Space Hulk Ascension

Space Hulk Ascension

dv 20 Mar, 2017 @ 4:54am
[MOD] Modding SHA
I did some research how to mod this game. There are two types of files: *.dll and *.assets. The good news is one can mod both types. The bad news is that modding *.dll is very limited.

*.assets
Those files include a lot. All graphics, sound, levels, campaigns, units, items etc. Most of the stuff is in resources.assets. To modify that I use "Unity Asset Editor". It includes a plugin text editor. Stuff one can edit in plain text includes, but is not limited to:
BasicSkills, Campaigns (including probability for flash missions), Gains (chests, e.g. receive only maximised relic upgrades), Objects (C.A.T., Proximity Mine; not very useful), PsiAbilities (cost and range; not the actual effect), UnitLevels (weapons, skills, equipment and slots for them unlock at certain levels) and Weapons (weapon stats like CtH, ammo, heat).

*.dll
Important file: Assembly-CSharp.dll
Software: "ILSpy" and plugin "Reflexil".
Allows to recompile methods of all classes. In theory. With one restriction: Reflexil seems limited to methods which do not call methods that belong to a different class. That means I can only mod most global constants and very few methods, mainly short ones.

Successful modifications so far:
Combi-weapons, chainfist and heavy flamer for different classes (except Librarian who lacks graphics).
Cyclone graphic turns up on a Sergeant. (But he cannot attack with it.)
Equipment on Librarian. (UI overlays use command with PSI command. Anything except motion scanner is useless. Should be the same for Apothecary. Equipment on a heavy should work fine.)
Number of XP to level up. (as low as 1 per level)
Number of skill points required to increase attributes. (as low as 0)
Disable encrypted saves (non-encrypted save seems binary; I cannot read it)
Add equipment and shoulder weapon slots to UI loadout screen for all classes and Chapters.
Chapter layout.
Starting attribute values.

Stuff one could edit with appropriate build tools: Pretty much anything.


Edit:
Chaper layout and starting attributes require IL instead of C:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=887867279

Cheaper attribute upgrades:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=887817086

Relic Bolter: It does work in combat.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=887851182
Last edited by dv; 19 Oct, 2017 @ 1:01am
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Showing 1-15 of 59 comments
dv 21 Mar, 2017 @ 12:45am 
For proof of actual modding, see this download:

http://s000.tinyupload.com/index.php?file_id=09854869036976736805

It includes a save. Flesh Tearers, Impossible, 17 Librarians. Should work fine with an unmodded game.
Place both files in your "C:\Users\(username)\AppData\Roaming\Full Control\SpaceHulkAscension" folder. They replace the autosave. Load autosave from main menu. Then save properly. Enjoy.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=888198200
Last edited by dv; 21 Mar, 2017 @ 1:15am
dv 22 Mar, 2017 @ 4:09am 
What I have right now is some modifications which I could publish as an alpha version for playtesting. Relic upgrades in particular require testing for unknown side effects.

What I need:
- Legal information about copyright. What do FC and GW say? Anyone familiar with their policies?
- A place (website) to host the download.
- Someone who can work with graphics in *.assets files.
- Playtesters.
- Ideas.


Current "changelog":
Changes: - Relic upgrades for all weapons and variants (except Force Sword; use Force Axe instead). 101 total. Upgrades for Bolter and Krak part of FragKrak Cyclone are hidden in loadout screen. - Relic upgrades have one level. No more randomness. - Removed heat relic upgrade for Assault Cannon. - Flash mission chance always 100 % to compensate for high number of relic upgrades. - Chainfist for Ranged at lvl 4. - Plasma Cannon is now Dark Angels/Angels of Redemption only. - Plasma Cannon for Sergeant, Apothecary, Melee and Ranged at lvl 10. - Power Sword and variants for Apothecary at lvl 5, 6 and 8. - Thunder Hammer and variants for Ultramarines/Novamarines Sergeant and Melee (Lightning Claws lack graphics). - Motion Detector for Heavy at lvl 4. - Motion Detector for Librarian and Apothecary at lvl 3. - Plasma combi weapons for Ultramarines/Novamarines/Dark Angels/Angels of Redemption Melee. - Annihilator for Apothecary and Melee. - Executioner for Melee. - Frost Axe and variants for Ranged (but no Executioner). - One Melee for Ultramarines/Novamarines. - One Ranged For Space Wolves. - Reduced XP requirement to level up. - UI: Cyclone works with other weapons. - UI: Equipment slot for all classes. TODO: - Cyclone graphics for other Chapters. - UI: Cyclone attack icon for other classes. - Increase 'stealer spawn rate. - Increase 'stealer HP by 1 across the board. - Create separate Chapter layouts for successor Chapters. (Time consuming but it can be done.) - Ideas for Chapter customisation (mainly BA/IF/CF/Salamanders). - Locate Chapter and class CtH boni in code.

Last edited by dv; 22 Mar, 2017 @ 4:15am
datguy13 26 Mar, 2017 @ 2:35am 
Commendable effort your part.



Originally posted by dv:
- Legal information about copyright. What do FC and GW say? Anyone familiar with their policies?

* Legally you cannot disseminate the mod for remuneration or compensation. That means no charging cash or favors for it. This includes monetizing the hosting site. You cannot host the downloads on a site that has any kind of direct-link monetization like Adfly.

* Full Control has not expressed any previous direct stance on mods, however Thomas knew about the oen that circulated last year and did not stop it. Legally, silence implies consent in this case. Games Workshop, on the other hand, has extremely strict guidelines on approval for the mass dissemination of mods through things like Steamworks, but that won't effect a fan-made mod so long as you keep it simple.

* You can always contact Full Control directly through their legal contact information and request permissions if you have doubts. I believe the website is still up and has those contact points listed.

REAPER 23 Aug, 2017 @ 10:05pm 
Please tell me you're still working on it and this isn't a dead project. I would help if I could but I have no idea how any of this works.

I don't suppose you can release the mod right now?
dv 24 Aug, 2017 @ 10:16am 
After five month, here comes the first person which shows any interest. That probably means there's no demand for a mod. I do have a version I'm using. Sometimes. And some features in my mind I could add within two month. However, I have no plans to actually publish it. Because, well, a lack of demand.
REAPER 24 Aug, 2017 @ 12:32pm 
Originally posted by dv:
After five month, here comes the first person which shows any interest. That probably means there's no demand for a mod. I do have a version I'm using. Sometimes. And some features in my mind I could add within two month. However, I have no plans to actually publish it. Because, well, a lack of demand.

What a shame. This is truly a fantastic game and your effort is to be commended. Would you consider sharing what you've done so far? Or at the very least give me some pointers on how to do it myself? I was able to open the files using the programs you previously mentioned but I have no idea what values I'm supposed to adjust and I am by no means a programmer.
dv 25 Aug, 2017 @ 4:44am 
Give me another two month to add the ideas mentioned above. If anyone has an idea where and how to host it, and/or is willing to talk to GW about publication, we can certainly work something out.
Last edited by dv; 25 Aug, 2017 @ 4:44am
Shalashaska 29 Aug, 2017 @ 1:24pm 
Hello.
Would it be possible to find relics for the other weapons?
What I really can't like of this game is the fact that once your Storm Bolter is fully buffed, you don't need any other weapon.

Also, now that I am using the Flesh Tearers who also have the melee warriors, the Thunder Hammer + Storm Shield is a big FAIL, because I can't believe an hammer strike deals only 1 damage point.

Thanks for reading.
dv 30 Aug, 2017 @ 8:26am 
Originally posted by Shalashaska:
Hello.
Would it be possible to find relics for the other weapons?
No problem. See the first line in the "changelog" (post #3).

Originally posted by Shalashaska:
Also, now that I am using the Flesh Tearers who also have the melee warriors, the Thunder Hammer + Storm Shield is a big FAIL, because I can't believe an hammer strike deals only 1 damage point.
All melee weapons inflict one point of damage. Not sure changing that is good from a game balance perspective.


Edit:
Those additional relic weapons require a lot of playtesting.
Last edited by dv; 30 Aug, 2017 @ 8:34am
Shalashaska 30 Aug, 2017 @ 11:52am 
Thank you for replying!

As I said before, the interest in this game is slowly decreasing after finding all the needed buffs/purity seals for my storm bolter. Even at "Hard" difficulty.
The only reason for which I won't play on "Impossible" is because I can't save during the mission, which means I am likely to find crappy stuff when it comes to a side-mission with loot.

IMHO, an hammer dealing 2 dmg would be a good call: while it is enough to kill "common" G.S., you would still need 2 successfull hits against all Broodlords.
dv 31 Aug, 2017 @ 9:34am 
Originally posted by Shalashaska:
As I said before, the interest in this game is slowly decreasing after finding all the needed buffs/purity seals for my storm bolter. Even at "Hard" difficulty.
The only reason for which I won't play on "Impossible" is because I can't save during the mission, which means I am likely to find crappy stuff when it comes to a side-mission with loot.
You might want to try custom difficulty. Set it to the same number of 'stealers as impossible but keep in-battle saves on.

Originally posted by Shalashaska:
IMHO, an hammer dealing 2 dmg would be a good call: while it is enough to kill "common" G.S., you would still need 2 successfull hits against all Broodlords.
"Broodlord Slayer" does pretty much that.

If, repeat if, I change actual weapon stats then that would be the third set of lightning claws: From +35 attack/0 defense to 0 attack/+ 35 defense to match the description.

Edit:
If you want a real melee terminator, use a Wolf with LC Skoll. Better than a Fist with TH Crusher.
Last edited by dv; 31 Aug, 2017 @ 10:52am
Shalashaska 1 Sep, 2017 @ 6:04am 
I'll give it a try and let you know. :D
kalanisman 9 Sep, 2017 @ 5:32am 
Having taken a rather long break from the game, came back and found this :D. Sounds awesome! Quick question though, have you had any success modifying skills? I would love to see some defensive melee skills, tougher armor +5 or 10 def or maybe even another health point for melee(dont know how or even if that could be done, or how the game would handle it)
dv 9 Sep, 2017 @ 5:40am 
Originally posted by kalanisman:
Quick question though, have you had any success modifying skills?
Skill effects are handled in very different places in the code. Found fire proof and the Salamanders' Chapter bonus in the same place. Could change that to affect anyone.
Still looking through the code for effects from, say, targeting reticules or the class to hit bonus.
Damian_NT 19 Sep, 2017 @ 4:27am 
Thanks for your posts, DV. You are, indeed, among the Emperor's finest.

Using your own research, I had found a proper file and started to make a table in MS Excel, in order to write down the weapon stats... but quickly realised that you actually presented the data in your 'reference' guide.

The "changlog" looks awesome. The features I'm looking forward, in order, are:
- Starting attributes (no willpower and perception rolls on rookies),
- Relic upgrades have one level. No more randomness.
- UI: Equipment slot for all classes (1 slot for heavies would be great).
- Relic upgrades for more weapons (upgrages for variants are less important).

In my short UltraSmurf campaign (hard) I have already killed 7 terminators just because of their stats and savescummed my way to the max rolled storm-bolter range upgrade. Because of that, I feel dirty and I think about starting a new campaign, so I can play 'properly', in the spirit of Iron Man mode. No save/load abuse.
But I need these 'starting attributes' and 'relic upgrades no RNG' for that :P

Gotta look for the starting attributes file, at least. Killing your own termies because of their willpower rolls ruins the atmosphere, and makes smurfs look weak ;)
Last edited by Damian_NT; 19 Sep, 2017 @ 4:32am
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