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Omerta Modding Options
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Fireman Offline
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Post: #1
Omerta Modding Options
Before you can start with any of this you'll need the Tropico Archiver. When using this tool you should use Tropico 4 to unpack!

LUA Decompiling:

Swixel Wrote:
Quote:Devacore Wrote:
anyone successful in decompling CombatUnitDef?
Using Luadec 3.2 by Swixel only spits out parts.

Use Chunkspy ( http://chunkspy.luaforge.net/ ) to reverse it from the logic.

Custom Portraits
To enter your own custom portrait you'll have to extract UI.HPK (which is in Omerta/Packs/UI.HPK):
0. Back up UI.HPK (for example, UIOriginal)
1. Get .HPK Archiver for Tropico 3/4
2. Unpack your UI.HPK (Omerta/Packs) to a folder called UI (r something similar)
3. Look in this folder at UI/Portraits. The main characters iS HM_01, HM_02, HM_03, HM_04, HM_05, HM_06. Replace one of them with your own portrait.
4. Archive the UI Folder to UI.HPK
5. Replace the UI.HPK in Omerta/Packs


Custom Weapons/Characters

To change a weapon like this (or a character) to a custom icon/portrait and rename it (skip step 1 to 3 if you've already unpacked UI.HPK):
0. Back up UI.HPK (Omerta/Packs) to for example, UIOriginal.HPK
1. Get .HPK Archiver for Tropico 3/4
2. Unpack your UI.HPK (Omerta/Packs) to a folder called UI (or something similar)
3. Back up English.HPK (Omerta/Local)
4. Unpack your English.HPK using the Archiver (Omerta/Local) to a folder called English (or something similar)
5. Change your icon/portraits, portraits are in UI/Portrait, Weapon Icons are in UI/Weapons.
*Note for weapon icons, it's a .targa file which means it's layered, to ignore the layeredness, simply make your own NEW .targa file rather than opening the old one. I have a basic background here for you:
[Image: backgroundweaponsomerta.png]
6. Open English.HPK (English/CurrentLanguage) with notepad and edit the name you want to change (for example Pistol --> Luger P08), save and exit.
7. Make sure all files are the correct type!
8. Archive the folders UI to UI.HPK and English to English.HPK.
9. Overwrite the old .HPK's

I've replaced some guns with their (kind of?) realistic counterparts to make the game a bit more interesting. Here's the progress so far.




[align=center] Here's some more tests I did, I changed the music, sounds familiar?



Link: http://www.youtube.com/watch?v=hfrSuRy4ccE[/align]

Sounds, Voices and Music
Music

0. Back up Music.HTK to Musicoriginal.HTK (for example)
1. Unpack the Music.HTK (Omerta/Packs/Music.htk) with Tropico 3/4 HTK Archiver to a folder called Music (or something similar)
2. Get your own song, use Audacity to turn it into a Oog Vorbis sound file.
3. Replace the Track<number> with your track.
4. Repack the Music folder into Music.HTK
5. Replace the original Music.HTK
6. Check if it works!


Voices

0. Back up English.HTK (LOCAL/VOICES/English.htk)
1. Unpack the English.HTK (LOCAL/VOICES/ENGLISH.HTK) with Tropico 3/4 HTK Archiver to a folder called Voices (or something similar)
2. Get your own voice fragments (from other games or homemade), use Audacity to turn it into a Oog Vorbis sound file.
3. Replace the voice fragments with the voice you want to work. All the characters can be easily found, each time it switches character, the number of the voice skips 3 or 4 numbers. For example 3175 to 3195 is the voicepack of Squigs, the voicepack of Doc starts at 3199/
4. Repack the Voices folder into English.htk
5. Replace the original English.HTK (the one in Local/Voices/English.thk only!)
6. Check if it works!
(This post was last modified: 09-02-2013 02:17 PM by Fireman.)
30-01-2013 07:11 PM
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Fireman Offline
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Post: #2
RE: First Omerta Mod, YaY \o/
[align=center] Here's some more tests I did, I changed the music, sounds familiar?



Link: http://www.youtube.com/watch?v=hfrSuRy4ccE[/align]

Here's how to add your own music:

1. Unpack the Music.HTK with Tropico 3/4 HTK Archiver
2. Get your own song, use Audacity to turn it into a Oog Vorbis sound file.
3. Replace the Track<number> with your track.
4. Repack the Archive into Music2.HTK
5. Rename Music.HTK to Musicoriginal.HTK and Music2.HTK to Music.HTK
6. Check if it works!


PS. I'm only using the demo, not sure if this will be possible in full game (hope so!).

Other modding options:
Weapon Icons can be changed, portraits, anything visual (except weapon models ingame themselves), I also haven't been able to change the names/descriptions of weapons, it screws over all the other files depending on it, so that's a tough one.

Voices: You can change the voices from NPC's the same way as music, add that with being able to make new portraits for your NPC's and you could make your own NPC's!
(This post was last modified: 30-01-2013 08:48 PM by Fireman.)
30-01-2013 08:39 PM
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Fireman Offline
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Post: #3
RE: First Omerta Mod, YaY \o/
Working on mods now to replace the default Good Pistol, Exceptional Pistol, etc. into different weapons.

I need some help with coming up with weapon names though, as I only have experience with weapons in Counter Stike, and I'm not going to add Glock, Deagle and .USP.

Changing names of items/NPC's:
1. Unpack English.HPK in the Omerta/Local map.
2. Open it as a .txt with Notepad
3. Search for the name that you want to exchange.
4. Save and repack (or leave everything unpacked).

I need 3 weapon names of:
Tommy Guns
Shotguns
Pistols
Revolvers

Preferably in low to high quality weapons.
31-01-2013 08:34 PM
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Xiphoideus Offline
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Post: #4
RE: Omerta Modding Options
Hi there.

Names for the weapons could be:

Tommy Gun - Thompson
Pistol - M1911
Revolver - Colt SAA
Shotgun - Winchester Model 1897

That would be available models at the time and common ones as well, so nothing rare if you are looking for that.

Mod the hell out of the game please as it needs all the help it can get.
31-01-2013 09:56 PM
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Fireman Offline
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Post: #5
RE: Omerta Modding Options
(31-01-2013 09:56 PM)Xiphoideus Wrote:  Names for the weapons could be:

Tommy Gun - Thompson
Pistol - M1911
Revolver - Colt SAA
Shotgun - Winchester Model 1897

Thanks for the ideas I might go for the following for Tommyguns:

Tommy Gun: Thompson M1921
Good Tommy Gun: Thompson M1928
Exceptional Tommy Gun: Thompson M1A1
Devastating Tommy Gun: Thompson Annihilator

Even though the last one is actually old and crappy, the name is a lot cooler Tongue
31-01-2013 11:33 PM
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TheBoss Offline
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Post: #6
RE: Omerta Modding Options
So can you insert your own portrait there?
01-02-2013 08:11 AM
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Fireman Offline
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Post: #7
RE: Omerta Modding Options
(01-02-2013 08:11 AM)TheBoss Wrote:  So can you insert your own portrait there?

Yes, if you want;

0. Back up UI.HPK (for example, UIOriginal)
1. Get .HPK Archiver for Tropico 3/4
2. Unpack your UI.HPK (Omerta/Packs) to a folder called UI (r something similar)
3. Look in this folder at UI/Portraits. The main characters iS HM_01, HM_02, HM_03, HM_04, HM_05, HM_06. Replace one of them with your own portrait.
4. Archive the UI Folder to UI.HPK
5. Replace the UI.HPK in Omerta/Packs
01-02-2013 11:35 AM
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TheBoss Offline
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Post: #8
RE: Omerta Modding Options
ok thanks will be weird to see myself there hehe

I guess in multiplayer though it wont show up for others?
01-02-2013 11:44 AM
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Fireman Offline
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Post: #9
RE: Omerta Modding Options
(01-02-2013 11:44 AM)TheBoss Wrote:  ok thanks will be weird to see myself there hehe

I guess in multiplayer though it wont show up for others?

No it wouldn't show up for them, and I'm not even sure if Multiplayer will work when modded (I would think so).

For pistols I was thinking:

Luger P08
Smith and Wesson Model 1913
FN Browning M1900
Colt 1911

Are those somehow related to the era the game is in? I can hardly tell Tongue
(This post was last modified: 01-02-2013 12:01 PM by Fireman.)
01-02-2013 12:00 PM
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Swixel Offline
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Post: #10
RE: Omerta Modding Options
Untested, but it shouldn't make a difference in multiplayer. If you switch an image it's client-side. I didn't see any evidence that localisation differences would matter, nor images, so it should be fine for minor things.

There are some things where it probably will matter though ... but I'll be quiet until I get some more testing done.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
01-02-2013 01:35 PM
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Fireman Offline
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Post: #11
RE: Omerta Modding Options
(01-02-2013 01:35 PM)Swixel Wrote:  There are some things where it probably will matter though ... but I'll be quiet until I get some more testing done.

I'd guess that any changes to Data or LUA will matter in Multiplayer and will cause a crash.

For Rifles I was thinking:

Rifle - Gewehr 98
Good Rifle - M1903 Springfield
Exceptional Rifle - M1917 Enfield
War Rifle - Karabiner 98K

Sporting Rifle remaining the same.
(This post was last modified: 01-02-2013 02:03 PM by Fireman.)
01-02-2013 01:50 PM
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GodlikeSoldier Offline
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Post: #12
RE: Omerta Modding Options
Have either of you found any way to edit a character such as the boss such as talents and attributes? It drives me insane that I do not get to pick my bosses talents and would love a way to edit him to pick talents that actually support the role I have given him. Also it would be helpful for testing to be able to change attributes easily instead of repeatedly remaking a boss.
(This post was last modified: 02-02-2013 01:53 AM by GodlikeSoldier.)
02-02-2013 01:51 AM
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rock shadowwwalkerzz Offline
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Post: #13
RE: Omerta Modding Options
i found the cheats.lua file inside the data.hpk \scenarios folder any of you guys got an idea how to enable the cheat menu or console? heres what the cheats.lua file contains

LuaQ  @Gangs/Data/Scenario/Cheats.lua  NewObj  Scenario  name  Cheats 
file_name  ScenarioSequence  Unlock 6 
SA_Repeat  sa_id   expression  6 
end_block   SA_IncGangSize  SA_Block  parent  Unlock Henchmen  SA_SetHenchmanStatus  grp  Individual  henchman  Alfredo  Big Man  Dandy 
Daredevil  Doc  Fixit  Happy  Romeo  Juliet  Loony  Princess 
The Knife  Two-Gun  Wolf  Level up  11  SA_LevelUp 
Resources  SA_Exec  Resources:Change("storage",500)  SA_GiveResource  resource  clean_money  amount @  dirty_money PF  beer d  liquor  firearms  Unlock Weapons w table.insert(SessionStorage.Inventory, "TrenchKnife")
AccountStorage.achievements.unique_weapons["TrenchKnife"] = true { table.insert(SessionStorage.Inventory, "SteelKnuckles")
AccountStorage.achievements.unique_weapons["SteelKnuckles"] = true } table.insert(SessionStorage.Inventory, "SpikedKnuckles")
AccountStorage.achievements.unique_weapons["SpikedKnuckles"] = true o table.insert(SessionStorage.Inventory, "Bayonet")
AccountStorage.achievements.unique_weapons["Bayonet"] = true m table.insert(SessionStorage.Inventory, "AshBat")
AccountStorage.achievements.unique_weapons["AshBat"] = true q table.insert(SessionStorage.Inventory, "MetalBat")
AccountStorage.achievements.unique_weapons["MetalBat"] = true s table.insert(SessionStorage.Inventory, "CopPistol")
AccountStorage.achievements.unique_weapons["CopPistol"] = true  table.insert(SessionStorage.Inventory, "CowboysRevolvers")
AccountStorage.achievements.unique_weapons["CowboysRevolvers"] = true } table.insert(SessionStorage.Inventory, "ViciousShotgun")
AccountStorage.achievements.unique_weapons["ViciousShotgun"] = true y table.insert(SessionStorage.Inventory, "PrizeShotgun")
AccountStorage.achievements.unique_weapons["PrizeShotgun"] = true { table.insert(SessionStorage.Inventory, "SportingRifle")
AccountStorage.achievements.unique_weapons["SportingRifle"] = true ‡ table.insert(SessionStorage.Inventory, "DevastatingTommyGun")
AccountStorage.achievements.unique_weapons["DevastatingTommyGun"] = true û 
(This post was last modified: 02-02-2013 12:33 PM by rock shadowwwalkerzz.)
02-02-2013 11:50 AM
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Fireman Offline
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Post: #14
RE: Omerta Modding Options
Yeah we found them, I tried -devconsole and -console and then use ~.

But no luck, I've made a list of cheats on GameFAQ's. In the .LUA all these cheats have ch in front of them like: chfullhouse. But since that's only to define the code during entering it's probably left away.

Fullhouse: Unlock all henchmen
Fearme: Sets feared rating to maximum
Armsrace: Adds one weapon of each type to the inventory
Fancysuit: Sets liked rating to maximum.
Feellucky: Win a tactical mission.
Cementshoes: Lose a tactical mission.
Playground: Unlock all districts
Bigdeal<amount>: Adds <amount> Dirty and <amount> Clean money.
Secretstash<amount>: Add <amount> liquor, <amount> beer and <amount>firearms.
Drycity: Wins the current district.
Ding<level>: Level up to <level>

PS. Could you remove the .LUA text? It would make everything easier to read Tongue
(This post was last modified: 02-02-2013 12:21 PM by Fireman.)
02-02-2013 12:17 PM
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Swixel Offline
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Post: #15
RE: Omerta Modding Options
Looks like "Data" files can be loose, but I'm hitting a wall with my usual approach to HGE2 related stuff. I'll have to try something else next weekend to get more data dumping out ... but for now the answer to "can you tweak the boss/other stuff" is "yes, but not easily".

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
02-02-2013 01:46 PM
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Fireman Offline
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Post: #16
RE: Omerta Modding Options
(02-02-2013 01:46 PM)Swixel Wrote:  ... but for now the answer to "can you tweak the boss/other stuff" is "yes, but not easily".

Atleast it being possible is good news, I too were dissapointed with not being able to choose Talents.
02-02-2013 01:53 PM
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Fireman Offline
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Post: #17
RE: Omerta Modding Options
Here's my first try at it, made the normal pistol a Lugor P08:

Note; this replace the Pistol.
(This post was last modified: 02-02-2013 11:18 PM by Fireman.)
02-02-2013 07:00 PM
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Xiphoideus Offline
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Post: #18
RE: Omerta Modding Options
(02-02-2013 07:00 PM)Fireman Wrote:  Here's my first try at it, made the normal pistol a Lugor P08:

Note; this replace the Pistol.


[align=center]



Link: http://www.youtube.com/watch?v=1nscpf70k....be[/align]

The name of the pistol is "Luger"
02-02-2013 07:23 PM
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Fireman Offline
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Post: #19
RE: Omerta Modding Options
(02-02-2013 07:23 PM)Xiphoideus Wrote:  The name of the pistol is "Luger"

Yeah.. I don't know how I keep doing things like this wrong, even after I've been on the wiki page 200 times to get the image from there Tongue.

It was just like when I looked up Emporium and ended up TYPING Emperium. Must've short-circuited my brain. I changed it now, it was only the title of the video that was wrong anyhow ^^

Xipho, could you remove the big quote? Thanks.
(This post was last modified: 02-02-2013 08:37 PM by Fireman.)
02-02-2013 08:26 PM
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Fireman Offline
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Post: #20
RE: Omerta Modding Options
Gewehr 98 finished, but it's in color, I'm wondering if I should make them black and white (even though the plan is to replace all icons and names):
(This post was last modified: 02-02-2013 11:18 PM by Fireman.)
02-02-2013 09:36 PM
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GodlikeSoldier Offline
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Post: #21
RE: Omerta Modding Options
Yeah it seems editing talents and attributes is not simple as most games. Most of the time I can just use a hexeditor to edit some values in the save files, but it does not seem like Omerta works like that. I'm not sure why they thought talents should not be chosen it is kinda silly in my opinion I didn't make the game though lol. I've seen there's a working trainer to edit attributes for the Boss at least so it must be doable, but the full version requires you to pay for it and that's quite silly.
02-02-2013 11:14 PM
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Fireman Offline
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Post: #22
RE: Omerta Modding Options
Yeah, I never quite trust those trainers/editors anyway.

Not going to pay for it, though it could help finding out how to change them.
(This post was last modified: 02-02-2013 11:28 PM by Fireman.)
02-02-2013 11:19 PM
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Swixel Offline
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Post: #23
RE: Omerta Modding Options
It's Lua ... it's not as if it's hard.

Are you talking about the attributes as in numbers, or the bonus HP, accuracy, damage buff type things?

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
02-02-2013 11:22 PM
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GodlikeSoldier Offline
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Post: #24
RE: Omerta Modding Options
I'm talking about changing the base stats of the character like Muscle, Toughness, etc and the talents of the character like the Molotov or the grenade.
03-02-2013 01:42 AM
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Swixel Offline
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Post: #25
RE: Omerta Modding Options
There's almost no reason that couldn't be done fairly easily. Again, it's really just Lua. The question is more 'why'; balance being my primary concern here.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
03-02-2013 01:57 AM
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GodlikeSoldier Offline
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Post: #26
RE: Omerta Modding Options
Why is to test things out more easily it is very annoying to have to constantly remake my boss through that character creation in sandbox instead of just changing values and for the talents I feel the way it is currently is terrible. Instead of letting us make roles for our characters were forced to make their roles around the talents they get I mean whats the point of a guy who has very high finesse and low toughness with the talent to let someone else go. Also why can I not get anyone else to become a *healer* of sorts I HAVE to use doc if I want anyone with healing capabilities and that's dumb.
03-02-2013 02:35 AM
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Fireman Offline
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Post: #27
RE: Omerta Modding Options
(03-02-2013 01:57 AM)Swixel Wrote:  There's almost no reason that couldn't be done fairly easily. Again, it's really just Lua. The question is more 'why'; balance being my primary concern here.

Balance is hardly the issue with talents (it is with attributes) I'd assume, unless you're going to give every character Sidestep and Second Wind. I'm also working on changing "Princess" to a new NPC, and for that I'd want to change his attributes and talents as well.

I was more wondering about the range/damage and critical rating of weapons which we can edit to make more unique weapons, instead of just the +10%, +20% damage, etcetera.

And ofcourse adding new weapons, though that seems completely impossible for now.
(This post was last modified: 04-02-2013 05:53 PM by Fireman.)
03-02-2013 12:34 PM
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gfella Offline
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Post: #28
RE: Omerta Modding Options
Hi there I was looking for some cheatcodes for the sandbox mode or the campaign mode... I saw you've guys found a list with some stuff in it...

Fullhouse: Unlock all henchmen
Fearme: Sets feared rating to maximum
Armsrace: Adds one weapon of each type to the inventory
Fancysuit: Sets liked rating to maximum.
Feellucky: Win a tactical mission.
Cementshoes: Lose a tactical mission.
Playground: Unlock all districts
Bigdeal<amount>: Adds <amount> Dirty and <amount> Clean money.
Secretstash<amount>: Add <amount> liquor, <amount> beer and <amount>firearms.
Drycity: Wins the current district.
Ding<level>: Level up to <level>

were to type these codes? would be a lot of fun trying the cheats out Big Grin not looking for cheat in multiplayer though... just campaign and the sandbox would be nice with some codes to spice up the game
03-02-2013 08:39 PM
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GARID Offline
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Post: #29
RE: Omerta Modding Options
Hello i want to translate the [undefined=undefined] English.hpk[/undefined] file but Tropico HTK archiver not correctly unpacking can anyone help me?
04-02-2013 02:00 PM
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Fireman Offline
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RE: Omerta Modding Options
(04-02-2013 02:00 PM)GARID Wrote:  Hello i want to translate the [undefined=undefined] English.hpk[/undefined] file but Tropico HTK archiver not correctly unpacking can anyone help me?

Use the Tropico Archiver
You need the unpack the following HPK:

Local/English.hpk (not the English.HPK in Voices!)

It should unpack into:

<where you unpacked it>/CurrentLanguage/Game
(This post was last modified: 04-02-2013 05:51 PM by Fireman.)
04-02-2013 05:07 PM
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