to raise the inventory limit on crafting materials. Any help is welcome.
Thanks.
I replaced the shockgame.u file and moved the original to a seperate folder on my computer (not in bioshock remastered folder) i hope thats correct.
got max ammo on my pistol and refused to pick up more giving the notification "you carry cannot carry this item any more"
can you help?
Are you playing the game in another language than English?
Are you sure that you replaced the right file?
Did check whether your distribution platform (Steam, Epic, GOG, ...) maybe re-downloaded the original file by accident?
You can check whether the file is the right one by computing its sha256 hash. It should look like the patch file below.
69c0cd52852d2b84c45b9deaa5ecae55dce39643f1f026899971e1e4a2d572c5 ShockGame.U # original version
4259e9bffa84d396bcb5917f86d081ddd972adab7f4d04a0687c5bf92cb3e192 ShockGame.U # patched version
Best of luck!
The mod works as intended as of 2024-12-13, even after the removal of the 2K launcher. I verified this by installing a fresh version on Steam, applying the patch, and playing through the opening chapter on a new save (hard difficulty).
Are you using another distribution platform like GOG or the Epic Game Store? I have not tested whether the mod works with those versions, so I can't guarantee that it does (yet).
Also: Make sure that you've got the right file. Here are the sha256 checksums for v. 1.1 for comparison:
69c0cd52852d2b84c45b9deaa5ecae55dce39643f1f026899971e1e4a2d572c5 ShockGame.U # original version
4259e9bffa84d396bcb5917f86d081ddd972adab7f4d04a0687c5bf92cb3e192 ShockGame.U # patched version
Thanks.
The GOG version of the game might differ from the Steam version.
Does the game crash on boot, or does the increased ammo capacity just not work/show up in-game?
Thanks.
EDIT: Nevermind it works. Not sure why my file was deleting it self, but it works on the gog version. I was able to get past 9 medkits at the start of the game.
I used JPEXS to edit the HUDPC.swf file. What I did was lowered the font size of the numbers a bit and repositioned them to the center of the circles. I also changed the alignment from Left to Center so that when the number of digits increases it will expand outward from the middle rather than adding digits to the right.
Of course, it'll still be somewhat messy when you go into triple digits, but still a lot cleaner than what it was. What do you think?
It's a simple mod to the HUDPC.swf file. I'm more than happy for you to include it as part of your mod. Just say the word and I'll send the file over to you (providing you give me credit for it, of course).
I really, really love your mod, by the way. I'm an absolute hoarder in Bioshock so playing the game with your mod is an absolute blast. Thanks for making it.
https://www.nexusmods.com/bioshock/mods/79
If NewBlood reads this, I hope you don't mind me doing this. I also don't mind if you include my file in your mod (providing you give me credit) for everyone's convenience.
(Sorry for the late reply. Nexusmods somehow doesn't notify me when new comments are made.)
This is really, really impressive. It looks native, too: like there is absolutely nothing wrong with hauling around 25+ med hypos. :)
And... are you positive you couldn't make triple digits happen? (I'm joking!)
Anyway, yeah, this is perfect. I think it would be great to bundle our two mods together in one zip file, so that it is as easy as possible for players to install. If you want, I would be happy to include your HUDPC.swf file in my mod with proper attribution. Of course, you're welcome to instead include my file in your own published mod if you'd rather do that, since you've already created one. I'll link to it in my readme in any case.
Thanks.
I'm actually working on a "Fullscreen Cutscenes" mod that involves modifying the same HUDPC.swf file and I'm probably going to do two versions: one stand-alone and one combined with the Deep Pockets HUD that I made. I really hate the black "widescreen" style bars that appear during cutscenes and it should be pretty simple to remove them I think.
Since your mod was the OG I think it's only fair that your mod page take priority. It might get a bit confusing if we're both including each other's files in our respective mods. For instance, if one of us updates our mod the other would have to update theirs at the same time, otherwise people could lose track over which mod page contains the latest files for each, if you know what I mean.
I'm happy for you to include my file in yours and I can just continue hosting mine separately and pointing people towards yours.
FYI: I just finished my playthrough of Bioshock with Deep Pockets and it was awesome. One thing I did notice though is that there's still a cap on all the crafting materials. Only became noticable toward the end of the game. Is it possible to remove the cap on those as well, or are they implemented differently to things like ammo and hypos?
Oops, yeah. That needs to be fixed. To be honest, I haven't play-tested the mod to completion and totally forgot that Bioshock had crafting in the 2nd half of the game. I'll get right on that for the next update.
And then it's settled: I will include your GUI fix, with proper attribution of course. Much obliged!
Best regards.