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ME2 - Modding is Possible II (PC Only)


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#676
phoenixofthunder

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bottledwater wrote...

so i went around and made it so that enemies' shields/armor/health recharges just like the players. it works nicely and makes insanity even more fun, but there is one tiny problem: praetorians regenerate their health completely when they "go down" to recharge their barriers. this means its impossible to kill them since they "go down" everytime their armor gets to like halfway or whatever. is there a way to stop them from doing their whole death scream/recharge thing?

btw the recharge thing is on line 8096 under [SFXGame.SFXShield_Base], the variable is bRechargeable=false, set it to true.



Tried changing EnemyHealthMultiplierLow= under [SFXGame.SFXDifficulty_Level6]?

#677
desonnac00

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Yeah- that's what I thought. Only- I have most of the characters' heads- I even got mordin on legion body BUT it the principle on which it chooses when to work and what appearances to give me as options seems completely arbitrary.
http://i1020.photobu.../untitled-1.jpg

Oh, and yeah- numpadone command is in [SFXGame.SFXGameModeDefault]

OK, now I'm sure- I  need Legion's helmet code- I've been able to get every other character model(From the team) that I've tried

i1020.photobucket.com/albums/af328/desonnac/untitled-2.jpg

Modifié par desonnac00, 03 juillet 2010 - 08:04 .


#678
bottledwater

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phoenixofthunder wrote...

bottledwater wrote...

so i went around and made it so that enemies' shields/armor/health recharges just like the players. it works nicely and makes insanity even more fun, but there is one tiny problem: praetorians regenerate their health completely when they "go down" to recharge their barriers. this means its impossible to kill them since they "go down" everytime their armor gets to like halfway or whatever. is there a way to stop them from doing their whole death scream/recharge thing?

btw the recharge thing is on line 8096 under [SFXGame.SFXShield_Base], the variable is bRechargeable=false, set it to true.



Tried changing EnemyHealthMultiplierLow= under [SFXGame.SFXDifficulty_Level6]?


no. what would that do? just make them have less health?

#679
desonnac00

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So does ANYONE have the legion helmet code?

I even have a naked femshep appearance(evidently) but no Legion Head?

#680
phoenixofthunder

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bottledwater wrote...

phoenixofthunder wrote...

bottledwater wrote...

so i went around and made it so that enemies' shields/armor/health recharges just like the players. it works nicely and makes insanity even more fun, but there is one tiny problem: praetorians regenerate their health completely when they "go down" to recharge their barriers. this means its impossible to kill them since they "go down" everytime their armor gets to like halfway or whatever. is there a way to stop them from doing their whole death scream/recharge thing?

btw the recharge thing is on line 8096 under [SFXGame.SFXShield_Base], the variable is bRechargeable=false, set it to true.



Tried changing EnemyHealthMultiplierLow= under [SFXGame.SFXDifficulty_Level6]?


no. what would that do? just make them have less health?



Just noticed the difference between it and other difficulty levels. Level 6 responded to Insanity Level right?

Well in my INI Level 6 reads:
EnemyHealthMultiplierLow=(X=10000, Y=10000)
EnemyHealthMultiplierHigh=(X=10000, Y=10000)

10000 really?

While level 5 reads:
EnemyHealthMultiplierLow=(X=1.975, Y=1.975)
EnemyHealthMultiplierHigh=(X=1.975, Y=1.975)

While level 4 reads:
EnemyHealthMultiplierLow=(X=1.55, Y=1.65)
EnemyHealthMultiplierHigh=(X=1.65, Y=1.75)

So I thought the 10000 may cause a glitch when modding the rechargeable variable.
So I was meaning to take from levels 4 and 5 difficulty and replace with something like this:

EnemyHealthMultiplierLow=(X=1.775, Y=1.975)
EnemyHealthMultiplierHigh=(X=1.975, Y=2.975)


As far as health goes I don't know. You'd have to try it to see.

#681
phoenixofthunder

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desonnac00 wrote...

So does ANYONE have the legion helmet code?
I even have a naked femshep appearance(evidently) but no Legion Head?


I recommed PMing BiancoAngelo7 (Who created three Legion mods.) He may be able to help to you get the head code better than me.

#682
David Hingtgen

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Does Legion even HAVE a separate head? Shouldn't it just be a full body code, like for Tali? (I don't know/have Legion's code, or I'd try some stuff)

#683
SolidisusSnake1

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phoenixofthunder wrote...

SolidisusSnake1 wrote...

phoenixofthunder wrote...

SolidisusSnake1 wrote...

phoenixofthunder wrote...

SolidisusSnake1 wrote...

I hope someone can help me here, so I downloaded Leorage's Asari Suit (http://social.biowar...m/project/2119/) to use on my Shepard and after hours of tinkering I finally figured out how to get it to work and show up in the Armors and Casual Clothes inventory.

The only problem is their is absolutely no sound on the Normandy when I use the new outfit, can someone PLEASE tell if it's possible to play with this outfit and get sound on the Normandy.



Is bUseBackgroundLevelStreaming set to true or false?

It is under [Engine.Engine] in the Coalesced.INI.


I believe it is set to false. This is what it says:

bUseTextureStreaming=True
bUseBackgroundLevelStreaming=True
bUseBackgroundLevelStreaming=False

I believe thats the only way to get the outfit to actually show up, I'm using RCW ModManager btw and I have NPCArmors.Optional set to ON. Which changes the BackgroundLevelStreaming to False.

However this ends up with no sound on the Normandy.


Curious, I have custom clothes on the Normandy and I only have one code line of: bUseBackgroundLevelStreaming and it is set to True. But no problem at alI with sound. What version INI you have?

You could check that make sure these values are what reads in your INI:
[Options]
DisableStreamingValidation=TRUE
DisableBioCommunicatorWarning=FALSE

[Engine.PackagesToForceCookPerMap]
[Core.System]
bEnableStreamingLog=FALSE

[WwiseCookingHelper]
MinAudioStreamingSize=0

If the above doesn't work then email me with you INI attached. And I'll see what I can do: phoenixofthunder@yahoo.com


All those things you mentioned are set the exact way, as for the  two BackgroudStreamingLevels for some reason the RCW ME2 ModManager makes two copies of it one True and then below it another one False but it seems to register as False. In anyevent I've tried it with just one BackgroundStreaming set to False, and it doesnt work either. If it is set to True the outift will not appear, argghhh.

I went ahead and emailed you my Coalesced my email is geroget@knights.ucf.edu


Sent you an email back with a C****.INI Just replace your old one with it. I think the problem was a syntax error on the outfit codes.


I tried it and unfortunately it didnt work, I get the sound on the Normandy but of course the outfit does not show up. In fact the outfit apparenmtly refuses to show unless BackgroundStearmingLevel is set to False.

Do you know of any other way to get this outfit to work with sound on teh Normandy?

#684
bottledwater

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phoenixofthunder wrote...

bottledwater wrote...

phoenixofthunder wrote...

bottledwater wrote...

so i went around and made it so that enemies' shields/armor/health recharges just like the players. it works nicely and makes insanity even more fun, but there is one tiny problem: praetorians regenerate their health completely when they "go down" to recharge their barriers. this means its impossible to kill them since they "go down" everytime their armor gets to like halfway or whatever. is there a way to stop them from doing their whole death scream/recharge thing?

btw the recharge thing is on line 8096 under [SFXGame.SFXShield_Base], the variable is bRechargeable=false, set it to true.



Tried changing EnemyHealthMultiplierLow= under [SFXGame.SFXDifficulty_Level6]?


no. what would that do? just make them have less health?



Just noticed the difference between it and other difficulty levels. Level 6 responded to Insanity Level right?

Well in my INI Level 6 reads:
EnemyHealthMultiplierLow=(X=10000, Y=10000)
EnemyHealthMultiplierHigh=(X=10000, Y=10000)

10000 really?

While level 5 reads:
EnemyHealthMultiplierLow=(X=1.975, Y=1.975)
EnemyHealthMultiplierHigh=(X=1.975, Y=1.975)

While level 4 reads:
EnemyHealthMultiplierLow=(X=1.55, Y=1.65)
EnemyHealthMultiplierHigh=(X=1.65, Y=1.75)

So I thought the 10000 may cause a glitch when modding the rechargeable variable.
So I was meaning to take from levels 4 and 5 difficulty and replace with something like this:

EnemyHealthMultiplierLow=(X=1.775, Y=1.975)
EnemyHealthMultiplierHigh=(X=1.975, Y=2.975)


As far as health goes I don't know. You'd have to try it to see.


i think we are talking about different things. i am talking about the praetorian. when you fight it and get it to like 3/4, or 1/2 or 1/4th health, it will slam to the ground and recharge its barrier. thats normally fine, since its armor stays the same, its just the barrier that regenerates. BUT, when i make it so that all enemies in the game can recharge their shields and regenerate their health just like the player, then it gets bad, because when the praetorian goes down to recharge its barriers, its armor recharges completely too, and you need to attack the armor again, but when the armor gets to 3/4th, it will recharge its barrier and armor again to 100%, making it impossible to kill it.

what i want to do is make it so that the praetorians dont slam to the ground and recharge their barriers. is there any way?

#685
Sgt.Roadkill

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iws there anyway of removing the glow from the renegade scars?

#686
Crunchyinmilk

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Sgt.Roadkill wrote...
is there anyway of removing the glow from the renegade scars?


Underneath appearances, patters, etc in the coalesced.ini are scars. Each line is a level of scarring. Maximum renegade(5), mostly renegade(4), neutral(3), Good(2), maximum paragon(1). Shepard starts the game at neutral(3) scarring.

To remove the red glow from all levels of scarring, on each line you need to set scar emissions (emisscars) to 01.

Search for:

BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_05

change it to:

BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_01

This will change maximum renegade scarring to have no red glow. Change Face_EmisScars_04 to Face_EmisScars_01 the next line down, etc to remove red glow for all scarring. To stop the red glowing eyes, change all Eye_EmisScars_ to 01 in a similar fashion.

Image IPB

Modifié par Crunchyinmilk, 04 juillet 2010 - 01:09 .


#687
tisStella

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Hey, I was wondering from RoadCrewWorker's mod manager, the casual appearances and full body appearances that he has put available to add to the coalesced file contain the same armors etc, however in the game all the casual armors appear but only a few of the full body armors show up. I was wondering if there was any way to get all of them or most of them to show up in the full body (or torso appearances) so shepard can wear them on missions, as personally I think the style looks better. :)


#688
Guest_Inge McDaniel_*

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Echelon5101 wrote...

Is there a way to change which powers a class has? I'm messing around with the Coalesced.ini editor thing and I thought I had it:

Image IPB

But it doesn't seem to be working. Maybe I'm editing the wrong area? My infiltrator still has the standard infiltrator powers rather then the ones I've edited in.

You will find an example on page 24. But this is not regular power, you will need to reactivate them everytime you reach a new level. And it's working.



#689
Vastorode

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I havent checked this forum in ages and i was wondering if there is already any way to wear f.e samara´s outfit keeping the sound in the Normandy.

#690
Parises

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What do you need to change for a romance to work with Miranda or Tail ?

#691
phoenixofthunder

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Parises wrote...

What do you need to change for a romance to work with Miranda or Tail ?



Elaborate.

#692
Parises

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I mean about how to romance same gender > Female/Female or Male/Male ? it is possible something like that ?

#693
Mavkiel

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Parises wrote...

I mean about how to romance same gender > Female/Female or Male/Male ? it is possible something like that ?


Yes. http://www.masseffec...ial=saveEdit#11

Use gibbed save game editor and follow the steps.

#694
Mykinius

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Hi alls! I have a couple modding questions; I hope this is the right place to ask them.

I've looked in the Coalesced.ini and can't find entries for the Locust SMG or the Eviscerator shotgun. My aim is to give both infinite ammo. How could I accomplish this?

How can I change a character's weapon specialization? I have a sentinel with an assault rifle, but I'd like to replace it with a shotgun.

In coalesced.ini, will changing a class's weapon proficiencies have any effect on existing characters, or only new ones? Would removing weapon proficiency in this manner remove that weapon from an existing character's loadout?

Thanks in advance for any answers.

Modifié par Mykinius, 05 juillet 2010 - 02:13 .


#695
Crunchyinmilk

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Mykinius wrote...
I've looked in the Coalesced.ini and can't find entries for the Locust SMG or the Eviscerator shotgun. My aim is to give both infinite ammo. How could I accomplish this?


DLC weapons data is stored in each extracted DLC folder in a BIOWeapon.ini file. Editing this file will cause your DLC to fail authentication with the Cerberus Network when next you run ME2. Discussing methods around this usually results in thread lock or worse.

Mykinius wrote...
How can I change a character's weapon specialization? I have a sentinel with an assault rifle, but I'd like to replace it with a shotgun [...] In coalesced.ini, will changing a class's weapon proficiencies have any effect on existing characters [...] Would removing weapon proficiency in this manner remove that weapon from an existing character's loadout?


Editing the loadout entries for a class in the coalesced.ini changes that class' default loadout. If you change it and load a save game of that class, the changes will take effect (provided you restarted ME2 after editing the coalesced.ini). If you add shotguns to the sentinel loadout in coalesced.ini, it will show up in addition to assault rifles, during weapon selection.

Changing loadout data in the coalesced.ini doesn't effect weapons training or weapon choice made on the damaged collector vessel.

If you picked assault rifle training on the damaged collector vessel, then that choice is stored separately as a variable, inside your save game. You cannot change this with gibbed editor. You need to use Azureum's tech manager.

I have described basic use of this here and how to REMOVE collector vessel choice here.

Modifié par Crunchyinmilk, 05 juillet 2010 - 05:26 .


#696
Argent Csero

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I've encountered a problem I cannot figure out. I've been using all of the modding tools like like the Mod Manager and the Coalesced editor, but nothing I change shows up. The blank armor does, but nothing else, as if I'd done nothing. I've read over several sites and have used the .ini fixer as well. Is running this on Windows 7 the problem?

#697
droid105

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Hi All: Big request, has anyone made a mod for bad Female Quarian Admiral outfit (black & grey) for Shepard as a casual outfit :)?

#698
RobertM5252

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I've been digging through this thread and haven't found an answer to this. Can the Eviscerator be "hacked" to have unlimited (spare) ammo like the non-DLC weapons can? Because I don't see a spot for the unlimited ammo value, "
bInfiniteAmmo=[color=orange]true[/color]
",and I believe I read that editing anything in the Mass Effect 2\\\\BioGame\\\\DLC folder invalidates it.

The entirety of the Eviscerator's "Mass Effect 2\\\\BioGame\\\\DLC\\\\DLC_PRE_Cerberus\\\\CookedPC\\\\BIOWeapon.ini" is this:

[SFXGameContentDLC_PRE_Cerberus.SFXWeapon_CerberusShotgun]
;;The Cerberus Shotgun extends the shotgun
;; GUI
PrettyName=314330
IconRef=2
GeneralDescription=351786
ShortDescription=352863
GUIImage="GUI_SF_DLC_PRE_Cerberus.CerberusGun_512"

;; Damage and Ammo
Damage=(X=36.8,Y=36.8)
DamageAI=0.85f
DamageHench=0.55f
RateOfFire=(X=48,Y=48)
MagSize=(X=3,Y=3)

;; Ammo
MaxSpareAmmo=(X=12,Y=12)
InitialMagazies=4

;; Recoil
Recoil=(X=6.0,Y=6.0)
ZoomRecoil=(X=3.0,Y=3.0)

;; Accuracy
AI_AccCone_Min=(X=1.4,Y=1.4)
AI_AccCone_Max=(X=1.4,Y=1.4)

;; Crosshairs
CrosshairRange=(X=51,Y=51)

Can I just add "
bInfiniteAmmo=[color=orange]true[/color]
" here and not break anything?

Modifié par RobertM5252, 05 juillet 2010 - 08:14 .


#699
David Hingtgen

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droid105 wrote...
Hi All: Big request, has anyone made a mod for bad Female Quarian Admiral outfit (black & grey) for Shepard as a casual outfit :)?


I can get yellow, but haven't been able to get any other female quarian to work. 

#700
Kikaimegami

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desonnac00 wrote...

So does ANYONE have the legion helmet code?
I even have a naked femshep appearance(evidently) but no Legion Head?

Do you mean this?

BIOG_GTH_HED_PROMorph.GTH_HED_PROLegion_MDL