ME2 - Modding is Possible II (PC Only)
#76
Posté 26 avril 2010 - 06:02
#77
Posté 26 avril 2010 - 06:06
#78
Posté 26 avril 2010 - 06:10
#79
Posté 26 avril 2010 - 06:26
#80
Posté 27 avril 2010 - 12:25
#81
Posté 27 avril 2010 - 12:26
I know I've asked this before, but I just wanted to make sure. What happens if you use the Armor locker, and the appearance is already loaded? Like a squadmate's armor while they are with you.
#82
Posté 27 avril 2010 - 02:26
#83
Posté 27 avril 2010 - 03:37
Tirigon wrote...
phoenixofthunder wrote...
Try adding this :
[[SFXGame.SFXHeavyWeapon]
bInfiniteAmmo=true
bCanDropAmmo=true
AI_AccCone_Min=(X=1.2,Y=1.2)
AI_AccCone_Max=(X=1.2,Y=1.2)
AI_AimDelay=(X=0.75,Y=0.75)
SteamSoundThreshold=-1
AmmoPerShot=0 (must be after "SteamSoundThreshold=-1")
Range_Melee=300.f
Range_Short=800.f
Range_Medium=2000.f
Range_Long=3000.f
GUIclassName=338205
GUIclassDescription=340847
Can't test till tomorrow though. Starting through with fresh OS & ME2 install. + a busy monday.
Thx, I´ll try asap and say if it works.
Btw, does anyone know where you can modify the DLC weapons, that is, Collector riifle and Incisor sniper riflle?
When I gave my weapons infinite ammo it worked for the vanilla weapons and, strangely, for Locust and Eviscerator, too, but not for these.
EDIT: Phoenix, your method works for the Grenade Launcher, but not for this DLC weapon that spawns a singularity.
What DLC singularity weapon?
#84
Posté 27 avril 2010 - 07:20
#85
Posté 27 avril 2010 - 08:13
Gets Shot wrote...
Does anyone here know what the ini fixer actually does, Ive been trying to mod the Xbox 360 version and the last stumbling block, hopefully, is that none of the tools that automatically fix the ini work on the xbox version.
Nope it doesn't work on it. The fixer recalculates the files checksum, it's character based so it will only allow same size files, i.e; same amount of characters.
#86
Posté 27 avril 2010 - 08:20
I'm trying to find out if an exported "me2headmorph" file taken from a .pcsav will Import properly into an .xbsav file.
I assume they would, but could you upload any ol' headmorph file from a pcsav for me?
#87
Posté 27 avril 2010 - 08:57
#88
Posté 27 avril 2010 - 09:38
That can't be the only change it makes because if I take the default mass effect ini and edit it but have it exactly the same size the ini fixer doesn't give the message it does if the file is already fixed it does something.Azureum wrote...
Gets Shot wrote...
Does anyone here know what the ini fixer actually does, Ive been trying to mod the Xbox 360 version and the last stumbling block, hopefully, is that none of the tools that automatically fix the ini work on the xbox version.
Nope it doesn't work on it. The fixer recalculates the files checksum, it's character based so it will only allow same size files, i.e; same amount of characters.

EDIT: After I read your post for the second time I realized you meant the PC tools would not work on xbox, is there any way to do it manually?
Modifié par Gets Shot, 27 avril 2010 - 09:41 .
#89
Posté 27 avril 2010 - 10:48
#90
Posté 27 avril 2010 - 07:59
phoenixofthunder wrote...
What DLC singularity weapon?
Blackstone singularity creator.
Also, it works for Arc Projector, Cryo Blaster and the missile launcher.
#91
Posté 27 avril 2010 - 08:18
Tirigon wrote...
phoenixofthunder wrote...
Try adding this :
[[SFXGame.SFXHeavyWeapon]
bInfiniteAmmo=true
bCanDropAmmo=true
AI_AccCone_Min=(X=1.2,Y=1.2)
AI_AccCone_Max=(X=1.2,Y=1.2)
AI_AimDelay=(X=0.75,Y=0.75)
SteamSoundThreshold=-1
AmmoPerShot=0 (must be after "SteamSoundThreshold=-1")
Range_Melee=300.f
Range_Short=800.f
Range_Medium=2000.f
Range_Long=3000.f
GUIclassName=338205
GUIclassDescription=340847
Can't test till tomorrow though. Starting through with fresh OS & ME2 install. + a busy monday.
Thx, I´ll try asap and say if it works.
Btw, does anyone know where you can modify the DLC weapons, that is, Collector riifle and Incisor sniper riflle?
When I gave my weapons infinite ammo it worked for the vanilla weapons and, strangely, for Locust and Eviscerator, too, but not for these.
EDIT: Phoenix, your method works for the Grenade Launcher, but not for this DLC weapon that spawns a singularity.
Tirigon wrote...
phoenixofthunder wrote...
What DLC singularity weapon?
Blackstone singularity creator.
Also, it works for Arc Projector, Cryo Blaster and the missile launcher.
Guess it doesn't function for that DLC weapon. You could try putting AmmoPerShot=0 in Blackstone singularity creator subsection of the .ini
Like this:
[SFXGameContent_Inventory.SFXHeavyWeapon_Blackstone singularity creator]
......Bunch of important data lines removed to save space.........
LowAmmoSoundThreshold=75
AmmoPerShot=0
bIsAutomatic=false
Recoil=(X=0.3,Y=0.3)
.....Bunch of important data lines removed to save space..........
GUIImage=GUI_Codex_Images.Blackstone singularity creator_512
NoAmmoFireSoundDelay=2.0
AI_BurstFireCount=(X=1,Y=1)
AI_BurstFireDelay=(X=2.f,Y=3.25f)
AI_BurstFireMovingDelay=(X=2.0f,Y=3.250f)
AI_AimDelay=(X=1.0,Y=1.0)
Modifié par phoenixofthunder, 27 avril 2010 - 08:27 .
#92
Posté 27 avril 2010 - 09:15
@ Everyone: In THIS post is a new weapon mentioned that can, when equipped via Gibbed Save Editor, be used by the player, the MiniGun. There are some more weapons in the coalesced.ini as well, which might be usable.
My question is: Is there a way to make these weapons selectable like the vanilla weapons?
#93
Posté 27 avril 2010 - 09:17
I think its the blackstorm not the blackstone lol
#94
Posté 28 avril 2010 - 02:17
Azureum wrote...
@Pheonix
I think its the blackstorm not the blackstone lol
:lol:LOL I'm a D.I. (Dumb idiot)
BTW any further ideas on bypassing splash screen?
Modifié par phoenixofthunder, 28 avril 2010 - 02:41 .
#95
Posté 28 avril 2010 - 11:27
Awhile ago, some one did this render in 3ds max

He said he couldn't find any of the other dance animation files, Would any of you guys know where to find them?
Modifié par Andaius20, 28 avril 2010 - 11:28 .
#96
Posté 29 avril 2010 - 07:36
#97
Posté 29 avril 2010 - 08:25
Hmm...apparently, .pcsav Head morphs are entirely incompatible with xbsav files, I keep getting error messages.Azureum wrote...
test.me2headmorph
You're welcome to try with my head morphs from the xbox
http://cid-ce77ec01d...se.aspx/.Public
#98
Posté 29 avril 2010 - 08:56
I also tried using this command in coalesced: Bindings=( Name="F10", Command="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_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" )
Nothing happens either. I checked the upgrade terminal in the lab and the message computer, nothing changes. Are the upgrades invisible to the upgrade menu? Am I supposed to see the normal upgrade popups when I use this cheat?
What am I doing wrong? Thanks
Modifié par s0meguy6665, 29 avril 2010 - 08:57 .
#99
Posté 29 avril 2010 - 09:18
The arrangement of characters is as so:
Bindings=( Name="Name_of_Key", Command="Insert Command Here" )
Not:
Bindings=(Key="F10",Exec tech.manager.txt")
But I think basically what you are doing wrong is adding it to the wrong binding section, because there are several, add it to the end of [SFXGame.SFXGameModeBase]
Modifié par Azureum, 29 avril 2010 - 09:19 .
#100
Posté 29 avril 2010 - 09:28
Maybe I should also note that unlike stated in the OP post, I can and have done all my working edits with wordpad instead of notepad++ without problems.




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