Making a simple edit on a previous mod
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cestensrud
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Making a simple edit on a previous mod
Hello! I'm completely new on this forum and to BF2 modding but there is a really great skin mod from FileFront that I am wanting to do a hopefully simple edit for.
The mod in question is Comander_Keller's "bacara with marines (1.0)" skin mod found here http://starwarsbattlefront.filefront.co ... ines;59984. This is by far my favorite clones mod, but the Engineer carries a chaingun and rifle as his primary weapons and I would like the rifle to be changed to a fusion cutter. It'd certainly enhance the gameplay experience and make this a truly perfect mod, but I am a 100% noob when it comes to modding. I also have no plans to release this updated version, it's entirely for my own enjoyment.
I'm posting this because I have yet to see much (if any) info on modding previously made files (specifically rep.lvl and repshell.lvl in this case). Any help is greatly appreciated!
The mod in question is Comander_Keller's "bacara with marines (1.0)" skin mod found here http://starwarsbattlefront.filefront.co ... ines;59984. This is by far my favorite clones mod, but the Engineer carries a chaingun and rifle as his primary weapons and I would like the rifle to be changed to a fusion cutter. It'd certainly enhance the gameplay experience and make this a truly perfect mod, but I am a 100% noob when it comes to modding. I also have no plans to release this updated version, it's entirely for my own enjoyment.
I'm posting this because I have yet to see much (if any) info on modding previously made files (specifically rep.lvl and repshell.lvl in this case). Any help is greatly appreciated!
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Sandtrooper956
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Re: Making a simple edit on a previous mod
Well first off I think this post is in the wrong topic, so hopefully the Mods fix that. Any questions on modding go in the "SWBF2 Modding" topic. Welcome to the forums though! I'm sort of a noob myself. From what I know though, you can't do it just with the rep.lvl and repshell.lvl. You would need the original files including the odf files to edit the weapon selection. Can someone correct me if i'm wrong? Sorry D:
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cestensrud
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Re: Making a simple edit on a previous mod
Woops okay, I guess I'll remake new thread there. Moderators can just delete this one?
Nah, we gotcha. -Staff
Nah, we gotcha. -Staff
- Anakin
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Re: Making a simple edit on a previous mod
Sandtrooper956 wrote:Well first off I think this post is in the wrong topic, so hopefully the Mods fix that. Any questions on modding go in the "SWBF2 Modding" topic. Welcome to the forums though! I'm sort of a noob myself. From what I know though, you can't do it just with the rep.lvl and repshell.lvl. You would need the original files including the odf files to edit the weapon selection. Can someone correct me if i'm wrong? Sorry D:
I could correct you, but you are not wrong
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nobody3
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Re: Making a simple edit on a previous mod
Do you have the assets to this mod (specifically .odf files) ?
If you really are 100% noob and never even saw .odf file then you have these options:
Download mod tools, read the documentation, the FAQ on this modding forum and some other tutorial if you will need them. Once you understand everything, you need to obtain the assets (source files used to create this mod) from the author and remake it with the changed weapon.
Or make a custom mission script lua command which changes the weapon (or maybe fake console command but I dont know if that would work)
Or hex edit the rep.lvl of the mod, find the engineer unit that you want to change weapon of, scroll down a bit under it and there will be his weapons listed, find the rifle weapon and change it with fusion cutter. (you need to know the names of the weapon's .odf files - Mod tools come with .odf files)
I could try hex editting it for you but I would have to upload the new rep.lvl and my uploading speed isn't very great xD
If you really are 100% noob and never even saw .odf file then you have these options:
Download mod tools, read the documentation, the FAQ on this modding forum and some other tutorial if you will need them. Once you understand everything, you need to obtain the assets (source files used to create this mod) from the author and remake it with the changed weapon.
Or make a custom mission script lua command which changes the weapon (or maybe fake console command but I dont know if that would work)
Or hex edit the rep.lvl of the mod, find the engineer unit that you want to change weapon of, scroll down a bit under it and there will be his weapons listed, find the rifle weapon and change it with fusion cutter. (you need to know the names of the weapon's .odf files - Mod tools come with .odf files)
I could try hex editting it for you but I would have to upload the new rep.lvl and my uploading speed isn't very great xD
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cestensrud
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Re: Making a simple edit on a previous mod
I downloaded the mod tools and the hex editor and looking at the rep.lvl file and searching for 'engineer' in ctrl+f, I found where the edit might need to be made
.
Is it as simple as changing some of the lines of code in there? I know in between each 'rep_weap_inf_X' there are other things so I'm not sure how that factors into editing.
I also emailed the creator of the mod asking for tips, but since it's about 9 years old I'm not counting on them getting back to me. In the download for it there were no assets, just the rep.lvl and repshell.lvl files.
Is it as simple as changing some of the lines of code in there? I know in between each 'rep_weap_inf_X' there are other things so I'm not sure how that factors into editing.
I also emailed the creator of the mod asking for tips, but since it's about 9 years old I'm not counting on them getting back to me. In the download for it there were no assets, just the rep.lvl and repshell.lvl files.
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Trix
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Re: Making a simple edit on a previous mod
I believe there is a way to use a compiled mod, so the final .lvl files and extract them back to the odfs etc, as I am sure I have done this before, but how is beyond me...
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nobody3
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Re: Making a simple edit on a previous mod
Hmm that image seems to be broken (I cant view it)cestensrud wrote:I downloaded the mod tools and the hex editor and looking at the rep.lvl file and searching for 'engineer' in ctrl+f, I found where the edit might need to be made.
Is it as simple as changing some of the lines of code in there? I know in between each 'rep_weap_inf_X' there are other things so I'm not sure how that factors into editing.
I also emailed the creator of the mod asking for tips, but since it's about 9 years old I'm not counting on them getting back to me. In the download for it there were no assets, just the rep.lvl and repshell.lvl files.
Try looking at the game's (not the mod's) rep.lvl (in side folder) and finding rep_inf_default_engineer and under it you should find weapon stuff and try to compare it with your mod's rep.lvl maybe you will figure it out yourself
here's the engineer's weapon stuff straight from rep_inf_default_engineer.odf file (comes with mod tools) make sure the fusion cutter has WeaponAmmo = 0 (which means infinite) and don't overwrite WEAPONSECTION = x (x being some number) just compare this stuff with the hex editor to kind of "know" what the gibberish means
Also, when you think you've replaced it correctly and everything, in your hex editor use "search next" function (usually F3) and see if there are more than one instances that you will have to edit as well. Sometimes there are, sometimes not - in my experience
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- AnthonyBF2
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Re: Making a simple edit on a previous mod
You need the exact character name of the weapon you want to change, so what you need to do is open the mod's mission.lvl in hex editor and find the game mode script
example: cor1g_con (coruscant conquest civil war era)
then when you scroll down you see the names of characters it calls and from what side files.
Now you know what to look for in the side files.
Some times soldiers will have a class parent with "default" on the name, but if there is no class parent, the soldier should have it's own guns and things.
If the character does not have any guns,most likely it has a class parent, so that's what you need to edit.
example: cor1g_con (coruscant conquest civil war era)
then when you scroll down you see the names of characters it calls and from what side files.
Now you know what to look for in the side files.
Some times soldiers will have a class parent with "default" on the name, but if there is no class parent, the soldier should have it's own guns and things.
If the character does not have any guns,most likely it has a class parent, so that's what you need to edit.
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cestensrud
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Re: Making a simple edit on a previous mod
Okay so I went into both the original and mod rep.lvl files and compared the two, highlighted here is the exact text I copied from the original to the mod http://s3.postimg.org/mka368o43/Untitled84.png.
I had to do it in two different places, did I replace parts that are unrelated to this weapon section? Here is what it looks like in the original mod rep.lvl file. http://s22.postimg.org/v7teco0tt/Untitled85.png
I had to do it in two different places, did I replace parts that are unrelated to this weapon section? Here is what it looks like in the original mod rep.lvl file. http://s22.postimg.org/v7teco0tt/Untitled85.png
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nobody3
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Re: Making a simple edit on a previous mod
it looks kind of suspicious to me (it can possibly crash the game) what happened when you tried it ingame?
problem is with the 2 "PROP" parts before the fusion cutter... I also forgot pistol has less characters than fusioncutter so you would have to write over "PROP" to rewrite it (which would crash the game) I guess the only way to do it is get the original assets then
or if you learn how to mod, you could do the same mod as well (would be even easier if you got the commander skin somewhere)
problem is with the 2 "PROP" parts before the fusion cutter... I also forgot pistol has less characters than fusioncutter so you would have to write over "PROP" to rewrite it (which would crash the game) I guess the only way to do it is get the original assets then
or if you learn how to mod, you could do the same mod as well (would be even easier if you got the commander skin somewhere)
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cestensrud
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Re: Making a simple edit on a previous mod
Yeah any edits I tried to make to the code itself definitely crashed the game.
Looks like all I can do would be to remake the mod myself, it'd be cool to add their backpack (made by someone in another thread on here) as well as fixing the fusioncutter issue, but I think it'd be a daunting task with school and work and lack of experience. It was worth a try, thanks a lot for the help!
Looks like all I can do would be to remake the mod myself, it'd be cool to add their backpack (made by someone in another thread on here) as well as fixing the fusioncutter issue, but I think it'd be a daunting task with school and work and lack of experience. It was worth a try, thanks a lot for the help!
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Re: Making a simple edit on a previous mod
You can do this through HEX editing, or you could munge a new LUA script which reads all the same sides, and then make a unit ODF and load that first that uses the player model/weapons you want.
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cestensrud
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Re: Making a simple edit on a previous mod
Not sure how active these modding forums are anymore but I've gotten into the game once again and have still been unsuccessful at finding a "perfect" Galactic Marines skin mod. Does anyone here ever do paid mod commissions? I'd honestly prefer that to attempting to create the skin myself (I don't have the time and skill nor patience lol).
