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.
Hey man, i just wanted to update onto my previous comment, but not sure you would be notified if i only edited it. Regarding the thing i said about the "Buyback" tab on vending machines listing weapons i've sold at a much higher price than our (vault hunter) selling price. The problem actually doesn't have anything to do with your mod. I've got the problem without the mod installed, and as far as i know, it is random on which weapons are marked up in the buyback tab. So, sorry about the incorrect info.
Anyways, i've realized that buying the weapon back, even when displaying with a marked up selling price, money is deducted from my inventory at the exact amount i sold it for (as it should).
When i'd sell a weapon to a vending machine (not the vending machines in the shooting range or in Sanctuary), the buyback prices are increased to what they would be if buying them, i.e., much more than what i sold them for. Disabling the mod returned it to normal. (Edit) Not a bug caused by this mod, but either vanilla or UCP (only other mod i have installed).
I'm not sure if this next one can be called a bug, as maybe what i'm expecting to happen, you didn't intend to be possible. When i installed, i first had default options checked. But then quit game and within BLCMM, i unchecked the options for the dummies to be 2 levels higher than player level. Upon starting the game afterwards, the dummies were at the same level as me (level 11). Sometime later after leveling up to level 13, i went back to shooting range and the Armor Dummy was 2 levels higher (level 15). Also, the armor dummy appeared to not have been behaving correctly with the damage it was taking. Using an incendiary malwain sniper, it seemed to be taking much more damage than it should have been. Was nearly, double of what the Shield dummy was taking IIRC. And was only 20 damage less than what the flesh dummy was taking.
I may have messed something up when it comes to flying sanctuary vs normal sanctuary for those 2 levels higher hotfixes, something along the lines of you disabling it for normal sanctuary while not flying sanctuary. Not sure how the vendor changes are happening since my only guess might be the vendor somehow scaling with level even though it is being generated normally. In regards to the armor not working as actual armor, you are entirely correct as it is apparently a lot more complicated to do the armor properly as it is done through materials vs a boolean for "bFullyArmored True". I might not be able to get it working properly for armor just due to how packages are loaded and me wanting to make this not use map merging (load other map info for a few seconds to get something I need). However, BLCMM just got updated, so I can make a map merge to get it working properly since all map merging statements will be combined correctly.
Thanks for the response. And yeah i didn't even think about the possibility of normal mode vs true/ultimate affecting the way things work. Most people that will be using this will probably be past normal mode like you're saying. I'm starting to see though how testing all the nitty gritty details of weapons is somewhat pointless for me since i'm replacing them so often anyway. Either way, it's a great feature to have and appreciate you making this and sharing it.
And if it helps you to know, I disabled the 2 levels higher options for both the ground and flying sanctuary. But i also disabled the NPC vendor (don't remember who it was) from being in/next to shooting range. Maybe that had an impact. Just giving you info in case it is helpful. Thanks again
Dude, thanks so much for this! I was almost certain there wasn't going to be a mod for this. Figured would take a long shot and search for one. Also, the instructions you've taken the time to post and sticky here is pretty cool. You explain far beyond just how to install your mod, which anyone who is just getting started with the learning process of BL2 modding / BLCMM will appreciate the info. Thanks again!
EDIT: Hey, just wanted to ask a question now that I installed the mod. In-game i noticed the dummies are set to be 2 levels higher than the player level and i'm just wondering why that is? The structure of the mod is very organized and i can see the statements that you labeled with "Make x Dummy Be 2 Levels Higher", so it'd be simple enough to remove that (unless that is the only thing controlling their level to begin with?), but is it more accurate having the dummies be a bit higher level? I'm only level 11 and don't know a whole lot about the game in general yet. Thanks
6 comments
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.
Anyways, i've realized that buying the weapon back, even when displaying with a marked up selling price, money is deducted from my inventory at the exact amount i sold it for (as it should).
When i'd sell a weapon to a vending machine (not the vending machines in the shooting range or in Sanctuary), the buyback prices are increased to what they would be if buying them, i.e., much more than what i sold them for. Disabling the mod returned it to normal.(Edit) Not a bug caused by this mod, but either vanilla or UCP (only other mod i have installed).I'm not sure if this next one can be called a bug, as maybe what i'm expecting to happen, you didn't intend to be possible. When i installed, i first had default options checked. But then quit game and within BLCMM, i unchecked the options for the dummies to be 2 levels higher than player level. Upon starting the game afterwards, the dummies were at the same level as me (level 11). Sometime later after leveling up to level 13, i went back to shooting range and the Armor Dummy was 2 levels higher (level 15).
Also, the armor dummy appeared to not have been behaving correctly with the damage it was taking. Using an incendiary malwain sniper, it seemed to be taking much more damage than it should have been. Was nearly, double of what the Shield dummy was taking IIRC. And was only 20 damage less than what the flesh dummy was taking.
And if it helps you to know, I disabled the 2 levels higher options for both the ground and flying sanctuary. But i also disabled the NPC vendor (don't remember who it was) from being in/next to shooting range. Maybe that had an impact. Just giving you info in case it is helpful. Thanks again
EDIT: Hey, just wanted to ask a question now that I installed the mod. In-game i noticed the dummies are set to be 2 levels higher than the player level and i'm just wondering why that is? The structure of the mod is very organized and i can see the statements that you labeled with "Make x Dummy Be 2 Levels Higher", so it'd be simple enough to remove that (unless that is the only thing controlling their level to begin with?), but is it more accurate having the dummies be a bit higher level? I'm only level 11 and don't know a whole lot about the game in general yet. Thanks