getblunted69 wrote...
I can take a look for you Inge, because I do recall seeing a section for the "mini games".
Thanks
Guest_Inge Shepard_*
getblunted69 wrote...
I can take a look for you Inge, because I do recall seeing a section for the "mini games".
phoenixofthunder wrote...
As for modding the DLC's I'm not giving up; if it worked with one DLC.......... I'll get it to work on all DLC's. No limit to my perseverance. Sorry it didn't work for you Inge. Did you do all of this?
Ok double revised edition:
Ok here is what I did using the Collector DLC as the example again:
Opened directory Program Files\\\\\\\\\\\\\\\\Mass Effect 2\\\\\\\\\\\\\\\\BioGame\\\\\\\\\\\\\\\\DLC\\\\\\\\\\\\\\\\DLC_PRE_Collectors\\\\\\\\\\\\\\\\CookedPC
And then opened these three INI files located there with Notepad++:
BIOWeapon.ini, BIOEngine.ini & BIOGame.ini
And copy the following lines to their appropriate subsection of the Coalesced.ini being sure to remove plus "+" from the start of each line(thanks ZephSunstrider):
[Engine.DLCModules]----------------------------------(BIOEngine.ini)
[SFXGame.BioWorldInfo]------------------------------(BIOGame.ini)
[Engine.StartupPackages]----------------------------(BIOEngine.ini)
[Core.System]--------------------------------------------(BIOEngine.ini)
[Editor.EditorEngine]------------------------------------(BIOEngine.ini)
[SFXGame.SFXEngine]--------------------------------(BIOEngine.ini)
[SFXGame.BioWorldInfo]------------------------------(BIOGame.ini)
[SFXGame.SFXPlayerSquadLoadoutData]-------(BIOGame.ini)
Copy ALL of the BIOWeapon.ini and placed it directly after [SFXGame.SFXWeapon] and before
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle] like so:
[SFXGame.SFXWeapon]
[SFXGameContentDLC......(weapon data)......]--(BIOWeapon.ini)
(NOTE & WARNING!: Place ALL of the BIOWeapon.ini here and DO NOT seperate gun data and reactions or it will not work.)
Modify what you want of the guns characteristics here as well (IE>> Ammo, refire rate, ect.).
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]
If any armor this needs to be added too:
[SFXGame.SFXPawn_Player]------------------------(BIOGame.ini)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
========================================================================================
EXAMPLE:
For collector rifle:
[Engine.DLCModules]
>>
>>
DLC_PRE_Collectors=8
=========================================================================================
[SFXGame.SFXPawn_Player]
FullBodyAppearances=(Id=100,Name=351308,Description=351309,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_COL_R.ARM.HMM_ARM_FBDe_MDL",
Female="BIOG_HMF_ARM_COL_R.Base.HMF_ARM_COL_MDL",
bHideHead=True,bHideHair=True),GameEffects=("SFXGameDLC_PRE_Collectors.SFXGameEffect_Gear_CollectorsHealthBonus",
"SFXGameDLC_PRE_Collectors.SFXGameEffect_Gear_CollectorsRegenBonus",
"SFXGameDLC_PRE_Collectors.SFXGameEffect_Gear_CollectorsStormSpeed"),PlotFlag=-1)
=========================================================================================
[SFXGame.BioWorldInfo]
Remove the 'plus' in green>>>>>>>>>+Conditionalclasses=PlotManagerDLC_00_Shared.BioAutoConditionals
So it reads:
Conditionalclasses=PlotManagerDLC_00_Shared.BioAutoConditionals
=========================================================================================
[Engine.StartupPackages]
DLCStartupPackage=DLCSharedPlot
DLCStartupPackage=Startup_PRE_Collectors
Package=SFXGameDLC_PRE_Collectors
=========================================================================================
Remember to delete excess white lines from this section as done below:
[Core.System]
!CookPaths=CLEAR
CookPaths=..\\\\\\\\BIOGame\\\\\\\\DLC\\\\\\\\DLC_PRE_Collectors\\\\\\\\Content
CookPaths=..\\\\\\\\BIOGame\\\\\\\\DLC\\\\\\\\DLC_PRE_Collectors\\\\\\\\Script
CookPaths=..\\\\\\\\BIOGame\\\\\\\\DLC\\\\\\\\DLC_PRE_Collectors\\\\\\\\ScriptFinalRelease
CookPaths=..\\\\\\\\BIOGame\\\\\\\\DLC\\\\\\\\DLC_00_Shared\\\\\\\\Content\\\\\\\\Maps\\\\\\\\Nor\\\\\\\\DSG_Messages
Paths=..\\\\\\\\BIOGame\\\\\\\\DLC\\\\\\\\DLC_PRE_Collectors\\\\\\\\Content
Paths=..\\\\\\\\BIOGame\\\\\\\\DLC\\\\\\\\DLC_PRE_Collectors\\\\\\\\TestContent
Paths=..\\\\\\\\BIOGame\\\\\\\\DLC\\\\\\\\DLC_PRE_Collectors\\\\\\\\__Trashcan
ScriptPaths=..\\\\\\\\BIOGame\\\\\\\\DLC\\\\\\\\DLC_PRE_Collectors\\\\\\\\Script
ScriptPaths=..\\\\\\\\BIOGame\\\\\\\\DLC\\\\\\\\DLC_00_Shared\\\\\\\\Script
FRScriptPaths=..\\\\\\\\BIOGame\\\\\\\\DLC\\\\\\\\DLC_PRE_Collectors\\\\\\\\ScriptFinalRelease
SeekFreePCPaths=..\\\\\\\\BIOGame\\\\\\\\DLC\\\\\\\\DLC_PRE_Collectors\\\\\\\\CookedPC
=========================================================================================
[Engine.PackagesToAlwaysCook]
!Package=CLEAR
!SeekFreePackage=CLEAR
SeekFreePackage=BIOG_HMM_ARM_COL_R
SeekFreePackage=BIOG_HMF_ARM_COL_R
=========================================================================================
[Editor.EditorEngine]
EditPackages=SFXGameDLC_PRE_Collectors
EditPackages=SFXGameContentDLC_PRE_Collectors
=========================================================================================
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player",
SeekFreePackageName="SFXPlayerWeapons_Collectors")
DynamicLoadMapping=(ObjectName="GUI_SF_DLC_PRE_Collectors.CollectorAssaultRifle_512",
SeekFreePackageName="SFXCollectorWeapons_CollectorRifle")
=========================================================================================
[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(className="SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player")
=========================================================================================
Copy ALL of the BIOWeapon.ini and placed it directly after [SFXGame.SFXWeapon] and before
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]. Here it is with a lot of excess data removed.
[SFXGame.SFXWeapon]
Damage=(X=3.7,Y=3.7)
DamageAI=1.0f
DamageHench=1.0f
...........Excessive data removed...............
[SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player]
>>>>>>
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]
Save the Coalesced.ini and run The Fixer.
Now navigate to your DLC directory, something like this: Program Files\\\\\\\\\\\\\\\\Mass Effect 2\\\\\\\\BioGame\\\\\\\\DLC\\\\\\\\DLC_PRE_Collectors\\\\\\\\CookedPC. Create a "New Folder" and name it something like: "INI Back-Up". Then transfer BIOWeapon.ini & BIOGame.ini to this folder. Be sure to leave BIOEngine.ini as the only .INI in the DLC directory or the in-game item never shows up. I'm still baffeled as to why even when I copied everything from it:mellow:.
Now launch Mass Effect 2. Upon game load your main menu may give you a "not authorized message". Ignore this for it means didly squat (I just love that term:lol:). And your weapons should be there.
=========================================================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Modifié par getblunted69, 06 octobre 2010 - 02:09 .
Ragnarok521 wrote...
Any way to tweak the settings so that you don't have to do loyalty missions to unlock henchman's bonus powers(in other words have them unlocked by default)?
RGFrog wrote...
Ragnarok521 wrote...
Any way to tweak the settings so that you don't have to do loyalty missions to unlock henchman's bonus powers(in other words have them unlocked by default)?
In theory, just start a new character. create one save at the beginning when you first get off the opperating table.
Open gibbed's, set all the plot flags, all the character's loyal, etc., then go to raw and set the game stat to lived...
In theory that should unlock all the loyalty powers except perhaps for Liara's???
Just an idea, and not a step by step. But if it does work, you'll have all the bonus powers to choose from on your next playthrough.
I can't really say if it will work as I got all the loyalties unlocked the old fashioned way
Modifié par Sable Phoenix, 06 octobre 2010 - 05:16 .
Sable Phoenix wrote...
Another question; is there a way to use headwear as a replacement for hair? Like the beret, or the SR1 baseball cap, in place of an actual hair mesh? A beret with something like a Kuwashii Visor or Sentry Interface could look really cool.
Somehow I doubt this is doable though.
Guest_Inge Shepard_*
Modifié par Inge Shepard, 06 octobre 2010 - 01:17 .
LuxDragon wrote...
How do I modify the Mattock to be fully auto?
LuxDragon wrote...
How do I modify the Mattock to be fully auto?
[color=yellow]BurstRounds=3 BurstRefireTime=999.0f[/color]change to:
[color=green]BurstRounds=0 BurstRefireTime=999.0f[/color]
Modifié par RGFrog, 06 octobre 2010 - 09:32 .
RGFrog wrote...
If you don't alter it, you're looking at
5x the killing power of the basic AR, and 2-3x the killing power of the
Rev but without any of the accuracy issues. For me, that would get
boring pdq.
Modifié par getblunted69, 06 octobre 2010 - 03:48 .
Guest_Inge Shepard_*
Inge Shepard wrote...
Well, we survive the "mini games".
Guest_Inge Shepard_*
Guest_Inge Shepard_*
Modifié par getblunted69, 06 octobre 2010 - 04:42 .
Modifié par Stephen226, 06 octobre 2010 - 08:43 .