Spec Ops: The Line How to Mod (WIP)

Spec Ops: The Line How to Mod (WIP) 1 - steamsplay.com
Spec Ops: The Line How to Mod (WIP) 1 - steamsplay.com
With any text editor and an ini encryptor/decryptor, you can mod Spec Ops to your heart’s content. This means giving allies & enemies different weapons, changing health values, and more!

 
 

Getting Started

 
You will not need much to mod Spec Ops: The Line. Two programs are required: a text editor (like Notepad or Notepad++) and an .ini file encryptor/decryptor. You can download Rick’s Decryptor/Encryptor here: http://mod.gib.me/specopstheline/inicrypt.zip
 
The normal version of Notepad works fine for modding the .ini files, but if you would prefer to use Notepad++, you can download that here: https://notepad-plus-plus.org/
 
If modding causes your game to experience problems, like the main menu not loading, you’ll need to verify the intergrity of the game files. This will restore Spec Ops to its unmodded state. 
 
 

Editing INI Files + Changing NPC Guns

 
You can find the .ini files for Spec Ops in Steam\steamapps\common\SpecOps_TheLine\SRGame\Config. By default, they are encrypted and will appear in a foreign language when opened. 
 
Spec Ops: The Line How to Mod (WIP) 
 
To make them accessible, you will need to use these programs extracted from the .zip folder. All you need to do is drag an .ini file onto Gibbed.SpecOpsTheLine.IniDecrypt.exe, and it will be readable and editable. 
 
Spec Ops: The Line How to Mod (WIP) 
 
You will see lines of code if the decryption is successful. From here, you can change whatever values you want to. Bear in mind that there is plenty I do not know about modding the game. I am not sure what will work if it is changed, or how the changes will pan out. 
 
Let’s start simple and give some different guns to enemies. How about we give the Marauders, the initial enemies of the game, some better equipment? 
 
Decrypt DefaultPawn.ini and open it up. Hit CTRL+F and search for “YPawn_MarauderAssault”. It should take you down to the faction’s weapon list. 
 
Spec Ops: The Line How to Mod (WIP) 
 
The weapon list is included in the next section of the guide. For now, replace all primary weapons with “SRGame.YWeapon_AA12” and all secondary weapons with “SRGame.YWeapon_PythonElite”. When you’re done, the file should look something like this… 
 
Spec Ops: The Line How to Mod (WIP) 
 
Now save the file and close Notepad. Drag the .ini file over Gibbed.SpecOpsTheLine.IniEncrypt.exe to encrypt it again. Paste it into the Config folder and replace the original DefaultPawn.ini file. The game will be able to read your modded file and give those enemies the new guns. 
 
Spec Ops: The Line How to Mod (WIP) 
 
There we go! If you did everything right, you’ll be facing down Marauders with automatic shotguns. You can pick up an AA-12 and use it against them, too! 
 
Spec Ops: The Line How to Mod (WIP) 
 
 

Weapon List

 
Here are all of the file names for Spec Ops: The Line’s weapons. This includes guns that are exclusive to multiplayer or are not normally accessible. 
 
Regular Weapon Names: 
(These weapons will load no matter what level you are in.) 

  • YWeapon_M4Carbine 
  • YWeapon_SCAR 
  • YWeapon_HnKUMP45 
  • YWeapon_FNP90 
  • YWeapon_MicroUzi 
  • YWeapon_SAW 
  • YWeapon_MilkorMGL 
  • YWeapon_RPG 
  • YWeapon_BenelliM1014 
  • YWeapon_SawedOffShotgun 
  • YWeapon_AA12 
  • YWeapon_BarrettM99 
  • YWeapon_SteyrElite 
  • YWeapon_HK417 
  • YWeapon_FAMAS 
  • YWeapon_TAR21 
  • YWeapon_AK47 
  • YWeapon_DesertEagle50AE 
  • YWeapon_M9A1 
  • YWeapon_PythonElite

 
Multiplayer Weapon Names: 
(I can’t get these to load in singleplayer. Their names and ammo counts will appear if given to Walker, but the models and icons will not show up. This also applies to enemies and Adams/Lugo.) 

  • YWeapon_TDIVector 
  • YWeapon_MP7 
  • YWeapon_AKS74u 
  • YWeapon_Mossberg590A1 
  • YWeapon_M110SniperSystem 
  • YWeapon_MSG90 
  • YWeapon_OTs14Groza 
  • YWeapon_AK74 
  • YWeapon_Glock18 
  • YWeapon_SIGP220 
  • YWeapon_FNP45

 
AI Weapon Names: 
(These weapons are exclusively used by allied and enemy AI. Most of them just determine the fire rate for the individual weapon. The Knife is a strange exception: allies and enemies will shoot invisible bullets with it instead of charging you, and they will not drop it when killed.) 

  • YWeapon_MicroUzi_Commando 
  • YWeapon_SAW_Adams 
  • YWeapon_MilkorMGL_AI 
  • YWeapon_RPG_AI 
  • YWeapon_SteyrElite_Lugo 
  • YWeapon_Knife

 
Scripted Weapon Names: 
(These weapons are used by turrets or in special sequences. Aside from the MilkorMGL, I do not think they work when given to anyone.) 

  • YWeapon_MilkorMGL_Truckride 
  • YWeapon_M2E2HMG 
  • YWeapon_HumveeGun 
  • YWeapon_HumveeGunDFA 
  • YWeapon_TurretMiniGun 
  • YWeapon_TurretMiniGunOnFlight 
  • YWeapon_HeliGun 
  • YWeapon_Mk47Striker 
  • YWeapon_Mortar

 
Unusable Weapon Names: 
(These do not load at all. DummyWeapon3 makes the screen appear black if put in a level.) 

  • YWeapon_TestWeapon 
  • YWeapon_DummyWeapon1 
  • YWeapon_DummyWeapon2 
  • YWeapon_DummyWeapon3

 
Giving different guns to Walker will only affect him in Chapter 1’s intro. When he reaches the first encounter with the Marauders, he will switch back to his usual M4A1 and M9. Adams and Lugo can use different weapons normally, but replacing Adams’s shotgun may cause some glitches in door-breaching sequences. Having Adams and Lugo stealthily kill enemies will make them revert to their normal guns as well. 
 
 

Altering Health Values

 
You can change the health values for Walker, his allies, and enemies in the DefaultPawn.ini file. You can also modify the health regeneration rate for characters along with other traits. 
 
Spec Ops: The Line How to Mod (WIP) 
 
The stats for different characters and enemies are listed as… 

  • SRGame.YPawn_Walker 
  • SRGame.YPawn_Adams (chapters 1-12) 
  • SRGame.YPawn_AdamsAlone (chapters 13-14) 
  • SRGame.YPawn_Lugo 
  • SRGame.YPawn_Enemy (regular 33rd enemies) 
  • SRGame.YPawn_EnemyMarauder 
  • SRGame.YPawn_EnemyElite 
  • SRGame.YPawn_HeavyTrooper 
  • SRGame.YPawn_Commando

Spec Ops: The Line How to Mod (WIP) 
 
Simply edit the values however you want them, making characters as overpowered or as weak as you want. 
 
Note that this will only affect Combat Op difficulty. To change health values in other difficulties, you will need to modify DefaultPawnEasy.ini, DefaultPawnHard.ini, or DefaultPawnInsane.ini. These are for Walk on the Beach, Suicide Mission, and FUBAR difficulties respectively. 
 
 

Debug Modes

 

DAMAGE DEBUG MODE

 

 
You can activate the debug mode for damage notifications in DefaultGame.ini by setting m_debugMode to true instead of false. This will let you know how much health Walker has, how much damage he has taken, and where the damage is coming from. 
 
Spec Ops: The Line How to Mod (WIP) 
 
When activated in-game, it looks like this: 
 
Spec Ops: The Line How to Mod (WIP) 
 
Spec Ops: The Line How to Mod (WIP) 
 

UI DEBUG MODE

 

 
The user interface for Spec Ops has a debug mode of its own. It doesn’t do much outside of show you the coordinates for your mouse and what each selectable item does. It also keeps the mouse visible during gameplay. 
 
Spec Ops: The Line How to Mod (WIP) 
 
Go to DefaultUI.ini and set bRenderDebugInfo to true instead of false. This will enable the UI debug mode. It looks like this when it is active: 
 
Spec Ops: The Line How to Mod (WIP) 
 
 

Changing Weapon Stats (Untested)

 
To change how weapons work in Spec Ops, you need to edit the SRWeapons.ini file. It needs to be changed in two places: in the root folder of the game (the Config folder) and in My Documents / My Games. 
 
This advice came from a YouTube comment on a mod test video. I have not been able to get weapon modding working on my own, as the SRWeapons.ini file in My Games only has a couple of lines in it. I am leaving this here in case other people have more success with changing weapon stats. 
 
 

Strange Findings in the INI Files

 
In my time reading through and editing the INI files, I have found unusual things that could not be explained. Some of this is speculation and conjecture on my part based on clues left behind in the game files. I’ll list these oddities below: 
 

SHIPWRECK AND FORECLOSURE MAPS

 

 
These two multiplayer maps were featured in a console-exclusive beta, but they are not in the final version of the game (as far as I know). There are still plenty of references to them, with Shipwreck being called “Tanker” and Foreclosure being called “Tower”. 
 
Spec Ops: The Line How to Mod (WIP) 
 
They were clearly finished enough to be featured in the multiplayer beta for the game, but I haven’t found their map files in the final release. 
 
Spec Ops: The Line How to Mod (WIP) 
 

CHILD CIVILIANS

 

 
In addition to male and female civilians seen in-game, there is a reference to child civilians being in Spec Ops. There are signs of children formerly being around the refugee camps in chapter 4, and a burnt child appears after the White Phosphorus bombing in chapter 8, but none others directly appear in-game. 
 
Spec Ops: The Line How to Mod (WIP) 
 

HORDE MODE

 

 
There are lots of references to a “Horde Mode” scattered throughout the .ini files. It is unclear whether it is another name for an existing mode or a cut survival-based mode. Judging by what I’ve found, it would involve Walker, Adams, Lugo, and Riggs fighting off enemies. 
 
Spec Ops: The Line How to Mod (WIP) 
 
Spec Ops: The Line How to Mod (WIP) 
 
I have not found a way to enable the mode so far. There is also a reference to a level called “HordeCity” among the level names. Whether it was was cut before completion, or if it was made but scrapped like Foreclosure and Shipwreck is unknown. 
 
Spec Ops: The Line How to Mod (WIP) 
 

“JIM” MULTIPLAYER KIT

 

 
For some reason, a kit option called “Jim” for the Exiles Gunner was completed but made unobtainable. The developers noted that it wasn’t being used anymore in the game’s code. 
 
Spec Ops: The Line How to Mod (WIP) 
 
The model and textures apparently still exist in the game. Maybe it could be re-added to multiplayer mode? 
 
Spec Ops: The Line How to Mod (WIP) 
 

THE MISSING FLAMETHROWER

 

 
In pre-release footage for Spec Ops, Walker can be seen using a Flamethrower. Unlike the AUG in the game’s CGI trailer, this appeared to be used in normal gameplay. The development team also made models for a www.artstation.com – https://www.artstation.com/artwork/dy68x for a DLC that never got released. 
 
Spec Ops: The Line How to Mod (WIP) 
 
Spec Ops: The Line How to Mod (WIP) 
 
There are some references to it in the SRGame.int localization file. In particular, there are lines mentioning a regular version and an AI version. 
 
Spec Ops: The Line How to Mod (WIP) 
 

THE HUNTING RIFLE

 

 
Another unused weapon is mentioned in the SRGame.int file. There is a line referencing a “hunting rifle” among other in-game weapons. 
 
Spec Ops: The Line How to Mod (WIP) 
 
 

Closing Notes

 
This is still unfamiliar territory for me. Any insight you all can provide on modding this game would be greatly appreciated! Spec Ops seems like a ripe opportunity for modding, and I hope this guide brings more attention to the fact that it can be modified to some degree. 
 

Here we come to an end for Spec Ops: The Line How to Mod (WIP) hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!


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