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ME2 - Modding is Possible II (PC Only)


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#2526
Chugster

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can someone explain scar/face modding...what can be changed or removed etc



I want to get rid of my Shep's scars but keep the dark bags/circles under her eyes

#2527
Guest_Inge Shepard_*

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How does this power work.
This is from yesterday file, it work without any problem. If you have downloaded an earlier version of my file, download the new one.

GivePower Miranda SFXPower_Dominate_Evolved2_Player
SetRank Miranda SFXPower_Dominate_Evolved2_Player 5
GivePower Miranda SFXPower_Singularity_Radius
SetRank Miranda SFXPower_Singularity_Radius 4
GivePower Miranda SFXPower_Cloak_Damage
SetRank Miranda SFXPower_Cloak_Damage 4
GivePower Miranda SFXPower_Barrier_Player
GivePower Miranda SFXPower_Barrier_Heavy_Player
SetRank Miranda SFXPower_Barrier_Heavy_Player 4
GivePower Miranda SFXPower_AdrenalineRush
GivePower Miranda SFXPower_AdrenalineRush_Evolved1
SetRank Miranda SFXPower_AdrenalineRush_Evolved1 4
GivePower Miranda SFXGameContentLiara.SFXPower_StasisNew
GivePower Miranda SFXGameContentLiara.SFXPower_StasisNew_Evolved2
SetRank Miranda SFXGameContentLiara.SFXPower_StasisNew_Evolved2 4
GivePower Miranda SFXGameContentDLC_HEN_VT.SFXPower_ZaeedUnique_Player
GivePower Miranda SFXGameContentDLC_HEN_VT.SFXPower_ZaeedUnique_Evolved2_Player
SetRank Miranda SFXGameContentDLC_HEN_VT.SFXPower_ZaeedUnique_Evolved2_Player 4
GivePower Miranda SFXGameContentKasumi.SFXPower_KasumiUnique_Player
GivePower Miranda SFXGameContentKasumi.SFXPower_KasumiUnique_Evolved2_Player
SetRank Miranda SFXGameContentKasumi.SFXPower_KasumiUnique_Evolved2_Player 4

Posted Image


GivePower Garrus SFXPower_Dominate_Evolved2_Player
SetRank Garrus SFXPower_Dominate_Evolved2_Player 5
GivePower Garrus SFXPower_Singularity_Radius
SetRank Garrus SFXPower_Singularity_Radius 4
GivePower Garrus SFXPower_PowerArmor
GivePower Garrus SFXPower_PowerArmor_Evolved2
SetRank Garrus SFXPower_PowerArmor_Evolved2 4
GivePower Garrus SFXPower_Cloak_Damage
SetRank Garrus SFXPower_Cloak_Damage 4
GivePower Garrus SFXGameContentDLC_HEN_VT.SFXPower_ZaeedUnique_Player
GivePower Garrus SFXGameContentDLC_HEN_VT.SFXPower_ZaeedUnique_Evolved2_Player
SetRank Garrus SFXGameContentDLC_HEN_VT.SFXPower_ZaeedUnique_Evolved2_Player 4

Posted Image


Hope these picture can answer your questions!

Info: You can use your own key for binding, rename the files if you want. All I have done is just how I prefer it.
Just keep it simple and logic so you keep the overview!

- Inge

Modifié par Inge Shepard, 02 octobre 2010 - 10:17 .


#2528
Guest_Inge Shepard_*

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Phoenix of Thunder:
Have got problem with DLC after being online while playing.

Two sidenotes:
1. For Weapons add the [Section Header] & Section Code after [SFXGame.SFXWeapon] and before [SFXGameContent_Inventory.SFXWeapon_AssaultRifle] 
DO NOT SEPERATE weapon data(Damage,Clip Size, ect. & HitReactions.
2. All "+" MUST be removed from transfered data.
Do this for BIOEngine.ini, BIOGame.ini & BIOWeapon.ini ONLY 
Once complete save the DLC modded Coalesced.INI & run The Fixer
Next locate BIOEngine.ini, BIOGame.ini & BIOWeapon.ini
and change BIOGame.ini & BIOWeapon.ini
To something like:
CoalBIOesGameced.ini & CoalBIOesWeaponced.ini
**This last step is required to fix the "not authorized" message and the DLC in-game info not displaying.

This rename of DLC files seem not to work. Still trying diffent ways.
Why do you use Coalesced, in renaming?
Any ideas

Modifié par Inge Shepard, 03 octobre 2010 - 06:24 .


#2529
Iwakura-Lain

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Probably not the exact right place, but how do I upload a custom avatar to the forum? There was a guide about it somewhere, but I can't find it any more. Thanks.

#2530
Christmas Ape

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Iwakura-Lain wrote...

Probably not the exact right place, but how do I upload a custom avatar to the forum? There was a guide about it somewhere, but I can't find it any more. Thanks.

PM incoming.

#2531
phoenixofthunder

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Inge Shepard wrote...

Phoenix of Thunder:
Have got problem with DLC after being online while playing.

Two sidenotes:
1. For Weapons add the [Section Header] & Section Code after [SFXGame.SFXWeapon] and before [SFXGameContent_Inventory.SFXWeapon_AssaultRifle] 
DO NOT SEPERATE weapon data(Damage,Clip Size, ect. & HitReactions.
2. All "+" MUST be removed from transfered data.
Do this for BIOEngine.ini, BIOGame.ini & BIOWeapon.ini ONLY 
Once complete save the DLC modded Coalesced.INI & run The Fixer
Next locate BIOEngine.ini, BIOGame.ini & BIOWeapon.ini
and change BIOGame.ini & BIOWeapon.ini
To something like:
[color=rgb(255, 102, 0)">CoalBIOesGameced.ini &]Coal[/color]BIOesWeaponced.ini
**This last step is required to fix the "not authorized" message and the DLC in-game info not displaying.

This rename of DLC files seem not to work. Still trying diffent ways.
Why do you use Coalesced, in renaming?
Any ideas


:blink:Odd
Give the old file moving trick a try.

#2532
Guest_Inge Shepard_*

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phoenixofthunder wrote...

Inge Shepard wrote...

Phoenix of Thunder:
Have got problem with DLC after being online while playing.

Two sidenotes:
1. For Weapons add the [Section Header] & Section Code after [SFXGame.SFXWeapon] and before [SFXGameContent_Inventory.SFXWeapon_AssaultRifle] 
DO NOT SEPERATE weapon data(Damage,Clip Size, ect. & HitReactions.
2. All "+" MUST be removed from transfered data.
Do this for BIOEngine.ini, BIOGame.ini & BIOWeapon.ini ONLY 
Once complete save the DLC modded Coalesced.INI & run The Fixer
Next locate BIOEngine.ini, BIOGame.ini & BIOWeapon.ini
and change BIOGame.ini & BIOWeapon.ini
To something like:
[color=rgb(255, 102, 0)">CoalBIOesGameced.ini &]Coal[/color]BIOesWeaponced.ini
**This last step is required to fix the "not authorized" message and the DLC in-game info not displaying.

This rename of DLC files seem not to work. Still trying diffent ways.
Why do you use Coalesced, in renaming?
Any ideas


:blink:Odd
Give the old file moving trick a try.

Yepp, it is odd.
Have tried every backup I have, but all failure.
So far have I needed to give the file their original name back again until..
I will try and see if there is a way, in that case I let you know.
- Inge



#2533
Tokion

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Has anyone figured out how to disable shared cooldown for some powers yet?



I really wish to take the defensive skills such as (medi-gel, Barrier, Tech-armor etc) to make more practical use of them.

#2534
SaintRaccoon

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it's in the Ini

here:

SFXGame.SFXGameConfig]

PhysicsMomentumMultiplier=1.0f

PlayerMomentumCap=500.0f

PlayerCoverDamageMultiplier=0.75f

PlayerCoverLeanDamageMultiplier=0.75f

PlayerStormDamageMultiplier=0.75f

PawnInRagdollDamageMultiplier=1.0f

PlayerPhysicsCap=0.001f

bUseConsoleControls=false

UseSharedPowerCooldown=TRUE <-- change it to FALSE

#2535
Tokion

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SaintRaccoon wrote...

it's in the Ini
here:
SFXGame.SFXGameConfig]
PhysicsMomentumMultiplier=1.0f
PlayerMomentumCap=500.0f
PlayerCoverDamageMultiplier=0.75f
PlayerCoverLeanDamageMultiplier=0.75f
PlayerStormDamageMultiplier=0.75f
PawnInRagdollDamageMultiplier=1.0f
PlayerPhysicsCap=0.001f
bUseConsoleControls=false
UseSharedPowerCooldown=TRUE <-- change it to FALSE


Changed it in the Coalesced, it didnt work. :(

#2536
Stephen226

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okay so itried oing what inge said, and it still didnt work, so im confused is there a bit of code, hardwired to make tech armor ONLY available to sentinel?

i dont have a lot of time to play, with the codes, so could someone experiment with granting the tech armor as a 'bonus' power to the soldier, please?, and then just email, that c.ini to

kickass_truck@live.com

#2537
RGFrog

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works just fine... I just finished the suicide mission as a soldier with the power armor and biotic charge (wow, talk about never losing shields... way OP).

Did you remove what you did and copy/paste the info I linked to into your c.ini? Did you run the fixer?

Or, did you use Inge's files and place them in your Binaries folder (in the game dir or the binaries folder in the same dir as your save folder)? Did you create a binding to execute the text files?

It really does work, Inge's instructions are pretty easy, but you do have to follow them. It will take you all of about 5 minutes.

Modifié par RGFrog, 04 octobre 2010 - 02:01 .


#2538
Sable Phoenix

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I've got a bit of a problem.  I modded my ME2 Coalesced.ini to mimic ME1's control scheme, like so.

Under [SFXGame.SFXGameModeBase] I have the following:

Bindings=( Name="PC_Storm", Command="TryClimbOrMantleCover | Exclusive TryAcquireCover | OnRelease StormOff | OnHold 0.2 StormOn | OnTap 0.3 TryExitCover 1 | set SFXPawn_Player bWantsToCrouch false" )
Bindings=( Name="PC_Use", Command="Exclusive Used")
Bindings=( Name="PC_Crouch", Command="set SFXPawn_Player bWantsToCrouch true" )

Which allows me to split the Use button out of the Shared_Action command.

In the following section, [SFXGame.SFXGameModeDefault], I have:

Bindings=( Name="LeftShift", Command="PC_Storm" )
Bindings=( Name="LeftControl", Command="PC_Crouch" )
Bindings=( Name="SpaceBar", Command="PC_EnterCommandMenu" )
Bindings=( Name="E", Command="PC_Use" )

The problem is that while the Use button works for doors and items and such, it does not work for the hacking minigame.  Nothing works for it, actually.  I can move up and down and left and right over the little colored text blocks, but nothing I do will select them.  What's wrong with my binds that has screwed this up and how do I fix it?

#2539
phoenixofthunder

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Sable Phoenix wrote...

I've got a bit of a problem.  I modded my ME2 Coalesced.ini to mimic ME1's control scheme, like so.

Under [SFXGame.SFXGameModeBase] I have the following:

Bindings=( Name="PC_Storm", Command="TryClimbOrMantleCover | Exclusive TryAcquireCover | OnRelease StormOff | OnHold 0.2 StormOn | OnTap 0.3 TryExitCover 1 | set SFXPawn_Player bWantsToCrouch false" )
Bindings=( Name="PC_Use", Command="Exclusive Used")
Bindings=( Name="PC_Crouch", Command="set SFXPawn_Player bWantsToCrouch true" )

Which allows me to split the Use button out of the Shared_Action command.

In the following section, [SFXGame.SFXGameModeDefault], I have:

Bindings=( Name="LeftShift", Command="PC_Storm" )
Bindings=( Name="LeftControl", Command="PC_Crouch" )
Bindings=( Name="SpaceBar", Command="PC_EnterCommandMenu" )
Bindings=( Name="E", Command="PC_Use" )

The problem is that while the Use button works for doors and items and such, it does not work for the hacking minigame.  Nothing works for it, actually.  I can move up and down and left and right over the little colored text blocks, but nothing I do will select them.  What's wrong with my binds that has screwed this up and how do I fix it?



[SFXGame.SFXGameModeGUI]
Bindings=( Name="Up", Command="PC_DecryptUp" )
Bindings=( Name="Down", Command="PC_DecryptDown" )
Bindings=( Name="Left", Command="PC_DecryptLeft" )
Bindings=( Name="Right", Command="PC_DecryptRight" )
Bindings=( Name="Wanted Keyboard Key", Command="PC_DecryptSelect" )

Modifié par phoenixofthunder, 04 octobre 2010 - 04:20 .


#2540
Sable Phoenix

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phoenixofthunder wrote...

Sable Phoenix wrote...

I've got a bit of a problem.  I modded my ME2 Coalesced.ini to mimic ME1's control scheme, like so.

Under [SFXGame.SFXGameModeBase] I have the following:

Bindings=( Name="PC_Storm", Command="TryClimbOrMantleCover | Exclusive TryAcquireCover | OnRelease StormOff | OnHold 0.2 StormOn | OnTap 0.3 TryExitCover 1 | set SFXPawn_Player bWantsToCrouch false" )
Bindings=( Name="PC_Use", Command="Exclusive Used")
Bindings=( Name="PC_Crouch", Command="set SFXPawn_Player bWantsToCrouch true" )

Which allows me to split the Use button out of the Shared_Action command.

In the following section, [SFXGame.SFXGameModeDefault], I have:

Bindings=( Name="LeftShift", Command="PC_Storm" )
Bindings=( Name="LeftControl", Command="PC_Crouch" )
Bindings=( Name="SpaceBar", Command="PC_EnterCommandMenu" )
Bindings=( Name="E", Command="PC_Use" )

The problem is that while the Use button works for doors and items and such, it does not work for the hacking minigame.  Nothing works for it, actually.  I can move up and down and left and right over the little colored text blocks, but nothing I do will select them.  What's wrong with my binds that has screwed this up and how do I fix it?



[SFXGame.SFXGameModeGUI]
Bindings=( Name="Up", Command="PC_DecryptUp" )
Bindings=( Name="Down", Command="PC_DecryptDown" )
Bindings=( Name="Left", Command="PC_DecryptLeft" )
Bindings=( Name="Right", Command="PC_DecryptRight" )
Bindings=( Name="Wanted Keyboard Key", Command="PC_DecryptSelect" )


Sweet!  Thank you tons.

#2541
phoenixofthunder

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No problem.

#2542
ZephSunstrider

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Stephen226 wrote...
okay so itried oing what inge said, and it still didnt work, so im confused is there a bit of code, hardwired to make tech armor ONLY available to sentinel?

Did you add the DynamicLinkMap? It's in the C.ini under [SFXGame.SFXEngine].
Make sure the line looks like this:
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor_Evolved2",SeekFreePackageName="SFXCharacterclass_Sentinel")
Evolved2 is the second Power Armor option, I think the actual Power Armor rank, not the Assault Armor rank. That's Evolved1. Not sure, though. Been a while since I played.
Follow the link in my sig, there's a small tutorial on how to add powers.

#2543
Guest_Inge Shepard_*

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Stephen226 wrote...

okay so itried oing what inge said, and it still didnt work, so im confused is there a bit of code, hardwired to make tech armor ONLY available to sentinel?
i dont have a lot of time to play, with the codes, so could someone experiment with granting the tech armor as a 'bonus' power to the soldier, please?, and then just email, that c.ini to
kickass_truck@live.com


Like they already say, maybe you need this. This you can copy and paste into your C.ini file. I did't for all powers.

[SFXGame.SFXEngine]
;;--------------------------------------- Custom Power Start -----------------------------------------------------------------
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Singularity",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Warp",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Throw",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Pull",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Shockwave",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_BioticCharge",SeekFreePackageName="SFXCharacterclass_Vanguard")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Shockwave",SeekFreePackageName="SFXCharacterclass_Vanguard")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Pull",SeekFreePackageName="SFXCharacterclass_Vanguard")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CryoAmmo",SeekFreePackageName="SFXCharacterclass_Vanguard")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_IncendiaryAmmo",SeekFreePackageName="SFXCharacterclass_Vanguard")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Warp",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Overload",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CryoFreeze",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Throw",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CombatDrone",SeekFreePackageName="SFXCharacterclass_Engineer")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Overload",SeekFreePackageName="SFXCharacterclass_Engineer")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Incinerate",SeekFreePackageName="SFXCharacterclass_Engineer")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CryoFreeze",SeekFreePackageName="SFXCharacterclass_Engineer")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_AiHacking",SeekFreePackageName="SFXCharacterclass_Engineer")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Cloak",SeekFreePackageName="SFXCharacterclass_Infiltrator")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Incinerate",SeekFreePackageName="SFXCharacterclass_Infiltrator")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_AIHacking",SeekFreePackageName="SFXCharacterclass_Infiltrator")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_DisruptorAmmo",SeekFreePackageName="SFXCharacterclass_Infiltrator")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CryoAmmo",SeekFreePackageName="SFXCharacterclass_Infiltrator")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_AdrenalineRush",SeekFreePackageName="SFXCharacterclass_Soldier")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_ConcussiveShot",SeekFreePackageName="SFXCharacterclass_Soldier")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_IncendiaryAmmo",SeekFreePackageName="SFXCharacterclass_Soldier")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_DisruptorAmmo",SeekFreePackageName="SFXCharacterclass_Soldier")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CryoAmmo",SeekFreePackageName="SFXCharacterclass_Soldier")
;;---------------------------------------- Custom Power End ----------------------------------------------------------------------
DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Adept",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Vanguard",SeekFreePackageName="SFXCharacterclass_Vanguard")
DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Sentinel",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Engineer",SeekFreePackageName="SFXCharacterclass_Engineer")
DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Infiltrator",SeekFreePackageName="SFXCharacterclass_Infiltrator")
DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Soldier",SeekFreePackageName="SFXCharacterclass_Soldier")
;;--------------------------------------- Custom Power class -----------------------------------------------------------------

@RGFrog: Thanks for the feedback. ;)


Modifié par Inge Shepard, 04 octobre 2010 - 06:40 .


#2544
Chugster

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anyone know the exact colour settings for TIM's eyes? I seem to do fine with green TIM eyes but blue ones never seem to be as bright

#2545
Guest_Inge Shepard_*

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Hope you like my Overlord teaser!

- Inge

#2546
phoenixofthunder

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Chugster wrote...

anyone know the exact colour settings for TIM's eyes? I seem to do fine with green TIM eyes but blue ones never seem to be as bright



You could try:
Posted Image

#2547
phoenixofthunder

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Inge Shepard wrote...

Hope you like my Overlord teaser!

- Inge


Awesome!:D

Slight question:
How did you get the video over ten minutes?:unsure::blink::?

Modifié par phoenixofthunder, 04 octobre 2010 - 04:22 .


#2548
RGFrog

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Inge Shepard wrote...

Hope you like my Overlord teaser!

- Inge


Holy no cooldowns, batman :)

I like to throw kill the cameras, too. Sad that it doesn't do anything to affect the mission.

#2549
Guest_Inge Shepard_*

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- double -

Modifié par Inge Shepard, 04 octobre 2010 - 05:20 .


#2550
Guest_Inge Shepard_*

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Inge Shepard wrote...

Phoenix of Thunder: How is that a problem? I don't understand the question. I can make a clip much bigger than this.
Aaaahh, you mean upload to YouTube, well I don't know why they allow this. I guess limit is 10 minutes.
I'm just happy it goes..

RGFrog: I know, but as a teaser, I have to make a story.