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ME2 - Modding is Possible II (PC Only)


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#576
Heretic

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Hi,



Is it possible to add and/or replace squad talents?



Thanks!

#577
phoenixofthunder

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Heretic wrote...

Hi,

Is it possible to add and/or replace squad talents?

Thanks!


Talents or powers?

#578
Heretic

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phoenixofthunder wrote...

Talents or powers?


Whoops, powers.

#579
Red_Ghost

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I'm looking to modify certain properties on pieces of armor. This may have already been addressed somewhere in this thread, but I can't find it if it is here.



I submitted this post on another forum and didn't get any replies, so I thought I'd post it here and see if anyone can help:



"Is it possible to change the powerup effects each piece of armor has? For instance, if I wanted the N7 greaves to have +5% weapon damage instead of +3% shields, how would I change that? Is it possible?"



Just so that you guys know, I've already tried skipping down to the SFXGame.SFXPawn_Player section and modifying the "GameEffects=("SFXGame.SFXGameEffect_Gear_N7Legs")" area of some of the Leg Appearances entries, but it didn't seem to affect anything...



Are the changes I'm making just not visible because I'm not changing the description values as well? What am I doing wrong?


#580
Gets Shot

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Red_Ghost wrote...

I'm looking to modify certain properties on pieces of armor. This may have already been addressed somewhere in this thread, but I can't find it if it is here.

I submitted this post on another forum and didn't get any replies, so I thought I'd post it here and see if anyone can help:

"Is it possible to change the powerup effects each piece of armor has? For instance, if I wanted the N7 greaves to have +5% weapon damage instead of +3% shields, how would I change that? Is it possible?"

Just so that you guys know, I've already tried skipping down to the SFXGame.SFXPawn_Player section and modifying the "GameEffects=("SFXGame.SFXGameEffect_Gear_N7Legs")" area of some of the Leg Appearances entries, but it didn't seem to affect anything...

Are the changes I'm making just not visible because I'm not changing the description values as well? What am I doing wrong?


The GameEffects part is the correct part to change, but your changes won't show up in the description, you just have to assume their working or try one that you can see the difference like four or five increase storm speed on the same piece.

#581
Guest_Inge McDaniel_*

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deusaquilus wrote...

Has there been any progress on adding class talents (e.g. adding Biotic Charge to a Adept)? There were some posts I saw here that claim that you could do this via the 'Advanced Training Method' by creating a duplicate "Barrier" property by adding a HenchmanPowerArray entry like so:

HenchmanPowerArray=(
PowerclassName="SFXGameContent_Powers.SFXPower_Cloak",
ChoiceEntry=(
  srChoiceName=93973,
  srChoiceTitle=93973,
  oChoiceImage=none,srChoiceImageTitle=93973,srChoiceDescription=155065
),AchievementID=12,PowerImage="GUI_Codex_Images.Barrier_512"

Now I did a good deal of experimentation with this stuff and it will work temporarily when you try to give some class talents (e.g. Cloak to a Sentinel and a few other combos work *). Trouble is, you will aquire this new talent on the Normandy via the 'Advanced Training' but as soon as you step off to go on a mission (or reload the game for that mater) the talent disappears from your 'profile'. Now if there was a 'Grant Talent' cheat in ME2 like there was in ME1, you could technically give yourself that power over and over again for every mission** but I do not think this is possible (if someone can do it please post though).
Bottom line, has there been any progress on adding class-talents that I don't know about?

*Some require you to add a "GameContent=SFXPower_XXX,SFXGameContent_Powers.SFXPower_XXX" entry, I'm not sure exactly how this part works so if you know something please post.
** Keep in mind it would be tedious as it would be concidering the fact that you would also need to do a 'givetalentpoints XXX' and level it up


Maybe my explanation isn't the best but I hope you understand this.
This will give you more power to Shepard. And, yes it works good.

My example is power from class Sentinel.
Choose the class and power you like.

And if you wonder, change the key if necessary.

First add these three lines here:
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CryoFreeze",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Overload",SeekFreePackageName="SFXCharacterclass_Sentinel")

Second add these lines here:
[SFXGame.SFXGameModeBase]
Haven't figure yet how to make this permanent power..Here you go:

Bindings=( Name="PageUp", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower self SFXPower_PowerArmor" )
________________________________________________________________

Bindings=( Name="Home", Command="SetRank self SFXPower_Overload_Heavy | GivePower self SFXPower_Overload" )
_________________________________________________________________

Bindings=( Name="Insert", Command="SetRank self SFXPower_CryoFreeze_Heavy | GivePower self SFXPower_CryoFreeze" )


Modifié par Inge McDaniel, 30 juin 2010 - 09:32 .


#582
Guest_Inge McDaniel_*

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Have some problem on the collector ship, seems like you need to choose a weapon!
After installing update 1.02 it seems like you can't get anyway without choosing a weapon on this ship.
My editing of Coalesced.ini doesn't help much in this case.

[SFXGame.SFXPlayerSquadLoadoutData]
PlayerLoadoutInfo=(className=SFXPawn_PlayerAdept,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_HeavyWeapons))

This is the only weapon I need..
[SFXGameContent_Inventory.SFXHeavyWeapon_MissileLauncher]
Damage=(X=350,Y=350)
DamageAI=0.5f
DamageHench=0.35f
RateOfFire=(X=800,Y=800)

It take care of collectors..

Does any of you have some ideas about this?
How to get going without take a weapons on this ship.

This is my first play through after reinstall.

- Inge


Modifié par Inge McDaniel, 29 juin 2010 - 06:01 .


#583
ChuckNorris18

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I have a little request from the 360 modding forum, we were wondering if any of you would be kind enough to find the facial hair code for Aresh from jacks loyalty mission or Wilson from the beginning, If it's at all possible it'd be greatly appreciated.
 Posted Image

#584
ChuckNorris18

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Anybody???

#585
phoenixofthunder

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ChuckNorris18 wrote...

I have a little request from the 360 modding forum, we were wondering if any of you would be kind enough to find the facial hair code for Aresh from jacks loyalty mission or Wilson from the beginning, If it's at all possible it'd be greatly appreciated.
 Posted Image

ChuckNorris18 wrote...

Anybody???

For Wilson is this a possibly:
BIOG_HMM_HGR_CTH_R.CTHb.HMM_HGR_CTHb_MDL?

Modifié par phoenixofthunder, 30 juin 2010 - 02:25 .


#586
Splinter Cell 108

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phoenixofthunder wrote...

ChuckNorris18 wrote...

Anybody???

For Wilson is this a possibly:
BIOG_HMM_HGR_CTH_R.CTHb.HMM_HGR_CTHb_MDL?






Thanks. What about the other guy?

#587
phoenixofthunder

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Splinter Cell 108 wrote...

phoenixofthunder wrote...

ChuckNorris18 wrote...

Anybody???

For Wilson is this a possibly:
BIOG_HMM_HGR_CTH_R.CTHb.HMM_HGR_CTHb_MDL?






Thanks. What about the other guy?


That's the right one? For the other what .pcc section do I look in? Omega? Citadel? Normady?

Modifié par phoenixofthunder, 30 juin 2010 - 02:24 .


#588
ChuckNorris18

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I entered in wilson's code and all i got was the connecting sideburns,

#589
phoenixofthunder

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ChuckNorris18 wrote...

I entered in wilson's code and all i got was the connecting sideburns,




Here are all the  MDL's from that .pcc (the one above excluded):
BioApl_Dor_Cerberus_Door01.Cerberus_Door01_MDL'
BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Leg_MDL'
BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Sld_MDL'
BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Slv_MDL'
BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Tor_MDL'
BIOG_HMM_HED_PROMorph.Joker.HMM_HED_PROJoker_MDL'
BIOG_HMM_HIR_PRO_R.Cap.HMM_HAT_Cap_MDL'
BIOG_WPN_PST_R.PSTa.WPN_PSTa_MDL'


It seems I'm not very proficient at model finding.<_<

Modifié par phoenixofthunder, 30 juin 2010 - 02:41 .


#590
ChuckNorris18

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BIOG_HMM_HED_PROMorph.Beard.HMM_HED_PROCustom_Stubble



The model for a beard should have a code similar to this.

#591
phoenixofthunder

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ChuckNorris18 wrote...

BIOG_HMM_HED_PROMorph.Beard.HMM_HED_PROCustom_Stubble

The model for a beard should have a code similar to this.


Any idea on what pcc's to search?

Modifié par phoenixofthunder, 30 juin 2010 - 05:01 .


#592
ChuckNorris18

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probably something that says cerberus station if thats an option.

#593
squidney2k1

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That beard is also worn on a guy on Omega....he's the human that comes to your aid when the Batarian bartender tries to poison Shepard.



It would probably be easier to find Pressley's beard....but we also need the texture files.

#594
ChuckNorris18

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I actually don't think it'd be possible to find pressley's beard since you only see him once in the game and that's in a cutscene

#595
squidney2k1

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What about Donovon Hock's?

#596
ChuckNorris18

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Maybe but that would only be in the dlc files, which a 360 user might be able to locate if they put the dlc on their usb and went through the files on the pc.

I might be able to get on it tomorrow.

Modifié par ChuckNorris18, 30 juin 2010 - 04:55 .


#597
phoenixofthunder

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All the male mesh codes from the Cerberus pcc's
------------------------------------------------------------------------------
BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL
BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Leg_MDL
BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Sld_MDL
BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Slv_MDL
BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Tor_MDL
BIOG_HMM_HED_PROMorph.Joker.HMM_HED_PROJoker_MDL
BIOG_HMM_HGR_CTH_R.CTHb.HMM_HGR_CTHb_MDL
BIOG_HMM_HIR_PRO_R.Cap.HMM_HAT_Cap_MDL
BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL
---------------------------------------------------------------------------------

==============================================
Unknown mesh codes from the Cerberus pcc's
--------------------------------------------------------------------------------
BIOG_ASA_HED_PROMorph_R.PROBase.ASA_HED_PROBASE_MDL
BIOG_WPN_HVY_R.HVYa.WPN_HVY_MDL
BIOG_WPN_PST_R.PSTa.WPN_PSTa_MDL
BioApl_Dor_Cerberus_Door01.Cerberus_Door01_MDL
----------------------------------------------------------------------------

The highlighted mesh codes are the ones I believe could be involved with Wilson in some way. Tomorrow I'll check it out more.







 

Modifié par phoenixofthunder, 30 juin 2010 - 05:00 .


#598
ChuckNorris18

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Ok I'll check those codes out when i get a chance tomorrow.

#599
Splinter Cell 108

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phoenixofthunder wrote...

Splinter Cell 108 wrote...

phoenixofthunder wrote...

ChuckNorris18 wrote...

Anybody???

For Wilson is this a possibly:
BIOG_HMM_HGR_CTH_R.CTHb.HMM_HGR_CTHb_MDL?






Thanks. What about the other guy?


That's the right one? For the other what .pcc section do I look in? Omega? Citadel? Normady?



It's the guy from Jack's Loyalty mission. I don't suppose there's a Pragia .pcc section?

#600
squidney2k1

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The codes for the facial hair styles shouldn't really be MDLs, since they're texture files. None of the codes for Shepard and the custom beards are MDLs. In Gibbed, the code is under Texture Parameters, and is something like HED_Addn = "BIOG_HMM_HED_PROMorph.Beard.Custom.HMM_HED_PROCustom_BikerChops".