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Item (Class Mod, Shield, Etc) Editting?
Erwing  posted on Nov 07, 2009 12:18:35 PM - Report post

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So, people have obviously gotten pretty good at weapon editing and a user-friendly weapon editor is obviously not far off. What about other items? In particular, I'm curious what I can do with class mods and shields aside from upping the Quality to keep something old and useful still relatively up-to-date.

I.E., I have a Sniper class mod for my level 28 Mord, with +80% Sniper Crit Damage, +3 Focus, and +2 to both Calibur and Carrion Call. On the Borderlands wiki, it says Sniper mods can also have Sniper accuracy and ammo regen. I haven't been able to mod this thing to have either of those two things, and I'm much prefer to have, at least, the +accuracy instead of Carrion Call, and the ammo regen would just be convenient.

The Borderlands wiki also has lists of all the titles and prefixes for Shields, so I figured I could create or mod a shield with those in mind to create something with very high capacity or very fast recharge, etc, but was unsuccessful there as well.

Items in general seem like they have much less variation than guns and as such would be much easier to figure out, so it baffles me why no one has bothered to figure them out yet.

Killa_B  posted on Nov 07, 2009 6:34:54 PM - Report post

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i already thought about that, too.
until now i had enough fun playing the game with slightly altered weapons, but next i want to get some more effective classmods, grenademods, shields and the like.

but since i'm unable to write programs myself i just have to wait until someone else does that . . . =)

Erwing  posted on Nov 07, 2009 6:38:52 PM - Report post

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I just want to figure out which part of class mods determines the effects, I want to trade that carrion call for something that'll actually be useful without relying on the random generator to favor me. Shields would be nice too, but I'll personally get more mileage out of a better class mod. It'll make the rifles with less than 95 or 96 accuracy more useful.

Grenade mods seem to mostly just be the special effect and damage number so there's not a lot to alter there, just find one of each of your favorite type and get the most damage out of them, so I'm not too worried about modding those since even the random generator can't screw that up TOO badly, and I'm not too worried about getting the perfect shields until end-game.

XWolf  posted on Nov 08, 2009 2:10:19 AM - Report post

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So far I managed to botch the title and lose my health regen. But I managed to up the capacity & recharge by changing the left and right side suffixes from 3 to 5. So L & R, capacity & recharge?
Erwing  posted on Nov 08, 2009 8:59:42 AM - Report post

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I assume the title sections are editable with the titles from Link, but I haven't tried to mess with that too much yet. It does have the manufacturer title lists and the general prefixes, so it'd probably work.

The sides are probably what determine the bonuses on the class mods too, I've seen mods with things like 5b and 5c instead of just a number, but that just makes it even more difficult to figure out.

[Edited by Erwing, 11/8/2009 9:00:10 AM]

CoffeeCrazy  posted on Nov 08, 2009 2:53:08 PM - Report post

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Hunter Class Mod:

+95% Sniper Rifle Critical Hit
+2 Carrion
+19 Sniper Ammo Regen



[Edited by CoffeeCrazy, 11/8/2009 2:55:47 PM]

Erwing  posted on Nov 08, 2009 9:17:38 PM - Report post

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Thanks for that, I haven't found anything with ammo regen and I was wondering what might add that. I think I've just about figure out the basics on class mods, I'll post my theories and anyone else can feel free to test them.

It seems that the sides are the main stat boosters. I'll post an example:


x being a number, y being a letter (I've seen none, b, and c, a may also be possible)

The left side seems to determine the skills the mod boosts, and by how much it boosts them. The right side seems to boost only the top modifier. (I.E., Mord's Sniper mod boosts Sniper Rifle Critical Hit Damage, Focus, Caliber, and Carrion Call in that order. The left side will modify the skills, which are the 2nd through 4th lines, the right side will modify the stat, the top line.)

x is the boost, essentially. It seems to cap out at 6, I haven't tried any higher but 6 was the highest number I saw in the localization/INT folder. This makes the bonuses on the item better, and adds more skill boosts it seems. (a 1 will boost only 1 skill, upping it to 6 boosts all 3 possible skills)

y, the letter, when on an item, determines which skill is the "main" skill, between the three skills it can possibly modify. I.E., for the left side on my Mord's Sniper mod, adding 6b makes Caliber the +3, leaving Focus and Carrion Call at +2, for a Quality 2 (level 20-30) mod. A simple 6 had Focus as the +3, and the other two at +2.

Then, the material seems to add the 5th mod. I found a Jakobs Sniper mod with the material line ending in Jakobs_2, and it gives sniper accuracy. My other class mod has None in the material slot and has no 5th mod. Also, the above build is a Jakobs_3 with Ammo Regen which further supports this theory.

I have not yet found a way to add all 6 mods, or to swap, say, Carrion Call for Ammo Regen, but with this much info so far, once tested and confirmed, we're well on our way to making decent class mods.

[Edited by Erwing, 11/8/2009 9:28:10 PM]

[Edited by Erwing, 11/8/2009 9:28:55 PM]

CoffeeCrazy  posted on Nov 08, 2009 9:56:03 PM - Report post

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I still need a better shield. My current one is 1100/167 w/quick health regen.

In all honesty haven't tried to mod any yet due to being busy with the weapons. If anyone has a good build would love to see it

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