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Author Topic: Borderlands; re-enabling modding  (Read 2976 times)
TurboTalicska
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« on: August 16, 2010, 01:52 »

Hi all,
I am new here, please be gentle the first time ;-)

The Borderlands 1.30 update disabled loading modded weapons and equipment.
I would like to find a way to circumvent this mechanism so I can load my favourite designs again.

I've checked the extractor on this site. It works with Borderlands.
I think I found the class and the function I need to change:
1. bool WillowPlayerController.ValidateItemDefinition(struct DefinitionData)
2. bool WillowPlayerController.ValidateWeaponDefinition(struct DefinitionData)

When I asked for help on BeyondUnreal, I was directed to UnHood. Unfortunately UnHood fails with Borderlands (it can't even read the header properly and ultimately I end up with an exception), therefore I did not get anywhere. I have no clue how to fix it, neither because the format is totally new to me.
Also, UnHood looks like an extractor only; I need to update WillowGame.u with a few changes.

So, I am here looking for a way to update the aforementioned functions.
Any help is appreciated, thank you.
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Gildor
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« Reply #1 on: August 16, 2010, 02:10 »

There is no way to modify compiled scripts without UnrealEd.
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TurboTalicska
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« Reply #2 on: August 16, 2010, 02:26 »

Thanks gildor!
Is there a way to hack the bytecode so these functions would always return true (or false)?
Or, maybe if possilble, create a new package with the same code that would replace the original during loading?
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Gildor
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« Reply #3 on: August 16, 2010, 02:27 »

I don't know. I have never dealt with UE bytecode.
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TurboTalicska
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« Reply #4 on: August 16, 2010, 02:32 »

Ok, thanks.
Maybe someone else knows.

I do not know how it works, but the ZBL Patch here does modify the original code somehow:
http://gbxforums.gearboxsoftware.com/showpost.php?p=1716039&postcount=122

Thanks.
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