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Modding Alpha Protocol


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205 replies to this topic

#161
s0meguy

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With MarteenDee's ini I can get anti-aliasing to work with no weird graphical glitches & no dialogue problems, but only "adaptive anti-aliasing" on the ATI control panel. When I activate the normal anti-aliasing it still doesn't work.

#162
Frenzyc

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I have read this entire thread and searched the forum to no avail, so I humbly ask for your guidance and help! :lol:

Whenever I try to edit the INI files, they get restored to default when I start AP. How can I stop it from doing that? >_<

I read somewhere that you need the crack, but that didn't help.

I have the steam version on win7 and have no other problems with the game.

Hope you can help me, 'cause it's really pissing me off that I can't mod this great game!

#163
lJustAlexl

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I have read this entire thread and searched the forum to no avail, so I humbly ask for your guidance and help! :bow:

Whenever I try to edit the INI files, they get restored to default when I start AP. How can I stop it from doing that? :(

I read somewhere that you need the crack, but that didn't help.

I have the steam version on win7 and have no other problems with the game.

Hope you can help me, 'cause it's really pissing me off that I can't mod this great game!


Are the ini files not set to read only? Are you accessing the ini files in your Documents\Alpha Protocol\APGame\Config folder? What program are you using to edit them.

Also wanted to thank all of the posters here, especially MartinDee, for making an already great game freaking fantastic to play through. Runs, looks and controls like a dream now. You guys are awesome.

The only thing I didn't completely get was accessing the Unreal model packages. I had hoped to edit Thorton's face to something more sinister for my rogue playthrough, but every time I try to open umodel, it immediately closes. That aside, I didn't see anything verifying that that was actually a viable method of accessing the textures so I might be barking up the wrong tree for that anyway.

#164
Orogun01

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I have read this entire thread and searched the forum to no avail, so I humbly ask for your guidance and help! :bow:

Whenever I try to edit the INI files, they get restored to default when I start AP. How can I stop it from doing that? :(

I read somewhere that you need the crack, but that didn't help.

I have the steam version on win7 and have no other problems with the game.

Hope you can help me, 'cause it's really pissing me off that I can't mod this great game!


Are the ini files not set to read only? Are you accessing the ini files in your Documents\Alpha Protocol\APGame\Config folder? What program are you using to edit them.

Also wanted to thank all of the posters here, especially MartinDee, for making an already great game freaking fantastic to play through. Runs, looks and controls like a dream now. You guys are awesome.

The only thing I didn't completely get was accessing the Unreal model packages. I had hoped to edit Thorton's face to something more sinister for my rogue playthrough, but every time I try to open umodel, it immediately closes. That aside, I didn't see anything verifying that that was actually a viable method of accessing the textures so I might be barking up the wrong tree for that anyway.

Notepad or other text processor.

#165
Zoraptor

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I could view the models fine. You need to run umodel from a command prompt rather than by double clicking it, easiest way is to install something which will open a command prompt in the correct place via right click context menu ('command prompt here' powertoy on XP, not sure for vista/w7) then type umodel [filename].upk in the command window.

You'll need to put umodel and its dll into every folder you want to view using that method, but it does work.

#166
AlphaMalepro

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Hi everyone

I must say, I really admire the gamers that are taking time out to do this sort of work. Kudos to you people!

The only things (I say only lol) are the animation/enemy hit points//a.i/lack of interactivity (scenery) If those things were fixed then not only would I play it, I'm sure many others would as well. But in the current state its in, that's not gonna happen.

Lets hope Obsidian pick-up the ball! :(

#167
Lasiurus

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I already posted this question on the technical forum, but since this is a modding thread, I guess its worth asking here aswell.

Sorry if this sound kind of "unrelated".

I was interested in replaying the game using my gamepad (logitech rumblepad II, Playstation like), but the lock-picking minigame requires the use of analogic triggers :(

Is it possible to tweak that so it uses the stick instead?

#168
Istima Loke

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Hey,

There's a sale of AP on Steam. I was going to get but then I thought maybe I won't be able to apply fixes like the ones discussed in this thread (like altering .ini files and whatnot). I'm worried that Steam will reverse the changes. Are my fears justified? Or not?

#169
SearingWind

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Anyone have any luck finding out how the game determines the mini-game difficulty?

I've heard it's tied to total AP you've spent, or how much sabotage you've invested in (which makes no sense). I only ask because the latter seems totally stupid from a game design standpoint (well both do) but that seems how it works.

I say this because on my first game (normal) with recruit and only 2 points in sabotage I was able to hack everything until the very last mission. Even then, I was able to get through them after a try or two.

Now my second play through (normal again), using the veteran profile, I invested heavily into sabotage (though I did not specialize) and half way through the game I'm getting key panels with 12 jumpers and about an 18 second timer, computer terminals with 2-4 alphanumeric sequences and about a ten second timer, and safes with 6 pins and about a 12 second timer. It would be nice to tone this down through tweaking.

Even if you cannot mod it simply, it would be nice to know the exact method the game uses to determine the mini-game difficulty. So I can try to avoid setting myself up with impossible mini-games half way through the game.

Thanks in advance for any help!

#170
SearingWind

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Anyone have any luck finding out how the game determines the mini-game difficulty?



OK, After tweaking the defaultlevelchart.ini to give myself a a ton of points at the start of the game and ran some tests. It seems the game changes the difficulty of the mini-games based on the number of AP acquired, not spent. The amount in the sabotage skill makes no difference except the second level (and presumably the second to last) extend the amount time you get to hack. Not sure if the "free" points given to you for the veteran path count toward this or not, as I had tweaked the defaultlevelchart.ini to give me slightly more AP for my second play through, thus invalidating it as a control.

I'm going to start a new game with the default values for defaultlevelchart.ini and go veteran path and see if the mini-games get harder before they did on the recruit path. I'll report here.

Edit: Game difficulty has no effect (that I can tell).


So at this point it would still be great to know if anyone has figured out if you can tweak the starting point and rate at witch the game increases the mini-game difficulty. I'd love a mod/tweak that makes the mini-games harder at the beginning but never takes it to the retardedly hard level.

Thanks,

SearingWind

Edited by SearingWind, 02 December 2010 - 08:42 PM.


#171
Zoraptor

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I think the general consensus was that those things were controlled by the exe and not subject to easy manipulation, unfortunately. IIRC there are a few things possible to make it easier such as shortening the repeat input time for the keyboard string movement but that was all.

#172
Phnx

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Hey, does anyone know how to modify the camera? :shifty:

#173
Muze

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Is there a way/mod to reduce the size of the HUD that shows health/ammo etc during gameplay? And move it more into the corner? It's rather huge and takes up a lot of screen real estate.

#174
Karl the Unfettered

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Is this still a project for some people?

And is there a definitive list of tweaks that are tested and guaranteed to make things work better, like less stuttering and glitching and such? I just had to reinstall and I'm doing a Recruit playthrough; forgot how hard it is without all the extra AP you get on the Veteran path.

#175
rush2112

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I've been reading through this thread, there are some awesome tips and .ini tweaks in here, thanks.

Question is, I find that if I use the levelcharts.ini to give myself a ton of AP, the minigames are all very, very difficult and I can't complete them. I've tried editing various settings in apgame.ini (gamedifficulty, scalerate/scalethreshold), but I can't seem to turn the minigame difficulty down. It is really hard to go through the game when every lock pick expires in 5 seconds and you have 6 pins!

I know this is an old thread, but does anyone have any insight on what controls the minigame difficulty? Thanks in advance.

#176
Sannom

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Question is, I find that if I use the levelcharts.ini to give myself a ton of AP, the minigames are all very, very difficult and I can't complete them.

I know this is an old thread, but does anyone have any insight on what controls the minigame difficulty? Thanks in advance.


The mini-games' difficulty is based on the number of APs you have. And I think it's not the number of AP you've 'spent', but really the number of AP you 'have'. So if you gave yourself more than enough AP to max out every single skill, you're in for a world of hurt :) !

#177
Karl the Unfettered

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Someone determined that the minigame difficulty stemmed partly from the amount of AP you've built up, and partly from a couple set factors relative to the level you're in; Saudi Arabia's hacking games are all stupidly easy, but the ones in Taipei can be stupidly hard even with the Integrated Circuitry upgrade and Sabotage maxed out.

Yeah, kinda dumb sometimes, but that's what you get. No matter how great Alpha Protocol is, the fact remains Obsidian could've done a lot better job of testing and QA before it shipped. Ah well, this isn't the place for that discussion.

#178
rush2112

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Does anyone think it would be possible to hex edit the game save to add skills and not have the game register it as "AP received"?

#179
Zool

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I'm suffering from this issue too.
Not like it bothers me _that_ much, but it wouldn't hurt to have it work properly.
The fixes mentioned earlier in the thread didn't work :x
Using 2x6950 with Catalyst 11.3.

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#180
rush2112

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That clipping problem was solved for me by turning down Anisotropy and Multisampling from 16 and 8 to 8 and 4.




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