orost Posted May 15, 2015 Share Posted May 15, 2015 I made it for myself, but maybe someone else will find it useful. This mod adds "96 hours" as a choice for campaign length. I'm not sure what the policy is on redistributing game files, so I won't provide a download here unless I get permission, just instructions:In the game's directory (steamapps/common/InvisibleInc) there is a file "scripts.zip"Unzip it and delete/backup it.You will have 3 new folders, "client", "modules" and "sim".You need to edit two files. First, in client/strings.lua change line 1626 from HOURS = { "24 Hours", "48 Hours", "72 Hours", "120 Hours", "Endless" },to HOURS = { "24 Hours", "48 Hours", "72 Hours", "96 Hours", "120 Hours", "Endless" },Then, in client/states/state-generation-options.lua, line 118 change values = { 24,48,72,120, math.huge},to values = { 24,48,72,96,120, math.huge},Then zip those three folders back into scripts.zip and make sure it is where the original scripts.zip is.Then once you start the game the option should be there. To uninstall replace scripts.zip with the original version or just verify game cache in Steam. Obviously, this should work with any number you wish, not just 96, but I haven't tested it. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted May 16, 2015 Share Posted May 16, 2015 Do I see the first step towards a modding community? Link to comment Share on other sites More sharing options...
HMV Posted May 16, 2015 Share Posted May 16, 2015 We need an official way to mod. One suggestion for lua editing: patch.exe A modder can take the original file and their file and use it to create a patch file. A user can then use that patch file to modify their copy of the original file. It even works with multiple patches, so long as those patches don't try to modify the exact same part of the original file. And in that case, you can usually do it manually by manually following the instructions in the patch file, and using a bit of common sense when there are conflicts. And nice mod. I like the idea. I played a few 120 hour games and - assuming I ever get past hour 72 - I'm curious to see how they differ. Link to comment Share on other sites More sharing options...
orost Posted May 16, 2015 Author Share Posted May 16, 2015 The game seems pretty moddable. A lot of code is in unobfuscated and easily editable lua scripts. Unfortunately it's all packed up in a .zip, so applying a mod requires unzipping, merging, and then zipping back up. You can't have a simple drop-in install unless you don't care about compatiblity. A tool that takes a patch file and applies it to the contents of the zip would have to be made. Fortunately it should be easy. Link to comment Share on other sites More sharing options...
Void1984 Posted May 16, 2015 Share Posted May 16, 2015 Instead of unzipping the whole archive you can use Total Commander to treat them as a virtual file system. Quick and easy. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted May 16, 2015 Share Posted May 16, 2015 See, the modding community is already a lot more developed han a few hours ago. Link to comment Share on other sites More sharing options...
orost Posted May 16, 2015 Author Share Posted May 16, 2015 @Void 1984 Sure, I can, but we can't assume everybody who will download a mod will have a program like this. And anyway, it would be best to apply patches rather than replace files and a tool that can apply patches inside a zip probably doesn't even exist. We'd have to make one. Link to comment Share on other sites More sharing options...
WilliamGreywind Posted May 16, 2015 Share Posted May 16, 2015 I hope we do get some sort of a modding community out of Invisible, Inc. I see a lot of potential, especially if we could actually create our own missions and then put them up for other people to play. That would be super fun. Link to comment Share on other sites More sharing options...
JamesWilko Posted May 17, 2015 Share Posted May 17, 2015 The game seems pretty moddable. A lot of code is in unobfuscated and easily editable lua scripts. Unfortunately it's all packed up in a .zip, so applying a mod requires unzipping, merging, and then zipping back up. You can't have a simple drop-in install unless you don't care about compatiblity. A tool that takes a patch file and applies it to the contents of the zip would have to be made. Fortunately it should be easy. Most of it is, which is awesome. Unfortunately some of the other files like room layouts, and GUI layouts are created using a separate editor which makes their files very difficult to modify by hand, and other assets are the *.kwad packages. But we have free reign over the game scripts. Nice work though orost! Also, maybe somebody should set up a general modding thread if some of us are planning on modding things, instead of putting it all in here. Link to comment Share on other sites More sharing options...
Pilchard123 Posted May 17, 2015 Share Posted May 17, 2015 One of the games I used to play (Eufloria/Dyson, for those that care) had a group of modders that would write entirely new AIs for the game. There were also some maps that were made as AI arenas, just for watching matches between the AIs. Am I the only one that thinks it might be interesting to see what would happen if we could write AIs for the guards? Possibly even the agents, if it were possible to just watch a game? Also what about having a general modding thread, if it isn't frowned upon by the powers that be? Link to comment Share on other sites More sharing options...
Pilchard123 Posted May 17, 2015 Share Posted May 17, 2015 So you need five posts to be able to edit. I've merged two posts, so can this one be deleted? Link to comment Share on other sites More sharing options...
sanddorn Posted May 17, 2015 Share Posted May 17, 2015 The location in OS X, not Steam:/Applications/InvisibleInc.app/Contents/Resources/scripts.zip That is, as expected, as long as those files are not in an external folder. Link to comment Share on other sites More sharing options...
____ Posted May 18, 2015 Share Posted May 18, 2015 The game seems pretty moddable. A lot of code is in unobfuscated and easily editable lua scripts. Unfortunately it's all packed up in a .zip, so applying a mod requires unzipping, merging, and then zipping back up. You can't have a simple drop-in install unless you don't care about compatiblity.A tool that takes a patch file and applies it to the contents of the zip would have to be made. Fortunately it should be easy. You don't have to do that, just remap the zip file to a folder in main.lua. I wrote an article about this issue here. Link to comment Share on other sites More sharing options...
Gigadroid Posted June 2, 2015 Share Posted June 2, 2015 Dear orost, Is it possible to tweak the difficulty scale? For example, at level 10 (Endless run) guarded, all guards have become omni guards and that just makes everything boring. So, is it possible to cap the difficulty scale to for example level 7? Link to comment Share on other sites More sharing options...
HumanKirby Posted June 3, 2015 Share Posted June 3, 2015 Yeah it should be. I try to look in the files as soon as I get home (but I also have to play Xcom Enemy Within and Lego Worlds so yeah, might take its time) Link to comment Share on other sites More sharing options...
Gigadroid Posted June 3, 2015 Share Posted June 3, 2015 Thanks HumanKirby! This was also mentioned in another post here and Quigat mentioned to look at the getDifficulty function in serverdefs.lua. I checked that and found that there is a local MAX_DIFFICULTY = 10. I changed that to 7 and started a new game. Then I changed that to 4 (on day 3) just to see if it will go past level 4 when next day arrives. It did go past 4. Just a little something to maybe help you out. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted June 3, 2015 Share Posted June 3, 2015 If the problem is that you want other types of enemies than omni to spawn, maybe you want to change SPAWN_TABLE in simdefs.lua instead Link to comment Share on other sites More sharing options...
HumanKirby Posted June 3, 2015 Share Posted June 3, 2015 Since Im currently working on new values and options for the Campaign Generations, this is quite helpfull. Link to comment Share on other sites More sharing options...
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