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Topic Summary

Posted by: Klatu
« on: 19. December 2023, 23:21:03 »

@TheifsieFool- I'm probably too far into silvers mod to give up now. Will give it a crack on the next playthrough and report my findings. Cheers.
Posted by: ThiefsieFool
« on: 19. December 2023, 11:37:13 »

Dumb question, but why not just make the W key do it?
The game hitches when you run more than a few console commands at once.

Crud I should have asked; Is Biosec even compatible with Remastered?
It should be compatible but has never been tested. Feel free to share your findings.
Posted by: Klatu
« on: 18. December 2023, 22:10:28 »

Just to clarify for anyone who might be entertaining the same idea, both ammo stack sizes and wallet capacity commands persist through loading/saving and levels transitions, however they will only remain active in the current instance of the game. So you need to reapply them each time you start the game up.

More accurately, surplus ammo/credits do not expire even when the commands have not been reinitialized. But you will need to reinstate those commands in order to keep adding to the defined stack limits.

The tweaks are coming into play a lot sooner than I anticipated, at least in the context of this mod. There is still a staggering amount of loot potential outside of what you get from corpses, especially in the context of Big Daddy farming and hand-placed items.

That said, I am absolutely loving this playthrough. The additional received damage and hardiness of Big daddy's feels really good. BD's can actually one-shot you now. One thing I still don't agree on is the hack gating in the early chapters. Some turrets/systems that you have no way of hacking due to skill requirements. Launcher turret between lower wharf and Peach wilkons being a prime example. You are forced to destroy it as it's not possible to attain rank 4 engineering on this level. One other detriment is that you are cock-blocked from the very first vendor machine encounters in tutorial level, which is probably one of the few times where you really need a hacked machine.
Posted by: Klatu
« on: 18. December 2023, 00:53:35 »

Holy shitballs the hacking in Silvers mod is so busted. The timing for a camera on Medical pavilion is about 3 tiles per second with an initializing speed of 1 or less seconds. Not sure if difficulty factors into it at all, I'm assuming it does as these hack times are actually impossible without tonics/upgrades.

Even after I tweaked the value to be more consistent with the tutorial bot hack, systems are barely hackable, like 500% harder than vanilla 'tweaked' - god knows who playtested this, if that happened at all lol. Granted I am playing the Remaster version and on Survivor. Surely something hasn't translated correctly or difficulty was not factored into the hacking tables.   
Posted by: Klatu
« on: 17. December 2023, 23:28:20 »

Crud I should have asked; Is Biosec even compatible with Remastered?
Posted by: Klatu
« on: 17. December 2023, 23:16:25 »

@ThiefsieFool

Wow I actually did it with the help of your Biosec mod. Much to my delight and surprise it actually carries through transitions! I did not expect that at all. :O

I guess the only thing to do now is map a whole bunch of random buttons to the ammo stack sizes. Shame you can't make a batch command for that. At least I don't know if that's possible.

Thanks so much for that resource, TheifsieFool. Your mod actually looks like l something I would enjoy, possibly more than Silvers. The hacking overhaul in silvers mod doesn't make a whole lot of sense to me as it effectively locks you out of early-game hacking almost entirely. Anything but the tutorial bot hack shorts in 1 second or so, obviously necessitating tonics/upgrades... That and there appears to be inconsistencies in enemy scaling, some deck1 enemies requiring 25+ wrench headshots to kill. 

The death penalty in your Biosec mod appeals to my masochistic senses. I may actually start over with your mod come to think of it. :)

PS. Many thanks to Silver for his mod also.

Posted by: Klatu
« on: 17. December 2023, 21:31:12 »

Anyone know where I might find the decompiled script source? I could only find a script to export models from the game..

Something tells me that this sort of tweak might actually be impossible by virtue of having the data reset during transition. I can only assume that the counters will revert to the default maximum capacities in that instance resulting in a loss of any surplus items.

I know this is going to be largely inconsequential in the early-game being that with the new loot tables you can easily kill 25 splicers and loot absolutely nothing from them. My thought process, as always, is that I will inevitably reach a point in progression where I want more storage, particularly true if you are playing with the sole interest of having a persistent war with splicers and no real interest of ever finishing the game.   
Posted by: sarge945
« on: 17. December 2023, 17:47:54 »

Many values are not read from the ini files for some dumb reason.
You can use the ini files and decompiled unrealscript source to create console commands that will change whatever you want, however some of those changes don't persist properly between level changes, you have to remember to press a button after each level change or reload, since nothing reliable was found to trigger the console commands automatically.
I mean, I'm sure someone could do it, far more impressive hacks have been made, it's just that no one with the skills cares.

Dumb question, but why not just make the W key do it?
Posted by: ThiefsieFool
« on: 17. December 2023, 16:58:23 »

Many values are not read from the ini files for some dumb reason.
You can use the ini files and decompiled unrealscript source to create console commands that will change whatever you want, however some of those changes don't persist properly between level changes, you have to remember to press a button after each level change or reload, since nothing reliable was found to trigger the console commands automatically.
I mean, I'm sure someone could do it, far more impressive hacks have been made, it's just that no one with the skills cares.
Posted by: Klatu
« on: 17. December 2023, 12:17:59 »

Hey guys,

Did anyone ever make any progress on why weapon edits don't actually manifest in-game?

I was trying fruitlessly to change stack sizes for ammo within the weapin.ini in absence of the ability to increase wallet capacity and noticed it doesn't do a damn thing.. Can't really wrap my head around that as the values are pretty clearly defined within that file.

I got super excited when I discovered this mod just today. The part which excited me the most was that I would get to play a challenging overhaul of the game in addition to fixing the issue that has really bugged me since the first time I played, which is the annoyance that those very limited stack sizes have both for ammo and credits.

No doubt this is going to sound silly to most but I went from super-pumped to downright miserable the moment I realized I still could not change any of this and then lamented that I would have to do the stupid lockbox hoarding all over again to satisfy my hoarding needs. At that point I just gave the 2K logo the finger literally and I cannot even muster the enthusiasm to even play now.

I figure if anyone can give me a definitive answer on whether it's even possible it's likely here. If not, well I can say a final fuck you to 2K and be done with the game for good with a lingering redeeming final thought that I am proud that I am one of the few to abstain from supporting these money-grubbing mod cock-blocking fuckers throughout the years.
Posted by: ThiefsieFool
« on: 25. July 2023, 11:58:41 »

Check AI.ini for entries like "Multipliers=", the multipliers vary both per weapon (stimulus) and per enemy.

These are the splicer settings.
Posted by: Ether Bot
« on: 25. July 2023, 09:49:31 »

I understand that the damage of headshots were edited for each weapon, but does anyone have any idea how?
Posted by: sarge945
« on: 11. November 2021, 05:43:23 »

Rip

Haha I don't have a son. I was quoting this:

https://youtu.be/FxKtZmQgxrI
Posted by: Dragfest
« on: 10. November 2021, 18:14:11 »

Hello,

In the weapons.ini file i have changed BaseMagazineSize to 50 instead of 40 for the tommygun but ingame nothing has changed.
Does anyone know why it did not change?
Posted by: aurocell
« on: 04. August 2021, 08:28:24 »

Bioshock Infinite is the most disappointing thing since my son...

Rip
Posted by: sarge945
« on: 31. July 2021, 15:10:19 »

Bioshock Infinite is the most disappointing thing since my son...
Posted by: ZylonBane
« on: 28. July 2021, 18:19:48 »

Bioshock: Infinite is one of the most disappointing games ever, in my view.
I'd think that after Bioshock you would have learned your lesson.
Posted by: JDoran
« on: 27. July 2021, 19:45:55 »

Bioshock: Infinite is one of the most disappointing games ever, in my view. It's a simple but OK linear first person shooter with often really good graphics and sound, and frequently great atmosphere. And some of the writing is great, including much of the script that applies to Elizabeth.

On the minus side, the game can be pretty boring at times, the gameplay is a huge step step backwards from the first two games, the ending is depressing, pretentious, and doesn't make much sense. The game has a really good setup, story and atmosphere, at the start, and the game then utterly fails to utilise them. My favourite genre is the first person shooter, but even to me, Bioshock: Infinite's world was wasted in a first person shooter. The gameplay deserved to be much deeper, with RPG type aspects, and a storyline that branches according to the player's actions and decisions. Instead, the gameplay is very shallow and, at least to me, doesn't have any replay value.

There are so many terrible decisions in the game, such as the weapon carrying limit  (and the magically appearing weapon upgrades, so that when you drop a weapon and later on pick up a different weapon of the same type, then it magically has whatever upgrades you'd previously added to the earlier weapon), Elizabeth being basically an indestructible source of salt and ammunition during a firefight, the way where you spend most of the game in a flying city made up of flying platforms, yet if you tried to walk/jump off whatever flying platform you are standing on (which would lead to your character's death, but we all tried it once  ¯\_(ツ)_/¯) , then you don't actually fall, instead you either are instantly replaced back on that same platform, or you hit an invisible wall and so can't fall of the platform. Thereby removing the fear of you falling and dying if you are careless in that flying city.

And on and on. So many bad design choices. But the pre-release videos of the game, that contained features cut from the final game, made the game look like it was going to be something really special. But instead it turned out to be just another beautiful but very shallow game, with pretentious rather than good writing, and to me, it's just an extremely good example of a mediocre game with some very good aesthetics.
Posted by: sarge945
« on: 27. July 2021, 01:25:27 »

Guess they can't even get that right..


Still, it was a lot worse in infinite. You basically pop out 3 feet away from where you died.
Posted by: JDoran
« on: 20. July 2021, 21:11:44 »

Didn't Bioshock 1 release a patch that allowed you to turn them off in the options?

Because we're at a stage now in the game industry where you need a major patch before your game is considered playable

I certainly agree that it's ridiculous that games are so often released with serious bugs or flaws (and is there any other industry that could treat it's customers as badly as the games industry does and still survive?), but I wouldn't really call the Bioshock games unplayable with the vita chambers permanently activated. Disabling them is more a quality of life feature really. Or at least, it should have been.

Ironically, and supporting your implication that the games industry is so useless, the option to disable vita-chambers (which was introduced in a later patch, as you say) isn't really worth using. See, when you have installed the patch, and turned off the vita-chambers in the games menu, then when you are playing the game and you die it goes straight back to the main menu. That sounds like a good idea, but actually, when you die it takes longer for the game to go back to the main menu and for you to access the load the game-save menu, than it does for when you die to respawn in a vita-chamber and for you to access the load the game-save menu, so I just use leave the vita-chambers option activated in the game's options menu, and so when I die I respawn in the vita-chamber and then I manually select the game-save menu and load the last game-save.

It's just quicker. And the disable vita-chambers option was never released for Bioshock 2, though given the way it was implemented in Bioshock 1 then I really don't miss it. Why didn't they make it so that (if the vita-chamber option was disabled) then when you die you automatically go to the load a game-save menu?
Posted by: sarge945
« on: 19. July 2021, 23:31:53 »

Didn't Bioshock 1 release a patch that allowed you to turn them off in the options?

Because we're at a stage now in the game industry where you need a major patch before your game is considered playable
Posted by: ThiefsieFool
« on: 17. July 2021, 23:42:52 »

You can set vita chambers to consume an arbitrary amount of money, with console commands.
Looking at the source also indicates that they could be turned on and off originally.
However they've pretty much been hardcoded before shipping to be as casual as possible, so even with hacks they will always resurrect you, sufficient money or no.
Posted by: JDoran
« on: 17. July 2021, 18:26:24 »

If you guys ever start fixing this mod up again, consider combining efforts with thief - he got vita-chambers to charge money per respawn!

Oh, I would like that in Bioshock 2 (the one I keep replaying). I NEVER use the vita chambers (after death, I always just load a save) as it just feels like cheating to use the vita-chambers, and the game is already too easy, especially when you you know everything about the game because of repeated play-thoughs.

But if the vita chambers actually depleted something of value from your inventory, then that might make them acceptable as a game mechanic. Either use money (a decent amount, not just a token few dollars), or maybe two or more EVE syringes. And if you don't possess  the required payment then ideally the game would end.
Posted by: aurocell
« on: 17. July 2021, 05:14:31 »

If you guys ever start fixing this mod up again, consider combining efforts with thief - he got vita-chambers to charge money per respawn!
Posted by: Hannibal Rex
« on: 07. March 2021, 19:26:02 »

Hey guys,

It's been almost 7 years, but the remastered versions have enticed me to pick up the first two Bioshocks again. I'd like to do a light mod that only changes the ADAM economy. The last time around, I did something similar by editing loottables.ini in this mod, but does anyone have a set of unmodded ini files from the remastered game?

I haven't had any luck googling how to extract the files from configini.ibf Can I get some pointers there? Would I need all the files extracted, even If I only want to change the loot tables?

Editing configini.ibf directly with Notepad++ didn't work, the game won't start afterwards.
Posted by: ThiefsieFool
« on: 10. January 2019, 08:17:32 »

It's posted in this forum already, not sure if it works on Remastered or no, but it probably does
Posted by: xxPYROYxx
« on: 09. January 2019, 20:54:59 »

Thiefsie, i would love to get my hands on your mod. like especially if its as big as the one in this thread and geared towards remastered. i love a challenge and the more horror-survival that this mod offers
Posted by: ThiefsieFool
« on: 31. May 2018, 08:09:13 »

You can remove all the stack limits for money and other items with console commands.
But mods that are based on console commands are awkward because there's no easy way to rerun the commands after their effects run out when you load a new level, you have to press a key or something after every reload / new map. It's why I haven't released my mod yet, it's too user unfriendly.
Posted by: dnecro
« on: 31. May 2018, 07:12:11 »

First of all, I want to thanks everyone work on this mod. It brings back this game to its roots as much as possible without proper tools. It gives me joy to play again and again :).
Secondly, There is some little bugs I encountered. If anyone want to fix it, I am posting in here. They aren't so game breaking but annoying at most :). Here I go:

1) While completing emp bomb if player leave level (Deck? :P) and come back EMP Bomb mission never completed and keep saying "Pickup completed EMP Bomb" even after mission and level finished.

2) Save files can't get time stamp and level name. Instead of this: "2018-05-31  Arcadia (Autosave)" it stamp place holders and level's file name: "DATE.FORMAT 1-MedicialDeck"

3) When in Arcadia and start pumping lazarus vector, You go back and close enterance door. But when you hit switch it also look the tunnel door which lead to lab and pump and that makes quest little useless. All you have to do hide somewhere near locked tunnel door and wait spicers coming. If they manage to pass all security you hacked they still stuck at front of door and trying push it even if you hit them. After all spicers stuck all you need throw 1 ox tube and boom (anyone order extra crispy spicers?).
You can clean all waves like that.

Lastly, I want to add a suggestion; If someone going to fix them can it remove that stupid money limit? (if possible) Instead of spending it mindlessly because its full I really want to collect until I need it REALLY need it. With all these changes 500 buck very low limit. (You can't even buy 5 buck of anti-personel ammo).

Well if anything comes up I will add them here later too. Thanks for everyone for reading this.
Posted by: xxPYROxxJONESx
« on: 28. February 2018, 07:12:25 »

no idea! but i feel like its probably 7.2 because after i picked up a couple of hacking tonics hacking became incredibly easy. like, with fresh hands it took many attempts to hack anything... now assuming i am high enough level to hack it, i tend to hack it first try. part of me did wonder whether picking up a tonic broke that part of the mod. but it could just be 7.2 being to easy... when i have more tonics ill experiment around to see if something massive is changing or whether i just have really good tonics.
Posted by: Joe
« on: 26. February 2018, 22:50:59 »

Which alpha version does Jerk's link contain? I remember 7.2 being quite easy compared to earlier versions.
Posted by: xxPYROxxJONESx
« on: 24. February 2018, 20:10:30 »

OK, I've reread the forum. from 2016 onwards. and I've come to the conclusion that you install it using the instructions from the first post.
Posted by: xxPYROxxJONESx
« on: 24. February 2018, 19:35:08 »

I think so, definitely works enough to play the game that's for sure! I'm going to re-read through the forum to see how the installation works with remastered. I forgot to read the installation instructions back at the beginning (waited so long for this to be reposted xD). and even without following them the mod was definitely affecting things. but i think i might have been missing a few features/ the features weren't working correctly. its been so long since I played the original I cant tell if its 100% working. i'll post any relavent instructions fresh here at the bottom.
Posted by: Joe
« on: 23. February 2018, 01:51:01 »

So Jerk's link works for BioShock Remastered?
Posted by: xxPYROxxJONESx
« on: 22. February 2018, 13:03:29 »

U man, R a damn Hero! nay, a legend even!
Posted by: Kolya
« on: 20. February 2018, 14:45:44 »

Thanks Jerkakame. I attached the file to your original post about it as well.
Posted by: Jerkakame
« on: 20. February 2018, 04:53:16 »

Heyyo

I check this thread sometimes to see if Silver has updated it.

Dropbox changed the public share links thingy a while ago so all old links died.

Heres the new link

https://www.dropbox.com/s/5tu37xss1bilimn/bioshock%20silver%20mod%20-%20remastered%20fix.zip?dl=0


and a Mediafire mirror incase something happens again

http://www.mediafire.com/file/dlizucp3u9o1xnt/bioshock%20silver%20mod%20-%20remastered%20fix.zip


Posted by: Kolya
« on: 27. October 2017, 10:37:26 »

You can attach files to your post. A moderator will remove the expire date if it's found useful.
Posted by: xxPYROxxJONESx
« on: 27. October 2017, 09:55:09 »

yeah, i will try and fix it eventually. very pre-occupied with my A-levels atm tho. I'm a total novice in regards to the work required to fix his mod, but im sure im capable enough if i dedicate some time to it. waiting for TTW for FNV first tho (as im quite confident with this aspect of modding). would be nice if i could just pick up and play BS1 tho. I'm hoping someone with the mod will make it available tbh. if it never turns up u can probably expect to see a fixed version show up here next year. hopefully someone will share a way for me to upload it for everyone without fear of the link breaking; because i know once ive fixed it and uploaded it and completed the game it will be few years before i play the game again, and ill probably forget about keeping an eye on the link in that time.
Posted by: Kolya
« on: 22. October 2017, 11:07:03 »

Jerkakame seems to be gone and one else here seems to have his particular version.
Of course you can still play with the latest version by psikoticsilver who originally created this mod (see the first post).
And if you look at his files with an editor and compare them to the original game files you might be able to redo some of the changes Jerkakame did, or even make your own fixes.
Posted by: xxPYROxxJONESx
« on: 21. October 2017, 10:23:07 »

Please fix the link im dying to try this!!!!!!!!!!!!!!!!!!!!!!!!! thank you
Posted by: xxPYROxxJONESx
« on: 16. September 2017, 10:46:46 »

Sad Times. will we ever play Bioshock again? will the link ever be restored. come back next time ( in couple months, with ya fingers crossed) to find out!
Posted by: Wrench Jockey
« on: 03. September 2017, 15:46:32 »

I put together a all in one pack for remastered.

https://dl.dropboxusercontent.com/u/67913357/bioshock%20silver%20mod%20-%20remastered%20fix.zip

remastered gui.ini
It has the 1.1 plasmid/tonics fixed
the medical pavilion med station crash fixed
added the Survival (Extreme) stuff in difficulty.ini
fixed Launcher damage upgrade

Also fixed in weapons.ini:  [EngineeringElectricMeleehTugResistanceSet] to [EngineeringElectricMeleeThugResistanceSet]


Link is dead :(
Posted by: xPYROxJONESx
« on: 15. June 2017, 17:48:14 »

I love your work silver thank you so much! it made bioshock my favorite game.. after i finish my exams this year i plan to unwind the same way i did when i passed my GCSE's, by completing all three bioshock's starting with bioshock (using your mod, its no fun without it now). I've got the remastered edition & have read from this forum that your mod does work with it (with a little tweaking). the link to the fix's someone provided (a page or two ago) has expired but if someone could summarize what i need to do to get this mod in ship shape then i would be so grateful. if not then i guess the hacking begins before i take the plunge to rapture.. Im sure i'd figure out how to put it together eventually, i love this game/mod to much to fail. thank you and keep up the good work!
Posted by: Archer
« on: 07. October 2016, 12:43:55 »

New patch seem to have re-added configini.ibf and localizedint.lbf.

May need to re-install the mod.
Posted by: Aidor
« on: 01. October 2016, 10:30:02 »

The resistances are for different sources of damage, damages starting with AI is against AI, so the player resistances have only normal ones and no AI.

1.0 means 100% damage, and anti-personell does 6 time more damage, 6.0.

So if you want tougher enemies you must put the resistances lower. I modified it so everyone has 0.5, or half other piercing. So it feels like the enemies have twice the health.

Thanks for the tip. Actually I don't need to change anything. I'm at Arcadia now and enemies are really really tough.
Posted by: Joe
« on: 29. September 2016, 01:59:29 »

The resistances are for different sources of damage, damages starting with AI is against AI, so the player resistances have only normal ones and no AI.

1.0 means 100% damage, and anti-personell does 6 time more damage, 6.0.

So if you want tougher enemies you must put the resistances lower. I modified it so everyone has 0.5, or half other piercing. So it feels like the enemies have twice the health.
When you mention the entries that start with AI, I notice that changing them in the BioShock 2 DamageSets.ini doesn't change anything when I damage them. I mention this because all the entries you'd think would affect your damage towards them (i.e. the ones not starting with AI) are all set to 0 which implies full resistance. Any thoughts on that?

I just can't get enemy resistance down in the BioShock 2 difficulty mod. Not sure what to do.
Posted by: Archer
« on: 28. September 2016, 12:55:24 »

Thanks for the mod Silver, and thanks Jerkakame for the fixes. I'm having a lot of fun with this.

But I was wondering if it's possible to fix telekinesis so that it does less damage or requires more Eve? It feels a bit cheap to be able to kill splicers instantly with just a sliver of Eve cost.
Posted by: Jerkakame
« on: 28. September 2016, 03:23:32 »

Every enemy has has some values in that file. I guess you just need to find splicer and change those values. But I don't know exactly how it work abd the way you should change those values.

The resistances are for different sources of damage, damages starting with AI is against AI, so the player resistances have only normal ones and no AI.

1.0 means 100% damage, and anti-personell does 6 time more damage, 6.0.

So if you want tougher enemies you must put the resistances lower. I modified it so everyone has 0.5, or half other piercing. So it feels like the enemies have twice the health.
Posted by: Aidor
« on: 26. September 2016, 12:31:43 »

Also, in Weapons.ini, I couldn't figure out what to edit.

I just want Splicers to be much stronger so there's more of a reason to research them. How can I also make it so I take more damage?

Every enemy has has some values in that file. I guess you just need to find splicer and change those values. But I don't know exactly how it work abd the way you should change those values.
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