Can you Mod a ... Mod???

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
Andromachus
Private Recruit
Posts: 18
Joined: Tue Dec 23, 2008 11:43 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Greenwood the Great

Can you Mod a ... Mod???

Post by Andromachus »

I have been crawling through the ModTools and learning how to mod Battlefront 2 over the last several weeks.

I am curious if there is a way to modify an exsiting mod out there. I would like to make changes to it for my own personal use.

I am asking because with the Mod Tools you are provided with the assets and the default data setup for new worlds, but with Mods, like Conversion Pack 2.0, you have no way of getting to any type of assets unless there is an unpack/pack function.

I have modded quite a bit in BF1942, where you can take RFA's and unpack them, make your changes and repack it.

Anyway, the question is, if the assets are not provided with a mod, I am not sure how I could get access to any of the information within the lvl? Would this be by hex editing? It would be better if there was another way...

Any help is greatly appreciated. Thanks
YaNkFaN
Field Commander
Field Commander
Posts: 943
Joined: Sat Dec 13, 2008 8:17 am

Re: Can you Mod a ... Mod???

Post by YaNkFaN »

i don't believe there is a way to do that and i also think you would/should get the author's permission first. The reason i don't think there is a way is because bf2 uses .lvl files and i am not aware of a program you can use to successfully edit them
computergeek
General
General
Posts: 770
Joined: Thu Jun 07, 2007 6:26 pm
Projects :: Halo Warthog vehicle for SWBF2
Games I'm Playing :: Bioware RPGs - Halo
xbox live or psn: No gamertag set
Location: Far Far away....

Re: Can you Mod a ... Mod???

Post by computergeek »

To an extent, yes. You can modify the sides if they use custom ones by making them in your own map, and taking the side's .lvl file and replacing the mod's side file with it but you must make sure their names for units are the same as yours.
Also you REALLY need to ask the author's permission first
Andromachus
Private Recruit
Posts: 18
Joined: Tue Dec 23, 2008 11:43 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Greenwood the Great

Re: Can you Mod a ... Mod???

Post by Andromachus »

OK,

That answers my question.

Yes, Asking for permission to mod it would be a given, yet it would not be distributed anyway...
User avatar
[RDH]Zerted
Gametoast Staff
Gametoast Staff
Posts: 2982
Joined: Sun Feb 26, 2006 7:36 am
Projects :: Bos Wars AI - a RTS game
Games I'm Playing :: SWBF2 and Bos Wars
xbox live or psn: No gamertag set
Location: USA
Contact:

Re: Can you Mod a ... Mod???

Post by [RDH]Zerted »

If you know the unit class names, you can replace the sides. If you know the layer names to load, you can replace the lua script. If you know the layer names to load, you can load layers from that map into your own mod map. Then you can use lua commands to disable/remove certain objects from their layer if you know the object's names. I don't think anyone really has a complex addme.lua, you can easily replace that too. You could replace the map's core.lvl to change its strings too.

So yes, those are the things you can mod from another mod without hex editing.
Andromachus
Private Recruit
Posts: 18
Joined: Tue Dec 23, 2008 11:43 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Greenwood the Great

Re: Can you Mod a ... Mod???

Post by Andromachus »

Thanks Zerted for this good information, that looks promising. If I can accomplish it. It gives me a place to start...

I guess the first thing is who is the group that produced the Conversion Pack 2.0? I will have to ask permission to mod it, but it would only be for personal use, I do not plan to distribute it in the community.

A comment about this mod: It is REMARKABLE WORK!!! I have been thoroughly excited to play this mod (especially KOTOR) and the maps are awesome!!!

I just want to modify the KOTOR sides right now, my list is below:

Add more vibroswords for the classes instead of just the swordsman (The vibrosword needs to be made more powerful too.). I might add more force pikes too.

Reduce the rate of fire for all the blasters, perhaps to a "Shot Delay" of 0.3 to 0.5, with Salvos of only one per shot. I may have to increase the heat generation or adjust magazine capacities to avoid units continuously firing throughout the entire game play.

Later: I might want to change around some of the unit models as well, but i have to think about this for a while. I was primarily concerned with the blasters and the vibroswords.

Much, Much Later: Later I want to work on something with Mandalorians, but I haven't looked around enough to see if anyone has already done this.

Any additional support or help is great. Thanks...
RogueKnight
Space Ranger
Posts: 2512
Joined: Sat Nov 22, 2008 1:50 pm
Projects :: Life. Work.
Games I'm Playing :: League of Legends
xbox live or psn: No gamertag set
Location: Washington, US

Re: Can you Mod a ... Mod???

Post by RogueKnight »

Andromachus wrote:Much, Much Later: Later I want to work on something with Mandalorians, but I haven't looked around enough to see if anyone has already done this.
ME and Commander Fett are doing a Mandalorian Wars Mappack, if you want the details or to help, send me a PM.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Can you Mod a ... Mod???

Post by Maveritchell »

Andromachus wrote:I guess the first thing is who is the group that produced the Conversion Pack 2.0? I will have to ask permission to mod it, but it would only be for personal use, I do not plan to distribute it in the community.
If you're just doing something for personal use, you're welcome to change anything. However, if you distribute it, take videos of it, etc., I would ask that you don't unbalance what I spent a lot of time balancing. I'll eventually release sources to the KotOR era, and when that happens you're welcome to recreate the sides as you like them, provided you give credit.
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Can you Mod a ... Mod???

Post by Teancum »

Andromachus wrote:I guess the first thing is who is the group that produced the Conversion Pack 2.0? I will have to ask permission to mod it, but it would only be for personal use, I do not plan to distribute it in the community.
The mod is actually a hodge-podge of a lot of folks' work, but I headed it up for about 90% of the development. Maveritchell took over as project lead for the last 10% (although I still contributed here and there). If you have any questions about who did what (for example: Who made the Durge model) then you can ask us.
Andromachus
Private Recruit
Posts: 18
Joined: Tue Dec 23, 2008 11:43 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Greenwood the Great

Re: Can you Mod a ... Mod???

Post by Andromachus »

@Maveritchell

That would be nice if resources could be released sometime. Most of my modifications would be minimal and for personal use. I wouldn't see the point of re-distributing something that would be almost near the original product. I assure you that if for some reason I did, I would give credit. It would be obvious whose models and mod it would be... I just would like more swords in the KoTOR era. When I play as a swordsman, the poor guy doesn't last long against all those blasters.

Nevertheless, it is a quality modification, and I have enjoyed it thoroughly, you all did a spectacular job with it. Especially considering how finicky the ModTools and the game are. It will take me some time to get comfortable with the modification process. Editing odf's, luas and scripting are pretty basic for me, I have just had a hard time understanding the Munge function and all of its workings. The more I work with it, the more I read the tuts, I will eventually pick it all up.

Let us know when the source files might be released.

Thanks!!!
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Can you Mod a ... Mod???

Post by Teancum »

Andromachus wrote:That would be nice if resources could be released sometime.
They will be, but right now we're working on patching the mod one last time to fix bugs. Until then we don't want to release partially broken source files.
Post Reply