Would it be possible to increase/decrease the stats of other things, like the armor, tires, engines, etc.?
Also, the handling ornaments don't make the green bar increase, and I'm not noticing much of a difference when they're on or off, so, they may be broken. Or I might be bad at noticing.
1) the green bar won't increase, devs probably forgot about it 2) the tyres in this game already have a decent amount of grip, so an extra few % won't feel too different; one big difference you will feel is the negative/positive steering modifier you get with racing tyres vs sand tyres
https://pastebin.com/7SHnvprJ here's the raw script with comments, you can use it as a guide to hex edit the .xvmc script from the mod and set the values to your liking, just remember that some of them are shared between scripts
I meant like, say, making the fracus frame protect %40 instead of %20 and reducing it's effect on handling/acceleration, or reducing the V8 engine's reduction on handling.
protection is actually a damage scale value starting at x1 [no damage reduction] with no armour equipped and ending at x0.33 [67% damage reduction] with best armour, plus the game uses a "diminishing returns progression" instead of linear values that means the game does another set of calculations instead of simple maths
handling is only affected by mass, same for engines, but I'm not sure where those scripts are, there might be several of them
Interesting...... Long story short, I have an idea/desire for a mod that tweaks the protection the armors give and the effects mass, handling and acceleration have on each other. If/when you find the mass scripts, if you willing to make it, I'd happily pay you for the trouble.
no need for payments, I do this because I want to as for when, it's a matter of whenever we get proper tools to edit and compile .xvmc scripts, so we no longer have to rely on hex editing
Duly noted. If/when you do get the tools, let me know if you are interested in hearing my mod idea. Hope you're doing well, I'll get back to slaying convoys and shivving war boys.
if your idea involves changing some numbers for things like armour protection/mass, engine weight, grip scales, suspension etc, then I've been meaning to do such a mod for a very long time, but like I said, hex editing is tedious and I'd rather wait for proper tools
Is it possible to increase handbrake torque such that the rear wheels will lock up immediately, or increase engine torque across the board for better burnouts? I've been looking through files trying to find something like that but my hex fu isn't strong enough to make sense of these.
handbrake power is in "default.vpgeneralc". you can get that file if you unpack "global\global_vehicle.bl", look for "MaxHandbrakeTorque" value under rear axle data
unfortunately I never found where engine torque is stored. I believe it might be generated by the game depending on engine upgrade levels but I'm not 100% sure
ok, I did that and edited the handbrake torque value, but when i try to convert the file back I get an error saying "the method or operation is not implemented."
edit: nevermind, I just had to get slightly less bad at hex editing.
yep. sadly, we don't have tools that convert those back into game-readable format, so hex editing is all we got. and I assume you hex'd the float32 "2350", cos that's the value I saw when checking earlier
yeah, but when i repack the files i get a crash on launch, even if i don't edit them.
nevermind again, I was misunderstanding how the directory structure works. it doesnt need repacked, just put in the right place. instant lockup handbrake makes a huge difference, feels way better. Also, I haven't found a base engine torque value, but i did find a value for final drive ratio. increasing that has a similar effect.
final drive ratio controls controls top speed, but since top speeds are capped at ~42mph, it doesn't do much, so you end up shortening the gears even further. unless, avalanche are being avalanche and that's just another value that doesn't do anything...
final drive should also affect acceleration, if it works like an actual car. But from an actual car standpoint, the values for a lot of things make zero sense (3,000 rpm rev limiter lmao). but there's a variable for an aerodynamic speed cap, which, in conjunction with some other changes, does seem to let the car go somewhat faster if raised.
hoo boy, there's so much stuff getting in the way of increasing top speed. physics data, auto-shifting points, infinite gear in MO configs, gear ratios themselves. I can guess why they did all this, but it's so disappointing that it's a thing
also, looking at some unused UI textures, cars were meant to have speedometers, or at the very least rev dials
I can sort of do that but the game doesn't like it when some values, like damage scale, are set to 1 best I can do is make magnum opus take 99.9% less damage, otherwise the game just ignores that value for some reason
I think you're the only one who made a mod that can change stats, I'd like to ask if you know how to change max equipment stats (or if it's even possible)? I mean increasing the carried shotgun ammo and increasing the power of the last double-barrel shotgun to the level of Quadruple barrel shotgun power - it's stupid that Quadruple barrel can destroy armored wheels with one shot and the shotgun unlocked at the end can't
maximum amount of ammo has shared values with other upgrade data so I can't do that without potentially breaking other things. as for the shotgun, I tried making L5 as strong as L4 but never figured out which stats actually make it pop armoured wheels etc so I just kept using L4 instead
Hi, how are you? I thought this mod was pretty good!! I just wanted to ask, the speed increase could be a little more than 2%?
normally when i have the magnum with all the possible upgrades, the weight of it increases, which decreases the speed and that always seemed to me a problem in the game. if it was possible to increase that percentage, the weight of the car would no longer be a problem.
what sort of increase are you thinking about then? I could make it 4-5% since you don't get actual top speed increase because those are broken, thanks avalanche
mmm I don't know, yes, I guess that increase would be a bit better since, as you say, the real increase in speed is non-existent, so maybe 5% would be more noticeable, since if you raise it to 10% for example, it would be too much. or maybe it would be a good number too, in the end you are the one who decides
if you know your way around a hex editor, you can manually change the acceleration scale by opening the .xvmc file from this mod and changing the 32bit float located at hex address CF8 [decimal 3320] I remember testing it with values around 6-7% and it felt ridiculously fast with just the 1st V6 engine upgrade installed
Could just lower the weight artificially? (I'm having trouble understanding how the top speed buff is broken, but it works anyway. Is it that acceleration works, and thats what we are modding instead of top speed?)
lowering weight would improve acceleration, true, but you wouldn't get higher top speed acceleration buff works correctly - the game runs a stat buff script for accel and it does what it should, but the script for top speed doesn't do anything here's how the script looks after decompiling:
I don't know if it works correctly but I installed two ornaments for better acceleration/speed, I did a test with a stopwatch in hand (not very accurate I know) but acceleration seems to be the same with and without the ornaments, tested on upgrades - second from the end ramming grill, second from the end armor, third from the end V8, last tires for asphalt, rest of the upgrades maximum, driving on a flat asphalt road
I've set the accel scale to 0.30 and I have to admit I'm not seeing much of a difference either. try hex editing the script file as well, offset CF8, then test it. sadly it's possible that the top speed ornaments are just broken as well :\
EDIT: I've set the value to -0.60, meaning the accel is REDUCED by 60%, and the car was slow as hell, so the acceleration part of the ornament definitely works, just remember that vehicle top speeds in this game are quite low and it's motion blur and other graphical effects that make it look fast
Wow. Does the top speed drop too if you apply a negative value? Edit: I sort of wonder if the top speed is applied only during Turbo Injection NOS. (I turned off all the motion blurs when I first launched the game. I don't like being gas-lit in games. Lets light some gas!!!)
unfortunately I tried to edit such a file for the first time and I can't do it. the bonus for the next engines is 20% so maybe you could try changing it to 10% for each ornament? 4% for both ornaments in my opinion are practically unnoticeable later in the game
KamikaziFly: nope, the top speed doesn't change at all, only the accel was nerfed when I set the ornament buff to negative
gintero: get HxD, it's a simple hex editor. then do what I said in the previous comment and change the acceleration buff to 0.2 if you want. the point of this mod is to improve the stats, not make them overpowered. I might update the mod and set the bonus to 5-6% but anything higher would be too much imo
hello again F430GTC, I will try to change the value you tell me, from what I understand I need an editor called HXD? in any case if you plan to update the mod I will be attentive, since possibly you will do it better than me and my attempt to edit it XD
I don't know if this is the right line, but if so, now what should I do? how can I change the value?
I wish I could do it "better" but we don't have proper tools to actually edit those xvmc scripts so we can only hex edit them for now.
press ctrl+G to go to a specific offset, type in "CF8" in the box that shows up, then press ok in the data inspector panel [big box on the right side] double click on the second field next to "single (float32)" and type in a number, for example 0.2 press enter to confirm the value, then press ctrl+S to save the file and run the game
I did some testing on a 100% save and the cars with heaviest upgrades are a little slower, so maybe something like 8% accel buff would be good?
like I said to gintero, I want to improve the ornaments, not make them overpowered, but I understand players want something good too
hello F430GTC I did it like you said and used the value of 0.2 so that value of 0.2 is equivalent to 8%? or do I need a different value for that percentage?
that was just an example, but 0.2 value will be a 20% accel buff, 0.08 is 8% etc you can try different values and see what sort of buff feels best/optimal
I configured the file thanks to your last instruction to 0.2, I have such conclusions that the acceleration bonus does not work with V8 engines only with V6 (tested on several engines, not all), also on the acceleration bonus bar all V6 have better statistics than V8 , now the second V6 has the best statistics xD
F430GTC in that case I will try with a value a little higher at 20% to see if the weight of the improvements at 100% does not affect the acceleration. thanks for the instructions my friend!!!
by the way, is it true that this only affects the V6 engines and not the V8?
Hi F430GTC, would it be possible to remove the health boost from fury kills/change fury mode time to 0/disable fury mode itself? As this single mechanic alone destroys the games survival aspect. One can choose not to upgrade max abilities, strongholds and not visit griffa but there is no way around that constant health boost making both food and water obsolete.
1) disabling health boost could be done with a compromise the script system references a location from a table of unique values rather than explicitly stating them; health boost shares its value, which is 100 stored as a 32bit float, with 2 other bits of code. while it's not the end of the world, I'd much rather mess with some unique values instead
2) it might be possible by setting the number of "combat points" required to start fury to either 0, -1 or some ridiculously high number
3) if memory serves, fury could be disabled entirely by flipping a switch, I'd just need to find a suitable global file to make that happen
Wow thank you for the detailed answer. Made me try and unpack the games archives just to realize how far above my competency level this is. But it's fine, sorry for going off topic.
you're welcome. the biggest pain right now is that fixed table of values. if we had a tool that converted scripts to a "source code", then back into something usable by the game, we'd be all set. but we don't so hex editing some values is all we got for now
EDIT: forgot to mention this - I've done some quick testing. I set the value of 100 to 0 and you lose the health boost, 100 points from killing an enemy while fury is active, and you also lose 100 "combat points" from a critical hit. fury still works as normal, you just don't get healed and you don't get extra stacks of fury
if you'd like, I could knock together an edited version of the script and upload it to mega. if you're skeptical, you're welcome to run it through virustotal
I don't think that's possible. each enemy vehicle has its own separate config, and those configs have checks that tell the game if you can or can't rip off parts, so rather than having the harpoon detach ANY part, you'd need to edit EVERY single vehicle config to remove those checks
51 comments
Also, the handling ornaments don't make the green bar increase, and I'm not noticing much of a difference when they're on or off, so, they may be broken. Or I might be bad at noticing.
2) the tyres in this game already have a decent amount of grip, so an extra few % won't feel too different; one big difference you will feel is the negative/positive steering modifier you get with racing tyres vs sand tyres
https://pastebin.com/7SHnvprJ here's the raw script with comments, you can use it as a guide to hex edit the .xvmc script from the mod and set the values to your liking, just remember that some of them are shared between scripts
that means the game does another set of calculations instead of simple maths
handling is only affected by mass, same for engines, but I'm not sure where those scripts are, there might be several of them
as for when, it's a matter of whenever we get proper tools to edit and compile .xvmc scripts, so we no longer have to rely on hex editing
unfortunately I never found where engine torque is stored. I believe it might be generated by the game depending on engine upgrade levels but I'm not 100% sure
edit: nevermind, I just had to get slightly less bad at hex editing.
and I assume you hex'd the float32 "2350", cos that's the value I saw when checking earlier
nevermind again, I was misunderstanding how the directory structure works. it doesnt need repacked, just put in the right place. instant lockup handbrake makes a huge difference, feels way better. Also, I haven't found a base engine torque value, but i did find a value for final drive ratio. increasing that has a similar effect.
unless, avalanche are being avalanche and that's just another value that doesn't do anything...
also, looking at some unused UI textures, cars were meant to have speedometers, or at the very least rev dials
looks really scuffed, but go figure
best I can do is make magnum opus take 99.9% less damage, otherwise the game just ignores that value for some reason
https://github.com/gigaHours/Gibbed.MadMax/releases/tag/updated-1.3 to convert/reconvert loose files
modded files are loaded by making a "dropzone" folder in main game folder and then putting modded files into their original unpacked folders
as for the shotgun, I tried making L5 as strong as L4 but never figured out which stats actually make it pop armoured wheels etc so I just kept using L4 instead
I thought this mod was pretty good!!
I just wanted to ask, the speed increase could be a little more than 2%?
normally when i have the magnum with all the possible upgrades, the weight of it increases, which decreases the speed and that always seemed to me a problem in the game.
if it was possible to increase that percentage, the weight of the car would no longer be a problem.
is it possible to do it?
thanks
because those are broken, thanks avalancheI remember testing it with values around 6-7% and it felt ridiculously fast with just the 1st V6 engine upgrade installed
(I'm having trouble understanding how the top speed buff is broken, but it works anyway. Is it that acceleration works, and thats what we are modding instead of top speed?)
Great job with your mods btw!
acceleration buff works correctly - the game runs a stat buff script for accel and it does what it should, but the script for top speed doesn't do anything
here's how the script looks after decompiling:
EDIT: I've set the value to -0.60, meaning the accel is REDUCED by 60%, and the car was slow as hell, so the acceleration part of the ornament definitely works, just remember that vehicle top speeds in this game are quite low and it's motion blur and other graphical effects that make it look fast
Edit: I sort of wonder if the top speed is applied only during Turbo Injection NOS.
(I turned off all the motion blurs when I first launched the game. I don't like being gas-lit in games. Lets light some gas!!!)
gintero: get HxD, it's a simple hex editor. then do what I said in the previous comment and change the acceleration buff to 0.2 if you want. the point of this mod is to improve the stats, not make them overpowered. I might update the mod and set the bonus to 5-6% but anything higher would be too much imo
in any case if you plan to update the mod I will be attentive, since possibly you will do it better than me and my attempt to edit it XD
I don't know if this is the right line, but if so, now what should I do? how can I change the value?
press ctrl+G to go to a specific offset, type in "CF8" in the box that shows up, then press ok
in the data inspector panel [big box on the right side] double click on the second field next to "single (float32)" and type in a number, for example 0.2
press enter to confirm the value, then press ctrl+S to save the file and run the game
I did some testing on a 100% save and the cars with heaviest upgrades are a little slower, so maybe something like 8% accel buff would be good?
like I said to gintero, I want to improve the ornaments, not make them overpowered, but I understand players want something good too
I did it like you said and used the value of 0.2
so that value of 0.2 is equivalent to 8%?
or do I need a different value for that percentage?
you can try different values and see what sort of buff feels best/optimal
does not affect the acceleration.
thanks for the instructions my friend!!!
by the way, is it true that this only affects the V6 engines and not the V8?
1) disabling health boost could be done with a compromise
the script system references a location from a table of unique values rather than explicitly stating them; health boost shares its value, which is 100 stored as a 32bit float, with 2 other bits of code. while it's not the end of the world, I'd much rather mess with some unique values instead
2) it might be possible by setting the number of "combat points" required to start fury to either 0, -1 or some ridiculously high number
3) if memory serves, fury could be disabled entirely by flipping a switch, I'd just need to find a suitable global file to make that happen
EDIT: forgot to mention this - I've done some quick testing. I set the value of 100 to 0 and you lose the health boost, 100 points from killing an enemy while fury is active, and you also lose 100 "combat points" from a critical hit. fury still works as normal, you just don't get healed and you don't get extra stacks of fury
if you'd like, I could knock together an edited version of the script and upload it to mega. if you're skeptical, you're welcome to run it through virustotal
enjoy, installs the same way as any other of my mods
tl;dr - unfortunately no