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[Borderlands] Weapon Parts + Effects

This is a discussion about [Borderlands] Weapon Parts + Effects within the Other Xbox 360 Games section, where you will Discuss or post about other Xbox 360 game glitches, mods, walkthroughs, or information.; I found what I was looking for here . It doesn't do EVERYTHING I want it to, but it works. Ok, after running that program 24 times, here are the output folders. Rapidshare - extracted



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Old 11-04-2009, 07:48 PM   #21
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Re: [Borderlands] Weapon Parts + Effects

I found what I was looking for here.
It doesn't do EVERYTHING I want it to, but it works.

Ok, after running that program 24 times, here are the output folders.
Rapidshare - extracted gamedata packages

Last edited by Peewee; 11-06-2009 at 10:24 AM. Reason: found the edit button
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Old 11-04-2009, 09:20 PM   #22
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Re: [Borderlands] Weapon Parts + Effects

Overwriting the ...acc string with "gd_weap_combat_shotgun.acc.acc1_Jagged" gives any combat shotgun %150 melee damage. (looks like a little spike on the trigger grip)

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Old 11-04-2009, 10:10 PM   #23
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Re: [Borderlands] Weapon Parts + Effects

anyone know what a sting that i that causes 3x 4x or even 2x expolsive damage for a sniper?
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Old 11-04-2009, 11:34 PM   #24
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Re: [Borderlands] Weapon Parts + Effects

Quote:
anyone know what a sting that i that causes 3x 4x or even 2x expolsive damage for a sniper?
Best I can do is x3 incendiary for sniper:

"gd_weap_sniper_rifle.acc.acc2_Incendiary"

try this... (should be x2 eplosive)

"gd_weap_sniper_rifle.acc.acc5_Explosive"
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Old 11-04-2009, 11:57 PM   #25
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Re: [Borderlands] Weapon Parts + Effects

So i've been lurking around for a bit, trying things here and there. I just gotta say, good work guys!

I put a scope on my Elephant gun for the hell of it. I also managed to put the Boomstick on it to see what would happen.. Which works, just does 0 dmg.

Made some other modifications to my other weapons to make em better, especially ammo regen.

If anyone can figure out how to combine a smg with a rocketlauncher that'd be sweet. I'd do more tinkering myself but i must sleep now.
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Old 11-05-2009, 04:33 AM   #26
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Re: [Borderlands] Weapon Parts + Effects

Quote: Originally Posted by Dylbot View Post
Borderlands Modding Resource: Welcome to the Borderlands Modding Resource

Get contributing, peoples. I've added the first page and the first table - Borderlands Modding Resource: Repeater Pistol - but I've got some L4D2 demo to be playing, so I'm shirking my duties for now. PM me if you're interested in becoming an admin.
Thanks for starting this Dylbot! Just wanted to leave words of encouragement. It's very well organized and has a lot of potential. I only took a quick look, but I hope you will be able to continue growing this resource, with help from others of course.
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Old 11-05-2009, 04:19 PM   #27
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Re: [Borderlands] Weapon Parts + Effects

Yeah Dylbot fantastic site you got there. Saves everyone alot of time and gives them alot more time to experiment with their little projects

I contributed a little to your site and already joined it, again great stuff man.
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Old 11-05-2009, 04:40 PM   #28
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Thumbs up Re: [Borderlands] Weapon Parts + Effects

Quote: Originally Posted by turk645 View Post
yeah, that was extracted from teh localization files of the game. The list is greatly lacking though. I could easily fill in blank parts of it through.
Yo Turk, I have been noticing that you have a lot of knowledge about the p
weapon strings in the game. Do you have a compiled list or something posted anywhere on the net? I'm so interested in having 1/10th of your knowledge!!!
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Old 11-05-2009, 05:49 PM   #29
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Re: [Borderlands] Weapon Parts + Effects

Quote:
gd_weap_combat_shotgun.Body.body3_Tediore_Defender
Can be used on pretty much any weapon to give it regenerating ammo.

Quote:
gd_weap_rocket_launcher.acc.acc1_Recoiless
Can be used on pretty much any weapon to give it better accuracy (even Sledge's Shotgun!).

Quote:
gd_weap_sniper_rifle.UniqueParts.ShepsElephantGun_ sight_none
Can be used on pretty much any weapon to give it better damage, as long as you don't need a sight.
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Old 11-05-2009, 06:54 PM   #30
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Re: [Borderlands] Weapon Parts + Effects

Quote: Originally Posted by PS3Walter View Post
Yo Turk, I have been noticing that you have a lot of knowledge about the p
weapon strings in the game. Do you have a compiled list or something posted anywhere on the net? I'm so interested in having 1/10th of your knowledge!!!
I have the pc version so i just look at the game files to find the parts. I've been slowly building text files for the different gun parts for easy use. I have the complete combat shotgun list and i think the assualt as well. The revolver and repeater have already been posted. I also have a file of barrels that have special effects . Could probably throw a few of the strings on here later.

Last edited by turk645; 11-05-2009 at 06:55 PM.
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Old 11-05-2009, 07:54 PM   #31
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Re: [Borderlands] Weapon Parts + Effects

Good news!

I've started working on deciphering some of the weapon part files.

So far, I'm only 100% certain about two or three tags in gd_weap_repeater_pistol\body
but hey, it's pretty intense work.

The data so far:
gd_weap_repeater_pistol.Body.body1 has a damage multiplier of -0.0800 and weapon part rarity of 'common'
gd_weap_repeater_pistol.Body.body2 has a damage multiplier of +0.1000 and weapon part rarity of 'uncommon'



More info coming as I continue.
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Old 11-05-2009, 08:12 PM   #32
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Re: [Borderlands] Weapon Parts + Effects

Quote: Originally Posted by Peewee View Post
Good news!

I've started working on deciphering some of the weapon part files.

So far, I'm only 100% certain about two or three tags in gd_weap_repeater_pistol\body
but hey, it's pretty intense work.

The data so far:
gd_weap_repeater_pistol.Body.body1 has a damage multiplier of -0.0800 and weapon part rarity of 'common'
gd_weap_repeater_pistol.Body.body2 has a damage multiplier of +0.1000 and weapon part rarity of 'uncommon'



More info coming as I continue.

That's what I got through in-game testing (well, I had body1 down as 7.5%, but close enough). Can you give me some idea as to how you worked this out? It'd make completing the wiki a lot easier.
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Old 11-05-2009, 09:35 PM   #33
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Re: [Borderlands] Weapon Parts + Effects

Quote: Originally Posted by Dylbot View Post
Can you give me some idea as to how you worked this out? It'd make completing the wiki a lot easier.
Don't expect it to be easy. AT ALL.

SERIOUSLY.
If you're not comfortable with reading hexadecimal, don't bother reading this.

By comfortable, I mean you should be able to translate the single precision floating point value BDA3D70A to "slightly greater than -0.07999". Not necessarily in your head, but at least using pen and paper.

Crash course:
I used the following tools (just google them):
-Notepad++ (vastly improved version of notepad, it opens, displays, and edits any type of file)
-HxD (hex editor because notepad++ doesn't have much in the way of hex support)
-winRAR (just to unrar something... you should have it already)

1. Download and unrar this extracted version of the gamedata files I've prepared HERE.

2. Pick one of the folders. I started with \gd_weap_repeater_pistol\.

3. Open InportTable.txt, ExportTable.txt, and NameTable.txt. You'll probably want to keep them in separate windows.

4. Open up HxD.
With it, open "\gd_weap_repeater_pistol\body\body1.WeaponPartDef inition" (for starters).

5. Select all the contents in the middle of the screen. The hex code, I mean. Press ctrl+c to copy them.

6. Open Notepad++. Press ctrl+v to paste all the hex into one line of a new text document. You can now close HxD if you like.

7. This file only has one string in it. Find it.

----Everything else is le-dwords.
--That is, 4 byte long words with the least significant byte first.
EX: the first bytes of the file are
Code:
88 00 00 00 C2 01 00 00
but the words are actually
Code:
00000088
000001C2
----Strings are formatted like this:
-le-dword indicating length of the string, including terminal null byte.
-series of single byte ascii characters
-a single null byte (00) at the end. (THIS IS NOT PART OF THE NEXT DWORD!)

----The only string in the file is:
Code:
04 00 00 00 42 4C 52 00
00000004 = 4d = 4 characters in the string
42 = B
4C = L
52 = R
00 = null
This string obviously indicates the prefix of the repeating pistol, "BLR"

8. Now that you've found the string, make the file as easy to read as possible.

I used a combination of macros and (up in the menubar of notepad++) the TextFX -> convert tools to make the endless list of hex look like this:

(big endian now... most significant byte first)
Code:
00000088
000001C2
00000000 
00000243
.
.
.
Don't format the string like this,though, because you might get confused later.

9. Translate each dword into it's decimal value.
Code:
00000088=136
 000001C2=450
 00000000=0
 00000243=579
.
.
.
Yes I know there's a lot of them. You'll get finished faster if you don't complain.

10. The guessing games begin!
You should still have the ~~~~~Table.txt files open.
Now go look for things in the tables that seem to match up with the decimal values.
The majority will be in NameTable.txt, but the first word is actually in ExportTable.txt.
"136 = WeaponPartDefinition'Body.body1'"

What you do now is up to you.

I've discovered that near the end of the body1 file is:
Code:
FFFFFFF5 -11d (it 10=AttributeDefinition'd_attributes.WeaponDamage')
00000192 402d (nt "ModifierType")
00000000 
00000094 148d (nt "ByteProperty")
00000000 
00000008 8d
00000000 
00000197 407d (??)
00000000 
00000056 86d (nt "BaseModifierValue")
00000000 
00000244 580d (nt "StructProperty")
00000000 
00000078 120d (nt "Body")
00000000 
00000043 67d (nt "AttributeInitializationData")
00000000 
0000005A 90d (nt "BaseValueConstant")
00000000 
000000F4 244d (nt "FloatProperty")
00000000 
00000004 4d
00000000 
BDA3D70A (float ~~ -0.08d)
(nt = name table)
(it = item table)

GOOD LUCK EVERYONE!

I hope this helps someone with more file I/O experience than I have.
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Old 11-05-2009, 09:40 PM   #34
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Re: [Borderlands] Weapon Parts + Effects

You're a gentleman and a scholar. I'm going to try this out on a part that I know the values to and move from there. Also, jesus, no wonder I wasn't getting anyway simply scanning through the hex'd file.

EDIT: Holy crap, you're onto something here. By using a shortcut (finding the bytes F5 FF FF FF in HxD, setting the display width to 8 bytes, and counting down 12 lines) you find the floating point value dword. By reversing it to most significant first and chucking that value into a floating point to decimal convertor, I get EXACTLY the same damage mod values that I worked out from testing. You're a legend. Time to pinpoint the other values.

Last edited by Dylbot; 11-05-2009 at 10:42 PM.
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Old 11-06-2009, 09:38 AM   #35
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Re: [Borderlands] Weapon Parts + Effects

I'm working on deciphering body2, to find the fire rate modifiers. It's a slow process, but it's much more certain than guess and check.

Found another two tags you'll be interested in.

(from gd_weap_repeater_pistol\Body\body2.whatever)
Code:
00000048 72d (nt "AttributeToModify")
00000000 
000001A6 422d (nt "ObjectProperty")
00000000 
00000004 4d
00000000 
FFFFFFEE -18d (it 17 AttributeDefinition'd_attributes.WeaponPerShotAccuracyImpulse')
00000192 402d (nt "ModifierType")
00000000 
00000094 148d (nt "ByteProperty")
00000000 
00000008 8d
00000000 
00000197 407d (nt "MT_Scale")
00000000 
00000056 86d (nt "BaseModifierValue")
00000000 
00000244 580d (nt "StructProperty")
00000000 
00000078 120d (nt "Body")
00000000 
00000043 67d (nt "AttributeInitializationData")
00000000 
0000005A 90d (nt "BaseValueConstant")
00000000 
000000F4 244d (nt "FloatProperty")
00000000 
00000004 4d
00000000 
3E99999A (float ~~+0.3000)
Code:
00000048 72d (nt "AttributeToModify")
00000000 
000001A6 422d (nt "ObjectProperty")
00000000 
00000004 4d
00000000 
FFFFFFF2 -14d (it 13 AttributeDefinition'd_attributes.WeaponFireRate')
00000192 402d (nt "ModifierType")
00000000 
00000094 148d (nt "ByteProperty")
00000000 
00000008 8d
00000000 
00000197 407d (nt "MT_Scale")
00000000 
00000056 86d (nt "BaseModifierValue")
00000000 
00000244 580d (nt "StructProperty")
00000000 
00000078 120d (nt "Body")
00000000 
00000043 67d (nt "AttributeInitializationData")
00000000 
0000005A 90d (nt "BaseValueConstant")
00000000 
000000F4 244d (nt "FloatProperty")
00000000 
00000004 4d
00000000 
3E4CCCCD (float ~~+0.2000)
So body2 increases the firing rate by 20%
and it also makes it "0.3000" better or worse for recoil affecting accuracy.

Damage is confirmed to be +10%, by the way.

Last edited by Peewee; 11-06-2009 at 10:30 AM.
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Old 11-06-2009, 10:43 AM   #36
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Re: [Borderlands] Weapon Parts + Effects

Fire rate is dword fffffff2, accuracy is dword ffffff1d, and clip size is fffffff6. They're set out in the same way as the damage modifier, like so:

Code:
FFFFFFF6 -10d (it 9=AttributeDefinition'd_attributes.WeaponClipSize')
00000192 402d (nt "ModifierType")
00000000 
00000094 148d (nt "ByteProperty")
00000000 
00000008 8d
00000000 
00000197 407d (??)
00000000 
00000056 86d (nt "BaseModifierValue")
00000000 
00000244 580d (nt "StructProperty")
00000000 
00000078 120d (nt "Body")
00000000 
00000043 67d (nt "AttributeInitializationData")
00000000 
0000005A 90d (nt "BaseValueConstant")
00000000 
000000F4 244d (nt "FloatProperty")
00000000 
00000004 4d
00000000 
40C00000 (float ~~ 6.0d) (The clip has 6 more bullets than the base value)
The accuracy modifier is a bit weird, though. Sometimes it's 1d (AccuracyCurrentValue) and sometimes it's 1C and 1B (AccuracyMaxValue and AccuracyMinValue).
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Old 11-06-2009, 01:05 PM   #37
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Re: [Borderlands] Weapon Parts + Effects

I had the same idea of mapping out the stuff, just needed to find a better UPK extractor. Nice to see exact values from thsi though XD.
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Old 11-06-2009, 03:29 PM   #38
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Re: [Borderlands] Weapon Parts + Effects

The magazine size changes inveresely to the degree. For example:
"gd_weap_revolver_pistol.mag.mag5" has the lowest magazine, in this case only 2 shots till reoad for revolver,
but has the maximum damage for that Manufacturer.
"gd_weap_revolver_pistol.mag.mag2" I believe is the lowest damage, but the most shots per reload.

Sniper Rifle String:
"gd_weap_sniper_rifle.Sight.sight5_Atlas_Cyclo ps"
Massive Zoom

Last edited by jpitty; 11-06-2009 at 04:41 PM.
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Old 11-07-2009, 01:06 AM   #39
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Re: [Borderlands] Weapon Parts + Effects

It wont let me drag and drop the save back on my hdd in XPORT?
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Old 11-07-2009, 12:56 PM   #40
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Re: [Borderlands] Weapon Parts + Effects

I may be able to speed this up some... all depends on how much gun info im getting from this debug menu.
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