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ME2 - Modding is Possible II (PC Only)


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#551
krullstar

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I apologize if this is the wrong place to ask this - but I was wondering if there were some 'proven' coalesced' files that keep fundamental rules of the default game intact BUT enhance difficulty?

I enjoy a challenge and longer drawn out battles (though occasional one shot kills on me or NPC are good too).   Instead of mucking around with the file I was hoping someone had already created something I could use.

Any suggestions would be appreciated. Thanks!

Modifié par krullstar, 21 juin 2010 - 11:33 .


#552
Onyx Jaguar

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That would be quite interesting, I've heard of other games having hidden difficulties buried in their settings before

#553
phoenixofthunder

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maroam wrote...

Cobalt blue


Send me an email: phoenixofthunder@yahoo.com

#554
phoenixofthunder

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krullstar wrote...

I apologize if this is the wrong place to ask this - but I was wondering if there were some 'proven' coalesced' files that keep fundamental rules of the default game intact BUT enhance difficulty?

I enjoy a challenge and longer drawn out battles (though occasional one shot kills on me or NPC are good too).   Instead of mucking around with the file I was hoping someone had already created something I could use.

Any suggestions would be appreciated. Thanks!


Tried Insanity difficulty level? If so..... What type of difficulty changes were you thinking of? (Ammo amount? Shield strength & regeneration factor? Amount of damage a weapon causes?) I need specifics to be able to help with what your looking for.

#555
maroam

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ok email sent

#556
bottledwater

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is it possible to fix the justicar and the lady in the white outfit's jaw and chin so they dont look like they used to be dudes?

#557
phoenixofthunder

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bottledwater wrote...

is it possible to fix the justicar and the lady in the white outfit's jaw and chin so they dont look like they used to be dudes?


Heh? You mean Samara/Morinth & Miranda?

#558
bottledwater

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phoenixofthunder wrote...

bottledwater wrote...

is it possible to fix the justicar and the lady in the white outfit's jaw and chin so they dont look like they used to be dudes?


Heh? You mean Samara/Morinth & Miranda?


yeah, them girls. i didnt wanna use names cuz i dont wanna ****** off bioware with the whole "no spoilers allowed". the justicar looks like michael jackson IMO. miranda's chin is too wide and her jaw is a bit too wide. idk, is this an easy fix or does it require actually firing up 3ds and messing with the model?

#559
OnlyHazeRemains

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bottledwater wrote...

[...] idk, is this an easy fix or does it require actually firing up 3ds and messing with the model?


This

#560
squidney2k1

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I would be awesome if anyone could figure out some of the following male facial hair codes, specifically the ones in DLC characters:


- Donovan Hock's facial hair, from Kasumi's DLC.
- Daniel's (Mordin's Assistant on Omega) facial hair...this one looks like Shepard's Biker Chops, but it's thinner and goes up higher on the sideburns.
- Navigator Pressley's facial hair.



I know some of these might be specific to character models (i.e. Pressley's could, much like Jacob's is), but I can't check because I have the 360 version.

#561
kaapuniokala

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I'm using Windows 7, and I can't get the launcher to run the game using the modded Coalesced.ini file. Even after editing with N++, and with the IniFixer installed.



Edit: Nevermind, I reinstalled the IniFixer and it is now working. Thanks, Azureum!

#562
David Hingtgen

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I've been trying to get the "playable Adm Shala raan vas Tonbay" to work and can't---I've tried just about every Quarian PCC there is for "load only" and none will load. I'm wondering if the code itself is wrong? (one of the Quarians from the prologue would be fine too, I just want *a* Quarian that's not Tali)

Modifié par David Hingtgen, 26 juin 2010 - 11:14 .


#563
manonyuf

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I'm sorry in advance if I'm being incredibly dumb, but I just can't get Aria's armor to work. I'm hoping someone can help me out. I'm pretty sure I'm doing something wrong, I just can't figure out what.
I've placed the line : TorsoAppearances=(Id=2010,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL"),PlotFlag=-1) under [SFXGame.SFXPawn_Player]
 and Binding Command="Onlyloadlevel BioD_OmgHub_220DenBar" under [BioWxPersistentObjectsManager]

Did I miss a step, or did I do something/or the whole thing wrong?

#564
David Hingtgen

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You've got the binding section really wrong.  That's not where it goes or how it is.  Generally, "loadlevel" is assigned to a numeric pad key, and in the [SFXGame.SFXGameModeDefault] section. Mine is personally:

Bindings=( Name="NumPadSix", Command="Onlyloadlevel BioD_OmgHub_220DenBar" )

Every time you want to use Aria, you hit the 6 key, THEN go in and select it from the armor menu.  

Modifié par David Hingtgen, 26 juin 2010 - 07:08 .


#565
bottledwater

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any way to make the blood and guts from dead people stay permanently? or at least a lot longer? also any way to make every dead person explode as if they were blood pack pyro who got overloaded?

#566
Burdokva

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Crunchyinmilk wrote...

Tried editing this section?
[SFXGameContent_Inventory.SFXHeavyWeapon_VehicleMissileLauncher]
Damage=(X=425,Y=425)
DamageAI=1.0f
DamageHench=0.35f
RateOfFire=(X=125,Y=125)
Higher values for rate of fire = faster, Likewise higher damage values = more damage...


Thanks a lot! I'll try it soon when I get a new Windows OS. Hope it makes the Hammerhead a bit more bearable... :wizard:

#567
phoenixofthunder

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bottledwater wrote...

[1]any way to make the blood and guts from dead people stay permanently? or at least a lot longer? [2]also any way to make every dead person explode as if they were blood pack pyro who got overloaded?



1. The blood I don't know (havent messed with it) but to get the bodies to stay try messing with these: 
[SFXGame.BioArtPlaceable]
m_nMaxCorpseVisibilityCleanupAttempts=4
m_fCorpseCleanupFirstAttemptTime=5.0
m_fCorpseCleanupAttemptRetryTime=2.0
m_fMaxCorpseCleanupDistanceThreshold=4000.0
m_fMaxCorpseCleanupScreenSizeThreshold=0.20

2. There is a way to do that to your character but to corpses besides blood pack pyro's I'm not sure.

****When I put my only graphic card that will launch ME2, (which I put a new Zalman fan cooler on) back in my computer in 7 hours I'll try to be more specific.****

Modifié par phoenixofthunder, 26 juin 2010 - 11:18 .


#568
kaapuniokala

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Does anybody know how to modify the M-490 Blackstorm (came with Terminus Set) and the Incisor? I'd love for the Incisor to have infinite ammo, no reloads, autofire, and no recoil/error.

Also, is there any way in which the amount of time for the Security Bypass (circuit connecting) can be changed?

Modifié par kaapuniokala, 26 juin 2010 - 11:58 .


#569
bottledwater

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phoenixofthunder wrote...

[SFXGame.BioArtPlaceable]
m_nMaxCorpseVisibilityCleanupAttempts=4
m_fCorpseCleanupFirstAttemptTime=5.0
m_fCorpseCleanupAttemptRetryTime=2.0
m_fMaxCorpseCleanupDistanceThreshold=4000.0
m_fMaxCorpseCleanupScreenSizeThreshold=0.20


the second and third values cannot be more than 9.0. once i go to 10, the game crashes on startup. something to do with the decimals i think. also the "4000.0" cannot be more than 9999.0, the game will also crash on startup. the "0.20" i can set to "0.10" but no less. something is going on with the decimals.

edit: i set the cleanup attempts to 0, and set the cleanupdistance threshold to 0001.0. the corpses stay now, but if you are like 10 yards away from them and look away, they disappear. also you can melee attack them when they are still there, its fun ^_^. but no blood :\\

Modifié par bottledwater, 27 juin 2010 - 03:30 .


#570
doinkers8105

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Need your help guys. Is there a way to make this edit possible?

What i'm trying to do is add more powers without doing the keybinding.





[SFXGamePawns.SFXCharacterclass_Infiltrator]

MappedPowers=SFXPower_Cloak

MappedPowers=SFXPower_Incinerate

MappedPowers=SFXPower_AIHacking

MappedPowers=SFXPower_DisruptorAmmo

MappedPowers=SFXPower_CryoAmmo

MappedPowers=SFXPower_WarpAmmo_Player

MappedPowers=SFXPower_Dominate_Player

#571
phoenixofthunder

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doinkers8105 wrote...
Need your help guys. Is there a way to make this edit possible?
What i'm trying to do is add more powers without doing the keybinding.

[SFXGamePawns.SFXCharacterclass_Infiltrator]
MappedPowers=SFXPower_Cloak
MappedPowers=SFXPower_Incinerate
MappedPowers=SFXPower_AIHacking
MappedPowers=SFXPower_DisruptorAmmo
MappedPowers=SFXPower_CryoAmmo
MappedPowers=SFXPower_WarpAmmo_Player
MappedPowers=SFXPower_Dominate_Player


Question: Aren't the majority of those Infiltrator powers already?

I don't believe you can add powers without keybinds. But you can compund the commands together.
Still need the Dynamic Loading:

[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_[WANTED POWER]_Player",
SeekFreePackageName="SFXCharacterclass_class OF WANTED")

IE:>>DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Dominate_Player",
SeekFreePackageName="SFXCharacterclass_Infiltrator")

This binding may work but I haven't tested it:
Bindings=( Name="F11", Command="GivePower self SFXPower_Dominate_Player" | setRank self SFXPower_Dominate_Player 3" )

Modifié par phoenixofthunder, 27 juin 2010 - 08:53 .


#572
phoenixofthunder

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krullstar wrote...

I apologize if this is the wrong place to ask this - but I was wondering if there were some 'proven' coalesced' files that keep fundamental rules of the default game intact BUT enhance difficulty?

I enjoy a challenge and longer drawn out battles (though occasional one shot kills on me or NPC are good too).   Instead of mucking around with the file I was hoping someone had already created something I could use.

Any suggestions would be appreciated. Thanks!



You could try this:
[SFXGame.SFXDifficulty_Level6]
MinScore=275
MaxScore=500
PlayerShieldRechargeModifier=2.4
MaxAttackTickets=1
MaxAttackTicketsHench=2
MaxTargetTickets=9
MaxTargetTicketsHench=2
EnemyHealthMultiplierLow=(X=30000, Y=30000)
EnemyHealthMultiplierHigh=(X=50000, Y=50000)
PlayerHealthMultiplierLow=(X=0.435, Y=0.435)
PlayerHealthMultiplierHigh=(X=0.435, Y=0.435)
HenchHealthMultiplierLow=(X=0.435, Y=0.435)
HenchHealthMultiplierHigh=(X=0.435, Y=0.435)
FriendlyHealthMultiplierLow=(X=0.435, Y=0.435)
FriendlyHealthMultiplierHigh=(X=0.435, Y=0.435)
EnemyPowerCooldownMultiplier=0.2
SquadPowerDurationMultiplier=0.5
SquadPowerCooldownMultiplier=1.0
EnemyShieldBonus=4.65f
DifficultyLevel=5
AmmoDecayMultiplier=3.0f
EnemyAimMultiplier=1.25f
BleedOutInterval=0.1f

Modifié par phoenixofthunder, 27 juin 2010 - 09:05 .


#573
phoenixofthunder

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David Hingtgen wrote...

I've been trying to get the "playable Adm Shala raan vas Tonbay" to work and can't---I've tried just about every Quarian PCC there is for "load only" and none will load. I'm wondering if the code itself is wrong? (one of the Quarians from the prologue would be fine too, I just want *a* Quarian that's not Tali)


Can you provide the keybinding code you are using?

#574
David Hingtgen

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I did just find one that worked--not sure if it's the Admiral (haven't played that section in a while) but it is a female Quarian:

BioD_CitHub_400LowerWing
(since I knew there were Quarians in the Citadel, kept going through with Umodel until one had the physical model itself) None of the alternate mats work though in any way I try (full body, torso armor, casual). There should be mats 1b, 2a, and 2b for sure, and presumably a 1a.

I think I tried *every* one from the flotilla---none worked. BioD_QuaTlL*****   I also tried the very early parts of the game, hoping for the red one (that gets squished IIRC), but none of the prologue ones worked either.  I swear, the Quarian files must be kept hidde or somewhere else (kind of like the asa_hed files--they're referenced, but they're not in with all the other pcc/mdl files)    

Modifié par David Hingtgen, 27 juin 2010 - 09:26 .


#575
Raygereio

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edit: nevermind replied to wrong thread.

Modifié par Raygereio, 27 juin 2010 - 09:46 .