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ME2 - Modding is Possible II (PC Only)


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#2726
David Hingtgen

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Backgroundlevelstreaming=False is the "old" method and utterly unnecessary now, plus it screws things up. The whole "binding" thing is what replaced it. Use one or the other, both is kind of pointless. And since binding is so much better, use that.

PS---I have never gotten "packages to always cook" alone to work all the time for everyone. For ANY armor I want to use, I have a "load only level" with a binding.

PPS to Iwakura-Lain: I think a small bit of your previous problem is that when you're on the Normandy--it makes you wear casual clothing. You can't change your armor, because you're not wearing armor at the moment--that's why you could always select it in the menu, but it wouldn't show up---you changed your armor, you just weren't wearing any armor. To get around this, I have almost everything set as "Torso" "Casual" and "Fullbody" versions, so I can use any at any time--which seems to be a solution you came across yourself. 

Or, there's another way:
Bindings=( Name="NumPadEight", Command="set SFXPawn_Player bUseCasualAppearance true" )
Bindings=( Name="NumPadNine", Command="set SFXPawn_Player bUseCasualAppearance false" )

This allows you to override the game's choosing of casual or armor for you at any time. Wear armor on the Normandy! Wear formal wear in battle!

Modifié par David Hingtgen, 11 octobre 2010 - 12:45 .


#2727
Iwakura-Lain

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^^ Thanks, David! Good stuff. :) Really appreciate it.

#2728
Chugster

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DJ_D wrote...

Chugster wrote...

can someone help with weapon modding?

Im trying to make the Vindicator into a full auto like the M8, so i copied all the M8 info over the Vinicator stuff aside from:

PrettyName=209728
IconRef=10
GeneralDescription=338212
ShortDescription=339274
GUIImage=GUI_Codex_Images.Needler_512

to ensure the name stayed the same, but when i got in game it still fired in 3 round bursts but without reapplying the trigger...so what did i do wrong?

basically what i want is 2 rifles exactly the same (based on M8 stats) but with different looks, like in ME1


All you need to do is change the burst rounds and burstrefiretime values.

BurstRounds=-1
BurstRefireTime=0.0f

Thats it. Full auto.=]


shouldnt BurstRounds be 0?

#2729
Paul Emil

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I've managed to edit my Firepower weapons almost correctly, but the item names and descriptions for the armoury interface are missing (otherwise usable). Could someone put me right?

#2730
Doctor_Jackstraw

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are you able to mod the game to somehow allow you to trigger zaeed's death in his loyalty mission before beating the game?

#2731
Nyx2k

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Chugster wrote...

DJ_D wrote...

Chugster wrote...

can someone help with weapon modding?

Im trying to make the Vindicator into a full auto like the M8, so i copied all the M8 info over the Vinicator stuff aside from:

PrettyName=209728
IconRef=10
GeneralDescription=338212
ShortDescription=339274
GUIImage=GUI_Codex_Images.Needler_512

to ensure the name stayed the same, but when i got in game it still fired in 3 round bursts but without reapplying the trigger...so what did i do wrong?

basically what i want is 2 rifles exactly the same (based on M8 stats) but with different looks, like in ME1


All you need to do is change the burst rounds and burstrefiretime values.

BurstRounds=-1
BurstRefireTime=0.0f

Thats it. Full auto.=]


shouldnt BurstRounds be 0?


That is how I have it in my c.ini. I dunno if 0 works though. In that case you need to check for yourself.:unsure:

#2732
RGFrog

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BurstRounds=0 and BurstRounds=-1 both work. One is a logical definition the other is not. Both have the same effect.

#2733
Guest_Inge Shepard_*

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Done reinstalling everything no.
I need some advice with renaming the BIOGame/Engine files in DLC folder.
I have tried BIOGameCoalesced/BIOCoalescedGame/CoalBIOesGameced none of this work.
Does any of you using these name on your .ini files in DLC folder?

-Inge

Modifié par Inge Shepard, 11 octobre 2010 - 08:52 .


#2734
Chugster

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Chugster wrote...

DJ_D wrote...

Chugster wrote...

can someone help with weapon modding?

Im trying to make the Vindicator into a full auto like the M8, so i copied all the M8 info over the Vinicator stuff aside from:

PrettyName=209728
IconRef=10
GeneralDescription=338212
ShortDescription=339274
GUIImage=GUI_Codex_Images.Needler_512

to ensure the name stayed the same, but when i got in game it still fired in 3 round bursts but without reapplying the trigger...so what did i do wrong?

basically what i want is 2 rifles exactly the same (based on M8 stats) but with different looks, like in ME1


All you need to do is change the burst rounds and burstrefiretime values.

BurstRounds=-1
BurstRefireTime=0.0f

Thats it. Full auto.=]


shouldnt BurstRounds be 0?


ok now im annoyed, i can get the Vindicator full auto for my player but not for squadmates...i ensured all the AI stuff was the same as the Avenger so they should fire it full auto...but they dont...I think ill just set it back to default...stupid thing

plus they dont like my new semi auto GPR...they wont use it like the mattock either

Modifié par Chugster, 11 octobre 2010 - 09:34 .


#2735
RGFrog

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Inge Shepard wrote...

Done reinstalling everything no.
I need some advice with renaming the BIOGame/Engine files in DLC folder.
I have tried BIOGameCoalesced/BIOCoalescedGame/CoalBIOesGameced none of this work.
Does any of you using these name on your .ini files in DLC folder?

-Inge


Inge, you can name them anything you want. For example:

[color=orange]{installpath}>Mass Effect 2>BioGame>DLC>DLC_MCR_01>CookedPC>BIOWeapon_orig.ini

{installpath}>Mass Effect 2>BioGame>DLC>DLC_MCR_01>CookedPC>BIOGame_orig.ini[/color]

That's what I did for the firepower pack (mattock, etc.).

Do NOT rename or move BIOEngine.ini.

phoenixofthunder's instructions are good. But, you don't have to move the BIOWeapon.ini, or BIOGame.ini out of the CookedPC folder. You only have to rename them.

On startup the game reads that they are there as part of the DLC check. That check doesn't seem to care what the file name is. Perhaps it reads the contents instead? Since there's no logging, I can't verify that. But I can verify that it's not using file names at this point. So, the files being there, and the contents being unedited keeps the DLC warning from being displayed.

Later, when you're actually playing the game, the engine tries to access the files for the settings. It looks for specific file paths and file names at this point. Since the file name is changed, it can't use those settings to override what is in your c.ini. Or it can't find the files and then looks for the settings in c.ini. Either way, the result is the same.

Also, be sure you go to your folder options in windows, view tab, and make sure "Hide extensions for known file types" is UNCHECKED.

Otherwise what you may be doing, using my example above, is naming the file BIOGame_orig.ini.ini which may or may not affect things. Better to make sure you're not doing that, just to remove one possible issue.

Modifié par RGFrog, 11 octobre 2010 - 09:57 .


#2736
RGFrog

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Chugster wrote...

snip..

ok now im annoyed, i can get the Vindicator full auto for my player but not for squadmates...i ensured all the AI stuff was the same as the Avenger so they should fire it full auto...but they dont...I think ill just set it back to default...stupid thing

plus they dont like my new semi auto GPR...they wont use it like the mattock either


AI don't really go full auto. They have a setting that determines how many rounds they fire prior to going back to cover.

[color=orange]AI_BurstFireCount=(X=2,Y=4)
AI_BurstFireDelay=(X=0.75f,Y=3.5f)
AI_BurstFireMovingDelay=(X=0.75f,Y=2.25f)[/color]

Play with these settings to affect what your squad does.

In the case of the Vindicator settings above-- someone correct me if I'm wrong, please --they will shoot as few as 2 bursts (6 bullets) or as many as 4 (12 bullets), before they take cover. They will have a pause between firing for as little is three quarters of a second or as long as three and one-half seconds. With additional delays if moving.

If you comment out those settings, then I think it will use the defaults located in [SFXGame.SFXWeapon]

[color=orange]AI_BurstFireCount=(X=1,Y=4)
AI_BurstFireDelay=(X=0.0f,Y=0.0f)
AI_BurstFireMovingDelay=(X=0.0f,Y=0.0f)
AI_HenchBurstFireMultiplier=(X=0.75f,Y=0.75f)[/color]

Looking at settings for other weapons, like the Tempest, where hench's do perform the way you seem to want them to, may help with figuring out what settings need to be made in the Vindicator.

Modifié par RGFrog, 11 octobre 2010 - 10:29 .


#2737
ZephSunstrider

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RGFrog wrote...

[color=orange]AI_BurstFireCount=(X=2,Y=4)
AI_BurstFireDelay=(X=0.75f,Y=3.5f)
AI_BurstFireMovingDelay=(X=0.75f,Y=2.25f)[/color]

Play with these settings to affect what your squad does.

In the case of the Vindicator settings above-- someone correct me if I'm wrong, please --they will shoot as few as 2 bursts (6 bullets) or as many as 4 (12 bullets), before they take cover. They will have a pause between firing for as little is three quarters of a second or as long as three and one-half seconds. With additional delays if moving.

If you comment out those settings, then I think it will use the defaults located in [SFXGame.SFXWeapon]

[color=orange]AI_BurstFireCount=(X=1,Y=4)
AI_BurstFireDelay=(X=0.0f,Y=0.0f)
AI_BurstFireMovingDelay=(X=0.0f,Y=0.0f)
AI_HenchBurstFireMultiplier=(X=0.75f,Y=0.75f)[/color]

That setting, AI_BurstFireCount, is a little irritating. It's not for bursts, but per-shot; meaning, they'll fire 1-4 shots, not bursts, before popping down into cover. Set it to X=10, Y=40 (Avenger setting), and they should use it's full-auto capabilities now.
Edit: In retrospect, it might be possible that a positive (or any number =/= 0) number in BurstRounds will lead the game to interpret the AI_BurstFireCount as bursts instead of single shots. Which will still require you to set AI_BurstFireCount to something higher, since you switched it to full-auto.

Modifié par ZephSunstrider, 12 octobre 2010 - 11:16 .


#2738
RGFrog

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If BurstRounds is set to 0, then yes, AI_BurstFireCount=(X=2,Y=4) would be single shots as these are for lack of a better definition, trigger pulls?

So, for a full auto squadie, I'd put the min at say half the mag size and max at full mag size to get an auto effect.

I was basing my comment on the default burst setting of 3. I'd also change TracerSpawnOffset=5.0 to something lower so I could actually tell what's happening. With a 900/m ROF, it's going to be pretty hard to tell when 15 rounds could be leaving the the weapon every second without some other aid.

Modifié par RGFrog, 12 octobre 2010 - 04:08 .


#2739
Chugster

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well i copied those AI settings from the 'donor' guns, Avenger & Mattock, to the Vindicator & GPR, but it made no difference to my squaddies

Modifié par Chugster, 12 octobre 2010 - 04:23 .


#2740
ZephSunstrider

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Chugster wrote...
well i copied those AI settings from the 'donor' guns, Avenger & Mattock, to the Vindicator & GPR, but it made no difference to my squaddies

Find the difficulty settings under [SFXGame.SFXDifficulty] and adjust the appropiate level you play on (1= Casual, 5=Insanity) and slightly increase the number in the MaxAttackTicketsHench setting. If it's at 4, change it to 6 or so. That'll also make them shoot a little more.
The Mattock's a burst rifle, too. Use the Avenger settings only. Or use the Revenant settings. Grunt and Zaeed are pretty trigger-happy with that lead blower.

#2741
Guest_Inge Shepard_*

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RGFrog wrote...

Inge Shepard wrote...

Done reinstalling everything no.
I need some advice with renaming the BIOGame/Engine files in DLC folder.
I have tried BIOGameCoalesced/BIOCoalescedGame/CoalBIOesGameced none of this work.
Does any of you using these name on your .ini files in DLC folder?

-Inge


Inge, you can name them anything you want. For example:

[color=orange]{installpath}>Mass Effect 2>BioGame>DLC>DLC_MCR_01>CookedPC>BIOWeapon_orig.ini

{installpath}>Mass Effect 2>BioGame>DLC>DLC_MCR_01>CookedPC>BIOGame_orig.ini[/color]

That's what I did for the firepower pack (mattock, etc.).
Do NOT rename or move BIOEngine.ini.
phoenixofthunder's instructions are good. But, you don't have to move the BIOWeapon.ini, or BIOGame.ini out of the CookedPC folder. You only have to rename them.

Thanks for your tip, but it doesn't work for me.
I had to do it this way with doble extentions, .org.ini that works fine.

Thanks again.


Modifié par Inge Shepard, 13 octobre 2010 - 04:27 .


#2742
RGFrog

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That's doing the same thing, Inge. You're just renaming the file so the engine can't find it when looking for the settings :) Glad you found something that worked.

#2743
RGFrog

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Chugster wrote...

well i copied those AI settings from the 'donor' guns, Avenger & Mattock, to the Vindicator & GPR, but it made no difference to my squaddies


Zeph, I went and looked and tested the AI_BurstFireCount= settings. It seems to be a multiplier. If BurstRounds is set to zero, it defaults to 1 round as 0*anything is zero which rounds up to 1? Set BurstRounds=5 and with the Avenger settings the ai actually fires off at minimum 50 rounds.

Simple solution for you Chugster. Copy all the settings like you did for the Avenger. Don't copy anything between and including PrettyName through IconRef. But do copy and paste everything after IconRef

Add the following after MaxSpareAmmo=(X=400,Y=400)

BurstRounds=1
BurstRefireTime=0.0f
MinRefireTime=0.0f

You can either increase the burst rounds (though I wouldn't as it makes the hench stay out of cover too long) or increase the AI_BurstFireCount settings depending on what you want. The above makes the vindicator act exactly like the Avenger...

However, if you dont' want just a copy of the Avenger in a new model, you could change those three settings above on the original Vindicator settings and change the AI_BurstFireCount to the same as the Avenger. Did that too, and the weapon was full auto but with more punch.

In doing that, as long as I kept a Ymir actively targeting me, Garrus was able to Vindicator it to death by himself. So, that may be overpowered for what you want, but it's an option.

Modifié par RGFrog, 12 octobre 2010 - 11:42 .


#2744
MACharlie1

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 Hey,
 
Maybe someone can help me out with this. 

It's an old, easy modification (and as I can telImage IPBl, frequently asked in regards to this) but I haven't seen anyone else whose encountered this problem. 

One of my Male Sheps is being given TIM eyes. Simple enough. I've already did a playthrough of FemShep with TIM eyes without a problem. But this one seems not to want to work. 

Image IPB

As you can see, my Sheps eyes want to default back to the default blue eyes. But the TIM eyes are overlayed on top. If I remove the RGB color codes, it'd be just regular blue eyes - even with this Shep at full renegade. Thoughts? Thanks. 

#2745
ZephSunstrider

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MACharlie1 wrote...
*hax*
As you can see, my Sheps eyes want to default back to the default blue eyes. But the TIM eyes are overlayed on top. If I remove the RGB color codes, it'd be just regular blue eyes - even with this Shep at full renegade. Thoughts? Thanks. 

Let's sum the procedure up quick; (for reference and as a bump)

Gibbed's Editor > Raw > Squad > Player > Appearance > Morph Head > Texture Parameters.
Open the Texture Parameters list. Add two new entries as follows:
Name: EYE_Diff
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff
Name: EYE_Spec
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec
Color change; go to Vector Parameters:
Delete/Invalidate EYE_Iris_Colour_Vector
Change EYE_White_Colour_Vector to Emis_Color
Set Emis_Color to color value.

If you don't remove EYE_Iris_Colour_Vector, it may lead to problems. Then again, you're saying you did this before with no problems, so I'll assume you did everything right.
Thoughts:  The renegade eyes may for some reason pop up, though without the characteristic red glow.
If you did remove Iris_Colour, maybe try adding it back in (older save) and setting the iris color to either full black or set the alpha channel to 0, theoretically making it transparent.

#2746
MACharlie1

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Hm. Pretty sure the code is correct. (see below)

Image IPB
Removing the renegade doesn't change the eyes. Tried an earlier save (with iris_colour) with same exact result along with turning the alpha transparent 0. 

#2747
phoenixofthunder

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MACharlie1 wrote...

Hm. Pretty sure the code is correct. (see below)

Image IPB
Removing the renegade doesn't change the eyes. Tried an earlier save (with iris_colour) with same exact result along with turning the alpha transparent 0. 


Are you trying to get Red T.I.M. eyes:
If so you could try:

Red:
A=1
B=0.02
G=0.02
R=0.96

Modifié par phoenixofthunder, 13 octobre 2010 - 09:39 .


#2748
ZephSunstrider

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MACharlie1 wrote...

Hm. Pretty sure the code is correct. (see below)
Removing the renegade doesn't change the eyes. Tried an earlier save (with iris_colour) with same exact result along with turning the alpha transparent 0.

Don't set the Emis_Color alpha to 0. Try a savegame with Iris_Colour and Eye_white_Colour. Set Eye_White to Emis_Color and the color you want, and leave Iris_Colour at 0,0,0,0.

#2749
RGFrog

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You need to rename EYE_Iris_Colour_Vector to Emis_Color. This makes the Iris black so all you get is the TIM eye graphic on a black disc. If you leave EYE_Iris_Colour_Vector in and change some other setting to Emis_Color, then your iris color will be whatever you set it from the begining or whatever color you changed EYE_Iris_Colour_Vector to.

Also the emis color alpha should be 1 which is the second half of the problem.

The emis color you set also determines the glow color from within the eye.

If you have an emis color set it overrides any paragon/renegade color from the game. And it has the added benefit of setting some armor lights the same color.

Modifié par RGFrog, 14 octobre 2010 - 06:41 .


#2750
Antioch0074

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Ok scratch that, trying to get my black eclipse code working again, searched page 17 where I thought the code was but obviously not... can anyone help?

Modifié par Antioch0074, 15 octobre 2010 - 04:40 .