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.

Report abuse Silver's Bioshock mod beta 6.0
Feb 7th, 2010
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(Test version 7 inside! Bug found in 6.0) The focus of this mod is on increasing the game's lackluster difficulty and balancing the different possible routes of gameplay. Be prepared, this mod is much more difficult than Bioshock 1.1. Change log in RAR. The following issues are address (among others): - Plasmid and ADAM costs, and increasing difference between harvesters and gatherers - Economy, by decreasing their drop rates of Ammo/cash/hypo's/components and increasing purchase prices - Hacking, by increasing the flow speed, increasing it's rewards, and strengthening security - Security, by increasing bot/turret/camera health, increasing security reaction time and increasing security's offensive power - AI, by tweaking various AI movements, localized damage, increasing health and damage - Weapons, by increasing damage of underpowered weapons, decreasing damage of underpowered weapons, and addressing ammo concerns - Various bugfixes, including several brought about by the 1.1 patch

* Download the new 7.0 test package here!

Here's a test version of 7.0, enjoy guys.

Hacking isn't much different in this package, except for a few mild tweaks.  I will probably release another version over the next month or two containing the hacking changes before I release the final version.

I officially state that Health changes don't work and I'm sorry for any inconvenience or disappointment.  HOWEVER I can increase their damage resistances to make foes harder, I've already tested and confirmed it so stay tuned :)

For those who continue to use version 6.0, do NOT purchase cigarettes in vending machines, they will cause the game to crash.*

I've compiled a list of changes accrued while working on this mod.  Most changes present in the game should be listed to some degree within the changelog (included in RAR file). If you have any suggestions or complaints I am open to your comments, but please if you do I would appreciate criticism WITH examples and/or actual HELP with wading through the HUNDREDS OF PAGES OF INI FILES. I'm very open to help so let me know if you can or wish to.  REMEMBER that I'm VERY limited in what I can do when modding is concerned because the developers did NOT release an SDK and I am currently pushing the limits of what I can do with the INI files contained within the CONFIG.LBF file.

* Yes there is a difference between balance and difficulty.  You can have a game which is very easy yet extremely imbalanced, and the same is true for the reverse.  I have taken painstaking measures to ensure that my mod encompasses both of these aspects.  If you feel something is too easy or too hard, please let me know.  If you think something is completely imbalanced, mispriced, let me know.

* This mod is much harder than the standard Bioshock.  Be warned!  For truly challenging gameplay, disable Vita chambers as well as auto aim.  ;)

* Loot, ammo and hypos are much harder to find.  This mod has become more of a survivalist mod. Scrounge what you can, and be careful. Waste not, want not.

* Plasmids are more expensive.  Tonics are more expensive.  Slots are more expensive.  As a result, you must spend your ADAM wisely and specialize.  You will not have enough ADAM to upgrade every category or use every type of tonic.

* Security can be your friend... DON'T piss it off.  Don't underestimate it either--it can also be your worst enemy.

* 2k has made certain aspects of early decks harder than some "middle of the run" decks--turrets and bots are a good example of this. Also, certain things seem to stall and not increase in difficulty for a few levels, then suddenly increase by a great deal. GENERALLY, I have implemented a progressive trend of difficulty "per deck", so overall "Per Deck" instances are changed in a manner which makes it harder as the player progresses in the game.

* Many times I will mention the word DECK when referring to the levels in Bioshock.  In the configuration files, this is how they are labeled.  There are 7 main decks in this game.  Deck 1 is Medical.  Deck 2 is Fisheries + Smuggler's Hideout.  Deck 3 is Arcadia + Farmer's Market.  Deck 4 is Fort Frolic.  Deck 5 is Haephestus + Ryan's Office.  Deck 6 is Apolo square + Hestia Chambers.  Deck 7 is Fontaine Futuristics.  Deck 7+ is the Prooving Grounds + Final Fight.

* There is some sort of rounding error in Bioshock that won't let me set certain plasmids and tonics to certain round costs.  As a result, some plasmids may cost 241 instead of my desired 240.  This can also occur with vending items. If you see something like this please let me know where you see it so I can attempt to fix it.

* If you find yourself having problems with ammo, try switching to your wrench for a little while, or use telekinesis.  Also try making a few piles of loot on every level instead of leaving things behind.

* Headshots are effective.  USE THEM!

* If you want any of my modding files or lists, please let me know.

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Silver's Bioshock mod beta 6.0
Post comment Comments  (50 - 84 of 84)
Sergio1992 Mar 23 2010, 8:15am says:

If you need help, yeah I can test it ;D
Anyway, don't get intimidated by lack of interest, I discovered that bioshock could be modded just 6 days ago.... I showed to my friends your mod, and they think it's awesomeness.
Did you find any trouble adding the deleted plasmid? I read that you weren't able to add some because game could have crashed...
I'm sad there isn't an sdk....
Ah, do not bother much comments that sometimes are spreaded into youtube, like "OMG THIS MOD JUST ENHANCES DIFFICULT THIS SUCK" ....
They know nothing of your nice job, and the time you spent into making it. So they are not even worth of an answer. You made a better modality than survivor difficult. That's simply cool.
Anyway, I wish to know if playing version 7 and version 8 will be a different experience. Should I play version 7 or wait for 8? Well, if you say that it will be a different experience I will play both.
Thanks for patience, and sorry If I made such a long post.

+1 vote     reply to comment
psikoticsilver Mar 23 2010, 11:45am replied:

I'm not sure how long it will be before version 8, I plan on making a Bioshock 2 mod before then. So I'd play Version 7 and not wait for 8.

+1 vote     reply to comment
Sergio1992 Mar 23 2010, 12:58pm says:

say me what you need for me betatesting it.
Will you upload the mod in rapidshare?

+1 vote     reply to comment
psikoticsilver Mar 23 2010, 1:13pm replied:

wait until weekend, I will have it by then

+1 vote     reply to comment
Sergio1992 Mar 23 2010, 1:21pm says:

ah k , I will wait :D. I'm looking forward for it

+1 vote     reply to comment
psikoticsilver Mar 27 2010, 8:10am says:

Sorry guys there will be a delay in a test version. I've just been busy and honestly I've had motivational issues in continuing. I just need a little inspiration, which undoubtedly always comes.

+1 vote     reply to comment
Sergio1992 Mar 27 2010, 2:11pm says:

Take your time :D

+1 vote     reply to comment
psikoticsilver Mar 27 2010, 2:25pm replied:

Cool I'm gonna work on it a little more right now

+1 vote     reply to comment
Mazryonh Mar 28 2010, 1:21am says:

Okay, one more thing I've noticed. Wrench Lurker 1 is free, but as I remember in 6.0, Wrench Lurker 2 is 300 ADAM. That's a bit costly in my view for something that just adds more backstab damage while not letting you be any stealthier than Wrench Lurker 1 let you be (and since you can now land headshots with the Wrench, the higher health of splicers in later levels isn't that much of a drawback when using just Wrench Lurker 1 and Wrench Jockey 2). Maybe 240 ADAM would be better?

I sure wish there was a way to reduce how overpowered Natural Camouflage is. The fact that Security Bots don't realize you're there when they go right through you isn't good for balance. Neither is how you can keep playing hit and run, and no one can see through your disguise when you've antagonized them.

I think getting small amounts (no more than 10, and more often 1-5) of ADAM off of Splicer corpses might help make the single digits of ADAM you often get off of Little Sisters more useful. No tonic or plasmid I've seen thus far in this mod actually uses the "Ones" place value, so if you have 241 ADAM, you can buy a new slot, but will never be able to make use of the 1 extra ADAM. Such a gameplay mechanic does, however, come with its own problems so I'd save it for a whole new version.

You've been doing a great job in making this game the challenge it should have been. Don't give up!

+1 vote     reply to comment
psikoticsilver Mar 28 2010, 9:02am replied:

Wrench Lurker 2 increases your surprise damage by 200% as opposed to the 150% from Wrench lurker 1. Combined that's 350% extra damage from jumping people, and if you add that to the damage from Wrench Jockey, I think it's priced just right. The issue then is really in how awesome the headshots % bonus is, which I will address in the next release. In addition there will be resistance increases for all splicers which will make them more challenging. :) If there are still problems with it after I make the Adjustments I'll definitely consider increasing the cost.

Right now I'm completely remaking the hacking system which is why I was sort of unmotivated. It's an intimidating task when I have no intimate knowledge of how the hacking is programmed and only what I picked up. Now that I think I've learned more about the hacking system (I've made the game crash 3-4 times by pushing the engine to it's limits XD) I'm more confident that I can remake it to require a little more skill and/or co-ordination than sheer twitch reaction. I've been toying with adding more accelerator tiles to counter the fact that I can't change the speeds of SlowFlo... and some resistor tiles for levels where you acquire SlowFlo 1 and 2 (for those who can't afford it right away). On levels where you acquire Safecracker or Security expert I'll be making hacking slightly faster for Security devices and Safes/Keypads as well as adding a few more alarms/overloads. All in all I'll be balancing hacking a little better and evening the progression to suit my mod.

+1 vote     reply to comment
Mazryonh Apr 3 2010, 9:27pm replied:

In my experience, Wrench Lurker 2 was balanced in unmodded Bioshock because of how the Splicers in later decks had increased health, along with how you could not headshot them with the Wrench. In version 6 of this mod, while the backstab damage from Wrench Lurker 1 starts to become ineffective, this shortcoming is easily bypassed if you have the 50% Wrench Damage boost from research, Wrench Jockey 2 equipped, and are lucky enough to land a headshot with a Wrench attack from behind.

In addition, Wrench Lurker 2 has very limited utility compared to the ADAM you pay for it. It's worthless against non-Splicer enemies, doesn't notably increase your running speed, and is useless on a splicer once s/he has detected you. As I said earlier, Wrench Lurker 1 offers you the same stealth benefits, so that's why I felt that Wrench Lurker 2 should be cheaper since there are so many other more useful (and highly expensive) tonics and plasmids available at that point in the game.

+1 vote     reply to comment
psikoticsilver May 1 2010, 11:17pm replied:

Sorry I missed this, I will look into it. ^^

+1 vote     reply to comment
psikoticsilver Mar 31 2010, 9:50am says:

So I'm learning very much about the hacking system in Bioshock. To say I'm not making headway in terms of finishing my test version would be false. However this is all time consuming and tedious so you cannot expect it to be released for testing soon...

As I realize this is a huge letdown to those whom have been waiting patiently for a test version, I have a proposal: if you are interested in testing version 7 in it's beta state WITHOUT the new hacking system then please let me know and I will assemble the package. This makes sense in my head simply because whereas I really like the revised hacking system and find it more challenging (from what I've tested) it will not impact the gameplay itself, particularly if you're not interested in hacking that much.

+1 vote     reply to comment
Mazryonh Apr 3 2010, 8:50pm replied:

I like hacking from time to time, but in version 6 it's the early hacking that's the hardest. It took me several tries to hack the first security bot blocking the door to Emergency Access, because of the increased flow speed and the fact that I didn't have the "Speedy Hacker" tonic yet.

I think releasing a "combat rebalances only" build of version 7 could work while you try to get the hacking system rebalanced. Don't forget to reach out to others who have been looking through the game code and could be able to lend their expertise to you.

+1 vote     reply to comment
Sergio1992 Mar 31 2010, 3:37pm says:

cool, keep up the good work. I'm happy bad company 2 isn't distracting your proposal xD

+1 vote     reply to comment
psikoticsilver Mar 31 2010, 4:25pm replied:

It is pretty distracting, but not nearly as distracting as World in Conflict was... good thing for all of us that I don't play that as mu ch anymore or I wouldn't be making this mod. :p

+1 vote     reply to comment
Sergio1992 Apr 4 2010, 11:02am says:

happy easter!

+1 vote     reply to comment
psikoticsilver Apr 6 2010, 10:12am says:

Download the new 7.0 test package here!

Here's a test version of 7.0, enjoy guys.

Hacking isn't much different in this package, except for a few mild tweaks. I will probably release another version over the next month or two containing the hacking changes before I release the final version.

+1 vote     reply to comment
Sergio1992 Apr 18 2010, 6:20am replied:

Well, PsikoticSilver, yesterday I tried this mod with a friend , and we are fascinated of how you made good and difficult this game.
The only thing that we don't enjoy much is the hacking, so we eagerly wait forward for your new changes. Keep up the good work Mate!

+1 vote     reply to comment
Sergio1992 Apr 18 2010, 4:20pm says:

Also, two questions: what happens if I glitch with the extra little sister bug with this wonderful mod? will I mess something?
And.... What happens If I don't deactivate adaptive difficult into gameplay options? thanks for help psikoticsilver :D.

P.s maybe I was too much rude for hacking game, well, I want to rectify: I wish to know if you can change it in better; and surely I like the way you made it more than the hacking game I play without this mod ;D.
How much will I need to wait for your new version? XD

+1 vote     reply to comment
psikoticsilver Apr 21 2010, 9:39pm replied:

I have never used to little sister glitch and as it is a glitch I do not intend to test for it. As far as I'm aware you will have no issues as I have not been able to touch the Game's code.

I'm not sure what happens if you don't deactivate the Adaptive Difficulty through the menu. I am not sure if it's the same thing as what I have disabled in the configuration files. I hear the one available in the options menu is simply something that gives you extra hints and so forth but I think it has more meaning.

I have been very busy with my springtime gardening and renovations of our house that I haven't been able to work on the new version... historically I have at least 3 months in between releases so I'll probably have it done in a month or so.

Don't worry, I plan on making hacking better but there's only so much I can do.

+1 vote     reply to comment
Sergio1992 Apr 24 2010, 1:46pm says:

From the readme:
Plasmids are more expensive. Tonics are more expensive. Slots are more expensive. As a result, you must spend your ADAM wisely and specialize. You will not have enough ADAM to upgrade every category or use every type of tonic.

Well, I was able to specialize in all the categories, and I'm in hephestus.
I also got most of health upgrade and eve upgrade (I left behind me on all the gatherer' gardens 2 or 3 of these upgrades)
The only glitch I used , but was done not intentionally, was the fourth little sister in fort frolic that gave me 310 adam (plus or less).
I got all the tonic slots. 2 plasmid slots are not unlocked.
I didn't buy any tonic.

So far(I'm in hephestus) the game is now a bit less challenging then before (but I died more now,in late game, than before; the ultra daddies kicks my butt :D) . I was able to reach 3 or 4 times 500 dollars some times into hephestus, and I didn't complete it: right now I'm heading at a place where there is a sort of eletric lake, and a diary to discover how can I make a way to enter Ryan's office.

The game is good.
Into Fort frolic, there is an error: you are able to buy winter blast 1 and also winter blast 2.

Hacking is impossible. I researched all the tonic I could with the camera, and so I got the tonic from the flying bots to makes things easier when you must hack.
But let's say that hacking a safe is almost impossible (and you surely need an autohack), while hacking a camera is so easy you cannot imagine.

+1 vote     reply to comment
psikoticsilver Apr 29 2010, 11:08pm replied:

To hack successfully you MUST use Slowflo 1 and you must buy Slowflo 2 as soon as possible. In the test version for 7, hacking is virutally the same as it was in version 6, I had no problems with it. I realize that I might have different reaction times than some people who hack so that's why I want to redo hacking... just stay tuned :)
(ALSO try using Winter Blast to slow machines!)

In so far as plasmids are concerned, I will examine their pricing when I get around to finishing a beta of version 7 (I have been very busy with spring cleaning and yard work). If I understand correctly, you are harvesting so you will have much more Adam to deal with.

From what I've seen I may have made the difference between Gathering and Harvesting a little too large so I'm considering a slight reduction in Adam from Little Sisters (maybe 10-20).

+1 vote     reply to comment
psikoticsilver Apr 29 2010, 11:10pm replied:

Are the enemies in Fort Frolic and Hephaestus much harder than before (excluding Big Daddies)? Have you noticed a difference at all?

ty for your time.

ALSO have you noticed a difference with Electro Bolt?

+1 vote     reply to comment
Sergio1992 Apr 24 2010, 1:47pm says:

Part 2:
I can give you a savegame if you wish to see what I was able to do, how I did it....etc.
I didn't play this game to play the story once again. I played it just to saw what you made with this mod.
It's marvelous. Beatiful.
This game with this mod is a so exciting drug you cannot imagine.

Ah, the fact the sisters don't have a fixed amount of adam is a good feature. It makes you emotional of how much adam you gonna get, and what you could do with it.
Harvesting these girl was never so much good , and now there is a why it must be done. ;D
Keep up the good work, and If you need one of my saves, I can give it to you ;D.
I play an english version of bioshock (not cracked, version 1.1), even If i'm not native, so I guess there should not be compatibility issue.
Sorry for my bad english.

Thanks for your work, I'm looking forward for the completed version 7 , and If you'll never do it, an 8 version XD

+1 vote     reply to comment
Sergio1992 Apr 25 2010, 9:41am says:

Ah,other two things.
(downloaded) written on plasmid is not disappeared.
Your link for test version 7 doesn't work anymore ;D

+1 vote     reply to comment
Sergio1992 Apr 30 2010, 9:14am says:

no, It was not a problem of timing (in fact It was a matter that there are too much of these alarm tiles - that block the fluid way - and all of these tiles that makes the machine goes in overload).
I will try changing tonics, to see if I'm doing something wrong ( I thought that most of hacking difficult should have decreased when I had security expert 1 + security expert 2) .
Anyway, In fort frolic enemies weren't much a problem (I mean, yes, I had some difficult problem, but I thought the game was well-balanced) ; I improved my wrench damage and I used it against eletrocuted splicers, because I had some problem with ammo XD. It's an hard life :P
For hephestus yes, I know what you are referring to... Eletrobolt timing changed, and so I'm gonna need surely an upgrade, or I will have an hard life there. ;D
Enemies, also, are considerable tougher.
Ah, the weapon that partially kills the game is crossbow. I killed cohen with a headshot. He was trying to kill me for killing the dancers, so I had to punish him.

p.s Anyway I read that you propose to change the adam you get from little sister.
If you do for harvesting I think it will be ok, but if you do it even for saving the little sister, I think that playing through the begin, as a good Jack, will be extremely hard. But I enjoy difficult, or I won't be there talking with you.

Did I answer to everything? Do you need something else?

P.s Should I buy insect swarm 3? How is it? Did you improve the damage these bees do?
Does incinerate 3 do more damage? And with Inferno+inferno 2 Tonic?
Another thing: is is true that inferno tonic improve fire dmg with flaming crossbow tip?

Thanks for your time. Nice job. Great job with this mod.

+1 vote     reply to comment
psikoticsilver May 30 2010, 5:35pm says:

Hello, I'm back after taking a long break from Bioshock 1. Sorry that it's been a while but everytime I make a new release I not only have to replay the game 2-3 times (sigh) but I also have to research, experiment and test all the new changes since much of the mod files are undocumented and quite a few are broken.

Now that sufficient time has passed, the thought of replaying Bioshock makes me giddy instead vomit :D. I have resumed my research into hacking and believe that I've got it all figured out. I'll start setting the last pieces into place and begin the endless data entry of retooling the hacking system.

Then I have to review the other changes I have made and test them all... then it's time for a replay.. which means, a new version is somewhere on the horizon.

+1 vote     reply to comment
Sergio1992 Sep 9 2010, 11:12am says:

Well, as soon as you will get it out, I will try it. I'm not disappeared. I did not write anything for months, but I'm still here. I'm eagerly waiting for your bioshock 2 mod release :D

+1 vote     reply to comment
SamVision Mar 1 2011, 7:44pm says:

When's the new version coming out?

+1 vote     reply to comment
Sergio1992 Mar 3 2011, 10:19am says:

IF there is no answer anymore, I'm gonna publish version 7.0 beta again if someone is willing to have it. It is stable and fully working.

+1 vote     reply to comment
Corynorhinus Jul 9 2011, 7:31pm says:

@ psikoticsilver

I was curious, after installing your mod, I noticed there's "Hacking.ini" file, so I was wondering, is there a way I could tweak it so as to avoid having to reveal tiles during the minigame? That is, so that all tiles are already revealed at the start, istead of having to manually click on each one independently.

I know it may soud like cheating but it's the only think I truly hate about bioshock, and just now I realized it may have a solution...

Thnx in advance. And thanks for the awesome mod.

+1 vote     reply to comment
psikoticsilver Nov 22 2011, 12:39am says:

This mod is NOT dead. I've just been busy with life and getting myself back into college (Bio degree). I've been working on it slowly and where I feel what I have accomplished with my beta of 7.1 is an improvement over 6.0, I do not feel like I will have time for an 8.0 release... as such I have decided to make this my last and it is taking longer.

I cannot give a difinitive date for the release of the final version, 7.2. I do have a rather solid package available if anyone is interested. If you cannot wait, by all means PLEASE drop me a line by email [b]psikoticsilver (at) hotmail (d0t) com[/b] and I will be more than happy to provide it to you. It's in very good shape, I've just grown to have very high standards for my work.

+1 vote     reply to comment
psikoticsilver Nov 22 2011, 12:40am says:

"I was curious, after installing your mod, I noticed there's "Hacking.ini" file, so I was wondering, is there a way I could tweak it so as to avoid having to reveal tiles during the minigame? That is, so that all tiles are already revealed at the start, istead of having to manually click on each one independently."

Yes you can, in fact I have done this very thing with my 7.x version of the mod.

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