ME2 - Modding is Possible II (PC Only)
#51
Posté 23 avril 2010 - 05:49
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
#52
Posté 23 avril 2010 - 08:26
First in [SFXGame.SFXEngine] add a line as follows.
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_WarpAmmo_Evolved1_Player"
,SeekFreePackageName="SFXPower_WarpAmmo_Player")
That will load up the power so you can call it via GivePower command.
You can either call that via psuedo console or via a binding, I'll give you the binding since I've not covered psuedo console yet.
Bindings=( Name="NumPadZero", Command="GivePower Self SFXPower_WarpAmmo_Evolved1_Player | SetRank Self SFXPower_WarpAmmo_Evolved1_Player 4" )
That would both give you the power and set its rank to maximum. I'll be including this information in later tutorials I just haven't had the time.
Infact if you look at the Youtube link in my signature, the video going out in style shows an NPC power, in that case the heavy mech's explosion.
Modifié par Azureum, 23 avril 2010 - 08:28 .
#53
Posté 23 avril 2010 - 11:15
I tried adding the following to [SFXGame.SFXEngine]...
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_WarpAmmo_Evolved1_Player",
SeekFreePackageName="SFXPower_WarpAmmo_Player")
And then the following to [SFXGame.SFXGameModeBase]*...
Bindings=( Name="NumPadZero", Command="GivePower Self SFXPower_WarpAmmo_Evolved1_Player |
SetRank Self SFXPower_WarpAmmo_Evolved1_Player 4" )
NumPadZero key press did nothing. I know the command is being executed though because if I add a
" | givetalentpoints 1" to the end of the binding command it gives me a talent point.
Modifié par deusaquilus, 23 avril 2010 - 11:52 .
#54
Posté 23 avril 2010 - 03:25
#55
Posté 23 avril 2010 - 05:45
How do i get the mini gun to work ingame?
I got all the collector ship weapons to work.
Thanks for your info on modding the game.
#56
Posté 23 avril 2010 - 11:34
So this part is right:
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_AdrenalineRush",
SeekFreePackageName="SFXCharacterclass_Soldier")
But doing this wont work:
Bindings=( Name="F12", Command="GivePower Self SFXPower_AdrenalineRush |
SetRank Self SFXPower_AdrenalineRush 3")
This will work:
Bindings=( Name="F11", Command="GivePower self SFXPower_AdrenalineRush" )Bindings=( Name="F12", Command="SetRank self SFXPower_AdrenalineRush 3" )
Pressed F11&F12 and Voila! My Adept has 'AdrenalineRush'. I got the idea to separate them out from Chi-Long's tutorial here. I have no idea why you need to separate them out...
Modifié par deusaquilus, 23 avril 2010 - 11:36 .
#57
Posté 24 avril 2010 - 01:45
IE:
BIOG_HMM_HIR_PRO_R.Beret.HMM_HAT_Brt_MDL
BIOG_HMM_HIR_PRO_R.Beret.HMM_HAT_Brt_Diff
BIOG_HMM_HIR_PRO_R.Beret.HMM_HAT_Brt_Norm
Are the latter two even correct? I'm not playing the PC version of the game, so I have to replace my character's hairstyle in Gibbed to get the Beret to work. I've got the mesh showing, but it's untextured. Can anyone help and list the BIOG strings associated with the Beret?
Thanks.
#58
Posté 24 avril 2010 - 07:46
deusaquilus wrote...
Ok! After some four hours of experimentation I finally got it...
So this part is right:
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_AdrenalineRush",
SeekFreePackageName="SFXCharacterclass_Soldier")
But doing this wont work:
Bindings=( Name="F12", Command="GivePower Self SFXPower_AdrenalineRush |
SetRank Self SFXPower_AdrenalineRush 3")
This will work:
Bindings=( Name="F11", Command="GivePower self SFXPower_AdrenalineRush" )Bindings=( Name="F12", Command="SetRank self SFXPower_AdrenalineRush 3" )
Pressed F11&F12 and Voila! My Adept has 'AdrenalineRush'. I got the idea to separate them out from Chi-Long's tutorial here. I have no idea why you need to separate them out...
If I'm being honest I've never tried it that way, I have strings of console commands in a txt file (psuedo-console) so have never tried to string the commands into a binding, just assumed they would work.
SomethingStrange wrote...
If possible, can someone here
post the correct file strings for the Beret:
IE:
BIOG_HMM_HIR_PRO_R.Beret.HMM_HAT_Brt_MDL
BIOG_HMM_HIR_PRO_R.Beret.HMM_HAT_Brt_Diff
BIOG_HMM_HIR_PRO_R.Beret.HMM_HAT_Brt_Norm
Are
the latter two even correct? I'm not playing the PC version of the
game, so I have to replace my character's hairstyle in Gibbed to get the
Beret to work. I've got the mesh showing, but it's untextured. Can
anyone help and list the BIOG strings associated with the Beret?
Thanks.
Last time I tried that (on PC) the textures showed with just me using the top reference, no need for the diff or norm references.
Modifié par Azureum, 24 avril 2010 - 07:49 .
#59
Posté 24 avril 2010 - 01:48
#60
Posté 24 avril 2010 - 01:59
Azureum wrote...
SomethingStrange wrote...
If possible, can someone here
post the correct file strings for the Beret:
IE:
BIOG_HMM_HIR_PRO_R.Beret.HMM_HAT_Brt_MDL
BIOG_HMM_HIR_PRO_R.Beret.HMM_HAT_Brt_Diff
BIOG_HMM_HIR_PRO_R.Beret.HMM_HAT_Brt_Norm
Are
the latter two even correct? I'm not playing the PC version of the
game, so I have to replace my character's hairstyle in Gibbed to get the
Beret to work. I've got the mesh showing, but it's untextured. Can
anyone help and list the BIOG strings associated with the Beret?
Thanks.
Last time I tried that (on PC) the textures showed with just me using the top reference, no need for the diff or norm references.
Unfortunately, just using the MDL string alone on the 360 calls up the model, but no texture associated with it. Kind of frustrating, really. Looking at the ini files for the PC (downoaded a few mods for reference), I saw some of the casual clothing armor types had material overrides. I'm assuming they're pallete swaps on existing clothing, right? Is it possible for someone to extract textures out of the PC version and post the filename for the beret's texture? I'm hoping I can call that from the appearance section in Gibbed.
#61
Posté 24 avril 2010 - 05:27
And the second thing, is there any way to make Sentinels tech armor visible in the cutscenes?
#62
Posté 24 avril 2010 - 05:32
#63
Posté 24 avril 2010 - 06:42
Azureum wrote...
Adding talents is actually quite easily done.
First in [SFXGame.SFXEngine] add a line as follows.
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_WarpAmmo_Evolved1_Player"
,SeekFreePackageName="SFXPower_WarpAmmo_Player")
That will load up the power so you can call it via GivePower command.
You can either call that via psuedo console or via a binding, I'll give you the binding since I've not covered psuedo console yet.
Bindings=( Name="NumPadZero", Command="GivePower Self SFXPower_WarpAmmo_Evolved1_Player | SetRank Self SFXPower_WarpAmmo_Evolved1_Player 4" )
That would both give you the power and set its rank to maximum. I'll be including this information in later tutorials I just haven't had the time.
Infact if you look at the Youtube link in my signature, the video going out in style shows an NPC power, in that case the heavy mech's explosion.
So could I use this technique to give Jacob Cryo Ammo? Or does it only work to give skills to the player?
#64
Posté 24 avril 2010 - 10:24
DjHex wrote...
Is it possible to mod songs into shepard's cabin music player? i've been trying to find a way to get the piano song that played during kasumi's mission for my cabin
We cannot inject files into any ME2 file, so no that's not possible, nothing stopping you from extracting the sound using gibbed's audio extractor however and playing it with a music player whilst playing.
SomethingStrange wrote...
Unfortunately, just using the MDL string alone on the 360 calls up the model, but no texture associated with it. Kind of frustrating, really. Looking at the ini files for the PC (downoaded a few mods for reference), I saw some of the casual clothing armor types had material overrides. I'm assuming they're pallete swaps on existing clothing, right? Is it possible for someone to extract textures out of the PC version and post the filename for the beret's texture? I'm hoping I can call that from the appearance section in Gibbed.
I cannot really support the 360, you might want to try looking at the 360 modding thread, as this is PC only thread I'm afraid.
Holdgar wrote...
Does anyone know lines for blue and yellow tech armor that Eclipse and BS mercs have? Please?
And the second thing, is there any way to make Sentinels tech armor visible in the cutscenes?
The tech armor on first thought is just an NPC power, not an actual uniform you can take advantage of. Regarding the cutscene, did you try activating the power just before entering the cutscene?
WorpeX wrote...
Wait, so how do you change your armor to the armor of other characters like in the video? The post mentions you can do it, but it doesn't say how.
That's coming up in a tutorial soon, since everyone keeps asking for it I'll cover that next.
ManBearPig91 wrote...
So could I use this technique to give Jacob Cryo Ammo? Or does it only work to give skills to the player?
Nopes, giving squadmates powers is not possible yet, the givepower command only applies to the pawn in use (shepard) and it seems it cannot be targetted to any specific pawn unfortunately. I'll keep trying though, curiously squadmates have several more empty spots, and they ain't for weapons as far as I can tell.
#65
Posté 25 avril 2010 - 12:02
Azureum wrote...
WorpeX wrote...
Wait, so how do you change your armor to the armor of other characters like in the video? The post mentions you can do it, but it doesn't say how.
That's coming up in a tutorial soon, since everyone keeps asking for it I'll cover that next.
Awesome! Thanks.
#66
Posté 25 avril 2010 - 03:44
#67
Posté 25 avril 2010 - 06:49
Thanks!
#68
Posté 25 avril 2010 - 07:55
Azureum wrote...
Tutorial is now up for getting armor references from the PCC files and also how to incorporate them, and other references into my Armor Locker 2.0 mod (that is also available for download in the tutorial).
Thanks!
Nice! can't wait to try this!
#69
Posté 26 avril 2010 - 03:12
Modifié par WorpeX, 26 avril 2010 - 03:22 .
#70
Posté 26 avril 2010 - 08:44
#71
Posté 26 avril 2010 - 09:35
WorpeX wrote...
Having trouble getting it to work. I placed the loadseq.ini and the armor_menu.txt into my binaries folder and added the lines to C.ini and loadseq.txt. I then ran the C.ini fixer and started the game. But when I hit Numpad 9 it didn't work. :< What am I doing wrong? And where does the Amor.locker.Me2mod file go?
The me2mod file is a mod manager file, you can get the code from it by opening it in a text editor, it applies the binding and a couple of basic outfits, otherwise you need to add those yourself as described in the tutorial.
#72
Posté 26 avril 2010 - 10:52
However, this did ony work for the usual weapons by setting
bInfiniteAmmo=true
If I did the same for heavy weapons, they still needed ammunition though it wasn´t shown anymore. Is there a way to give them infinite ammunition as well?
#73
Posté 26 avril 2010 - 11:42
Tirigon wrote...
@ Azureum: Thanks to your great tutorial I managed to make my weapons have infinite ammo.
However, this did ony work for the usual weapons by settingbInfiniteAmmo=true
If I did the same for heavy weapons, they still needed ammunition though it wasn´t shown anymore. Is there a way to give them infinite ammunition as well?
Heavy Weapons use a different form of ammo, you can still use the InitAmmo 999 command to give yourself ammo however, I just add the command to the switchweapon / reload binding and I can get fresh ammo everytime I reload, which is in effect, infinite ammo.
#74
Posté 26 avril 2010 - 02:33
Tirigon wrote...
@ Azureum: Thanks to your great tutorial I managed to make my weapons have infinite ammo.
However, this did ony work for the usual weapons by settingbInfiniteAmmo=true
If I did the same for heavy weapons, they still needed ammunition though it wasn´t shown anymore. Is there a way to give them infinite ammunition as well?
Try adding this :
[[SFXGame.SFXHeavyWeapon]
bInfiniteAmmo=true
bCanDropAmmo=true
AI_AccCone_Min=(X=1.2,Y=1.2)
AI_AccCone_Max=(X=1.2,Y=1.2)
AI_AimDelay=(X=0.75,Y=0.75)
SteamSoundThreshold=-1
AmmoPerShot=0 (must be after "SteamSoundThreshold=-1")
Range_Melee=300.f
Range_Short=800.f
Range_Medium=2000.f
Range_Long=3000.f
GUIclassName=338205
GUIclassDescription=340847
Can't test till tomorrow though. Starting through with fresh OS & ME2 install. + a busy monday.
#75
Posté 26 avril 2010 - 03:36
phoenixofthunder wrote...
Try adding this :
[[SFXGame.SFXHeavyWeapon]
bInfiniteAmmo=true
bCanDropAmmo=true
AI_AccCone_Min=(X=1.2,Y=1.2)
AI_AccCone_Max=(X=1.2,Y=1.2)
AI_AimDelay=(X=0.75,Y=0.75)
SteamSoundThreshold=-1
AmmoPerShot=0 (must be after "SteamSoundThreshold=-1")
Range_Melee=300.f
Range_Short=800.f
Range_Medium=2000.f
Range_Long=3000.f
GUIclassName=338205
GUIclassDescription=340847
Can't test till tomorrow though. Starting through with fresh OS & ME2 install. + a busy monday.
Thx, I´ll try asap and say if it works.
Btw, does anyone know where you can modify the DLC weapons, that is, Collector riifle and Incisor sniper riflle?
When I gave my weapons infinite ammo it worked for the vanilla weapons and, strangely, for Locust and Eviscerator, too, but not for these.
EDIT: Phoenix, your method works for the Grenade Launcher, but not for this DLC weapon that spawns a singularity.
Modifié par Tirigon, 26 avril 2010 - 07:06 .




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