Hey! I know this unlikely as this is an older mod but any chance for a update for compatability? I love this mod but is a shame i cant using any others with it mainly want to use QoL mods like Mission Reminder Remover but thats requires startup file for mods which doesnt seem to work with this. but anyways even if you dont update thanks for the amazing mod pairing this with BorderlandsNumPlayersSetter really gives a good challenge
I suggest making a version of this mod consisting of loose packages (instead of one startup file), so those can be used alongside Unofficial Patch, DLC Fast Travel and other great recent mods.
Hello. I am thinking of it, thou UP has alot of it already implemented. And plus I kinda cant get myself back to it, modding or learning anything new wins me over every time, but I remember about this project. And then I realise its been years..
Basically roadmap is: 1) finish package cooking code for UPK Extender, to put more stuff into WSI flie, which seems contrary to the UP idea but I do it for the sake of "I wanted it at some point so it should feel good probably idk why" 2) make new version of this mod whichll include more stuff (mostly about enemies damage and behavior) and some easy fixes like "E" reload. That part seems more urgent but there will be too few changes if I wont include enemy packages, and including them in a non-automated way looks even more pointless than continuing down the single-package way. 3) make same stuff for loose files. That should be quick: just aim the script for UPK_exteder on those files and go. The problem with it is that development of UP moves fast, and I'll need to update often, but I kinda dont have that much attention for now.
Hi. I actually spent some time and modified the source script files to apply to loose packages and removed most of UP/FOV redundant stuff as well as stuff I do not care about (like early eridian and legendary spawns). Seems to be working so far. Some issues that I came across:
- Since adi<> was not working as described in the readme file for upk extender I had to write down and manually add all new import records using UPK Explorer. You mentioned it can be done with adc<>?
- The following change in "x_skills_coms" corrupts the gd_Skills2_Brick.upk package: gos<AttributeInitializationDefinition'MiscData.Bash_init_SlowChance'> sno<BaseValueConstant>adv<24>wrf<0.17> //was 0.1 It can be applied with UPK Explorer with no issues.
- This cosmetic change from "x_e_blaster" will cause the game to crash with a runtime error whenever a gun is fired: gos<ParticleSystem'Particles.part_AlienTracer_FastSmall'> sno<Emitters>adv<16>inc<-4,0,-1>exc<-4>
>The following change in "x_skills_coms" corrupts the gd_Skills2_Brick.upk package: can you run and show what is there after the edit? code seems right for vanilla version dis<AttributeInitializationDefinition'MiscData.Bash_init_SlowChance',_test1.txt> also you can do same edit using new syntax, like this gos<AttributeInitializationDefinition'MiscData.Bash_init_SlowChance'> sno<BaseValueConstant>nfl<BaseValueConstant,0.17>
as for removing first array element(smoke particle emitter) I looked at vanilla upk and could not find what could be wrong, it works with WSI version and its absolutely same in vanilla version, you can look upon it using dis<> command and if you cant see it then send it to me
This mod makes the game noticeably harder, which it desperately needed especially for PT1. I'm having a lot of fun combining this mod with the Character overhaul mod and they seem to work really well together! Endorsed and am hoping for more updates in the future :)
Is it STILL harder EVEN with the character overhaul mod that basically only buffs things on the player's side? How come? Wouldn't it be harder only with the Chaos Warrior's mod? Also, do these work in multiplayer accordingly?
Thanks! I hope I finally get an answer about this :))
Hi! Why exactly? I am asking because it seems that way to me, too. It seems to balance the game further, fixing the FOV while also making it harder (thank God) and I think it also works for multiplayer. I hope it does, or else I'll not try it. What do you think? I am checking these mods every day, trying to find the best solution to play a more balanced+fixed version of the game. If this mod works in multiplayer, too, then I guess the only problems left would be the diagonal sprint fix and the key "E" fix. A fix for that reload when you press E. Let's say I am also a bit perplexed by the fact that only money is automatically picked up now and not ammo..well, I guess you could say it's at least even closer to vanilla like this. Anyway, even with small things being left as they are, if the mod works as intended and if it really betters the game, then this sould be the easiest to install mod and also the best one. I am curiousif you know more and if you tested it also in multiplayer.
It is important for me to know if this mod increases the game's difficulty. BL1's biggest flaw was always the low difficulty, really. I am searching for a mod that maybe also makes the game at least a bit harder, not only balance and polish up different aspects :)
I am also curious, of course, if this works in multiplayer :D And if those text errors that people are talking about are fixed..and I just played a bit and I'm curious if for example auto ammo pickup can be included in this mod (in the sense that picking only money up seems like 50% of a fix), the diagonal sprinting issue and to make "E" not reload the weapons anymore?
I think it's amazing that you found a way to tinker with the game's difficulty!! I find that invaluable and there are people out there who also wish this game would be harder. I think it would've been cool to maybe also increase the difficulty for P2 onwards. At least by a bit. Maybe 1.30, instead of 1.15? Unless this mod itself really makes a noticeable difference in this aspect. I think it's probably harder with this mod because of the elemental nerf?
Sorry, I just edited this text a few times because I really wanted to ask these things. This, so far, seem like the best mod that doesn't add/massively change the game! I wish to use it with my friends when we'll play this game from start to finish. I just want to see if maybe I can enhance and balance this game even more, without it feeling like an actual mod..like..a big one.
that txt file is both readme and script now that I read it again it looks overcomplicated :D anyway the thing is that you need to put there path to your YetiGlobals.upk in the begining where opn<...> is, and in the end where sav<...> is then put that text file where your upk_extender is, launch upk_extender and type filename with txt extension, you can also rename it to be shorter if you want
Has anything been done to the rifles? I'm playing as Roland and came across this Pounder L12 with very high damage, good accuracy, and fast reload speeds. I'm not complaining; the mod is super fun, with good balance and QoL features.
Ah, I see now; there are no penalties with damage, hence the high number and not a super-lucky drop; thanks. I can't praise this mod enough. You did an excellent job modding this old game and providing QoL fixes for most of the issues I had with the vanilla game, especially in the second playthrough, where enemies are massive bullet sponges without this mod and upping the weapon damage helps.
thanks! there is some stuff left to improve, so future updates are possible, but I dont know when I'll be doing it. Plus currently BL1 modding branches out in 2 approaches: one and where most modders are, targeting remaking game to be more moddable, to change its structure, as in current state its not very moddable, the second direction is mods made by using my tool (upk_extender).
Both moding approches have limitations and also they are not compatible between them (because using editable base maps requires empty W_Startup_INT file, and this mod uses moded one), so now I am more working on tools.
Ok, this looks epic. Especially removing damage multipliers for lower level enemies (like BL2 and forward did), so the game doesn't turn into park walk if you take you time doing missions and exploring levels as I love doing.
Is GOTY Enhanced support planned? Can't live without a minimap and "mark as favorite/junk" features :'-)
Edit: Which tools are used for modding this game? For example I want to remove backpack space at every level up from Character Overhaul (because inventory management stops being a problem before you leave Arid) or make money drops mint green like in Rarity Color Fix mod for BL2.
Figured it out. Original version doesn't look that bad tbh, just wish I could increase the object fade distance.
39 comments
Basically roadmap is:
1) finish package cooking code for UPK Extender, to put more stuff into WSI flie, which seems contrary to the UP idea but I do it for the sake of "I wanted it at some point so it should feel good probably idk why"
2) make new version of this mod whichll include more stuff (mostly about enemies damage and behavior) and some easy fixes like "E" reload. That part seems more urgent but there will be too few changes if I wont include enemy packages, and including them in a non-automated way looks even more pointless than continuing down the single-package way.
3) make same stuff for loose files. That should be quick: just aim the script for UPK_exteder on those files and go. The problem with it is that development of UP moves fast, and I'll need to update often, but I kinda dont have that much attention for now.
- Since adi<> was not working as described in the readme file for upk extender I had to write down and manually add all new import records using UPK Explorer. You mentioned it can be done with adc<>?
- The following change in "x_skills_coms" corrupts the gd_Skills2_Brick.upk package:
gos<AttributeInitializationDefinition'MiscData.Bash_init_SlowChance'>
It can be applied with UPK Explorer with no issues.sno<BaseValueConstant>adv<24>wrf<0.17> //was 0.1
- This cosmetic change from "x_e_blaster" will cause the game to crash with a runtime error whenever a gun is fired:
gos<ParticleSystem'Particles.part_AlienTracer_FastSmall'>
sno<Emitters>adv<16>inc<-4,0,-1>exc<-4>
can you run and show what is there after the edit? code seems right for vanilla version
dis<AttributeInitializationDefinition'MiscData.Bash_init_SlowChance',_test1.txt>
also you can do same edit using new syntax, like thisgos<AttributeInitializationDefinition'MiscData.Bash_init_SlowChance'>
sno<BaseValueConstant>nfl<BaseValueConstant,0.17>
as for removing first array element(smoke particle emitter) I looked at vanilla upk and could not find what could be wrong, it works with WSI version and its absolutely same in vanilla version, you can look upon it using dis<> command and if you cant see it then send it to me
and btw you can add me on Discord SL4Y3RPWNZ#8512
Thanks! I hope I finally get an answer about this :))
Cheers!
I think it's amazing that you found a way to tinker with the game's difficulty!! I find that invaluable and there are people out there who also wish this game would be harder. I think it would've been cool to maybe also increase the difficulty for P2 onwards. At least by a bit. Maybe 1.30, instead of 1.15? Unless this mod itself really makes a noticeable difference in this aspect. I think it's probably harder with this mod because of the elemental nerf?
Sorry, I just edited this text a few times because I really wanted to ask these things. This, so far, seem like the best mod that doesn't add/massively change the game! I wish to use it with my friends when we'll play this game from start to finish. I just want to see if maybe I can enhance and balance this game even more, without it feeling like an actual mod..like..a big one.
Thank you!
now that I read it again it looks overcomplicated :D
anyway the thing is that you need to put there path to your YetiGlobals.upk in the begining where opn<...> is, and in the end where sav<...> is
then put that text file where your upk_extender is, launch upk_extender and type filename with txt extension, you can also rename it to be shorter if you want
https://imgur.com/qNR4DGu
carnages are buffed too
I can't praise this mod enough. You did an excellent job modding this old game and providing QoL fixes for most of the issues I had with the vanilla game, especially in the second playthrough, where enemies are massive bullet sponges without this mod and upping the weapon damage helps.
Both moding approches have limitations and also they are not compatible between them (because using editable base maps requires empty W_Startup_INT file, and this mod uses moded one), so now I am more working on tools.
Figured it out. Original version doesn't look that bad tbh, just wish I could increase the object fade distance.Is GOTY Enhanced support planned? Can't live without a minimap and "mark as favorite/junk" features :'-)
Edit: Which tools are used for modding this game? For example I want to remove backpack space at every level up from Character Overhaul (because inventory management stops being a problem before you leave Arid) or make money drops mint green like in Rarity Color Fix mod for BL2.