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Video games => Borderlands => Borderlands (original) => Topic started by: mmosu on July 29, 2010, 11:26:38 AM

Title: Modding Borderlands (links, tips)
Post by: mmosu on July 29, 2010, 11:26:38 AM
Glad to see you're enjoying it!  There are a very few OWG regulars who play this game at all!
I have not started a Lilith build at all - just roland, brick and mordecai so far.  I've also just gotten in to modding also, so that has provided some new life into the game as well.  Keep me posted on how your character build turns out.   :-X
Title: Modding Borderlands (links, tips)
Post by: Art Blade on July 29, 2010, 12:12:42 PM
How do you mod a console game? Don't you need a PC and a savegame for that? (looking at your profile, there's no PC listed as gaming platform)
Title: Modding Borderlands (links, tips)
Post by: mmosu on July 29, 2010, 02:39:02 PM
There have been two PC programs written for modding Borderlands - Willowtree and GearCalc - that's how most modders (including me) do it.  Both programs are very intuitive and user friendly even for novices.  The save files can be transported to the PC from the gaming console via a USB drive and uploaded to Willowtree.  From there, GearCalc can be used to modify weapon and item codes and these can be ported over to Willowtree, which can insert them into the uploaded save file and dump it back to the USB drive.  It's actually very easy to do. 

Willowtree can be downloaded here (http://sourceforge.net/projects/willowtree/)

An online version of GearCalc can be found here  (http://blmodding.wikidot.com/gear-calculator)

Both programs w@&k with either Xbox360, PS3, or PC save files.
Art, if anyone wants to get more in depth with this, might we want to split this topic?
Title: Modding Borderlands (links, tips)
Post by: Art Blade on July 29, 2010, 02:44:28 PM
Quote from: mmosu on July 29, 2010, 02:39:02 PMArt, if anyone wants to get more in depth with this, might we want to split this topic?

LOL, before I got to that part I already had the same idea :) Right away, matey  ;)

And thanks for those valuable infos  :-X
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on July 29, 2010, 03:22:00 PM
Quote from: mmosu on July 29, 2010, 11:26:38 AM
Glad to see you're enjoying it!  There are a very few OWG regulars who play this game at all!
I have not started a Lilith build at all - just roland, brick and mordecai so far.  I've also just gotten in to modding also, so that has provided some new life into the game as well.  Keep me posted on how your character build turns out.   :-X

GPFontaine, that was meant for you -- it got cut off in the process of splitting the topic. I split it there because that was when modding was mentioned and splitting there including  that post, mmosu became author of this modding topic which was intentional. :)
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on July 29, 2010, 04:00:09 PM
You're the man Art  ;D :-X
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on July 29, 2010, 04:25:07 PM
thanks, mmosu ;D

Quote from: mmosu on July 29, 2010, 02:39:02 PMif anyone wants to get more in depth with this

Now get more in depth with this, already  ;D ;D ;D
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on July 29, 2010, 09:02:12 PM
All right class, everyone take your seats, it's time for mmosu's school for scoundrels! First of all, let me preface this by saying I am by no means an expert at this, but I can share some things I've learned along the way. 
The first thing you have to understand is how the game "randomly" generates each of the over 250,000 possible weapons and items that it is capable of producing.  Each weapon class has a pool of parts that can be pulled from in order create the gun, which generally consists of a body, barrel, grip, stock, magazine, sight, and various accessories.  Each part has certain benefits and draw-backs associated with it.  For example, some give a sizeable damage bonus at the expense of magazine size and rate of fire.   Others impart elemental effects (shock, fire, acid, explosive) at the cost of baseline damage. 
To further complicate things, there are multiple weapon manufacturers that "produce" these guns, each with a different focus for their particular builds.  An example of this would be SMG's produced by Torgue, which tend to have higher than average damage and mag size, vs. SMG's produced by Maliwan, which deal less damage but always have an elemental effect attached to them.   These differences are caused by the different accessories, titles, and "materials" used by each manufacturer, which in part dictate the overall quality of the weapon.  Each manufacturer has 3 different material levels from which it's guns can be made.  An example of this would be Jakobs material 1 (low quality) which is rough wood and unpolished metal vs. Jakobs material 3 (high quality) which is more polished wood and gold trim.  Consequently, a Jakobs gun with material 1 will have poorer stats than a material 3 gun even if they use the exact same parts. 
In addition to all of this, there are also "prefixes" that can be added to the name of the gun, and even though these do not necessarily have an actual part of the gun attached to them, they can still effect the stats of the gun.  These prefixes are extremely important for modding, especially after software patch 1.30 (more on this in a minute).
So in general, the code for any gun follows this format:
Item Grade
Manufacturer
Weapon Type
Body
Grip
Mag
Barrel
Sight
Stock
Action
Accessory
Material
Prefix
Title

There are "rules" in place that govern what the game will and will not produce on its own, and these rules have become more strict with each software patch that came out, further limiting what modders can do.  Now with version 1.30, if you stray too far out of bounds with a particular weapon it will be deleted automatically when you load the save data.  You can no longer mix and match parts that logically don't go together (ex: putting an SMG barrel on a revolver), and parts, accessories, and materials must match the manufacturer (ex: Maliwan guns must be elemental, Jakobs guns can never be elemental, and you can't use Maliwan materials on a Jakobs gun, Jakobs parts on a Maliwan gun, or vice versa).  What you can still alter freely is the title and prefix associated with the gun, and you can also mix and match parts to a limited extent within weapon class and manufacturer.  Using Willowtree and GearCalc you can manually pick and chose which parts you want to use, thereby optimizing the gun for the purpose you need. 

Here's a simple example of how it works.  This is the first construct I ever made (a construct is a legitimate weapon that was created artificially, as opposed to a modded weapon which is illegitimate and created artificially).

Jakobs DVL590 Fearsome Bessie
Damage 1677
Accuracy 98.1%
Fire Rate 0.3
Mag Size 3
Zoom 2.8
The code looks like this:
dlc3_gd_customweapons.Pearlescent_Weapons.CustomWeap_SniperRifle_JakobsBessie
gd_manufacturers.Manufacturers.Jakobs
gd_weap_sniper_rifle.A_Weapon.WeaponType_sniper_rifle
gd_weap_sniper_rifle.Body.body4
gd_weap_sniper_rifle.Grip.grip4
gd_weap_sniper_rifle.mag.mag3
gd_weap_sniper_rifle.Barrel.barrel4
dlc3_gd_weap_UniqueParts.SniperRifle.sight4_Jakobs_Bessie
gd_weap_sniper_rifle.Stock.stock5
None
gd_weap_sniper_rifle.acc.acc4_Heavy
dlc3_gd_weap_UniqueParts.SniperRifle.JakobsBessie_Material
gd_weap_sniper_rifle.Prefix.Prefix_Quality3_Fearsome
dlc3_gd_weap_UniqueParts.Title.TitleP_Jakobs_Bessie
0
0
0
0

This is the most powerful sniper that the game will produce on it's own . . . but maybe we can do a little better . . .

dlc3_gd_customweapons.Pearlescent_Weapons.CustomWeap_SniperRifle_JakobsBessie
gd_manufacturers.Manufacturers.Jakobs
gd_weap_sniper_rifle.A_Weapon.WeaponType_sniper_rifle
gd_weap_sniper_rifle.Body.body4
gd_weap_sniper_rifle.Grip.grip4
gd_weap_sniper_rifle.mag.mag3
gd_weap_sniper_rifle.Barrel.barrel4
dlc3_gd_weap_UniqueParts.SniperRifle.sight4_Jakobs_Bessie
gd_weap_sniper_rifle.Stock.stock5
None
gd_weap_sniper_rifle.acc.acc4_Heavy
dlc3_gd_weap_UniqueParts.SniperRifle.JakobsBessie_Material
gd_weap_patrol_smg.Prefix.Prefix_Barrel3_Twisted
dlc3_gd_weap_UniqueParts.Title.TitleP_Jakobs_Bessie
0
0
0
0

By changing the prefix from "fearsome" to "twisted" we get this:
DVL590 Twisted Bessie
Damage 1925
Accuracy 98.1%
Rate of Fire 0.3
Mag Size 4
Zoom 2.8

As you can see, we've increased damage significantly and also increase magazine capacity – which is exactly what the "twisted" prefix does and why it is one of the most abused prefixes since it has these effects and no draw-backs.  Of course it's easy to tell the weapon is modded, especially if you know that the "twisted" will only naturally occur with SMG's, but we still have created something better than what the game would ever produce on its own.  It really is that simple, and I've got some more involved examples if anyone is interested.
 
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on July 29, 2010, 09:29:31 PM
That was understandable so far :)  :-X

Pity that those software patches limit your modding abilities. I can already figure out that people who had terrific modded guns now freak out after a software patch deleted those.

What I can see in the "code" you provided is that apparently there are at least 5 levels or classes per part a weapon is comprised of. Example:

gd_weap_sniper_rifle.Stock.stock5

Which makes me believe that there are still almost endless combinations left to check out, am I right?
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on July 30, 2010, 04:19:59 AM
Right, but that's the beauty of GearCalc - it lets you swap out parts and will recalculate the stats of the gun each time just like the game itself does based on the changes, so you can switch something and instantly see the effects of it before saving it and it will also give you the individual attributes of the part you are changing so you can easily see what it does.  It will also tell you if what you built is legit (could be randomly generated by the game), illegit, or if it would be deleted by the software patch (when this is true GearCalc won't be able to "assemble" the gun and generate statistics for it, rather it will give you a list of what rules it violates).  Overall it's a very clever program and it's what makes Willowtree so easy to use because you can cut/paste the code straight out of it.
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on July 30, 2010, 05:22:41 AM
So you design a weapon to your likings, what happens then? That thing has to end up in the savegame you exported to the PC, so I assume willowtree will have to either add it or alter an existing one to be found in the savegame (I think adding is more difficult so I'd alter an existing one if I had to program that). And I assume that way you'd find it in your inventory once the modded savegame is imported into the console. Something like that?
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on July 30, 2010, 11:59:17 AM
Actually you can do it either way - if you have a gun similar to what you want but just need to do a few "tweaks" then you can alter what is already in your inventory, or you can build something new from scratch and "upload" it to your backpack.  Willowtree inserts the code into your inventory, so that when you load the save back to your console the new gun appears in your inventory just like it had always been there.  It's almost too easy  ;D 
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on July 30, 2010, 12:35:55 PM
Thank you for this nice interview, Mr mmosu  ;D
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on July 31, 2010, 09:28:14 PM
You are quite welcome.  For anyone interested I'm going to be adding an Armory Log (http://openworldgames.org/owg/forums/index.php?action=articles;sa=view;article=40) to my journal.  I will hopefully be posting details of some of my modding experiments there - stay tuned  8)
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on July 31, 2010, 10:22:37 PM
very good!  :-X
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on August 07, 2010, 09:03:52 PM
Just for some perspective, here's a good example of what types of things were possible before patch 1.30

Borderlands - Def G Mammoth Terror Gun (http://www.youtube.com/watch?v=lRxrsoa5-B0&feature=related#)

yep, those were the days. . .
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on August 08, 2010, 03:46:00 AM
I went like this, watching: ??? ...  :o ... ^+-+ whoa... WOW!  :-X
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on August 08, 2010, 06:34:46 AM
Yeah, you can see why a lot of purists got a really bad taste in their mouths early on when it came to modding this game - you could make things that erased any and all element of challenge.  Notice also when he throws the gun on the ground at the beginning that there are parts missing - namely there is no grip, magazine, or stock (the gun just kinda floats in the characters hands).  You used to be able to put parts in any slot you wanted, so a part that doesn't add any stats to the gun (ie, the grip) could be replaced with something that made the gun better, so it was like you had several "free" slots to play with.  The part you added in this case wouldn't even be seen on the final product, but the code was still there and so the computer added the effects in. 
I personally find this "pre-patch" Borderlands a very interesting thing, and I think it would be really cool if Gearbox included a weapons editor like Gearcalc in a future edition of the game.  I mean why not?  The game can already produce some cool stuff randomly on its own, but as you can see human creativity quickly surpassed this.  I feel this is what a lot of people already want to do with this game, so the devs giving it their blessing would be cool.  They could put limits on it, and they could make it so you have to make your creations from parts of guns you've found or taken from enemies and deconstructed.  That would prevent everyone from walking around with stuff like the video above and still satisfy the need to tinker for many people.
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on August 08, 2010, 06:58:59 AM
Using parts from weapons found or stolen was implemented in FO3 when it came to repairing degraded weapons, those parts used became part of the repaired weapon and therefore disappeared. And yes.. I've always liked to tweak, tune, upgrade and pimp up stuff in games. Better have it incorporated than allow wild modding with results depicted in that vid. Having watched that vid I don't mind the patches any more which put a limit to those modding attempts, you still can create awesome weapons but not that impressive any more. Hehe, the damage of that gun in the vid was something like 560 or so, compared with your super hellfire guns that's insane  ;D
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on August 08, 2010, 06:24:29 PM
Yeah it's pretty good.  I believe that 560 is just from the initial explosion from the projectile - it doesn't account for the smaller "cluster bombs" that are dispersed from each of those primary projectiles.  The star in this particular example is the "rainmaker" attachment, which is actually a piece of a gun that was removed from the game before it released - that's what makes the grenades explode into tons of little "mini-grenades".  The neat thing is they removed these grenade launchers from the game but left the parts buried deep inside the game files - and guess what happened when those were found  :-()

P.S. - if you think 560 is insane wait for what's coming up on the armory log
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on August 09, 2010, 08:49:53 AM
 ??? Ok I'm waiting.  >:D
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on August 09, 2010, 02:41:49 PM
I just checked the new pics.. ??? OMFG!  :-X ^+-+
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on September 05, 2010, 07:26:41 AM
mmosu, how about you make this topic a default reply topic for your locker and modder articles (link them to this topic here)? Or have I missed a discussion topic?

I like those commented screenies of your locker article and of course those experiments.. although I'm not yet into the game, I still read those new entries of yours. I reckon I'll be using some of them (modded weaps) for my amusement  ;D

Also, is there a way to upload those modded weaps so people could download them? If I get it right, you do import/export data for your own savegame files, so I think it might be possible to import your mods into one's own savegames. Possible? If so, and if you want, I can add a category in the downloads for you (BL) :)
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on September 05, 2010, 11:36:24 AM
I do have journal discussion topics linked for both the Armory Log and the Locker, if that's what you mean Art. If there is a better way that you have thought of to organize all of this absolutely let me know - I'm open to suggestions as always, and the more I add the more cumbersome it gets, so anything to help people navigate to the info they want more easily is a good thing imo!  :-X

As far as uploading modded weapons themselves, I can and do post Willowtree code for everything in the Armory Log, which is more of a "how to" section - anyone playing the game can download Willowtree for free (click here to get it (http://sourceforge.net/projects/willowtree/)) and use these codes to reproduce my weapons in their game no matter what platform they are on.  I don't typically post Willowtree code in the Locker because that's more of a "show and tell" section, but if anyone ever wanted the code for anything there I would be more than glad to post it - all they would need to do is PM me or simply ask on the assigned journal discussion page.  I don't think a dedicated download section would serve much purpose in that regard, because if the code is posted you can just cut and paste it straight into Willowtree or even into a Word or Notepad file for safe keeping.  Again, if you have thought of a better way Art let me know - I don't really see an end in sight for this stuff in the near future, so it's gonna get more complicated keeping it all organized.
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on September 05, 2010, 11:58:28 AM
I'll check what we've got so far and get back to you.
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on September 05, 2010, 12:46:21 PM
I must have been blind, there are indeed journal discussion links for each article already.  :-[ ;D

About the Willowtree codes you mentioned.. I'd integrate them somehow, perhaps either as a caption under those nice stats pics or, maybe more fun, as a "spoiler" with a button to click so the code is revealed. That would both prevent you from having to individually answer god knows how many PMs and prevent people from asking all the time (maybe in different topics, even). It would also allow shy people to just read or click to get those without further hassle. :)
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on September 05, 2010, 07:00:30 PM
You're probably right, I had considered doing that before for the locker posts, but instead I had opted to try and keep the posts short.  I probably could arrange the BBC so that the code pops up next to the pics - I'll fool around with it and let you know what I come up with  :-X
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on September 06, 2010, 05:48:03 AM
Done! Now the Willowtree code appears next to the pics and each item doesn't take up any more page length than it did before.  Good call Art, I like the look of this better now!  :-X
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on September 06, 2010, 09:59:40 AM
 ;D :-X
Title: Re: Modding Borderlands (links, tips)
Post by: deadman1 on September 10, 2010, 02:51:07 AM
I just created my first mod for BL, a shield. following all the steps I made nice one with 60% health boost but when I loaded the game it said that it was a lvl 10 which is of no udse for my lvl 38 Roland. So how do I get the correct lvl on the items I create? Oh and a little tip for all beginners: In GearCalc, check the box that says "Auto-Naming" and you wont have to fool around looking for the correct title and prefix for your stuff  :-X
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on September 10, 2010, 04:48:21 AM
Nice deadman  :-X
I'm going to assume you're using Willowtree also, since it's the most popular modding program by far.  Under both the "Weapons" and "Items" tabs and beneath the window in the upper right that displays the code for the currently selected weapon/item are two slide rules - on labeled "quality" and one "level".  As far as I'm concerned, there is never a reason to not have "quality" set at the maximum, and of course "level" should match the level your character is currently at so that you can have the most powerful weapon/item possible and still be able to equip it.  The next thing is very important - you must be sure that the item you are modifiying is highlighted in orange in the backpack list (window on the left) before you click "save changes" - if it isn't, there's no guarantee that you've actually made the changes you think you have to the saved item.  And of course, once this is all done, be sure to also save the changes to your actual saved game file (I've forgotten this one enough myself  :-[).  Let me know if you're still having any trouble with it.   ;D
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on September 10, 2010, 04:57:16 AM
Just for fun, here is my shield:

[smg id=2566 align=left width=400]

dlc3_gd_customitems.Items.CustomItem_Shield_Pangolin_Ironclad
gd_shields.A_Item.Item_Shield
dlc3_gd_item_UniqueParts.Shield.body3_Pangolin_Ironclad
gd_shields.LeftSide.leftside4
gd_shields.RightSide.rightside4
gd_shields.ManufacturerMaterials.Material_Pangolin_3
gd_manufacturers.Manufacturers.Pangolin
gd_shields.Prefix.Prefix_Max2_Hardened
dlc3_gd_item_UniqueParts.Title.Title_P_Pangolin_Ironclad
1
5
1
63


I have this one duplicated for all of my character builds.  It's a legit item (could be generated as is by the game alone) and also a pearlescent obviously (highest rarity).  The really cool thing about this one (besides the fact is has rediculous capacity  >:D) is the feature that the flavor text, "I stand unvanquished" is a reference to - the shield instantly charges to full capacity when you get a second wind.  Anyone feel free to rip it off - consider it community property now  ;D
Title: Re: Modding Borderlands (links, tips)
Post by: JRD on September 10, 2010, 05:39:52 AM
In an ancient stone shrine in a cave it was written...

Thou shall go for at least one vanilla playthrough

I`m working my way to fullfill the prophecy, but you are making it very, very hard to stick to the oath, mmosu  ;D ;D ;D ;D ;D
Title: Re: Modding Borderlands (links, tips)
Post by: deadman1 on September 10, 2010, 07:37:29 AM
Quote from: mmosu on September 10, 2010, 04:48:21 AM
Nice deadman  :-X
I'm going to assume you're using Willowtree also, since it's the most popular modding program by far.  Under both the "Weapons" and "Items" tabs and beneath the window in the upper right that displays the code for the currently selected weapon/item are two slide rules - on labeled "quality" and one "level".  As far as I'm concerned, there is never a reason to not have "quality" set at the maximum, and of course "level" should match the level your character is currently at so that you can have the most powerful weapon/item possible and still be able to equip it.  The next thing is very important - you must be sure that the item you are modifiying is highlighted in orange in the backpack list (window on the left) before you click "save changes" - if it isn't, there's no guarantee that you've actually made the changes you think you have to the saved item.  And of course, once this is all done, be sure to also save the changes to your actual saved game file (I've forgotten this one enough myself  :-[).  Let me know if you're still having any trouble with it.   ;D

I think I made the same mistake you when saving  ::) but now I´m the proud owner of not only a nice shield but also a kickass variant of Whitley´s Elephant gun  >:D
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on September 10, 2010, 01:20:58 PM
 :-X @ deadman

and JRD, I adhere to that rule myself - it wasn't until after finishing playthrough 2 that I started modding.  I've also "re-legitimized" my loadout in preparation for the next DLC - don't want to erase the challenge factor, now do we?  ;D
Title: Re: Modding Borderlands (links, tips)
Post by: deadman1 on September 11, 2010, 07:37:38 AM
Just noticed something strange. When I look at my modded weapons in the inventory they have the level I gave them when I made them, however when I move them to my equip slots the "loose" a few levels. For instance my Elephant gun is lvl 39 in the inventory but only lvl 35 when equipped.  ????
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on September 11, 2010, 07:47:19 AM
maybe you're so mean it frightens off a few levels of that weapon when you touch it?
Title: Re: Modding Borderlands (links, tips)
Post by: deadman1 on September 11, 2010, 09:09:20 AM
Quote from: Art Blade on September 11, 2010, 07:47:19 AM
maybe you're so mean it frightens off a few levels of that weapon when you touch it?

Hehe I just noticed it´s the same with all the weapons even the vanilla ones.  :-()
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on September 11, 2010, 10:02:12 AM
Actually, what Art just said isn't far off from correct.  It has to do with your proficiency level with that weapon type.  As you gain proficiency, you also gain ability to use weapons that are leveled higher and higher above your character's level. 
For example, my Mordecai build has level 50 sniper rifle proficiency (the highest).  When I equip a level 61 sniper, the level drops to 49.  Basically what this equates to is that if  I was a level 49 character with level 50 sniper proficiency, I could still equip and use level 61 sniper rifles.  It's one of the benefits to developing weapon proficiency that often goes overlooked  :-X
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on September 11, 2010, 10:32:11 AM
nice  :)
Title: Re: Modding Borderlands (links, tips)
Post by: deadman1 on September 12, 2010, 01:00:25 AM
Interesting, looks like one more thing to take into account when modding a weapon   >:D
Title: Re: Modding Borderlands (links, tips)
Post by: Fiach on December 17, 2010, 12:47:30 AM
From what I can gather, at the end of the main game, you are asked to "Find" a NPC, if you complete that quest, your SDU rewards in the DLC quests, will not be available, you will only get grenade mods instead.

I dont know how prevelant this glitch is, but as SDU's are very important and 'nade mods are not, I would check around before finishing the main game, if you wish to do the DLC and get SDU's.
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on December 17, 2010, 07:47:18 PM
Not sure I follow you Fiach, it sounds like you're talking about SDU rewards in playthrough 2.  If so, SDU's only occur a certain percentage of the time in playthrough 2, and not all of the DLC's contain them as quest rewards.  Is this what you're talking about?
Title: Re: Modding Borderlands (links, tips)
Post by: Fiach on December 18, 2010, 02:56:06 AM
In the DLC there are supposed to be SDU rewards, I havent played the DLC's yet, been doing a new Mord and Lil :), so I'll post a link and you can see what they say there as I may confuse the issue :)

http://www.gamefaqs.com/boards/942810-borderlands/57493168 (http://www.gamefaqs.com/boards/942810-borderlands/57493168)
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on December 18, 2010, 06:07:04 AM
Ah ha, I'm with you now  :-D

I don't believe I've encountered this before, but I didn't really pay much attention to when and where I picked up SDU's during the DLC's beyond Ned's Island.  It could have escaped my attention - at the very least this is the first I've heard of it  ????
Title: Re: Modding Borderlands (links, tips)
Post by: Fiach on December 18, 2010, 06:44:25 AM
Well, I think pretty much all the space you get in the main game is enough, I dont pick up anything that isnt at least purple. I use another XBL account with "mule characters" to pass nice gear on to my other characters as I find them.

Saves me dicking around picking up money/ammo/gear for my alts, when I play them.
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on December 19, 2010, 04:58:37 AM
I have a similar policy, but I use Willowtree to store stuff I don't want to carry now, rather than stashing it in the bank (in the DLC 2 lobby) or on a mule.  I also don't pick up anything unless the value is greater than $1,000,000. 
Title: Re: Modding Borderlands (links, tips)
Post by: Fiach on December 19, 2010, 05:13:46 AM
Yeah that bank sounds really handy, but I watched some gameplay videos of Moxxi and it looked really boring, I know that its a shooting game, but sometimes less is more :)
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on December 19, 2010, 04:46:09 PM
I downloaded WillowTree (new version is a beta11 or so) - and the online gear thing is offline all day today. I haven't managed to mod a thing, the game behaves as if I had started a new game if I change anything.  :-\\

But the game is still great  ;D
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on December 20, 2010, 11:55:06 AM
Now the online gear calculator worked, imported it, saved changes, saved the save game.. and the game behaves again as if I had started a new game. I tried both adding a new weapon and replacing an existing one. Still the same result. Any idea?

here is a Legit repeater pistol I created

the build url: http://gearcalc.50webs.com/#tqsookllmijjnjkkrfghnghjmmnosbcefzyxrxxxxeffkabebxwvvpohmtspm (http://gearcalc.50webs.com/#tqsookllmijjnjkkrfghnghjmmnosbcefzyxrxxxxeffkabebxwvvpohmtspm)

Quote

gd_itemgrades.Weapons.ItemGrade_Weapon_RepeaterPistol
gd_manufacturers.Manufacturers.Hyperion
gd_weap_repeater_pistol.A_Weapon.WeaponType_repeater_pistol
gd_weap_repeater_pistol.Body.body4
gd_weap_repeater_pistol.Grip.grip5
gd_weap_repeater_pistol.mag.mag2a
gd_weap_repeater_pistol.Barrel.barrel5
gd_weap_repeater_pistol.Sight.sight5
None
gd_weap_repeater_pistol.Action.action5
gd_weap_repeater_pistol.acc.acc1_Lacerator
gd_weap_shared_materialparts.ManufacturerMaterials.Material_Hyperion_1
gd_weap_repeater_pistol.Prefix.Prefix_Nasty
gd_weap_repeater_pistol.Title.Title_Acc2_Lacerator
1
5
0
11
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on December 20, 2010, 01:05:58 PM
That's  a weird one Art, not really sure what's going on there.  Nothing jumps out at me with the process you're using or with the Willowtree code you provided.  Keep me posted on how it's going and if there are any other issues or details that come to light.
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on December 22, 2010, 11:12:03 AM
it had to do with the patch -- currently 1.41 for PC.

I have split off the discussion that had been here to create a Patches topic. Now we can go back to Modding :)
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on December 25, 2010, 08:07:26 AM
Playing around with WillowTree and Gearcalc, I noticed that sometimes the PC game wouldn't load the savegame anymore (crashed) despite all code being correct.

At first I thought I might have committed an error somewhere else using WT, but I couldn't see why or how. So I compared the original savegame size with the freshly modded savegame and oh wonder.. size differed noticeably. For instance, a recent savegame had like 33k while the same modded savegame only had 24k after adding  something to the inventory.

So I had the idea to load my savegame and save it unchanged using WT. The same size difference yet the game accepted the savegame. So I then modded the new small savegame and oh wonder, it worked. I can't see any difference in game, apparently nothing is really missing.. Skill tree, money, gear, missions.. all look the same.

So if you notice problems with a savegame, maybe this helps :)

Also, I noticed that if you change the quality (when there is no level specified) of items such as grenade mods, the quality is responsible for the XP level required. I found out that the function "edit levels" (of all items, or of all weapons) solves all problems.

If you have low level guns or too high level items, doesn't matter, just change the level of the entire set in one go and save.. this is great after you levelled up, you can adjust all your gear to your current level. :)
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on December 25, 2010, 01:02:19 PM
My first construct that's not for weapons or shields. Here you go :)
Add (import) it under items in WT. Don't forget to adjust the level for your character, this is for lvl21.

SNIPER class mod for Mordecai
..-- a class mod that hits it --..


includes sniper ammo regeneration  ;D

Quotegd_itemgrades.Gear.ItemGrade_Gear_ComDeck_Mordecai
gd_CommandDecks.A_Item.Item_CommandDeck_Mordecai
gd_CommandDecks.Body_Mordecai.Mordecai_Sniper
gd_CommandDecks.LeftSide.leftside6c
gd_CommandDecks.RightSide.rightside6
gd_CommandDecks.ManufacturerMaterials.Material_Hyperion_3
gd_manufacturers.Manufacturers.Hyperion
gd_CommandDecks.Prefix.Prefix_Mordecai_Sniper
gd_CommandDecks.Title.Title_ComDeckMordecai
1
5
0
23

And here my shield:

Impenetrable Panacea Shield
-- massive shield with very fast shield regeneration --

fast health regeneration
-- no more need for med packs ;D --

Quotegd_itemgrades.Gear.ItemGrade_Gear_Shield
gd_shields.A_Item.Item_Shield
gd_shields.Body.body3b_power
gd_shields.LeftSide.leftside4
gd_shields.RightSide.rightside4
gd_shields.ManufacturerMaterials.Material_Tediore_3
gd_manufacturers.Manufacturers.tediore
gd_shields.Prefix.Prefix_Max4_Impenetrable
gd_shields.Title.Title_Tediore3_PanaceaShield
1
5
1
23
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on December 25, 2010, 02:15:00 PM
And here is the correspondent class mod: (don't forget to adjust the level, this is for lvl 21)

Gunslinger class mod  for Mordecai
trigger happy pistol shooting with
pistol ammo regeneration


;D

Quotegd_itemgrades.Gear.ItemGrade_Gear_ComDeck_Mordecai
gd_CommandDecks.A_Item.Item_CommandDeck_Mordecai
gd_CommandDecks.Body_Mordecai.Mordecai_Gunslinger
gd_CommandDecks.LeftSide.leftside6c
gd_CommandDecks.RightSide.rightside6
gd_CommandDecks.ManufacturerMaterials.Material_Vladof_3
gd_manufacturers.Manufacturers.Vladof
gd_CommandDecks.Prefix.Prefix_Mordecai_Gunslinger
gd_CommandDecks.Title.Title_ComDeckMordecai
1
5
0
23
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on December 25, 2010, 05:47:49 PM
 ???
Wow Art, you've been busy  :-X
Looks like you've got the hang of things.  I myself have also had problems changing things like character level, weapons proficiencies, etc., and so I limit to modding weapons and items.  The good thing is you're tinkering around so much that when your uncensored copy arrives, you'll have a much deeper understanding of how the game works than someone who would be starting cold from the very beginning.
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on December 25, 2010, 05:54:18 PM
:)

I liked your "  ??? " LOL  ^+-+

That's what you get when the scholar surprises his teacher  :-()

Well. Unfortunately WillowTree currently only supports weapons and shields but there are many things to tinker with that you can see in WT just as well. Problems with savegames and undocumented features (as in how to create a "class mod") don't make it any easier and that means that there may be different solutions with a better result, but mine at least w@&k nicely and as expected :)

by the way, the 1.41 patch limits almost everything it seems, you can apparently only play if the stuff you created is a legit construct. Anything else apparently doesn't w@&k.
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on December 25, 2010, 06:36:43 PM
Yeah, I had heard that would be the case, so I "religitimized" my loadout prior to the release of DLC4.  Didn't want my crap getting deleted  8)
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on December 25, 2010, 06:54:23 PM
I just thought about how to create a mod that isn't documented yet, like those class mods.

- copy a savegame
- load it in BL and drop all the stuff so the inventory is basically empty
- exit BL so you have a savegame with loads of room for items
- load it in WT
- import a class mod as in the example given in my previous post
- duplicate it inside WT
- start changing the duplications so they become individual mods:

- change the material (as in 1, 2, 3)
- change the left/right elements
- change the manufacturer

This means that if you know one manufacturer does produce a class mod, see example above, that you can change those "left" and "right" attributes and combine them. Usually the highest numbers are the most expensive and rarest ones. In practical terms, those are at the end of the entry lists.

Might take a while to find out what is what, maybe I'll do some of that sometime :)

Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on December 25, 2010, 10:44:43 PM
what really bugs me is that you never know if BL will accept changes made to the savegame. >:((

More than once I did everything right yet the game crashed.  ????

Not even load&save (unaltered) via WT helped. So all you can do is play a little, save and exit, and try with that new savegame again.   :-\\
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on December 26, 2010, 05:57:09 AM
Ah, I see, dupe your class mod over and over with minor changes to figure out what the effects are - good thinking  :-X  It's too bad GearCalc was never expanded to include class mods, would have negated the need for all that w@&k Art.  I doubt we'll see another version update to GearCalc or Willowtree now though, with modding now reduced to "constructing" in the last patch.  All we can hope for now is that they include a "workbench" function in Borderlands 2 so we can build stuff without needing to use so many different programs :-X 
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on December 26, 2010, 07:21:49 AM
We can never know if they're actually stopping development. It's still a beta11 and not that old.. there are always games and gamers that stick together, meaning that they'd stick to BL even if BL2 comes out.

However, modding with WillowTree requires patience.

For so many times I was unable to mod the slightest bit, not even a level upgrade, without crashing BL. I continued playing and saving and eventually the very same changes I tried to apply earlier suddenly worked.

So here is how you can mod freely:

- always make copies during your game progress.
- find a savegame that actually allows modding (alter only one thing and see if it works in BL)
- before  testing, make a copy of the freshly modded savegame
- continue modding the same savegame (not a new one created by BL) and keep making backups
- if your modding failed, fall back to the last copy you successfully modded.
- all modding done? Backup the savegame and play the game :)
- rinse and repeat.
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on December 26, 2010, 07:29:22 AM
hehe, just reached lvl24 and only the third savegame after levelling up allowed modding  ::) :-()
Title: Re: Modding Borderlands (links, tips)
Post by: PZ on December 26, 2010, 10:43:27 AM
Leave it to Art to do the in depth research  :-X  ;)
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on December 26, 2010, 11:58:34 AM
Teehee :-()


Looks like modding a savegame means you shouldn't try to add too many things.. there is no logic / pattern I can detect so far. Sometimes I can add two weapons, sometimes I can change the level of all items, sometimes nothing at all.

Trial and error is the way.. and patience.  ;)
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on December 26, 2010, 12:14:15 PM
Here a special Revolver:

AX300 Pearl Chimera

Apart from packing a punch (lvl24: 386 damage plus 4x elemental with a two rounds mag) its accuracy of 96,4% is quite high.

The best bit is A beast of many forms -- Fire, Lightning and Poison

Each shot randomly dishes out one of those elemental damages x 4!  :-()


Quotegd_itemgrades.Weapons.ItemGrade_Weapon_RevolverPistol
gd_manufacturers.Manufacturers.Atlas
gd_weap_revolver_pistol.A_Weapon.WeaponType_revolver_pistol
gd_weap_revolver_pistol.Body.body5
gd_weap_revolver_pistol.Grip.grip5
gd_weap_revolver_pistol.mag.mag5
gd_weap_revolver_pistol.Barrel.barrel5
gd_weap_revolver_pistol.Sight.sight5
gd_weap_revolver_pistol.Stock.stock3
None
gd_weap_revolver_pistol.acc.acc5_Atlas_Chimera
gd_weap_shared_materialparts.ManufacturerMaterials.Material_Atlas_3
gd_weap_shared_materialparts.Prefix.Prefix_Atlas2_Pearl
gd_weap_revolver_pistol.Title.TitleM_Atlas1_Chimera
1
5
0
26
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on December 27, 2010, 05:40:33 AM
The chimera accessory was a favorite of modders back in the glory days when you could do whatever you wanted - it allowed production of some terrifying, death spewing elemental weapons.  All that is firmly in the past now though, C'est la vie  :(

As far as all the issues you're having with the mods Art, I never experienced anything like that on console.  It sounds like the process is a bit more complicated on PC.  I guess the silver lining is you don't have to physically go back and forth with a flash drive every time you want to change something  :-()

Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on December 27, 2010, 09:38:26 AM
I hope that things get better.. it isn't exactly fun to mod having to deal with those issues.
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on December 30, 2010, 02:30:43 PM
Interesting.

Now that I've got the regular (uncut, uncensored) version, I apparently can mod a savegame to my heart's content and the game just uses it.

I picked a random (new) savegame and deleted excrescent XP points on the first data sheet because I have already maxed out all three skill trees, so levelling up gives me a blinking sign with my current unused XP points above the action icon down left on the screen. Unnecessary and nerving. The game accepted it.

Then I levelled all items and all weapons at once, made some quality changes to a few weapons, and replaced an existing weapon with a newly modded one (legit construct). Then I made changes to a class mod. And then I saved it with WT.

The game worked and accepted all changes immediately  :) :-X
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on December 30, 2010, 05:38:24 PM
Now that's what I'm talking about  :-X
Sounds a lot more like the modding experience I'm used to. 
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on January 02, 2011, 06:03:36 PM
One of my most helpful weapons (a shotgun) for you:

It was lvl 24 so it will differ from other levels. However, no matter which level you design it for, it will be extremely useful because it regenerates ammo, packs 7x damage plus 2x corrosive (acid) damage and has 12 shells in its mag. On top it is rather accurate.. so practically there's nothing that can stand in its way  :)

QuoteDEF1200-B Hunter's Defender
------------------------------
DAMAGE:           55.15 x 7
CLIP SIZE:        12.00
FIRE RATE:        0.96
SPREAD:           3.25
RECOIL:           3.81
COST:             $67,943
RARITY:           84 (Dark Orange)
ACCURACY MINIMUM: 0.70
ACCURACY MAXIMUM: 7.50
CRITICAL DMG:     +100%
RELOAD:           4.80 sec.
TECH LEVEL:       9.00
TECH POOL:        36.00
ZOOM FOV:         13.5
DPS:              287.56
AMMO REGEN:       17
BURST COUNT:      0.00


***

gd_itemgrades.Weapons.ItemGrade_Weapon_CombatShotgun
gd_manufacturers.Manufacturers.tediore
gd_weap_combat_shotgun.A_Weapon.WeaponType_combat_shotgun
gd_weap_combat_shotgun.Body.body3_Tediore_Defender
gd_weap_combat_shotgun.Grip.grip1
gd_weap_combat_shotgun.mag.mag2
gd_weap_combat_shotgun.Barrel.barrel5
gd_weap_combat_shotgun.Sight.sight5
gd_weap_combat_shotgun.Stock.stock3
None
gd_weap_combat_shotgun.acc.acc3_Corrosive
gd_weap_shared_materialparts.ManufacturerMaterials.Material_Tediore_3
gd_weap_combat_shotgun.Prefix.Prefix_Spread1_Hunters
gd_weap_combat_shotgun.Title.TitleM_Tediore1_Defender
1
5
0
26
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on January 02, 2011, 06:42:51 PM
Ooooooooo, that's a nice one  :-X
I never played around much with Tediore's, but ammo regen + corrosive and a hunter's prefix to boot - it sounds rather handy!
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on January 02, 2011, 06:46:37 PM
that weapon and the chimera pistol are my absolute favourites. With those alone I can almost master anything that comes up, but I like to snipe, too.. so just for diversity I use other weapons.

Give it a try and let me know what you think of it in game :)
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on January 02, 2011, 06:53:08 PM
By the way, the best shield (WeeWee) is one I found on a boss (a little guy in a cave) -- I improved the materials and it is a blast. The trick is, it regenerates so fast that it takes only moments until the recharge kicks in and then it recharges within like a few seconds. And it gives you a health increase while wearing it. With my fragile Mordecai I need that shield badly. If I get hit badly, running away already is sufficient to recharge it  :)

Quotegd_customitems.Items.CustomItem_Shield_KingWeeWee
gd_shields.A_Item.Item_Shield
gd_shields.Body.body2
gd_shields.LeftSide.leftside4
gd_shields.RightSide.rightside4
gd_shields.UniqueParts.Shield_WeeWee_Material
gd_manufacturers.Manufacturers.Pangolin
gd_shields.Prefix.Prefix_none
gd_shields.Title.Title_U_WeeWeesSuperBooster
1
5
0
36
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on January 02, 2011, 06:57:29 PM
Ah, a wee wee super booster!  I saw a modded one a long time ago that was rediculous - they had crossed manufacturer materials (Pangolin I'm pretty sure) in order to get the capacity way up and retained the fast recharge and health boost of the super booster.  It was a blatant mod though, we're talking version 1.0 stuff. 
I will cut and paste that shotgun though, thanks Art  :-X
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on January 02, 2011, 07:01:52 PM
I'm sure you'll immediately see its benefits (the shotgun) :)

The weewee boost is my sanctuary. I have never died since I started to wear it. (erm, except once, but that was due to a glitch when I got stuck and fired at with rockets constantly)

Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on January 03, 2011, 06:04:21 PM
My Hardened Ironclad was that way for me - once I started wearing it Crawmerax was pretty much the only thing out there that could kill me without getting lucky.  Knowing that you have something like that in your inventory tends to give you a little extra swagger when deciding how to deal with a given situation  :-D
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on January 07, 2011, 02:16:47 PM
Quote from: Art Blade on December 25, 2010, 01:02:19 PM

And here my shield:

Impenetrable Panacea Shield
-- massive shield with very fast shield regeneration --

fast health regeneration
-- no more need for med packs ;D --

Just needed to tell you that this shield, in the end, is better than wee wee's power shield. It doesn't regenerate just as fast but it has a lot more protection to offer ("bigger" shield) and at any level it's practically unbeatable. I resorted to that one once I realised how wee wee's shield literally wore thin when under real pressure  :)
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on January 17, 2011, 06:33:14 PM
Just another weapon I'd like to share.. combined with a gunslinger class mod that regenerates ammo (or another revolver that regenerates it) it will be of use.. I had a lot of fun across Borderlands with it. Please keep in mind that it is a level 61 revolver.. >:D

Quote
AX300 XX Savage Unforgiven
------------------------------
DAMAGE:           337.56 x 7
CLIP SIZE:        6.00
FIRE RATE:        1.16
SPREAD:           1.57
RECOIL:           5.90
COST:             $7,695,302
RARITY:           80 (Dark Orange)
ACCURACY MINIMUM: 0.47
ACCURACY MAXIMUM: 7.50
CRITICAL DMG:     +300%
RELOAD:           2.27 sec.
TECH LEVEL:       2.00
TECH POOL:        8.00
ZOOM FOV:         14.0
DPS:              1899.03
AMMO REGEN:       0.
BURST COUNT:      0.00




***

gd_itemgrades.Weapons.ItemGrade_Weapon_RevolverPistol
gd_manufacturers.Manufacturers.Jakobs
gd_weap_revolver_pistol.A_Weapon.WeaponType_revolver_pistol
gd_weap_revolver_pistol.Body.body5
gd_weap_revolver_pistol.Grip.grip4
gd_weap_revolver_pistol.mag.mag4
gd_weap_revolver_pistol.Barrel.barrel5_Jakobs_Unforgiven
gd_weap_revolver_pistol.Sight.sight5
gd_weap_revolver_pistol.Stock.stock3
None
gd_weap_revolver_pistol.acc.acc2_Masher
gd_weap_shared_materialparts.ManufacturerMaterials.Material_Jakobs_3
gd_weap_revolver_pistol.Prefix.Prefix_Quality3_Savage
gd_weap_revolver_pistol.Title.TitleM_Jakobs1_Unforgiven
1
5
0
63
Title: Re: Modding Borderlands (links, tips)
Post by: PZ on January 17, 2011, 08:01:02 PM
Dang, I wish you could mod FC2 like this!
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on January 18, 2011, 03:22:22 PM
Nice  :-X
I usually put the 2-shot cylinder in all of my revolvers.  It comes with a big damage bonus and Mordecai reloads pistols so fast when at a high proficiency level that you can still almost fire it continuously despite the small capacity.     
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on January 18, 2011, 04:44:12 PM
There are times when I am just happy that I have a 6-shooter, and this particular one deals a LOT of damage per shot. Those 3 times you'd have to reload a 2-shot gun always cause you to lose aim and you'll have to watch how in those moments a horde of enemies gets closer and closer.. if you miss, you're screwed. So I keep a 6-shot revolver at hand and only my chimera stays in my holster in case I can afford that 2-shot with elemental damage. Those two revolvers basically are all I need.. the rest is for fun and giggles  ;D
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on February 02, 2011, 01:54:06 PM
Quote from: mmosu on January 20, 2011, 07:03:48 PMMy biggest issue with rockets is the really slow projectile speed.  For some reason I can never judge a moving target well enough to hit it with a slow rocket, and sometimes I have trouble with even stationary ones.  Some orange level rocket launchers have increased projectile velocity and Lilith's "quicksilver" skill can help with this also by increasing projectile speed.  For my money though, I like to use this guy: 

dlc3_gd_customweapons.Pearlescent_Weapons.CustomWeap_RocketLauncher_TorgueUndertaker
gd_manufacturers.Manufacturers.Torgue
gd_weap_rocket_launcher.A_Weapon.WeaponType_rocket_launcher
gd_weap_rocket_launcher.Body.body5
gd_weap_rocket_launcher.Grip.grip4
gd_weap_rocket_launcher.mag.mag5
dlc3_gd_weap_UniqueParts.RocketLauncher.barrel2_TorgueUndertaker
gd_weap_rocket_launcher.Sight.sight5
gd_weap_rocket_launcher.Stock.stock5
None
gd_weap_rocket_launcher.acc.acc5_Incendiary
dlc3_gd_weap_UniqueParts.RocketLauncher.TorgueUndertaker_Material
gd_weap_shared_materialparts.Prefix.Prefix_Torque2_Steel
dlc3_gd_weap_UniqueParts.Title.TitleP_Torgue_Undertaker
12
5
0
63

Pull this pearlescent during a fight and watch everybody else crap their pants  :-D  Big damage and big mag capacity  :-X

I tested it.. with my lvl69 Mordecai and a weapon efficiency of 50  >:D Sure packs a rather impressive punch, and that big 10 incendiary rockets mag is quite appealing  :-D
Title: Re: Modding Borderlands (links, tips)
Post by: mmosu on February 03, 2011, 02:36:48 PM
It packs enough heat to give just about anybody and 9 of their friends a really bad day!  :-()
Title: Re: Modding Borderlands (links, tips)
Post by: Art Blade on February 03, 2011, 03:11:13 PM
Hehe :) I was on a random ravage trip and ended up wreaking havoc in The Lost Cave when I found a regular but nice heat-packing rocket launcher in one of those crates and thought, why not.. it was fun. Then I remembered your beast and had to try it.. NICE  >:D