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?
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.
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.
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.
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"
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?
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
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).
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.
22 comments
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?
Usual dark corner:
Foggy tunnel:
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.
- 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
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.
I don't really like NV overlays in games, and much prefer a flash light.
"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?
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.
Brighter/further reaching but with the default cone/width, to give more of a spotlight look, would be cool.
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).
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.