Releases: Ry0511/pyunrealsdk
SDK HAS BEEN MOVED
The download location of the SDK has been moved to:
https://github.com/Ry0511/willow1-mod-manager/releases
1.0.0 BL1 PythonSDK
Preface
See bottom of file for installation
Will this work for Enhanced?
No; Dont even try, no amount of fiddling will get it to work.
Changes
- 
apple1417 replaced all
.envfiles with.tomlfilesunrealsdk.envfile becameunrealsdk.tomlyou can find configuration options in there
 - 
Mod Loading
- Main mod directory is now in the root directory
 unrealsdk.tomlhas an optionadditional_mod_dirsallowing you load mods from any directory
 - 
The input system (input_base) is now a native C/C++ module; Shouldn't break existing mods relying on the old version.
 
This should have been released around a month ago so I have already forgotten the changelog lol; -Ry
Installation
- Extract the contents of 
PythonSDK-Release-X.Y.Z.zipto your games directorysteamapps\common\Borderlands\ - Open 
Borderlands.exe - Once at the main menu type 
modsinto the console by default the key is set to Tilde `- If the console does not open then the SDK failed to load; relaunch and see if that fixes it.
 - If it still does not work you can ask for help in the Discord
 
 - If you see console_mod_menu then you have python mods working
 - You can now install mods from bl1-sdk-mods
 - By default when you download and install a mod the mod will be 'Disabled' you need to manually enable the mod using the console mod manager. Once enabled it will auto-enable of subsequent reloads/restarts.
 
Finding Mods
You can find mods at: bl1-sdk-mods
Linux
When launching with wine ensure these environment variables are set:
WINEDLLOVERRIDES="dsound=n,b" %command% -nosplash
Borderlands 1 PythonSDK
Preface
Expect crashes, from my experience it has been quite stable but I also have not tested that thoroughly.
Will this work for Enhanced?
No.
The Enhanced version will require a completely different set of memory signatures. The x86 memory signatures will not work for the x64 target. I do not plan on adding support for the Enhanced version myself anytime soon or in the near future. It will likely require more work than the memory signatures as well since the unreal version itself is different.
Steam
This should work for the Steam version, however, if you launch the game from outside of Steam you may crash or it may not work. If you're launching through Steam it should work with no issues. If you are getting issues you can read the unrealsdk.log file in Binaries\Plugins\unrealsdk.log you might be able to gauge the issue from there.
Installation
- Extract the contents of 
bl1-python-sdk.zipto your games directorysteamapps\common\Borderlands\ - Open 
Borderlands.exe - Once at the main menu type 
modsinto the console by default the key is set to Tilde (`)- If the console does not open then the SDK failed to load; relaunch and see if that fixes it.
 - If it still does not work you can ask for help in the Discord
 
 - If you see console_mod_menu then you have python mods working
 - You can now install mods from bl1-sdk-mods
 - By default when you download and install a mod the mod will be 'Disabled' you need to manually enable the mod using the console mod manager. Once enabled it will auto-enable of subsequent reloads/restarts.
 
Finding Mods
You can find mods at: bl1-sdk-mods
Linux
When launching with wine ensure these environment variables are set:
WINEDLLOVERRIDES="dsound=n,b" %command% -nosplash
Developers
If you are a mod developer you will want to uncomment # UNREALSDK_EXTERNAL_CONSOLE=1 in Binaries/Plugins/unrealsdk.env this will give you a console window where you can see debug messages that you have displayed. Additionally, I will add more toggles there for extending the debugging capabilities of the game so that you can try to decipher crashes if they do occur.
Additionally, you can use BL1 Commander as an example or basis for learning how to create a mod. If you already know how to use the SDK then thats not going to be that much more helpful. Might still be a good read.
Sharing Mods
I am not familiar with the existing system apple1417 uses to share Python SDK mods and have not looked into it. For the time being I have setup temporary repos to try and centralise things. However, if someone does put the effort into making/porting that system then I will archive the existing repo and just refer them to the new one.