Update: It has come to my attention that the steam version has mods for it, i will also be looking into this...
This is my first attempt at this sorta of thing, so bear with me.
While i was playing Invisible inc. for steam, i could use cheat engine, "great!", right?
So when it came to the switch, i thought i could find a pointer to the AP(movement/action points), pwr, and credits.
but then, i stopped and realize something.....
the pointers in the cheat engine were ran after a script, there was no pointer paths.
i knew some games had files that defined and did "stuff".
welp, Invisible inc. was the similar to Hades, in the fact that lua files controlled how the game work.
Now, i will present my findings to you, so that you can have more control(, or break it in my case,) of the game.
First things first,
grab a copy of this zip(it contain only the necessary file script.zip and dlc script.zip):
010031B00C48C000.zip
TODO:
get thread started.
+>> List files of interest. (structure tree would have been vvveeerrryyyy long)
screenshots of the mod files and proof in game.
i have been working retail since saturday(12/19), so there might be a slight delay between updates.
but please dont write me off yet.
i will come back and edit this to show things like:
inf AP(by reducing the movement cost to 0)
inf Pwr(either by making programs free, or adjust the max pwr and how pwr is generated by pwr drip)
Modifying Agents - including the default AP pool, what items they start with, what augments they with, and what stats they start with.
Modifying Items - cloaking rigs with no cooldown, tazer with no pwr cost and armor piercing lvl 10.
the sample-lua.zip contain a few of the lua i have modded to show what i was referring to..
i will only be listing files of interest and the paths to them...
client\strings.lua <--this is where the strings are stored and can be modified
modules\* --> have not explored this folder, yet
sim\abilities\mainframe_abilities.lua <-- Make Programs free here, or change how much pwr drip makes
sim\abilities\melee.lua <-- Pretty sure this can be altered, just dont know how to yet...
sim\unitdefs\agentdefs.lua <--modify agents, including their starting augments and items.
sim\unitdefs\itemdefs.lua <-- modify items and augments here.
sim\simdefs.lua <-- Inf Ap possible, also difficulty modification.
sim\simplayer.lua <-- Modify max pwr
so make your edits with your favorite text-editor,
replace the files in the zip and upload to the folder in:
atmosphere\content\010031B00C48C000\romfs
*atmosphere\content\010031B00C48C000\romfs\dlc\dlc1\scripts.zip
or
sxos\titles\010031B00C48C000\romfs
*sxos\titles\010031B00C48C000\romfs\dlc\dlc1\scripts.zip
*the second part is for if you modified the dlc script.zip
line #138 - power drip
lines #216,217 - lockpick v1.0
lines #340,341,345 - Brimstone
This is my first attempt at this sorta of thing, so bear with me.
While i was playing Invisible inc. for steam, i could use cheat engine, "great!", right?
So when it came to the switch, i thought i could find a pointer to the AP(movement/action points), pwr, and credits.
but then, i stopped and realize something.....
the pointers in the cheat engine were ran after a script, there was no pointer paths.
i knew some games had files that defined and did "stuff".
welp, Invisible inc. was the similar to Hades, in the fact that lua files controlled how the game work.
Now, i will present my findings to you, so that you can have more control(, or break it in my case,) of the game.
First things first,
grab a copy of this zip(it contain only the necessary file script.zip and dlc script.zip):
010031B00C48C000.zip
TODO:
+>> List files of interest. (structure tree would have been vvveeerrryyyy long)
screenshots of the mod files and proof in game.
i have been working retail since saturday(12/19), so there might be a slight delay between updates.
but please dont write me off yet.
i will come back and edit this to show things like:
inf AP(by reducing the movement cost to 0)
inf Pwr(either by making programs free, or adjust the max pwr and how pwr is generated by pwr drip)
Modifying Agents - including the default AP pool, what items they start with, what augments they with, and what stats they start with.
Modifying Items - cloaking rigs with no cooldown, tazer with no pwr cost and armor piercing lvl 10.
the sample-lua.zip contain a few of the lua i have modded to show what i was referring to..
i will only be listing files of interest and the paths to them...
client\strings.lua <--this is where the strings are stored and can be modified
modules\* --> have not explored this folder, yet
sim\abilities\mainframe_abilities.lua <-- Make Programs free here, or change how much pwr drip makes
sim\abilities\melee.lua <-- Pretty sure this can be altered, just dont know how to yet...
sim\unitdefs\agentdefs.lua <--modify agents, including their starting augments and items.
sim\unitdefs\itemdefs.lua <-- modify items and augments here.
sim\simdefs.lua <-- Inf Ap possible, also difficulty modification.
sim\simplayer.lua <-- Modify max pwr
so make your edits with your favorite text-editor,
replace the files in the zip and upload to the folder in:
atmosphere\content\010031B00C48C000\romfs
*atmosphere\content\010031B00C48C000\romfs\dlc\dlc1\scripts.zip
or
sxos\titles\010031B00C48C000\romfs
*sxos\titles\010031B00C48C000\romfs\dlc\dlc1\scripts.zip
*the second part is for if you modified the dlc script.zip
Mainframe_ablilities.lua
line #138 - power drip
Code:
player:addCPUs( 1 ) --change 1 to however much pwr to generate
Code:
cpu_cost = 0, --make it free
break_firewalls = 10, --make it break 10 firewalls
Code:
cpu_cost = 0, --free
break_firewalls = 10, --breaks any device
....
daemonReversalAdd = 100, -- now daemon reversal 100%
line #121 - titanium_rods
line #137 - subdermal_cloak
line #193 - piercing_scanner
line #208 - Peneration_scanner
line #265 - Monst3r default augment
Line #299-301 - Internationale's wireless Augment
line #313-316 - archive internationale augment **note, have not analyze this augment yet.
line #329 - shalem default augment
line #341 - Banks default augment
line #355 - tony default augment
line #366,367 - nika default augment
line #342 - sharp default augment
Lines #463 and #481 - quest_material(??) and item_clip cost value
line #501, #518, #535 - dartgun and dartgun_dam traits --dont know what exactly to modify
Line #554 - Pistol
Code:
modTrait = {{"meleeDamage",10}}, --titanium should hurt, right?
Code:
pwrCost = 3, --set to 3 for a more "usable experience" or 0 for god mode
Code:
addArmorPiercingRanged = 10, --god of sniper damage
Code:
addArmorPiercingMelee = 10, --Martial Art Master, eh?
Code:
shopDiscount = 1, --if 0.15 is 15%, then 1 should be 100% free, since he is your supplier, why should he pay?
Code:
addTrait = {{"wireless_range",100}}, -- adjust these for more range
installed = true, --leave unmodified
wireless_range = 100, -- adjust these for more range
Code:
cpus = 1,
maxcpus = 1,
cpuTurn = 1,
cpuTurnMax = 2,
Code:
addArmorPiercingRanged = 10, --default 1
Code:
addTrait = {{"passiveKey",simdefs.DOOR_KEYS.SECURITY}}, --i believe it possible to change what Banks can access, need more experimenting
Code:
modTrait = {{"mpMax",0}}, --seriously?! the man is part cyborg, and they subtract from da man?
Code:
extraAP = 99, --so she is basically a stim3 merged agent? default value 1
extraAPMax = 99,
Code:
modTrait = {{"mpMax",0}},
Code:
value = 400,
Code:
traits = { weaponType="pistol", baseDamage = 2, canSleep = true, ammo = 2, maxAmmo = 2, },
...
traits = { weaponType="pistol", baseDamage = 3, canSleep = true, ammo = 2, maxAmmo = 2, armorPiercing = 1, },
...
traits = { weaponType="pistol", baseDamage = 2, canSleep = true, ammo = 3, maxAmmo = 3, },
Code:
traits = { weaponType="pistol", baseDamage = 1, ammo = 1, maxAmmo = 1,},
Attachments
Last edited by Gamerjin,