BioShock 2

BioShock 2

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Idea for a new game plus mod
I'm trying to work out a way to do New Game Plus for BS2. It's going extreemly poorly with the limited engine access the scripting console grants me.

It also doesn't help that GiveWeapon causes the game to crash, so that's a thing.

I found one last beacon of hope in my travels, and that is to try and trick the game in teleporting the player from the end of the game with all the ♥♥♥♥ unlocked, to the very begining.

I planned on doing that by just doing a simple map change. But apprently it's not so easy on Unreal Engine 3.

According to the documentation here: https://udn.epicgames.com/Three/ExecFunctions.html

There are two potential functions i can use.

Switch [map] – Tell the server to change levels based on the value of map. Map is parsed as a map URL (see CommandLineArguments for more detailed information about map URLs).

Switch does nothing no matter what I give it.

LocalTravel [mapURL] - Causes the client to travel to the given mapURL.

That just crashes my game no matter what I give it.

So I'm ♥♥♥♥ out of ideas. I think the majority of the problem is that I can't figure out what the hell half of this Unreal Engine 3 crap is. What is a mapURL? How do I make it? Where is it? Is there an example? None of these questions are answered on google, or even in the ♥♥♥♥ing SDK itself. I found the script function of LocalTravel in the SDK.

exec function LocalTravel( string URL )
{
if( WorldInfo.NetMode==NM_Standalone )
ClientTravel( URL, TRAVEL_Relative );
}

Which again, doesn't answer my question on WTF a URL is to Unreal Engine.
Last edited by Sophisticated Gumi-chan; Jan 10, 2015 @ 12:25am
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Showing 1-10 of 10 comments
BiggusD Jan 10, 2015 @ 7:51am 
Its because the game isnt made in unreal engine 3. It is unreal engine 2.5. Also Bioshock 2 isnt made to be moddable as far as i know.

Here is a page that is actually useful to you as it lists all the commands you can use in bioshock 1 and 2. http://bioshock.wikia.com/wiki/Console_Commands
Last edited by BiggusD; Jan 10, 2015 @ 7:51am
Again, that doesn't help. GiveWeapon causes the game to crash for an unknown reason. So it doesn't solve my problem of not having all the weapons at the start.
BiggusD Jan 10, 2015 @ 2:18pm 
here is a guide ive found. http://steamcommunity.com/sharedfiles/filedetails/?id=214086579

But something ive found out is that most people trying to do what you are doing experience crashes when trying to get weapons so it isnt just something specific to you
Last edited by BiggusD; Jan 10, 2015 @ 2:18pm
That's pretty much just a copy of the bioshock cheat wiki.

Nothing helpful on giving weapons.

I found a way to move to another map, no thanks to the Unreal Engine's crap ♥♥♥♥♥♥♥ SDK.

open Eden.bsm
switchlevel Eden.bsm
travel Eden.bsm

None of them preserve the inventory, which sucks weiners.

I've debugged the issue with GiveWeapon, and the issue is clear, there is no precahced model for the weapon. If I jump over the section in GiveWeapon that switches to the newly given weapon, it will be in my inventory, and I thought maybe if I reloaded from the save it would cache the model, but of course Bioshock wouldn't give it up that easily. It crashes in the same location that GiveWeapon normally does, which is what the save/loading system is doing anyway, but it's also save/loading the model precaches.
Sinbad the Sailor Jan 11, 2015 @ 5:14am 
Regarding your crashes. Do you crash during SP gameplay too? If so, try uninstalling the Windows update mentioned in a thread around here. Maybe you will stop crashing when executing commands.
So I worked it out. The real GiveWeapon commands the game uses are player derivitives.

GiveWeapon Weapons.PlayerDrill
GiveWeapon Weapons.PlayerRivetGun
GiveWeapon Weapons.PlayerMachineGun
GiveWeapon Weapons.PlayerShotgun
GiveWeapon Weapons.PlayerSpeargun
GiveWeapon Weapons.PlayerGrenadeLauncher
GiveWeapon Weapons.PlayerLaserGun

But the problem is, as soon as you load in to an area where you're not supposed to have that gun, it takes it away from you, and it like bugs the game out to where you can't use it anymore. Well ♥♥♥♥♥♥♥ done, 2K. Go ♥♥♥♥ yourself.
BiggusD Jan 11, 2015 @ 9:04pm 
Lol the game was never meant to be modded.. if you want to basically use to cheats to simulate a new game plus then you have to deal with the issues. Telling 2k to go ♥♥♥♥ themselves seems very childish. You could have just put your findings here and kept the hate to yourself.
This is proof of how much 2K sucks at everything they do. There's been a bug with Bioshock since the game came out with sound cutting out. No matter how many people complain, no matter how many support tickets get submitted, they never fix it. Then Bioshock 2 came out, people complained nothing got fixed. Had they built Bioshock 2 like a normal scaleable game, this wouldn't be a problem.There was nothing wrong with Unreal's stock audio library, and with using scaleable weapons instead of having the ♥♥♥♥♥♥♥ map control the weapons. They seriously need to get their ♥♥♥♥ together.
76561198163049425 Apr 20, 2016 @ 1:45pm 
Were you able to get this to work?
Originally posted by I am the reason this team won:
Were you able to get this to work?
No, I gave up 2 days after my last post getting this to work. The game is so half-ass implemented it hurts.

To get this to work, I'd have to figure out a way to decompile the BSM files and add code to precache all the weapons for each map and persist them between levels. Since nobody in the mod community has made a BSM decompile/compiler, I'm not going to bother, as nobody seems to care about this game.
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Date Posted: Jan 10, 2015 @ 12:24am
Posts: 10