ME2 - Modding is Possible II (PC Only)
#276
Posté 29 mai 2010 - 08:51
#277
Posté 29 mai 2010 - 09:18
CherryColaLola wrote...
TheSeventhJedi wrote...
Anyone know how to get Miranda's outfit as a casual outfit for femshep? I've seen it around, but I haven't been able to find it since I picked up a PC copy.
I'm trying to get my buddy to make his .ini file available which will give you Mirandas outfit as armor and casual along with outher henchmen. It also makes all guns available to whatever class you are. I'll keep this thread posted when it becomes available for download, hopefully later today.
You could also try someone elses Coalesced.ini file and see if it's to your liking. I've only been able to get Southbeatz169's mod working though.
I appreciate it. Maybe PM me if you find it?
#278
Posté 29 mai 2010 - 10:47
Is there a way to fix it? I'm new at this
#279
Posté 29 mai 2010 - 11:10
#280
Posté 30 mai 2010 - 09:11
1) can you adjust the muzzle flash on weapons, ive reduced the RoF on the geth gun but the muzzle flash is still at the original RoF
2) You cant change shep's individual armor parts, i.e. N7 chestpiece for Blue Suns chestpiece?
3) You can add various outfits and armors to the casual appearance list but you have to load them each time you load an area...correct?
4) Can you change squadmate outfits? i.e give Grunt the Battlemaster armor (the one with the blue glowy bits) that Varenk wears on Tuchanka
5) Can you swap out powers for main classes? i.e. for sentinel, swap Throw for Combat Drone, if so...how?
Modifié par Chugster, 30 mai 2010 - 09:43 .
#281
Posté 30 mai 2010 - 12:49
Chugster wrote...
4) Can you change squadmate outfits? i.e give Grunt the Battlemaster armor (the one with the blue glowy bits) that Varenk wears on Tuchanka
5) Can you swap out powers for main classes? i.e. for sentinel, swap Throw for Combat Drone, if so...how?
4) No, sadly. It's one of the things that bothers me most about Mass Effect 2, squad members grow terribly boring with the same (often ridiculous) outfit. At least there are some great retextures by modders... but to your answer - no. Not yet, at least.
5) For Shepard or for squad mates? The latter is certainly possible, don't know for Shepard, though.
#282
Posté 30 mai 2010 - 03:01
#283
Posté 30 mai 2010 - 05:00
For #1 & 4 I do not know. For the others' however....................
[quote]Chugster wrote...
ok have a few more questions:
2) You cant change shep's individual armor parts, i.e. N7 chestpiece for Blue Suns chestpiece?
3) You can add various outfits and armors to the casual appearance list but you have to load them each time you load an area...correct?
[/quote]
Page 118, post 17 of Modding is Possible
[quote]phoenixofthunder wrote...
Need armor and clothing outfits. Try this.
Try appling the casual and armor code lines from the Coalesced.ini files here:
http://www.masseffec...s.com/mods.php
(A little bit past half way down the page)
I just saved each to my desktop as Coalesced2.ini, Coalesced3.ini, Coalesced4.ini & Coalesced5.ini
Then took the
[SFXGame.SFXPawn_Player]
section of each ini, then copy and pasted the section:
;------------------------------Custom Outfits Start------------------------------
Clothing/Armor code lines
;------------------------------Custom Outfits End------------------------------
into my own [SFXGame.SFXPawn_Player] section of my Coalesced.ini file. When I launched ME2 after running fixer. I had too many choices to choose from.
*******Non-relavant post portion removed.********
If what I have just said is not what was wanted or needed then please consider the whole above stupid and dumb post Null & Void.
[quote]
5) Can you swap out powers for main classes? i.e. for sentinel, swap Throw for Combat Drone, if so...how?[/quote]
[/quote]
Page 118, post 16 of Modding is Possible
[quote]Azureum wrote...
It's quite simple really ...
If you are a soldier, and for an example want to give yourself singularity add this to coalesced.ini:
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Singularity",SeekFreePackageName="SFXCharacterclass_Adept")
And to finish a simple binding to set the power and rank it:
Bindings=( Name="NumPadZero", Command="GivePower self SFXPower_Singularity | SetRank self SFXPower_Singularity 3" )
Thats the way to do it, only thing is that they aren't permanent powers, upon reload or transition to another map you will lose them, but its a single button press to get it back again so its not really an issue.
As long as you add the dynamicloading line for whichever power you like, and then use the givepower command, and setrank, you can use any power, evolved ones (those need to be set at rank 4) passive ones too, even bonus ones.
EDIT: I'll do a YouTube video I think, just to show it
[/quote]
Modifié par phoenixofthunder, 30 mai 2010 - 05:21 .
#284
Posté 30 mai 2010 - 05:02
Antioch0074 wrote...
Okay another question I'm hoping someone can answer, is it possible to enable all henchmen to carry the M-98 widow sniper rifle?
From page 113, post 10 of Modding is Possible
DJ_D wrote...
I figured out how to give more teammembers the Krogan Shotgun and the Widow Anti Material Rifle. It is actually quite easy to do that.
Open up your Coalcead.ini with Notepad++ and go to the Loadout section. [SFXGame.SFXPlayerSquadLoadoutData]
Then scroll all the way to the end of the section until you see
HenchmenSpecialWeapons
There are 2 lines. One for Grunts Shotgun and one for Legions Sniper rifle.
Add a new line after them and paste the following line in it.
---------------------------
HenchmenSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_MassCannon",
HenchmanclassName=SFXPawn_Garrus,UnlockPlotName=Tec_SniperRifle)
---------------------------
That will give Garrus the Widow as well.
For the Shotgun, use this line:
------------------------------
HenchmenSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_FlakGun",
HenchmanclassName=SFXPawn_Tali,UnlockPlotName=Tec_Shotgun)
------------------------------
That will grant Tali the ability to use the Heavy Shotgun.
You´ll notice that the unlock plot is Tec_SniperRifle and Tec_Shotgun. This needs to be done or the weapons cant be selected somehow.
If you want a different Team Member to get the weapons, Thane for example (he can use Sniper rifles and shotguns) just add another line for the sniper rifle and the one for the shotgun. Then change SFXPawn_Tali to SFXPawn_Thane.
Thats it, now save your changes and fix your C.ini with ruby or the ini fixer and your good to go.
Modifié par phoenixofthunder, 30 mai 2010 - 05:09 .
#285
Posté 30 mai 2010 - 05:15
TheSeventhJedi wrote...
Quick question - using gibbed, can I start a fresh ME2 character with ME1 choices? I tried starting a new character and editing that save, but the editor says the ME1 choices will only have impact if I import it as a new character. How do I do that?
From page 119, post 8 of Modding is Possible
Azureum wrote...
After you start your new game, save and then open Gibbed's editor.
Then,
change the ME1 plot information making sure to check the "Played ME1"
box.
After setting the plot variables, switch to the RAW tab and
find "Endgamestate," then change that to one of the two Finished
options.
This will flag your ME2 save as complete and allow you
to import it to start a New Game.
Modifié par phoenixofthunder, 30 mai 2010 - 05:38 .
#286
Posté 30 mai 2010 - 05:37
phoenixofthunder wrote...
*snip
You da man!
#287
Posté 30 mai 2010 - 05:40
TheSeventhJedi wrote...
phoenixofthunder wrote...
*snip
You da man!
No Problem.
#288
Posté 30 mai 2010 - 06:00
Also I'm using default shepard's head
Modifié par Antioch0074, 30 mai 2010 - 06:16 .
#289
Posté 30 mai 2010 - 06:04
Modifié par Antioch0074, 30 mai 2010 - 06:05 .
#290
Posté 30 mai 2010 - 07:03
#291
Posté 30 mai 2010 - 09:15
#292
Posté 30 mai 2010 - 09:55
#293
Posté 31 mai 2010 - 12:26
Modifié par Antioch0074, 31 mai 2010 - 03:01 .
#294
Posté 31 mai 2010 - 04:23
Antioch0074 wrote...
Nevermind, I got it to work from another post.
The T.I.M. eyes?
Modding is Possible II Page 10 Post 8
#295
Posté 31 mai 2010 - 04:24
Chugster wrote...
thanks for all the answers, but no one has answered me about the muzzle flashes...anyone know the answer to this?
Not to my knowledge
#296
Posté 31 mai 2010 - 04:25
Antioch0074 wrote...
Ugh... stupid forum not submitting my edited post
Give 30 Seconds between hitting the Refresh button
#297
Posté 31 mai 2010 - 05:52
phoenixofthunder wrote...
Antioch0074 wrote...
Nevermind, I got it to work from another post.
The T.I.M. eyes?
Modding is Possible II Page 10 Post 8
Getting shepard to have the blue suns outfit
But I dont think there's a way to have him with energy armor like warden kiren from the purgatory vessel... I think it's a material which isn't possible to select in armor settings.
#298
Posté 31 mai 2010 - 10:36
PS: Just asking for help on adding this to my Coalesced.ini file (taking screencaps)
Go to your Mass Effect 2 Install Dir, then >BioGame\\Config\\PC\\Cooked
Make a backup of Coalesced.ini
Open Coalesced.ini and just add:
Bindings=( Name="F8", Command="shot" ) - Where in Coalesced.ini do we add this?
This will bind Screenshot to the F8 key.
Modifié par droid105, 31 mai 2010 - 11:09 .
#299
Posté 31 mai 2010 - 11:30
IVe given my shep TIM's glowing eyes in green, and im planning the same for my next renegade run through (in blue), but i wanted to know what happens if I let the scars get worse, will the blue glowy eyes turn red or will the scars just get worse?
Also, how to you change the scar glow colour?
#300
Posté 31 mai 2010 - 04:55
I would like to ask if anyone has found clues about Normandy's sound trouble using command :
"bUseBackgroundLevelStreaming=False".
And anyone know how to extend infiltrator's slowtime ?
Thanks.




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