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ME2 - Modding is Possible II (PC Only)


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#801
phoenixofthunder

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**** Fighter wrote...

**** Fighter wrote...

[1] hi, is there any fix for the hole at the chest part of shepard when wearing illusive man's suit?
[2] 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


:huh:



[1] I have tried different methods to achieve this but so far I have been unsuccessful.
[2] This ticks me off the most. I have to set my helmet appearance to none (makes it awkward during combat) to achieve more realistic cutscenes.

Modifié par phoenixofthunder, 11 juillet 2010 - 09:34 .


#802
phoenixofthunder

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**** Fighter wrote...

Nice. Haha sorry dude, I really don't want to go through the effort of browsing all pages to find something. But where could I get these ones?:

DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor",SeekFreePackageName="SFXCharacterclass_Sentinel")

Bindings=( Name="PageUp", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower self SFXPower_PowerArmor" )
Also I would like to learn how to add more weapons to my character, as I am sentinel and I do not have a sniper rifle and shotgun. Is there any way?
Thanks



[SFXGame.SFXPlayerSquadLoadoutData]
PlayerLoadoutInfo=(className=SFXPawn_Player[WANTED class],Weaponclasses=(LoadoutWeapons_[WEAPON WANTED]


IE:>>PlayerLoadoutInfo=(className=SFXPawn_PlayerSentinel,Weaponclasses=(LoadoutWeapons_HeavyPistols,
LoadoutWeapons_AutoPistols,
LoadoutWeapons_HeavyWeapons,
LoadoutWeapons_SniperRifles))

Modifié par phoenixofthunder, 11 juillet 2010 - 09:53 .


#803
Cock Fighter

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Hey man where can I get the names of the powers?????????

#804
phoenixofthunder

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**** Fighter wrote...

Hey man where can I get the names of the powers?????????


[SFXGamePawns.SFXCharacterclass_Adept]
(States the powers of classes)

[SFXGameCookerHelper.PowerStandalonePackages]
(Default player powers)

[Engine.Engine]
(The power codes here)
IE:>>ActiveclassRedirects=OldclassName=SFXPower_PowerArmor,NewclassName=
SFXGameContent_Powers.SFXPower_PowerArmor

#805
Cock Fighter

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Aww, sorry yeah haha I am a nub.
How did you set helmet appearance to none?
Too bad no one knows the headgear trick. Someone from Dragon Age was able to do it, theres a mod for it which was pretty cool. http://social.bioware.com/project/791/
Also yeah man I know how to put more loadouts, I'm just really lazy and stupid. Twas just at the first page of this thread.

Modifié par Cock Fighter, 11 juillet 2010 - 10:00 .


#806
phoenixofthunder

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**** Fighter wrote...

Well it seems that nobody knows the answer for my first question. Anyway, could someone tell me or give me guide on how to add power/skills? Also how do I edit my shield value? I'd like to make it higher but not godly.
Thanks


phoenixofthunder wrote...

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.


If that doesn't work try this:
Bindings=( Name="F11", Command="GivePower self SFXPower_Adrenaline Rush_Player" )

#807
phoenixofthunder

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**** Fighter wrote...

Aww, sorry yeah haha I am a nub.
How did you set helmet appearance to none?
Too bad no one knows the headgear trick. Someone from Dragon Age was able to do it, theres a mod for it which was pretty cool. http://social.bioware.com/project/791/
Also yeah man I know how to put more loadouts, I'm just really lazy and stupid. Twas just at the first page of this thread.


Helmet slider all the way to the left.

Modifié par phoenixofthunder, 11 juillet 2010 - 10:04 .


#808
Cock Fighter

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OHHH,, haha I damn straight I'm an idiot. I thought you could make it invisible. But anyways man, thanks a bunch, really helpful sir ^^ thanks

#809
madmaxx007

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I had tried that as well but still shows Miranda as blonde.  I guess I'll keep her as a blonde.  I don't know what had occured with the texmod to caused it to be permanent.  Thanks for the suggestion.


Girl.Crush wrote...

madmaxx007 wrote...

Ran into a problem with texmod. I was using the Blonde Miranda mod and now, can't seem to disable it. Running ME2 without texmod still show Blonde Miranda. Any suggestions on how to resolve the problem?

I'm a noob, but i was just wondering if you tried disabling or removing the miranda mod and running TexMod to see if it goes away? I'm sure you've tried that but it's the only thing i could think of atm. Also, you could try running TexMod with a different Miranda hair mod instead of the blonde one, then removing that one to see if it resets it back to default.



#810
phoenixofthunder

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madmaxx007 wrote...

I had tried that as well but still shows Miranda as blonde.  I guess I'll keep her as a blonde.  I don't know what had occured with the texmod to caused it to be permanent.  Thanks for the suggestion.


Girl.Crush wrote...

madmaxx007 wrote...

Ran into a problem with texmod. I was using the Blonde Miranda mod and now, can't seem to disable it. Running ME2 without texmod still show Blonde Miranda. Any suggestions on how to resolve the problem?

I'm a noob, but i was just wondering if you tried disabling or removing the miranda mod and running TexMod to see if it goes away? I'm sure you've tried that but it's the only thing i could think of atm. Also, you could try running TexMod with a different Miranda hair mod instead of the blonde one, then removing that one to see if it resets it back to default.




Have you restarted your PC since the error? 

#811
yuckygeo

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Sorry if this has been asked earlier in the thread, but does anybody know how to change the number of rounds you pick up per heatsink for a specific weapon?

Also, if you change the InitialMagazine flag do you also have to change the MaxSpareAmmo values also?

#812
Guest_Inge McDaniel_*

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**** Fighter wrote...

Nice. Haha sorry dude, I really don't want to go through the effort of browsing all pages to find something. But where could I get these ones?:
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor",SeekFreePackageName="SFXCharacterclass_Sentinel")
Bindings=( Name="PageUp", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower self SFXPower_PowerArmor" )
Thanks


Here you go:
This my bonus power, change it to your own power if you want..

[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" )


Modifié par Inge McDaniel, 12 juillet 2010 - 04:28 .


#813
Guest_Inge McDaniel_*

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phoenixofthunder wrote...

Inge McDaniel wrote...

Inge McDaniel wrote...

phoenixofthunder wrote...
:blink:No one in Modding Is Possible 2 has brought this up before but it is definitely a good find. :oWhat code for Binding and Dynamic Loading allows this?
Really want to give Legion the Throw ability!:P


This work, but I guess you need to write for every squad member.
[SFXGame.SFXGameModeBase]
Bindings=( Name="PageUp", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower Jacob SFXPower_PowerArmor" )

Have tested this tried with more than one squad member and it seems to work with only one squad members for every bindings you make.
What you need is an overview over letter that you game don't use and make bindings for your squad members you want give extra power to.
If there is another way to do this let us know..

Inge

Finally, this work. This is what I did.

[SFXGame.SFXGameModeBase]
Bindings=( Name="J", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower Jacob SFXPower_PowerArmor" )
Bindings=( Name="Z", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower Zaeed SFXPower_PowerArmor" )
Bindings=( Name="N", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower Miranda SFXPower_PowerArmor" )

Just remember to have enough point to give them full power.

Enjoy :-)



Thanks! Throw 'em Legion! :D


Try, giving Grunt the Charge power to Vanguard..=]
That is power...



#814
phoenixofthunder

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yuckygeo wrote...

Sorry if this has been asked earlier in the thread, but does anybody know how to change the number of rounds you pick up per heatsink for a specific weapon?
Also, if you change the InitialMagazine flag do you also have to change the MaxSpareAmmo values also?



{Gives unlimited ammo upon reload}
[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty |
TryReload" )

Or

[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]
MagSize=(X=40,Y=40)  (X=60,Y=60)
InitialMagazines=10 20
MaxSpareAmmo=(X=400,Y=400)  (X=900,Y=900)

Or

[SFXGame.SFXDroppedAmmo]
PctAmmoGiven=0.25 PctAmmoGiven=0.75

#815
Guest_Inge McDaniel_*

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I want to share all power editing I have done.
I like to play as an Adept, but you can use the same principle for every class.
Here you go:

[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")

[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" )

[SFXGamePawns.SFXCharacterclass_Adept]
MappedPowers=SFXPower_Singularity
MappedPowers=SFXPower_Warp
MappedPowers=SFXPower_Throw
MappedPowers=SFXPower_Pull
MappedPowers=SFXPower_Shockwave
MappedPowers=SFXPower_PowerArmor
MappedPowers=SFXPower_Overload
MappedPowers=SFXPower_CryoFreeze

[SFXGameCookerHelper.PowerStandalonePackages]
GameContent=SFXPower_PowerArmor_Player,SFXGameContent_Powers.SFXPower_PowerArmor_Player
GameContent=SFXPower_Overload_Player,SFXGameContent_Powers.SFXPower_Overload_Player
GameContent=SFXPower_CryoFreeze_Player,SFXGameContent_Powers.SFXPower_CryoFreeze_Player


[Engine.Engine]
ActiveclassRedirects=OldclassName=SFXPower_PowerArmor,NewclassName=SFXGameContent_Powers.SFXPower_PowerArmor
ActiveclassRedirects=OldclassName=SFXPower_Overload,NewclassName=SFXGameContent_Powers.SFXPower_Overload
ActiveclassRedirects=OldclassName=SFXPower_CryoFreeze,NewclassName=SFXGameContent_Powers.SFXPower_CryoFreeze

Inge



#816
ZephSunstrider

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Thanks Inge, maybe that'll help with getting rid of "unnecessary powers" like the Soldier's slomo ability. ;)

Again, putting all the abilities adding stuff in-game via keybinds seems somewhat inflexible to me.
I have always used a Exec *.txt command, since it allows you to freely swap around which powers to add while the game's running. Alt-Tab out, edit the text, tab back in, hit the associated key and you get new/different powers without having to edit C.ini every time.

Edit: Inge, have you happened to figure out what the evolved power packages are called for the loyalty powers? I'd love to see Tali with her Revenant and Warp Ammo :D

Modifié par ZephSunstrider, 12 juillet 2010 - 06:28 .


#817
Guest_Inge McDaniel_*

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ZephSunstrider wrote...

Thanks Inge, maybe that'll help with getting rid of "unnecessary powers" like the Soldier's slomo ability. ;)

Again, putting all the abilities adding stuff in-game via keybinds seems somewhat inflexible to me.
I have always used a Exec *.txt command, since it allows you to freely swap around which powers to add while the game's running. Alt-Tab out, edit the text, tab back in, hit the associated key and you get new/different powers without having to edit C.ini every time.

Edit: Inge, have you happened to figure out what the evolved power packages are called for the loyalty powers? I'd love to see Tali with her Revenant and Warp Ammo :D


Yes, that would been nice.
But, so far there has only been possible to use bonus power from existing class.
WarpAmmo is power you can choose after first playthrough.
Can try, but can't promise anything.

Inge



#818
ZephSunstrider

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Inge McDaniel wrote...

Yes, that would been nice.
But, so far there has only been possible to use bonus power from existing class.
WarpAmmo is power you can choose after first playthrough.
Can try, but can't promise anything.

Inge


Tried SFXPower_WarpAmmo_Player_Heavy and WarpAmmo_Heavy_Player. Neither works.
Regular unevolved Warp Ammo works fine, but is limited to Rank 3. Would like to get it to Rank 4.

#819
Guest_Inge McDaniel_*

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ZephSunstrider wrote...

Inge McDaniel wrote...

Yes, that would been nice.
But, so far there has only been possible to use bonus power from existing class.
WarpAmmo is power you can choose after first playthrough.
Can try, but can't promise anything.

Inge


Tried SFXPower_WarpAmmo_Player_Heavy and WarpAmmo_Heavy_Player. Neither works.
Regular unevolved Warp Ammo works fine, but is limited to Rank 3. Would like to get it to Rank 4.

What happens if you use this?
SetRank self SFXPower_WarpAmmo_Heavy | GivePower self SFXPower_WarpAmmo

Edit: I guess we will figure this out. But I will check this in this afternoon, when I'm back home.
One last idea, try this
[SFXGame.SFXGameModeBase]
Bindings=( Name="T", Command="SetRank self
SFXPower_WarpAmmo_Heavy | GivePower Tali SFXPower_WarpAmmo" )

Inge


Modifié par Inge McDaniel, 12 juillet 2010 - 07:54 .


#820
Guest_commander Thermos_*

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Thanx

#821
ZephSunstrider

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Inge McDaniel wrote...

What happens if you use this?
SetRank self SFXPower_WarpAmmo_Heavy | GivePower self SFXPower_WarpAmmo

Edit: I guess we will figure this out. But I will check this in this afternoon, when I'm back home.
One last idea, try this
[SFXGame.SFXGameModeBase]
Bindings=( Name="T", Command="SetRank self
SFXPower_WarpAmmo_Heavy | GivePower Tali SFXPower_WarpAmmo" )

Inge


No effect for Tali. No Warp Ammo showing up. Only entry working is SFXPower_WarpAmmo_Player, limited to Rank 3. Oh well.
Means squadmates are stuck with Rank 3 bonus powers, except their own power.

#822
Guest_Inge McDaniel_*

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ZephSunstrider wrote...

Inge McDaniel wrote...

What happens if you use this?
SetRank self SFXPower_WarpAmmo_Heavy | GivePower self SFXPower_WarpAmmo

Edit: I guess we will figure this out. But I will check this in this afternoon, when I'm back home.
One last idea, try this
[SFXGame.SFXGameModeBase]
Bindings=( Name="T", Command="SetRank self
SFXPower_WarpAmmo_Heavy | GivePower Tali SFXPower_WarpAmmo" )

Inge


No effect for Tali. No Warp Ammo showing up. Only entry working is SFXPower_WarpAmmo_Player, limited to Rank 3. Oh well.
Means squadmates are stuck with Rank 3 bonus powers, except their own power.

We need this, and since you're already playing can you test this and try differences class. Maybe you can fix this..
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_WarpAmmo",SeekFreePackageName="SFXCharacterclass_***")

How is your binding?
SetRank self SFXPower_PowerArmor_Heavy | GivePower self
SFXPower_PowerArmo or
GivePower self
SFXPower_PowerArmo | SetRank self SFXPower_PowerArmor_Heavy?

-Inge


Modifié par Inge McDaniel, 12 juillet 2010 - 09:41 .


#823
Cock Fighter

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Hey man, how do I make the power rank 4?

SFXPower_Adrenaline Rush_Player: 
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Adrenaline Rush_Player",SeekFreePackageName="SFXCharacterclass_Soldier")
[SFXGame.SFXGameModeDefault]
Bindings=( Name="F11", Command="GivePower self SFXPower_Adrenaline Rush_Player" | setRank selfSFXPower_Adrenaline Rush_Player 3" )

SFXPower_Cloak:
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Cloak_Player",SeekFreePackageName="SFXCharacterclass_Infiltrator")
[SFXGame.SFXGameModeDefault]
Bindings=( Name="F11", Command="GivePower self SFXPower_Cloak_Player" | setRank selfSFXPower_Cloak_Player" 3" )

SFXPower_BioticCharge:
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_BioticCharge_Player",SeekFreePackageName="SFXCharacterclass_Vanguard")
[SFXGame.SFXGameModeDefault]
Bindings=( Name="F11", Command="GivePower self SFXPower_BioticCharge_Player" | setRank selfSFXPower_BioticCharge" 3" )

These ones doesn't seem to work for me. The powers don't show up.

Modifié par Cock Fighter, 12 juillet 2010 - 09:51 .


#824
Guest_Inge McDaniel_*

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**** Fighter wrote...

Hey man, how do I make the power rank 4?

SFXPower_Adrenaline Rush_Player: 
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Adrenaline Rush_Player",SeekFreePackageName="SFXCharacterclass_Soldier")
[SFXGame.SFXGameModeDefault]
Bindings=( Name="F11", Command="GivePower self SFXPower_Adrenaline Rush_Player" | setRank selfSFXPower_Adrenaline Rush_Player 3" )

SFXPower_Cloak:
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Cloak_Player",SeekFreePackageName="SFXCharacterclass_Infiltrator")
[SFXGame.SFXGameModeDefault]
Bindings=( Name="F11", Command="GivePower self SFXPower_Cloak_Player" | setRank selfSFXPower_Cloak_Player" 3" )

SFXPower_BioticCharge:
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_BioticCharge_Player",SeekFreePackageName="SFXCharacterclass_Vanguard")
[SFXGame.SFXGameModeDefault]
Bindings=( Name="F11", Command="GivePower self SFXPower_BioticCharge_Player" | setRank selfSFXPower_BioticCharge" 3" )

These ones doesn't seem to work for me. The powers don't show up.


You need to do a change:
Here you go.
Name="F11", Command="setRank self SFXPower_BioticCharge_Heavy | GivePower self SFXPower_BioticCharge_Player"



#825
Cock Fighter

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This is frustrating. It doesn't work. I don't know what I'm doing wrong.

What if I want Area Charge instead of Heavy?