Aller au contenu

Photo

ME2 - Modding is Possible II (PC Only)


  • Ce sujet est fermé Ce sujet est fermé
2784 réponses à ce sujet

#2751
SirValeq

SirValeq
  • Members
  • 271 messages
A question: can I use Gibbed's saveeditor to set the bonus weapon one chooses on the Collector Ship?

My problem is that I had an engineer, which I converted into a Vanguard and imported into a NG+. Everything is great except I'd like to have the Claymore among the shotguns I can use. Now I know I can just put it onto my char in the weapons collection, but when in game, the Claymore is not among the choices in the weapon lockers. Can I somehow add it into the weapons available in the lockers or in the loadout choice before missions?

#2752
RGFrog

RGFrog
  • Members
  • 2 011 messages

iLikeBWgames wrote...

A question: can I use Gibbed's saveeditor to set the bonus weapon one chooses on the Collector Ship?
My problem is that I had an engineer, which I converted into a Vanguard and imported into a NG+. Everything is great except I'd like to have the Claymore among the shotguns I can use. Now I know I can just put it onto my char in the weapons collection, but when in game, the Claymore is not among the choices in the weapon lockers. Can I somehow add it into the weapons available in the lockers or in the loadout choice before missions?


In c.ini:

[SFXGameContent_Inventory.SFXWeapon_FlakGun]
bNotRegularWeaponGUI=TRUE  <--- change to FALSE

[SFXGame.SFXPlayerSquadLoadoutData]
Shotguns=(className="SFXGameContent_Inventory.SFXWeapon_FlakGun",bNotRegularWeaponGUI=true)

Change to the following:

Shotguns=(className="SFXGameContent_Inventory.SFXWeapon_FlakGun")

Save and run the fixer. The shottie will be available from the weapons locker.

#2753
Chugster

Chugster
  • Members
  • 1 776 messages

RGFrog wrote...

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.


TBH...its just not worth it...I may just leave the GPR as a player only gun...trouble is all the geth missions are too easy coz they dont shoot enough...maybe i should just forget making major changes to the guns...unless someone can post a GPR c.ini bit that performs like the Mattock for both player and squaddies/bad guys?

Modifié par Chugster, 15 octobre 2010 - 05:16 .


#2754
Antioch0074

Antioch0074
  • Members
  • 135 messages
Hey does anyone have the code to change my shoulder pads to the blue suns ear piece? I thought I had that last time I played a few months ago... anyone know?

#2755
Flying Man

Flying Man
  • Members
  • 4 messages

Antioch0074 wrote...

Hey does anyone have the code to change my shoulder pads to the blue suns ear piece? I thought I had that last time I played a few months ago... anyone know?


Well you can have my coalesced, look for the [SFXGame.SFXPawn_Player] part. I have hats, glasses and the ear piece as shoulders. I have also every piece of clothing, hats, visors, helmets and all,  giving me every clothes advantage (overkill, i know Image IPB). You can change between casual and armor with Home (armor), End (casual), and PageUp (clothing menu).

www.megaupload.com/

Modifié par Flying Man, 15 octobre 2010 - 06:49 .


#2756
Antioch0074

Antioch0074
  • Members
  • 135 messages
Thanks!

#2757
Euriphobia

Euriphobia
  • Members
  • 18 messages
Hi all, I've been trying to put garrus's armour into the game using the tutorial at the start of this thread, for the most part its fine but the moment this loadseq thing comes into the equasion I become completely lost for what to do... I've done what I think it's telling me to do and ended up with something that looks like this....

---------------------------------------------------------------------------------------------

// Add the required OnlyLoadLevel Mapname below as long as the last command

//

OnlyLoadLevel Biog_TUR



in the chain is the Exec command to load gui_armor_menu.txt so that it will work.





// #### OnlyLoadLevel Commands #### //



OnlyLoadLevel BioD_Nor_002CabinKelly

OnlyLoadLevel BioH_Vixen_01





// #### Load Armor Menu #### //

Exec gui_armor_menu.txt

---------------------------------------------------------------------------------------------

.... in the loadseq notepad, what if any of it do I have to post where, the me2 binary folder is mentioned but do I copy the whole thing over or what?



I'm assuming that this is an important part of the process as at the moment I go in game and can get all the armour other than torso to disappear but dont seem to be able to select the garrus armour.



Thanks in advance.

#2758
ZephSunstrider

ZephSunstrider
  • Members
  • 190 messages

Euriphobia wrote...

Hi all, I've been trying to put garrus's armour into the game using the tutorial at the start of this thread, for the most part its fine but the moment this loadseq thing comes into the equasion I become completely lost for what to do... I've done what I think it's telling me to do and ended up with something that looks like this....

.... in the loadseq notepad, what if any of it do I have to post where, the me2 binary folder is mentioned but do I copy the whole thing over or what?

You put that loadseq file into your Binaries folder.
Make sure you add the keybind to the C.ini to execute said loadseq file.

Modifié par ZephSunstrider, 16 octobre 2010 - 08:34 .


#2759
manonyuf

manonyuf
  • Members
  • 52 messages
Sorry in advance for being stupid, but I really can't understand how this should work. I am trying to get Liara's and Tela Vasir's armor (LotSB DLC) to work as my Shepard's armor (not casual), but I keep failing miserably.

I do know that Liara's armor is :  BIOG_ASA_ARM_LIAa_R.LGTa.ASA_ARM_LGTa_MDL;  Level: BioH_Liara_00
and Vasir's is :  BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL;  Level: BioD_Exp1Lvl1_100Apartment

Could anyone please tell me exactly what, and where do I have to write in the Coalesced.ini for the armors to show up at the armor selection?

Thanks in advance

#2760
Iwakura-Lain

Iwakura-Lain
  • Members
  • 528 messages
I was reading the following project:



http://social.biowar...m/project/2825/



And I wonder, has anyone been able to pause the game during cutscenes? That would really be great.

#2761
Euriphobia

Euriphobia
  • Members
  • 18 messages

ZephSunstrider wrote...
You put that loadseq file into your Binaries folder.
Make sure you add the keybind to the C.ini to execute said loadseq file.


I'm afriad I'm still confused, what keybind do I have to add to the c.ini as it doesn't appear to mention that at all from the tutorial....

#2762
scampermax

scampermax
  • Members
  • 1 163 messages

Iwakura-Lain wrote...

I was reading the following project:

http://social.biowar...m/project/2825/

And I wonder, has anyone been able to pause the game during cutscenes? That would really be great.


You can using numpad 6. It only stops the picture, but not the sound. Sometimes things don't sync up exactly when you release the pause.

I'm still in the learning process with the flycam, but it does yield some interesting results.

/saw your post in the FemShep thread, but this is a better place to respond. :)

#2763
Iwakura-Lain

Iwakura-Lain
  • Members
  • 528 messages

scampermax wrote...

Iwakura-Lain wrote...

I was reading the following project:

http://social.biowar...m/project/2825/

And I wonder, has anyone been able to pause the game during cutscenes? That would really be great.


You can using numpad 6. It only stops the picture, but not the sound. Sometimes things don't sync up exactly when you release the pause.

I'm still in the learning process with the flycam, but it does yield some interesting results.

/saw your post in the FemShep thread, but this is a better place to respond. :)


Thanks; but, sadly, that isn't working for me. :( I can press Numpad 6 until I see blue in the face, but the cutscene just continues.

Also, I don't get pre-positioning flycam before a cutscene starts, because when in flycam mode, I can no longer move my character to trigger the cutscene. Am I missing something obvious here?

#2764
scampermax

scampermax
  • Members
  • 1 163 messages

Iwakura-Lain wrote...

[snipped earlier stuff]

Thanks; but, sadly, that isn't working for me. :( I can press Numpad 6 until I see blue in the face, but the cutscene just continues.

Also, I don't get pre-positioning flycam before a cutscene starts, because when in flycam mode, I can no longer move my character to trigger the cutscene. Am I missing something obvious here?


I've only been experimenting with the flycam for a couple of weeks so I'm far from an expert. The following is based on my limited experience.

I'm not sure that you can place the camera before triggering the cutscene. AFAIK using flycam removes control from Shepard so she won't move. If you're quick with the controls you can move around to get the shot you want. I've noticed the camera zooms into whereever it was pointed originally so it can be hard to line up the shot before the scene changes.

There might be some cutscenes that can't be paused. I tested the numpad 6 pause on the scene in Purgatory where you offer to relinquish one bullet and the pause worked there. Is it possible you have something else bound to numpad 6 that's conflicting?

My only other suggestion is to check out this great post SageQueen made regarding her experiences with flycam. It mostly covers ME1, but it has some great advice.

http://www.gametouri...ass-effect.html

#2765
Iwakura-Lain

Iwakura-Lain
  • Members
  • 528 messages

scampermax wrote...

I'm not sure that you can place the camera before triggering the cutscene. AFAIK using flycam removes control from Shepard so she won't move. If you're quick with the controls you can move around to get the shot you want. I've noticed the camera zooms into whereever it was pointed originally so it can be hard to line up the shot before the scene changes.

There might be some cutscenes that can't be paused. I tested the numpad 6 pause on the scene in Purgatory where you offer to relinquish one bullet and the pause worked there. Is it possible you have something else bound to numpad 6 that's conflicting?

My only other suggestion is to check out this great post SageQueen made regarding her experiences with flycam. It mostly covers ME1, but it has some great advice.

http://www.gametouri...ass-effect.html

Thanks for your detailed reply.

I just found another great post, at:

forums.nvidia.com/lofiversion/index.php

Seems there's a whole [SFXGame.SFXGameModeConversation] section, which is largely empty, currently, in which you can apparently set your own localized keys. :) My, this looks very promising.

#2766
scampermax

scampermax
  • Members
  • 1 163 messages

Iwakura-Lain wrote...

scampermax wrote...

I'm not sure that you can place the camera before triggering the cutscene. AFAIK using flycam removes control from Shepard so she won't move. If you're quick with the controls you can move around to get the shot you want. I've noticed the camera zooms into whereever it was pointed originally so it can be hard to line up the shot before the scene changes.

There might be some cutscenes that can't be paused. I tested the numpad 6 pause on the scene in Purgatory where you offer to relinquish one bullet and the pause worked there. Is it possible you have something else bound to numpad 6 that's conflicting?

My only other suggestion is to check out this great post SageQueen made regarding her experiences with flycam. It mostly covers ME1, but it has some great advice.

http://www.gametouri...ass-effect.html

Thanks for your detailed reply.

I just found another great post, at:

forums.nvidia.com/lofiversion/index.php

Seems there's a whole [SFXGame.SFXGameModeConversation] section, which is largely empty, currently, in which you can apparently set your own localized keys. :) My, this looks very promising.


That does look promising. Thanks!

#2767
Iwakura-Lain

Iwakura-Lain
  • Members
  • 528 messages

scampermax wrote...

Iwakura-Lain wrote...

scampermax wrote...

I'm not sure that you can place the camera before triggering the cutscene. AFAIK using flycam removes control from Shepard so she won't move. If you're quick with the controls you can move around to get the shot you want. I've noticed the camera zooms into whereever it was pointed originally so it can be hard to line up the shot before the scene changes.

There might be some cutscenes that can't be paused. I tested the numpad 6 pause on the scene in Purgatory where you offer to relinquish one bullet and the pause worked there. Is it possible you have something else bound to numpad 6 that's conflicting?

My only other suggestion is to check out this great post SageQueen made regarding her experiences with flycam. It mostly covers ME1, but it has some great advice.

http://www.gametouri...ass-effect.html

Thanks for your detailed reply.

I just found another great post, at:

forums.nvidia.com/lofiversion/index.php

Seems there's a whole [SFXGame.SFXGameModeConversation] section, which is largely empty, currently, in which you can apparently set your own localized keys. :) My, this looks very promising.


That does look promising. Thanks!


Yep, that works! I'm now able to fly around in cutscenes! And I can freely move about and take shots/movies from every angle I want. :)

Always a cool moment when you figure stuff out. :)

#2768
David Hingtgen

David Hingtgen
  • Members
  • 286 messages

manonyuf wrote...
Sorry in advance for being stupid, but I really can't understand how this should work. I am trying to get Liara's and Tela Vasir's armor (LotSB DLC) to work as my Shepard's armor (not casual), but I keep failing miserably.

Could anyone please tell me exactly what, and where do I have to write in the Coalesced.ini for the armors to show up at the armor selection?


In the "[SFXGame.SFXPawn_Player]" section, add the following:
TorsoAppearances=(Id=15,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYa.HMM_ARM_HVYa_MDL",MaleMaterialOverride="BIOG_HMM_ARM_HVY_R.HVYa.HMM_ARM_HVYa_MAT_17a",Female="BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL"),PlotFlag=-1)
TorsoAppearances=(Id=34,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MDL",MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MAT_1b",Female="BIOG_ASA_ARM_LIAa_R.LGTa.ASA_ARM_LGTa_MDL",FemaleMaterialOverride="BIOG_ASA_ARM_LGT_R.LIAa.ASA_ARM_LIAa_MAT_1a",PlotFlag=-1)
ShoulderAppearances=(Id=4,Type=CustomizableType_Shoulders,PlotFlag=-1)
ArmAppearances=(Id=4,Type=CustomizableType_Arms,PlotFlag=-1)
LegAppearances=(Id=4,Type=CustomizableType_Legs,PlotFlag=-1)

In the "[SFXGame.SFXGameModeDefault]" section:
Bindings=( Name="NumPadOne" ,Command="OnlyLoadLevel BioD_Nor_000Cabin | OnTap 2.0 showmenu | OnTap 3.0 OpenGUI Personalization" )
Bindings=( Name="NumPadTwo", Command="Onlyloadlevel BioH_vixen_00 | Onlyloadlevel BioH_vixen_01 | Onlyloadlevel BioD_Exp1Lvl1_600LiaraReveal" )

In "[Engine.PackagesToAlwaysCook]":
SeekFreePackage=BioH_Liara_00

With all this---hit "2" then hit "1".  Should be able to get it then.  (I just copied lines from my personal c.ini---it'll be slightly different than other people's, but I know it works for me)

#2769
simon74

simon74
  • Members
  • 9 messages
Is there any way to modify DLC weapons? I wish to increase ammo of "SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle" (It is M-96 Mattock)

The problems is, if I change any value of the DLC file config, it shows authorization error.
If this is impossible, can we modify ammo carrying bonus rate of Off-Hand Ammo Pack?

This ammo pack is

(Id=3,Name=334447,Description=334448,Type=CustomizableType_Arms,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPd.HMM_ARM_SHPd_Slv_MDL",Female="BIOG_HMF_ARM_SHP_R.SHPd.HMF_ARM_SHPd_Slv_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_LeftArmAmmoPack"),PlotFlag=4269)

Only what I found is SFXGame.SFXGameEffect_Gear_LeftArmAmmoPack. I wonder there is some way to change this game effect.

Modifié par simon74, 18 octobre 2010 - 03:42 .


#2770
ZephSunstrider

ZephSunstrider
  • Members
  • 190 messages

simon74 wrote...
Is there any way to modify DLC weapons? I wish to increase ammo of "SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle" (It is M-96 Mattock)

This is probably THE most asked question in this thread, along with TIM eyes. A little search with Google wouldn't have harmed you.
See -> Page 45

Euriphobia wrote...
I'm
afriad I'm still confused, what keybind do I have to add to the c.ini
as it doesn't appear to mention that at all from the tutorial....

Bindings=( Name="NumPadNine" , Command="OnlyLoadLevel BioD_Nor_000Cabin | OnTap 2.0 exec loadseq.txt" )
Put that line under [SFXGame.SFXGameModeBase] and hit Num9 ingame. Make sure loadseq.txt and gui_armor_menu.txt are in the Binaries folder.

Modifié par ZephSunstrider, 18 octobre 2010 - 05:13 .


#2771
Captain_Obvious_au

Captain_Obvious_au
  • Members
  • 2 226 messages
Hi folks,

Just wondering if it's possible to add paragon/renegade points into a NG+? By that I mean importing an ME2 character, NOT ME1.

EDIT: also, is it possible to add Garrus' armour at the start of the game (ie undamaged) as an extra alternate appearance? I'm sick to death of his damaged armour, but I'm not going to pay money to get two outfits I don't want.

Modifié par Captain_Obvious_au, 18 octobre 2010 - 10:45 .


#2772
droid105

droid105
  • Members
  • 513 messages
Hi All: Just asking what is the code for Asari Spectre armor for coal file and can we add her head to Shepard's helmets (2nd Asari head)? Is there code for blue suns and Escips helmets for Shepard use? Please let me know and thanks

#2773
Chugster

Chugster
  • Members
  • 1 776 messages
ok can someone explain WTF is going in with my modding?

I have set up the Revvy so that if fire just like a Mattock, copied all the damage, fire-rate and AI stuff from the Mattock and it works fine for me.

Now ive just played through Purgotary (sp) with Grunt w/Mattock, now he fires the Mattock with no problems whatsoever, BUT, the ****ing bad guys, Commanders and Kuril, will not shoot their Revvy's right...they shoot once and then just stand there out of cover...

WHY THE **** IS THIS?

I mean, grunt does ok...the settings are the same, but the bad guys are ****ed...i noticed the same thing when i tried to do the same with the GPR...all the geth missions were neutered

Im getting really pissed off...i love the look of the Revvy and GPR but dont like the way they operate ingame but everytime i mod the fire rate from full auto to semi the AI throws a fit...even with the AI settings done the same as the Mattock

Modifié par Chugster, 18 octobre 2010 - 04:13 .


#2774
Chugster

Chugster
  • Members
  • 1 776 messages

David Hingtgen wrote...

In the "[SFXGame.SFXPawn_Player]" section, add the following:
TorsoAppearances=(Id=15,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYa.HMM_ARM_HVYa_MDL",MaleMaterialOverride="BIOG_HMM_ARM_HVY_R.HVYa.HMM_ARM_HVYa_MAT_17a",Female="BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL"),PlotFlag=-1)
TorsoAppearances=(Id=34,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MDL",MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MAT_1b",Female="BIOG_ASA_ARM_LIAa_R.LGTa.ASA_ARM_LGTa_MDL",FemaleMaterialOverride="BIOG_ASA_ARM_LGT_R.LIAa.ASA_ARM_LIAa_MAT_1a",PlotFlag=-1)
ShoulderAppearances=(Id=4,Type=CustomizableType_Shoulders,PlotFlag=-1)
ArmAppearances=(Id=4,Type=CustomizableType_Arms,PlotFlag=-1)
LegAppearances=(Id=4,Type=CustomizableType_Legs,PlotFlag=-1)


added these but only Liara's armor shows up...shouldnt there be a texture file for Vasir's armor?

#2775
Crunchyinmilk

Crunchyinmilk
  • Members
  • 638 messages

scampermax wrote...
There might be some cutscenes that can't be paused. I tested the numpad 6 pause on the scene in Purgatory where you offer to relinquish one bullet and the pause worked there. Is it possible you have something else bound to numpad 6 that's conflicting?


the playersonly command works everywhere.  In conversations though, its a tad limited.  Slomo is also a mixed bag during cinematics and conversations.  The trouble is that character facial animations, lip sync and eye animations are all separately scripted and timed.  Pausing or slowing down time can throw some or all of them out of sync, causing rolled back eyes or 'dead' faces with no emotion later in the sequence.

You're always well served by saving before a cinematic/conversation so you can replay it, if pausing or slowing down time screws up the animations.

Its worth mentioning that you can actually SloMo (provided the value is less than 1) rendered cinematics too.  Say you wanted to take a screenshot of the Normandy being blown up at the start, or wanted just the right shot of the shuttle approaching the Shadow Broker's ship.  You can slow down those movies with a small SloMo setting (like 0.2).

I really enjoyed wasting time taking scenery shots in ME2, also the occasional Shepard POV shots where hard to resist. I definitely recommend Fraps for screenshots.  Use an uncompressed format like TGA.  The in-game screenshot bind (shot) can also cause slight slowdown and thus throw off the sync of animations during cutscenes and conversations as well.

Image IPB

Image IPB

Image IPB

Image IPB

Image IPB

Image IPB

If you scroll back a few pages in this thread there's discussion on the tiledshot command for taking super high res screenshots in ME2, and how to avoid the black banding at the edges.

Modifié par Crunchyinmilk, 18 octobre 2010 - 02:08 .