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ME2 - Modding is Possible II (PC Only)


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#701
Kikaimegami

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Note that if you want to look like Legion, you should also enter "empty" entries for the other body parts.



Here's what I have:



HelmetAppearances=(Id=99,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_GTH_HED_PROMorph.GTH_HED_PROLegion_MDL",Female="BIOG_GTH_HED_PROMorph.GTH_HED_PROLegion_MDL",bHasBreather=True,bHideHead=True,bHideHair=True),GameEffects=("SFXGame.SFXGameEffect_Gear_Visor"),PlotFlag=-1)



TorsoAppearances=(Id=99,Type=CustomizableType_Torso,Mesh=(Male="BIOG_GTH_LEG_NKD_R.NKDa.GTH_LEG_NKDa_MDL",Female="BIOG_GTH_LEG_NKD_R.NKDa.GTH_LEG_NKDa_MDL"),PlotFlag=-1)



ArmAppearances=(Id=99,Type=CustomizableType_Arms,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Arms"),PlotFlag=-1)



LegAppearances=(Id=99,Type=CustomizableType_Legs,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Legs"),PlotFlag=-1)



ShoulderAppearances=(Id=99,Type=CustomizableType_Shoulders,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Shoulders"),PlotFlag=-1)

#702
Crunchyinmilk

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RobertM5252 wrote...
I've been digging through this thread and haven't found an answer to this.


Really. Two posts above I clearly sate that editing DLC
bioweapon.ini files in any way invalidates your DLC install
with cerberus network and it will not work in game until
you restore an unedited bioweapon.ini.

To get the same effect as adding binfiniteammo=true
to all weapons, why not just add the 'initammo 999' console
command to your reload bind? This works for DLC
weapons too. Its just as if you pissed about after a fight
picking up clips... only you don't have to.

Change your reload bind to something like this:

Bindings=( Name="PC_Reload", Command="SwapWeaponIfEmpty | TryReload | initammo 999" )

Same difference? No invalidation of DLC. Unfortunately it also gives you unlimited heavy weapon ammo. User discretion required.

Modifié par Crunchyinmilk, 05 juillet 2010 - 12:25 .


#703
doinkers8105

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RobertM5252 wrote...

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=true
",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=true
" here and not break anything?



I never had any luck editing also. But for all other DLC weapons, sniper gun, collector assault rifle no problem. But for shotgun, the game always reads it as corrupt

#704
Brp650

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doinkers8105 wrote...

RobertM5252 wrote...

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=true
",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=true
" here and not break anything?



I never had any luck editing also. But for all other DLC weapons, sniper gun, collector assault rifle no problem. But for shotgun, the game always reads it as corrupt


You can make changes to the DLC weapons. But after you do, you have to use a program called giveme2entitlements. If you dont use it, you'll get a error. and you'll have to re-install the DLC. But if you use the program, it will work. I have changed most of the DLC weapons with no problems. Even gave the Hammerhead longer burning thrusters and jump jets.
Hope this helps

#705
SolidisusSnake1

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SolidisusSnake1 wrote...

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 thr Normandy?


*bump*

#706
Crunchyinmilk

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Brp650 wrote...
You can make changes to the DLC weapons. But after you do, you have to use a program called stupidlisagarbageface [sic]


It strike you as clever to mention the name of a DRM circumvention crack on the developers official website, where your game serial numbers are registered?

Modifié par Crunchyinmilk, 05 juillet 2010 - 04:20 .


#707
Brp650

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Crunchyinmilk wrote...

Brp650 wrote...
You can make changes to the DLC weapons. But after you do, you have to use a program called stupidlisagarbageface [sic]


It strike you as clever to mention the name of a DRM circumvention crack on the developers official website, where your game serial numbers are registered?


Hmmm Drm circumvention cracks are .EXE files.
Clever? no, not really. Wasnt going for clever.
But since you didnt add any input to help the OP..........go away:)

#708
Costin_Razvan

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Great thread, this one and the first one. I have a few questions however.

1) I am trying to add a specific heavy weapon for a certain squadmate to use: Ex: Jacob using Grenade Launcher. I can easily add Heavy Weapons as a loudout for him....but using the Blackstorm is bloody OP:

2) How can you edit the damage of biotic abilities: Warp for example?

3) Any possible way to make a squadmate be able to switch between 3 weapons?

4) How can you edit what abilities your squadmates can have?

5) How to edit the number of ability points a squad member can use in total?

Modifié par Costin_Razvan, 05 juillet 2010 - 07:45 .


#709
RobertM5252

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Crunchyinmilk wrote...

RobertM5252 wrote...
I've been digging through this thread and haven't found an answer to this.


Really. Two posts above I clearly sate that editing DLC  bioweapon.ini files in any way invalidates your DLC install
with cerberus network and it will not work in game until  you restore an unedited bioweapon.ini.


Yeah. Really. Read carefully what I wrote:

RobertM5252 wrote...
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.


Crunchyinmilk wrote...
To get the same effect as adding binfiniteammo=true to all weapons, why not just add the 'initammo 999' console  command to your reload bind? This works for DLC weapons too. Its just as if you pissed about after a fight picking up clips... only you don't have to.

Change your reload bind to something like this:

Bindings=( Name="PC_Reload", Command="SwapWeaponIfEmpty | TryReload | initammo 999" )

Same difference? No invalidation of DLC. Unfortunately it also gives you unlimited heavy weapon ammo. User discretion required.

Tried this. Doesn't seem to work. Verified it with both the CoalescedEditor and Notepad++. I still expend spare ammo like normal.

#710
Crunchyinmilk

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[quote]RobertM5252 wrote...
Yeah. Really. Read carefully what I wrote:
[quote]RobertM5252 wrote...
 I believe I read that editing anything in the Mass
Effect 2/BioGame/DLC folder invalidates [...][/quote]

Which I'd already confirmed.

[quote]Crunchyinmilk wrote...
Just add the 'initammo 999' console  command to your reload bind.
Bindings=( Name="PC_Reload", Command="SwapWeaponIfEmpty | TryReload | initammo 999" )
[/quote]
[quote]RobertM5252 wrote...
Tried this. Doesn't seem to work. Verified it with both the CoalescedEditor and Notepad++. I still expend spare ammo like normal.
[/quote]

It works perfectly.

When you press your reload key (the bind for which you just edited) your spare ammo is refilled. As if you picked up 999 ammo clips.  Functionally equivalent to adding binfiniteammo=true to all weapons, you just have to press your reload key to 'reset' your spare ammo.

#711
RobertM5252

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Crunchyinmilk wrote...

It works perfectly.

When you press your reload key (the bind for which you just edited) your spare ammo is refilled. As if you picked up 999 ammo clips.  Functionally equivalent to adding binfiniteammo=true to all weapons, you just have to press your reload key to 'reset' your spare ammo.

Well, that line of my Coalesced.ini  (line 5265, according to Notepad++) reads:

Bindings=( Name="PC_Reload", Command="SwapWeaponIfEmpty | TryReload | initammo 999" )

So unless I did it wrong (which is quite possible—never really done this before), it's not working for me.

#712
x cruncie x

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hey there awsome thread... can you give me a guide as to how to add powers? iron coalesced wont work me  for me..so im hoping that its possible via the notepad++ as thats what works for me anyway id be very grateful! i hate having only 1  onus power for shepp :(

#713
phoenixofthunder

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x cruncie x wrote...

hey there awsome thread... can you give me a guide as to how to add powers? iron coalesced wont work me  for me..so im hoping that its possible via the notepad++ as thats what works for me anyway id be very grateful! i hate having only 1  onus power for shepp :(



phoenixofthunder wrote...

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:

Posted Image

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.


That is also what I tried originally. Only to find out that it was the wrong place to edit for powers in the Coalesced.INI.
You would need to edit the following areas:

[SFXGame.SFXEngine]
And input this line of code:
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_[WANTED POWER]_Player",
SeekFreePackageName="SFXCharacterclass_class OF WANTED POWER")

IE:>>DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Adrenaline Rush_Player",
SeekFreePackageName="SFXCharacterclass_Soldier")


Then you need to bind it to a key for in game play:
Bindings=( Name="F11", Command="GivePower self SFXPower_Adrenaline Rush_Player" | setRank self SFXPower_Adrenaline Rush_Player 3" )


Modifié par phoenixofthunder, 09 juillet 2010 - 02:00 .


#714
phoenixofthunder

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RobertM5252 wrote...

Crunchyinmilk wrote...
It works perfectly.
When you press your reload key (the bind for which you just edited) your spare ammo is refilled.
As if you picked up 999 ammo clips. Functionally equivalent to adding binfiniteammo=true to all weapons, you just
have to press your reload key to 'reset' your spare ammo.

Well, that line of my Coalesced.ini (line 5265, according to Notepad++) reads:
Bindings=( Name="PC_Reload", Command="SwapWeaponIfEmpty | TryReload | initammo 999" )
So unless I did it wrong (which is quite possible—never really done this before), it's not working for me.


That doesn't work for me either. And I had it under [SFXGame.SFXGameModeDefault].
So I tried this:

[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty | TryReload"  )
Gives automatic reload of all ammo without the need to pick up clips.
Works for normal and heavy weapons.
Example: Use machine gun till its almost empty then hit the "reload key" and boom max ammo.


Edited For: formatting & a typo editation in orange bold.

Modifié par phoenixofthunder, 06 juillet 2010 - 09:36 .


#715
phoenixofthunder

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phoenixofthunder wrote...

hed777 wrote...

desonnac00 wrote...

Inverness Moon wrote...

Nolenthar wrote...

Sorry Omicrone, but if it's possible, I don't know this.
I'm looking on my side if we can put/remove the helmet using an hotkey. No news either.

Inverness, clearly not, you can just change your clothes. Legion, it's a completely new model.


Yes, it possible to change to a completely new model. I've seen a screenshot of someone customizing Legion on the armor screen.

Posted Image

So, does anyone know how to make Shep look like Legion?


Ah, that would be SOOOOOO cool... somebody hurry up and answer the above question...
I really wanna Geth suit!

Do you know his torso code?
Like this one: 
(Default N7)
TorsoAppearances=(Id=0,Name=339522,Description=339529,
Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Tor_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Tor_MDL"),
GameEffects=("SFXGame.SFXGameEffect_Gear_N7Torso"),PlotFlag=-1)
?


Kikaimegami wrote...
Note that if you want to look like Legion, you should also enter "empty" entries for the other body parts.
Here's what I have:

HelmetAppearances=(Id=99,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_GTH_HED_PROMorph.GTH_HED_PROLegion_MDL",
Female="BIOG_GTH_HED_PROMorph.GTH_HED_PROLegion_MDL",
bHasBreather=True,bHideHead=True,bHideHair=True),GameEffects=("SFXGame.SFXGameEffect_Gear_Visor"),PlotFlag=-1)

TorsoAppearances=(Id=99,Type=CustomizableType_Torso,Mesh=
(Male="BIOG_GTH_LEG_NKD_R.NKDa.GTH_LEG_NKDa_MDL",
Female="BIOG_GTH_LEG_NKD_R.NKDa.GTH_LEG_NKDa_MDL"),PlotFlag=-1)

ArmAppearances=(Id=99,Type=CustomizableType_Arms,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Arms"),PlotFlag=-1)

LegAppearances=(Id=99,Type=CustomizableType_Legs,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Legs"),PlotFlag=-1)

ShoulderAppearances=(Id=99,Type=CustomizableType_Shoulders,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Shoulders"),PlotFlag=-1)



Me and my Coalesced.ini file thanks you.

Modifié par phoenixofthunder, 06 juillet 2010 - 09:11 .


#716
phoenixofthunder

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SolidisusSnake1 wrote...

SolidisusSnake1 wrote...
Do you know of any other way to get this outfit to work with sound on thr Normandy?

*bump*


I messed with my sound card settings on my PC yesterday for Singularity (good game but too short for me) and lost
sound on the Normandy in ME2 and it took me a few hours of trying different things to get the sound back. So it may
be related to a sound software or hardware miscommunication to and from the card itself.

Upon that note it brings up the question: what sound card do you have? Realtek, Creative, C-Media? Is it onboard the
motherboard or an actual card? Also what OS you using? So I know what sound tools you have to work with.

Modifié par phoenixofthunder, 06 juillet 2010 - 06:48 .


#717
desonnac00

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Kikaimegami wrote...

Note that if you want to look like Legion, you should also enter "empty" entries for the other body parts.

Here's what I have:

HelmetAppearances=(Id=99,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_GTH_HED_PROMorph.GTH_HED_PROLegion_MDL",Female="BIOG_GTH_HED_PROMorph.GTH_HED_PROLegion_MDL",bHasBreather=True,bHideHead=True,bHideHair=True),GameEffects=("SFXGame.SFXGameEffect_Gear_Visor"),PlotFlag=-1)

TorsoAppearances=(Id=99,Type=CustomizableType_Torso,Mesh=(Male="BIOG_GTH_LEG_NKD_R.NKDa.GTH_LEG_NKDa_MDL",Female="BIOG_GTH_LEG_NKD_R.NKDa.GTH_LEG_NKDa_MDL"),PlotFlag=-1)

ArmAppearances=(Id=99,Type=CustomizableType_Arms,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Arms"),PlotFlag=-1)

LegAppearances=(Id=99,Type=CustomizableType_Legs,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Legs"),PlotFlag=-1)

ShoulderAppearances=(Id=99,Type=CustomizableType_Shoulders,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Shoulders"),PlotFlag=-1)


Yep, that's exactly what I needed. Thanks a lot. I already tested it and it works without a hitch

#718
snfonseka

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Great and very useful thread!!!



Even though I check the entire thread I didn't manage to find the answer for the following question. So if someone knows the answer please let me know:



I need to play as Miranda / Ashley in ME2. Is there a way to accomplish that? I know this is possible via simple INI value changes in ME1. But in ME2 that's not the case.

#719
RobertM5252

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phoenixofthunder wrote...
That doesn't work for me either. And I had it under [SFXGame.SFXGameModeDefault].
So I tried this:

[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="initammo 999IfEmpty | TryReload" )
Gives automatic reload of all ammo without the need to pick up clips.
Example: Use machine gun till its almost empty then hit the "reload key" and boom max ammo.

Typing it exactly as you did  doesn't even allow ME2 to launch. However, I fixed the error:

Bindings=( Name="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty | TryReload" )

Works great. Feels like I'm reeeeeeeeeeeeealy cheating since I have infinite Heavy Weapon ammo, but whatever. :D

#720
phoenixofthunder

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RobertM5252 wrote...

phoenixofthunder wrote...
That doesn't work for me either. And I had it under [SFXGame.SFXGameModeDefault].
So I tried this:

[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="initammo 999IfEmpty | TryReload" )
Gives automatic reload of all ammo without the need to pick up clips.
Example: Use machine gun till its almost empty then hit the "reload key" and boom max ammo.

Typing it exactly as you did  doesn't even allow ME2 to launch. However, I fixed the error:

Bindings=( Name="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty | TryReload" )

Works great. Feels like I'm reeeeeeeeeeeeealy cheating since I have infinite Heavy Weapon ammo, but whatever. :D



:blink:Opps! Sorry guess in my excitement I didn't check my formatting.<_< 

#721
phoenixofthunder

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snfonseka wrote...

Great and very useful thread!!!

Even though I check the entire thread I didn't manage to find the answer for the following question. So if someone
knows the answer please let me know:

I need to play as Miranda / Ashley in ME2. Is there a way to accomplish that? I know this is possible via simple INI
value changes in ME1. But in ME2 that's not the case.


Did you check page 22? Some people were talking about doing that after the first post on page 22.

 

Modifié par phoenixofthunder, 06 juillet 2010 - 09:27 .


#722
Crunchyinmilk

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[SFXGame.SFXGameModeDefault]

Bindings=( Name="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty | TryReload" )


PC_Reload is an existing command, by default its listed under GameModeBase along with other binds like Shared_Action, Shared_Cineskip etc. Think of them like a series of user defined commands that can then be called by issuing a single command, just like an alias in the game Quake. By editing this existing command you can assign any key you want to it, via the in game keybind screen.

Adding it again in the GameModeDefault section isn't recommended.

A good rule of thumb when editing coalesced.ini bindings, when you load ME2 next remember to 'revert to defaults' on the keybind screen, and set your preferred keys up again.

#723
Guest_Inge McDaniel_*

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x cruncie x wrote...

hey there awsome thread... can you give me a guide as to how to add powers? iron coalesced wont work me  for me..so im hoping that its possible via the notepad++ as thats what works for me anyway id be very grateful! i hate having only 1  onus power for shepp :(


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" )

This is where most fail, if you change this all around, it will not work.
Have played this all time and I have add three bonus power to Shepard. Will not recommand more than three bonus power because this is max what spaces in powerbar allow. Try and enjoy your game. :)


Modifié par Inge McDaniel, 06 juillet 2010 - 11:05 .


#724
phoenixofthunder

phoenixofthunder
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Crunchyinmilk wrote...

[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty | TryReload" )

PC_Reload is an existing command, by default its listed under GameModeBase along with other binds like
Shared_Action, Shared_Cineskip etc. Think of them like a series of user defined commands that can then be
called by issuing a single command, just like an alias in the game Quake. By editing this existing command you
can assign any key you want to it, via the in game keybind screen.
Adding it again in the GameModeDefault section isn't recommended.
A good rule of thumb when editing coalesced.ini bindings, when you load ME2 next remember to 'revert to
defaults' on the keybind screen, and set your preferred keys up again.


"PC_Reload" is a command that already exists that is true. However to be safe I leave the GameModeBase alone
since GameModeBase is exactly that - the base of all bindings. And GameModeDefault is built on top of that base.
I have learned from experience that messing with the base  programming - be it bindings or actual machine code
can have detrimental effects in certain games. So to be safe I only place code in GameModeDefault, unless
neither section has part of the code then I place it in both locations. All the while making sure that the code I input
doesn't match code in the GameModes'.

As it reads in my INI:
[[Not touched/Left 100% Alone]]
[SFXGame.SFXGameModeBase]
Bindings=( Name="PC_Reload", Command="SwapWeaponIfEmpty | TryReload" )

[[Added portion]]
[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty |
TryReload" )

And say you input the code for crouching what happens if in only one of the binding locations? The game jags and
lags like no ones' business. But to correct this it would need to be in both locations.
Like this:

[SFXGame.SFXGameModeBase]
Bindings=( Name="F11", Command="set SFXPawn_Player bWantsToCrouch true" )
Bindings=( Name="F12", Command="set SFXPawn_Player bWantsToCrouch false" )

[SFXGame.SFXGameModeDefault]
Bindings=( Name="F11", Command="set SFXPawn_Player bWantsToCrouch true" )
Bindings=( Name="F12", Command="set SFXPawn_Player bWantsToCrouch false" )

Modifié par phoenixofthunder, 06 juillet 2010 - 11:46 .


#725
SolidisusSnake1

SolidisusSnake1
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phoenixofthunder wrote...

SolidisusSnake1 wrote...

SolidisusSnake1 wrote...
Do you know of any other way to get this outfit to work with sound on thr Normandy?

*bump*


I messed with my sound card settings on my PC yesterday for Singularity (good game but too short for me) and lost
sound on the Normandy in ME2 and it took me a few hours of trying different things to get the sound back. So it may
be related to a sound software or hardware miscommunication to and from the card itself.

Upon that note it brings up the question: what sound card do you have? Realtek, Creative, C-Media? Is it onboard the
motherboard or an actual card? Also what OS you using? So I know what sound tools you have to work with.


EDIT: Nevermind I finally found a forum where someone found a fix for it.

Gotta download a bodyswap fix which allows you to load up outfits anywhere anytime without being in the Normandy, found here: http://www.gamevixen...php?f=41&t=5278

Modifié par SolidisusSnake1, 06 juillet 2010 - 04:38 .