From there do they have to walk alone.
- Inge
Modifié par Inge Shepard, 06 octobre 2010 - 08:41 .
Guest_Inge Shepard_*
Modifié par Inge Shepard, 06 octobre 2010 - 08:41 .
Inge Shepard wrote...
Frog: Are you completely up to date with your list? Power list.
Modifié par RGFrog, 06 octobre 2010 - 07:49 .
Modifié par getblunted69, 06 octobre 2010 - 08:31 .
RGFrog wrote...
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][s];;BurstRounds=0 ;;BurstRefireTime=999.0f[/s][/color]<--- Incorrect should be:[color=red]BurstRounds=0 BurstRefireTime=999.0f[/color]
Modifié par RGFrog, 06 octobre 2010 - 10:38 .
RGFrog wrote...
Inge Shepard wrote...
Frog: Are you completely up to date with your list? Power list.
Yeah, I think so. I still need to do extensive testing on what powers work and which ones don't with shep, then the same with each squadmate.
If you already have that done, and in a list, then I won't need to repeat your hard work
However, my testing is a bit on hold as my PSU is being very flaky for some reason. I don't have time or the desire to take apart my computer right now, but will in a couple of weeks when i have some time off and should get back to heavy testing then.
Until then, I'm going page by page on this thread and trying to compile all the tweaks/mods that everyone has posted.
If I'm late to the party and someone has already done this or has a partial they'd like to share, that would be great.
I figure this thread and Modding is Possible 1 needs a FAQ like guide to point to rather than everyone randomly pointing to previous posts or using quotes to repeat everything.
This is mainly to do with this thread not being indexed. I've gone back and done multiple search strings that have resulted in absolutely ZERO search hits on this thread or the first modding thread. Unless someone has a technique for using the search that I've missed, I think a FAQ or somesuch is going to be the only way to go here
edit: btw, i'm all the way up to p. 18... woohooo...
RGFrog wrote...
Is there a command that can change the settings on the fly?
For instance, I created 3 text files, inside each is the following:
[SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle]
BurstRounds=1
The attempt was to create a selectable fire rate for the mattock, single, 3 round, and full auto with a bind executing one of the text files. Which contained the above with either =1, =3, or =0
I added givetalentpoints 30 to the text file at the end so I could test if the bind was working. It was, but there was no change made to the BurstRounds=1 setting.
Is there a different command I should use or instead of binding to exec a text file, should I do a direct bind inside the c.ini?
RGFrog wrote...
No worries.
The settings work, 1, 3, 0 for single, tripple burst, full auto. That's not the problem.
It's being able to change the settings after the game starts that is the problem.
The binding works. The text file is run and confirmed by the talentpoints going up 30 points every time I press the button. Sadly, the "BurstRounds=..." seems to be ignored.
RGFrog wrote...
I've been pouring over both modding threads. Is there a command, like SetVariable (made that up) that I need to be running first? If so, is there a list of said commands or somewhere I can find them?
Sorry, phoenixofthunder, what codec is the video and what codec are you trying to transfer it into?
I do a lot of video work use mpegstreamclip all the time. Knowing where it doesn't work can save me a few minutes and probably net you another suggestion of what does.
DeathGodess wrote...
People, i am new to modding ME2, but i really want make my fem Shep use Mirand Cloth (all if possible), but trying what i has seen here, i couldnt, so if somebody can post a How To, i will thank a lot.
Sorry for my poor english.
minormiracle wrote...
I'm using Miranda as an example here because I haven't figured out most of the other NPC codes yet, but this should serve as a template. I also didn't include any GameEffects tags, which you can always add according to your own tastes.
To get Miranda's clothes inside the ship (default texture)
CasualAppearances=(Id=501,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)
Black texture (only with bUseBackgroundLevelStreaming=False or after her loyalty mission)
CasualAppearances=(Id=502,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL",
FemaleMaterialOverride="BIOG_HMF_MIR_LGT_R.LGTb.HMF_MIR_LGTb_MAT_1a"),PlotFlag=-1)
If you don't show up as wearing her clothes when you select it in your cabin, go to level 3 crew deck, save and reload, and you should now be wearing them and be able to see the selections if you go back to your cabin.
To get her clothes outside the ship (Default texture, only works with bUseBackgroundLevelStreaming=False. Black texture doesn't seem to work)
FullBodyAppearances=(Id=501,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)
Her clothes with her head outside the ship needs a bit more work. (again bUseBackgroundLevelStreaming=False only)
TorsoAppearances=(Id=501,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)
This will get you the right torso, but now you need to clear all the arm, leg, and shoulder pads.
ShoulderAppearances=(Id=500,Type=CustomizableType_Shoulders,PlotFlag=-1)
ArmAppearances=(Id=500,Type=CustomizableType_Arms,PlotFlag=-1)
LegAppearances=(Id=500,Type=CustomizableType_Legs,PlotFlag=-1)
This will let you select blanks for those areas. You can now wear her clothes with Shepard's custom headgear, but we still need Miranda's head code.
HelmetAppearances=(Id=501,Type=CustomizableType_Helmet,Mesh=(Female="BIOG_HMF_HED_PROMorph_R.PROMiranda.HMF_HED_PRO_Miranda_MDL",
bHideHead=True,bHideHair=True),PlotFlag=-1)
Her head code and the blank armor codes work even without bUseBackgroundLevelStreaming tweaking. In comparison, Jack's headcode is BIOG_HMF_HED_PROMorph_R.PROJack.HMF_HED_PROJack_MDL. Note the lack of a _ between the second PROJack.
Now the hardest of all. To get her head and body on the Normandy, you need to first create a dummy CasualAppearances entry.
CasualAppearances=(Id=500,Type=CustomizableType_Torso,PlotFlag=-1)
Select the out of ship look you want, and take the above as your casual look (you know you picked it if your casual look doesn't change). Save and reload. This will cause the game to load your out of ship look on the Normandy.
Now load up gibbed save game editor. Under toolbox/Head Morph fun stuff, shrink or flatten your head, and under Raw/Player/Appearance/Morph Head/Hair Mesh, delete the entire line. The reason you need to do this is because the game doesn't take into account bHideHead=True,bHideHair=True helmet tags onboard the Normandy. You can also add TorsoAppearances using standard casual wear code instead of NPC clothing code. For example
TorsoAppearances=(Id=513,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_3a"),PlotFlag=-1)
This will let you play the game normally wearing casual clothes and NPC heads without using bUseBackgroundLevelStreaming=False.
For some reason, doing this tweak with Jack's head and her clothes on the Normandy causes her to go bugeyed. This only happens when her head and body are paired. She's fine wearing Miranda's or your clothes, or while outside. I don't know what's causing it since it happens even when Shepard's head is squished.
Modifié par phoenixofthunder, 07 octobre 2010 - 02:21 .
[color=yellow]Bindings=( Name="NumPadOne", Command="exec MattockSingleFire.txt" ) Bindings=( Name="NumPadTwo", Command="exec MattockBurstFire.txt" ) Bindings=( Name="NumPadThree", Command="exec MattockFullAuto.txt" )[/color]
[color=yellow]Bindings=( Name="NumPadOne", Command="set SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle BurstRounds 1" ) Bindings=( Name="NumPadTwo", Command="set SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle BurstRounds 3" ) Bindings=( Name="NumPadThree", Command="set SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle BurstRounds 0" )[/color]
Modifié par RGFrog, 07 octobre 2010 - 03:56 .
Modifié par Sable Phoenix, 07 octobre 2010 - 04:21 .
Try adding PC_DecryptSelect to each of the split-up Shared_Action binds.Sable Phoenix wrote...
I don't know why, but periodically my game will "lose" the bind for PC_DecryptSelect. I'll be going along happily and it suddenly stops working. I'm sure it's related to me remapping keys to the ME1 control scheme and splitting Shared_Action up between multiple keys, but how do I fix this?
Makes sense, didn't know the UE3 still took the set cmd that way. Does it actually work?RGFrog wrote...
I've figured out the command to set a fire-rate switch of sorts for the mattock:
Modifié par ZephSunstrider, 07 octobre 2010 - 05:18 .
ZephSunstrider wrote...
Try adding PC_DecryptSelect to each of the split-up Shared_Action binds.Sable Phoenix wrote...
I don't know why, but periodically my game will "lose" the bind for PC_DecryptSelect. I'll be going along happily and it suddenly stops working. I'm sure it's related to me remapping keys to the ME1 control scheme and splitting Shared_Action up between multiple keys, but how do I fix this?
If all fails, keep a backup of a working .prf file, and just restore that. Not a solution, but better than losing all your profile info.
Modifié par Sable Phoenix, 07 octobre 2010 - 05:50 .
RGFrog wrote...
np, LuxDragon, hope it helped.
I've figured out the command to set a fire-rate switch of sorts for the mattock:
1 is single fire, i use 3 for a 3 round burst (can be any number), i use 0 for full auto
set SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle BurstRounds 3
Change the end number to whatever you wish.
I set bindings as follows in [SFXGame.SFXGameModeBase][color=yellow]Bindings=( Name="NumPadOne", Command="exec MattockSingleFire.txt" ) Bindings=( Name="NumPadTwo", Command="exec MattockBurstFire.txt" ) Bindings=( Name="NumPadThree", Command="exec MattockFullAuto.txt" )[/color]
Change the key name and the file name as you wish. Put your text files in your Binaries folder (program location or documents location, works in both)
I choose to use txt files since I can alt-tab out of the game and make any changes on the fly without needint to exit the game.
I haven't tried it, but you could also:[color=yellow]Bindings=( Name="NumPadOne", Command="set SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle BurstRounds 1" ) Bindings=( Name="NumPadTwo", Command="set SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle BurstRounds 3" ) Bindings=( Name="NumPadThree", Command="set SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle BurstRounds 0" )[/color]
instead of creating text files.
Guest_Inge Shepard_*
Modifié par Inge Shepard, 07 octobre 2010 - 08:01 .
Guest_Inge Shepard_*
Modifié par Inge Shepard, 07 octobre 2010 - 10:13 .
Sable Phoenix wrote...
I don't know why, but periodically my game will "lose" the bind for PC_DecryptSelect. I'll be going along happily and it suddenly stops working. I'm sure it's related to me remapping keys to the ME1 control scheme and splitting Shared_Action up between multiple keys, but how do I fix this?
...
Is there ANY way to get new mappings in Coalesced to "take" without deleting the Player1.prf and forcing the game to reconstruct it?
Why the hell would it "lose" a bind in the first place?
RGFrog wrote...
I've figured out the command to set a fire-rate switch of sorts for the mattock:
1 is single fire, i use 3 for a 3 round burst (can be any number), i use 0 for full auto
Crunchyinmilk wrote...
Sable Phoenix wrote...
I don't know why, but periodically my game will "lose" the bind for PC_DecryptSelect. I'll be going along happily and it suddenly stops working. I'm sure it's related to me remapping keys to the ME1 control scheme and splitting Shared_Action up between multiple keys, but how do I fix this?
...
Is there ANY way to get new mappings in Coalesced to "take" without deleting the Player1.prf and forcing the game to reconstruct it?
Why the hell would it "lose" a bind in the first place?
I'm curious, its been a long, long time since I experimented with separating 'use' from 'shared_action'.
I think you're getting confused here (or misled).
Decryption on the PC is done with the mouse (bypass) and involves matching pairs of nodes. There's no need to use arrow keys or space.
Hacking is done with the ASDW keys, and by default, spacebar. By default its space bar because by default, space bar is mapped to shared_action, and by default shared_action contains the used command.
So I feel a keen urge to ask you, when hacking, have you tried pressing your newly mapped USE key, to select the currently highlighted entry?
And in answer to your second question, NO. You do not need to delete your profile every time you add binds to the coalesced.ini. All you need to do is go to the in-game binding screen, and hit the 'revert to defaults' button. This will force the game to check your coalesced.ini file for 'defaults', including those you've added/changed, and update your profile with them.
Modifié par Sable Phoenix, 07 octobre 2010 - 02:29 .