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ME2 - Modding is Possible II (PC Only)


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#826
Guest_Inge McDaniel_*

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**** Fighter wrote...

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?

Please, do what I show you now?
Just copy and paste.

[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_BioticCharge",SeekFreePackageName="SFXCharacterclass_Vanguard")

[SFXGame.SFXGameModeBase]
Bindings=( Name="F11", Command="SetRank self SFXPower_BioticCharge_Heavy | GivePower self SFXPower_BioticCharge" )

Inge



#827
Cock Fighter

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Nice, I don't know what I did wrong but it worked. I started over from original ini file. Thanks
Could it be rank 4 instantly? Where can I get the names of the powers?? I tried browsing in section [Engine.Engine] ActiveclassRedirects but I can't find what I'm looking for, I don't know which one is which.

Modifié par Cock Fighter, 12 juillet 2010 - 11:00 .


#828
Guest_Inge McDaniel_*

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**** Fighter wrote...

Nice, I don't know what I did wrong but it worked. I started over from original ini file. Thanks
Could it be rank 4 instantly? Where can I get the names of the powers?? I tried browsing in section [Engine.Engine] ActiveclassRedirects but I can't find what I'm looking for, I don't know which one is which.


This is the
power we can use.

[SFXGamePawns.SFXCharacterclass_Adept]
MappedPowers=SFXPower_Singularity
MappedPowers=SFXPower_Warp
MappedPowers=SFXPower_Throw
MappedPowers=SFXPower_Pull
MappedPowers=SFXPower_Shockwave
[SFXGamePawns.SFXCharacterclass_Vanguard]
MappedPowers=SFXPower_BioticCharge
MappedPowers=SFXPower_Shockwave
MappedPowers=SFXPower_Pull
MappedPowers=SFXPower_CryoAmmo
MappedPowers=SFXPower_IncendiaryAmmo
[SFXGamePawns.SFXCharacterclass_Sentinel]
MappedPowers=SFXPower_PowerArmor
MappedPowers=SFXPower_Warp
MappedPowers=SFXPower_Overload
MappedPowers=SFXPower_CryoFreeze
MappedPowers=SFXPower_Throw
[SFXGamePawns.SFXCharacterclass_Engineer]
MappedPowers=SFXPower_CombatDrone
MappedPowers=SFXPower_Overload
MappedPowers=SFXPower_Incinerate
MappedPowers=SFXPower_CryoFreeze
MappedPowers=SFXPower_AiHacking
[SFXGamePawns.SFXCharacterclass_Infiltrator]
MappedPowers=SFXPower_Cloak
MappedPowers=SFXPower_Incinerate
MappedPowers=SFXPower_AIHacking
MappedPowers=SFXPower_DisruptorAmmo
MappedPowers=SFXPower_CryoAmmo
[SFXGamePawns.SFXCharacterclass_Soldier]
MappedPowers=SFXPower_AdrenalineRush
MappedPowers=SFXPower_ConcussiveShot
MappedPowers=SFXPower_IncendiaryAmmo
MappedPowers=SFXPower_DisruptorAmmo
MappedPowers=SFXPower_CryoAmmo



Modifié par Inge McDaniel, 12 juillet 2010 - 11:06 .


#829
Cock Fighter

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BioticCharge_Heavy <<< What's Heavy for? How can I make it rank 4?

Also what if I just replace those powers with another on that section, would it change/replace the powers?

#830
Guest_Inge McDaniel_*

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**** Fighter wrote...

BioticCharge_Heavy
Also what if I just replace those powers with another on that section, would it change/replace the powers?

Heavy is level 4.
And no you can't replace power, you can as showed already just add.


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


#831
ZephSunstrider

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If you want to add a power at Rank 4, you need to add it's evolved version.
So for Charge, you need to add SFXPower_BioticCharge_Heavy, and then set THAT power to Rank 4.
Most evolved powers usually have either _Heavy or _Radius as a suffix. Some, like Power Armor or Stealth have different ones. They're all listed under ActiveclassRedirects, starting with SFXPower_blablah somewhere around line 2340 (give or take 2).

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


Sleep caught up with me, sorry. My "binding" is a text file saying exactly:

GivePower self SFXPower_BioticCharge_Radius
SetRank self SFXPower_BioticCharge_Radius 4

Including the line break. I havn't tried binding the GivePower cmds directly to keys, since a text file is more convenient for in-game editing. The stuff I use for Tali currently is:

GivePower Tali SFXPower_WarpAmmo_Player
SetRank Tali SFXPower_WarpAmmo_Player 3
GivePower Tali SFXPower_Pull_Radius
SetRank Tali SFXPower_Pull_Radius 4

And these work just fine. She uses the Area Pull and Rank 3 Warp Ammo.

Edit:

**** Fighter wrote...

BioticCharge_Heavy
Also what if I just replace those powers with another on that section, would it change/replace the powers?

If you want to "replace" a power, quicksave your game and load it again. Since the game doesn't save added powers, you lose them all, then just add the ones you want. That's the only trick I know. Works fine though, just occasionally messes with the hotkey binds.

Modifié par ZephSunstrider, 12 juillet 2010 - 02:39 .


#832
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.

Sorry, I can't get it to work.
Hope someone can help you.

I like Grunt he's like a big pet.
I made som changes for Grunt and this work, maybe this can be some idea for you?

Bindings=( Name="Up", Command="SetRank Grunt SFXPower_Heavy | GivePower Grunt SFXPower_Cloak" )
Bindings=( Name="Down", Command="SetRank Grunt SFXPower_Heavy | GivePower Grunt SFXPower_BioticCharge" )

If not then I'm afraid I don't have any idea yet.

If I edit your code will it be like this:
SetRank Tali SFXPower_Heavy | GivePower Tali SFXPower_WarpAmmo
SetRank Tali SFXPower_Heavy | GivePower Tali SFXPower_Pull

Inge


Modifié par Inge McDaniel, 12 juillet 2010 - 03:56 .


#833
Guest_Inge McDaniel_*

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Inge McDaniel wrote...

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.

Sorry, I can't get it to work.
Hope someone can help you.

I like Grunt he's like a big pet.
I made som changes for Grunt and this work, maybe this can be some idea for you?

Bindings=( Name="Up", Command="SetRank Grunt SFXPower_Heavy | GivePower Grunt SFXPower_Cloak" )
Bindings=( Name="Down", Command="SetRank Grunt SFXPower_Heavy | GivePower Grunt SFXPower_BioticCharge" )

If not then I'm afraid I don't have any idea yet.

If I edit your code will it be like this:
SetRank Tali SFXPower_Heavy | GivePower Tali SFXPower_WarpAmmo
SetRank Tali SFXPower_Heavy | GivePower Tali SFXPower_Pull

Inge

Made an exec file and this file become like this, and it work good.
[SFXGame.SFXGameModeBase]
SetRank self SFXPower_Heavy | GivePower self SFXPower_PowerArmor
SetRank self SFXPower_Heavy | GivePower self SFXPower_Overload
SetRank self SFXPower_Heavy | GivePower self SFXPower_CryoFreeze
SetRank Jack SFXPower_Heavy | GivePower Jack SFXPower_PowerArmor
SetRank Jacob SFXPower_Heavy | GivePower Jacob SFXPower_BioticCharge
SetRank Zaeed SFXPower_Heavy | GivePower Zaeed SFXPower_PowerArmor
SetRank Miranda SFXPower_Heavy | GivePower Miranda SFXPower_PowerArmor
SetRank Garrus SFXPower_Heavy | GivePower Garrus SFXPower_PowerArmor
SetRank Grunt SFXPower_Heavy | GivePower Grunt SFXPower_Incinerate
SetRank Grunt SFXPower_Heavy | GivePower Grunt SFXPower_Cloak

I'm agree with you this is much easier, you don't need so many bindings.

Inge




#834
Axeface

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Hi all,



Theres a lot of information to sift through in these threads and I dont have much time, so thought i'de just ask. Is it possible to completely change shepards model to that of legion?



If so, how does the face animate when he speaks?



Cheers

#835
yuckygeo

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phoenixofthunder wrote...

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=[color=#ff0000">(X=40,Y=40)  ](X=60,Y=60)[/color]
InitialMagazines=10 20
MaxSpareAmmo=[color=#ff0000">(X=400,Y=400)  ](X=900,Y=900)[/color]

Or

[SFXGame.SFXDroppedAmmo]
[color=#00ff00">PctAmmoGiven=0.25 ]PctAmmoGiven=0.75[/color]



Thanks phoenix.  The InitialMags and MaxSpareAmmo worked like a charm.  I really hate scrounging for ammo.

#836
phoenixofthunder

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Axeface wrote...
Hi all,

Theres a lot of information to sift through in these threads and I dont have much time, so thought i'de just ask. Is it possible to completely change shepards model to that of legion?

If so, how does the face animate when he speaks?

Cheers


The later I have no idea on. But it is possible to make Shepard look like Legion if the following codes are placed under:
[SFXGame.SFXPawn_Player]


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, 12 juillet 2010 - 10:28 .


#837
phoenixofthunder

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yuckygeo wrote...

phoenixofthunder wrote...

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=[color=#ff0000">(X=40,Y=40)  ](X=60,Y=60)[/color]
InitialMagazines=10 20
MaxSpareAmmo=[color=#ff0000">(X=400,Y=400)  ](X=900,Y=900)[/color]

Or

[SFXGame.SFXDroppedAmmo]
[color=#00ff00">PctAmmoGiven=0.25 ]PctAmmoGiven=0.75[/color]


Thanks phoenix.  The InitialMags and MaxSpareAmmo worked like a charm.  I really hate scrounging for ammo.



No problem. Personally I like the reload feature. Anyway back to ME2 & my 100 round Sniper rifle.

#838
ZephSunstrider

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Inge McDaniel wrote...
Made an exec file and this file become like this, and it work good.
[SFXGame.SFXGameModeBase]
SetRank self SFXPower_Heavy | GivePower self SFXPower_PowerArmor
SetRank self SFXPower_Heavy | GivePower self SFXPower_Overload
SetRank self SFXPower_Heavy | GivePower self SFXPower_CryoFreeze
SetRank Jack SFXPower_Heavy | GivePower Jack SFXPower_PowerArmor
SetRank Jacob SFXPower_Heavy | GivePower Jacob SFXPower_BioticCharge
SetRank Zaeed SFXPower_Heavy | GivePower Zaeed SFXPower_PowerArmor
SetRank Miranda SFXPower_Heavy | GivePower Miranda SFXPower_PowerArmor
SetRank Garrus SFXPower_Heavy | GivePower Garrus SFXPower_PowerArmor
SetRank Grunt SFXPower_Heavy | GivePower Grunt SFXPower_Incinerate
SetRank Grunt SFXPower_Heavy | GivePower Grunt SFXPower_Cloak

I'm agree with you this is much easier, you don't need so many bindings.

Inge


Does SetRank  SFXPower_Heavy actually work? It doesn't seem to work for me :/
I guess it's supposed to set the pawn's power(s) to the evolved Heavy version. Trying the Cloak on Tali kept it at Rank 1 though.

SetRank Tali SFXPower_Heavy | GivePower Tali SFXPower_Cloak

That's what I use (including the GameModeBase entry), and it doesn't do anything except add Rank 1 Cloak to her.
(Yes it's in the DynLoadMaps, both evolved ranks)

Edit: While you guys are at the ammo stuff, is there any way to have the weapons use the heat system (ammo regenerates) AS WELL as being able to manually reload?  It always blocks the manual reloads when I turn on heat.

Modifié par ZephSunstrider, 13 juillet 2010 - 02:48 .


#839
Guest_Inge McDaniel_*

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ZephSunstrider wrote...

Inge McDaniel wrote...
Made an exec file and this file become like this, and it work good.
[SFXGame.SFXGameModeBase]
SetRank self SFXPower_Heavy | GivePower self SFXPower_PowerArmor
SetRank self SFXPower_Heavy | GivePower self SFXPower_Overload
SetRank self SFXPower_Heavy | GivePower self SFXPower_CryoFreeze
SetRank Jack SFXPower_Heavy | GivePower Jack SFXPower_PowerArmor
SetRank Jacob SFXPower_Heavy | GivePower Jacob SFXPower_BioticCharge
SetRank Zaeed SFXPower_Heavy | GivePower Zaeed SFXPower_PowerArmor
SetRank Miranda SFXPower_Heavy | GivePower Miranda SFXPower_PowerArmor
SetRank Garrus SFXPower_Heavy | GivePower Garrus SFXPower_PowerArmor
SetRank Grunt SFXPower_Heavy | GivePower Grunt SFXPower_Incinerate
SetRank Grunt SFXPower_Heavy | GivePower Grunt SFXPower_Cloak

I'm agree with you this is much easier, you don't need so many bindings.

Inge


Does SetRank  SFXPower_Heavy actually work? It doesn't seem to work for me :/
I guess it's supposed to set the pawn's power(s) to the evolved Heavy version. Trying the Cloak on Tali kept it at Rank 1 though.

SetRank Tali SFXPower_Heavy | GivePower Tali SFXPower_Cloak

That's what I use (including the GameModeBase entry), and it doesn't do anything except add Rank 1 Cloak to her.
(Yes it's in the DynLoadMaps, both evolved ranks)

Edit: While you guys are at the ammo stuff, is there any way to have the weapons use the heat system (ammo regenerates) AS WELL as being able to manually reload?  It always blocks the manual reloads when I turn on heat.

This is two of my exec files, I believe they is connected.
First:
[SFXGame.SFXEngine]
SFXGameContent_Powers.SFXPower_Cloak",SeekFreePackageName="SFXCharacterclass_Infiltrator"
SFXGameContent_Powers.SFXPower_BioticCharge",SeekFreePackageName="SFXCharacterclass_Vanguard"
SFXGameContent_Powers.SFXPower_Pull",SeekFreePackageName="SFXCharacterclass_Vanguard"
SFXGameContent_Powers.SFXPower_Incinerate",SeekFreePackageName="SFXCharacterclass_Engineer"
SFXGameContent_Powers.SFXPower_PowerArmor",SeekFreePackageName="SFXCharacterclass_Sentinel"
SFXGameContent_Powers.SFXPower_CryoFreeze",SeekFreePackageName="SFXCharacterclass_Sentinel"
SFXGameContent_Powers.SFXPower_Overload",SeekFreePackageName="SFXCharacterclass_Sentinel"
SFXGameContent_Powers.SFXPower_Singularity",SeekFreePackageName="SFXCharacterclass_Adept"
SFXGameContent_Powers.SFXPower_Throw",SeekFreePackageName="SFXCharacterclass_Adept"
SFXGameContent_Powers.SFXPower_Warp",SeekFreePackageName="SFXCharacterclass_Adept"

Second:
[SFXGame.SFXGameModeBase]
SetRank self SFXPower_Heavy | GivePower self SFXPower_Overload
SetRank self SFXPower_Heavy | GivePower self SFXPower_CryoFreeze
SetRank self SFXPower_Heavy | GivePower self SFXPower_PowerArmor
SetRank Jack SFXPower_Heavy | GivePower Jack SFXPower_PowerArmor
SetRank Jacob SFXPower_Heavy | GivePower Jacob SFXPower_BioticCharge
SetRank Zaeed SFXPower_Heavy | GivePower Zaeed SFXPower_PowerArmor
SetRank Miranda SFXPower_Heavy | GivePower Miranda SFXPower_Singularity
SetRank Miranda SFXPower_Heavy | GivePower Miranda SFXPower_BioticCharge
SetRank Garrus SFXPower_Heavy | GivePower Garrus SFXPower_PowerArmor
SetRank Grunt SFXPower_Heavy | GivePower Grunt SFXPower_Incinerate
SetRank Grunt SFXPower_Heavy | GivePower Grunt SFXPower_Cloak
SetRank Tali SFXPower_Heavy | GivePower Tali SFXPower_Pull
SetRank Tali SFXPower_Heavy | GivePower Tali SFXPower_Overload
SetRank Mordin SFXPower_Heavy | GivePower Mordin SFXPower_PowerArmor
SetRank Mordin SFXPower_Heavy | GivePower Mordin SFXPower_Warp

And yes, this actually work.
You can try copy and paste and see if it will work.

You can use a trainer that will give you enough squad points.
I guess you can find that on site like www.gamecopyworld.com or www.gameburnworld.com but be careful many of these trainer is just malmware. Use a good virus and malm scann to be safe.

Inge


Modifié par Inge McDaniel, 13 juillet 2010 - 06:11 .


#840
Burdokva

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Anyone tried bringing back the "swaying" of the sniper rifle's scope from Mass Effect? And removing the time slow-down when I aim? I just find sniping far too easy and unrewarding (plus horribly unrealistic with the steady sniper) in Mass Effect 2. I'd like to bring back the challenge of actually hitting something...

#841
Guest_Inge McDaniel_*

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Here is all my exec files.

1. AmmoMedigel.txt

[SFXGame.SFXGameModeDefault]

InitAmmo 9999 | InitMedigel 99999



2. Credits.txt

[SFXGame.SFXGameModeDefault]

InitPalladium 9000000 | InitIridium 9000000 | InitEezo 9000000 | InitPlatinum 9000000 | InitCredits 9999999



3. Quality.txt

[SFXGame.SFXGameModeDefault]

SetParagon 2000 | SetRenegade 2000



4. UnlockAchievement.txt

[SFXGame.SFXGameModeDefault]

UnlockAchievement 0 | UnlockAchievement 1 | UnlockAchievement 2 | UnlockAchievement 3 | UnlockAchievement 4 | UnlockAchievement 5 | UnlockAchievement 6 | UnlockAchievement 7 | UnlockAchievement 8 | UnlockAchievement 9 | UnlockAchievement 10 | UnlockAchievement 11 | UnlockAchievement 12 | UnlockAchievement 13 | UnlockAchievement 14 | UnlockAchievement 15 | UnlockAchievement 16 | UnlockAchievement 17 | UnlockAchievement 18 | UnlockAchievement 19 | UnlockAchievement 20 | UnlockAchievement 21 | UnlockAchievement 22 | UnlockAchievement 23 | UnlockAchievement 24 | UnlockAchievement 25 | UnlockAchievement 26 | UnlockAchievement 27 | UnlockAchievement 28 | UnlockAchievement 29 | UnlockAchievement 30 | UnlockAchievement 31 | UnlockAchievement 32 | UnlockAchievement 33 | UnlockAchievement 34 | UnlockAchievement 35 | UnlockAchievement 36 | UnlockAchievement 37 | UnlockAchievement 38 | UnlockAchievement 39 | UnlockAchievement 40 | UnlockAchievement 41 | UnlockAchievement 42 | UnlockAchievement 43 | UnlockAchievement 44 | UnlockAchievement 45 | UnlockAchievement 46 | UnlockAchievement 47 | UnlockAchievement 48 | UnlockAchievement 49 | UnlockAchievement 50 | UnlockAchievement 51



5. Upgrades.txt

[SFXGame.SFXGameModeDefault]

SetIntByName Tec_AutoPistol 5 | SetIntByName Tec_AutoPistolR1 1 | SetIntByName Tec_AutoPistolR2 1 | SetIntByName Tec_AssaultRifle 5 | SetIntByName Tec_AssaultRifleR1 1 | SetIntByName Tec_AssaultRifleR2 1 | SetIntByName Tec_BioticUpgrade 5 | SetIntByName Tec_BioticR1 1 | SetIntByName Tec_BioticR2 1 | SetIntByName Tec_HeavyAmmo 5 | SetIntByName Tec_HeavyPistol 5 | SetIntByName Tec_HeavyPistolR1 1 | SetIntByName Tec_HeavyPistolR2 1 | SetIntByName Tec_LegionSniper 2 | SetIntByName Tec_MediGel 5 | SetIntByName Tec_MediGelR1 1 | SetIntByName Tec_MediGelR2 1 | SetIntByName Tec_MiniGameDecrypt 1 | SetIntByName Tec_MiniGameHack 1 | SetIntByName Tec_ShepardHealth 5 | SetIntByName Tec_ShepardR1 1 | SetIntByName Tec_ShepardR2 1 | SetIntByName Tec_Shield 5 | SetIntByName Tec_ShieldR1 1 | SetIntByName Tec_ShieldR2 1 | SetIntByName Tec_Shotgun 5 | SetIntByName Tec_ShotgunR1 1 | SetIntByName Tec_ShotgunR2 1 | SetIntByName Tec_SniperRifle 5 | SetIntByName Tec_SniperRifleR1 1 | SetIntByName Tec_SniperRifleR2 1 | SetIntByName Tec_TechUpgrade 5 | SetIntByName Tec_TechR1 1 | SetIntByName Tec_TechR2 1 | SetIntByName Tec_BovineFortitude 1 | SetIntByName Tec_QuarianShields 1



Inge



#842
bottledwater

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inge, is there any way to re-lock an achievement using the same method as unlocking it?

#843
Guest_Inge McDaniel_*

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bottledwater wrote...

inge, is there any way to re-lock an achievement using the same method as unlocking it?


Haven't tested that.
But an easy way to disable achievement is like this.
You goes back to main menu in game. Now you can edit your text file like this /* UnlockAchievement 1 */
Save and copy the new file to Mass Effet 2 / Binaries folder, resume the game and continue playing.

Inge


Modifié par Inge McDaniel, 13 juillet 2010 - 07:01 .


#844
bottledwater

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so you are just commenting out the unlock part? how would that re-lock it if i already have it?

#845
ZephSunstrider

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Caught some sleep and the migraines are laying off a little. Got kinda a clear head now.

Inge, I'm not the best coder, but as far as I can see;

1. The exec files execute console commands, so you don't need the bracket stuff. It does nothing.
2. With that said, the stuff in your first exec (with the SeekFreePackages) doesn't do anything too, since they aren't console functions. Again, I think, but I may be wrong, I'm fairly sure though.
3. The SetRank cmd has certain variables, the first being the pawn (self, Tali, Grunt etc), the second being the power name/package. I don't think "SFXPower_Heavy" is a valid power package.

I don't know what the stuff does on your PC, but my conclusion is it adds the desired power, but only at Rank 1.
If it works for you, that's good. It doesn't for me. Not a problem though, since it's just like before. All powers except bonus stuff works fine.
(I tried copypasta, didn't work)

Now, for the others here:
Burdokva, the scope sway was a game mechanic ME1 had, but ME2 doesn't have it as far as I could see. We can't bring it back without changing code stuff beyond the Coalesced.ini.
BottledWater: I don't know of a command that locks achievements. You could try to purge your profile folder (AFTER making backups somewhere else). If that doesn't work... well, you could always get a coffee, a newspaper (a big one) and just reinstall the game. Cleaning your profile should work though... theoretically.

#846
Girl.Crush

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Did a quick search but can't seem to find my answer...



I just want to know if its possible to remove Jack's visor on her alternative outfit? I hate when the characters eyes are hidden, it's so annoying.

#847
ZephSunstrider

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Girl.Crush wrote...

Did a quick search but can't seem to find my answer...

I just want to know if its possible to remove Jack's visor on her alternative outfit? I hate when the characters eyes are hidden, it's so annoying.


I remember reading something on the forums here about removing it. I think it was a texture edit. Not sure, didn't follow it. However, I'm fairly sure you can't remove it, at least not fully. You'd have to either edit a .ini file (and bad things happen if you edit DLC inis), or alter the model itself, which we can't to my knowledge.

Edit: The search function here is trash. It searches titles only, and I remember seeing it while skimming over some other thread.
Edit2: Googled over the site, found some threads wanting the same, but no solution.

Modifié par ZephSunstrider, 14 juillet 2010 - 04:44 .


#848
Guest_Inge McDaniel_*

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ZephSunstrider wrote...

Caught some sleep and the migraines are laying off a little. Got kinda a clear head now.

Inge, I'm not the best coder, but as far as I can see;

1. The exec files execute console commands, so you don't need the bracket stuff. It does nothing.
2. With that said, the stuff in your first exec (with the SeekFreePackages) doesn't do anything too, since they aren't console functions. Again, I think, but I may be wrong, I'm fairly sure though.
3. The SetRank cmd has certain variables, the first being the pawn (self, Tali, Grunt etc), the second being the power name/package. I don't think "SFXPower_Heavy" is a valid power package.

I don't know what the stuff does on your PC, but my conclusion is it adds the desired power, but only at Rank 1.
If it works for you, that's good. It doesn't for me. Not a problem though, since it's just like before. All powers except bonus stuff works fine.
(I tried copypasta, didn't work)

Now, for the others here:
Burdokva, the scope sway was a game mechanic ME1 had, but ME2 doesn't have it as far as I could see. We can't bring it back without changing code stuff beyond the Coalesced.ini.
BottledWater: I don't know of a command that locks achievements. You could try to purge your profile folder (AFTER making backups somewhere else). If that doesn't work... well, you could always get a coffee, a newspaper (a big one) and just reinstall the game. Cleaning your profile should work though... theoretically.


Yes, you right.
But it doesn't cause any trouble neither.
I feel this gives me an better overiew!!
I have tested how to give bonus power, and it seems to work if you start a new game and set it before the loality mission, then it work. Is't 100% about this.
I will inform you if I get this to work.
Actually, Heavy is rank 4, you will not get it to work if you set 4 as an option.

I will let you know what happens..

Inge


Modifié par Inge McDaniel, 14 juillet 2010 - 06:01 .


#849
Guest_Inge McDaniel_*

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bottledwater wrote...

so you are just commenting out the unlock part? how would that re-lock it if i already have it?


If you already have unlocked every achievement, then you doesn't need that binding.
What you find on this forums is like I see it, just suggestion from players that have made something that work for them and they are willingly sharing.
Like the example I and ZepSunstrider discuss, we try the same but we get it to work two differnt ways.
See what others suggest and test it your self, or test something your self.

Good luck.

Inge



#850
OneManBand

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Hey everyone. I didn't want to start a new thread and have it locked as duplicate or something, so I'm going to post my question in here.

I know somehow it is possible to switch Kelly and Miranda's models (make Kelly turn into Miranda, possibly vice versa although I don't care about that as much). How can I do this?
I don't know nearly enough about this kind of thing to do it, and I was wondering if I could get some help?


(...you know that dancing scene... if Miranda puts on that one-piece... it would be epic.)

Modifié par OneManBand, 14 juillet 2010 - 05:58 .