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How to mod ME2 for the Xbox 360 - updated 5/3/2011-


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#1201
Lt. Morke

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javierabegazo wrote...

7S Razor wrote...

Splinter Cell 108 wrote...

Can we unlock loyalty outfits as well as powers? I want to know if this means that I don't have to do x character's loyalty mission if unlock those two things.

yes u can :)

Really? It was my understanding that that was impossible.

You can, its just that it screws up the plot progression. I tried putting Miranda and Jacob in their loyalty outfits right after Freedom's Progress and all of the main quest planets wound up being tagged on the galaxy map.

#1202
davidshooter

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For some reason Miranda and Jacob's alternate outfits are tied to plot progression and putting them in those outfits causes the game to behave as though you have just completed the Horizon mission.

You can however make the later characters (Thane, Tali, Samara) selectable in the flags menu and use them as soon as the first recruitment missions without any plot problems other than their specific recruitment missions won't appear. They will even have dialogue. After Horizon uncheck their selectable boxes and then do their recruitment missions. I was hoping to take Samara to recruit Samara but the game won't allow it.

#1203
Guest_7S Razor_*

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yes this is true, it was kinda weird Kelly said i meet Ashley but i didn't even see her yet

#1204
Garrus is Hot

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I opened up XTAF and this is what popped up:
Posted Image
I don't know how I'm supposed to press File then Open Device on this...I'm running Windows XP, by the way.

#1205
n3tmnky

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Garrus is Hot wrote...

I opened up XTAF and this is what popped up:
I don't know how I'm supposed to press File then Open Device on this...I'm running Windows XP, by the way.


Your jpeg is too crunchy for me to read what's in the DOS prompt, but USB XTAF should have a GUI on it...

But if you update your Modio, you don't need USB XTAF anymore.

#1206
sardaukarghola

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Does anybody know why the weapons loadout disappears when I try to mod the squad loadout, cause zaeed currently has no weapons I don't know how to get them back.  I'm putting in the correct code just cut and pasting its worked before but it hasn't been working consistantly.

Modifié par sardaukarghola, 12 mai 2010 - 06:25 .


#1207
davidshooter

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sardaukarghola wrote...

Does anybody know why the weapons loadout disappears when cause zaeed currently has no weapons I don't know how to get them back.  I'm putting in the correct code just cut and pasting its worked before but it hasn't been working consistantly.


Are you saying that you are on a mission and Zaeed has no guns at all - he's completely unarmed?  I don't know the solution to your problem but I would like to know how to do that.  I've been wanting to play solo ever since I learned how to mod the game and never thought of taking my squads guns away. 

Are you saying the loadout field is completely gone or that the weapons that should be listed there are gone?

#1208
sardaukarghola

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Yeah the weapons are completely gone he is just floating in the air with his arms out to the side I was trying to mod his loadout and change his guns to the Revenant and the widow. I put them in the right spot but they just disappeared. I got it to work before I just can't seem to get it to work now. Sometimes one weapon will disappear this time both did its starting to ****** me off

#1209
psyman

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wierzbowski88 wrote...

wierzbowski88 wrote...

I currenty have a post-suicide mission save as a level 30 Vanguard with the Claymore chosen as my special weapon. How would I go about starting a New Game+ as a level 30 Engineer with sniper rifle training?. The guide says that changing from a class with special weaps training and/or a superweapon (in the case of Vanguard; shotgun training with Claymore) to a class that doesn't start with that type of weapon training will prevent me from being able to choose shotgun/sniper/assault training on the collector ship once I get there with my Engineer.

Is there any way to get around that besides just starting from scratch as a new Engineer and modding from there?. I would lose all my heavy weapons wouldn't I?. Can I just remove the Claymore/shotgun training from my Vanguard before importing? Also, is it actually possible to add special weapons training to a class before the collector ship?

Could anyone lend a hand with this?. I'm just worried I'll screw myself out of being able to pick weapons training for my Engineer.


Still no response on this, so I'll rephrase my questions to be a bit more straightforward:

Is it absolutely proven that starting an NG+ with a save where I have changed Shepards class (say from Vanguard+Claymore to Engineer, after the suicide mission) will prevent me from selecting weapons training/superweapon on the collector ship in the new game?

What if I remove the Claymore from under the RAW tab in Gibbed's editor before importing?. The OP really doesn't go into detail on this.

I'm not sure that the NG+ part is a factor, as my first playthrough of ME2 was started by importing an ME1 imported ME2 save that I used for editing my ME1 decisions (set the RAW endgame state to "LivedToFightAgain"). I was able to select a collector ship weapon just fine.

#1210
AnathamaDye

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Gibbed has replied to me.

@gibbed in your new
ME2 save editor, can you make it possible for the 360 players to access
the NPC clothing items?

@AnathamaDye
Such info is not stored in the save file.

:(

#1211
Gundar3

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AnathamaDye wrote...

Gibbed has replied to me.

@gibbed in your new
ME2 save editor, can you make it possible for the 360 players to access
the NPC clothing items?

@AnathamaDye
Such info is not stored in the save file.

:(


Ah man that totally sucks... Not gonna lie, that was a major reason I was trying to mod as I dont really care about modding resources or weapons...  :crying:

#1212
Darth_Trethon

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AnathamaDye wrote...

Gibbed has replied to me.

@gibbed in your new
ME2 save editor, can you make it possible for the 360 players to access
the NPC clothing items?

@AnathamaDye
Such info is not stored in the save file.

:(


Yes I saw that reply and I sent him a reply of my own saying that while those are not stored in the save we have successfully referenced TIM's eyes, headgear(although without the textures), female NPC hair and more stuff that also aren't stored in the saves. Hopefully he will care to take a closer look at the issue because I am not entirely conviced this is a lost cause.

#1213
davidshooter

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wierzbowski88 wrote...

wierzbowski88 wrote...

wierzbowski88 wrote...

I currenty have a post-suicide mission save as a level 30 Vanguard with the Claymore chosen as my special weapon. How would I go about starting a New Game+ as a level 30 Engineer with sniper rifle training?. The guide says that changing from a class with special weaps training and/or a superweapon (in the case of Vanguard; shotgun training with Claymore) to a class that doesn't start with that type of weapon training will prevent me from being able to choose shotgun/sniper/assault training on the collector ship once I get there with my Engineer.

Is there any way to get around that besides just starting from scratch as a new Engineer and modding from there?. I would lose all my heavy weapons wouldn't I?. Can I just remove the Claymore/shotgun training from my Vanguard before importing? Also, is it actually possible to add special weapons training to a class before the collector ship?

Could anyone lend a hand with this?. I'm just worried I'll screw myself out of being able to pick weapons training for my Engineer.


Still no response on this, so I'll rephrase my questions to be a bit more straightforward:

Is it absolutely proven that starting an NG+ with a save where I have changed Shepards class (say from Vanguard+Claymore to Engineer, after the suicide mission) will prevent me from selecting weapons training/superweapon on the collector ship in the new game?

What if I remove the Claymore from under the RAW tab in Gibbed's editor before importing?. The OP really doesn't go into detail on this.

I'm not sure that the NG+ part is a factor, as my first playthrough of ME2 was started by importing an ME1 imported ME2 save that I used for editing my ME1 decisions (set the RAW endgame state to "LivedToFightAgain"). I was able to select a collector ship weapon just fine.


I would just mod whatever weapon you want to carry.  Any class can have any weapon/s regardless of  "training", you just have to paste whatever you want over a weapon you are already carrying.  you won't get the "choice" on the collector ship - meaning the game won't recognize that you have ligitimate sniper training - but you can easily paste any of the sniper rifles over your pistol or smg and they will work fine.  You just won't get the option to choose between the mantis, viper or widow at the beginning of each mission - but you can carry and use any one of them for the entire game.  I have an assault rifle Adept currently using the widow and a sniper trained infiltrator with an assault rifle.

I don't think it is possible to change the "training" that the game thinks you have - but since you can still equip any sniper rifle you wish as an engineer (even with shotgun training from your previous class) I don't really see much of a problem unless I'm misunderstanding something in your post.  Your new engineer could be carrying the Widow with unlimited ammo as early as Freedom's Progress.  You could also have both the claymore and the widow at the same time on your engineer.

Also, if you started a new carrer with an engineer, you could just add whatever heavy weapon you wanted right at the beginning.  You'd just have to remod everytime you wanted a different heavy weapon.  Then at the collector ship you could chosse the training you want if that's important to you.  So the problem can be solved easily from either end.

Modifié par davidshooter, 13 mai 2010 - 02:12 .


#1214
sardaukarghola

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sardaukarghola wrote...

Yeah the weapons are completely gone he is just floating in the air with his arms out to the side I was trying to mod his loadout and change his guns to the Revenant and the widow. I put them in the right spot but they just disappeared. I got it to work before I just can't seem to get it to work now. Sometimes one weapon will disappear this time both did its starting to ****** me off


Does anybody have any ideas at all?

#1215
UKillMeLongTime

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I just want the romance options added too to toggle things around post game very easy



If it's doable I sure wish we could tweak it. It's a pita

#1216
davidshooter

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I would check an old save and confirm/copy the original loadout configurations and get him back to normal first either by copying those codes exactly into the same fields or by just going back and starting again at that save point. Then try to remod it. I've never changed the weapons loadout on any of the squad so I don't have any firsthand insight to give you.

#1217
jason9880

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Why can't I copy a save from the 360, it only lets me transfer it.

#1218
javierabegazo

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jason9880 wrote...

Why can't I copy a save from the 360, it only lets me transfer it.


That's just how it works, it won't let you COPY
You have to select MOVE.

You can always extract the career TWICE, that way you have a back up

#1219
psyman

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davidshooter wrote...

wierzbowski88 wrote...
Still no response on this, so I'll rephrase my questions to be a bit more straightforward:

Is it absolutely proven that starting an NG+ with a save where I have changed Shepards class (say from Vanguard+Claymore to Engineer, after the suicide mission) will prevent me from selecting weapons training/superweapon on the collector ship in the new game?

What if I remove the Claymore from under the RAW tab in Gibbed's editor before importing?. The OP really doesn't go into detail on this.

I'm not sure that the NG+ part is a factor, as my first playthrough of ME2 was started by importing an ME1 imported ME2 save that I used for editing my ME1 decisions (set the RAW endgame state to "LivedToFightAgain"). I was able to select a collector ship weapon just fine.


I would just mod whatever weapon you want to carry.  Any class can have any weapon/s regardless of  "training", you just have to paste whatever you want over a weapon you are already carrying.  you won't get the "choice" on the collector ship - meaning the game won't recognize that you have ligitimate sniper training - but you can easily paste any of the sniper rifles over your pistol or smg and they will work fine.  You just won't get the option to choose between the mantis, viper or widow at the beginning of each mission - but you can carry and use any one of them for the entire game.  I have an assault rifle Adept currently using the widow and a sniper trained infiltrator with an assault rifle.

I don't think it is possible to change the "training" that the game thinks you have - but since you can still equip any sniper rifle you wish as an engineer (even with shotgun training from your previous class) I don't really see much of a problem unless I'm misunderstanding something in your post.  Your new engineer could be carrying the Widow with unlimited ammo as early as Freedom's Progress.  You could also have both the claymore and the widow at the same time on your engineer.

Also, if you started a new carrer with an engineer, you could just add whatever heavy weapon you wanted right at the beginning.  You'd just have to remod everytime you wanted a different heavy weapon.  Then at the collector ship you could chosse the training you want if that's important to you.  So the problem can be solved easily from either end.

Ah, thank you very much. I guess it comes down to either changing class to Engineer with all weapons unlocked but no third weapon slot on an NG+, or starting a new game with the base weapons but the ability to choose weapon training.

Why on earth didn't Bioware make any weapon unlocked in a previous playthrough available from the start on a new game?. I mean, this isn't Fallout 3; there's only a handful of weapons and having to wait until Illium to pick up the Scimitar (for example) on every new game is just stupid. Same thing with new game classes; why would I want to start out at level 1 when I've just spent the better part of 60 hours with maxed out abiities (excluding 4 of the 5 unique special abilities) on Shepard and teammates in the last playthrough?.

#1220
Xephyr829

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Ive got a question, if i give the the Light Machine gun to my sentinel, will it still be there if i do NG+ ?

#1221
Darth_Trethon

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SpectreWarden91 wrote...

Ive got a question, if i give the the Light Machine gun to my sentinel, will it still be there if i do NG+ ?


Nope....the only weapons accessible through the weapon locker are the ones legitimately so all the special weapons you add to your character are only there until they get removed for whatever reason and then you have to mod again to get them back......so if you pick up another AR(and you WILL eventually the game forces it in your inventory), if you equip another AR, when you start a new game....etc.....you will have to mod again to get the weapon back. Hopefully the next version of the save editor will allow us to add weapons to the weapon locker but this is how it works now.

It's not all that bad though.....I only mod about three times per playthrough and one of those times is only because my infinite ammo gets set back to reality for 5 minutes.

#1222
Mr. sickVisionz

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Does anyone know if you can stack stats on evolved powers by changing the rank of the unevolved to something other than zero or adding both evolved forms?

Darth_Trethon wrote...
8) How to add a second bonus power to your character:

***WARNING*** You can only add ONE squad member bonus power because the power wheel only has 8 slots.


I don't know if it's been mentioned or not, but that's not true.  I've got 3 squad powers right now.  Your slot can only have 8 powers but you can remove powers that you don't want or add as many powers until you reach 8.

Lt. Morke wrote...
I think if you mess with any of the ME2 flags involving your party members AT ALL, that meens even their outfits, then Horizon doesn't trigger. Instead, when you look at the galaxy map, you have everybody's recruitment planets are labeled, and the main story missions, Reaper IFF and Suicide Mission. 

They only reason I could think of that the costumes would screw with this is because they're tied to your crew's loyalty.


That's not the case.  I had Tali and Morinth with their loyalty powers and alternate costumes immediately after meeting the Illusive man for the first time and I still got to play Horizon.

IrishSpectre257 wrote...

Does using the Miranda "alternate appearance" trick to recruit characters early cause any problems? If I go to recruit Tali first, will I get the mission to recruit her after Horizon and not be able to complete it, for example?

Is it even possible to recruit disc 2 characters early? lol

The only issue I've had is that I don't get to do their recruitment or loyalty missions since the game is under the impression that I've already done them depending on what flags I check.

Yes, you can recruit disc 2 characters.  I even got incidental dialog and in-mission conversations.  Morinth and Tali commented about the disease on Omega when I went to recruit Mordin and they did the same for other missions as well.

Modifié par Mr. sickVisionz, 15 mai 2010 - 01:38 .


#1223
eldevit

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so can i add the lmg to my vanguard? he already has the ar ability :S

#1224
davidshooter

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Any class can carry any weapon - if the class has the training paste the weapon you want over the same family weapon. If you don't have the training paste the weapon over a weapon you already have access to.

#1225
implodinggoat

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eldevit wrote...

so can i add the lmg to my vanguard? he already has the ar ability :S


Yes, you can put the Revenant in your Vanguard's loadout in place of your current AR with no problems.  Just keep in mind if you ever equip a different AR in the Weapons Locker then you'll have to mod the Revenant back into your loadout if you want to use it again.  If you're interested you can also mod the Claymore into your loadout, so your Vanguard could be packing both the Revenant and the Claymore.