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Slayer_2
08-28-2008, 04:31 PM
Here is the DL of the beta: http://files.filefront.com/BioShock+Rebornzip/;12170122;/fileinfo.html

Well after about a million years of searching I found one BioShock mod that showed me how you can somewhat change up this old horse :rolleyes: Anyhow, to get to the point, I have a how should I put this? Realism mod for BioShock now about halfway done. But since BioShock is kinda unrealistic, you might say hows that possible? Well I did it for Quake 4 so I can do it here and hopefully make it fun too ;)

So some of the main things I am working one, some done but need testing:

A slow health and EVE regen. Possible removal of EVE Hypos so you have to wait for your body to produce enough energy to use Plasmids.

Reduced carrying capacity for Health Packs and Hypos. 3 Packs and 5 Hypos.

Health Packs always give you full health and removal of Health Pack improvement Tonics.

Free items when you hack but hacks are going to be very difficult without a few quick saves and loads.

All weapons have increased damage and bigger ammo capacities except the wrench, which now sucks.

You can find more stuff when searching and I also have really changed up the searching system. Now you can find small amounts of ADAM and sometimes EVE Hypos on Houdini Splicer bodies Usually around 20 ADAM. Little sisters give you between 1000 and 3000 ADAM per harvest, halved for rescue. Big Daddies give you between 100 and 300 bucks. Most Plasmid and Tonic costs have been doubled.

New plasmids! Yes, you can get Life Drain and Teleportation now, also maybe Telekinesis Two and Organic Pockets (I've never got it before but correct me if its already in-game please.

Big Daddies and Fontaine are way more badass and have about double their old health.

Grenade Boxes now have a 50% chance of giving you between 1 and 3 Health Packs. Something for you nade box haters :p

And something that is probs beyond my ability with BioShocks very limited modding resources: all Big Daddies are the original bouncer as he looks and fights way cooler than those lame Rosie's.

Now I know some things may seem pretty bad for gameplay right now, but just wait and see how the Alpha turns out before condemning it to **** land. Also, I WILL take requests to an extent, but any flamers can leave now, don't even bother posting.
Slayer_2
P.S. Whoops, sorry for the spoilers. Fixed now.

Rabid Dog
08-28-2008, 05:38 PM
Too much payout for the Big Daddies, unless you want to change the wallet size too. Also ADAM payout seems too weighted. Have the Little Sisters payout around 200 for harvesting, half for saving. And lower the ADAM for splicers to around like 1-10. That way you don't have to adjust too many plasmids n' stuff.

Gingerbeard
08-28-2008, 05:44 PM
sounds pretty cool. if it were me i'd keep in eve hypo's but make them rare. I like the idea of making guns good and the wrench suck (even though im a wrench *****).

Kyburz
08-28-2008, 05:48 PM
Woo hoo, the nade box functionality alone makes this mod revolutionary. :D

Nicely done good sir. The regenerating health/eve is a bold idea.

How were you able to implement teleportation? Was there still some gaime files for it on the PC version? And this is the first i have heard of Life Drain, was this another plasmid cut from the game?

Care to share the icons that you used for those two plasmids? I am really interested but only have the 360 version, alas.

But yeah, awesome work! When my PC is up to snuff, I will download it day one. :cool:

Rabid Dog
08-28-2008, 05:54 PM
Teleportation was a plasmid taken out late in production. You can see it in "Tackling the Big Daddy" promo Video, showing graphical and gameplay demonstrations.

Slayer_2
08-28-2008, 06:07 PM
Too much payout for the Big Daddies, unless you want to change the wallet size too. Also ADAM payout seems too weighted. Have the Little Sisters payout around 200 for harvesting, half for saving. And lower the ADAM for splicers to around like 1-10. That way you don't have to adjust too many plasmids n' stuff. Did I fail to mention? The wallet will be increased to 5000 bucks if possible. Really, I wanted to make it bottomless as its kinda annoying, but believe me, after fighting a Big daddy, you'll need to buy tons of ammo, health and possibly EVE hypos. See, its recommended that you play on hardest with Vita Chambers disabled to get the most fair experience.

The Adam you will get from the Little Sisters may be a lot, but some Plasmids cost 800 + dollars plus its random. You can get as little as 500 ADAM from a Little Sister if you Rescue, which I always do. Also, another tiny fix I did is make the Gathers Garden machine before you fight Fountain actually have tons of Plasmids, Tonics and upgrades unlike the current one which for some lame reason has none except the most basic upgrades...

Glad to see someone here got sick of ****py nade boxes besides me :P

All the "new" Plasmids need to be tested but they were all included with the game, you can cheat for some... Icons may be a problem, BioShock will no doubt hate custom content and I don't know almost anything about modding Unreal Technology. Hopefully one is included, and if it is, I'll get a quick screeny for you :)

EVE hypos will no doubt be kept in as changing the Health system without an SDK will be hard or impossible, but we'll see.

Talikar
08-28-2008, 06:20 PM
All weapons have increased damage and bigger ammo capacities except the wrench, which now sucks.

May I please ask how?

I've been wanting to edit Bioshock for awhile now, make it more "difficult" in areas, and the like. The only thing that's making me wait is the fact that the base magazine size for guns cannot be changed (?)

The option exists in the Weapons.ini file, but changing the value seemingly has no effect. For example; changing the shotgun from a base magazine size of 4 to 6 doesn't change in-game, it still only has 4 shots per magazine.

Even the rebalancing modification already out there attempts to alter those settings, but even with that modification, the weapons still only have their default magazine sizes (from the system). So the game must be reading the base magazine sizes from another file (?)

Would it work with version 1.0 (?)
I've only tested with 1.1

Anyway, good luck on your modification, I look forward to trying it when it's complete.:cool:

Slayer_2
08-28-2008, 09:33 PM
Well, more than half those features didn't work or aren't tried yet. I just learned that indeed, you cannot change the ammo counts. Any 2K employee's here to help?

MajorSlack
08-29-2008, 11:42 AM
One mod I would love to see is to turn off that dang Eve autoreload. That is the bane of my Bioshock existence. I don't know how many times I've switched to my plasmid and forgot that I ran out of Eve and have to sit there and get whacked by a Thuggish Spicer three or four times while Jack goes through his whole grandiose fanfare of shooting Eve into his arm. It takes so long! Like what should I do? Go make a coffee or something? Come back when you're all fixed up? Sheesh...

Or another one that gets me all the time- I'll zap a security turret and then run up to hack it but my view during my approach is totally obscured by the reload Eve animation. Often, I've noticed that the reload Eve animation will actually prevent the 'Hack' prompt from appearing which I think must be some kind of glitch because this is not always the case.

Frequently I have to zap a turret twice with ElectroShock, once just before I dash toward it and once again upon arrival because the dang reload Eve animation prevented the 'Hack' prompt from appearing when I got to the turret. A royal pain in the ***. When playing Bioshock, I spend a lot of time yelling at the screen, "NOT NOW, DAMN IT!!"

I think making Eve manually reloadable ONLY would immensely improve gameplay.

Also, Slayer_2, I'm surprised you think the Rosies are lame. Is that the general consensus around here? (sorry I'm a newbie). I think the firefights with the Rosies are way more fun than the Bouncers. I just love playing catch-the- proxy-mines with the Telekinesis and then whipping it back at him (her, it, whatever). That's one of my favorite parts of Bioshock. Great fun. And if you do all this standing beside a hacked RPG turret... wow, like you can really let him have it.

Slayer_2
08-29-2008, 12:03 PM
Manual EVE reload hey? Well I'll write it on my to-try list, but with Bioshocks half-working mod abilities, what I can do is limited. The whole weapons.ini doesn't even work...

Well I think Rosies are a little lame and this is mostly cause they don't even act like the classic big daddy, half the time they won't even chase you, but wait for you to go after it, making trap setting hell. Also, part of its cosmetics. The Bouncer is the only Big Daddy featured on the case and IMO he looks way cooler than the other classes. Plus he has a ginormous drill :D

I won't even be able to get anywhere like this, so don't worry about Rosies going MIA :p

Slayer_2
09-01-2008, 11:11 AM
OK, got an alpha of this mod almost ready. Still needs a bit of work though before release. Just bug testing and the like. No luck with the weapons, I'd REALLY like to know how the creator of the balance mod affected the wrench's damage so I can increase the damage of other guns. If anyone knows, please tell.

Slayer_2
09-02-2008, 08:28 PM
OK, here it is, everything you need to Alpha test it for me. Have fun and remember, it IS still unfinished to my liking. however it still is very playable. And read the README for gods sakes.

http://files.filefront.com/BioShock+Rebornzip/;11682554;/fileinfo.html

Slayer_2
09-03-2008, 01:22 PM
Sooooo... what do you guys think? I need some C&C here.

FtRapture
09-12-2008, 10:52 AM
Teleportation was a plasmid taken out late in production. You can see it in "Tackling the Big Daddy" promo Video, showing graphical and gameplay demonstrations.


I think we all know that :rolleyes:

Slayer_2
09-12-2008, 02:13 PM
I didn't... but anyhow, the mod is finished as good as I can with BioShock's ****py mod support.

mobius86
09-13-2008, 04:42 PM
I wish I had a PC that could play Bioshock. I have a Macbook and a 2004 Gateway, so I haven't tested the functionality of Bioshock on my PC. I'm afraid I would be disappointed.

Anyways, nice work on the mods. I wish I could see them for myself, but it seems like you put a lot of effort into it, so Kudos to you sir.

3300
09-13-2008, 08:42 PM
Played through start to finish w/ your mods in place...

Likes:
1) Loved finding Adam on certain (Houdini) splicers. This really should have been part of the game. This also fit in well with the random Adam amounts on LS, since you could sometimes get a bonus, but if you were short, you could go splicer hunting.

2) The tougher hacking. At first (in Medical Center) I hated this, but really, hacking something that's supposed to be unhackable (Pablo said this, I believe) should be really hard, and not something you can do right out of the gate. Once you get a few tonics, it becomes feasable, but never easy. Makes you think a lot more about conserving picks/cash and prioritizing hacks.

3) I always thought that it was bizzare that you could get ammo in Circus of Value machines. Especially when there were (rarer) Ammo-Nation machines just for that. I Liked that you sorted out the items to the appropriate machines.

Dislikes:
1) Didn't understand the Adam pricing at all. I can see that increasing the Adam you get from LS would cause inflation, but the prices didn't really make sense. Some were adjusted high, some were still normal (pre-mod) and the DLC prices were still single digit. My suggestion here is to keep whatever change made the LS Adam amounts fluctuate (above), but go back to the origional Adam values. If you could make the DLC Adam prices fit in-line with the origional ones, that would be a bonus.

2) First off, let me say that the Grenade Boxes always drove me wild. I mean here's a Nitro lobbing grenade after grenade at you, and after you finally kill them you find out that the last one they threw was the last one in their box ? WTF? However I don't like the health-pack in the grenade box at all, it really doesn't make a lot of sense to me. How about just increasing the times you find grenades in the grenade box ? Too many grenades is a classy problem to have...

3) Way too many Eve and health-packs in general. Seemed like every splicer I killed had a ton of these. Some Houdini's had 3-5 Eves on them (along with the Adam we all crave)! At the end of every level I had a huge stash of these and not enough splicers/BDs to need them. The un-mod'd version had (in my opinion) too many of these around as it was.

Bugs:
1) Just a feeling, but I always use Scrounger, and it seemed like the 2nd level of stuff (when you re-searched) was missing in most of the splicers. Pre-mod you never ended up with nothing at all if you re-searched, and many times you got stuff that fit better with the gaps in your inventory. This seems to be broken now.

2) Health upgrades are busted. Instead of one per Gatherers Garden, some GGs will let you buy them until you run out of Adam. You can actually extend your Health bar past where the program can accept (it never fills up to the end). Didn't try Eve upgrades, so can't say if the same is true there.

3) The Adam prices in the GG machines seemed to change after a reload. I didn't track this carefully, but in some places I found Health upgrades at 320A, while others had it for 80A. I played from start through Arcadia in the 1st sitting, and only noticed this after reloading, but it may be the prices really were different all along, and I just noticed it after the reload.

4) Speaking of reloads, it also seemed that the sorting of save files was out of whack. I don't reload often (unless VC's are off), but I'm used to the most recent save being at the top of the list. Post-mod this wasn't always the case, and sometimes there would be a 'blank' slot with a time-stamp, but no level name (similar to the Save screen).

5) You're sorting of items between Circus and AN machines either doesn't survive a save/load or you didn't get to them all. When I started the game fresh, I never saw ammo in CV machines. But after stopping and starting on my way through, I started see ammo it there. Don't know if it was just later in the game, and you hadn't gotten to all of them, or if the save/load set them back to defaults.

The only reason I noticed this is that I always do a final sweep of all the levels before going through the Gauntlet. I usually have to burn off some cash & lockpicks on this run, and that's where I started seeing CVs with stuff I would have sworn wasn't there on my origional pass through. That being said, many of the CV's were still the way you intended, so this may be completely wrong on my part.

Anyway, good effort on this. I stopped counting after 20 play-playthroughs of this game, but still love it. Anything that makes it 'new' again is definitely appreciated.

Slayer_2
09-15-2008, 02:44 PM
Wow, that's A LOT of feedback from one person! Thanks and I'll take your suggestions to heart for the next release. I never did work on the vending machines stock, that is just something I liked form the Balance mod so I kept it and didn't really mess with it at all. However, next time I'll try and take a crack at it. Also, the medpacks are in the Nitro's boxes for a reason, the reason being that I always use one or two health packs taking down those PITA's. But, you're right, I'll change it to nades for next release. As for the health and EVE packs, can't help ya there, wasn't my doing and I don't know how to adjust that. Except with the Houdinis who have lots of EVE hypos cause, well, they obviously use plasmids and those need EVE and ADAM. Thanks for the help and two questions:

1: Did you play on hardest with auto-balance off?

2: Did you go through the whole game with my mod applied?

3300
09-16-2008, 07:36 AM
OK, I guess I see the logic about the Houdinis carrying all that EVE... makes sense. No prob on the surplus of health/eve in the game itself, like you say, not much to be done there.

The Grenades change would be pretty cool (I think), would love to play it.

I did play on hardest setting, but not sure what the Auto-Balance is. If it's in Options I missed it. What's it do (or is that a RTFM question) ? I never installed the Balance mod, though I saw you used that as a basis, so wasn't too sure about what was new to your mods.

Played right from the crash to the bitter end using your mod files. I'm kinda a Bioshock junkie, lost count of how many times I've played through it a while ago, so change is GOOD!. Again, thanks for the work here.

Slayer_2
09-16-2008, 01:03 PM
Hmmm... well I ALWAYS have full Grenades so there's no point in extra but I guess I should look after my users too. Expect a Beta this weekend. Then you'll see some more crazy ideas.
P.S. just looked at the code for the vending machines. You are right, its a mess. I'll sort it out right now. Each clown machine should now have:

Med-packs
EVE hypos
Vodka
Chips
Coffee
Film

Now all machines have the same stuff.

If you want Electro-bolt Three at level 1, go ahead, if you have the Adam. If for some reason you want Napalm on level one, same thing. I'm gonna try and make it realistic so it doesn't seem like the game knows that you are new to Rapture and don't have a gun to use that Napalm with.

Also, I made Atlas WAY tougher, triple the health, and it takes 10 drains to empty him. Not sure how that'll work out, but don't worry, I'll test.

Then, I also fixed the nade boxes and flame turrets which now give you napalm.

I'm gonna try and bring back old Plasmids like Teleport and Lifedrain and hopefully organic pockets.

One last idea I had, you will be able to buy ADAM at a price of 10 bucks for 1 ADAM. You will only be able to buy ADAM in bundles of 10 for 100 bucks a pop. To counter act this and a few other issues with big amount of money spent/collected, I am going to attempt to remove a limit to how much money you can have.

3300
09-19-2008, 09:07 PM
Like the idea on the ADAM in machines. On the grenades, I usally end up with a bunch too, but they're fun to blow off if you have a surplus, unlike healthpacks or Eve. Kudos on the machines, and keep up the good work.

Faughn
09-21-2008, 04:03 PM
Hi, new guy here. I'd kinda like to make my own mod myself. Is there a blank copy of these docs, or a default I can make, so that I can change the values myself?

I like some of your things, and some of the harder and balanced mods things, but not all. Certain things I don't really want.

I haven't finished Bioshock for the first time yet, just got to Olympus, but playing through, there are some things I wanted to change. Plasmids for example. I've made it through the game so far almost ignoring these because they are too weak, I'd like to boost the Eve cost up and the Damage or Effect.

Fire - Best example I can think is Immolation from WoW
I wanted to make Fire do some good initial damage then stackable damage over time, so I could actually use it as a damage source, in the original game, I'd pop 3 Fires on a Leadhead, and have to wait almost 6 seconds before they'd die, this could be changed if it did some initial burst damage THEN had the damage over time.

Insects - Crowd Control
I wanted to lower the damage on these but increase the duration and annoy effect. In the original game fire and insects do about the same effect with a different graphic, I wanted to change this.

Frost - I just wanted to see if I could remove the fact frozen targets have no loot.

Sonic Boom - Full Force attack
I wanted to lower the physics of the push so the splicers and everything around wouldn't fly like rag dolls through the air, but they'd still get knocked back a little bit, that or this would simply crush their lungs and that'd be a damaging blow. Also tweak Eve and Damage so this is my Eve version of a Shotgun.

I'd also like to add in Life Drain. Telekin 2 and Teleport would be neat but since I got to Tea Garden I was thinking: "Why isn't there a Eve Heal spell or Eve Mana-type Shield, OR Eve Regeneration. Through the whole game I had 4~ First Aids, and 8~ Eves, can't get rid of the stuff!


Just those things to begin with are what I'd like to change for my second (evil) playthrough. To me, the guns and wrench are balanced enough with the right tonics, only the spells were lacking.

Although I did run across additional weapon upgrades that were hidden... The shotgun was uber by Farmers Market after upgrades, too bad there wasn't a upgrade for the pistol that gave it the power of a magnum at the cost of magazine size. There's no need though, then it'd basically be the Crossbow. So really, weapons are balanced.

Thanks for reading all this, sorry to hijack the topic.
Again, the question was could I somehow get a blank, or default version of the modding files to change things MY way.

Thanks again,

3300
09-23-2008, 12:21 AM
After trying out Slayers' mods and poking around the INI files, here's my 2 cents...

The 'balancing mod' is out there, just Google 'Bioshock Mods' and you should turn it up.

From messing around in the INI files, you can change some things, like the costs and types of things found on bodies or in machines pretty easily. There's also some plasmids that were removed from the game that you can put back in (Organic Pockets is one I was able to do with a couple of edits, haven't tried Teleport yet).

It also seems like you can modify some of the game physics and AI behavior, but I just scanned those files. Not sure where the weapons/plasmids damages are set, I need to reinstall to the stock files and see what's where. Not sure what's part of the balance mod, what's part of slayers mod, and what's there stock right now.

Sorry I don't have any detailed instructions for you, but Slayers changes got me interested, and I'm just starting to look at these.

adidaq
09-23-2008, 01:24 AM
From messing around in the INI files, you can change some things, like the costs and types of things found on bodies or in machines pretty easily. There's also some plasmids that were removed from the game that you can put back in (Organic Pockets is one I was able to do with a couple of edits, haven't tried Teleport yet).

I would like to see a fairly simple mod that brings these plasmids back into the game. "Bioshock : Plasmid revitalization project", or something to that extent.
I'd definitely use it.

Blue Lightning
09-23-2008, 07:21 AM
Yeah I agree.

The stuff you guys are doing is great, but what would motivate me (and probebly thousands of others), to download a mod is...the teleportation plasmid. That plasmid is the one we have all wondered about.

EDIT: Oh, and this isnt really important, but I always thought at the first gatheres garden machine, that the player should get the 8 second electro-bolt movie right before he gives himself the shot.

adidaq
09-23-2008, 07:53 AM
Yeah I agree.

The stuff you guys are doing is great, but what would motivate me (and probebly thousands of others), to download a mod is...the teleportation plasmid. That plasmid is the one we have all wondered about.

EDIT: Oh, and this isnt really important, but I always thought at the first gatheres garden machine, that the player should get the 8 second electro-bolt movie right before he gives himself the shot.

I think that would remove the confused ambiance of the first 'splice up'.
You watch Jack put the syringe in his arm, and you cringe, thinking "WHAT THE HELL IS HE DOING". Showing the video would make that scene alot less emotionally compelling.

Slayer_2
09-23-2008, 04:04 PM
Thanks for your replies guys. To answer your question, no, you can't find blank versions of the mod files. At least, I couldn't. Feel free to use my mod though. A health to EVE converter and vice-versa would rule, but I hate to tell you guys, modifying the Plasmids is a b*tch and making new ones impossible, you want a mod that TRULY changes BioShock in a huge way, beg 2K for an SDK :(

ViperFUD
09-28-2008, 08:39 AM
How did you change the max capacity for health kits and Eve hypos? I was looking through the files but didn't seem to notice anything that would be that change ...

[edit] Also, did you find anywhere that would change the size of the wallet?

Thanks.

Slayer_2
10-16-2008, 02:51 PM
To change that, you have to buy Organic Pockets (at a Gathers Garden). It's an un-released tonic and a bit glitchy as the numbers don't fit in the HUD perfectly, but thats pretty minor IMO. Also, I've never tried un-equiping it, could cause a nuclear holocaust :p

As for that cursed wallet, no luck, if you figure it out please tell. Also, no luck with being able to buy ADAM just yet... its not made for vending machine use apparently ;) Don't worry though, I've tackled much bigger modding projects.

In other news, I got a new computer about two weeks ago and all my time has been spent in Crysis on Highest graphics, stomping Koreans and aliens. I promise a beta this weekend though.

Meteormike
10-18-2008, 10:25 PM
Yeah does it work on steam? i bought it on that...
I don't want to lose a great mod because of one little thing.
Oh wait it does
Never mind...

videopray
10-26-2008, 02:03 AM
Here is the DL: http://files.filefront.com/BioShock+Rebornzip/;11682554;/fileinfo.html

Well after about a million years of searching I found one BioShock mod that showed me how you can somewhat change up this old horse :rolleyes: Anyhow, to get to the point, I have a how should I put this? Realism mod for BioShock now about halfway done. But since BioShock is kinda unrealistic, you might say hows that possible? Well I did it for Quake 4 so I can do it here and hopefully make it fun too ;)

So some of the main things I am working one, some done but need testing:

A slow health and EVE regen. Possible removal of EVE Hypos so you have to wait for your body to produce enough energy to use Plasmids.

Reduced carrying capacity for Health Packs and Hypos. 3 Packs and 5 Hypos.

Health Packs always give you full health and removal of Health Pack improvement Tonics.

Free items when you hack but hacks are going to be very difficult without a few quick saves and loads.

All weapons have increased damage and bigger ammo capacities except the wrench, which now sucks.

You can find more stuff when searching and I also have really changed up the searching system. Now you can find small amounts of ADAM and sometimes EVE Hypos on Houdini Splicer bodies Usually around 20 ADAM. Little sisters give you between 1000 and 3000 ADAM per harvest, halved for rescue. Big Daddies give you between 100 and 300 bucks. Most Plasmid and Tonic costs have been doubled.

New plasmids! Yes, you can get Life Drain and Teleportation now, also maybe Telekinesis Two and Organic Pockets (I've never got it before but correct me if its already in-game please.

Big Daddies and Fontaine are way more badass and have about double their old health.

Grenade Boxes now have a 50% chance of giving you between 1 and 3 Health Packs. Something for you nade box haters :p

And something that is probs beyond my ability with BioShocks very limited modding resources: all Big Daddies are the original bouncer as he looks and fights way cooler than those lame Rosie's.

Now I know some things may seem pretty bad for gameplay right now, but just wait and see how the Alpha turns out before condemning it to **** land. Also, I WILL take requests to an extent, but any flamers can leave now, don't even bother posting.
Slayer_2
P.S. Whoops, sorry for the spoilers. Fixed now.

This isn't a mod, But a much needed update idd consider it to be like that.

Lasiurus
10-26-2008, 11:41 AM
Can't wait for the beta !!!

Slayer_2
10-26-2008, 07:19 PM
Ummm, hate to break it to you, but this is a mod. A patch/update is an official release, a mod is ANY change to the game by a standard user.

So, here's the Beta.

http://files.filefront.com/BioShock+Rebornzip/;12170122;/fileinfo.html

One glitch: I added ADAM to the circus of value vending machines, but I can't add a price without finding a fabled "Inventory.ini" So, I'm using the trust system, for every ADAM you take, please buy one Coffee, which follows the same pricing I intend the ADAM to. If you really hate the feature, ignore it.

Lasiurus
10-26-2008, 10:17 PM
Slayer, you sir, are a genius.

Now all I need is to find a way to make System Shock 2 run in my PC and I 'm done. I'll be quite literally in shock.

I'll test it and report any bugs or problems I found.

Slayer_2
10-26-2008, 10:20 PM
Hah, hardly, but thanks. If anyone can help me with adding a price to the ADAM, I'd be very grateful and add you to the credits, if you wish.

Ok, glad to have and critism or comments I can get.

I want to get this mod wrapped up ASAP as I just got Far Cry 2 and I think I'm gonna get addicted, who knows when I'll show up here again :rolleyes:

Slayer_2
10-29-2008, 12:17 AM
Bump, any comments? Currently hooked to FC2 editor.

Lasiurus
10-29-2008, 09:26 PM
I'm oon stand by for now...wont be using the pc for some days. As soon as I get it back I'll quick test the mod to look for any good feedback.

btw, should I play it on hard?

Slayer_2
10-29-2008, 10:16 PM
OK, take your time, enjoy a new way of surviving Rapture. Hard difficulty is recommended, because its a hardcore mod. However, I'm not going to deny that easy is great fun since all plasmids are pretty much insta-kill.

LookBehindU
10-29-2008, 10:23 PM
Well I think Rosies are a little lame and this is mostly cause they don't even act like the classic big daddy, half the time they won't even chase you, but wait for you to go after it, making trap setting hell. Also, part of its cosmetics. The Bouncer is the only Big Daddy featured on the case and IMO he looks way cooler than the other classes. Plus he has a ginormous drill :D

I won't even be able to get anywhere like this, so don't worry about Rosies going MIA :p
I agree with you there. I found it kind of wierd that the classic Big Daddy (Bouncer) was only found on one level, Medical Pavillion, and after that you don't even see the bouncer class Big Daddy again until Fort Frolic. We need more Bouncers! Would there be a way to perhaps have Bouncers appear instead of Rosies on either Farmers Market or Arcadia?

Blue Lightning
10-29-2008, 10:33 PM
Is there any way to make a new level or two...like a map pack?

Slayer_2
10-29-2008, 10:53 PM
I agree with you there. I found it kind of wierd that the classic Big Daddy (Bouncer) was only found on one level, Medical Pavillion, and after that you don't even see the bouncer class Big Daddy again until Fort Frolic. We need more Bouncers! Would there be a way to perhaps have Bouncers appear instead of Rosies on either Farmers Market or Arcadia? I do think I may be able to make stronger Bouncers throughout the game. Thats gonna take time though and is as sketchy as the ADAM in vending machines. If it works, it may only half work.

And no, there is no map editor for BioShock, sorry. That means no maps.

EvolBaby
12-09-2008, 09:52 PM
Okay, well I've installed this mod and the only thing so far that drives me up the wall is the Adam changes. I like that you can get it off some enemies and in the CoV vending machines, but why have it so available if the prices in the GG vending machines are so high? You're back to square one with the original game. You end up having to wait and wait to get more Adam in order to get loaded for bear.

I love the mod changes except that. I've played through dozens of times now in regular Bioshock mode and got bored and needed a mod. Thank goodness Slayer_2 you hooked us up with one. I'm now studying on how to mod the game myself as you'll note in another thread.

This game has so much potential mod-wise that I'm hoping we'll get there soon.

So Slayer_2, any patches for upping the Adam we can get earlier in the game?

Slayer_2
12-09-2008, 10:26 PM
All I can say, is be patient, if you're lucky, I'll release a final, tweaked version soon. The point of the inflated prices is to level out the playing field. You can find up to 80 ADAM on some splicers, which is half the cost of most plasmids in the default game, so I upped the LS and GG amounts. Anyhow, thanks for the comment.

E.Bouncer
12-11-2008, 09:14 PM
This Mod seems awesome and I just have one question to ask
(sorry if it is a noob question but I am new to this type of thing thing)

if I install the mod then can I turn it on off when I want Cause it would be nice to have a change but to have it permanent or to have to install it over again when I want it... thanks for any info

Again your Mod seems awesome! :D

Slayer_2
12-12-2008, 12:22 PM
To play without the mod, you'll have to un-install/re-install it sorry. Beg 2K for an SDK :o

yannickgd
01-01-2009, 09:44 AM
ill probaly get banned for saying this but...

what 2k is blarging is not the real thing. here take a look at this its in your
2k/bioshock/content/system/logos map
http://i390.photobucket.com/albums/oo342/yannickgd/EdSplash.jpg
see what i mean it is here already we need to open the packages and scrounge trough them and find the editor its that simple actualy

Slayer_2
01-01-2009, 11:59 PM
It's just a picture... Show me a real editor and I'll be happy.

Bioshockpwns
01-07-2009, 09:29 PM
Hey, is your complete mod soon to be out?

rootbeertapper
01-08-2009, 07:03 PM
What he is saying is that the editor or something of that sort may already be in the game locked by the proprietary file format of BS. Some ads for plasmids and rapture posters are most likely in the resource files.

Examples:
Speed Boost Ad
The Other Rapture Radio Ad
Another Tobacco Brand Poster

etc.

If someone can bust open the resource files it may lead to new information about Rapture that was never known about in the game or was cut from the game etc.

I would think 2K would support modding but apparently not. It would breathe new life into the game and give Rapturians their 'fix' on BS untill BS2 was released.

Slayer_2
01-09-2009, 12:16 PM
Hey, is your complete mod soon to be out? Hmmmm, well its in Beta, most glitches are fixed, all I need to find is the "Inventory.ini" file, then I can finish this mod. The only thing I'm gonna change is to add a price to the ADAM in the CoV machines. For now, its the trust system, buy a coffee for every ADAM. And I may tweak it so it'll cost $100 for 10 ADAM, instead of having to click it like a million times to get anything substantial.

Well, if someone cracks it, please alert me. I'd really like to see that "Inventory.ini" file.

Bioshockpwns
01-09-2009, 04:06 PM
So, i downloaded the beta and i have to say it is preety sweet. But theres like 2 things that didn't work or i didn't understand them. My wrench is still preety fair. I don't see much decrease to the damage. And the "can only hold like 3 health kits and 5 eve hypos things" isn't in there. Unless i misunderstood, right now i thought it meant like you could only have 3 health bars..and the stuff since you pick up stuff and ..ughh nvm. Just explain that to me please. Oh! and i absolutely love organic pockets. It's great having more than 9 health bars. Also, don't forgot to keep us updated on the mod :)

Cohen's Masterpiece
01-09-2009, 04:31 PM
That makes me wish that i had PC version :(

Slayer_2
01-12-2009, 10:46 PM
Bioshockpwns: I hate to tell you, those features are not possible until I can recover the "Inventory.ini" file from BioShock's core files. To put it simply, its not happening for a while, if ever. The damage and clip size modifications all failed as well for some reason. If I figure it out, I'll rectify it.

As for you PS3 players, don't worry about one little mod too much when you got the DLC that we'd kill for :o

unlinx
03-24-2009, 11:34 AM
Is this mod still active? I'd like to see some screenshots or news or something ;)

I Would Kindly
04-12-2009, 01:41 PM
Well I have something to add. Even though the Teleport and Life Drain are in the codes they have not been available to me yet. >_> I am currently in Fort Frolic. And secondly, I found a new plasmid! :D It's called "Temporary Incinerate!". With the mod it cost 2650 ADAM. O_O Sadly I had to harvest 2 LSs to get it. :( The Icon is the Incinerate! Icon but instead of a plus, it has an hour glass. O_o Here's the description-

Use: Sets objects and creatures on fire, and does 60 points of heat damage.
EVE Cost: 12

Incineration: when it absolutely positively has to erupt in flames, don't wait -- Incinerate!

It has the same hand model and does as the description says but with 1 defect. It uses no EVE. :O

EDIT: Here's a video cause no one seems to believe me. :(
LINK (http://www.youtube.com/watch?v=l029jzt106g)

psikoticsilver
04-17-2009, 06:36 AM
I already have a bioshock mod that I've worked on for quite some time. I was wondering if you wanted to team up and share knowledge of our mods :)

I've learned quite a lot about what files work and what files don't.
http://forums.2kgames.com/forums/showthread.php?t=18521


PS, I tried getting life drain to work in my mod, but it would crash every time I opened a Gatherer's Garden. :(

camds
04-17-2009, 09:13 AM
Well I have something to add. Even though the Teleport and Life Drain are in the codes they have not been available to me yet. >_> I am currently in Fort Frolic. And secondly, I found a new plasmid! :D It's called "Temporary Incinerate!". With the mod it cost 2650 ADAM. O_O Sadly I had to harvest 2 LSs to get it. :( The Icon is the Incinerate! Icon but instead of a plus, it has an hour glass. O_o Here's the description-

Use: Sets objects and creatures on fire, and does 60 points of heat damage.
EVE Cost: 12

Incineration: when it absolutely positively has to erupt in flames, don't wait -- Incinerate!

It has the same hand model and does as the description says but with 1 defect. It uses no EVE. :O

EDIT: Here's a video cause no one seems to believe me. :(
LINK (http://www.youtube.com/watch?v=l029jzt106g)

Dude thats awesome. If only that was on the real game, it seems too
good to be true, but the video is convincing. No Eve deduction, amazing!

lawlshane
04-17-2009, 11:20 AM
I'm terrible at giving criticism but I just wanna say I had a lot of fun with your mod.

Slayer_2
04-27-2009, 09:43 PM
Ok guys, sorry I've taken a while to come back to these forums. Blame Fallout 3 for tearing me away form Rapture since, oh I dunno, 2 or 3 months. So, here are my replies:

unlinx:
Is this mod still active? I'd like to see some screenshots or news or something ;) Yes I suppose it's alive, but not too active as my Quake 4 and Fallout 3 mods are still WIP as well as the map-pack I'm making for Quake 2. I am willing to work on it some more however, I really miss having an SDK when modding BioShock :(

I Would Kindly:
Well I have something to add. Even though the Teleport and Life Drain are in the codes they have not been available to me yet. >_> I am currently in Fort Frolic. And secondly, I found a new plasmid! It's called "Temporary Incinerate!". With the mod it cost 2650 ADAM. O_O Sadly I had to harvest 2 LSs to get it. The Icon is the Incinerate! Icon but instead of a plus, it has an hour glass. O_o Here's the description-

Use: Sets objects and creatures on fire, and does 60 points of heat damage.
EVE Cost: 12

Incineration: when it absolutely positively has to erupt in flames, don't wait -- Incinerate!

It has the same hand model and does as the description says but with 1 defect. It uses no EVE. :O

EDIT: Here's a video cause no one seems to believe me.
LINK I have no idea where the hell the "temporary" flamer came from... Possibly from my tinkering with the un-released plasmids. You can ignore it or have fun with it, as for almost 3000 ADAM, the no EVE thing seems pretty much fair. Hey, I guess it's true that bugs are undocumented features.
P.S. The Teleport and LifeDrain plasmids caused the game to crash at the first Gatherers Garden, so they were hastily dropped.

psikoticsilver:
I already have a bioshock mod that I've worked on for quite some time. I was wondering if you wanted to team up and share knowledge of our mods

I've learned quite a lot about what files work and what files don't.
http://forums.2kgames.com/forums/showthread.php?t=18521


PS, I tried getting life drain to work in my mod, but it would crash every time I opened a Gatherer's Garden. I'm willing to work together, I really wanted to focus more on weapon mods if you managed to get any of them working properly? I'll PM you. And LifeDrain doesn't work BTW, that was just my lazy documentation.

camds:
Dude thats awesome. If only that was on the real game, it seems too
good to be true, but the video is convincing. No Eve deduction, amazing! Well DL the mod and see for yourself. I just got to FF so I'm going to check this **** out :D

lawlshane:
I'm terrible at giving criticism but I just wanna say I had a lot of fun with your mod. Glad to hear it mate. One positive comment makes the whole mod worth it.

I Would Kindly
04-28-2009, 06:46 AM
Actually dude, you have to insert it into the machine BEFORE you get there. I tried editing medical while I was there. It will never work again. >_> But if you look in the plasmids file you'll find the Temorary Incinerate. Also, I found 2 gene tonics. They're Shutdown Expert 1 and 2. Interesting what they do. It says hacked machines stay hacked for an additional minute. O_o I guess the old game had timed hacks?

Slayer_2
04-28-2009, 07:54 AM
Hmmm, that is strange. I will check into these "locked" plasmids. And yes, to test any mod updates you have to start a new game... and go through the ridiculous 15-minute intro level.

psikoticsilver
04-29-2009, 10:49 AM
Actually it loads per level. You can edit the files for Arcadia as long as you haven't been there before in that particular saved game. If you edit the INI files while you're in Medical, you won't have to start over to see the results in Arcadia. This is why I keep saves of the end of every level--makes it very easy to test small changes that don't affect balance on a large scale.

PS, LOOTTABLES.INI is definitely loaded every level, but I am pretty sure HACKING.INI is reloaded every time you hack.


It's really about time I release my guide to modding Bioshock. I have a lot of information that you guys would find useful, I'm just too lazy to compile and post it.