DarkWave0 on 4/9/2014 at 18:23
I posted this in the ultimate difficulty mod thread for dishonored. It was only till after that i noticed how old the thread was and probably won't be getting an answer from there. Basically i need help with modding dishonored to do the following:
I've been experimenting with Dishonored's combat mechanics in combination with a trainer for infinite mana and gadgets. The results are amazing and I've come to the conclusion that this game is very technical if you want it to be. So now I want to edit the game's files in such a way that motivates this style of gameplay. I hope you can help me accomplish this.
Here's a sloppy video I made that sort of shows what gameplay style I have in mind:
(
https://www.youtube.com/watch?v=VtPsiK29NP8)
The features I have in mind are the following:
- More enemies (at least triple for some emptier levels)
- Restore the pistol spread back to normal (so shooting grenades to make them explode earlier becomes easier)
- Instant kill attacks do not instant kill (throwing an enemy off a ledge, into the trash, backstabs, instant kill attacks, etc)
- hitting a stunned enemy will stun them again instead of activating an instant kill (enables combos)
- higher enemy hp (At least x3 higher, so that longer combos are possible without them dying)
- infinite Mana (to motivate being creative with the game's combat mechanics)
- Super high amount of gadget uses, with an even higher ammo cap (motivates experimentation)
- Super high HP for assassination targets (to simulate boss battles)
- I'd like to be able to keep stealth as a playstyle option but i'm not sure how since the instant kills really mess with the combat.
Would this be possible with the modding tools in the following thread?
(
http://www.ttlg.com/forums/showthread.php?t=141188)
I figured that if i can find a mod or trainer that makes the player do 0 damage that would help me figure out some game mechanics and i would know how to edit certain things.
demagogue on 5/9/2014 at 02:57
I can't answer your questions, but this is really interesting.
Good luck with your experiments!
TheUnbeholden on 5/9/2014 at 09:17
Very different gameplay, but I would like to see how this turns out. Personally prefer fragile enemies but I guess the boss battles would be could be more exiciting. The original game balanced it by trying to make you more vulnerable with gunfire being so deadly at high difficulty.. I guess it will depend on balancing.
DarkWave0 on 6/9/2014 at 09:01
Quote Posted by TheUnbeholden
Very different gameplay, but I would like to see how this turns out. Personally prefer fragile enemies but I guess the boss battles would be could be more exiciting. The original game balanced it by trying to make you more vulnerable with gunfire being so deadly at high difficulty.. I guess it will depend on balancing.
I feel the balance the normal difficulty modes have is pretty good. With the ultimate difficulty mod this hasn't changed either, so I plan not to touch how quick you die from things.
Fragile enemies are nice, but if I'd want to keep them that way I would need to increase their number. There just aren't enough of them otherwise because they group together; and once a level is empty there isn't much else to do.
Another problem is that if enemies die from a simple combo like attack, windblast, blink, attack, there isn't much experimentation to be done with the combat, which is what I want to emphasize.
I think enemy HP increases would be the best way to keep up the difficulty and fights throughout the level as well as promote experimentation, but it all depends on how the game reacts to enemies having 10x their normal HP. If you can just as easily throw an enemy off a ledge to kill him this would nullify the effect of the HP increase, making it useless.
I also want to factor in stealth as a playstyle for the mod because I think even with the ultimate difficulty mod, the game is still super easy when you stealth it.
Bottom line of what I have in mind is that in order to beat enemies you need to get good and do some serious shit.
calmflow on 14/9/2014 at 23:00
I can't direct you in any specific direction apart drom the tools that tautologist pointed out and the interface he made.
His program gives the memory locations and information for alot of things in game, if you haven't already, then grab everything required from that thread and have a poke around.
DarkWave0 on 16/9/2014 at 14:58
I had contact with the creator of the ultimate difficulty mod and per his advice signed up for github. I'm slowly experimenting my way through the .ini files.
I will post more information once i have something that is more than just amateuristic goofing around.
*edit*
I've made a small bit of progress and am on my way to being able to make definitive changes.
Currently I'm making rough edits to see if i can get them to work.
For example i've made mana cost 0 for all powers, increased mana regeneration rate and decreased how long it takes to kick in.
I've changed rune costs to be the same for all powers: 2 for lvl1 and 4 for lvl2.
These had some priority seeing as i couldn't find an infinite mana trainer that works with the latest update of dishon.