Borderlands 2

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Our Lord And Savior Gabe Newell - OB4MA

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OB4MA

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  1. OB4MA
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    Section 1
    First off, this mod is packed in a 7-Zip file, this means that you will need a program that can open the Zip file. If you do not have a program to do such, 7-Zip is free and straight forward.
    Once you have downloaded my 7-Zip file from Nexus Mods, open the Zip file up with a program that can open it. My 7-Zip file should contain one or more mods.
    These mod(s) should be named similar or exactly the same as the mod name from Nexus Mods.
    Select the file(s) by left clicking on them while holding CTRl (Control), then right click and select "Move To...", or, while the files are selected, select "Extract", which should be at the top.


    Section 2
    Performing either action will bring up a window that says "Copy" and "Copy To:", this is where you can either put in a folder that you made or directly put it in your BL2 or TPS Binaries folder.
    These directories can be found via Steam in multiple ways.
    1st way for BL2: [HardDriveName]:\Steam\steamapps\common\Borderlands 2\Binaries
    1st way for the Pre-Sequel: [HardDriveName]:\Steam\steamapps\common\BorderlandsPreSequel\Binaries
    2nd way: open up Steam, go to your library, find the Borderlands that the mod belongs to, right click, select the very last option "Properties", go to "Local Files" and "Browse Local Files".
    Continuing from the 2nd way, just open up the Binaries folder and it should contain "Redist" and "Win32" if you are on Windows.
    For easy access to the Binaries folder, you can left click "Home" in File Explorer's top left corner and then select "Pin To Quick Access". This will be an easy way to do stuff in there.
    Once you have the location figured out for the program to copy to, let it copy the file(s) there. This will now serve as an easy to access location for BLCMM to find mods.


    Section 3
    BLCMM is quite important for the majority of my mods due to their customizability and functionality. It is also a very great tool for creating mods and making your own mod pack with ease.
    A lot of my mods use "Hotfixes" which do not work well with other mods, unless they are properly merged with other mods that use said method (blue text in BLCMM).
    BLCMM merges mods with Hotfixes and other commands about as seamlessly as you can get, so I strongly recommend doing it this way.
    Now, before I start going on a rant about this, let me get to what needs to be done to play your game with mods.
    I will not go over how to set up BLCMM for the first time in here, so I will now go to the "what to do" part once you get things set up.


    Section 4
    With BLCMM open, go to the top left and left click on "File", then select "Open". From there, find my mod file that is aptly named so that you may be able to use it as a starting point to add mods to.
    Well, would you look at all that yellow text! Yeah, I go into detail about the specific mod and I try to organize my options to be beginner friendly in most cases.
    Anyways, if you left click the little ">" icon next to a folder name, it will drop down another folder, sometimes these are multi-layered and will require some clicking.
    If you see several options that are in a purple color, these are considered "MUT" categories (Mutually Exclusive) which only allow one option in that folder to be selected at a time.
    You can choose one option by left clicking the "o" icon and it will fill the dot, not unlike most fill in the dot tests from school.
    Any folder that is white is something that is not a "MUT" folder and you can toggle everything in that folder via the same method, but this time it will get a "v" icon (checkmark) in it.
    You can read through my folder names and try to figure out what you would like to have happen in the mod, but beware, some things are mandatory and I did not lock the folder.


    Section 5
    Now, if you made it through that brief synopsis of beginner level BLCMM information, give yourself a pat on the back. Most people do not tend to read these so I sometimes wonder why I bother.
    Back to the subject at hand, you have now customized my file (if applicable) to your liking. Now, where do you go from here if you want to use multiple of my mods (if they are compatible)?
    Well, head back to the "File" option in the top left of BLCMM. From there, select "Import Mod File(s)" and simply peruse (go through) the mod files in your Binaries folder or elsewhere.
    You can do the same method from the beginning and left click on the mod name while holding CTRL (Control) to select multiple mods to add at once.
    These mods will now be added to a cyan folder called "mods", or they will be directly imported under the main mod's stuff if you had the main mod's cyan text selected when you imported the additional mods.


    Section 6
    Follow the same process for Section 4, or not, it's up to how you want to play. However, some of my mods DO NOT come with selected default options and will require you to choose options to make them work.
    If you see dark and light green text, this means that the light green text replaces the effect of the dark green text. You can right click the light green text to go to where it overwrites a previous statement and or command.
    Just decide, of the two or more statements and or commands, which one sounds the best for your preference. You do not need to unselect any particular code due to how BLCMM works, but keep in mind that the one that takes place is the furthest one down in your mod file and it has light green text.
    Once that is all over and you have your multiple mods in one file and customized the way you want, you now go back to "File" in the top left and select "Save As".
    You can choose to save the file as is, or you can simplify it to anything that you want, such as "1.txt". When you do rename the file or save this file as something else, make sure that it has NO SPACING in the name. This is because you will not be able to execute it later.
    From here, you now have the optimal form of file. One file saved as something that you remember, includes your mod choices, can be added to or subtracted from, works with all mods that use hotfixes since they are considered one mod now and last but not least this mod pack can be executed.


    Section 7
    Here comes the fun part. Now you need to start up your mod specific Borderlands game. Now, this upcoming part differs in a lot of ways depending on your OS (Operating System).
    I use Windows so I will speak for such now. When you start up your game, continue as normal until you get to the "Main Menu" screen where your character is on a cliff and whatnot.
    From here, DO NOT DO ANYTHING YET! You need to wait around 10 seconds (I believe in you) for your SHiFT account to be connected to whatever service it is.
    After these 10 seconds you may execute the mod from Section 6 by opening the console (green and transparent black overlay) and typing (without the quotes) "exec ModName.Extension". As an example from Section 6, I would type exec 1.txt
    If you get an error that says "Transient.SparkServiceConfiguration_6" in the console after executing your mod pack, you did it before you connected to SHiFT.
    You can either restart or just wait until you are connected. This honestly depends on the mod pack that you executed though. Sometimes it is better to restart but most of the time it is not.
    You may encounter other errors but it should be fine as long as you don't see "Transient.SparkServiceConfiguration_6". Again, this is not always the case and sometimes the errors can edit weird things.


    I hope this has helped you get started! If need be, feel free to ask a question in this posts section or join our Discord server linked at the bottom of all of my mod descriptions.
  2. peterginnis5555
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    still working on this? so we can drive unique vehicles like the rocket technical and such
    1. OB4MA
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      Yes, but there have been some complications due to how the game manages things with packages. It won't work exactly how I'd like it to but it'll work.
  3. roopotletwolzle
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    Maybe daft question but does this make vehicles available before you unlock them in the game?
    1. Kaithbox
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      I tested this mod yesterday on a new-ish character and yes I believe so.
    2. OB4MA
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      Good question, I do know that you will not have the ability to spawn vehicles for a while, but it should have all vehicles types available from the get-go once you have the Catch-A-Ride objective finished.

      I don't really know though, I didn't test it, haha.
    3. ItamVelGamer
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      When i was playing it bandit technical wasn't available until the mission unlocking it was finished, the rest was ready from the get go, as soon as you get catch-a-rides working.
    4. OB4MA
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      Interesting, I guess the locked quest state stuff does work.
    5. ItamVelGamer
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      Could there be a possibility of setting a lock for other vechicles as an option? Like unlock it in specific dlc mission?
    6. OB4MA
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      I believe so.
  4. ItamVelGamer
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    If you will be doing vechicle buffs, two giant requests from me personally is driver-seat weapons for both sandskiff and fan boat. Sandskiff is great but the game decides to give the stronger gun to the driver and lame ass machine gun to the passenger? I always play duo so i usually would just croutch at the front of the vechicle instead of entering it to access my guns that do more. And i don't even have to mention fan boat weapons eww.

    The vechicle i would be most excited for are those sexy torgue dlc motorbikes. If you can get any footage of those custom vechicles you are testing, would you mind showing some? I'm really curious to see it, even in row form.

    Also is the UI pictures you implemented now the final, or more of work in progress type of thing? Sorry for long post, it's just a really promising mod
    1. OB4MA
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      I can't really show much in regards to the other vehicles as it is a TON of work, but they will eventually be added.
      I do plan on heavily increasing the variety of vehicles and their weapons and stats.
      The UI changes are probably final, I cannot really edit them much further and those are the only icons that represent the vehicle families properly (since Sandskiffs don't have a unique family tree model like all of the other ones).
  5. Kaithbox
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    As someone already mentioned, by far the best mod for what its trying to do. Tiny vehicles (that control great), vehicles in maps where they have no business being, and the ability to have all four vehicles from any catch-a-ride without having to overlap other vehicles. I was able to replace three of the mods in the 'modpack' I have for my friends and I. Super easy to set up; Import, select what you want, select what you want it to be tiny and boom you're set to go. Awesome job!
    1. OB4MA
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      I'll be updating this mod somewhat soon to have more size customization, vehicle buffs, optional new variety of vehicles (can't really change models) that include vehicle type variety.

      For example, a slow Harpoon Sandskiff (Impenetrable Whaler) with high resistances to all damages (except a few which do bonus damage to it), It also moves and attacks slower, but its attacks hit really hard and it has passive health regeneration. Then have a very fast vehicle that is the weakest of them all, with fast attacks but low damage weapons with high health regeneration.

      I plan to make Fan Boats do absurd run over damage since they have fan blades underneath. Chop Suey!
      I did figure out how to make them not take ramming damage anymore, which will be very fun.
      Eventually this mod will have an option for map merging to allow you to spawn special vehicles like the Rakkmobile, Dump Truck, etc.
      These are purely custom vehicles that I will have to hand craft and they will NOT work for clients. More of just stuff to mess around with.
  6. Stormbl8
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    While there are already a few mods out there aiming to do the same thing, this is by far the best! Really love how it is now possible to drive ALL of the vehicles rather than just 2 variants and am very much curious if it is actually possible to drive the booze-vans and others. ^^

    Kudos for one more simply amazing mod! Keep up the great work!
    1. OB4MA
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      Glad to hear that you like it, I know that getting all of the vehicles was a pain to get working between all of the terminals, but I really wanted to get it working.

      Yeah, you can drive quite a lot of vehicles that you are not able to normally. It requires a lot of editing to be able to drive them, optimize the camera location, fix how they fire (a lot of them do a 10 round burst with a burst delay of about 10 seconds) and making them scale for player use (a lot use 1 health values because the vehicle is inside some objects and can't really be hit).

      Things that I have driven include: Badass Bandit Technical, Cara-Van, Moonshiner, Flatbed (Pirate's Booty chest thing), Monster Truck, Big Bertha, some unused turrets.

      I messed around with quite a lot of stuff though and ended up making drivable things that are not technically vehicles, such as Badassasuaras Rex, Motorcycles, Dump Trucks, Butt Stallion and even ended up attaching vehicles to LWT Loaders to make friendly mech suits to ride into battle, lol.

      With the above method I can pretty much create custom vehicles (visually) but it'll require a bunch of map merging to make it work well for the public.

      One issue with drivable AI vehicles is that when clients enter it, they get stuck in the vehicle and end up having a black screen. The only solution that I hope works, is having clients use the mod as well.
    2. Stormbl8
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      Daaaaamn! o.o
      I know from experience that modding can be a real pain in the a$$, even though I'm "only" a comparably small Skyrim modder (100+ H for my own mod.....) But knowing all this makes your work so much more impressive and I really appreciate the massive work put into some of your mods!

      Butt stallion huh? Gotta say when I read that, I almost pi$$ed myself laughing! Can't wait to.... uhm.... ride her, even if it's probably only good to screw around in singleplayer due to the restrictions. XD
    3. OB4MA
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      This is a terrible text wall of images showing some of them:
      https://cdn.discordapp.com/attachments/501816099453796356/535722780327411713/unknown.png
      https://cdn.discordapp.com/attachments/501816099453796356/535722387262668800/unknown.png
      https://cdn.discordapp.com/attachments/501816099453796356/535720471036166145/unknown.png
      https://cdn.discordapp.com/attachments/501816099453796356/535718542973337600/unknown.png
      https://cdn.discordapp.com/attachments/487334041448874024/535694060808044555/unknown.png
      https://cdn.discordapp.com/attachments/487334041448874024/535690818464514049/unknown.png
      https://cdn.discordapp.com/attachments/487334041448874024/535691199542067200/unknown.png
      https://cdn.discordapp.com/attachments/501816099453796356/510975267733504011/unknown.png
      https://cdn.discordapp.com/attachments/313364983310450700/545084371762282496/unknown.png
      https://cdn.discordapp.com/attachments/313364983310450700/545088056844222485/turqoise.PNG
      https://cdn.discordapp.com/attachments/501816099453796356/535951724813221891/unknown.png
      https://cdn.discordapp.com/attachments/501816099453796356/535951280552673311/unknown.png
      https://cdn.discordapp.com/attachments/501816099453796356/535947269439094785/unknown.png
      https://cdn.discordapp.com/attachments/501816099453796356/535947168864010240/unknown.png
      https://cdn.discordapp.com/attachments/501816099453796356/535940100337696810/unknown.png
    4. Stormbl8
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      Looking really great! Was totally not expecting Butt Stallion to look so... natural, kinda thought it would look like the player "sitting inside" her and sort of grabbing her mane as if it were a steering wheel. lol
      Can't really imagine how you could make that possible, but I'm truly surprised and impressed sir! ^^
  7. kirbystarfighter
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    how do you merge this with a mod like bl2reborn?

    edit: nvm
  8. AsraFantasy
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    Question, how can i use this mod even though BLCMM seems to not work since the update anymore? I tried TPS but i can't execute mods anymore. And in BL2 i get an unknown error.
    1. Stormbl8
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      Had the very same issue, you can either use the old Filter tools if you still got it, hex edit the exe manually or - what i did - use the hex-Multitool. Worked perfect for me, even though BLCMM still says it's not applied, but it is.

      Hex-Multitool: https://github.com/c0dycode/Borderlands-Hex-Multitool
    2. OB4MA
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      I'd highly recommend just using the updated Hex Multitool to redo hex editing and whatnot, since these updates changed the executables.

      Here is a direct link to the most up to date version that should work for BL2 and TPS:
      https://github.com/c0dycode/Borderlands-Hex-Multitool/blob/master/BL%20Hex-Multitool%20.NET%204.5%20-%20UHD%20Beta.zip
  9. AsraFantasy
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    Is the mod compatible with the fast travel, quick change, bank and clap stash anywhere mod? If i remember correctly, that mod changes something about the catch a ride menu.
    1. Stormbl8
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      Working flawlessly together for me.
      May need to load this mod after Fast travel however
    2. OB4MA
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      That mod just edits how the UI works for the vehicle stations. I tried implementing that specifically into this mod but it looked a bit weird having the vehicle family selection off to the left and not centered. This is due to the majority of Catch-A-Ride terminals not having the option to select between so many different vehicles. I did make some new changes in this mod though, for the purposes of vehicle names and whatnot to keep a clean and lore friendly look.