BTG-M is the first large-scale mod for the PS2 version of Bionicle: The Game. Its goal is to improve the overall experience of the game by fixing bugs and errors, as well as reintroducing and reimplementing unused and removed content. A myriad of fixes and changes have already been implemented, all of which set BTG-M apart from the base game.

Post feature Report RSS BTG-M v0.6 Mod DB Release

The first ever large-scale Bionicle: The Game mod has been released on Mod DB!

Posted by on

BTG-M v0.6 Mod DB Release

Here is another update for BTG-M, but this release is a bit different. Unlike the previous versions released in my Discord server, BTG-M v0.6 is the first version of the mod released on Mod DB! Going forward, all future versions of BTG-M will be released on the site, so that they’re more accessible. Since this is the first release here, an overview of the changelog from v0.3 through v0.6 is written below to get you up to speed. A full changelog can also be found in the mod zip archive.

Improvements and Additions:

To start, BTG-M includes a couple of significant baseline improvements and additions, such as making the game boot to the level select to expand the amount of playable levels. This improvement also enabled a small playable demo of the cut Lewa Mata level to be added back into the game.

Improvements and Additions (Levels):

  • Made game boot to the level select instead of the frontend, which allows more levels to be added
  • Added a small demo of Lewa Mata’s level with lightstones

Screenshots:

Lewa Mata Level


Visuals:

Numerous visuals have been restored, improved, fixed, and implemented across the game. Multiple textures and models, like the Nui-Jaga and dark-energy cages, have been altered to match what was seen in pre-release screenshots and trailers. In some cases, large areas, like the battle area in Onua Nuva’s level, have been reverted to earlier versions. Similarly, early animations for some characters, such as the Matoran, were restored. Additional inspiration was also taken from these pre-release sources to construct unique HUDs for all of the Toa that resemble an earlier design. Lastly, visual inconsistencies, like the incorrect Le-Matoran in Ta-Wahi and Tahnok’s HUD portrait, were also corrected.

Visuals (Levels):

  • Restored purple textures for gates in Tahu Mata’s level and Tahu Nuva’s level
  • Restored purple textures for gates in Kopaka Mata’s level
  • Restored original sliding door textures in Onua Nuva’s level
  • Restored early version of the battle area with Lerahk in Onua Nuva’s level
  • Reconstructed skybox, fog, and level textures in Lewa Mata’s level
  • Fixed Matoran text in level complete loader
  • Fixed skipping waterfall scrolling texture animation in Lewa Mata’s level
  • Fixed Tahnok’s HUD in Kopaka Mata’s level

Visuals (Entities):

  • Replaced incorrect Le-Matoran with Ta-Matoran throughout Tahu Mata’s level and cutscenes
  • Restored original yellow textures for the blue Nui-Jaga across the game
  • Restored Lehvak in the boulder cutscene in Kopaka Mata’s level
  • Restored blue dark-energy cage textures
  • Removed duplicate skeleton mesh from Turaga Nokama’s model
  • Restored unused Matoran animations throughout Tahu Mata’s level

Visuals (Player):

  • Altered all HUDs to use original energy bar colors
  • Integrated unused HUD portrait for each Toa into the HUD design
  • Reconstructed playable Lewa Mata model
  • Restored original stopping animation for Tahu Mata
  • Restored original ledge balancing animation for Onua Nuva
  • Reconstructed blue shield impact textures
  • Fixed Kopaka’s standing shooting animation
  • Fixed the charge particles for Lewa Nuva and Lewa Mata

Screenshots:

Ta-Matoran With Unused Animation


Tahnok HUD Portrait


Blue Dark-Energy Cage


Early Onu-Wahi Battle Area


Unique Toa HUD


Blue Shield Impact


Audio:

Audio changes, additions, and fixes have been implemented throughout the game. Sound effects, such as the weapon sfx, were changed to match what was heard in pre-release trailers, and what was found when data-mining. The music in some sections, like the Ga-Kini area, were also modified to implement unused music tracks, and to correct inconsistencies.

Audio (Levels):

  • Implemented Ga-Puzzle theme in Ga-Kini area
  • Muted second Bohrok-Kal theme playing during the fight
  • Added music to Lewa Mata’s level

Audio (Player):

  • Restored unused weapon sfx for Onua Nuva, Lewa Nuva, and Lewa Mata
  • Restored unused gliding sfx for Lewa Nuva and Lewa Mata

Mechanics:

BTG-M also partially restores some scrapped mechanics, such as Kopaka’s ability to dismount from his shield and walk around. By extension, this reintegrated unused sections like the Kini Area back into his level. Other mechanics, such as the debug camera active during the Bohrok-Kal fight, have been altered for consistency.

Mechanics (Levels):

  • Edited respawn points and triggers so that Kopaka Mata can dismount from his shield and walk around in his level
  • Restored Kini, Koro, and village areas in Kopaka Mata’s level
  • Disabled debug camera in the Bohrok-Kal battle area in Gali Nuva’s level

Mechanics (Player):

  • Enabled flight in the first section of Lewa Nuva’s level

Screenshots:

Kopaka Mata Shield Dismount


Lewa Nuva Flight


Conclusion:

That wraps up the changelog for BTG-M. This release has been a long time coming, and I hope it helps spread the word about Bionicle: The Game modding a bit. While BTG is not the easiest game to mod (or even the easiest Bionicle game to mod), lots of work has been done to make modding more accessible. Most mod work and reverse engineering happens in the BTG-M Discord server, so if you're interested in modding BTG, feel free to hop in.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: