Made in Abyss: Binary Star Falling into Darkness

Made in Abyss: Binary Star Falling into Darkness

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Modding Potential
I hope this game has decent modding potential, I feel like mods would definitely up the games' value significantly
EDIT: Here's a modding discord that I cooked up really quick, this should help with getting modding up and running! https://discord.gg/mB2JYnfXta
Last edited by Marketable Clay Figure Duster; Sep 8, 2022 @ 5:06pm
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Showing 31-45 of 78 comments
Nazo Sep 4, 2022 @ 12:57am 
I seriously don't get why we're even arguing about this. Let me just reword it simple and clean: for some people (obviously not all,) the game's implementation of the curse of the Abyss is unfun and we would like to see it toned down a little. If someone working on mods could please consider a mod that tones it down a bit, that would be great and much appreciated. Installation of such a mod would, of course, be 1000% optional and anyone who does not like it can just simply not install it.

Actually, I do want to expand that a bit further: it would be kind of neat if it, to some extent, was based on your level. It's established that delvers who are more experienced and more used to the Abyss have developed at least some tolerance. (Of course not 100%, but they retain more control and handle it better in general, able to ascend further and faster before the effects are too strong and they have to pause.) I don't know to what extent such a thing can be adjusted, but if sensitivity could decrease per level it might actually be a sensible mechanic that would make it more fun to deal with since it would be a thing you'd get better at as you improve.
Last edited by Nazo; Sep 4, 2022 @ 12:59am
Haika Sep 4, 2022 @ 2:32am 
Is it possible to fix pc controls by mod? It seems quite strange when you crouch on the lmb. I use AHK-script to fix it, but I think it would be more convenient for other people to download a mod or something like that
Goodwill Sep 4, 2022 @ 3:37am 
Originally posted by Nazo:
Actually, I do want to expand that a bit further: it would be kind of neat if it, to some extent, was based on your level. It's established that delvers who are more experienced and more used to the Abyss have developed at least some tolerance. (Of course not 100%, but they retain more control and handle it better in general, able to ascend further and faster before the effects are too strong and they have to pause.) I don't know to what extent such a thing can be adjusted, but if sensitivity could decrease per level it might actually be a sensible mechanic that would make it more fun to deal with since it would be a thing you'd get better at as you improve.

Maybe they can have it in the skill trees. Every whistle level you go up, you can unlock a skill that allows you to resist (or tough through) the effects of the curse. Honestly though, this could've been better implemented if the game was more in depth. But right now, the best you could do is adjust some values but it certainly will be a disappointing experience.
Haika Sep 4, 2022 @ 5:03am 
Originally posted by Goodwill:
Maybe they can have it in the skill trees. Every whistle level you go up, you can unlock a skill that allows you to resist (or tough through) the effects of the curse. Honestly though, this could've been better implemented if the game was more in depth. But right now, the best you could do is adjust some values but it certainly will be a disappointing experience.

SPOILER ALERT Made in Abyss: movie 3
if we talk about changing the mechanics (not about just increasing the lifting limit), the anime says that it is impossible to avoid the curse. So I think a resist skill isnt canon. But adding an expensive consumable purchased at deep layers, like the one Bondrewd used in movie 3, would be an interesting solution.
Last edited by Haika; Sep 4, 2022 @ 5:05am
ejh1990 Sep 4, 2022 @ 7:05am 
Tangential to modding -- save editing!

I was looking at save files (the game saves, not the System.sav file). They aren't encrypted or compressed in any way, so if there is a will for someone to make a save editor it's possible to jump right in and work out what does what.

Values are stored as little endian, it seems.

Example... Editing the bytes to give me lots of money.

https://steamcommunity.com/sharedfiles/filedetails/?id=2858613088

I've not looked into the more fun stuff like what stores active party members etc. I just wanted to try something super basic with an easily known value to see if the saves were in any way encrypted/compressed. And, well... Yeah, they're not.

Just throwing that out there in case it's of interest to anyone.

edit: it also actually says what the structure of the save file is within the save file itself. And in a human-ish readable way. Very handy! :D

edit 2: one of the boolean flags clearly labelled in the save file is bIsHelloMode. Wonder if this can be used / is what is used to spawn in Reg into the game and whether it works in Deep mode? OR, better yet, could this also disable things like infinite monster spawning? Or it could literally just be page to put the save on.
Last edited by ejh1990; Sep 4, 2022 @ 7:33am
Nephilim Sep 4, 2022 @ 7:16am 
If anything, i'd rather have a fix for the swarming after 5mns, the current time is barely enough to beeline to another area much less actually explore and loot
Tanasinn [AZ] Sep 4, 2022 @ 11:24am 
I'm looking forward to mods too. I don't want to dress up like a rescue explorer or a chef (wtf). I just want my cave raiding clothes
Nazo Sep 4, 2022 @ 12:26pm 
In regards to "curse resistance" being a skill tree item I would presume that the skill trees are somewhat specifically balanced (though the game is obviously a bit rushed in places) and the number of skill points received would be a problem if you add new skills -- unless you also add more skill points. I merely suggest it as more of just an automatic "you've been down here going back and forth for longer thus have gotten more used to it" thing where it's basically automatic (those who don't get better at it surely wouldn't be long term deep delvers anyway and it's a given that our main character is supposed to be someone who is capable of becoming a deep delver.) Plus when it comes to modding (especially at this stage!) the simpler, the better.

Originally posted by Haika:
SPOILER ALERT Made in Abyss: movie 3
if we talk about changing the mechanics (not about just increasing the lifting limit), the anime says that it is impossible to avoid the curse. So I think a resist skill isnt canon. But adding an expensive consumable purchased at deep layers, like the one Bondrewd used in movie 3, would be an interesting solution.
Resist isn't necessarily non-canon either. There is a world of difference between "the curse can't be avoided" and "experienced delvers grow more used to its effects and better able to handle them over reasonably short distances." The biggest point of the "the curse can't be avoided" thing though is to point out that, generally speaking, no normal means can bypass the major effects such as death. The suggestion is only that more experienced adventurers can ascend just a little bit more and a little bit faster before the effects are too extreme for them to handle. At the scale of literally thousands of meters, some 20 or 30 doesn't make a whole lot of difference. Crossing layers still means exceeding that.

For maximum clarity here, I'm not saying "it has no effect at those distances." Only that their bodies are better able to handle what they're used to. Much like how people become used to a lot of things that cause effects like nausea/etc in real life through sufficient time and exposure. Conceptually the effect still takes place unreduced in every way, they just handle it better.

It's worth noting that we have official confirmation of a time dilation effect and that delvers are actually not spending as long in the deepest depths as they seem to be as Ozen herself (who has been to the depths) confirms officially. It takes them time to ascend still, but not months or years as it may seem. It is official that it is not taking them literal months or years to ascend from the depths. Ozen also makes it quite clear that she and many others are better able to handle things like short ascensions better with her sheer disgust at Riko's weakness and reaction to it -- ok, we don't count Ozen as normal, but what she is used to from others, including her obviously not super strong assistant, we can treat as more normal. It's worth noting also that she specifies children, so presumably adults are better at it by a notable margin and -- insofar as we can really judge much of anything to such an extent -- delver rank represents time and effort put into the Abyss.


But regardless of canon, I merely propose that it would be more fun for some people if we had such a mod. Clearly not everyone. Clearly. But for some people it would be. Yet again I add a reminder: if such a mod were made you would not have to install it.
Last edited by Nazo; Sep 4, 2022 @ 12:41pm
Soap 漬物 Sep 4, 2022 @ 3:27pm 
One thing I'd also like to suggest if possible is like making the character specific hats you obtain from Main story quests like the "Feathered Hat" (worn by Tiare) and "Marulk's Hat" (worn by... well duh- Marulk) upgradeable like the one you have since they're the standard cave raiding hats with basic armor (aside from Marulk's cause it has two headlamps on it, not that it matters)
Nazo Sep 4, 2022 @ 5:25pm 
It might be interesting to see where save editing goes. Apparently the save data is very easy to work with. It may be possible to do things like mod items in ways like that potentially. Though as far as appearances go, that would take a mod (simple texture swap should do it.)
ejh1990 Sep 4, 2022 @ 11:40pm 
4
I'm looking again at System.sav. I've mapped the options with the offsets of the bytes (with the exception of controller options). Here they are:-

ID - Option - Offset 100 - Brightness - 474 101 - Text Lang - 475 102 - Voice Lang - 476 103 - Confirmation Skip - 477 104 - Text Speed - 47B 105 - Fixed Minimap - 488 200 - Invert Camera Y - 48C 201 - Invert Camera X - 490 202 - Y sensitivity - 494 203 - X sensitivity - 495 204 - Controller vibration - 496 300 - Master Volume - 49A 301 - BGM Volume - 49B 302 - Voice Volume - 49C 303 - SFX Volume - 49D 304 - Environment Volume - 49E 401 - Screen Mode - 49F 400 - Mouse Sensitivity - 4B1 402 - Resolution - 4A2-4A7? 403 - V-Sync - 4A8 404 - Display Range Quality - 4A9 405 - AA Quality - 4AA 406 - Post Proc Quality - 4AB 407 - Shadow Quality - 4AC 408 - Texture Quality - 4AD 409 - Effect Quality - 4AE 410 - Foliage Quality - 4AF 411 - Shading Quality - 4B0 X00 - Deep Mode Unlocked State - 4B7 unknown bytes 1:- <- worth investigating 478-47A, 47C-487, 489-48B unknown bytes 2:- 48D-49F, 491-493, 497-499 unkown bytes 3:- 4A0-4B0

In case these offsets don't match up, set your quality settings to all be Epic and then do a byte search for:-

03 03 03 03 03 03 03 03

to find the relative position. (The offset for this on the file I am working with would be 0x4A9).

Interestingly, the offsets are in the same sort of order as they appear in game. And there are some gaps in the offsets. The ones I am curious about are the missing ones around where game settings are.

Wonder if this controls anything interesting (like settings which were removed from the player but still active in the game).

Unfortunately, graphics qualities are set as a single byte (meaning it's not just something you can just increase the value of beyond Cinematic, which would have a byte value of 04). So you're out of luck there if you want to increase LOD distance.

edit: I also didn't immediately see it, but the flag for Deep Mode being unlocked is around the same place. So it also might be worth looking around offsets 4B1-4C2 for other potentially interesting bytes.
Last edited by ejh1990; Sep 5, 2022 @ 12:00am
Kurikuo Sep 5, 2022 @ 12:34am 
That sounds pretty nice
Heatnixx Sep 5, 2022 @ 2:20am 
Originally posted by ejh1990:
I'm looking again at System.sav. I've mapped the options with the offsets of the bytes (with the exception of controller options). Here they are:-

ID - Option - Offset 100 - Brightness - 474 101 - Text Lang - 475 102 - Voice Lang - 476 103 - Confirmation Skip - 477 104 - Text Speed - 47B 105 - Fixed Minimap - 488 200 - Invert Camera Y - 48C 201 - Invert Camera X - 490 202 - Y sensitivity - 494 203 - X sensitivity - 495 204 - Controller vibration - 496 300 - Master Volume - 49A 301 - BGM Volume - 49B 302 - Voice Volume - 49C 303 - SFX Volume - 49D 304 - Environment Volume - 49E 401 - Screen Mode - 49F 400 - Mouse Sensitivity - 4B1 402 - Resolution - 4A2-4A7? 403 - V-Sync - 4A8 404 - Display Range Quality - 4A9 405 - AA Quality - 4AA 406 - Post Proc Quality - 4AB 407 - Shadow Quality - 4AC 408 - Texture Quality - 4AD 409 - Effect Quality - 4AE 410 - Foliage Quality - 4AF 411 - Shading Quality - 4B0 X00 - Deep Mode Unlocked State - 4B7 unknown bytes 1:- <- worth investigating 478-47A, 47C-487, 489-48B unknown bytes 2:- 48D-49F, 491-493, 497-499 unkown bytes 3:- 4A0-4B0

In case these offsets don't match up, set your quality settings to all be Epic and then do a byte search for:-

03 03 03 03 03 03 03 03

to find the relative position. (The offset for this on the file I am working with would be 0x4A9).

Interestingly, the offsets are in the same sort of order as they appear in game. And there are some gaps in the offsets. The ones I am curious about are the missing ones around where game settings are.

Wonder if this controls anything interesting (like settings which were removed from the player but still active in the game).

Unfortunately, graphics qualities are set as a single byte (meaning it's not just something you can just increase the value of beyond Cinematic, which would have a byte value of 04). So you're out of luck there if you want to increase LOD distance.

edit: I also didn't immediately see it, but the flag for Deep Mode being unlocked is around the same place. So it also might be worth looking around offsets 4B1-4C2 for other potentially interesting bytes.
Can you run cheatengine or other hex editor and tell me what exactly happens when monsters start spawning? I've been combing through 29gb worth of files these past days and while I keep finding lots of interesting and cut content, I've yet to find the one reason I began searching in the first place. Reading hex is really not my area.
There has to be some sort of timer, since it is a timed event. I've found many references to it in the scripts themselves but no actual location for the timer script itself.

Secondly, there is also a hidden, fully functional debug menu with a bunch of cheat codes, action controls (including cut actions such as place tents, sleep and pee), gamespeed control and spawn controls. I saw references in the script for the debug menu actually being enabled through flags in save files themselves, but once again, am unable to find out exactly which flag.

Lastly, I've been combing through the flags in some assets, and I believe we might be able to replicate the missing flags for the cut content in UE4, then dump them back in the pak since the check for them is still there, the game is just not doing anything with it, and the level generation (which also generates the enemy spawns, HP/Stam/Hunger bar and pretty much everything else including map and quest selection) is script based and unencrypted.
Edit: Sent you a friend invite. Hopefully we can crack this game wide open.
Last edited by Heatnixx; Sep 5, 2022 @ 2:26am
ejh1990 Sep 5, 2022 @ 6:38am 
Originally posted by BlitzØ:
Can you run cheatengine or other hex editor and tell me what exactly happens when monsters start spawning? I've been combing through 29gb worth of files these past days and while I keep finding lots of interesting and cut content, I've yet to find the one reason I began searching in the first place. Reading hex is really not my area.
There has to be some sort of timer, since it is a timed event. I've found many references to it in the scripts themselves but no actual location for the timer script itself.

Secondly, there is also a hidden, fully functional debug menu with a bunch of cheat codes, action controls (including cut actions such as place tents, sleep and pee), gamespeed control and spawn controls. I saw references in the script for the debug menu actually being enabled through flags in save files themselves, but once again, am unable to find out exactly which flag.

Lastly, I've been combing through the flags in some assets, and I believe we might be able to replicate the missing flags for the cut content in UE4, then dump them back in the pak since the check for them is still there, the game is just not doing anything with it, and the level generation (which also generates the enemy spawns, HP/Stam/Hunger bar and pretty much everything else including map and quest selection) is script based and unencrypted.
Edit: Sent you a friend invite. Hopefully we can crack this game wide open.

Added. :) I often appear as offline, so ping me if/when you're available. I am usually available 14:00UTC-19:00UTC Mon-Wed, Fri and 09:00UTC-19:00UTC Thu,Sat,Sun.

Also, with regards to documentation I have started a GitHub repo:-


What I will be tackling this afternoon is seeing if I can find item IDs. Shouldn't be *too* hard to figure out the byte that changes between when an item increases/decreases (and the the byte storing the item ID should be very close by).

Any findings, I will dump there.

I did take a quick look at Cheat Engine for the purposes of finding out what causes the infinite spawn, but I can't tell whether the timer is a count-down or a count-up dealio.
Nora Sep 5, 2022 @ 12:04pm 
2
2
I would love to have a discord or something for this for modding so we can organize something. I know nothing about coding but having a place people can gather to discuss stuff, figure it out and have easy access to mods (since I doubt we will get support officially for such things) would be really nice.

Would just be easier than having to search the forums for what scarce information there is, since I think most people are really looking and waiting for someone to figure out this spawning issue.

Just a thought, since I think there's the potential there given the community's diehard fans. Also. Godspeed with your work and I appreciate all the effort even if I have nothing to show in appreciation other than my words.
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