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ME2 - Modding is Possible II (PC Only)


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#2676
Chugster

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RGFrog wrote...

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.


well i want to know both thanks, not sure if i want to unlock all or just a few of the armor parts....now i have the optionImage IPB

Modifié par Chugster, 08 octobre 2010 - 08:34 .


#2677
Crunchyinmilk

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Sable Phoenix wrote...
Does anyone have a ... Coalesced.ini mapped into a Mass Effect 1 control scheme that works?


This works for me.  Well when I say works for me, emphasis on works, not so much on the 'for me' as I don't actually enjoy the ME1 keys.  This is just a base coalesced.ini with ME1 like key separation and all localizedbinding's deleted (and where appropriate, entered into correct game mode sections)

It  does this for me on a fresh ME2 install, and with my old Player1.prf if I reset to default binds in game.

Command Mode is a Toggle (SpaceBar)
Shared_Action (E) Enters Cover, Interacts, Selects during Hacking.
Storm now a separate key (LeftShift)
Crouch key added ©.  
Tap LeftShift or E to cancel Crouching.
Squad follow me on (Q)
Squad1 move/attack (Z) or (Alt+Q)
Squad2 move/attack (X) or (Alt+E)
Both (E) and (SpaceBar) select during Hacking.
In Vehicle Mode 
Speed Boost on (LeftShift)
Vehicle Jump on (SpaceBar)

Replace your coalesced.ini in
/Program Files (x86)/Mass Effect 2/BioGame/Config/PC/Cooked
Start ME2, load save, enter options/key binding and press Reset to Defaults.

Modifié par Crunchyinmilk, 08 octobre 2010 - 09:53 .


#2678
Burdokva

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Crunchyinmilk wrote...

Sable Phoenix wrote...
Does anyone have a ... Coalesced.ini mapped into a Mass Effect 1 control scheme that works?


This works for me.  Well when I say works for me, emphasis on works, not so much on the 'for me' as I don't actually enjoy the ME1 keys.  This is just a base coalesced.ini with ME1 like key separation and all localizedbinding's deleted (and where appropriate, entered into correct game mode sections)

It  does this for me on a fresh ME2 install, and with my old Player1.prf if I reset to default binds in game.

Command Mode is a Toggle (SpaceBar)
Shared_Action (E) Enters Cover, Interacts, Selects during Hacking.
Storm now a separate key (LeftShift)
Crouch key added ©.  
Tap LeftShift or E to cancel Crouching.
Squad follow me on (Q)
Squad1 move/attack (Z) or (Alt+Q)
Squad2 move/attack (X) or (Alt+E)
Both (E) and (SpaceBar) select during Hacking.
In Vehicle Mode 
Speed Boost on (LeftShift)
Vehicle Jump on (SpaceBar)

Replace your coalesced.ini in
/Program Files (x86)/Mass Effect 2/BioGame/Config/PC/Cooked
Start ME2, load save, enter options/key binding and press Reset to Defaults.


Would you mind posting your .ini command lines on how to separate spring/enter cover/use ? I can't number the times I've died because of the shared command...:(

#2679
Sable Phoenix

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Crunchyinmilk wrote...

Sable Phoenix wrote...
Does anyone have a ... Coalesced.ini mapped into a Mass Effect 1 control scheme that works?


This works for me.  Well when I say works for me, emphasis on works, not so much on the 'for me' as I don't actually enjoy the ME1 keys.  This is just a base coalesced.ini with ME1 like key separation and all localizedbinding's deleted (and where appropriate, entered into correct game mode sections)

It  does this for me on a fresh ME2 install, and with my old Player1.prf if I reset to default binds in game.

Command Mode is a Toggle (SpaceBar)
Shared_Action (E) Enters Cover, Interacts, Selects during Hacking.
Storm now a separate key (LeftShift)
Crouch key added ©.  
Tap LeftShift or E to cancel Crouching.
Squad follow me on (Q)
Squad1 move/attack (Z) or (Alt+Q)
Squad2 move/attack (X) or (Alt+E)
Both (E) and (SpaceBar) select during Hacking.
In Vehicle Mode 
Speed Boost on (LeftShift)
Vehicle Jump on (SpaceBar)

Replace your coalesced.ini in
/Program Files (x86)/Mass Effect 2/BioGame/Config/PC/Cooked
Start ME2, load save, enter options/key binding and press Reset to Defaults.


Just before coming back to check this thread, I figured it out.  The Shared_Action command must apparently never be blank or unused, or the game screws stuff up.  So, just like you posted here, setting E to Shared_Action and DecryptSelect fixes the problem.

Thanks for all your help, everyone!  This was supremely annoying.

Modifié par Sable Phoenix, 08 octobre 2010 - 12:06 .


#2680
Crunchyinmilk

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Burdokva wrote...
Would you mind posting your .ini command lines on how to separate spring/enter cover/use ? I can't number the times I've died because of the shared command...


All my edits are prefaced with ";edit --"  Just search the coalesced.ini in that link for that method or visit this thread to take cover out of shared_action and stick it on "X".

What causes most deaths is usually m_bEnableStormToCover=true

That @#$%er causes you to 'dive' into cover as you're trying to run past it, not just towards it.  So you can be storming around and accidentally take cover.  Set it to false and only take cover, when you press the cover key.

That second link is my ideal set up.  Sprint and Used still on SpaceBar but Cover on "X".  No auto cover, and the only way to break cover is by pressing "S" (move backwards).  If you hold down on X while approaching cover, you vault over it right away instead of having to stop and then vault.

#2681
Burdokva

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Crunchyinmilk wrote...

Burdokva wrote...
Would you mind posting your .ini command lines on how to separate spring/enter cover/use ? I can't number the times I've died because of the shared command...


All my edits are prefaced with ";edit --"  Just search the coalesced.ini in that link for that method or visit this thread to take cover out of shared_action and stick it on "X".

What causes most deaths is usually m_bEnableStormToCover=true

That @#$%er causes you to 'dive' into cover as you're trying to run past it, not just towards it.  So you can be storming around and accidentally take cover.  Set it to false and only take cover, when you press the cover key.

That second link is my ideal set up.  Sprint and Used still on SpaceBar but Cover on "X".  No auto cover, and the only way to break cover is by pressing "S" (move backwards).  If you hold down on X while approaching cover, you vault over it right away instead of having to stop and then vault.


Thank you! :D

#2682
Crunchyinmilk

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Sable Phoenix wrote...
Just before coming back to check this thread, I figured it out.  The Shared_Action command must apparently never be blank or unused, or the game screws stuff up.  So, just like you posted here, setting E to Shared_Action and DecryptSelect fixes the problem.
Thanks for all your help, everyone!  This was supremely annoying.


If anything the test proves you can leave it blank if you like.  You just have to have relevant replacements in each of the necessary GameModes.

Using it for your interact key is just a smart way of skipping a few steps.

#2683
RGFrog

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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.


I'm not trying to create something new, David. I'm setting a mesh to an exising helmet slot that didn't have one before :) That way I can select something that has the bonuses I want, and works on missions that require a breather.

Works fine, the way i've done it. bHasBreather=true seems necessary to avoid the automatic swap of the helmet to the N7 breather. And to use bbHasBreather a mesh must be present.

I have no problem with the voice. It's a bit ackward but I'd rather deal with helmet voice than swapping my bonus shields, weapon, etc. for n7 helmet bonus.

I'll look for jacob's face breather mesh and give that a try. Will return if it works. Otherwise, I have no problem using the visor in rather than the n7 helmet :)

Modifié par RGFrog, 08 octobre 2010 - 06:02 .


#2684
RGFrog

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Breather Mask instead of N7 Breather Helmet for shep...or...how I learned to relax and love the mesh...

Here's the boring stuff. But wait until afterwrads as I stumble into the priiiiiize!

ROFL... ok, helmet wise, here's what I've done so far.

In c.ini under [SFXGame.SFXPawn_Player]

HelmetAppearances=(Id=0,Name=339533,Description=339532,Type=CustomizableType_Helmet)

This is your default No Helmet line. After CustomizableType_Helmet add within the close paren:

,Mesh=(Male="BIOG_HMM_HGR_JCB_R.MEDa.HMM_HGR_MEDa_MDL",
Female="BIOG_HMF_HGR_MIR_R.LGTa.HMF_HGR_LGTa_MDL",bHasBreather=True

(copy and paste, but remove the line breaks)

So it should look like this:

[color=orange]HelmetAppearances=(Id=0,Name=339533,Description=339532,Type=CustomizableType_Helmet,Mesh=
(Male="BIOG_HMM_HGR_JCB_R.MEDa.HMM_HGR_MEDa_MDL",
Female="BIOG_HMF_HGR_MIR_R.LGTa.HMF_HGR_LGTa_MDL",bHasBreather=True),
GameEffects=("[i]add whatever bonus effects you want here[/i]"),PlotFlag=-1)
[/color]

(copy and paste, but remove the line breaks)

It seems so far that
[color=orange]bHasBreather=True[/color]
must be included here or you will switch to the N7 breather on missions that require one. At least it has on all my tests.

These are the codes for Jacob's breather mask on male shep and Miri's breather mask on femshep. Unsing Jacob's mask nearly engulfed my femshep's face...but the PRIiIIIIIIIZE...

If you want the mask and the helmet voice to be used during missions that require breathers:

append to the end of [SFXGame.SFXGameModeBase]

[color=orange]Bindings=( Name="NumPadFour", Command="OnlyLoadLevel BioH_Leading_01 | OnlyLoadLevel BioH_Vixen_01" )[/color]

During the Squad Selection screen press NumbPadFour. You won't see anything happen. But, on the Rank screen (if you get one) you will see the mask on your Shep.

If you forget, you can still press the button on the squad weapon screen. Shep will have the mask when the mission starts.

Here's the kicker, though. If you don't press the bind (don't stream in the file that has the model) Shep will then have NO MASK, will use NORMAL SHEP VOICE (no helmet voice) and retain any GameEffects that you've set on that line.

Via happy mistake, I can now play any level I want WITHOUT A FRIGGIN HELMET!!!!!!  I just set whatever GameEffects I want to use on that line and I'm right back to ME1 No helmet retain powers mode.

For instance, I set the GameEffects to include both the Kestrel helmet effects and the Sentry Interface effects.
With the rest of the Kestrel Armor, for shields that's a +30% bonus. With the 60% from upgrades, that puts my base shields/barrier at 475 from the start.

I've tested this on Legions Loyalty and a couple of side missions. Since I'm not streaming anything in, resumes, loads of autosaves, etc., I still retain the GameEffects. I've noticed no glitchies or side effects. Just a shep head that's got bonuses. I guess with this you could say Miri did "add" some things to Shep not even TIM knew about, LOL!!!

Doing this is only applicable to the No Helmet choice in the locker, so you can still use all the other helmets if you choose. However, if you use a helmet without a breather, you will revert to the N7 helmet unless you add
[color=orange]bHasBreather=True[/color]
to the mesh setting.

If this is a repeat, then kudos to whoever found it first and why isn't it stickied to page one??!?!?!? Otherwise, free your shep from smelly hats and blinking lights that require no facial actions to convey emotion!!!

EDIT: I guess no good deed goes unpunished. I just chose Miri to go on Tali's loyalty with me. It seems that when you choose either Jacob or Miri (male/female) it will automatically stream in the face mask. That's cool with me, too!

Also, thanks to Azereum and his instructions for finding the mesh code and his syntax in his armor locker. Both were used to perform this bit of magic :)

Modifié par RGFrog, 09 octobre 2010 - 02:23 .


#2685
Chugster

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just wondering if anyone has worked out how to change the rate of muzzle flash to match a change in ROF?

I still want to make my GPR like the ME1 version...I can change the ROF and damage but the muzzle flash is the same as before and it looks daft

edit: decided to change tack and make the GPR semi auto like the Mattock, si i copied this from the dlc ini to the GPR part of the main c.ini:

BurstRefireTime=999.9f
AIBurstRefireTimeMin=1.333
AIBurstRefireTimeMax=1.5

and i increased the damage per shot...but do i need to change anything else?

Modifié par Chugster, 08 octobre 2010 - 10:19 .


#2686
Sorwis

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This has propably been asked a ton of times before but I'd like to know if there's a database of outfit codes somewhere? Even knowing where certain charecter's outfit is located from the PCC-files would be a great help. Is there a way to somehow specifically search them? I'd really like to know what are Samara's and Morinth's outfit codes.

#2687
RGFrog

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Sorwis wrote...

This has propably been asked a ton of times before but I'd like to know if there's a database of outfit codes somewhere? Even knowing where certain charecter's outfit is located from the PCC-files would be a great help. Is there a way to somehow specifically search them? I'd really like to know what are Samara's and Morinth's outfit codes.


Instructions on pg.1 on how to explore the pcc files. Just used them myself :)

Chugster wrote...

BurstRefireTime=999.9f
AIBurstRefireTimeMin=1.333
AIBurstRefireTimeMax=1.5

and i increased the damage per shot...but do i need to change anything else?


AI is just for NPC's, enemy and squadies. Doesn't affect shep.

You should look to change bIsAutomatic=true to false and set BurstRounds=3 or any number you want. If BurstRounds isn't there, just add it as it controls the number of rounds per click.

#2688
Sunnie

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Howdy folks, was wondering if anyone could point me in the direction of any discussion or instruction on how to swap character models. The search engine here is terribly limited and even broken, and I don't want to spend 2 months reading through all the threads to find what I need.



Thanks much!

#2689
RGFrog

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Anyone know what the command line is to set both values for x= and y= ?

As in a setting like MaxSpareAmmo=(X=800,Y=800)

I can use the Set command, but it seems to only be taking the first variable x and not the y....

This is for use in a binding where you have command="Set whatyouwanttoset (x=800,y=800)"

The numbers can be anything but the syntax seems buggered :(

I've tried Set, SetFloat, SetFloatByName ... uggh

Modifié par RGFrog, 09 octobre 2010 - 05:23 .


#2690
getblunted69

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RGFrog do you have a link to a texmod or w/e it is for the helmets?

#2691
RGFrog

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getblunted69 wrote...

RGFrog do you have a link to a texmod or w/e it is for the helmets?


Never used it, but there is a group focused on texture editing. Be a good place to start with questions.

Texmod project.

#2692
yuckygeo

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ZephSunstrider wrote...

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.


Thanks ZephSunstrider, that did it.

#2693
Iwakura-Lain

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Dumb question, no doubt, but how do I start a new game with an existing ME2 character? It doesn't give me an option to do so anywhere. I have a char that finished the suicide mission. Do I need to patch a savegame to set it to completed or something?



Thanks.

#2694
DeathGodess

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phoenixofthunder wrote...

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.




Well, it worked, but with a problem (actually,2). There is no speak sound (but has background music) and the loading is a lot slower now. How can i  solve this?

#2695
phoenixofthunder

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Iwakura-Lain wrote...

Dumb question, no doubt, but how do I start a new game with an existing ME2 character? It doesn't give me an option to do so anywhere. I have a char that finished the suicide mission. Do I need to patch a savegame to set it to completed or something?

Thanks.



Gibbed Mass Effect 2 SaveEditor>Raw>Plot>End Game State>LivedToFightAgain

#2696
Iwakura-Lain

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phoenixofthunder wrote...

Iwakura-Lain wrote...

Dumb question, no doubt, but how do I start a new game with an existing ME2 character? It doesn't give me an option to do so anywhere. I have a char that finished the suicide mission. Do I need to patch a savegame to set it to completed or something?

Thanks.



Gibbed Mass Effect 2 SaveEditor>Raw>Plot>End Game State>LivedToFightAgain

Thank you very much!

#2697
phoenixofthunder

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DeathGodess wrote...

phoenixofthunder wrote...

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...

*Snip*


Well, it worked, but with a problem (actually,2). There is no speak sound (but has background music) and the loading is a lot slower now. How can i  solve this?

Is this on the Normandy?
How much is the load time increased?

Modifié par phoenixofthunder, 10 octobre 2010 - 12:37 .


#2698
Deebe

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RGFrog wrote...

getblunted69 wrote...
RGFrog do you have a link to a texmod or w/e it is for the helmets?

Never used it, but there is a group focused on texture editing. Be a good place to start with questions.
Texmod project.


Here is most of the ME2 textmodders, try asking someone if you have a request
http://social.biowar.../1547/#projects
^some really great mods in there

#2699
Iwakura-Lain

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Deebe wrote...

Here is most of the ME2 textmodders, try asking someone if you have a request
http://social.biowar.../1547/#projects
^some really great mods in there

My first day using texmod. :)

So, is it possible to save all the mods you want to use in a Project or something? (for easy reloading). Would be handy.

#2700
ZephSunstrider

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Iwakura-Lain wrote...
My first day using texmod. :)
So, is it possible to save all the mods you want to use in a Project or something? (for easy reloading). Would be handy.

Just move the TexMod.exe in a separate folder along with all the texmods you want to use; when you load them, you just have to Select All. Makes it alot faster.