Home » BIT COMPOSER GAMES » JA:BiA Modding » Modding BiA
Modding BiA[message #298830] Mon, 13 February 2012 17:46 Go to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
Some modding things got started with BiA:

http://boards.jaggedalliance.com/index.php?/topic/851-mod-links/
Re: Modding BiA[message #298831] Mon, 13 February 2012 17:54 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3790
Registered:July 2009
We should offer them a subforum here, seeing that bc can't make up their collective mind if they want to 'support' modding and if setting up a forum counts as 'support'.


Re: Modding BiA[message #298832] Mon, 13 February 2012 18:11 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
+1 Smile
Re: Modding BiA[message #298909] Tue, 14 February 2012 08:43 Go to previous messageGo to next message
tazpn

 
Messages:99
Registered:December 2007
Location: CA, USA
Kick ass. An IMP mod!! Now just need to change names and what not but that is one big negative mitigated.

Now I just need a camera and hotkey remap mod.
Re: Modding BiA[message #298912] Tue, 14 February 2012 09:00 Go to previous messageGo to next message
WilsonMG

 
Messages:28
Registered:October 2011
Location: USA
R@S (from 7.62 BSM fame) is also working on adding more weapons. Hopefully the developers will at least expand the weapon/item ID table so folks like him can work their magic.
Re: Modding BiA[message #298982] Tue, 14 February 2012 22:07 Go to previous messageGo to next message
superpanda
Messages:2
Registered:August 2006
Location: Croatia
Can't wait for mods!

It would be great if they made it auto-updatable with the new Steam workshop.
Re: Modding BiA[message #298983] Tue, 14 February 2012 23:36 Go to previous messageGo to next message
R@S

 
Messages:134
Registered:July 2004
Location: Sweden
I think there is only 100 weapon ID's so far, but I hope they will find a way to reserve more for weapons. They did actually allocate more memory for weapons in the 1.05 patch, but sadly there's still some issue with adding new calibers. I had my hopes set on adding the 40mm grenade this evening, only to find that it still doesn't work.

And opening up a sub forum here at the pit wouldn't be such a bad idea, maybe I finally could gets me some badges :scan:
Re: Modding BiA[message #298998] Wed, 15 February 2012 03:19 Go to previous messageGo to next message
Torres

 
Messages:181
Registered:June 2010
Location: Canary Islands
This is awesome, this game has sooo much potential for creative modding.

I can't wait to see some nice assaults like the ones on JA2 1.13 in this 3D environment.

(BTW the uniforms and sunglasses are awesome, I just want a Duke Nukem badass merc holding an M60)
Re: Modding BiA[message #299012] Wed, 15 February 2012 09:41 Go to previous messageGo to next message
Koda

 
Messages:40
Registered:December 2011
Actually the IDs should be free to choose. You just have to be careful that you don't ever use an already taken ID. However I haven't implemented this so I'm not too sure. Are you sure the crash you once had wasn't just caused by accidently using an already taken ID?
Edit: Oh and of course a patch might use an ID you used :/.

[Updated on: Wed, 15 February 2012 09:42] by Moderator

Re: Modding BiA[message #299016] Wed, 15 February 2012 10:56 Go to previous messageGo to next message
R@S

 
Messages:134
Registered:July 2004
Location: Sweden
Hi Koda

I'll go through the ID's again, just to make sure, but from reading the ammunition.txt I gather the range should be between 900-999. I'll do some testing before I have to leave for work, try to switch out the 7.62x39 with one of the others I added last night.

There is no crash, but if I add any new ammo above the ID 913(new 7.62x39), all weapons that uses that new ammo above ID 913 automatically is set to use the 913(7.62x39) ammo. If I change the 913 entry to 915 and then add a 916, I get the same error. It's as if any added ammo will revert to use the last working one, in this case the ID 913 7.62x39. I added the 9x39 and 40mm and set the weapons to use those, but the weapons used the 7.62x39 caliber, but their clip sizes were taken from the weapons.txt tho, it's why I think the issue is with the ammo.

Hope my explanation helps.

I also noticed in the quests.txt that there were references to some quest.xml files, and this gives me hope that we might be able to add some new quests. This would be very fun to do, adding stuff to do and enemies to kill is very important to a mod Smile
Re: Modding BiA[message #299043] Wed, 15 February 2012 13:43 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
DepressivesBrot
We should offer them a subforum here, seeing that bc can't make up their collective mind if they want to 'support' modding and if setting up a forum counts as 'support'.


Ta dah!


Re: Modding BiA[message #299078] Wed, 15 February 2012 18:23 Go to previous messageGo to next message
WilsonMG

 
Messages:28
Registered:October 2011
Location: USA
Off_Topic
DepressivesBrot
We should offer them a subforum here, seeing that bc can't make up their collective mind if they want to 'support' modding and if setting up a forum counts as 'support'.


Ta dah!


Nice!
Re: Modding BiA[message #299086] Wed, 15 February 2012 20:16 Go to previous messageGo to next message
Koda

 
Messages:40
Registered:December 2011
Yep you were right regarding Ammo, there was no way to add additional ammo types. For some weird reason those are hardcoded (I guess initially there even was no ammunition.txt, that's probably why).

[Updated on: Wed, 15 February 2012 20:16] by Moderator

Re: Modding BiA[message #299088] Wed, 15 February 2012 21:47 Go to previous messageGo to next message
R@S

 
Messages:134
Registered:July 2004
Location: Sweden
Thanks O_T, I hope this section will prove worth the effort.

You've made me a Sad Panda, Koda, but knowing what you guys have done so far after the initial release I am still very hopeful. I'll just continue working around it for the time being, I still have 13 calibers to work with.

And expect some new mods coming soon, I have a few ideas from playing the game and looking at the files. There also seems to be a lot of interest in modding this game, so the future is looking bright.
Re: Modding BiA[message #299100] Thu, 16 February 2012 01:54 Go to previous messageGo to next message
BirdFlu

 
Messages:451
Registered:September 2007
Location: Lampukistan
Hey guys, i've updated the VFS libarary to read and write the PAK files and i've written a small program that does that (via the VFS library) and can also convert PAK files to 7zip archives and dump PAK files from process memory. See http://boards.jaggedalliance.com/index.php?/topic/320-modding/page__view__findpost__p__14327 or http://ja2smp.no-ip.org/projects/programs for more details.

@Koda Would you mind to answer some questions?

Do you know what kind of checksum algorithm is used in the PAK files?

As far as i have seen it, the game reads files from the [font:Courier New]bin_win32[/font] directory first and then from the PAK files. Right? If so, then we would have to put all modified files into that directory, which means that we would only have one mod for everything. To have multiple independent mods would be impossible then, right? Are there any plans or thoughts or ideas to offer some kind of VFS-like mod support that would allow us to use separate mods, like reading files from configurable directories or PAK files?

Re: Modding BiA[message #299118] Thu, 16 February 2012 09:19 Go to previous messageGo to next message
Koda

 
Messages:40
Registered:December 2011
Afaik it's a custom or modified algorithm, but I can't check at home. Shouldn't matter for you anyways as it's only used for creating pak updates for patches. We use a different checksum for checking modifications to disable achievements.

Yes local file content is read first, this was a bug. Mod support is a decision BC has to make. I can't answer this.

[Updated on: Thu, 16 February 2012 09:20] by Moderator

Re: Modding BiA[message #299170] Thu, 16 February 2012 20:08 Go to previous messageGo to next message
Torres

 
Messages:181
Registered:June 2010
Location: Canary Islands
Have you guys any recommendation about mods? I don't know if it's OK to post links to other websites but so far I have found some mods and one in particular is making my day and that's the NO INTRO VIDEOS. (not really a mod itself but kinda of likey)

http://boards.jaggedalliance.com/index.php?/topic/851-mod-links/

Does any of you knows if there is a mod that make children stop tailing me in the cities or while in combat? It is quite annoying and in some rare occasions I had up to 6 children followin me
Re: Modding BiA[message #299171] Thu, 16 February 2012 20:16 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3790
Registered:July 2009
Shows again that many 'mods' are born from being annoyed Very Happy


Re: Modding BiA[message #299374] Sun, 19 February 2012 04:11 Go to previous messageGo to next message
tinalovly
Messages:5
Registered:February 2012
just joined this forum as i recently got hooked on JA2 so Quick question, i only have BIA on steam, will the imp mod work on steam or do i need the real game first? i know the 1.13 mod didnt work for ja2 on steam and just wondering if it also wont werk for BIA
Re: Modding BiA[message #299389] Sun, 19 February 2012 08:46 Go to previous messageGo to next message
dinglehopper

 
Messages:134
Registered:January 2008
There is a way to get 1.13 to work on steam but it is tricky and difficult. Better of just getting ja2 from good old games. Steam is getting better at allowing mode though. But I haven't tried to mode mine yet. If you try it let us know how it goes.
Re: Modding BiA[message #299413] Sun, 19 February 2012 12:45 Go to previous messageGo to next message
EXile 150 Abyss

 
Messages:139
Registered:September 2009
It shouldn't be that difficult really. I use a steam version and I just extracted 1.13 in the folder, replaced the files and ran it.

So for me it works just fine on steam. Smile
Re: Modding BiA[message #299444] Sun, 19 February 2012 17:39 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
BiA on Steam IS the "real game"of BiA. So yes, the IMP-Mod should work with it.
Re: Modding BiA[message #299842] Wed, 22 February 2012 03:02 Go to previous messageGo to next message
BirdFlu

 
Messages:451
Registered:September 2007
Location: Lampukistan
Implemented a new archiver tool, the Jagged Alliance Archiver (or jark), that works similar to the previous tool jabiapak, but comes with a GUI this time.

http://boards.jaggedalliance.com/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=154

It works for JA BiA's PAK files and also for JA2's SLF files. It can also load and write 7zip files. And again, it can read though process memory of JA BiA and so extract the otherwise encrypted .pak.crypt files.

Get the program precompiled program from here : http://ja2smp.no-ip.org/projects/programs

Get the sourcecode from here : jark and bfvfs library. You will also need the Qt SDK (http://qt.nokia.com/downloads) in you are on Windows (on Linux you can just install the qt4-devel package via your favorite package manager).

Re: Modding BiA[message #299874] Wed, 22 February 2012 10:46 Go to previous messageGo to next message
shole
Messages:1
Registered:August 2009
tazpn
Now I just need a camera and hotkey remap mod.


my InputReconfig mod
considering moving it here unless they open up a mod forum before my next version.
Re: Modding BiA[message #300081] Thu, 23 February 2012 16:10 Go to previous messageGo to next message
Shambone
Messages:6
Registered:February 2012
Location: Oregon
An organize mod. Ammo dumps and chest organized just like Ja2. rifles next to rifles, like ammo next to each other and so on. Maybe a grappling hook mod that would allow roof top access from any where instead of ladders. I want the ability to blow up any section of the wall and make an entrance. Maybe some underground lairs and some multi floor buildings like a skyscraper. blood mod where heads and limbs explode or are dismembered. Vehicles. Smiley Face sex. Ceramic plates or steel plates for vests. Dragon Armor. better grenade launchers. holographic and red dot sights actually reduce time it takes to aim. level cap removal. Sci-fi Mode. Maybe incorporate some kind of propaganda mod that would allow for better recruitment of mercs and militia.

EDIT: Where are the wire cutters?

[Updated on: Thu, 23 February 2012 16:11] by Moderator

Re: Modding BiA[message #300357] Sun, 26 February 2012 16:10 Go to previous messageGo to next message
350zspec

 
Messages:32
Registered:February 2012
Missing the throwing knives from JA2. Really great for stealth kills.
Re: Modding BiA[message #300419] Mon, 27 February 2012 15:30 Go to previous messageGo to next message
dethica

 
Messages:40
Registered:September 2009
someone wrote a script to replace BIA merc audio with JA2 audio:

http://boards.jaggedalliance.com/index.php?/topic/1387-script-ja2-original-voices-replacer/
Re: Modding BiA[message #300830] Sat, 03 March 2012 04:09 Go to previous messageGo to next message
Kaos1973

 
Messages:41
Registered:March 2012
Any chance of putting out a "How To" or is there already one out there for replacing and/or adding weapons.

I have a basic grasp of what is required. ie

Overwrite the details in the weapons config file
Overwrite the weapon/ammo details in the main/equipment ctx files (in notepad)
I have GIMP and have viewed the texture files and I think I understand the indexing system for icons and weapon textures. I just don't know how to overwrite the icon/weapon textures and format the file and save it correctly so the game will use it

Also - is it possible for a weapon use multiple ammo types? ie Shotgun - buckshot and slugs. As i want to overwrite some of the ammo types that only have 2 or 3 weapons that use it

Cheers,

Re: Modding BiA[message #302161] Wed, 21 March 2012 20:17 Go to previous messageGo to next message
SlimJD

 
Messages:10
Registered:January 2009
Location: Seattle, WA
Hey Kaos I hope you get your answer soon, I really miss different ammo types!

I myself am currently changing the armor camo values to a more practical default of 20% for head, 40% chest, 30% legs, and 10% shoes for all camo types. When I have a bit more time I'll adjust the value based on the item color and maybe size/shape too.
Re: Modding BiA[message #302283] Sat, 24 March 2012 03:21 Go to previous messageGo to next message
Kaos1973

 
Messages:41
Registered:March 2012
Been tooling around a bit with JABiA for the last month. Have changed weapon icons and pictures around. Rejigged weapons and ammo. One thing I just can't get it to do is change the names of anything. I have changed the names in the config files and interface files but they keep the old names in game - I am obviously missing something.

I have tried to rejig ammo loadouts to what would fit into a "basic pouch" (1 square in the inventory screen) ie. 4 x 30 rnd 9mm mags, 1 x 10 rnd 50 cal mag, 2 x 40mm grenades. But even by declaring StackSize in the ammunition config files the game engine overrides the stack size back to 5. No biggy - just an observation. I worked around it by reducing the box sizes.

Still havn't tried multiple ammo types yet, I don't hold any hope there, will let you know.

I have overwritten some ammo types:
38cal - 12g 00 Buckshot
120cal - 12g AP Slug
4_7mm - 40mm HEDP
5_7mm - 40mm Gas
5_45mm - 762x39mm
7_66mm WP - 338 Lapua Magnum
Rocket - AT4 Rocket

But as I said earlier the names don't work in game.

If anyone can assist that would be great - Cheers

Re: Modding BiA[message #302301] Sat, 24 March 2012 09:45 Go to previous messageGo to next message
R@S

 
Messages:134
Registered:July 2004
Location: Sweden
To get the ammo to display the right names you need to edit the equipment.ctx at all ranges, I think you missed the ones at the 20000 range where the weapon gets the ammo names. To get the ammo shop name, edit the 900 range, the description is 10901 and finally the weapon description ammo name is 20002. Note that there is an offset by 1 at the description and 2 at weapon description.

Re: Modding BiA[message #302333] Sat, 24 March 2012 23:07 Go to previous messageGo to next message
Kaos1973

 
Messages:41
Registered:March 2012
Thanks R@S
Re: Modding BiA[message #302340] Sun, 25 March 2012 02:05 Go to previous messageGo to next message
Kaos1973

 
Messages:41
Registered:March 2012
Equipment.ctx file modified thus...

!!python/object:ctx_file.CTX_data
data_offset: !!python/long '67'
language_list:
- !!python/object:ctx_file.CTX_language
data_dictionary: !!python/object/apply:collections.OrderedDict
- - [0, Empty]
- [1, SU-16CA]
- [2, G36C]
- [3, SCAR-H Carbine]
- [4, M98B]
- [5, USP Tactical .45]
- [6, M16A4]
- [7, Knife]
- [8, HK416 Carbine]
- [9, M4A1 Carbine]
- [10, SCAR-L Carbine]
- [11, HK 417 CQB]
- [12, SCAR-H CQB]
- [13, AUG A3 CQB]
- [14, AUG A3 Carbine]
- [15, ACR 762x39 CQB]
- [16, HK 416 9mm]
- [17, Mk 46]
- [18, HK 21]
- [19, RPK Tactical]
- [20, KSG Shotgun]
- [21, Mk 14]
- [22, 110 SASS]
- [23, DeLisle Carbine]
- [24, AK Shorty]
- [25, HK 416 PDW]
- [26, MP5K PDW]
- [27, MP9]
- [28, UMP 45]
- [29, AUG A3 Para]
- [30, AK Tactical]
- [31, M1A Scout]
- [32, SRS Covert]
- [33, Model 500]
- [34, AK Suppressed]
- [35, ACR 762x39 Carbine]
- [36, Model 60LS]
- [37, Model 686]
- [38, Deagle XIX]
- [39, Glock 17]
- [40, Glock 18]
- [41, USP Tactical 9mm]
- [42, MAC-10]
- [43, G2 Contender]
- [44, Super Shorty]
- [45, Mini-14]
- [46, SKS Tactical]
- [47, Saiga Techtronix]
- [48, AT4]
- [49, AW50]
- [50, AS50]
- [51, MML]
- [52, Machete]
- [53, Axe]
- [54, MP5SDA5]
- [55, HK 416 Pistol]
- //[56, G36C]
- //[57, MP7]
- //[58, F2000]
- //[59, AN94]
- [60, Vector Kriss]

Yet to be modified
- [7002, 'This rifle is destined to become one of ''s greatest exports, second
only to tactical nuclear warheads.']
- [7003, 'Although you can trace its lineage back to the Eugene Stoner
Re: Modding BiA[message #302402] Mon, 26 March 2012 03:59 Go to previous messageGo to next message
Kaos1973

 
Messages:41
Registered:March 2012
Reference multiple ammo types:
The system will take the last one listed in the config file
Re: Modding BiA[message #302406] Mon, 26 March 2012 04:47 Go to previous messageGo to next message
Kaos1973

 
Messages:41
Registered:March 2012
What programs do I need to view/modify weapon models? I assume some kind of conversion is required from .xrf and it appears pretty in depth!!
Re: Modding BiA[message #302422] Mon, 26 March 2012 10:25 Go to previous messageGo to next message
R@S

 
Messages:134
Registered:July 2004
Location: Sweden
You need to patch your game to 1.11 to get the new ammo to work, they were hard coded before that patch.

Once you have updated your game you'll see that the IDs have been moved to the ranges I described above.

There are no tools for 3d modeling yet.
Re: Modding BiA[message #302423] Mon, 26 March 2012 11:40 Go to previous messageGo to next message
Kaos1973

 
Messages:41
Registered:March 2012
Have version 1.11. I think there might be some conflict with other files. I will try pruning off some superfluous files by putting them into an "archive" folder within each tree branch.

[Updated on: Mon, 26 March 2012 11:45] by Moderator

Re: Modding BiA[message #302602] Sat, 31 March 2012 10:53 Go to previous messageGo to next message
Kaos1973

 
Messages:41
Registered:March 2012
No, I can't seem to get a clean version of the interface/equipment.ctx file from 1.11.

I have used the tools from "sbobovyc-JA-BiA-Tools" to get all the textures models and stuff, but I just can't find the equipment.ctx file. I was just butchering R@S mod files and I have hit a wall with getting modded names in game.
Re: Modding BiA[message #303710] Sat, 21 April 2012 09:14 Go to previous messageGo to next message
Kaos1973

 
Messages:41
Registered:March 2012
Have ver 1.12 and evertything is clean and working well.

Why is it that all the config and interface text files when modified change everything they are supposed to except the names and descriptions of weapons, ammo and characters?

Now game has started crashing to desk top when I try and enter the water supply or the mine near Cambria from a new start (happened twice). Am able to visit roadblocks in between but CTD everytime I go to those two places! WTF?

- I haven't tampered with anything other than equipment, characters, weapons & ammo ctx text files.

Am I the only one having this problem?

Could it be because I have a Steam copy of the game?

[Updated on: Sat, 21 April 2012 17:02] by Moderator

Re: Modding BiA[message #303831] Tue, 24 April 2012 09:08 Go to previous message
Kaos1973

 
Messages:41
Registered:March 2012
Sorted it!

Had disabled some items but they were still in containers and on npcs - still can't change names or descriptions.

New weapons show as tab data and picture + icon with no name or description

ANy suggestions

[Updated on: Tue, 24 April 2012 09:10] by Moderator

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