Rebel Galaxy

Rebel Galaxy

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Basic Modding Guide for Rebel Galaxy
By Ifret
The intent of this guide is to teach basic modding skills, for Rebel Galaxy, to the steam community. It is my hope that this guide helps you to create mods that you will enjoy and share. The modding tools used in this guide are not created by me. Steam user hhrhhr has provided the tools that work by using LUA . Modding opens up almost infinite possibilities of ways to alter or change your game. This can greatly extend the replay-ability of a game by adding new and unique content and features. Or, if you prefer, correct perceived flaws or limitations in the original game design.
   
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Work in Progress
This guide is a work in progress, for more info and mod discussion refer to this modding thread
Also check out how to Make Korian Viridian Lasers purchaseable at any station by n=1
Preface
I am happy to write up this guide using the methods that worked for me. I am not a computer programmer nor a computer expert, therefore, this guide may contain mistakes or inefficient methods. If you would like to improve the ease of use for this guide please provide feedback.

Notes:

1) When creating files use this format: \REBEL_GALAXY\MEDIA
not \REBEL GALAXY\MEDIA (using blank spaces)
unless you know how to alter the code provided in this guide to make it work

2) In order to follow this guide you may need roughly 5-6 gigs available on your hard drive.

3) This guide utilizes LUA 5.3 which requires a 64 bit operating system.

4) File and Folder names (used as code for cmd) are case-sensitive!

5) Avast (antivirus) users have reported that Avast blocks lua scripts. If you are running Avast you may need to disable your antivirus (or maybe look into creating exceptions) in order to run lua scripts for modding.

6) Make sure mods date stamp (DATA2, DATA3) is later than DATA.pak
Originally posted by hhrhhr:
all mods must have the last change time more than the DATA.PAK. otherwise they will be loaded before the main archive and all the changes will overlap (canceled).

The easiest way - use the command:
copy /b DATA2.PAK +,,

(Updating the Date and Time Stamps on Files[support.microsoft.com])
Laying the foundation
To begin you will need to create a new directory or folder.[windows.microsoft.com] I will use an example directory throughout this guide, you can name it differently and use a different location if desired.
The example I will use is C:\MODS\REBEL_GALAXY.

Next you will need to download some files:
Originally posted by hhrhhr:
download Lua binaries[mega.nz], download latest scripts[github.com]
Many thanks to hhrhhr for providing these resources!

After your downloads are complete you need to extract[windows.microsoft.com] the files to your new directory by using extract all. Take all the files out of the folders if applicable and place them in the directory like this: C:\MODS\REBEL_GALAXY


Next we will copy the DATA.PAK file from the game directory to the C:\MODS\REBEL_GALAXY folder. DATA.PAK may be located in C:\Program Files (x86)\Steam\steamapps\common\RebelGalaxy\PAKS
If not you will have to locate it. After copying DATA.PAK your folder should like this

Next we need to make a batch file in the C:\MODS\REBEL_GALAXY folder.:
Originally posted by Matalus:
Here's a quick batch I threw together that will build you a searchable library ...
IF NOT EXIST .\LIBRARY (MKDIR LIBRARY)
IF EXIST .\MEDIA GOTO DAT2LUA
LUA UNPACK.LUA .\DATA.PAK .\
:DAT2LUA
FOR /R .\MEDIA\ %%A IN (*.DAT) DO LUA DAT2LUA.LUA "%%A" ".\LIBRARY\%%~nA.LUA"
It is easy to do this. Create a new text document in the C:\MODS\REBEL_GALAXY folder.
Copy and paste the code provided by Matalus into the text document. Under file choose "save as" then name it "make lib.bat"
Underneath where it says "save as type" choose all files. Save to your C:\MODS\REBEL_GALAXY folder.
Go back to the blank new text document and paste:
"C:\Windows\System32\cmd.exe"
Once again under file choose "save as" then name it lua.bat
Underneath where it says "save as type" choose all files. Save to your C:\MODS\REBEL_GALAXY folder.
You can delete the blank new text document at this point.
Now your folder should look like this





Notice: the step below is unnecessary if you use the batch file (lua.bat) or open a command prompt in C:\MODS\REBEL_GALAXY when using LUA
We need to set the path so cmd recognizes Lua.exe All you need to do is paste
C:\MODS\REBEL_GALAXY;
into system variables. I'll provide a link I found in a spoiler below if you don't know how to do this. How to set the path in Windows 7[geekswithblogs.net]This is a guide for Windows 7, if it doesn't work you may need to do some research to figure it out.

There is an issue with the Library directory we have created via batch file in this section. It doesn't account for recurring file names. There is a solution for this:
Originally posted by philpw99:
Hi, Ifret, I found the solution for the LIB.BAT.

Here is the code:
MKDIR OUTPUT
MKDIR OUTPUT\MEDIA
XCOPY MEDIA\*.DAT OUTPUT\MEDIA\ /S
FOR /R .\OUTPUT\ %%A IN (*.DAT) DO LUA DAT2LUA.LUA "%%A" "%%~pA%%~nA.LUA"
DEL OUTPUT\*.DAT /S

It will create the LUA files in exactly the right directory structure you want.
You can make this a batch file or paste into cmd window in C:\MODS\REBEL_GALAXY. It will make the previous Library folder obsolete and you will have a folder "Output" to use instead. Notice: the library folder can be a faster way to find files to edit but may be missing the file you want. You don't need to delete it, but that is up to you. Thanks philpw99 for the workaround.

Now your foundation is laid and you can begin the next step!
Unpacking game files: DATA.PAK
If you have successfully completed the previous section you should be ready to unpack DATA.PAK
To do this double click the "make lib.bat" file. You should get a cmd (command prompt) window and you will see files getting unpacked! The batch file Matalus provided makes this very easy. You notice that it has also created 2 new folders in your C:\MODS\REBEL_GALAXY folder, those being:
LIBRARY and MEDIA
It now looks like this

The MEDIA folder contains the unpacked game files in the correct folder layout (there is a certain terminology file structure?)
Take a look at the folders in the MEDIA directory
It should look like this
The reason this is important is that when you modify a file it has to be converted back to the correct file type and placed in the correct location or else it won't work when you repack the file.
Let's Mod
Now look in the LIBRARY folder at C:\MODS\REBEL_GALAXY\LIBRARY
You should see .lua files that are able to be edited with a text editor such as notepad.
Feel free to explore these files and try to get a feel for what you might be able to modify.
Interested in weapons? Check out C:\MODS\REBEL_GALAXY\MEDIA\WEAPONS\PROJECTILES folder
the file: 15_PLAYER_FLAKTURRET contains data related to the Mk1 flak turret that is available for players to use and buy. You can find the corresponding .lua text file (in the folder LIBRARY) so you can read and edit it.

Or if you prefer speed check: C:\MODS\REBEL_GALAXY\LIBRARY\15_ENGINES you can alter the speed and price values and where you can purchase among other things.

What values you want to mod are up to you. However, before saving any edited files it would be best to create some new folders in C:\MODS\REBEL_GALAXY
I chose to name mine:
HACK_LUA
HACK_DAT
HACK_PAK
And now your directory looks like this
So now if you mod a file you would save it in the HACK_LUA folder using the correct folder layout (seen in C:\MODS\REBEL_GALAXY\MEDIA)

The purpose for this is so that you don't overwrite your library and have to convert the .dat files again. However if you need to convert the files I will provide an example.
In the case you need to convert C:\MODS\REBEL_GALAXY\MEDIA\WEAPONS\PROJECTILES\15_PLAYER_FLAKTURRET.dat you would:
doubleclick your bat file named lua.bat bringing up a command prompt
In the command prompt type or paste:
LUA DAT2LUA.LUA .\MEDIA\WEAPONS\PROJECTILES\15_PLAYER_FLAKTURRET.DAT .\LIBRARY\15_PLAYER_FLAKTURRET.LUA

I'll briefly explain so you can change to suit your needs.
This command runs lua.exe
LUA
The 1st entry chooses what lua script to use
DAT2LUA.LUA
the 2nd entry points to which file the script will be run on (input)
.\MEDIA\WEAPONS\PROJECTILES\15_PLAYER_FLAKTURRET.DAT
the 3rd entry specifies where the converted file will go (output)
.\LIBRARY\15_PLAYER_FLAKTURRET.LUA

Previous code


More modding info, including an example, will be provided at a later date!
Back to DAT
At this point we have discussed modding a file from C:\MODS\REBEL_GALAXY\LIBRARY and saved it to C:\MODS\REBEL_GALAXY\HACK_LUA
Now we need to convert the modified .LUA file back to .DAT

I will use the same file discussed before as an example.
To do this: double click or run your "lua.bat" file to bring up the command prompt
type or paste:
LUA LUA2DAT.LUA .\HACK_LUA\MEDIA\WEAPONS\PROJECTILES\15_PLAYER_FLAKTURRET.LUA .\HACK_DAT\MEDIA\WEAPONS\PROJECTILES\15_PLAYER_FLAKTURRET.DAT

Previous code

If you have any issues with this check that you have previously created the correct subfolders in both
HACK_DAT and HACK_LUA
The finishing touches
Once you have converted the modded file back to .DAT you only need to pack the mod.
Once again you must have correct folder structure for it work.
Like this:

To pack double click or run "lua.bat"
type or paste:
LUA PACK.LUA .\HACK_DAT .\HACK_PAK\DATA2.PAK

Previous code

This should create your new mod "DATA2.PAK" in the HACK_PAK folder.
Copy DATA2.PAK and paste a copy into your Rebel Galaxy game folder:
\Steam\steamapps\common\RebelGalaxy\PAKS

In that folder you should see
Your DATA2.PAK file size may be different I had modded several files in that PAK

Now you are ready to launch the game and test your mod!
Final thoughts
I hope this guide has helped you. I love Rebel Galaxy and I feel that modding will make it more popular and enjoyable. If you are able to improve this guide please comment. I would like to thank hhrhhr and Matalus for providing code and modding advice, without this I would not be able to mod Rebel Galaxy.

Mod walk-through step by step
Next lets create a mod we can test out!
Find the file named http://images.akamai.steamusercontent.com/ugc/583575429727366619/96AEFD81EAFC37F88A0B162C3DE97B07B576E7F6/
located at C:\MODS\REBEL_GALAXY\LIBRARY

Open it with a text editor such as notepad. Find the line that starts:
}, { --COMPONENTS[3]

This part of the file contains data for a broadside that is in the game files but has been hidden so we can't see it or use it.

Look down a few lines where it shows:
{ n="HIDDEN", t="BOOL", v=true },
change it to
{ n="HIDDEN", t="BOOL", v=false },

Below the line that previous read
{ n="HIDDEN", t="BOOL", v=true },
we see code that determines where you can purchase this broadside.
{ --BROADSIDE[1] n="AVAILABILITY", vars = { { n="FACTION", t="STRING", v="NEUTRAL" },

As you continue to look further you notice it lists availability in many other factions.
If it wasn't available it would not be listed here. So if you wanted to limit where you can purchase an item you would mod the code here by removing entries (keeping the proper format) Alternatively, if your item wasn't available at a faction station you could add entries, again keeping the proper format.

I haven't tested this broadside to see if it works or how well it works. It looks to me to be roughly to scale with a MK2 broadside. We can't mod the damage or performance stats of this weapon from this file so we will limit the changes to removing its hidden status so we can test it.
If you would like to adjust the cost/price just change value at
{ n="PRICE", t="INTEGER", v=47000 }
As you can see the default value is 47,000 credits.

Once you have finished making your modifications to the file go to "save as"
























for file name put
15_BROADSIDES.LUA
for location choose:
C:\MODS\REBEL_GALAXY\HACK_LUA\MEDIA\COMPONENTS
If any of those folders do not exist you will need to create them

The next part will use LUA2DAT.LUA to covert our file back to .DAT
double click or run lua.bat
type or paste:
LUA LUA2DAT.LUA .\HACK_LUA\MEDIA\COMPONENTS\15_BROADSIDES.LUA .\HACK_DAT\MEDIA\COMPONENTS\15_BROADSIDES.DAT

Then we will convert the .DAT file using PACK.LUA
If you have closed the command prompt then double click or run lua.bat
When you have the command prompt up
type or paste:
LUA PACK.LUA .\HACK_DAT .\HACK_PAK\DATA2.PAK

Finally, copy DATA2.PAK found at C:\MODS\REBEL_GALAXY\HACK_PAK
to your Rebel Galaxy game folder i.e.
C:\Program Files (x86)\Steam\steamapps\common\RebelGalaxy\PAKS

Then start up Rebel Galaxy and test your mod!
Mod Links (provisional)
Warning!
These mods for Rebel Galaxy should be considered experimental at this time.
You are welcome to test these mods but functionality is not guaranteed.
For this reason it is recommended that you back up your game saves if you intend
to test mods. For more information on this and mod installation view the
included ReadMe file. These mods are provided, at no charge, and also "as is"
Mod updates and/or fixes are not guaranteed, but I will try to make adjustments,
as time permits, based on feedback provided.


Korian Viridian Laser Turrets Made Purchasable
[www.dropbox.com]
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=551135976

Mod thread for Korian Viridian Laser Turrets Made Purchasable

Edit: If dropbox prompts for login and password you should be able to close that and download the file without using or creating a dropbox account:
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=592302041
Experimental! Not meant as verified guide information
Advanced Mod Configuration (still testing)
I recently realized that I was not satisfied with my modding set up. Each time I wanted to create a new mod I had to remove all the previous files from the last mod before I could make my new mod. And that is what I was doing for a few days. Then I realized that I didn't know which file went to which mod, if I needed to adjust a mod I would have to unpack the DATA2.PAK mod file and then convert the .DAT files to .LUA before I could fix the mod. I am testing a new directory design in order to fix this issue. At C:\MODS\REBEL_GALAXY\ I have created a new folder:
MOD_PROJECTS
Inside C:\MODS\REBEL_GALAXY\MOD_PROJECTS I now create folders for each mod like so:
C:\MODS\REBEL_GALAXY\MOD_PROJECTS\1_Korian_Laser_Turret C:\MODS\REBEL_GALAXY\MOD_PROJECTS\2_ExtraLarge_Smuggler_Hold

Each mod folder will need it's own sub folders like:
\MOD_PROJECTS\1_Korian_Laser_Turret\HACK_DAT\MEDIA \MOD_PROJECTS\1_Korian_Laser_Turret\HACK_LUA\MEDIA \MOD_PROJECTS\1_Korian_Laser_Turret\HACK_PAK

To speed up the process I made a batch file, for reference we will name it "make dir.bat"
IF NOT EXIST .\HACK_DAT (MKDIR HACK_DAT) XCOPY C:\MODS\REBEL_GALAXY\MEDIA .\HACK_DAT\MEDIA /T /E IF NOT EXIST .\HACK_LUA (MKDIR HACK_LUA) XCOPY C:\MODS\REBEL_GALAXY\MEDIA .\HACK_LUA\MEDIA /T /E IF NOT EXIST .\HACK_PAK (MKDIR HACK_PAK)

The batch file will create 3 new sub folders in your current folder:
HACK_DAT; HACK_LUA: HACK_PAK
It will also copy all the folders and sub folders from the MEDIA folder (found at C:\MODS\REBEL_GALAXY) and place them into both HACK_DAT and HACK_LUA folders.

What I did was make a folder in MOD_PROJECTS
C:\MODS\REBEL_GALAXY\MOD_PROJECTS\01_Template
Inside that folder I placed and ran the batch file mentioned earlier "make dir.bat" Then, if you want to test additional mods you can just make a copy of the 01_Template folder and place it in your MOD_PROJECTS folder, then rename it as you see fit.

I am currently testing this method as a way to organize my mods and save the modified .lua files in case I need to alter them after testing. If you decide to try this as well please let me know if/how well it works for you, and also any ideas for improvement.

Auto Mod Packing batch file
Thanks to a recent contribution from philpw99 I have figured out how to complete my auto packing batch file for modding. It requires that you have the modded lua file in the correct directory and use the folder layout like above (HACK_LUA, HACK_DAT, HACK_PAK)
@ECHO ON IF NOT EXIST .\HACK_LUA GOTO FAIL IF NOT EXIST .\HACK_DAT GOTO FAIL XCOPY .\HACK_LUA .\HACK_DAT /S TIMEOUT 5 FOR /R .\HACK_DAT\ %%A IN (*.LUA) DO LUA LUA2DAT.LUA "%%A" "%%~pA%%~nA.DAT" DEL HACK_DAT\*.LUA /S TIMEOUT 5 LUA PACK.LUA .\HACK_DAT .\HACK_PAK\DATA2.PAK IF EXIST .\HACK_PAK\DATA2.PAK GOTO SUCCESS :FAIL ECHO Unable to pack mod. This batch file will close TIMEOUT 5 EXIT :SUCCESS ECHO Mod successfully packed hit any key to continue TIMEOUT 5
The timeout lines aren't needed but are useful if you encounter an issue, the value can be increased, 5 = 5 seconds.

Discussion
This section will be used to assist in discussing comments as space and formatting is limited.

As an example I will show the 15_Holds.lua
To create a new hold check out the code below, I have copy/pasted the info from the Large Smuggler's Hold at the bottom of the file.

}, { --COMPONENTS[10] n="HOLD", vars = { { n="ID", t="INTEGER", v= }, --"A new ID should be made" { n="NAME", t="TRANSLATE", v= }, --"Create a new translate string to name hold" { n="MANUFACTURER", t="TRANSLATE", v= }, --"Create a new translate string to name manufacturer or reuse other manufacturer string" { n="DESCRIPTION", t="TRANSLATE", v= }, --"Create a new translate string to provide unique description" { n="PRICE", t="INTEGER", v=255000 }, --"Edit price, this will set the buy and sell price" { n="MIN_DIFFICULTY", t="FLOAT", v=75.0 }, --"Edit MIN_DIFFICULTY to determine how soon you can purchase, for example which mk levels are offered in a system" { n="CAPACITY", t="FLOAT", v=12.0 }, --"Edit capacity to determine how much cargo fits in the hold" { n="TECHLEVEL", t="FLOAT", v=0.0 }, { n="TIME", t="FLOAT", v=12.0 }, --"Edit time if you want the hold to shield cargo from scans' { n="IMAGE", t="STRING", v="COMPONENT_CARGOSMUGGLE" }, --"Edit image to give a new appearance to hold for buying and selling" }, tags = { { --HOLD[1] n="AVAILABILITY", --"Edit AVAILABILITY to determine which stations will sell the hold" vars = { { n="FACTION", t="STRING", v="SMUGGLERS" }, } }, { --HOLD[2] n="AVAILABILITY", vars = { { n="FACTION", t="STRING", v="HUMAN PIRATE" }, } } } } } } return L, content

You will need to create new translate strings (as needed) and a new ID. You can also edit some values. From:
local L = { size = 31, -- <TRANSLATE> [16376] = { 9, "Small Cargo Extender" }, [16080] = { 6, "Hexxo Co" }, [16377] = { 10, "Extends cargo capacity for any class of vessel by 4" }, [16380] = { 13, "Medium Cargo Extender" }, [16381] = { 14, "Extends cargo capacity for any class of vessel by 8" }, [16058] = { 2, "Durham Aerospace" }, [16383] = { 16, "Large Cargo Extender" }, [16384] = { 17, "Extends cargo capacity for any class of vessel by 12" }, [16386] = { 19, "Guild Cargo Extender" }, [16387] = { 20, "Extends cargo capacity for any class of vessel by 16" }, [16141] = { 7, "Bulk Aggregates Corp" }, [16388] = { 21, "Guild Medium Extender" }, [16389] = { 22, "Extends cargo capacity for any class of vessel by 24" }, [16390] = { 23, "Guild Large Extender" }, [16391] = { 24, "Extends cargo capacity for any class of vessel by 32" }, [16392] = { 25, "Smuggler's Hold" }, [16324] = { 8, "Serpentine-Blaylock" }, [16393] = { 26, "A specially shielded hold which is impervious to scanners, and can contain up to 4 tons of material." }, [16395] = { 28, "Medium Smuggler's Hold" }, [16396] = { 29, "A specially shielded hold which is impervious to scanners, and can contain up to 8 tons of material." }, [16397] = { 30, "Large Smuggler's Hold" }, [16398] = { 31, "A specially shielded hold which is impervious to scanners, and can contain up to 12 tons of material." }, -- <STRING> [16378] = { 11, "COMPONENT_CARGO" }, [14681] = { 1, "NEUTRAL" }, [16061] = { 3, "HUMAN NEUTRAL" }, [16064] = { 5, "SMUGGLERS" }, [16063] = { 4, "HUMAN PIRATE" }, [16379] = { 12, "MERCHANT GUILD" }, [16382] = { 15, "COMPONENT_CARGO2" }, [16385] = { 18, "COMPONENT_CARGO3" }, [16394] = { 27, "COMPONENT_CARGOSMUGGLE" }, }
to
local L = { size = 32, -"size edited to reflect new size" -- <TRANSLATE> [16377] = { 9, "Small Cargo Extender" }, [16081] = { 6, "Hexxo Co" }, [16378] = { 10, "Extends cargo capacity for any class of vessel by 4" }, [16381] = { 13, "Medium Cargo Extender" }, [16382] = { 14, "Extends cargo capacity for any class of vessel by 8" }, [16059] = { 2, "Durham Aerospace" }, [16384] = { 16, "Large Cargo Extender" }, [16385] = { 17, "Extends cargo capacity for any class of vessel by 12" }, [16387] = { 19, "Guild Cargo Extender" }, [16388] = { 20, "Extends cargo capacity for any class of vessel by 16" }, [16142] = { 7, "Bulk Aggregates Corp" }, [16389] = { 21, "Guild Medium Extender" }, [16390] = { 22, "Extends cargo capacity for any class of vessel by 24" }, [16391] = { 23, "Guild Large Extender" }, [16392] = { 24, "Extends cargo capacity for any class of vessel by 32" }, [16393] = { 25, "Smuggler's Hold" }, [16325] = { 8, "Serpentine-Blaylock" }, [16394] = { 26, "A specially shielded hold which is impervious to scanners, and can contain up to 4 tons of material." }, [16396] = { 28, "Medium Smuggler's Hold" }, [16397] = { 29, "A specially shielded hold which is impervious to scanners, and can contain up to 8 tons of material." }, [16398] = { 30, "Large Smuggler's Hold" }, [16399] = { 31, "A specially shielded hold which is impervious to scanners, and can contain up to 12 tons of material." }, [86000] = { 32 "Large Businessman's Hold" }, --"Translate line added for hold name" -- <STRING> [16379] = { 11, "COMPONENT_CARGO" }, [14682] = { 1, "NEUTRAL" }, [16062] = { 3, "HUMAN NEUTRAL" }, [16065] = { 5, "SMUGGLERS" }, [16064] = { 4, "HUMAN PIRATE" }, [16380] = { 12, "MERCHANT GUILD" }, [16383] = { 15, "COMPONENT_CARGO2" }, [16386] = { 18, "COMPONENT_CARGO3" }, [16395] = { 27, "COMPONENT_CARGOSMUGGLE" }, }

Once you complete your translate strings just add correct values to your new hold like so:
}, { --COMPONENTS[10] n="HOLD", vars = { { n="ID", t="INTEGER", v=844061714 }, --"A new ID was made" { n="NAME", t="TRANSLATE", v=86000 }, --"Large Businessman's Hold" { n="MANUFACTURER", t="TRANSLATE", v= }, --"Create a new translate string to name manufacturer or reuse other manufacturer string" { n="DESCRIPTION", t="TRANSLATE", v= }, --"Create a new translate string to provide unique description" { n="PRICE", t="INTEGER", v=255000 }, --"Edit price, this will set the buy and sell price" { n="MIN_DIFFICULTY", t="FLOAT", v=75.0 }, --"Edit MIN_DIFFICULTY to determine how soon you can purchase, for example which mk levels are offered in a system" { n="CAPACITY", t="FLOAT", v=12.0 }, --"Edit capacity to determine how much cargo fits in the hold" { n="TECHLEVEL", t="FLOAT", v=0.0 }, { n="TIME", t="FLOAT", v=12.0 }, --"Edit time if you want the hold to shield cargo from scans' { n="IMAGE", t="STRING", v="COMPONENT_CARGOSMUGGLE" }, --"Edit image to give a new appearance to hold for buying and selling"

As far as coming up with new values perhaps some else can better explain. Awhile back I decided to values 85-86k for mine I think. Also I used notepad++ to search my library for the unique id i wanted to use to check if it was already assigned. Using comments can help you out but isn't required :)
119 Comments
Kahuu 4 May, 2024 @ 10:46am 
This is what i get when i press enter

D:\REBEL_GALAXY>LUA LUA2DAT.LUA .D:\REBEL_GALAXY\HACK_LUA\LIBRARY\15_REWARD_MAX .D:\REBEL_GALAXY\HACK_LUA\LIBRARY\15_REWARD_MAX
LUA: cannot open .D:\REBEL_GALAXY\HACK_LUA\LIBRARY\15_REWARD_MAX: Invalid argument
stack traceback:
[C]: in function 'dofile'
LUA2DAT.LUA:97: in main chunk
[C]: in ?
Kahuu 4 May, 2024 @ 10:45am 
so uh what does it mean when CMD says "Cannot open File"?
Ross_R 21 Oct, 2023 @ 6:24pm 
Ifret, are you still watching after this thread, all these years later? Kinda awesome.
I still have all the files if anyone needs them. I've shared them here and there, but I cannot really create a permanent link. The whole storage is a bit messy, but it works and there is everything in there.
So if anyone will need anything - let me know. Preferably on my YT channel - link is in my Steam profile - as I do not visit Steam too often and might easily miss the message.
Senmitsuya 12 Feb, 2023 @ 12:01am 
Have you ever heard of TMI? There's a lot of it here. Some of this might be useful for other purposes, but a guide JUST to set it up for installing mods and playing should be separate from all the other irrelevant gobbledygook that regular players don't need to know.
MagicMarker 1 Oct, 2022 @ 3:40am 
Amazing work, all that. But here's a question that I have not yet found an answer to: how do I extract the information from a MOD, from a DAT2.PAK, without disturbing the contents of MEDIA and.or OUTPUT ??

I do not grok any of the 'documentation' that is hidden in Mods\Rebel_Galaxy, because it seems to be in Russian. I do not grok Russian!
JKMorgan 25 Jun, 2022 @ 3:47pm 
No worries, I managed to get changes to the weapons systems and pricing working a bit after I posted that. :)
Ifret  [author] 25 Jun, 2022 @ 3:36pm 
@JKMorgan, I lost some of my files a few years back while hastily upgrading my pc. Hopefully someone here can help you out. So far I haven't been successful in recreating a (working) mod system for Rebel Galaxy.
JKMorgan 25 Jun, 2022 @ 1:41pm 
Hi, so I was wondering if anyone's still around here? Cause I've been trying to edit some early game missions to give a big payout to recover after the game ate my savefile and replaced it with a start of game one.

So far I haven't been able to get anything to work.
Ifret  [author] 14 Aug, 2021 @ 9:03am 
You might check reddit, iirc, a guide was posted there. I lost the ability to mod RG when I got a new pc. Or maybe someone else can point you in right direction.
SmoOfiN 13 Aug, 2021 @ 6:56pm 
I hope this thread is still alive