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Tony Swan

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deleted1483992

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22 comments

  1. Gafonator
    Gafonator
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    • 4 kudos
    Hi, I was wondering, could you share how you packed / unpacked the *pak file?
    I aim to make my own mod in Unreal 4 for this game, and I wanted to understand how one random mod works (this one, for example).
    But when I try using UnrealPak.exe on your file it say there are mismatch errors and it doesn't do a thing.
    However, I can use the same program on game's actual files without problems.
    What gives?
  2. sosoxia
    sosoxia
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    Is this one still work perfectly with 1.2?
  3. Gagak
    Gagak
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    Can you add a screenshot that clearly demonstrates the difference between a standard flashlight and a modified one? That is, the fashion card should have an even number of screenshots — before and after its application.
    1. MagicPush
      MagicPush
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      Here I've made a few screenshots to compare vanilla, this mod (57) and "better Flashlight" (https://www.nexusmods.com/systemshock2023/mods/72).

      Usual dark corner:

      Foggy tunnel:
  4. DeepPilot
    DeepPilot
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    Greetings.

    Is it possible to make a mod that will replace this horrible night vision in v2? Something like a bright spotlight that gives better illumination?

    Also, is it possible to change the behavior of the Sight Vision Enhancement patch so that it gives a constant filter instead of pulsing one? So that it doesn't hurt your eyes.
  5. maskedmurderer
    maskedmurderer
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    Full permission to merge it with any of my Movement Speed and Jump Height Increase mod, and upload it here.
    1. mumhustler
      mumhustler
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      Hi Mask

      • Do you know what game asset file was being changed to increase the range + brightness of the lantern? 
      • EG Where did you find AttenuationRadius (I was in PAWN_Hacker_Implant but cant find it in there)?

      • Also how do you get the intensity (which I can find find in PAWN_Hacker_Implant) to be permanent and not reset when you toggle the lantern in game? 
      Also not sure what happened but the mod author here seems to have deleted his account.  Maybe this mod is now dormant? 
      Cheers 
    2. maskedmurderer
      maskedmurderer
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      Yeah it appears that way, no idea what happened to them. I come back to respond and poof they're gone.

      We we're messing around with the PAWN_Hacker_Implant and they found this setting - AttenuationRadius (I believe with a different editor, a model based one) and then just added it as a new entry.

      I believe there's a base file (one that PAWN_Hacker_Implant uses to change the light source in it's entirety with the exception of the inner and outer cone as those are affected by changes and 'seem' to stick but intensity doesn't. Although (whether it's a placebo effect or not) I've only ever gotten a range of somewhere between 1-9 to stick and I just left mine at 1.5, can't entirely tell if it's even doing anything lol but it seemed like it.

      I found some other files that could do something but haven't had any success. if you want to 'follow the breadcrumbs' try using the map name and linked classes tabs to track down other files associated.

      I also found some other settings we haven't messed with but considering the intensity reset, I'm not even sure where to put them where they would work permanently.
    3. BigTinz
      BigTinz
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      Do you know how to keep the headlamp once you've upgraded to night vision?

      I don't really like NV overlays in games, and much prefer a flash light.
    4. Insector1001
      Insector1001
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      The intensity value in PAWN_Hacker_Implant is the wrong one. it only adjusts light before the activation of the headlamp module. So its on when you start playing from a new game (value needs to be in the 1000's to notice any difference 1.5 does nothing and is a placebo) before you even pick up the headlamp. So there are entry's hidden somewhere that i cant find that controls the intensity of the headlamps, also you'r completely correct on the "I believe there's a base file (one that PAWN_Hacker_Implant uses to change the light source in it's entirety with the exception of the inner and outer cone as those are affected by changes and 'seem' to stick but intensity doesn't"
    5. Insector1001
      Insector1001
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      Actually i'v found where the intensity value is, its in SystemShock\Content\Blueprints\Inventory\Items\Hardware\Hardware_Headlamp.uasset
       "SkipOffsetForNull": 15,
            "RValuePropertyOuter": "#Pointer Error#",
            "RValuePropertyName": "^^^^^",
            "Expression": {
              "Inst": "FinalFunction",
              "Function": "SetIntensity",
              "Parameters": [
                {
                  "Inst": "FloatConst",
                  "Value": 1500.0
                        This should be closer to 6000 instead of 1500

      However i have no idea how to edit this, as i cant find this anywhere else than the scriptbytecode for export 1(onvisionunitactivated) in uassetgui and it doesent seem like i can edit it inside uassetgui .. maybe you know a way to edit it?
    6. erico9871
      erico9871
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      It works!
      Edit HARDWARE_HeadLamp.uexp with a hex editor, at offset 760 is the intensity (1500).

      I don't have the time right now to upload a mod unfortunately.
      Thanks, Insector1001.
    7. maskedmurderer
      maskedmurderer
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      • 8 kudos
      Very nice find. It does indeed work.
  6. Skechers1985
    Skechers1985
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    A MOD would be useful to increase the pocket space without collecting in the game
  7. BANDU
    BANDU
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    Finally. Cheers.
    Brighter/further reaching but with the default cone/width, to give more of a spotlight look, would be cool.
    1. deleted1483992
      deleted1483992
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      I am working on it, its just the unreal engine is a weird engine to work with.. currently the light i have ingame looks more like the Flashlight from Half life 2.. https://imgur.com/a/DpLei2o
    2. mumhustler
      mumhustler
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      Amazing bro, I have been waiting for this!  Keep working on it! 

      EDIT: Unfortunately this mod causes my game to fail to launch (permanent black screen)!!!  Really hope you get it working.
      EDIT 2: OK the problem is that I am also running this mod - specifically the pak with 20% increase to sprint speed and jump height.

      https://www.nexusmods.com/systemshock2023/mods/28

      The 2 mods edit the same implant asset files so that is likely the conflict.  Hoping that as you improve the light function, you could incorporate a file with the character attribute changes from this other mod. 
       
      Agree with bandu - would be good to get a brighter light (4x or more over default?) + going even further out into the game environment.  No need to make it too "wide" though or it looks a little strange (washes out the whole of the FOV).
    3. deleted1483992
      deleted1483992
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      This is my goal https://imgur.com/a/DpLei2o check the Link!
    4. mumhustler
      mumhustler
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      If you mean the 1st / Top screenshot from the link - yes that would be awesome!   
    5. deleted1483992
      deleted1483992
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      the 1st one is the one im going for. It looks similar to the flashlight from doom 3 which was the original inspiriation for the dark levels.
    6. erico9871
      erico9871
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      In the blueprint the intensity is set to 0. I think that's the initial state cause if you change it to like 20000, upon game load your
      flashlight is on and much brighter....until you toggle, then it's set
      back (I assume by code) to default 1500.

      I can go into cheat engine and change it to like 20000 (have to NOP some code first) and it works as a test, but I don't have the skills to figure out how to make it usable.
      I'm sure someone can make a cheat engine table to mod the flashlight brightness.
  8. BigTinz
    BigTinz
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    Thanks!