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ME2 - Modding is Possible II (PC Only)


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#2651
Deebe

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Chugster wrote...
Hi guys, if I want all the armor parts at the beginning is it just a case of changing the plotflags to 1 on the c.ini?


I believe it is a -1, but yea thats what you do

#2652
getblunted69

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Comment removed.

Modifié par getblunted69, 07 octobre 2010 - 06:17 .


#2653
getblunted69

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is it possible to change the color of the archon visor from orange to something less of an eye sore?

#2654
Guest_Inge Shepard_*

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Sable Phoenix wrote...

>shrug< Go ahead. I was alerted to the Decrypt_Select binding by someone else on this thread. He (or she) told me where to find it to fix the problem the first time, and it worked.

I'm not a scripter, I'm definitely not a programmer, but I'm computer savvy and smart enough to figure most things out.  If the Coalesced.ini has not been modified but the software loses the keybinds anyway, the problem isn't in Coalesced.  If I can delete the .prf file and it resets the binds so they work again, the problem is with the .prf instead, or something the software is doing to/with/because of the .prf.

Will, you see if you can find that explaining?

-Inge



#2655
Deebe

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getblunted69 wrote...
is it possible to change the color of the archon visor from orange to something less of an eye sore?

Yes I believe so,it would have to be a textmod though
here is an example  of a green visor ( the headshot one?) http://social.biowar...t/2260/#details
now to ask around and see if anyone is willing..:?


edit: Im liking you new avatar Inge shepard

Modifié par Deebe, 07 octobre 2010 - 06:44 .


#2656
Guest_Inge Shepard_*

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Thanks, I'm a 100% pure Adept. ;)

Modifié par Inge Shepard, 07 octobre 2010 - 07:04 .


#2657
RGFrog

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phoenixofthunder wrote...

RGFrog wrote...

phoenixofthunder wrote...

 Ugh! Sony Vegas!
9!!!! hours to convert
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
again ugh!

:blink:<_<



Yeah, that is a bit excessive... ouch!

Well it went down two hours after closing two programs (multi-tasker: that be me)
I guess it could go lower if I shut down all excess programs and go play solitare.
**sigh** No ME2 for awhile.:(


Have you tried doing your initial capture in another codec? I saw that guncam allows you to set the fourcc codec by code... the file sizes will be larger (probably much larger) but you'd be able to skip the conversion before editing step that way.

I'm a little luckier in that my machine is also a hackintosh and I run FinalCutPro on the mac side. I pretty much convert everything to Apple ProRes prior to editing, or just go uncompressed if quality is the main issue.

I'd like to try guncam and see why mpegstreamclip isn't working as that would be a lot faster than running a conversion through vegas... do you know what exact codec you're using? xvid, msvc, something else?

#2658
Crunchyinmilk

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Sable Phoenix wrote...
There's nothing here that should cause Decrypt_Select, and only that, to suddenly stop working.  The problem has to be with Player1.prf, somehow.


Test conditions: New install, virgin 1.02 coalesced, virgin player1.prf.

[SFXGame.SFXGameModeBase]
;deleted the contents of shared_action
Bindings=( Name="Shared_Action", Command="" )
;added custom use/decrypt command
Bindings=( Name="Shared_USE", Command="Exclusive Used | DecryptSelect" )

[SFXGame.SFXGameModeDefault]
;replaced spacebar with K for testing purposes
Bindings=( Name="K", Command="Shared_Action" )
;added custom use key
Bindings=( Name="P", Command="Shared_USE" )

[SFXGame.SFXGameModeGUI]
;commented out spacebar decryptselect
;Bindings=( Name="SpaceBar", Command="PC_DecryptSelect" )
;added P here too**
Bindings=( Name="P", Command="Shared_USE" )

----------
-Deleted all localized bindings data from coalesced.ini (not really necessary)
-Loaded game
-Reset binds in game
-Started Hacking Minigame.
----------
Results: 
Spacebar did nothing (not bound)
K cannot initiate hacking mini game (shared_action has been wiped)
P CAN initate hacking mini game.
K CAN select tiles while hacking in progress (shared_action!)
P CAN select tiles while hacking (DecryptSelect).

Conclusion:
The auto generated player1.prf file associates shared_action with decryptselect by default, shared_action's contents are not relevant, just the command name (shared_action).

GameModeGUI is where binds for the hacking mini game should be, binds in GameModeDefault do not effect the hacking mini game once its started (the need to dupliate P in both sections) UNLESS you bind something to Shared_Action.  Anything assigned to shared_action will function as decryptselect no matter what.

** You could just replace Shared_USE with "P" directly under GameModeBase instead of having to bind "P" to Shared_USE in both GameModedefault and GameModeGUI.

Modifié par Crunchyinmilk, 07 octobre 2010 - 08:51 .


#2659
RGFrog

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I'm not in a position to test these today, but if you want to give them a try, I've created 3 .txt files to use with bindings for faking a select fire mode for all the non-heavy weapons.

If you want to help with the testing, here's what I've yet to do:

1. Does each fire mode work with each weapon. Do weapons that have the setting "bIsAutomatic=true" need to be set to false?
2. Do the settings affect the Squad members weapons as well? I suspect they do, but AI has some settings of their own that I've not gotten into.
3. Do the settings hold between missions/resumes/cut-scenes?
4. Do the dlc weapon headings and settings need to be copied into c.ini or does it work (as in the case of the Locust, etc.) without having to touch the c.ini aside from adding bindings?
5. Any adverse behavior or other settings that need to be massaged (like rate of fire) to make this work for specific weapons?
6. Can the code be made more efficient? Would it be easier to set "bIsAutomatic=false" to "true" for the full-auto instead of setting "BurstRounds=0"?
7. Anything I've missed, weapons, other settings, syntax?

If you want to help, I'd appreciate it. Otherwise, I should have all this hammered out shortly for everyone to use or ignore as they desire :)

Modifié par RGFrog, 07 octobre 2010 - 08:47 .


#2660
Guest_Inge Shepard_*

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Have already done that, well you need to activate the file for every new mission. The point is you have the option to make changes quickly when needed. It work great.

@ over and out for today!

Modifié par Inge Shepard, 07 octobre 2010 - 09:31 .


#2661
phoenixofthunder

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RGFrog wrote...

phoenixofthunder wrote...

RGFrog wrote...

phoenixofthunder wrote...

 Ugh! Sony Vegas!
9!!!! hours to convert
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
again ugh!

:blink:<_<



Yeah, that is a bit excessive... ouch!

Well it went down two hours after closing two programs (multi-tasker: that be me)
I guess it could go lower if I shut down all excess programs and go play solitare.
**sigh** No ME2 for awhile.:(


Have you tried doing your initial capture in another codec? I saw that guncam allows you to set the fourcc codec by code... the file sizes will be larger (probably much larger) but you'd be able to skip the conversion before editing step that way.

I'm a little luckier in that my machine is also a hackintosh and I run FinalCutPro on the mac side. I pretty much convert everything to Apple ProRes prior to editing, or just go uncompressed if quality is the main issue.

I'd like to try guncam and see why mpegstreamclip isn't working as that would be a lot faster than running a conversion through vegas... do you know what exact codec you're using? xvid, msvc, something else?


I think vegas doesn't like me mixing codecs: 7 xvid & 8 msvc based video clips in current tutorial video.
Keep getting out of memory message. Yet my memory usage dkesn't even hit 45% usage.

#2662
Chugster

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Deebe wrote...

Chugster wrote...
Hi guys, if I want all the armor parts at the beginning is it just a case of changing the plotflags to 1 on the c.ini?


I believe it is a -1, but yea thats what you do


ok what out of the' bodyarmor' and 'powerbelt' is the Aegis vest and what is the shield harness?

all he other parts are easily worked out

#2663
phoenixofthunder

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Well its going to take awhile longer now. Part of the video went black. Re-editing now.
Doesn't look like it'll be up tonight. Sorry all.:(

@ RGFrog it turns out the issue was my Hypercam recording that staggered completion have to 'reshoot' those bits.

Modifié par phoenixofthunder, 07 octobre 2010 - 11:42 .


#2664
yuckygeo

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Can someone point me to a c.ini edited to give Shepard extra powers I can use as an example? I tried adding squad indendiary ammo by putting a incendiary.txt file in my binaries folder and added a keybind like this:



[SFXGame.SFXGameModeBase]

GivePower self SFXPower_IncendiaryAmmo_Squad

SetRank self SFXPower_IncendiaryAmmo_Squad 4



[SFXGame.SFXGameModeBase]

Bindings=( Name="F10", Command="exec incendiary.txt " )



It worked when I loaded a new soldier character, but when I loaded an infiltrator and press F10 the power doesn't show up. I think I'm missing something somewhere. Can anybody help?

#2665
Sable Phoenix

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Crunchyinmilk wrote...

Sable Phoenix wrote...
There's nothing here that should cause Decrypt_Select, and only that, to suddenly stop working.  The problem has to be with Player1.prf, somehow.


Test conditions: New install, virgin 1.02 coalesced, virgin player1.prf.

[SFXGame.SFXGameModeBase]
;deleted the contents of shared_action
Bindings=( Name="Shared_Action", Command="" )
;added custom use/decrypt command
Bindings=( Name="Shared_USE", Command="Exclusive Used | DecryptSelect" )

[SFXGame.SFXGameModeDefault]
;replaced spacebar with K for testing purposes
Bindings=( Name="K", Command="Shared_Action" )
;added custom use key
Bindings=( Name="P", Command="Shared_USE" )

[SFXGame.SFXGameModeGUI]
;commented out spacebar decryptselect
;Bindings=( Name="SpaceBar", Command="PC_DecryptSelect" )
;added P here too**
Bindings=( Name="P", Command="Shared_USE" )

----------
-Deleted all localized bindings data from coalesced.ini (not really necessary)
-Loaded game
-Reset binds in game
-Started Hacking Minigame.
----------
Results: 
Spacebar did nothing (not bound)
K cannot initiate hacking mini game (shared_action has been wiped)
P CAN initate hacking mini game.
K CAN select tiles while hacking in progress (shared_action!)
P CAN select tiles while hacking (DecryptSelect).

Conclusion:
The auto generated player1.prf file associates shared_action with decryptselect by default, shared_action's contents are not relevant, just the command name (shared_action).

GameModeGUI is where binds for the hacking mini game should be, binds in GameModeDefault do not effect the hacking mini game once its started (the need to dupliate P in both sections) UNLESS you bind something to Shared_Action.  Anything assigned to shared_action will function as decryptselect no matter what.

** You could just replace Shared_USE with "P" directly under GameModeBase instead of having to bind "P" to Shared_USE in both GameModedefault and GameModeGUI.


Iiinteresting.

Can you bind two commands to the same key, i.e., (Name="E", Command="PC_Use | Shared_Action" )?

#2666
RGFrog

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yuckygeo wrote...

Can someone point me to a c.ini edited to give Shepard extra powers I can use as an example? I tried adding squad indendiary ammo by putting a incendiary.txt file in my binaries folder and added a keybind like this:

[SFXGame.SFXGameModeBase]
GivePower self SFXPower_IncendiaryAmmo_Squad
SetRank self SFXPower_IncendiaryAmmo_Squad 4

[SFXGame.SFXGameModeBase]
Bindings=( Name="F10", Command="exec incendiary.txt " )

It worked when I loaded a new soldier character, but when I loaded an infiltrator and press F10 the power doesn't show up. I think I'm missing something somewhere. Can anybody help?


Add the following the end of  [SFXGame.SFXEngine] in your c.ini (highlight it all, copy and paste, forum formatting makes it look stupid but it's all there):

[color=yellow];;--------------------------------------- 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")[/color]

Modifié par RGFrog, 08 octobre 2010 - 03:06 .


#2667
RGFrog

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Chugster wrote...

Deebe wrote...

Chugster wrote...
Hi guys, if I want all the armor parts at the beginning is it just a case of changing the plotflags to 1 on the c.ini?


I believe it is a -1, but yea thats what you do


ok what out of the' bodyarmor' and 'powerbelt' is the Aegis vest and what is the shield harness?

all he other parts are easily worked out


If I remember correctly, in [SFXGame.SFXPawn_Player] set all PlotFlag= to -1

Should unlock all normal, non dlc armor so you don't have to purchase it at kiosks.

If I read that wrong, and you just want to know which is which, I think the Aegis is bodyarmor and powerbelt is shield harness.

#2668
yuckygeo

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RGFrog wrote...

yuckygeo wrote...

Can someone point me to a c.ini edited to give Shepard extra powers I can use as an example? I tried adding squad indendiary ammo by putting a incendiary.txt file in my binaries folder and added a keybind like this:

[SFXGame.SFXGameModeBase]
GivePower self SFXPower_IncendiaryAmmo_Squad
SetRank self SFXPower_IncendiaryAmmo_Squad 4

[SFXGame.SFXGameModeBase]
Bindings=( Name="F10", Command="exec incendiary.txt " )

It worked when I loaded a new soldier character, but when I loaded an infiltrator and press F10 the power doesn't show up. I think I'm missing something somewhere. Can anybody help?


Add the following the end of  [SFXGame.SFXEngine] in your c.ini (highlight it all, copy and paste, forum formatting makes it look stupid but it's all there):

removed for brevity


Thanks RGFrog.  I put that in but still couldn't get it to work.  I still think I'm missing something.  I didn't put the last six lines after Custom Power End because they are already in my c.ini.  Is there something different about them?  They looked the same.

Modifié par yuckygeo, 08 octobre 2010 - 04:59 .


#2669
RGFrog

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Go to inge's profile page and to his projects, he's got a little different way of doing it that may work out better than messing around in the c.ini.

#2670
Sable Phoenix

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Crunchyinmilk wrote...

Sable Phoenix wrote...
There's nothing here that should cause Decrypt_Select, and only that, to suddenly stop working.  The problem has to be with Player1.prf, somehow.


Test conditions: New install, virgin 1.02 coalesced, virgin player1.prf.

[SFXGame.SFXGameModeBase]
;deleted the contents of shared_action
Bindings=( Name="Shared_Action", Command="" )
;added custom use/decrypt command
Bindings=( Name="Shared_USE", Command="Exclusive Used | DecryptSelect" )

[SFXGame.SFXGameModeDefault]
;replaced spacebar with K for testing purposes
Bindings=( Name="K", Command="Shared_Action" )
;added custom use key
Bindings=( Name="P", Command="Shared_USE" )

[SFXGame.SFXGameModeGUI]
;commented out spacebar decryptselect
;Bindings=( Name="SpaceBar", Command="PC_DecryptSelect" )
;added P here too**
Bindings=( Name="P", Command="Shared_USE" )

----------
-Deleted all localized bindings data from coalesced.ini (not really necessary)
-Loaded game
-Reset binds in game
-Started Hacking Minigame.
----------
Results: 
Spacebar did nothing (not bound)
K cannot initiate hacking mini game (shared_action has been wiped)
P CAN initate hacking mini game.
K CAN select tiles while hacking in progress (shared_action!)
P CAN select tiles while hacking (DecryptSelect).

Conclusion:
The auto generated player1.prf file associates shared_action with decryptselect by default, shared_action's contents are not relevant, just the command name (shared_action).

GameModeGUI is where binds for the hacking mini game should be, binds in GameModeDefault do not effect the hacking mini game once its started (the need to dupliate P in both sections) UNLESS you bind something to Shared_Action.  Anything assigned to shared_action will function as decryptselect no matter what.

** You could just replace Shared_USE with "P" directly under GameModeBase instead of having to bind "P" to Shared_USE in both GameModedefault and GameModeGUI.


Bah.  I don't know what's wrong with my game, but I used this setup, and it still would not select the hacking tiles.  I don't know what to do.

Does anyone have a Player1.prf and a Coalesced.ini mapped into a Mass Effect 1 control scheme that works?

Modifié par Sable Phoenix, 08 octobre 2010 - 05:33 .


#2671
RGFrog

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MUAHAHAHAH....

k, so I've always wanted a way to NOT use a helmet on missions that require one.

I changed the no helmet settings to a. give me a visor, instead, and b. use all the bonuses I could throw at it (teehee, it's late)

Under [SFXGame.SFXPawn_Player]

Changed HelmetAppearances=(Id=0  line to the following:

[color=orange]HelmetAppearances=(Id=0,Name=339533,Description=339532,Type=CustomizableType_Helmet,Mesh=(Male="redacted dlc mesh dr.pepper shield visor",Female="redacted dlc mesh dr.pepper shield visor",bHasBreather=True),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet","SFXGame.SFXGameEffect_Gear_Visor","SFXGame.SFXGameEffect_Gear_DeathMask",[i]and dlc bonuses...[/i]),PlotFlag=-1)
[/color]

removed some of the actual codes for the dlc stuff, it's unclear here whether posting that is kosher or not?

It works great aside from Shep having helmet voice, but I act like she has a re-breather activated in her throat, lol:

340x90http://i56.tinypic.com/zy69c.jpg[/IMG]

211x331http://i54.tinypic.com/wh1mbc.jpg[/IMG]

I've tried removing the male= and female = and just leaving in the bHasBreather=True, and tried just removing the codes between the "" on both, but the results are the use of the N7 helmet again, which I don't want.

While the visor is cool, and I'm fine with it... Is it possible or is there a blank mesh so shep has nothing on for the helmet, or some other mesh I can use that is more appropriate for legion's or tali's missions?

#2672
ZephSunstrider

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yuckygeo wrote...
Thanks RGFrog.  I put that in but still couldn't get it to work.  I still think I'm missing something.  I didn't put the last six lines after Custom Power End because they are already in my c.ini.  Is there something different about them?  They looked the same.

You also need to add the evolved power package to the set of DLMs RGFrog posted. Use this line:
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_IncendiaryAmmo_Squad",SeekFreePackageName="SFXCharacterclass_Soldier")
That should do it.

RGFrog wrote...
k, so I've always wanted a way to NOT use a helmet on missions that require one.
I
changed the no helmet settings to a. give me a visor, instead, and b.
use all the bonuses I could throw at it (teehee, it's late)

It works great aside from Shep having helmet voice, but I act like she has a re-breather activated in her throat, lol:
While
the visor is cool, and I'm fine with it... Is it possible or is there a
blank mesh so shep has nothing on for the helmet, or some other mesh I
can use that is more appropriate for legion's or tali's
missions?

Try browsing the NPC pccs for appropiate masks (Miranda's mask for example). They might work out for you.
I think
you can also set the bHasBreather flag to false, and it'll stop Shep
from speaking with a smoker voice. No idea if that affects the
'creditibility' as a no-atmosphere helmet though. The game might do
funny stuff, then.

Modifié par ZephSunstrider, 08 octobre 2010 - 05:31 .


#2673
David Hingtgen

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I've fiddled with trying to make a "no helmet" helmet option, and never got anywhere. Even direct copying of the game's own variations of N7 etc never seems to work. Super-glitchy at best, does nothing most of the time.

#2674
phoenixofthunder

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David Hingtgen wrote...

I've fiddled with trying to make a "no helmet" helmet option, and never got anywhere. Even direct copying of the game's own variations of N7 etc never seems to work. Super-glitchy at best, does nothing most of the time.



Don't know:unsure: but you could try this:
HelmetAppearances=(Id=4,Name=335474,Description=335475,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HGR_SHP_R.SHPc.HMM_HGR_SHPc_MDL",
Female="BIOG_HMM_HGR_SHP_R.SHPc.HMM_HGR_SHPc_MDL",bHasBreather=False,bHideHead=False,
bHideHair=False,bHideHelmet=True,GameEffects=("SFXGame.SFXGameEffect_Gear_DeathMask"),PlotFlag=4450)

?

Modifié par phoenixofthunder, 08 octobre 2010 - 06:28 .


#2675
Guest_Inge Shepard_*

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phoenixofthunder wrote...

Well its going to take awhile longer now. Part of the video went black. Re-editing now.
Doesn't look like it'll be up tonight. Sorry all.:(

@ RGFrog it turns out the issue was my Hypercam recording that staggered completion have to 'reshoot' those bits.


You're using PlayClaw or FRAPS? I guess you do like me, playing off-line.
Try to disable your firewall, it works for me.

Inge