BioShock is a shooter unlike any you've ever played, loaded with weapons and tactics never seen. You'll have a complete arsenal at your disposal from simple revolvers to grenade launchers and chemical throwers, but you'll also be forced to genetically modify your DNA to create an even more deadly weapon: you. Injectable plasmids give you super human powers: blast electrical currents into water to electrocute multiple enemies, or freeze them solid and obliterate them with the swing of a wrench.

Upload a file Report abuse Silver's Bioshock Mod 7.2 (alpha)
Dec 7th, 2011
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***VERY IMPORTANT: If you are experiencing crashes when hacking machines, please download the hacking.ini file linked to in description.*** | Version 7.2 is not a "public release" version of my mod, as it is not completely tested and balanced to my liking. There may still be bugs, or some balance issues. In spite of my reservations, I figured you all deserved something after all this time. My apologies for no solid change log, I may post this in time (most probably with the next patch). There are four other ini files included in the zip, they are my personal change logs. Where they probably will not be anything but gibberish to most, I figured I'd include them for anyone who is interested. They include the majority of the chan

If you are experiencing crashes when hacking machines, please download the file on this page:

Put it in the folder:
If you continue to experience crashes please let me know! There's a lot of ground to cover and I'm just one man.

Inside is the "System" folder, which should be placed in the \BioShock\Content folder (if you didn't already know). For full instructions, see below.
The 4 other .ini files I included in the zip are simply personal change logs I've made. These aren't "ready" for public viewing, (cleaned out, categorized, finalized and complete) but if you feel like digging through them for whatever reason, feel free . Oh, and anything in those files with a ; in front of it is obsolete.

1) Go to your ..\Bioshock\Content\ directory.
2) Rename ConfigINI.IBF to ConfigINI.IBF.bak
3) Make a backup copy of your ..\Bioshock\Content\System\ folder incase this mod fails to work or causes errors.
4) Move Localizedint.lbf from the content directory (..\Bioshock\Content\) into the System folder (..\Bioshock\Content\System\). If you find yourself having problems with localized text, leave this file where you found it.
5) Extract my mod into your directly to your ..\Bioshock\Content\ directory, and click overwrite everything. This will copy some files into your ..\Bioshock\Content\System\ folder. Be SURE not to create a folder named after the mod.
6) Now would you kindly start a new game since it is required to make this mod work correctly.

So there it is, what I consider to be 7.2 Alpha.
Enjoy, let me know what you think and if you have any problems or questions email me:
psikoticsilver (at) hotmail (dot) com

or visit my thread

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Silver's Bioshock Mod 7.2 (alpha)
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psikoticsilver Author
psikoticsilver Dec 20 2011 says:

Working on a 7.3 release.
This can be substituted for 7.2 on the fly, except some changes (mostly loot and vending) won't take effect until you visit a new level for the first time (this does not apply retroactively).

Stay tuned!

+2 votes   reply to comment
Sergio1992 Jul 4 2012 replied:

Thanks psikoticsilver for your mod. I'm still there, looking forward for 7.3, and eager to play bioshock 1 once again :D

+1 vote     reply to comment
psikoticsilver Author
psikoticsilver Dec 24 2011 says:

I have identified a bug in Fort Frolic: the first Ammo Bandito in Poseidon Plaza will cause an instant crash. I have isolated the bug, and it will be fixed in the upcoming 7.3 release.

+1 vote   reply to comment
anticitizen101 Jan 3 2012 replied:

Can't wait for 7.3! Any chance of an ETA?

+1 vote     reply to comment
psikoticsilver Author
psikoticsilver Jan 3 2012 replied:

Working on it right now, I'm trying to pin down a bug with the buy-out costs for hacking machines, I can't figure it out.

Won't give an ETA simply because it'll add a little pressure... but not long from now.

+1 vote   reply to comment
anticitizen101 Jan 4 2012 replied:

No pressure then ;)

+1 vote     reply to comment
psikoticsilver Author
psikoticsilver Jan 4 2012 replied:

I found the cause of the buy-out bug, but it means I'll probably have to revert the changes I made to the amount of hacking tiles for everything that isn't a turret/bot/camera.

Sigh :-/

+1 vote   reply to comment
psikoticsilver Author
psikoticsilver Jan 15 2012 replied:

I'm having problems with "buy out" costs for hacking and I can't pin down the source of the bugs, which means I will have to start from scratch and re-do the entire mod. Since that will take forever and a day, I think I should leave them as is for now and just continue working on what I have now. Meanwhile, I advise people not to pay exorbitant fees to "buy out" a machine instead of hacking it. Unless that's what you really want to do, of course.

I really wish they had released an SDK. :(

+1 vote   reply to comment
ministry86 Jan 5 2012 says:

I don't see where you explain exactly what your mod does.

+1 vote     reply to comment
psikoticsilver Author
psikoticsilver Jan 5 2012 replied:

Yes, I understand that. If you read the description you will see that this isn't a public release, rather a test version for myself.

I felt bad that I had not released anything for such a long time that I decided to release what I had. My own, non-formatted, private list of changes is included in the mod archive, however it will be hard for most people to rummage through it (many lines are commented out, the language is more technical, etc). You are free to read it if you like.

You can also check version 6.0 for a rough idea of what I attempt to do with my Bioshock mod.

+1 vote   reply to comment
Ragemaster Jan 14 2012 says:

I have a problem with your mod. I love the difficulty increase, but when i get to the medical pavilion with the first security bot that i have to hack to get further I start having problems.
First of all I understand that hacking is way more harder, and this hack is VERY hard. The real problem is that every time I fail to hack it ( the flow gets to the alarm) and the security bots spawn the game insta-crashes.
I am using 7.2 alpha.

+1 vote     reply to comment
psikoticsilver Author
psikoticsilver Jan 15 2012 replied:

Are you the same person who posted on
If so I responded to you there, if not I am looking into it now :)

+1 vote   reply to comment
psikoticsilver Author
psikoticsilver Jan 16 2012 replied:

I THINK I've fixed the crash because I was able to replicate the bug, I made a change to my files, and now it's not happening. Would you be willing to test it?

+1 vote   reply to comment
psikoticsilver Author
psikoticsilver Jan 16 2012 replied:

Here you can find the bug fix for the first bot crash. Download the hacking.ini file I attached to the main post. Put it in the folder:

This file should also contain the fixes to a few other crashes in Fort Frolic and beyond, however I can't assure they are all fixed as I haven't encountered/tested them all :p

+1 vote   reply to comment
psikoticsilver Author
psikoticsilver Jan 18 2012 replied:

After comparing the modded file very closely with the default files and trying multiple scenarios, including reverting back to these default settings for the first bot and replacing only one tile with an Alarm, I had an epiphany--this game is extremely scripted. It must not have an allowance for alarm bots at this point in the level (where could they come from, all the doors are jammed or locked?) and thus I have decided to remove all alarms from the first bot hack.

It's one of those things I hate to do but am forced to live with. It's not my fault--I've tested the original config.lbf with only one change, the single alarm tile addition, and it still crashed. I also don't recall a single crash on any other alarm) so it must be an innate issue with the game. So with a heavy heart, I'll concede this small change and instead add a few more overload tiles to make the puzzle similarly hard.

The new file is uploaded to the same site listed above, with a few other changes. You can read about them on page 8.

I plan to have version 7.3 uploaded sometime in February, but we'll see (I just started back to university for spring semester)

+2 votes   reply to comment
anticitizen101 Jan 19 2012 replied:


+1 vote     reply to comment
Fedorasarecool Jan 22 2012 says:

Welp just finished the mod a few days ago, It really does pump up the difficulty to challenging levels, but there are a few issues.

There's two circus of values that crash the game upon hacking, one in Hephaestus and another in Olympus Heights, autohacks and buy-outs worked but attempting to hack resulted in crashing. Everything else appears to work fine though.

I also think that plasmids should do more damage or have better effectiveness because they were almost useless as you went along in the game, the splicers had too much health to make using plasmids really viable, some like winter blast, just stopped being effective at all, even with upgrades.

But otherwise I think you've done a very good job making an easy great game into a hard great game and I hope I'll see more.

+1 vote     reply to comment
psikoticsilver Author
psikoticsilver Jan 22 2012 replied:

Thank you for the input!
I agree that two plasmids are slightly useless late game, that being Incinerate and Winter Blast. Electrobolt was vastly overpowered as it was (in my opinion), so I nerfed it quite substantially (it's roughly 50% less stun time). I Would consider reverting a slight amount of that, but the shock duration was hilariously long before.

So improving Incinerate is pretty straightforward, I can just add damage, in fact I've done just that. It had no damage aside from burning, however the increased resistances have put it in a worse situation than it was before. So I'll just increase that as I most definitely agree.

Winter blast though is a really tough cookie when it comes to balancing. What would I do with it? I guess I could increase the time and/or add damage to it? I would lean towards increasing time since the resistances make it feel like the splicers have much more health. What is your opinion?

Oh, and I will definitely fix those crashes, thanks for pointing them out!

+1 vote   reply to comment
psikoticsilver Author
psikoticsilver Jan 22 2012 replied:

Thought about it for a minute, I have made no changes to burning resistances so technically burning (incinerate) SHOULD work just as it does in vanilla 1.1.
To be fair, I've always thought Incinerate was vastly underpowered in comparison.

+1 vote   reply to comment
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Sergio1992 Jan 16 2015 says:

I'm always there. Watching.

+1 vote     reply to comment
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