Was wanting to try this MOD, but cannot get it to work. I used the program (BLCMM) to install the MOD but nothing works. I put it in where I saw you answered another where to put it, but doesnt work.
Do I use the program to install ? OR Just copy over to "binaries" catalog, the file BLCM ?
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.
Strange, that definitely should not be the case. It uses Hotfixes so it requires you to not execute the mod too early otherwise it will not work. It should work right away for any existing gear and new items.
I had this mod working but when I shut the game down and relaunched, the level requirements were back. Is there a way to set it so that this is permanently active or do I have to run the command every time?
Hey guys i need help with this mod im trying to get, im a noob at this so it might be easy for you guys, Im trying to download the no level requirement mod but since my game is on Epic Games, I cant use the BLCMM to download the mod, Is there any workaround?
Hiii i know this mod was made a while ago but the mod manager version of the download doesn't install for me so i tried using the manual download. I put the file into Binaries and when I import it into BLCMM it says it's an empty file. Help pls?
Great mod, 1 issue tho. When doing my own modpack i have to do copies with this mod enabled and disabled, because i cant simply untick it in BLCMM if i dont wanna use it, and then tick it back, it becomes green, and its not working ingame. There are some files that are not checked by default when importing this mod, sup with that? If theyre not ticked by default why theyre there? Can you remove them for some quality of life so it will be possible to simply turn the mod on/off in BLCMM? :) Cheers.
So you must have an older version as my most recent version doesn't have anything that is not turned on by default. The issue regarding green text is caused by something else overriding my changes (light green will be the active change which is always lower in the file, dark green is overwritten and above the light green) which likely means you have it twice in your modpack file. You should absolutely be able to toggle it on or off with the new version so long as you have the right permissions via BLCMM to edit stuff. Also, you can use BLCMM's different profiles to have different versions of a modpack file all within the same file so you or others can toggle between them with that file alone and not separate ones.
Hi there, so I was able to execute other blcm mod files via console without the need of the BLCMM because of epic games version, so the blcm mod files I was able to execute was respawning enemies and loot both separate mod files really (blcm files) and then when I execute your mod through the console I get no errors and such; thus meaning it is functioning quite well, so then I start right into the game and checked my inventory and tried to equip a level 62 hyperion weapon it still won't let me use it.
I have also tried only enabling the nolevelrequirement.blcm itself with nothing else and still no effect, also tried disabling my sdk mods still nothing, made a new game and tried to use a higher tier shield still nothing...
I was hoping to get some help for this issue of mine.
BLCMM works fine for the EGS version except for hex editing. The file needs to be merged with all other mods into one file that you execute, otherwise it will not work due to how hotfixes work. The file might also need to be toggled into offline mode via the bottom left of BLCMM. I am not entirely sure but SDK mod execution is different than normal so they might conflict (but that is likely not the issue).
Hello, i've tried installing, this mod, i've loaded it up in Blcmm and enabled it, and it doesent seem to work i cant use the gun with lvl 50 while im lvl 8.
What i've done is installed Blcmm>opened hex tool, it askes me always to enable console (doesen show up a key to bring up console) but with f1 i can still do it i suppose from blcmm, then i enable sanity and item and it takes about 5 minutes for the window to work again and it closes, i save in blcmm ingame i try to exec patch.txt but it cant find it, even though its on binaries like the rest of the files of the hex tool and the mod,
im not sure what im doing wrong, i can provide any further explanation.
Also, when i try to run exec patch.txt it cant find the file in binaries, where the borderlands 2 exe is in win32
===================================
ITS FIXED.
The issue was that i was putting the patch in \Library\steamapps\common\Borderlands 2\Binaries\Win32
Hello, i've done everything that you said in previus posts, ive got blcmm with the hex tool , i acces from the top >Blcmm>Open hex multitool>Then i process to click yes to the question (Console patch is not applied) it says this every single time i open it. then i scroll down to misc>Sanity check(Wich is the only option im after) and click the checkbox, click on apply(It takes up to 10 minutes) and then the window dissapears and i click save in blcmm.
When ingame after 10 secs in main screen, i open console and i go exec Patch.txt wich is in my binary folder, nothing happens, i still cant use a modified gun that requires lvl 50
Taken from the giant text wall above this post that you missed: "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. 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."
Correct, I still have not made a tutorial for it. Basically use this: https://www.nexusmods.com/borderlands2/mods/54 If you are lost, the GitHub version has some more info. Use the above mod (Hex Multitool) to hex edit your game again, don't use BLCMM to hex edit. Otherwise, BLCMM is working fine, just not its hex edit.
42 comments
Was wanting to try this MOD, but cannot get it to work.
I used the program (BLCMM) to install the MOD but nothing works.
I put it in where I saw you answered another where to put it, but doesnt work.
Do I use the program to install ?
OR
Just copy over to "binaries" catalog, the file BLCM ?
Really want to play this MOD, thanks ...
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.
We already have a video that does something very similar.
https://www.youtube.com/watch?time_continue=292&v=e68MFnAuIPQ
Just import + save this mod then start the game
Open up developer console key, then type
exec patch.txt
I have also tried only enabling the nolevelrequirement.blcm itself with nothing else and still no effect, also tried disabling my sdk mods still nothing, made a new game and tried to use a higher tier shield still nothing...
I was hoping to get some help for this issue of mine.
Your response is very much appreciated.
What i've done is installed Blcmm>opened hex tool, it askes me always to enable console (doesen show up a key to bring up console) but with f1 i can still do it i suppose from blcmm, then i enable sanity and item and it takes about 5 minutes for the window to work again and it closes, i save in blcmm ingame i try to exec patch.txt but it cant find it, even though its on binaries like the rest of the files of the hex tool and the mod,
im not sure what im doing wrong, i can provide any further explanation.
Also, when i try to run exec patch.txt it cant find the file in binaries, where the borderlands 2 exe is in win32
===================================
ITS FIXED.
The issue was that i was putting the patch in \Library\steamapps\common\Borderlands 2\Binaries\Win32
When it should be in
Library\steamapps\common\Borderlands 2\Binaries
When ingame after 10 secs in main screen, i open console and i go exec Patch.txt wich is in my binary folder, nothing happens, i still cant use a modified gun that requires lvl 50
"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.
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."
Just wait longer before you execute anything.
They are as followed:
Peak Opener
Mouthwash
The Electric Chair
Grounded Easy Mode
Hot Mana
Hard Carry
Winter Is Over
Antifection
Retainer
If you are lost, the GitHub version has some more info. Use the above mod (Hex Multitool) to hex edit your game again, don't use BLCMM to hex edit.
Otherwise, BLCMM is working fine, just not its hex edit.