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ME2 - Modding is Possible II (PC Only)


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#751
Kikaimegami

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phoenixofthunder wrote...

[1]This:

[2] At current not that I know of.

It isn't listed in there; that's why I asked. Those seem to only be active powers, not passive ones.

EDIT: Meaning, I just need the name that's used in the game data so I can add it.

EDIT3: Looking at an Infiltrator savegame, it might be SFXGameContent_Powers.SFXPower_InfiltratorPassive

EDIT4: Yup, that's it. Nevermind :P I really should never ask this stuff until I am 100% sure I can't figure it out on my own.

Modifié par Kikaimegami, 09 juillet 2010 - 02:31 .


#752
phoenixofthunder

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Kikaimegami wrote...

phoenixofthunder wrote...

[1]This:

[2] At current not that I know of.

It isn't listed in there; that's why I asked. Those seem to only be active powers, not passive ones.

EDIT: Meaning, I just need the name that's used in the game data so I can add it.

EDIT3: Looking at an Infiltrator savegame, it might be SFXGameContent_Powers.SFXPower_InfiltratorPassive

EDIT4: Yup, that's it. Nevermind :P I really should never ask this stuff until I am 100% sure I can't figure it out on my own.


Does the method work with it?

#753
Kikaimegami

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phoenixofthunder wrote...

Does the method work with it?

Yup, it sure does :) Here's what I have:

[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_InfiltratorPassive",
SeekFreePackageName="SFXCharacterclass_Infiltrator")

[SFXGame.SFXGameModeBase]
Bindings=( Name="NumPadSeven", Command="GivePower self
SFXGameContent_Powers.SFXPower_InfiltratorPassive | setRank self
SFXGameContent_Powers.SFXPower_InfiltratorPassive 3" )

Modifié par Kikaimegami, 09 juillet 2010 - 03:57 .


#754
phoenixofthunder

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Kikaimegami wrote...

phoenixofthunder wrote...

Does the method work with it?

Yup, it sure does :) Here's what I have:

[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_InfiltratorPassive",
SeekFreePackageName="SFXCharacterclass_Infiltrator")

[SFXGame.SFXGameModeBase]
Bindings=( Name="NumPadSeven", Command="GivePower self
SFXGameContent_Powers.SFXPower_InfiltratorPassive | setRank self
SFXGameContent_Powers.SFXPower_InfiltratorPassive 3" )


Um it is not working for me. Seems like something is missing from code. Idea?

#755
Kikaimegami

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Remove the setrank part. For some reason, that's messing it up :(

#756
phoenixofthunder

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Kikaimegami wrote...

Remove the setrank part. For some reason, that's messing it up :(



Still not showing up.

#757
Kikaimegami

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phoenixofthunder wrote...

Kikaimegami wrote...

Remove the setrank part. For some reason, that's messing it up :(



Still not showing up.

That's odd. You're inputing this, right?

Bindings=( Name="NumPadSeven", Command="GivePower self SFXGameContent_Powers.SFXPower_InfiltratorPassive" )

Also, apparently they don't stick around on map load.

#758
phoenixofthunder

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Kikaimegami wrote...

phoenixofthunder wrote...

Kikaimegami wrote...

Remove the setrank part. For some reason, that's messing it up :(



Still not showing up.

That's odd. You're inputing this, right?

Bindings=( Name="NumPadSeven", Command="GivePower self SFXGameContent_Powers.SFXPower_InfiltratorPassive" )

Also, apparently they don't stick around on map load.


Think its working now. Does it read as operative on power screen? What does it do exactly? (I have never played as an Infiltrator)

Modifié par phoenixofthunder, 09 juillet 2010 - 11:31 .


#759
Kikaimegami

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phoenixofthunder wrote...

Think its working now. Does it read as operative on power screen? What does it do exactly? (I have never played as an Infiltrator)

Yeah, it's called Operative. It's the Infiltrator passive skills.

http://masseffect.wi...erative_(power)

Modifié par Kikaimegami, 10 juillet 2010 - 12:32 .


#760
Tegros

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I'm having trouble getting my game to start (instant CTD) while adding:

Bindings=( Name="NumPadOne", Command="StreamLevelIn BioH_Geth_00 | StreamLevelIn BioD_Nor_000Cabin | OnTap 2.0 showmenu | OnTap 3.0 OpenGUI Personalization" )

to my .ini with Notepad++

I also tried:

Bindings=( Name="NumPadOne" ,Command="OnlyLoadLevel BioH_Geth_00 | OnTap 2.0 showmenu | OnTap 3.0 OpenGUI Personalization" )

The bind 'should' allow me to press NumPad 1 and have my skin/model look like Legion. Any tips on how I can get this to work?

Note: I have it pasted in my .ini just as it's shown above. Spaces included (I don't know if they make a difference) since this is the first time I've tried to do anything of this sort of thing.

Modifié par Tegros, 10 juillet 2010 - 12:55 .


#761
phoenixofthunder

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Tegros wrote...

I'm having trouble getting my game to start (instant CTD) while adding:

Bindings=( Name="NumPadOne", Command="StreamLevelIn BioH_Geth_00 | StreamLevelIn BioD_Nor_000Cabin | OnTap 2.0 showmenu | OnTap 3.0 OpenGUI Personalization" )

to my .ini with Notepad++

I also tried:

Bindings=( Name="NumPadOne" ,Command="OnlyLoadLevel BioH_Geth_00 | OnTap 2.0 showmenu | OnTap 3.0 OpenGUI Personalization" )

The bind 'should' allow me to press NumPad 1 and have my skin/model look like Legion. Any tips on how I can get this to work?

Note: I have it pasted in my .ini just as it's shown above. Spaces included (I don't know if they make a difference) since this is the first time I've tried to do anything of this sort of thing.


Did you add his head, torso, legs and shoulder meshes to the INI?


The Meshes courtesy of Kikaimegami:

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)


Modifié par phoenixofthunder, 10 juillet 2010 - 01:52 .


#762
phoenixofthunder

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Running a testing chracter right now. And have a question, is it possible to get instant shield regeneration. Replaying the same battle 20x's is getting tedious.<_<
 

Modifié par phoenixofthunder, 10 juillet 2010 - 01:46 .


#763
Tegros

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phoenixofthunder wrote...

Tegros wrote...

I'm having trouble getting my game to start (instant CTD) while adding:

Bindings=( Name="NumPadOne", Command="StreamLevelIn BioH_Geth_00 | StreamLevelIn BioD_Nor_000Cabin | OnTap 2.0 showmenu | OnTap 3.0 OpenGUI Personalization" )

to my .ini with Notepad++

I also tried:

Bindings=( Name="NumPadOne" ,Command="OnlyLoadLevel BioH_Geth_00 | OnTap 2.0 showmenu | OnTap 3.0 OpenGUI Personalization" )

The bind 'should' allow me to press NumPad 1 and have my skin/model look like Legion. Any tips on how I can get this to work?

Note: I have it pasted in my .ini just as it's shown above. Spaces included (I don't know if they make a difference) since this is the first time I've tried to do anything of this sort of thing.


Did you add his head, torso, legs and shoulder meshes to the INI?


I just copied those from a post on page 8 of this thread.  Like I said before, this was my first time doing any of this stuff so I figured the info for the meshes was already there :(  If that's the case, then I need to figure out what the meshes are called and then put them into the .ini correctly..  Unless someone can throw me a bone :)

#764
phoenixofthunder

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Tegros wrote...
I just copied those from a post on page 8 of this thread.  Like I said before, this was my first time doing any of this stuff so I figured the info for the meshes was already there :(  If that's the case, then I need to figure out what the meshes are called and then put them into the .ini correctly..  Unless someone can throw me a bone :)

Bone thrown.

Modifié par phoenixofthunder, 10 juillet 2010 - 01:54 .


#765
Tegros

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Still having problems.. I used the meshes you provided above (thanks by the way) and receive an instant CTD. It's a bit frustrating. If there's a guide that tells me where/how to place things in the .ini I'd love a link. I read over page 1 of this thread and it's all foreign to me.



I still don't even know if I'm placing the binding code in my .ini correctly...

#766
ZephSunstrider

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Regarding the adding of abilities;



I found it way more comfortable to simply add a "exec *.txt" command to one key, and add most (later, maybe all) of the standard abilities to the DynamicLoadMaps.

That way, I can freely rearrange the added powers and their ranks in the txt file, without having to restart the game. Just alt-tab, switch Throw for Overload (for example), tab back in, hit the Bind Key and é voíla, new power.

The only thing bugging me is the 7-power-limit on the Power Wheel.



If anyone cares, I'll post a more thorough explanation.



(The idea for this is credit to Azureum, since it's loosely based off his little, but helpful scripts)

#767
phoenixofthunder

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Tegros wrote...

Still having problems.. I used the meshes you provided above (thanks by the way) and receive an instant CTD. It's a bit frustrating. If there's a guide that tells me where/how to place things in the .ini I'd love a link. I read over page 1 of this thread and it's all foreign to me.

I still don't even know if I'm placing the binding code in my .ini correctly...



Crash to Desktop? Did you fix the INI after editing?
The meshes go under: [SFXGame.SFXPawn_Player]
The binding goes under: [SFXGame.SFXGameModeDefault]

#768
Guest_Inge McDaniel_*

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Kikaimegami wrote...

phoenixofthunder wrote...

Kikaimegami wrote...

Remove the setrank part. For some reason, that's messing it up :(



Still not showing up.

That's odd. You're inputing this, right?

Bindings=( Name="NumPadSeven", Command="GivePower self SFXGameContent_Powers.SFXPower_InfiltratorPassive" )

Also, apparently they don't stick around on map load.


Look at my photoalbum and my former answer at side 29 I guess.
If you want more power for Shepard in your game this work.

- Inge



#769
Cock Fighter

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hi, is there any fix for the hole at the chest part of shepard when wearing illusive man's suit?
also, is there a mod or an addon which could remove the helm when talking to someone? i dont like it how in dialogue scenes you wont be able to see shepards full face. the recon hood and other headgears that cover your entire face or almost are really cool, especially i like the archon visor very much, but problem is i wont be able to see sheps face when talking to someone. twas pretty weird when i was wearing the recon hood and i saw tali for the first time in freedom progress, and recognizes me :P
thanks

Modifié par Cock Fighter, 10 juillet 2010 - 02:55 .


#770
bottledwater

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Tegros wrote...

Still having problems.. I used the meshes you provided above (thanks by the way) and receive an instant CTD. It's a bit frustrating. If there's a guide that tells me where/how to place things in the .ini I'd love a link. I read over page 1 of this thread and it's all foreign to me.

I still don't even know if I'm placing the binding code in my .ini correctly...



when you start mass effect 2, before it loads the coalesced.ini file, it counts the characters in the file (a character is "a" or "d" or "6", etc). if mass effect expects 1 million characters, and there are 1 million and 1 characters in the file, the game will crash. use the "ini fixer" to trick mass effect. a link to the ini fixer can be found on the first page. when you get the ini fixer, put it in the same directory as the coalesced.ini file and run it. thats all you need to do.

#771
Tegros

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phoenixofthunder wrote...

Tegros wrote...

Still having problems.. I used the meshes you provided above (thanks by the way) and receive an instant CTD. It's a bit frustrating. If there's a guide that tells me where/how to place things in the .ini I'd love a link. I read over page 1 of this thread and it's all foreign to me.

I still don't even know if I'm placing the binding code in my .ini correctly...



Crash to Desktop? Did you fix the INI after editing?
The meshes go under: [SFXGame.SFXPawn_Player]
The binding goes under: [SFXGame.SFXGameModeDefault]


I got it working, I appreciate the help!  I just get frustrated with this sort of thing easily since I'm 95% unfamiliar with it.  Now, if I could just find a way to get it working as a casual outfit too :P

#772
Tegros

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Also, I read on the original thread that it's possible to solo the game by replacing the InPartyLabel with a dummy entry, but I'm having a heck of a time finding anything more about it.



minormiracle wrote...





Something for the Legion fans. To get him from the start of the game, go to [SFXGame.BioSFHandler_PartySelection] and under lstMemberInfo find InPartyLabel for one of your available NPCs and change it to =InSquadGeth. Once he's shown up for a mission, he'll show up on the ship too and you can revert the change and play with him normally. Surprisingly he has area specific dialogue for most of the missions before the Reaper IFF, which makes me think Bioware at one time meant for him to show up much earlier.



This also allows you to do fun things like bring a character to their own recruitment quest, playing solo (by replacing the InPartyLabel with a dummy entry) or replacing a character with someone else on their own loyalty quest (haven't tried this out yet). However the game checks for who's in your party already, so you can't get two of the same NPC.




Does anyone out there know more about this, or possibly point me to a post that has it? Thanks.

#773
phoenixofthunder

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Tegros wrote...

Also, I read on the original thread that it's possible to solo the game by replacing the InPartyLabel with a dummy entry, but I'm having a heck of a time finding anything more about it.

minormiracle wrote...


Something for the Legion fans. To get him from the start of the game, go to [SFXGame.BioSFHandler_PartySelection] and under lstMemberInfo find InPartyLabel for one of your available NPCs and change it to =InSquadGeth. Once he's shown up for a mission, he'll show up on the ship too and you can revert the change and play with him normally. Surprisingly he has area specific dialogue for most of the missions before the Reaper IFF, which makes me think Bioware at one time meant for him to show up much earlier.

This also allows you to do fun things like bring a character to their own recruitment quest, playing solo (by replacing the InPartyLabel with a dummy entry) or replacing a character with someone else on their own loyalty quest (haven't tried this out yet). However the game checks for who's in your party already, so you can't get two of the same NPC.


Does anyone out there know more about this, or possibly point me to a post that has it? Thanks.


This is obsolete after work done by Ecael, IoCaster's, & Ieldra2 (Who definitely deserve thanks!):
Enabling All Recruit Missions: Unlock the Galaxy in ME2

Modifié par phoenixofthunder, 10 juillet 2010 - 11:10 .


#774
David Hingtgen

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I've tried lots of variations of trying to "swap" party members around etc using the "InParty" labels, and never got anything to work--most things did NOTHING, occasionally had broken animation, or a character just disappearaed. If anyone ever got two characters to 'swap places' or anything, I'd greatly appreciate more info about it.

#775
phoenixofthunder

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David Hingtgen wrote...

I've tried lots of variations of trying to "swap" party members around etc using the "InParty" labels, and never got anything to work--most things did NOTHING, occasionally had broken animation, or a character just disappearaed. If anyone ever got two characters to 'swap places' or anything, I'd greatly appreciate more info about it.



Clarify.