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ME2 - Modding is Possible II (PC Only)


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#2601
Guest_Inge Shepard_*

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I have added all information in the Read me.txt file.
From there do they have to walk alone.

- Inge

Modifié par Inge Shepard, 06 octobre 2010 - 08:41 .


#2602
RGFrog

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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... :crying:

Modifié par RGFrog, 06 octobre 2010 - 07:49 .


#2603
getblunted69

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Stephen try setting all weapons to about 400 damage with little recoil and high clip size. Then play on insanity and tell me what you think :) If you want a harder time then let me know and ill give you my coalesced so you can scream bloody murder!

Btw im halfway through the game :) ive managed to recruit everyone with the current difficulty :) so its not impossible just improbable

Modifié par getblunted69, 06 octobre 2010 - 08:31 .


#2604
RGFrog

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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]



Was wrong with settings above. Just change BurstRounds=3 to BurstRounds=0 and it's full auto. Just tested.

#2605
getblunted69

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For a much more intensive fire fight, go to this section "Line 8148". Look for Penetration=PenetrationType_ and change all of the weapons to Heavy.

#2606
RGFrog

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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?

Modifié par RGFrog, 06 octobre 2010 - 10:38 .


#2607
phoenixofthunder

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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... :crying:



By way of T.A.Q.'s idea/message:
In Google Search line place this:

MIP1
****Wanted search item**** http://social.biowar...3/index/889432/

MIP2
****Wanted search item**** http://social.biowar.../index/2338026/

#2608
phoenixofthunder

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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?


Don't kill ill me if this is not of use:
You try -1?


PS
MPEG Streamclip 1.2 doesn't work for me: no video, only audio.:blink:

Second vid 75% complete upload today or tomorrow.

#2609
RGFrog

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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.

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.

#2610
phoenixofthunder

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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.


Weird.:blink:

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.


FourCC Code: MSVC to Xvid & .AVI format.
It is causing lag in editing time. 1 minute pause between editing move (annoying<_<:(:devil:)
Using Sony Vegas Pro 9.0

#2611
DeathGodess

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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.

#2612
phoenixofthunder

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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.



Here are the values for Miranda:
From Page 25 of MIP1

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 .


#2613
RGFrog

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Yeah, that happens when working with mpeg4 codecs. The only thing you can do is convert it to something easy to work with, like motion jpeg A or B, or quicktime animation or even better uncompressed if you have the space.

You should be able to go back into xvid or pretty much whatever you need to get it into an upload state for youtube.

Vegas is a pretty apt editor, but not much does well with mpeg4. too much processing is required to rebuild the bits inbetween the iframes on the fly.

#2614
LuxDragon

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Thanks RGFrog. I appreciate it.

#2615
RGFrog

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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.

Modifié par RGFrog, 07 octobre 2010 - 03:56 .


#2616
Sable Phoenix

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Okay this is EXTREMELY frustrating.

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. This results in much swearing.

The only way I've found to fix it is to delete Player1.prf, which wipes out all achievements and bonus talents and everything.

What the hell is going on with this crap? 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?

Modifié par Sable Phoenix, 07 octobre 2010 - 04:21 .


#2617
LuxDragon

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@ RPFrog:

Variable fire settings? That sounds freakin' awesome! Tell me it works!

#2618
ZephSunstrider

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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?

Try adding PC_DecryptSelect to each of the split-up Shared_Action binds.
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.

RGFrog wrote...
I've figured out the command to set a fire-rate switch of sorts for the mattock:

Makes sense, didn't know the UE3 still took the set cmd that way. Does it actually work?

Modifié par ZephSunstrider, 07 octobre 2010 - 05:18 .


#2619
Sable Phoenix

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ZephSunstrider 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?

Try adding PC_DecryptSelect to each of the split-up Shared_Action binds.
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.


I don't see how that would help, it would still be resetting my profile each time.

What I don't get is how it could possibly be related, Shared_Action and Decrypt_Select are in different commands entirely.

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?

Modifié par Sable Phoenix, 07 octobre 2010 - 05:50 .


#2620
Burdokva

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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.




I'm wondering if your method, in theory, could work with global fire modes? Add all weapons, each with a selectable fire-mode and when you switch go "Weapons Auto" or "Weapons Burst" it affect all weapons from that text file, into the coalesced.ini

A question: is there any other way to add powers to squad members, besides key-bindings and text files (Inge's method)? 

#2621
Guest_Inge Shepard_*

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Frog: I added the same settings to the LaserPistol..hehehe it makes me laugh.

Burdokva: Yes, you can just make bindings in coalesced.ini files as well.
The reason why I have done this with a text file, is that I can give more powers in the easiest possible way.

Modifié par Inge Shepard, 07 octobre 2010 - 08:01 .


#2622
Guest_Inge Shepard_*

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Here you go, it works perfect:
Bindings=( Name="NumPadOne", Command="exec WeaponSingleFire.txt" )
Bindings=( Name="NumPadTwo", Command="exec WeaponBurstFire.txt" )
Bindings=( Name="NumPadThree", Command="exec WeaponFullAuto.txt" )

Made for the guns I use.

Like Frog write it is easy.
Use this line as a basic: Set SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle BurstRounds 1
Then just change the Guns name and BurstRounds 1, 3 or 0. And save it as a text file. And copy the text files into the Binaries folder.

@Or you can make three text file that you called SingleFire, BurstFire and FullAuto and write your guns in here. Then you need only three text files instead of three for every gun.

- Inge

Modifié par Inge Shepard, 07 octobre 2010 - 10:13 .


#2623
Crunchyinmilk

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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.

#2624
Crunchyinmilk

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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


You might consider throwing in recoil changes for newly implemented fire modes.  Switching some of the low recoil guns to full auto just makes them more deadly and takes away the point of using them in single fire or even semi auto mode.

So far though, this is the closest thing I've seen to a 'true mod' coming out of coalesced editing. You could seriously work on this to make a fire mode mod which is more than just cosmetic and actually introduces a balanced gameplay mechanic to the game.

#2625
Sable Phoenix

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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.


Yeah, it's hacking that I'm dealing with, but in Coalesced its command is named Decrypt_Select, under SFXGameModeGUI.  It and PC_Use or Shared_Action don't even have the same actual command, they're just both mapped to SpaceBar by default.

As far as the Revert to Defaults button, that's good to know, but I tried it, and it didn't touch the problem.  I'm about ready to throw the monitor through the wall here.  I've already gone through Omega and am on Korlus, if I have to delete Player1.prf again to get this working I'm going to lose more progress than I want to.

Modifié par Sable Phoenix, 07 octobre 2010 - 02:29 .