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ME2 - Modding is Possible II (PC Only)


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#2576
Guest_Inge Shepard_*

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getblunted69 wrote...

I can take a look for you Inge, because I do recall seeing a section for the "mini games".


Thanks :)

#2577
Sommyboy

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Is there's a way to make Sentinel tech armor invisible? Like all those mods which delete the special ammo effect

#2578
RGFrog

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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)


Is the stuff in red supposed to be doubled or can I just do it once?

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::blink::?.

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.
=========================================================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


Thanks for this, phoenixofthunder. I used this as a guide to mod my mattock and laser pistol.

Gave the mattock 3 round burst, 81 round clips with max 810 rounds (10 clips). Also changed the rate of fire on the pistol so I could take 3 shots/second if I click the mouse fast enough :)

I would've thought this would make the mattock overpowered, but 3 shot bursts are not as easy, it seems, than single fire...

Also, one other change I made to your above example: Instead of moving the BIOWeapon.ini and BIOGame.ini files from the DLC, I simply renamed them to BIOWeapon_Orig.ini and BIOGame_Orign.ini

I remember reading this here somewhere, but can't find the ref. Works fine though, without moving the files at all.

May change the Mattock back to single fire and just up the clip and max rounds instead as I hate having to look for ammo ALL THE TIME...

#2579
getblunted69

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if anyone wants i can post my coalesced that makes vanilla insanity feel like casual ...

It is kill or be killed no ifs ands or butts!

Modifié par getblunted69, 06 octobre 2010 - 02:09 .


#2580
Ragnarok521

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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)?

#2581
getblunted69

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only possible way i can think of is using the plotflags and unlock ids for it ... wouldnt know how to go about putting those in though.

#2582
RGFrog

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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 :(

#2583
LuxDragon

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How do I modify the Mattock to be fully auto?

#2584
Ragnarok521

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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 :(


I'm sorry, I should have been more specific. What I mean is to unlock the powers for henchmen, not Shepard, so I wouldn't have to wait until their loyalty mission to use them.

#2585
Sable Phoenix

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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.

Modifié par Sable Phoenix, 06 octobre 2010 - 05:16 .


#2586
Deebe

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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.


I don't believe a replacement for hair.. but you can easily add helmets to the shoulder slots so you can mix and match them.Example below is 2dlc items the recon hood and umbra visor
Image IPB

#2587
Guest_Inge Shepard_*

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About adding extra power to your player. Set the limit to 5 extra power, if you have to many will you lose control.
NB! Max added extra power to Player, 5.


OK, with a little good will, max 7. I added at the most 12 powers for testing, I wanted to see if the wheel expand. It ended with chaos. Therefore will I advise max 5 extra powers to player, but if you know what you do, then I recommend max 7.
Just a recommendation!

Modifié par Inge Shepard, 06 octobre 2010 - 01:17 .


#2588
getblunted69

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LuxDragon wrote...

How do I modify the Mattock to be fully auto?


Tweak the recoil and burst fire/Rate of fire as well. Ive successfully made the carnifex handcannon an automatic weapon.

#2589
getblunted69

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Inge it looks like we are doomed to have to keep playing the mini games >.>

#2590
RGFrog

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LuxDragon wrote...

How do I modify the Mattock to be fully auto?


Haven't tested it, but I would think commenting out the following two variables would do the trick.

[color=yellow]BurstRounds=3
BurstRefireTime=999.0f[/color]
change to:
[color=green]BurstRounds=0
BurstRefireTime=999.0f[/color]


Then it should be a matter of setting the ROF to your desired speed. Default is 750/min wich is a bit faster than the Rev's 700.

ROF of 600 will get you 10 rounds downrange every second. With its base damage of 50.4 per shot, you should be killing everything well within 3 seconds since the accuracy settings will only give you a few misses in that few seconds.

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 RGFrog, 06 octobre 2010 - 09:32 .


#2591
getblunted69

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thank you for making my previous post just more in depth frog :)

#2592
getblunted69

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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.


Well that depends frog. I've altered all the weapons to make insanity much more challenging. If your like me and have played the game 50+ times then any new challenge is a welcome challenge :ph34r:

Modifié par getblunted69, 06 octobre 2010 - 03:48 .


#2593
Guest_Inge Shepard_*

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Well, we survive the "mini games". I like the Mattock best as an semi - automatic. More control. I guess the change you mention just will work for player.

#2594
getblunted69

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Inge Shepard wrote...

Well, we survive the "mini games".


Yes we do, but at what cost? Our sanity? Having to play the same mini games over and over drives me bonkers.

#2595
RGFrog

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I'd never make the mattock full auto... I'd use the rev for that, personally.

On a side note, am I right to believe that this thread is not being indexed for search? I've searched for things and had zero results.

I've searched for what I've typed (copy and paste) and have had zero results... uggh, trying to find something here is near impossible. It's like I have to start at page 1 every time.

#2596
getblunted69

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Eh try book marking. At least that way you can just hit the number for the last page. :) Thats what I've done.

#2597
Guest_Inge Shepard_*

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If I'm not wrong there is some way to search on this forum. Turian AntiQuarian had an idea about that. But again you need to go back and find it.

#2598
Guest_Inge Shepard_*

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Frog: Are you completely up to date with your list? Power list.

#2599
getblunted69

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I wish I could get into the files that tell what mob to spawn where and when. I would love to make a Mass Effect: Apocalypse mod :)

Modifié par getblunted69, 06 octobre 2010 - 04:42 .


#2600
Stephen226

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my tempest SMG is like the M134 minigun:
2000 RPM
250 damage
tracer every 25 rounds
withe the sound file from the revenant
0 recoil,
if i had to describe it with one word "BADASS"

does anyone konow if you can change the weapon textures?

Modifié par Stephen226, 06 octobre 2010 - 08:43 .