Author Topic: Mod slots.  (Read 8453 times)

Malachor

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Re: Mod slots.
« Reply #15 on: Jun 23, 2012; 03:15 AM »
Sorry Ross, I assumed that since the Extract and Patch Index button worked, it worked properly.
What happens is that it modifies all .idx files, not just the one necessary to force the game to use the data/excel folder. So it's removing stuff that shouldn't be removed, which is why the game didn't run.
As an alternative, you could try hglzap.
It does the same as the Extract and Patch Index button. Well, when I say the same, I don't mean that it modifies all idx, just the idx that need modifying ;)

Ross_R

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Re: Mod slots.
« Reply #16 on: Jun 23, 2012; 09:07 AM »
@Maxunit: I can... but wlll they really help you? They are on russian anyway...

@Malachor: Thank you a lot... but the hglzap from the page you gave to me comes up with "unexpected end of the archive" error. And I cannot find another one in the web. Any other ideas?

Malachor

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Re: Mod slots.
« Reply #17 on: Jun 23, 2012; 10:25 AM »
Actually yes. I don't know why I didn't think of it earlier.
Get the Revival 1.5b launcher right down the bottom of the first post.
Extract the folder to the Hellgate London directory. Probably doesn't matter where, but I prefer to keep game related content close to the game.

Then we need to create the mod.
First create a folder somewhere called something descriptive like: Increased mod slots(or something). Actually create another folder where you can keep that folder in.
Add a couple more folders:
So I have Hellgate London\modpacks\Increased mod slots\data\excel
And that's where you put your items.txt.cooked file.
Now we need to create a new text file called install.xml file in Hellgate London\modpacks\  (not in the Increased mod slots folder)
I'll post up an example of the information that needs to go into the install.xml:
Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<revival>
<modification id="sp_hellgate_7357_1.0">
<release>Hellgate London: Test SP Modification</release>
<version>1.0 beta</version>
<author>Malachor</author>
<website>http://www.hellgateaus.info/</website>
<email></email>
<revert>false</revert>
<dependencies>
<patch>sp_hellgate_1.10.180.3416_1.18074.70.4256</patch><!-- FSS SP 1.2 -->
</dependencies>
<description>This is a test for installing a mod</description>
<script type="hidden">
<title>Test</title>
<description>Makes some changes to gameglobals</description>
<table id="game_globals">
<entity id="9">
<attribute id="floatValue">10</attribute>
</entity>
</table>
</script>
</modification>
</revival>
This was just a test I created. You could probably delete:
Code: [Select]
<table id="game_globals">
<entity id="9">
<attribute id="floatValue">10</attribute>
</entity>
</table>
from it. I was actually modifying the gameglobals.txt.cooked file, but if you've already modified a file, that part shouldn't be necessary.
Actually, I'll post something that I think will work for you.

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<revival>
<modification id="sp_hellgate_7357_1.0">
<release>Hellgate London: SP Modification</release>
<version>1.0 beta</version>
<author>Russ_R</author>
<website>http://www.hellgateaus.info/</website>
<email></email>
<revert>false</revert>
<dependencies>
<patch>sp_hellgate_1.10.180.3416_1.18074.70.4256</patch><!-- FSS SP 1.2 -->
</dependencies>
<description>This mod increases the amount of mod slots in the trident rocket launcher.</description>
<script type="hidden">
</script>
</modification>
</revival>
I think that's it. I'll upload my test mod so you can have a look at it, not that it's particularly complex.
the <modification id= :needs to have sp_hellgate, but after that you might be able to use any combination of numbers.
<revert :if true, removes any previously installed mods, not an issue at this stage but if you have another mod and you don't want it removed, then you want this set to false.
<dependencies means that it won't work if you don't have the official 1.2 patch installed. The game won't like it if a different version of a fie is trying to be used.

Then zip the Increased mod slots folder, and install.xml into Increased mod slots.mod.zip, and run the launcher and install your mod(utilities->Modifications->Install).
And then run the game, and find your gun and see that your mod worked.
Any issues let me know.

Ross_R

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Re: Mod slots.
« Reply #18 on: Jun 23, 2012; 08:50 PM »
Damn it, That's why I like Bethesda's games...
Well, since I'll only use mods to spwan weapons with more mod slots, this may work. I'll test it out a bit later, I'm a lil' busy right now. Thank you, Malachor, for a great tut.

Edit: finally looked at it. Easy-greasy code/script/whatever. Did something like that thousand times, hope it will work for Hellgate.
« Last Edit: Jun 25, 2012; 12:39 PM by Ross_R »

Ross_R

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Re: Mod slots.
« Reply #19 on: Oct 05, 2013; 06:57 PM »
Yea, yea, I'm bumping this old stuff, but well, I need your help...

I actually managed get it to work with Reanimator patch, but well, I want it hard way on 1.2.
So I backed up the whole Hellgate folder, extracted and patched index with Reanimator, replaced everything with original files, except sp_hellgate_1.10.180.3416_1.18074.70.4256.idx
Game launches, but all my old saves are broken. It should be like that? I do not really want to start a new game for one weapon, but if I'll have to: is there a way to modify your savegame and set every quest complete and all stations and stuff unlocked?
« Last Edit: Oct 05, 2013; 06:59 PM by Ross_R »

Harrowing

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Re: Mod slots.
« Reply #20 on: Oct 06, 2013; 01:47 AM »
Yea, yea, I'm bumping this old stuff, but well, I need your help...

I actually managed get it to work with Reanimator patch, but well, I want it hard way on 1.2.
So I backed up the whole Hellgate folder, extracted and patched index with Reanimator, replaced everything with original files, except sp_hellgate_1.10.180.3416_1.18074.70.4256.idx
Game launches, but all my old saves are broken. It should be like that? I do not really want to start a new game for one weapon, but if I'll have to: is there a way to modify your savegame and set every quest complete and all stations and stuff unlocked?

perfectly fine to bump if and when you have a question... Sometimes a bump for bump sakes is good too...   Banning is rare on these forums unless your found to be a bot (or type like one).

On your question, Yes any modification to items.xls essentially nullifies saves (except vanilla save versions).  Careful with quests.xls and treasure.xls as well those can corrupt a save too.
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Malachor

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Re: Mod slots.
« Reply #21 on: Oct 06, 2013; 03:46 AM »
I can't say that I've had a save corrupted, but certainly some have had items that have been changed or disappeared. But it's been a while since I've modified anything for hgl.
And unfortunately we don't have a save editor, so we can't unlock all stations.

Ross_R

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Re: Mod slots.
« Reply #22 on: Oct 06, 2013; 06:44 AM »
Thanks for your answers. Well, it is not really nullified. I just start at first location with entrance on station locked, and I can't take quest from Murmur - game remembers I already completed it, as well as all other quests I've completed. I need to unlock at least first station somehow... so I will have access to that thing that modifies weapons.
« Last Edit: Oct 06, 2013; 06:59 AM by Ross_R »