ME2 - Modding is Possible II (PC Only)
#926
Posté 23 juillet 2010 - 03:14
#927
Posté 24 juillet 2010 - 01:08
bottledwater wrote...
is there any way to eliminate the charge-up time from the m-920 cain?
Isn't that the nuke launcer?
If so modify this line in the Coalesed.INI. Red to green value
[SFXGameContent_Inventory.SFXHeavyWeapon_NukeLauncher]
----Non relevantlines removed----
AmmoPerShot=100 - 0
Modifié par phoenixofthunder, 24 juillet 2010 - 01:12 .
#928
Posté 24 juillet 2010 - 07:14
I'm trying to change Grunt's armor to this one. I'm not sure if it's possible, which is why I'm here asking you guys.
His name is Gatatog Uvenk. It looks very similar to the Battlemaster armor in ME1. So, er, if you could help me out
#929
Posté 24 juillet 2010 - 09:10
2. I have heard, that there is a way to use the mouse wheel and/or the WASD keys to move inside menus. How?
3. Is there a way to permanently give a Sentinel the cloak ability of the Infiltrator?
Thanks for any help!
Modifié par CHT87, 24 juillet 2010 - 11:53 .
#930
Posté 24 juillet 2010 - 10:15
didn't work. it just doesnt use ammo now, but still has like a 5-sec chargeup timephoenixofthunder wrote...
bottledwater wrote...
is there any way to eliminate the charge-up time from the m-920 cain?
Isn't that the nuke launcer?
If so modify this line in the Coalesed.INI. Red to green value
[SFXGameContent_Inventory.SFXHeavyWeapon_NukeLauncher]
----Non relevantlines removed----
AmmoPerShot=100 - 0
#931
Posté 24 juillet 2010 - 10:59
Or RateOfFire=(X=30,Y=30) to RateOfFire=(X=0,Y=0)
Modifié par Antioch0074, 24 juillet 2010 - 10:59 .
#932
Posté 25 juillet 2010 - 12:27
how to change the model of an npc/squad mate in the game? for example if
i wanted to turn kelly (<preferably) or jack into liara? (if not one of those 2, miranda/tali?)
any help or pointers would be much appreciated.
Modifié par s0meguy6665, 25 juillet 2010 - 12:30 .
#933
Posté 25 juillet 2010 - 01:53
The charge-up is, sadly, unavoidable. There's no line in the C.ini that even remotely hints at the charge-up.
Permanently, no. Only temporarily until the next level load. Slap in on a key and it's a rather good alternative though.CHT87 wrote...
3. Is there a way to permanently give a Sentinel the cloak ability of the Infiltrator?
Modifié par ZephSunstrider, 25 juillet 2010 - 01:54 .
#934
Posté 25 juillet 2010 - 03:04
Anybody figure out a way to get bodies to stay yet?
#935
Posté 25 juillet 2010 - 03:12
#936
Posté 25 juillet 2010 - 03:14
pl-destroy wrote...
Just got this game and only HIGHLY annoying part is that the corpses don't stay. I see a few posts on attempts in this thread but no solid working solution.
Anybody figure out a way to get bodies to stay yet?
I don't know exactly but you could try messing with these values:
[SFXGame.BioArtPlaceable]
m_nMaxCorpseVisibilityCleanupAttempts=4
m_fCorpseCleanupFirstAttemptTime=5.0
m_fCorpseCleanupAttemptRetryTime=2.0
m_fMaxCorpseCleanupDistanceThreshold=4000.0
m_fMaxCorpseCleanupScreenSizeThreshold=0.20
#937
Posté 25 juillet 2010 - 05:02
Can't be done. NPC torsos off ship always default to one texture, in Miranda's case her non loyal. The game doesn't read textureoverride codes for combat armor. You have two options. One, use a Texmod that makes her non loyal armor black. http://social.biowar...ect/2052/#files Black Clothing Mod (Complete Package).zip. Or two, enable casuals in combat by keybinding Command="set SFXPawn_Player bUseCasualAppearance true". However if you do that your guns will not show while fighting.Valentyna wrote...
Hmm. I hate to ask, but I cant seem to get this to work. Im trying to add Miranda's loyalty uniform as a selectable outfit for my femshep (I loved the robocop look as a Vanguard, but for my adept playthrough, I want something a bit more striperific).
I can't seem to get it to work though.
Modifié par minormiracle, 25 juillet 2010 - 05:03 .
#938
Posté 25 juillet 2010 - 05:40
Also can't be done. NPC models cannot be replaced with other NPC models. You can "get Kasumi in bed" so to speak by replacing your own body with Kasumi's under c.ini casuals and romancing someone else. Getting her head to work with the body on the ship requires a lot more work and will likely leave your face puckered or double eyelidded.SilasWolfe wrote...
How do I get Kasumi in bed with me? I've seen screenshots of people doing all sorts of tinkering with the love scenes and post-game "Captain's Cabin" screenshots.
Could someone please direct me to the tools and information I need to somehow work Kasumi's model into all this with my male Shepard, if it's even possible? I want to make glorious screenshots!
#939
Posté 25 juillet 2010 - 07:41
#940
Posté 25 juillet 2010 - 07:46
phoenixofthunder wrote...
Would adding this line for the Cain recharge work: BurstRefireTime=0.00f?
nope. i think the charge up time may be hardcoded into the game. thanks anyway man.
#941
Posté 25 juillet 2010 - 07:57
Kitsukaru wrote...
So guys.. is it or is it not possible to change Grunt's armor?
To recolor the armor yes it is possible. To swap the armor with another NPC's armor I don't believe so. Unless you want it for your Shepard.
#942
Posté 25 juillet 2010 - 08:01
No problem. Sorry I couldn't be of more help. I have never used the Cain. I have always use the Heavy Weapon: Collector Particle Rifle.bottledwater wrote...
nope. i think the charge up time may be hardcoded into the game. thanks anyway man.phoenixofthunder wrote...
Would adding this line for the Cain recharge work: BurstRefireTime=0.00f?
#943
Guest_Inge McDaniel_*
Posté 26 juillet 2010 - 09:46
Guest_Inge McDaniel_*
Inge
#944
Posté 26 juillet 2010 - 08:43
Dude, you're missing out. It's highly impractical, the chargeup is annoying, and it's quite limited on ammo.phoenixofthunder wrote...
I have never used the Cain. I have always use the Heavy Weapon: Collector Particle Rifle.
But f*ck, it's destructive
About 10 meters splash radius, incinerating everything smaller than an Ymir in a glorious nuclear conflagration. Just be careful in confined space, make sure there's a wall between you and the detonation. It does (literally) 10k damage, enough to kill you several times over. You really should give it a try.
#945
Posté 26 juillet 2010 - 08:46
I figured I could somehow find a way to change the shoulder of the over-the-shoulder-view like in MGS4/MGO.
#946
Posté 26 juillet 2010 - 09:00
Any key binding tricks possible with C.ini?? Like seperating Cover and "Vault" to speed up climbing over obstacles?
A section on possible ekybindings would be great (assummuing it's possible)
thnx
Mike K
#947
Posté 26 juillet 2010 - 09:11
ZephSunstrider wrote...
Dude, you're missing out. It's highly impractical, the chargeup is annoying, and it's quite limited on ammo.phoenixofthunder wrote...
I have never used the Cain. I have always use the Heavy Weapon: Collector Particle Rifle.
But f*ck, it's destructive
About 10 meters splash radius, incinerating everything smaller than an Ymir in a glorious nuclear conflagration. Just be careful in confined space, make sure there's a wall between you and the detonation. It does (literally) 10k damage, enough to kill you several times over. You really should give it a try.
That is the whole reason I never used it (except twice). I always got killed by its splash damage.
#948
Posté 26 juillet 2010 - 09:15
mrmike_1949 wrote...
I read in another thread that it is possible to implement Crouch thru editing the C.ini - if this is true, could you add it to your great instructions??
Any key binding tricks possible with C.ini?? Like seperating Cover and "Vault" to speed up climbing over obstacles?
A section on possible ekybindings would be great (assummuing it's possible)
thnx
Mike K
Find the C.ini in "C:\\\\\\\\\\\\\\\\Program Files\\\\\\\\\\\\\\\\Mass Effect 2\\\\\\\\\\\\\\\\BioGame\\\\\\\\\\\\\\\\Config\\\\\\\\\\\\\\\\PC\\\\\\\\\\\\\\\\Cooked\\\\\\\\\\\\\\\\Coalesced.ini
Open with notepad++ find the following sections: [SFXGame.SFXGameModeBase] & [SFXGame.SFXGameModeDefault]
And add these code lines for crouching:
[SFXGame.SFXGameModeBase]
Bindings=( Name="F11", Command="set SFXPawn_Player bWantsToCrouch true" )
Bindings=( Name="F12", Command="set SFXPawn_Player bWantsToCrouch false" )
[SFXGame.SFXGameModeDefault]
Bindings=( Name="F11", Command="set SFXPawn_Player bWantsToCrouch true" )
Bindings=( Name="F12", Command="set SFXPawn_Player bWantsToCrouch false" )
Save it and exit Notepad++
Then run The Fixer, making sure its in the same folder as the INI.
Then run Mass Effect 2 you now have crouching in ME2.
Modifié par phoenixofthunder, 26 juillet 2010 - 09:19 .
#949
Posté 26 juillet 2010 - 09:16
Bindings= ( Name="LeftAlt", Command="set SFXPawn_Player bWantsToCrouch true | OnRelease set SFXPawn_Player bWantsToCrouch false" )
Sets your Left alt as crouch key.
#950
Posté 26 juillet 2010 - 09:26
I'd like to see the OP publish the instructions for Crouch and other key bindings, cause very few people are going to read thru the entire 38 pages of this thread to find the answers.
Azureum left space at top for adding more info, and I'm sure that these mods would be appreciated by a lot of people




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