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NewBlood

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NewBlood

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20 comments

  1. maliagante
    maliagante
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    Love these mods for both BioShock 1 and 2, great work and thank you. But can I ask, have you considered something like this for BioShock Infinite? Does anyone know another way to increase the ammo carry capacity for that game? So frustrating, missing this mod already in that game...
  2. skulmaster
    skulmaster
    • member
    • 0 kudos
    Thank you!
    As a supersaver/hoarder I spend most of my time looting and backtracking and making piles of lootables with Telekinesis...
    and getting into situations like this:

    *uses Med hypo*
    "Ooh I've used a hypo, I remember there were 2 lying around that I could grab due to my max carry limit 5 rooms ago..."
    proceeds to backtrack 5 rooms

    *picks up 1 med Hypo*
    *activates telekinesis to carry all ammo and other unlootable junk*
    "Ooh I'm not spending any money to buy ammo on this Circus of Value machine, there was a bunch of shotgun ammo in the heap of stuff that I made with Telekinesis"

    This is an awesome QoL change!
  3. BubblyWord489
    BubblyWord489
    • BANNED
    • 25 kudos
    How were you able to manipulate the U scripts for UE2.5? The only thing I can find is a decompiler called UE Explorer, and it won't let me recompile the script.
    1. JG7834
      JG7834
      • supporter
      • 16 kudos
      The author Hex edited it to make it work, though that method is obsolete by now. There's a tool called UPK Explorer. With it you can edit the scripts in an easy-to-use GUI. It'll save you time and headaches.
    2. BubblyWord489
      BubblyWord489
      • BANNED
      • 25 kudos
      UPK Explorer is for textures.
    3. JG7834
      JG7834
      • supporter
      • 16 kudos
      It now has support for script manipulation, check if you don't believe me.
  4. HikariWave
    HikariWave
    • supporter
    • 0 kudos
    Excellent mod! Love playing without limits. If I could make a request, are you able to increase the Money limit for you Deep Pockets mod? Regardless, I've found this mod very useful throughout my playthrough.
    1. NewBlood
      NewBlood
      • member
      • 3 kudos
      Hi, thanks!

      Unfortunately I haven't been able to figure out how to increase the money limit.

      Technically, the "Credits" object in ShockGame.U has a "MaximumStackSize" variable just like the ammunition objects, but unlike them, changing its default value doesn't seem to yield any results. I'll let you know if I crack the puzzle.

      Best regards.
    2. NewBlood
      NewBlood
      • member
      • 3 kudos
      The issue has been fixed in version 1.1.

      Please give it a try and let me know if it works for you.

      Best regards.
  5. Mhillow
    Mhillow
    • supporter
    • 15 kudos
    Absolutely fantastic, I love Bioshock 2 and a mod like this is perfect for another couple of playthroughs.
    If only the first game had something like this as well, but I'm glad that my favorite Bioshock was the one to get it
    1. asd12341234x
      asd12341234x
      • member
      • 0 kudos
      there's a deep pocket mods just like this one for bioshock 1 too. 
  6. Stepdoe
    Stepdoe
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    • 0 kudos
    This really satisfies my natural loot goblin instincts, great job
  7. ArchmageRevan
    ArchmageRevan
    • member
    • 0 kudos
    This is absolutely perfect, nice work. 
    I've played Bioshock 1 and 2 so many times, that sometimes I just want to mess around (and simply break the game in this case)
    What software did you use to edit the file? These .U files are strange things. 
    1. NewBlood
      NewBlood
      • member
      • 3 kudos
      Much obliged! Yes, it’s simple, it but really breathes new life into a playthrough. ;)

      .U files are compiled Unreal Engine package files. In this case, ShockGame.U consists of scripts and game logic in binary form.

      I used UE Explorer [1] to browse the file and find the parts where inventory limits are defined. Then I changed the default values with HxD [2], a hex editor. It was tedious to do, but not particularly difficult.

      Best regards.

      [1] https://github.com/UE-Explorer/UE-Explorer
      [2] https://mh-nexus.de/en/hxd/
    2. ArchmageRevan
      ArchmageRevan
      • member
      • 0 kudos
      Cheers for your response and links to the required software.
      I made some vain attempts to try and edit the maximum drill fuel, as was my only desire in the beginning before finding your mod. 
      I managed to find the where the fuel stack limit was, viewed it in the buffer (understanding depleting rapidly at this point), opened up HxD and then promptly couldn't carry on further. The whole tracking down the string/blocks from UE Explorer into HxD was just that tiny bit too far.
      Pity you can't seem to search by decoded text. I'd have probably succeeded then.  

      Thank you anyways. 
    3. NewBlood
      NewBlood
      • member
      • 3 kudos
      It's a bit counter-intuitive, I admit, but you're already halfway there:


      • Open ShockGame.U with UE Explorer.

      • Click the "Objects" tab in the panel to the left, make sure the "Classes" tab below it is also selected.

      • Use the search field at the bottom (not the top!) of the left-hand panel to search for the right class. I searched for "ammo", but in your case you're looking for the class named "Drill_Ammo". You know that you've found the right class if it has the property "MaximumStackSize" defined under its "Default Values" node. Take note of its value, in this case 300, we'll need it for later.

      • Right-click on the class named "Drill_Ammo" (and not anywhere else!) and click "View Buffer" (not "Table Buffer"!). This will open the "Hex Viewer" and show the class in question in a hexadecimal/base-16 format, including the bytes that govern the value of the MaximumStackSize property.

      • You can't change the bytes directly in the Hex Viewer. You have to export the class from this window, Edit->Export Binary File (Ctrl+E), and save it as a file, "Drill_Ammo.Class" by default, somewhere.

      • Open the file with HxD or another hex editor of choice. You're looking for the default ammo value in binary form. I can reveal that the number is stored as an unsigned 16-bit integer, allowing for values between 0 and 65536. In general, you're looking for a group of four numbers between 0 and F which corresponds to the current ammo limit. In this case, you're looking for the bytes "2C01", representing 300 in hexadecimal.

      • Use HxD's search function, Search->Find->Integer number tab (Ctrl+F), to search for the integer number 300, and you should hopefully find where the value is defined. Sometimes the search returns multiple hits. The MaximumStackSize value is usually defined immediately before the "Description" property, whose bytes spell out a sentence in English. In this case, you're looking for "F.u.e.l. .t.o. .p.o.w.e.r. ..." in the Decoded text column in HxD.

      • Once you're certain that you've found the right bytes, click on them and type in/change the value, up to the maximum allowed by the unsigned integer 16-bit format, "FFFF", and save the file.

      • Tab back to the Hex Viewer in UE Explorer and import, Edit -> Import Binary File (Ctrl+I), the changed Drill_Ammo.Class file. It asks you to confirm saving the file. Do so, and close the Hex Viewer.

      • Check the "Default Values" node and confirm that the value of MaximumStackSize has been changed. It should say "MaximumStackSize=65535" if you've changed the correct bytes to FFFF.

      • Copy the ShockGame.U file back where it came from and start your game to check if the changes has taken effect.


      Let me know if it works out for you!

      Kind regards.
    4. ArchmageRevan
      ArchmageRevan
      • member
      • 0 kudos
      Thank you for taking the time to write out instructions. Considering the likely pains you must have went through initially when you created all this yourself. But I am very grateful for this. I managed to get it done in one go (your clear and concise instructions were excellent) and it works a treat. 

      I don't think I will endeavour to do the same with anything else since the whole binary code thing is just baffling to me. 
      Ironically enough, I did get as far as the '2C01' bytes section, but as for changing the letters to 'FFFF' that I would not have ever got, so much appreciated there.  

      Many Thanks
    5. ShiroVitae
      ShiroVitae
      • supporter
      • 0 kudos
      Thank you so much, literally was about to ask how to get into file.
  8. Jaazdt26
    Jaazdt26
    • member
    • 0 kudos
    Im new in this, so I dont know where the u. files are located in the game
    1. ShiroVitae
      ShiroVitae
      • supporter
      • 0 kudos
      Open steam *right click* Bioshock 2 remastered from your list of games, hover mouse over *Manage*, *click browse local files*
      then follow modders instructions, i'll repost them here.

      ## Installation


      • Download the ZIP archive "Deep Pockets.zip" containing the patched ShockGame.U file.
      • Find and back-up the original ShockGame.U file in the game’s sub-folder: \BioShock 2 Remastered\Build\Final\BakedScripts\pc\ShockGame.U
      • Replace ShockGame.U with the patched version from the zip archive.