OpenCAGE is an open source modding toolkit for Alien: Isolation which allows access to a large range of game configurations and content through a simple user friendly interface.
The toolkit is broken down into four main sections: configurations, content, behaviour trees, and scripting.
- Difficulty Settings - difficulty specific modifiers for character senses and alien configurations.
- Alien Behaviour Parameters - search radius, vent roam ranges, search time, and director AI settings.
- NPC & Player Attributes - hostility, attack groups, peek speeds, max health, health regeneration, and more.
- Locomotion - steering speeds such as cornering weight, acceleration, warping, and more.
- AI Vision - viewcone parameters, letting you change the view distance and field of view for a character.
- AI Senses - flamethrower sense, movement sense, flashlight sense, visual sense, touch sense, and more for NPCs.
- Items and Inventory - maximum items able to be carried, base ammo count, weapon names, and more.
- Weapon Ammo - fuel consumption, physics impact effects, damage per character type, and accuracy.
- Movie Playlists - map/sequence specific loadscreen and cutscene movie playlists.
- Blueprint Recipes - blueprint required item types and amounts as well as number of items produced.
- Hack Tool Difficulties - hacking speed, pickup range, ease to complete the hacking minigame.
- Environment Lighting - environment radiosity, deferred lighting, skin shading, and hair shading settings.
- Graphics Settings - custom FOV, resolutions, LOD, and shadow settings - plus ability to enable hidden options.
- In-Game Text - any text in the game including Sevastolink logs, mission names, subtitles, and more.
- Door Codes - any keycode in the game for doors and lockers, with supporting UI text.
- Material Properties - material-specific settings such as impact effects, physics, and more. [WIP]
- Mod Packaging - package any modifications into a mod package able to be shared & installed by others.
- Reset Functionality - ability to reset specific changes back to default.
- In-Game UI - ability to import/export the game's GFX UI files which can be edited by a Flash decompiler.
- Textures - ability to import/export textures, some formats still in testing (please report issues!).
- Models - coming soon!
- Sounds - coming soon!
- AI Behaviour Trees - full access to view and edit all behaviour trees in the game through a flowchart UI.
- Reset Functionality - ability to reset behaviour trees back to default and undo changes.
- Particles and VFX - particles and other FX can be tweaked.
- Trigger Volumes - 3D trigger volumes can be positioned and sized to trigger events.
- Objectives - ability to tweak calls to the game's objective system.
- Scripted Sequences - ability to tweak animations, positions, etc of scripted sequences.
- AI Control - control over the AI systems to change behaviours/responses.
- Mathematic Logic - support for mathematic logic such as addition of integers, floats, and vectors.
- Collision Volumes - dynamic 3D collision volumes can be edited.
More scripting features will be unlocked and extended as progress continues on the tools.
Check out the "coming soon" section below to learn more.
Assuming you already have Alien: Isolation installed...
- Download OpenCAGE by clicking here.
- Copy to your Alien: Isolation directory.
- Open!
The tools will automatically set themselves up on first launch, and any future updates will be automatically downloaded and applied if you are connected to the internet.
The wiki is currently being put together to explain a number of functions within the toolkit, however most are pretty simple to understand through tooltips and added descriptions.
If there is a section missing from the wiki currently that you'd like to see added, feel free to open an issue on GitHub and it will be prioritised.
As this is a live project and something I'm developing in my free time, certain things may be unfinished or temperamental. Any in-development sections of the tools will always be labelled as such!
When you've exported content from the game with OpenCAGE, there are a number of other tools available that are best suited to deal with the content's formats. A few are listed below...
- JPEXS Flash Decompiler is recommended for editing exported UI .GFX files.
- Pico Pixel is recommended for viewing exported texture .DDS files.
- DirectXTex compiled binary is recommended for converting to/from .DDS formats.
- The Cinematic Tools are available to allow some runtime control over the game.
Eventually I'd like to have OpenCAGE support custom maps, however to unlock this I first need to finalise the 3D editor, as well as figure out the game's navmesh format, and a way to generate Havok collision maps.
Alongside finalising the 3D editor, I'm also planning on expanding scripting support to allow for new flowgraphs to be created, and nodes to be added/deleted in flowgraphs. This will all be performed through a nodegraph UI, similar to Blueprint in UE4. When this is completed, you will be able to script entire custom campaigns in Cathode! Work is being done towards this in the SceneIO project folder, however most effort is being carried out on a private repo, so progress may seem slow.
This is an ongoing project, supported financially by the community. I don't expect donations, but if you'd like to contribute you can do so via GitHub Sponsors!
Similarly, this project is fully open source, any contributions are welcome! Particular help would be welcome in extending the parsing functionality of COMMANDS.PAK, check out the ReadFlowgraphs
function in CommandsPAK.cs
. Feel free to get in contact with me over email or Twitter if you have any questions.
OpenCAGE includes code from the following 3rd party sources:
- AlienBML: created by x1nixmzeng.
- Brainiac Designer: created by Daniel Kollmann.
- DDS header generator: created by Cra0kalo and Volfin.
- Dear ImGui: created by ocornut.
This code is used either with permission, or under license.
OpenCAGE is in no way related to (or endorsed by) Creative Assembly or SEGA.