Sannom Posted April 18, 2011 Posted April 18, 2011 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 !
Karl the Unfettered Posted April 18, 2011 Posted April 18, 2011 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.
rush2112 Posted April 19, 2011 Posted April 19, 2011 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"?
Zool Posted April 19, 2011 Posted April 19, 2011 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 Using 2x6950 with Catalyst 11.3.
rush2112 Posted April 19, 2011 Posted April 19, 2011 That clipping problem was solved for me by turning down Anisotropy and Multisampling from 16 and 8 to 8 and 4.
rush2112 Posted April 20, 2011 Posted April 20, 2011 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"? Anyone?
Zool Posted April 22, 2011 Posted April 22, 2011 That clipping problem was solved for me by turning down Anisotropy and Multisampling from 16 and 8 to 8 and 4. Didn't work for me
pimabread Posted June 2, 2011 Posted June 2, 2011 (edited) I wonder if obsidian or Sega would be open to releasing a mod editor. That way we could fix this game because as I see it there aren't anymore patches coming out anytime soon Edited June 2, 2011 by pimabread
pimabread Posted June 3, 2011 Posted June 3, 2011 (edited) I've managed to decompress and unpack the upk game files in the CookedPC folder with Gildor's software but that's about it I don't know much about modding if any of you want the links to the site where you can download the decompresser or the unpacker just ask Edited June 3, 2011 by pimabread
kilohansel Posted July 6, 2011 Posted July 6, 2011 I don't suppose anyone here knows the hex codes for activating the Gamecrazy/Gamestop preorders on the PC disc? I can see the value is "02" but I can't alter that without it crashing, and maybe someone's done the work for me. Shoot me an e-mail if you've got the answer.
dcpuser Posted July 11, 2011 Posted July 11, 2011 Can you mod stats on the armor using a hex editor? Like if I wanted to give the stealth armor more base endurance or inventory slots, etc? Also the 3 primary skills you've chosen?
Zoraptor Posted July 11, 2011 Posted July 11, 2011 Primay skills can be changed, IIRC, though you are still limited to the default number of skills (ie you can't make every skill a primary one, only three at a time). You can find the files with the armour stats etc and change them with a hex editor, but I never got the changes to work in game.
pimabread Posted September 6, 2011 Posted September 6, 2011 I just wish we could create content 4 this game cuz that would rock
pimabread Posted September 6, 2011 Posted September 6, 2011 I managed to look at the weapons and characters with umodel. I was wondering is this knife useable in game? Uploaded with ImageShack.us
WorstUsernameEver Posted September 7, 2011 Posted September 7, 2011 I managed to look at the weapons and characters with umodel. I was wondering is this knife useable in game? Uploaded with ImageShack.us Lethal takedown.
pimabread Posted September 7, 2011 Posted September 7, 2011 (edited) I was trying to texmod his cloths, hair and some weapons but couldn't because I don't know how too but it's possible a few pages back a guy guy painted the main character's glasses green Edited September 7, 2011 by pimabread
Zoraptor Posted September 7, 2011 Posted September 7, 2011 It should be possible to do that sort of stuff because textures must be loaded dynamically. I'm pretty sure that a lot of the stat based things like equipment (but not the ini based properties) is built into/ integrated into the exe, as that would explain the inability to change costs and the like by altering the base files.
pimabread Posted September 8, 2011 Posted September 8, 2011 yes I've been trying I've found a lot of stuff that was cut from the game it's funny
C2B Posted September 8, 2011 Posted September 8, 2011 yes I've been trying I've found a lot of stuff that was cut from the game it's funny In most cases much less cut than repurposed. The game went through 3? complete revisions during its development history. Much of that stuff was probably never intended to be used in the final version.
pimabread Posted September 9, 2011 Posted September 9, 2011 I'm interested in knowing how to put that stuff in the game.... I think I'm the only one though lol everyone's moved on
Karl the Unfettered Posted September 11, 2011 Posted September 11, 2011 On the contrary, I myself am still much interested in seeing some results from all this. If only I knew how to do it!
pimabread Posted September 11, 2011 Posted September 11, 2011 I have been trying with texmod to mod the textures but I have had no luck so far a user did it a couple of pages back though
AoB Posted October 3, 2011 Posted October 3, 2011 Already posted about this on the steam boards so I'll just copypaste it from there: "Just wanted to give you guys a heads up, that after roaming and plowing through thhe "modding" thread at http://forums.obsidian.net/index.php...c=55422&st=195 and the great neat little fixes there are posted and tinkering around them myself I came up with a pretty much best way of implementing "walking" into the keyboard+mouse combo on the PC. All you have to do is go to ...\Steam\steamapps\common\alpha protocol\APGame\Config , open the DefaultInput.ini file and edit the following lines: Exchange the first 4 lines just after ";General Bindings" to: ; --- General bindings +Bindings=(Name="MoveForward",Command="Axis aBaseY Speed=0.2") +Bindings=(Name="MoveBackward",Command="Axis aBaseY Speed=-0.2") +Bindings=(Name="StrafeLeft",Command="Axis aStrafe Speed=-0.2") +Bindings=(Name="StrafeRight",Command="Axis aStrafe Speed=+0.2") and add these lines after ";Player Movement" +Bindings=(Name="W",Command="Axis aBaseY Speed=1.0",Control=False,Shift=False,Alt=False)+Bindings=(Name="S",Command="Axis aBaseY Speed=-1.0",Control=False,Shift=False,Alt=False) +Bindings=(Name="A",Command="Axis aStrafe Speed=-1.0",Control=False,Shift=False,Alt=False) +Bindings=(Name="D",Command="Axis aStrafe Speed=1.0",Control=False,Shift=False,Alt=False) +Bindings=(Name="W",Command="Axis aBaseY Speed=1.0",Control=False,Shift=False,Alt=True) +Bindings=(Name="S",Command="Axis aBaseY Speed=-1.0",Control=False,Shift=False,Alt=True) +Bindings=(Name="A",Command="Axis aStrafe Speed=-1.0",Control=False,Shift=False,Alt=True) +Bindings=(Name="D",Command="Axis aStrafe Speed=1.0",Control=False,Shift=False,Alt=True) And save it. This way your Mike will now be able to walk and actually sneak instead of doing his little rearend dance with just holding the LeftAlt key. " Biggest thanks go to users Spiked and rick of course
WorstUsernameEver Posted October 3, 2011 Posted October 3, 2011 Sounds interesting. I'll keep it in mind for when I'll reinstall Alpha Protocol, thanks for the heads up!
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