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maskedmurderer

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maskedmurderer

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21 comments

  1. GSXP
    GSXP
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    does this mod still work with 1.2 update?
    1. sisinka
      sisinka
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      Yes.
  2. autoxguy
    autoxguy
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    Is the ~mods folder required to be in the Paks folder for the mod to work, or is the ~mods folder optional?
    1. maskedmurderer
      maskedmurderer
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      Optional, just keeps your mods separate from the main files.
  3. banna8
    banna8
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    I'm not sure if these values are in a similar location, but were you able to find anything on how the brightness or range of the headlamp could be changed while you were working on this?
    1. maskedmurderer
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      They are not but I have found settings where you can change the radius of the light and the intensity, there are only two problems with it.

      1.The intensity setting doesn't change the range much but rather how bright the light is (strange right?) or at least that's how it appears in my game.
      2.The settings for it are tied to the character so any mod that edits those settings will need to be merged (Any movement/jump mods).
    2. banna8
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      Thanks for looking in to that! I hope there are some developments on that front down the line, as I'd love to make using the headlamp more impactful. Thanks for all of the mods you've been putting out!
    3. maskedmurderer
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      No problem, I will be experimenting with it some more, maybe I'll find some settings that work better.
    4. deleted1483992
      deleted1483992
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      I wonder what kinda utility do you use to pak the files after editing them? since there are no mods for a better headlamp i figured i might as well just make it myself, but repacking .pak files in unreal is some of the most convoluted and agonizing thing i'v ever done, and i cant for the life of me figure out how its done outside the s#*! unreal ed. 
    5. maskedmurderer
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      I use quickbms to unpak (unreal_tournament_4.bms or unreal_tournament_4_0.4.27d_paks_only.bms depending on if it's a feisty one)
      I use UAssetGUI to edit and save under 4.27 in the version menu.

      And I use old AssetEditor to repak
      GitHub - kaiheilos/Utilities

      Here's an old guide I used to get started when I was making my own 'patches' for Aliens Fireteam Elite
      Unreal Engine 4 Modding - Google Docs

      Just be wary that some of it is dated to an extent and might not apply to System Shock.

      As far as a headlamp mod goes, (unless you found something new of course) I've found a way to increase the radius and 'intensity' of the headlamp, make the headlamp cast shadows, and decrease the range at which enemies detect it. I've also found a way to stop the Infrared Upgrade from replacing it.

      The problem with the radius and 'intensity' is a weird one. If you increase the radius (of which there are two, inner and outer) it will render on your gun and hands more which isn't inherently a problem if you don't mess with the 'intensity' or have your game too bright as the headlamp seems designed in a way where the brightness ramps up dramatically as you get closer. So your gun and hands turn into blinding neon lamps.

      So now onto 'intensity'. When I first saw this s#*! I thought I had that sonuvabish. I was like 'there it is, that's it, all the world's problems, solved.'

      Turns out it just increases the brightness with very little return in distance and the kicker is, because of the above issue, the closest items are extremely bright while anything out past vanilla light range see barely any increase and increasing the radius and 'intensity' together just make both problems worse (as far as I can tell in my game). It also seems to be affected by a small range of numbers, I figure somewhere between 1-8/9/10 give or take.

      Best settings I've found for it are:
      InnerConeAngle 15
      OuterConeAngle55
      Intensity     1.5
      CastShadowsTrue/False depending on prior performance (totally random fps hits for me)

      All can be found in -> SystemShock\Content\Blueprints\Characters\Hacker\PAWN_Hacker_Implant

      Look for 'Export 101 (HeadlampLight_GEN_VARIABLE)' at the bottom if you're using UAssetGUI.

      My settings for it are based off/tested on the PitchBlackAllLevels version of the Darker Maintenance mod and a custom merge I made of the old version of Calm Lighting and Less Exposure mods to reduce bloom to 50% and drop exposure by 8%.

      Good luck finding some shit.
    6. deleted1483992
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      WTF DOOD, thanks. you litirialy answer'd questions i hadn't even asked yet
    7. maskedmurderer
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      lol no probs
    8. deleted1483992
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      I found Fmodel a bit easier to use, since you can search for Uasset files in the .pak files. I did a search for headlamp and there's quite a few files, so i guess il f*#@ around and see what each one does. im positive one controls the range of the emissive texture tho |  https://imgur.com/a/PEye0fB |
    9. deleted1483992
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      I think i'v found the way to do it. It seems like the light is just a default Unreal Spotlight that is moveable, so all the default commands should work if they can be added somehow..  Satisfactory also uses the default spotlight for light so im going to see if i can steal some stuff from it and use it to create a new light with a longer range.. is it possible to inject commands into the stock system shock or does it have to be replacements? 
    10. maskedmurderer
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      I'm not entirely sure myself if you can but I did see a post mentioning something like this, maybe what they got going on can help you out.

      https://www.nexusmods.com/systemshock2023/mods/2?tab=posts
    11. deleted1483992
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      I'v found the command to do it Attenuation Radius and it needs to be at 2500.. however the game lacks a specific setting for it so it just goes by the default value of 1000 and i do not have the skills to import it to the game. I tried replacing intensity ( in HackerPawnImplants ) with attenuation radius but i wasent able to really make it work. if you can find something to replace it with in the spotlight component section ( section with the cone thing you talked about ) that's better than intensity it might work. It might be that the intensity was to low for it to work and that it needs to be raised too but i couldnt really see anything else i could replace it with
    12. maskedmurderer
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      Did you try adding it as a new entry? Maybe try it with a different 'Type' ( FloatProperty ) ( IntProperty )
    13. deleted1483992
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      I did, that's partly why i chose Intensity, becasue it already was a float property. but honestly i really dont know how to add a new entry
    14. maskedmurderer
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      Hey I see you posted your mod, very nice. I did some experimenting with it a little it last night and added some of it to PAWN_Hacker_Simple -> Export 304 (PlayerCamera_GEN_VARIABLE) -> CameraComponent -> PostProcessSettings and got a weird result.

      It gave me a headlamp without having one equipped XD and as soon as I got the headlamp and turned it on and off, the base one disappeared.

      I also found a file that has AttentuationRadius in it and a new entry called SourceLength.

      SystemShock\Content\Blueprints\Game\Citadel_EXT.uasset

      Export 9 (PointLight_GEN_VARIABLE) -> PointLightComponent

      Figured it was worth telling ya, but I didn't have noticeable results from it.

      Good luck with improving it.
  4. Delta616
    Delta616
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    Does this only affect the V1 headlamp? That's what i'm hoping for.
    1. maskedmurderer
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      I believe it effects both the headlamp and the infrared unit as they are both tied to the drain settings however I can create a version that has vanilla drain for the infrared unit but extremely slow drain for the headlamp if that would interest you.