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ME2 - Modding is Possible II (PC Only)


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#951
phoenixofthunder

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DamnPreset wrote...

Anyone know where I can find the values for the camera angle while aiming a weapon?

I figured I could somehow find a way to change the shoulder of the over-the-shoulder-view like in MGS4/MGO.


You could try changing these code lines:
[Engine.Engine]
CameraFOVThreshold=##.#{[(Default 15.0)]}

[SFXGame.BioCameraZoom]
m_magnificationConfig=(m_fCamSpeedFactor=0.5f,
m_fFOVFactor=#.#f,   {[(Default - 0.5f)]}
m_nLevelCount=2,
m_fTransitionDuration=0.5f)

Modifié par phoenixofthunder, 26 juillet 2010 - 09:30 .


#952
phoenixofthunder

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mrmike_1949 wrote...

Phoenixof thunder, DamnPreset
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


So would alot of us. But personally I haven't seen Azureum on the forum boards since late May.

#953
DamnPreset

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phoenixofthunder



Do you have ideas on how to toggle between the default camera angle and the other angle?

#954
phoenixofthunder

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DamnPreset wrote...
phoenixofthunder
Do you have ideas on how to toggle between the default camera angle and the other angle?



Were either of those codes what you were looking for? If not maybe this:
[Editor.EditorEngine]
FOVAngle=90.000000

Maybe like this?
[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="CameraFOVThreshold=##.# | CameraFOVThreshold=15.0" )

[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="m_fFOVFactor=#.#f | m_fFOVFactor=f0.5f")

[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="FOVAngle=##.000000 | FOVAngle=90.000000f")
:unsure:

Modifié par phoenixofthunder, 26 juillet 2010 - 10:12 .


#955
ZephSunstrider

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phoenixofthunder wrote...

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??

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.

Putting that stuff in GameModeDefault is already enough. You usually don't want to crouch during a cutscene, except maybe for teh lulz.
I use this
Bindings=( Name="Period", Command="set SFXPawn_Player bWantsToCrouch true | OnRelease set SFXPawn_Player bWantsToCrouch false" )
which means pressing and holding . will activate crouch, releasing it will make Shep stand up again.

#956
phoenixofthunder

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ZephSunstrider wrote...

phoenixofthunder wrote...

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??

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.

Putting that stuff in GameModeDefault is already enough. You usually don't want to crouch during a cutscene, except maybe for teh lulz.
I use this
Bindings=( Name="Period", Command="set SFXPawn_Player bWantsToCrouch true | OnRelease set SFXPawn_Player bWantsToCrouch false" )
which means pressing and holding . will activate crouch, releasing it will make Shep stand up again.


I know that's why I binded it to 2 different keys. So I will stay crouched.

#957
DamnPreset

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phoenixofthunder wrote...

DamnPreset wrote...
phoenixofthunder
Do you have ideas on how to toggle between the default camera angle and the other angle?



Were either of those codes what you were looking for?
Maybe like this?
[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="CameraFOVThreshold=15.0 | CameraFOVThreshold=##.#" )

[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="m_fFOVFactor=0.5f | m_fFOVFactor=#.#f")
:unsure:




Or


Those seemingly aren't the codes I'm looking for.

#958
phoenixofthunder

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DamnPreset wrote...

phoenixofthunder wrote...

DamnPreset wrote...
phoenixofthunder
Do you have ideas on how to toggle between the default camera angle and the other angle?



Were either of those codes what you were looking for?
Maybe like this?
[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="CameraFOVThreshold=15.0 | CameraFOVThreshold=##.#" )

[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="m_fFOVFactor=0.5f | m_fFOVFactor=#.#f")
:unsure:




Or


Those seemingly aren't the codes I'm looking for.


[Editor.EditorEngine]
FOVAngle=90.000000

[SFXGame.SFXWeapon]
ZoomFOV=40

Maybe?

Modifié par phoenixofthunder, 26 juillet 2010 - 10:16 .


#959
ZephSunstrider

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phoenixofthunder wrote...
I know that's why I binded it to 2 different keys. So I will stay crouched.

Just adding that in as a consideration for options. I know some people prefer to stay crouched, others prefer push-and-release.

Edit: Aw hell, didn't realize DamnPreset already posted that. Thread went to Page 39 without me taking notice. Oops...
Edit2: FOV (Field of View) usually only refers to how much the game zooms in. 90 is base, meaning a FOV of 90 degrees. Anything below zooms in, anything above zooms out, distorting the picture.

[SFXGame.SFXWeapon]
ZoomFOV=40
This sets how deep a weapon zooms in when aiming. Setting it higher zooms in further, lower zooms in less. Particularly helpful if the sniper rifle's zoom (for example) isn't deep enough.

Modifié par ZephSunstrider, 26 juillet 2010 - 10:31 .


#960
mrmike_1949

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ZephSunstrider wrote...

phoenixofthunder wrote...
I know that's why I binded it to 2 different keys. So I will stay crouched.

Just adding that in as a consideration for options. I know some people prefer to stay crouched, others prefer push-and-release.


If you use push and hold it would be pretty hard to use mouse for aiming/firing and quick keys for powers at the same time

#961
DamnPreset

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ZephSunstrider wrote...

phoenixofthunder wrote...
I know that's why I binded it to 2 different keys. So I will stay crouched.

Just adding that in as a consideration for options. I know some people prefer to stay crouched, others prefer push-and-release.

Edit: Aw hell, didn't realize DamnPreset already posted that. Thread went to Page 39 without me taking notice. Oops...
Edit2: FOV (Field of View) usually only refers to how much the game zooms in. 90 is base, meaning a FOV of 90 degrees. Anything below zooms in, anything above zooms out, distorting the picture.

[SFXGame.SFXWeapon]
ZoomFOV=40
This sets how deep a weapon zooms in when aiming. Setting it higher zooms in further, lower zooms in less. Particularly helpful if the sniper rifle's zoom (for example) isn't deep enough.



Yea figured those out through testing. You wouldn't know what are the values for setting the angle of the over-the-shoulder-view. As I said earlier I'm trying to make the camera more like the one in MGS4/MGO with changeable shoulders.

#962
phoenixofthunder

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mrmike_1949 wrote...

ZephSunstrider wrote...

phoenixofthunder wrote...
I know that's why I binded it to 2 different keys. So I will stay crouched.

Just adding that in as a consideration for options. I know some people prefer to stay crouched, others prefer push-and-release.


If you use push and hold it would be pretty hard to use mouse for aiming/firing and quick keys for powers at the same time


I agree with you mrmike_1949. With my keyboard setup:
Posted Image

Especially pushing the Left Alt key is to far from this "Game-Zone" of my keyboard. And since I have my Backspace, Backslash, Enter, Right Shift, Right Control, Insert through PageDown & NumPadZero, NumPadOne, NumPadFour & NumPad Seven already defined. Plus using the arrow keys to move; the stretch to reach & hold the crouch key I already have defined would be to cumbersome.

#963
phoenixofthunder

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DamnPreset wrote...

ZephSunstrider wrote...

phoenixofthunder wrote...
I know that's why I binded it to 2 different keys. So I will stay crouched.

Just adding that in as a consideration for options. I know some people prefer to stay crouched, others prefer push-and-release.

Edit: Aw hell, didn't realize DamnPreset already posted that. Thread went to Page 39 without me taking notice. Oops...
Edit2: FOV (Field of View) usually only refers to how much the game zooms in. 90 is base, meaning a FOV of 90 degrees. Anything below zooms in, anything above zooms out, distorting the picture.

[SFXGame.SFXWeapon]
ZoomFOV=40
This sets how deep a weapon zooms in when aiming. Setting it higher zooms in further, lower zooms in less. Particularly helpful if the sniper rifle's zoom (for example) isn't deep enough.



Yea figured those out through testing. You wouldn't know what are the values for setting the angle of the over-the-shoulder-view. As I said earlier I'm trying to make the camera more like the one in MGS4/MGO with changeable shoulders.



Sorry I couldn't help. Will check over at the original M.I.P. thread and see I can recover any forgotten info.

Modifié par phoenixofthunder, 26 juillet 2010 - 10:59 .


#964
DamnPreset

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phoenixofthunder wrote...

DamnPreset wrote...

ZephSunstrider wrote...

phoenixofthunder wrote...
I know that's why I binded it to 2 different keys. So I will stay crouched.

Just adding that in as a consideration for options. I know some people prefer to stay crouched, others prefer push-and-release.

Edit: Aw hell, didn't realize DamnPreset already posted that. Thread went to Page 39 without me taking notice. Oops...
Edit2: FOV (Field of View) usually only refers to how much the game zooms in. 90 is base, meaning a FOV of 90 degrees. Anything below zooms in, anything above zooms out, distorting the picture.

[SFXGame.SFXWeapon]
ZoomFOV=40
This sets how deep a weapon zooms in when aiming. Setting it higher zooms in further, lower zooms in less. Particularly helpful if the sniper rifle's zoom (for example) isn't deep enough.



Yea figured those out through testing. You wouldn't know what are the values for setting the angle of the over-the-shoulder-view. As I said earlier I'm trying to make the camera more like the one in MGS4/MGO with changeable shoulders.



Sorry I couldn't help. Will check over at the original M.I.P. thread and see I can recover any forgotten info.


That'd be most helpful thanks.

#965
pl-destroy

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DamnPreset wrote...
Yea figured those out through testing. You wouldn't know what are the values for setting the angle of the over-the-shoulder-view. As I said earlier I'm trying to make the camera more like the one in MGS4/MGO with changeable shoulders.


Being able to switch shoulder views would be very helpful. Many times I shoot the cover I'm in front of because the shoulder view is on the wrong side. :pinched:

#966
phoenixofthunder

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I'm through the whole forum thread and still nothing that actually works like people want. *grumble*

Modifié par phoenixofthunder, 27 juillet 2010 - 12:59 .


#967
Guest_Inge McDaniel_*

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There is no problem with adding Zaeed and Kasumi to LoaudData in Coalesced.ini instead of editing the .ini files in DLC folder.
I have give them all Collector Particle Beam, and it work quite good..:)

[SFXGame.SFXPlayerSquadLoadoutData]
HenchLoadoutInfo=(className=SFXPawn_Garrus,Weaponclasses=(LoadoutWeapons_HeavyWeapons,LoadoutWeapons_SniperRifles))
HenchLoadoutInfo=(className=SFXPawn_Grunt,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_HeavyWeapons))
HenchLoadoutInfo=(className=SFXPawn_Jack,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_HeavyWeapons))
HenchLoadoutInfo=(className=SFXPawn_Jacob,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_HeavyWeapons))
HenchLoadoutInfo=(className=SFXPawn_Legion,Weaponclasses=(LoadoutWeapons_HeavyWeapons,LoadoutWeapons_SniperRifles))
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_HeavyWeapons))
HenchLoadoutInfo=(className=SFXPawn_Mordin,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols))
HenchLoadoutInfo=(className=SFXPawn_Samara,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_HeavyWeapons))
HenchLoadoutInfo=(className=SFXPawn_Tali,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_HeavyWeapons))
HenchLoadoutInfo=(className=SFXPawn_Thane,Weaponclasses=(LoadoutWeapons_AutoPistols,LoadoutWeapons_HeavyWeapons))
HenchLoadoutInfo=(className=SFXPawn_Zaeed,Weaponclasses=(LoadoutWeapons_AutoPistols,LoadoutWeapons_HeavyWeapons))

Inge

Modifié par Inge McDaniel, 27 juillet 2010 - 07:32 .


#968
DamnPreset

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Found the lines to change the camera angle while in the Firewalker.

No luck on foot.

#969
Guest_Inge McDaniel_*

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This is my latest project to get these bonus powers to work. And I need some help from you.
I can't get them to work. The powers is these:
SFXPower_ZaeedUnique_Player | InfernoGrenades
SFXPower_KasumiUnique_Player | FlashbangGranades and
SFXPower_KasumiCloakTeleport_Player
If anyone have some ideas, let med know.

Inge

Modifié par Inge McDaniel, 27 juillet 2010 - 06:35 .


#970
ZephSunstrider

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Inge McDaniel wrote...

This is my latest project to get these bonus powers to work. And I need some help from you.
I can't get them to work. The powers is these:
SFXPower_ZaeedUnique_Player | InfernoGrenades
SFXPower_KasumiUnique_Player | FlashbangGranades and
SFXPower_KasumiCloakTeleport_Player
If anyone have some ideas, let med know.

Inge

For some reason, the game doesn't use the standard name designations from DLCs like it uses them for the base game. Same reason why you cannot add DLC guns via GiveWeapon cmd.
Right now I'm fairly KO'ed due to unexpected extra work hours, and only did a small experiment, which failed. I'll try something when I had some rest.
I tried adding the complete DLC package name to the C.ini, and then add it via GivePower. Didn't work <_<
Kasumi's ninja power doesn't have a player version, it's SFXPower_KasumiCloakTeleport for the unevolved version and SFXPower_KasumiCloak_Teleport_Evolved1 or 2 for the evolved ones.

#971
Guest_Inge McDaniel_*

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ZephSunstrider wrote...

Inge McDaniel wrote...

This is my latest project to get these bonus powers to work. And I need some help from you.
I can't get them to work. The powers is these:
SFXPower_ZaeedUnique_Player | InfernoGrenades
SFXPower_KasumiUnique_Player | FlashbangGranades and
SFXPower_KasumiCloakTeleport_Player
If anyone have some ideas, let med know.

Inge

For some reason, the game doesn't use the standard name designations from DLCs like it uses them for the base game. Same reason why you cannot add DLC guns via GiveWeapon cmd.
Right now I'm fairly KO'ed due to unexpected extra work hours, and only did a small experiment, which failed. I'll try something when I had some rest.
I tried adding the complete DLC package name to the C.ini, and then add it via GivePower. Didn't work <_<
Kasumi's ninja power doesn't have a player version, it's SFXPower_KasumiCloakTeleport for the unevolved version and SFXPower_KasumiCloak_Teleport_Evolved1 or 2 for the evolved ones.

Thanks, Zeph
Yeah, I have thought the same.
Just play and enjoy the game instead of trying all this editing.
Maybe, that is what we need a break..-_-

Inge



#972
CShep25

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Sorry if this has been asked before but I don't have the time to trawl through all the pages here. The alternate DLC pack; possible to remove sunglasses? I've played with the texture and glowmap for Jack's visor, and while I can make the texture transparent quite easily, the glowmap is a different story; I can adjust the severity of the red glow with the alpha channel but not the actual transparency of it. Anyone managed to get rid of those glasses completely, or at least made some progress?

#973
mrmike_1949

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Anyway to mod the hammerhead to make it invincible?



Jump higher?



Shoot harder??

#974
mxfox408

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Deebe wrote...

mxfox408 wrote...

Hey azureum thanx for getting this organized bro its very helpful. I got a q for ya. In the last thread you gave me some info on how the get the illusive mans implants using the save editor, but i cant seem to change the actual color of the implants. They seem to be stuck as the renegade red, is there a way to change it? I tried messing with the color codes in the save editor but have no luck.


Azureum wrote...

Valtonis wrote...

mxfox408 wrote...


i
take it no ones figured a way to add the console to the game. so again
I ask does anyone kmow how to edit eye implant colors in the Gibbeds
save editor??? i know how to make glowing eye but id rather know how to
achive implants like the illusive mans and then edit those colors.


Open save in Save Editor.
Change to Raw tab.
Expand Squad > Player > Appearance > Morph Head > Texture Parameters.
Open the Texture Parameters list.
Add two new entries as follows:
code:

Name: EYE_Diff
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff

code:

Name: EYE_Spec
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec

Open Vector Parameters

Change "EYE_Iris_Colour_Vector" name to "Emis_Color" (without the quotes) and then change the colour values,

http://andylangton.co.uk/stuff/colour-converter
3rd
box down you enter your RGB values, i.e; "111,53,26" (Auburn) into the
'RGB colour:(255-based)  -> RGB colour:(Percent-based)' input field.
This will give the result of percentages as such: 44%,21%,10%, this
translates into ME2 as a range between 0 (0%) and 1.0 (100%).

So an example of Auburn in ME2 ready colour format would be: (red) 0.44, (green) 0.21 and (blue) 0.1.

Here are some more examples to show you:

Cobalt: R: 61, G: 89, B: 171, which translates in percentage to: 24%,35%,67%, for ME2 would be R: 0.24, G: 0.35, B: 0.67
Lime Green: R: 50, G: 205 , B: 50, which translates in percentages to: 20%,80%,20%, for ME2 would be R: 0.2, G: 0.8, B: 0.2

NOTE: Some colours just don't show as they should, try playing with the values for A: (Alpha).


Proof it works:

../../../uploads_project/project_gallery/3000/2295/1238/3510.jpg

Thank
you for that, been looking for that myself but couldn't remember the
page, lols this thread is too big, You didn't include the necessary
bits to change the colour of the eyes, so I went ahead and investigated
myself, my changes are in bold above.

@Everyone
Why don't I
start another modding thread, since I'm quite an active modder and tbh
the thread starter doesn't seem to be updating the first post. Is there
a character limit in a post, or more importantly edit time limit?

found this post hope it helps



Im back from the Navy, Still cant figure out how to get the Implant color to change... help please

#975
DamnPreset

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mrmike_1949 wrote...

Anyway to mod the hammerhead to make it invincible?

Jump higher?

Shoot harder??


You could alter some lines to boost the jump and add immediate regeneration. I'd just try to find a way to bring back the Mako tho.

Line for jump alter: JumpForce=(X=200,Y=0,Z=2070)
For regeneration: SelfRepairRate=100, SelfRepairDelay=5
For rockets just alter the code under [SFXGameContent_Inventory.SFXHeavyWeapon_VehicleMissileLauncher]

I haven't tried changing any of these, but you're welcome to try.

Modifié par DamnPreset, 28 juillet 2010 - 05:45 .