How much modding is really possible?
BlueBottle
Australia Join Date: 2018-02-03 Member: 236674Members
I've been musing on trying my hand at modding an alternative hardcore mode - adding more realistic water-pressure mechanics, airlocks etc. I've got a pretty clear idea just what code changes I'd like to make. My coding skills are archaic so I'd have to train up.
But first, scanning the game files turns up what looks like encrypted code. So I'm wondering if this is even a possibility?
Cheers then
But first, scanning the game files turns up what looks like encrypted code. So I'm wondering if this is even a possibility?
Cheers then
Comments
Ok thanks guys, I'll get started on dnspy then . I'm assuming Unity skills will be needed, so I'm currently swatting on the those tutorials. In case you're interested this is what I'm aiming at producing in the end:
Subnautica Hardcore Pressure Mod Outline:
Primarily using the depth variable to trigger changes to several other existing variables. The biggest challenge will be the creation of 4 new assets ...
0-100m
- Wall and ceiling habitat hatches open but cause flooding
- Multi-room doors spawn as 'wet airlocks' (new asset)
Below 200m
- Wall, ceiling & floor hatches all jammed shut
- Habitat modules attached to a moonpool spawn incorporating a intervening 'dry airlock' (new asset)
Below 400m
- Scaled ambient pressure damage to non-reinforced dive-suit protected moonpool occupants divers and seamoth pilots.
Below 800m
- Scaled ambient pressure damage to all moon-pool occupants divers and seamoth pilots
Below 1000m
- Ambient pressure damage is fatal to all moonpool occupants and divers
- Moonpools no longer buildable
- Wet airlocks no longer functional
- Habitats only accessible via habitat 'Cyclops docking-tube' (new asset)
- Habitats only buildable using PRAWN multi-tool (new asset)
its all very ambitious and interesting stuff i must say. i'll be sure to keep an eye on your progress but im foreseeing ALOT of work to achieve all this so i sure hope you love complicated challenges
https://discord.gg/9MfKs2s
Either way, your plan is great and will offer a whole new mode of realism.
I guess you've seen them already, but Unity's 'learn' section links with some fairly decipherable game-building tutorials. As for modding, today I found several useful tutes on Youtube on dnSpy to hack a Unity fps game (i.ei Ravenfield, early access on Steam). e.g...
Hi @0x6A7232, thanks for that earlier forum invite link. My feeling is that contributions to this project would be very welcome, but I think I'm months away from making any useful input myself - either to this or the ongoing multi-player mod. Might ask you again later though.
Cheers then
I'm still going through the very basics and it's good to see it's all very similar in scope to the Unreal Engine structure but without all of the Unreal customised code. From what I've seen and heard, Subnautica hasn't seen any files obfuscated (I learned this word last week) and I've been able to pull texture files quite comfortably, tinker with them, and repack them again. I need to learn how to pack my own eventually as add on mod assets.
I bought Ravenfield at the end of December during the hols and have played a grand total of 41 minutes. I've spent more time learning about how to mod it though and thanks for the vid as it offers a lot of instructional support.
Don't think much of Ravenfield as fun, but it loads quickly so much better than SN for testing ideas I think.