How To Mod It
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Modding Borderlands is fairly simple, and it can be more fun than playing the game alone, and it's easy to do with a few basic tools and skills!

First and foremost, Borderlands is technically a mod itself since at the heart of the game is a modded Unreal Engine, so it feels only natural to mod Borderlands. The process of modding any game is being able to transfer the game save file to a computer program in order to alter or fix any negative bugs or glitches that game developers were unable to correct or missed within the parameters of the game/program or just to make better since modders creativity is not restricted by deadlines and incorrigible co-workers. It also allows players to create their own personalized experience, and to help make things new again. As of late there is a negative stigma around modding since modders have been known mostly for cheating, but just like anything in life there is a responsibility for modders to use it for good, and not evil, so go out there, and make the game better, and more exciting instead!

Main cause for the negative attitude towards modding:

Games like Borderlands utilizes a system called a Token Economy (an adult version of gold stars). The statement below describes the psychology of what happens when modded gear, and duping are introduced into this virtual economy…

"Token economies are fragile. If Billy breaks into the teacher's desk after hours and starts handing everyone fistfuls of gold stars, they become worthless and the economy collapses, irrecoverably. In high-end fashion handbag terms, counterfeit products threaten to destroy the token value. In game terms: game balance is hard, and getting it wrong can tank the economy."

"All this is just another way of saying that rarity creates desirability. It's hardwired into the human brain. There are multiple complementary parallelizable exploitable ways of creating rarity. Most people don't get this, though, and consequently they create nifty products and systems that ultimately fail to achieve any kind of stickiness: creations destined to be nothing but flashes in the pan."

Excerpt from Steve Yegge's blog

Modders Redemption:

"Developers such as id Software, Valve Corporation, Re-Logic, Bethesda Softworks, Firaxis, Crytek, The Creative Assembly and Epic Games provide extensive tools and documentation to assist mod makers, leveraging the potential success brought in by a popular mod like Counter-Strike."

"Mods can help to continue the success of the original game, even when the original game has become dated. In that case, players might have to clarify that they are referring to the unmodified game when talking about playing a game. The term vanilla is often used to make this distinction. "Vanilla Battlefield 1942", for example, refers to the original, unmodified game. For vanilla games, prefix "v" or "V" is commonly used together with the game title acronym, e.g., VQ3 stands for "vanilla Quake 3"."

"As early as the 1980s, video game mods have been used for the sole purpose of creating art, as opposed to an actual game. They can include recording in-game action as a film, as well as attempting to reproduce real-life areas inside a game with no regard for game play value. See also artistic video game modification, Machinima, and Demoscene."

Popular websites dedicated to modding include NexusMods and Mod DB.

Modding Wikipedia page check it out if you're really bored!


Some of the things that will help you with modding your game file are listed below:

Ways to Transfer Data (360 only):

  • Microsofts Data Transfer Kit- Cost: about $15
  • Datel XSATA- Cost: about $50
  • Datel XPORT- Cost: about $50

You may also use a USB stick/Flash Drive. Furthermore, there are some programs you could use as well, USB XTAF Explorer or, Modio. Lastly, the USB device must be at least 1GB or you won't be able to use it, also you can ONLY use up to 16GB of space.

Game Save Editors:

  • HxD - Hex Editor

There are also a bunch of other Standalone Borderlands Save Editors going around

Basic Guide Lines for Modding:

If you choose to ignore the following guidelines it is very likely your mods will not appear in game.
This is as a result of patch 1.30 of which removes overpowered weapons or weapons that allowed players to have a creative outlet.

1. Use the same Manufacturer throughout your weapon or item. No mismatching unless you're modding scorpios, then experiment and post.
2. Don't use parts from DLC's unless you bought that specific DLC. For instance, no parts from Mad Moxxi's if you don't have Mad Moxxi's DLC.
3. Use the correct parts outlined in WT. So don't go using sights for barrels or mags for stocks it will not work anymore unless you're on PC, then NVM and do what you want.

If you wish to get more powerful weapons I suggest experimenting with stock parts.

Tutorials:


Other Tools & Resources:

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  • Gear Calculator - Build weapons from scratch and have a variety of weapon stats calculated for you. All Knoxx guns are now supported. Export to Willowtree also supported.
  • Willow Shrubbery - Online save file viewer/browser. View gear from either your own saves or other people's saves. Also interfaces directly with the Gear Calculator.

Rehasher & Resigner:

Additional Info:

Through some personal testing with WT or Gibbed Save Game Editor for Borderlands (use for older patches), you do NOT necessarily have to use the correct parts on the correct weapons.

Example: I've used rocket launcher, pistol, smg, and shotgun parts on a sniper rifle.
The weapons viewed in-game physically may appear to have missing parts, but they usually function correctly.

Also: you don't even have to use magazine parts in the mag slot, or scope parts in the scope slots.
Mix and match, and see what you can come up with, some bizarre and boredom annihilating weapons are possible before patch 1.30. Therefore if you delete the game save data that stores the latest update from GBX, you can continue to have as much fun as you can stomach. Plus, fan created weapons through the UDK are posted on GBX forums, so have fun be creative, and share with fellow gamers!

Hex Editing Resources:

I figured since no one else has posted information regarding hex editing this page will discuss those things. I have discovered that if you set the item grade to Scorpio you can adjust the item's level in the game, and it will not disappear. I am trying to figure out a way to be able to hex edit certain values of weapons, shields or items that will increase their level or stats, and still be able to equip them.

Here is my resource page so far.... On this site I explain how to hex edit the quality, and the level of the weapon. I've found that I can equip a level 1467835 gun (LOL) so if anyone has any information please update this page to include what you've found. THANK YOU!

Kapnquasar adds, "With my Roland, I can mod equipped Scorpios to level 82 (54 hex)." I have determined that the
game will allow 15 equipped weapons regardless the higher value entered via WT for weapon's equipped slots (1-4). Furthermore, these weapons
cannot be re-equipped once dropped or sold and bought back, without re-editing via HxD. It is a good idea to use one or more of
the four visible slots as "mule" slots as a way of getting new weapons into the "equipped list", once there, the weapon can be
"hypered" to lvl 82, and swapped into an invisible slot. These weapons are selected for use via the triangle button, space bar, or the y button during gameplay.

Their linecards can be viewed by selecting any unequipped weapon and hitting the action button (the square button, E, or X) and scrolling through the
categories, or at a vendor by selecting "sell", and scrolling all the way down the list or at the bottom of your Bank located in the Underdome.

Also, if 1467835 is a valid level, are there other values, higher or lower, that might also be allowed? This is worthy of some
investigation, yes? —- Ok, I can not equip a level 1467835 gun, I'm talking real, fun, guns that do stuff- not the stock weapons.
I have also found a glitch that has allowed me to get around the limit of 15 level 82's equipped. I can now load and save with 16,
and I am trying to determine why the game will not load slot 10 hex, but will load slot 19 hex. I have 32 equipped slots, and I am able to
carry them. The trick will be whether you are able to save, and then load them from your save as well.

After alot of research, and people willing to show me how things are done, I have made my own site to post Tuts: Borderlands Hex Editing Dead Link


Modding Borderlands After The Devastating & Now Infamous Patch [1.30] (We will never forget!)

ALERT: The February 23rd patch (1.30) removed the possibility of most modding of weapons & items…

First, you can still mod your backpack's capacity to whatever you feel like, and gun proficiencies to the max level of 50. What you won't be able to mod is weapons outside the guns part list, so if you're modding a Revolver, you'll have to use a Revolver barrel. Furthermore, you can still mix certain weapons, but it's very limited (see below). For instance, Unique Parts like "The Dove barrel" or "Sledges Shotgun barrel" you'll have to have the correct Title, Prefix, Manufacturer, and Custom Weapon Type in order for it to be allowed in game.

  • You can still create Weapons & Items that are better than what you could find in the game, but nothing ridiculous & unbelievably fun like before.

Second, if something on the gun is not originally procreated by the game, they will be deleted while your save file loads. Once again, you'll have to have the matching Manufacturer for Shared Parts, and Manufacturer. Moreover, if you have a "Tediore" Manufacturer you can't use a "Hyperion" grip or sight, and vise versa. Please refer to 'Grip Restrictions' found on [Side Tab]

  • In short, Manufacturer Materials have to match the Manufacturer of the weapon.
  • Titles are still interchangeable; for example, the "Shredder" combat shotgun title can be used on a combat rifle or a sniper.

Third, parts such as the Barrel have to match the designated "Barrel slot", which makes the "Action slot" useless to all guns except Repeaters, and Machine Pistols. So, for all other guns it must be labeled "None". However, Titles can still go in the Prefix slot and Prefixes in the Title slot, as long as the gun has at least one title. Titles still don't have to correspond with say the accessory or barrel used. Ultimately, this means that even though a "HellFire Bitch", for example, can't happen in the game, it can be constructed and will work in game.

Lastly Class Mods and Shields, they hardly allow for any modding, but COMs with the manufacturer and material swapped over don't get deleted, they just don't work properly. This can be done to some weapons too, but the game will choose a new Manufacturer for the gun. More annoyingly, shields and mods with specific Manufacturers that used to work before will be deleted for no apparent reason. Shields can't have the really really high capacities any more, because before the usual way was to spam them with the "Pangolin" material, of which now results in deletion. On the brightside, Stock shields are still possible refer to: Scorpio/Stock Weapons

  • Note: It is possible that the manufacturer slot is unmonitored, (when action, accessory, material etc. are) thus materials can go in the Manufacturer's slot; furthermore, I haven't tested any other parts. Since the game chooses a manufacturer at random even if there is one in the material slot, I wouldn't be surprised if the manufacturer doesn't need to be specified at all, which might leave its slot free for extra materials.

List of mixable weapons (1st weapon parts onto 2nd weapon type).

  • Combat Rifle —> Support Machine Gun (Must use Support Machine Gun mag).
  • Rocket Launcher —> Grenade Launcher.
  • Repeater —> Machine Pistol (Must use Machine Pistol barrel)*.
  • Sniper Rifle —> Semi-auto Sniper Rifle (Must use Semi-Auto mag).
  • Combat Shotgun —> Assault Shotgun (Must use Assault Shotgun mag and body).

I hope y'all found this useful.

Contributions/Post Edited by:

- ASISMason759ASISMason759
- edk141edk141
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