ME2 - Modding is Possible II (PC Only)
#726
Posté 06 juillet 2010 - 06:18
#727
Posté 06 juillet 2010 - 07:29
If anyone could help on this ( and my other issues I listed on page 29 ) it would be much appreciated.
#728
Posté 06 juillet 2010 - 08:31
Is anyone using aditional appearance mods experiencing any issues with the Aegis pack?
It all works well for me except for the torso- for some reason it just won't select it- keeps displaying other torso+arms+legs (Jacob appearance, Legion, Casual T-shirt Cerberus Shep).
Anyone else have this problem or is it just my .ini
#729
Posté 07 juillet 2010 - 10:45
Costin_Razvan wrote...
5) How to edit the number of ability points a squad member can use in total?
Bindings=( Name="Multiply", Command="addtalentpoints 30")
Bindings=( Name="Add", Command="givetalentpoints 30" )
Put those under [SFXGame.SFXGameModeDefault]. It's just one of them but I don't remember which.
Start a mission and just press both ( '*' and '+' ) and presto-change-o you've got an extra 30 talent points to spend (per person).
Note: only applies to CURRENT party / team. Not to the entire crew- only the people currently with you ON THE MISSION.
You could always do it with Gibbed's save editor.
Modifié par desonnac00, 07 juillet 2010 - 10:48 .
#730
Posté 07 juillet 2010 - 05:44
Also, is there any way to increase the damage of the Geth Pulse Rifle? Using Coalesced Editor I have found there is way a to increase the damage multiplier for AI enemies and henchemen, but no way to increase it's raw damage...
#731
Posté 07 juillet 2010 - 10:30
#732
Posté 07 juillet 2010 - 10:39
TheBelgianGuy wrote...
I know I saw it somewhere, but I can't seem to find it again. Does anyone know the commands to put into the .ini that allow you to change your armor at the weapon select screen when you're starting a mission?
You mean Azureum's amor locker?
#733
Posté 07 juillet 2010 - 10:42
Costin_Razvan wrote...
Thank you for that, but what I am interested is not giving them so many points but rather making them have as many as Jacob and Miranda do.
Also, is there any way to increase the damage of the Geth Pulse Rifle? Using Coalesced Editor I have found there is way a to increase the damage multiplier for AI enemies and henchemen, but no way to increase it's raw damage...
Heh?
[SFXGameContent_Inventory.SFXWeapon_GethPulseRifle]
{Add this line}
Damage=(X=34.0,Y=34.0)
DamageAI=1.0f
DamageHench=0.5f
RateOfFire=(X=1000,Y=1000)
Modifié par phoenixofthunder, 07 juillet 2010 - 10:45 .
#734
Posté 07 juillet 2010 - 10:53
One last thing, how can you change what abilities squad member have ( I read here or somewhere else, can't remember, that you can't. )
Modifié par Costin_Razvan, 07 juillet 2010 - 11:23 .
#735
Posté 08 juillet 2010 - 01:08
droid105 wrote...
Hi Everyone: Just asking if anyone making a texmod Aegis armor mod (Black armor)?
How would that be different than just selecting a "black" tint from the in-game armor locker?
#736
Posté 08 juillet 2010 - 03:31
(Id=2010,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL",Female="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL"),PlotFlag=-1)
#737
Posté 08 juillet 2010 - 04:09
Costin_Razvan wrote...
Miranda and Jacob have an additional ability point then other henchmen. Thanks for the Geth Pulse rifle thing.
One last thing, how can you change what abilities squad member have ( I read here or somewhere else, can't remember, that you can't. )
Sorry I only know how to change shepards' abilities not squadmates.
#738
Posté 08 juillet 2010 - 04:09
madmaxx007 wrote...
Can someone verify if this is Aria outfit codes?
(Id=2010,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL",Female="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL"),PlotFlag=-1)
Confirmed.
#739
Posté 08 juillet 2010 - 04:27
phoenixofthunder wrote...
madmaxx007 wrote...
Can someone verify if this is Aria outfit codes?
(Id=2010,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL",Female="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL"),PlotFlag=-1)
Confirmed.
#740
Posté 08 juillet 2010 - 04:38
phoenixofthunder wrote...
Confirmed.madmaxx007 wrote...
Can someone verify if this is Aria outfit codes?
(Id=2010,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL",Female="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL"),PlotFlag=-1)
From page 23madmaxx007 wrote...
I tried to add this to the casual outfits but it didn't show. Can you provide instruction on how to add this to the Coalesced? Thank you.
manonyuf wrote...
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?
David Hingtgen wrote...
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 phoenixofthunder, 08 juillet 2010 - 04:42 .
#741
Posté 08 juillet 2010 - 04:48
#742
Posté 08 juillet 2010 - 05:47
#743
Guest_Inge McDaniel_*
Posté 08 juillet 2010 - 06:16
Guest_Inge McDaniel_*
x cruncie x wrote...
well thanks for the guide...still struggling to understand how to add the power...but is their a way to say...swap the powers? like instead of incedniary ammo id put in warp ammo for example?
No problem let me try to explain it a little better.
My example is power from class Sentinel.
Hope that you use Notepad++ as an text editor, if not download it from here www.filehippo.com/download_notepad/
After installing Notepad++, open the coalesced.ini file.
Click the search icon (telescope) and follow the description that is granted.
Search for the text in bold and under that section, add these lines below.
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]
Bindings=( Name="F10", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower self SFXPower_PowerArmor" )
________________________________________________________________
Bindings=( Name="F11", Command="SetRank self SFXPower_Overload_Heavy | GivePower self SFXPower_Overload" )
_________________________________________________________________
Bindings=( Name="F12", Command="SetRank self SFXPower_CryoFreeze_Heavy | GivePower self SFXPower_CryoFreeze" )
Hope this is of help to you.
Modifié par Inge McDaniel, 08 juillet 2010 - 03:56 .
#744
Posté 08 juillet 2010 - 07:13
desonnac00 wrote...
hi, everybody.
Is anyone using aditional appearance mods experiencing any issues with the Aegis pack?
It all works well for me except for the torso- for some reason it just won't select it- keeps displaying other torso+arms+legs (Jacob appearance, Legion, Casual T-shirt Cerberus Shep).
Anyone else have this problem or is it just my .ini
It's probably because one of your additional torso Meshes uses the same ID like the Aegis torso. Open your C.ini and look for a Torso Mesh with the ID 110 (thats the one the Aegis Pack is using) and change it to another free ID number.
#745
Posté 08 juillet 2010 - 10:07
Everything was working beautifully, but then I updated to 1.02 and now ME2 won't launch when I add that part to the command.phoenixofthunder wrote...
"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" )
Any ideas?
EDIT: In fact, even editing bInfiniteAmmo=false under HeavyShotgun prevents the game from loading, too. Did this patch make editing coalesced.ini break the game? (I doubt it, but I'm getting worried.)
Modifié par RobertM5252, 08 juillet 2010 - 10:12 .
#746
Posté 09 juillet 2010 - 12:41
RobertM5252 wrote...
Everything was working beautifully, but then I updated to 1.02 and now ME2 won't launch when I add that part to the command.phoenixofthunder wrote...
"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" )
Any ideas?
EDIT: In fact, even editing bInfiniteAmmo=false under HeavyShotgun prevents the game from loading, too. Did this
patch make editing coalesced.ini break the game? (I doubt it, but I'm getting worried.)
What do you use to edit the INI?
Or email me your INI: phoenixofthunder@yahoo.com
Modifié par phoenixofthunder, 09 juillet 2010 - 12:43 .
#747
Posté 09 juillet 2010 - 01:05
I was using Notepad++. The modified, non-booting INI is on the way. Many, many thanks!phoenixofthunder wrote...
What do you use to edit the INI?
Or email me your INI: phoenixofthunder@yahoo.com
#748
Posté 09 juillet 2010 - 01:17
RobertM5252 wrote...
I was using Notepad++. The modified, non-booting INI is on the way. Many, many thanks!phoenixofthunder wrote...
What do you use to edit the INI?
Or email me your INI: phoenixofthunder@yahoo.com
Sent response.
#749
Posté 09 juillet 2010 - 01:42
Also, is there a way to remove the letterbox?
#750
Posté 09 juillet 2010 - 02:05
Kikaimegami wrote...
[1] Is there a way to add the Infiltrator ability that slows down time when using a scope to other classes?
[2] Also, is there a way to remove the letterbox?
[1]This:
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:![]()
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" )
[2] At current not that I know of.
Modifié par phoenixofthunder, 09 juillet 2010 - 02:07 .




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