ME2 - Modding is Possible II (PC Only)
#1001
Posté 30 juillet 2010 - 01:55
-Polite
#1002
Posté 30 juillet 2010 - 04:34
Sorry if this is currently off topic, but earlier I asked if it was possible to change the The Renegade eyes and scar colors in the Coalesced INI or Gibbed save editor or if there was a Texmod. I had found a texmod but it doesn't seem to work for female characters.
After looking at the tutorial to get the Illusive Man's Eyes using the save editor and looking at the Coalesced INI, I think there might be a way but I just can't figure it out.
Here is the section in the INI that controls the scars:
Scars=(Threshold=(X=-10,Y=-2),Emissive="BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_05",Normal=
"BIOG_HMM_HED_Alignment.Scar.Face_NormScars_05",EyeEmissive="BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_05",
FemaleEmissive="BIOG_HMF_HED_Alignment.Emissive.HMF_Face_EmisScars_05"
,FemaleNormal="BIOG_HMF_HED_Alignment.Scar.HMF_Face_NormScars_05",
FemaleEyeEmissive="BIOG_HMF_HED_Alignment.Eye.HMF_Eye_EmisScars_05",Color=(R=0,G=0,B=3.0,A=1))
Scars=(Threshold=(X=-1,Y=-1),Emissive="BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_05",
Normal="BIOG_HMM_HED_Alignment.Scar.Face_NormScars_05",EyeEmissive="BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_05",
FemaleEmissive="BIOG_HMF_HED_Alignment.Emissive.HMF_Face_EmisScars_05",
FemaleNormal="BIOG_HMF_HED_Alignment.Scar.HMF_Face_NormScars_05",
FemaleEyeEmissive="BIOG_HMF_HED_Alignment.Eye.HMF_Eye_EmisScars_05",Color=(R=0,G=0,B=3.0,A=1))
Scars=(Threshold=(X=0,Y=0),Emissive="BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_05",Normal="BIOG_HMM_HED_Alignment.Scar.Face_NormScars_05",
EyeEmissive="BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_05",FemaleEmissive="BIOG_HMF_HED_Alignment.Emissive.HMF_Face_EmisScars_05",
FemaleNormal="BIOG_HMF_HED_Alignment.Scar.HMF_Face_NormScars_05"
,FemaleEyeEmissive="BIOG_HMF_HED_Alignment.Eye.HMF_Eye_EmisScars_05",Color=(R=0,G=0,B=3.0,A=1))
Scars=(Threshold=(X=1,Y=1),Emissive="BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_05",
Normal="BIOG_HMM_HED_Alignment.Scar.Face_NormScars_05",EyeEmissive="BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_05",
FemaleEmissive="BIOG_HMF_HED_Alignment.Emissive.HMF_Face_EmisScars_05",
FemaleNormal="BIOG_HMF_HED_Alignment.Scar.HMF_Face_NormScars_05",
FemaleEyeEmissive="BIOG_HMF_HED_Alignment.Eye.HMF_Eye_EmisScars_05",Color=(R=0,G=0,B=3.0,A=1))
Scars=(Threshold=(X=2,Y=10),Emissive="BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_05",
Normal="BIOG_HMM_HED_Alignment.Scar.Face_NormScars_05",
EyeEmissive="BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_05"
,FemaleEmissive="BIOG_HMF_HED_Alignment.Emissive.HMF_Face_EmisScars_05",
FemaleNormal="BIOG_HMF_HED_Alignment.Scar.HMF_Face_NormScars_05",
FemaleEyeEmissive="BIOG_HMF_HED_Alignment.Eye.HMF_Eye_EmisScars_05",Color=(R=0,G=0,B=3.0,A=1))
(My settings are set so that the scars always show up regardless of paragon or renegade points)
I have tried editing the RGB settings in the INI with no effect and I have tried editing the HED_Scar_Vector and HED_Scar_Colour_Vector RGB settings in the Save editor with no effect.
My question is does anyone know if there is a way to add a setting to the save editor(Like The Illusive man tutorial, EYE_Diff and EYE_Spec) using the (Emissive="BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_05) reference line from the INI? I haven't been able to figure it out. If there is a tutorial on how to edit the eye and scar color a link would be most appreciated. Thanks for the help and sorry about the long post.
Modifié par Venomrain300, 30 juillet 2010 - 09:30 .
#1003
Posté 30 juillet 2010 - 11:31
[SFXGame.SFXGameConfig]phoenixofthunder wrote...
Magimel wrote...
Has anyone found a way to successfully turn off the global power cool down without turning off cool downs entirely?
What global power cooldown? I see nothing like that in the Coalesced.ini
Please elaborate.
UseSharedPowerCooldown=false
Defaults to true.
I don't know of a way to isolate the cooldowns to their respective powers, sorry.
Seems to do nothing, actually. Just fiddled around with the SkipPowerCooldown line and that line above... No changes in cooldown whatsoever if set to false.
Modifié par ZephSunstrider, 30 juillet 2010 - 11:40 .
#1004
Guest_Inge McDaniel_*
Posté 30 juillet 2010 - 05:07
Guest_Inge McDaniel_*
Does any know the length of "coming soon"?
A week, month or years??
Inge
#1005
Posté 30 juillet 2010 - 05:10
What changes increasing and decreasing the number?
#1006
Guest_Inge McDaniel_*
Posté 30 juillet 2010 - 05:12
Guest_Inge McDaniel_*
Venomrain300 wrote...
A lot of text...
Advice, with all that information, please, use often line break..
Inge
#1007
Posté 30 juillet 2010 - 08:35
ZephSunstrider wrote...
[SFXGame.SFXGameConfig]phoenixofthunder wrote...
Magimel wrote...
Has anyone found a way to successfully turn off the global power cool down without turning off cool downs entirely?
What global power cooldown? I see nothing like that in the Coalesced.ini
Please elaborate.
UseSharedPowerCooldown=false
Defaults to true.Seems to turn off all cooldowns entirely, much like the SkipPowerCooldown thingy in ME1.
I don't know of a way to isolate the cooldowns to their respective powers, sorry.
Seems to do nothing, actually. Just fiddled around with the SkipPowerCooldown line and that line above... No changes in cooldown whatsoever if set to false.
Thanks for the info and trying, I guess somethings just can't be fixed
#1008
Posté 30 juillet 2010 - 09:18
me2mods.azureum.com/forums/showthread.php
Modifié par Venomrain300, 30 juillet 2010 - 09:32 .
#1009
Posté 31 juillet 2010 - 01:33
Magimel wrote...
ZephSunstrider wrote...
[SFXGame.SFXGameConfig]phoenixofthunder wrote...
Magimel wrote...
Has anyone found a way to successfully turn off the global power cool down without turning off cool downs entirely?
What global power cooldown? I see nothing like that in the Coalesced.ini
Please elaborate.
UseSharedPowerCooldown=false
Defaults to true.Seems to turn off all cooldowns entirely, much like the SkipPowerCooldown thingy in ME1.
I don't know of a way to isolate the cooldowns to their respective powers, sorry.
Seems to do nothing, actually. Just fiddled around with the SkipPowerCooldown line and that line above... No changes in cooldown whatsoever if set to false.
Thanks for the info and trying, I guess somethings just can't be fixed
You could try these:
[SFXGame.BioActivePower]
m_bSkipPowerCooldown=FALSE-> TRUE
[SFXGame.SFXDifficulty]
SquadPowerCooldownMultiplier=1.0->0.0
or
SquadPowerCooldownMultiplier=1.0->10.0
[SFXGame.SFXDifficulty_Level#]
SquadPowerCooldownMultiplier=#.#->0.0
Haven't tested it yet though. Will if I get time tomorrow.
#1010
Posté 31 juillet 2010 - 01:42
Venomrain300 wrote...
Sorry about my long post, I was just copying and pasting stuff. I didn't realize it would format it like that. As for editing the male hair I am not sure it is possible on the default male shepard but this link might help
me2mods.azureum.com/forums/showthread.php
What male hair exactlly you trying to get?
#1011
Posté 31 juillet 2010 - 01:44
Justinas91 wrote...
what does damagegateinterval 1.0f do
What changes increasing and decreasing the number?
For me changing it to: damagegateinterval 0.0f gave me an instant "health" recharge.
#1012
Posté 31 juillet 2010 - 01:46
phoenixofthunder wrote...
Venomrain300 wrote...
Sorry about my long post, I was just copying and pasting stuff. I didn't realize it would format it like that. As for editing the male hair I am not sure it is possible on the default male shepard but this link might help
me2mods.azureum.com/forums/showthread.php
What male hair exactlly you trying to get?
Sorry for the confusion, I was replying to PoliteAssassin.
#1013
Posté 31 juillet 2010 - 01:52
Inge McDaniel wrote...
Lair of the Shadow Broker
Does any know the length of "coming soon"?
A week, month or years??
Inge
Off topic:
I say 3-6 weeks (August 17 to September 7) but that is just a guess.
On-Topic:
Is there a sure fire way to stop the hints from coming on screen?
I ask since: [SFXGame.BioHintSystemBase]
m_bEnabled=TRUE->FALSE didn't work
#1014
Posté 31 juillet 2010 - 01:53
Venomrain300 wrote...
phoenixofthunder wrote...
Venomrain300 wrote...
Sorry about my long post, I was just copying and pasting stuff. I didn't realize it would format it like that. As for editing the male hair I am not sure it is possible on the default male shepard but this link might help
me2mods.azureum.com/forums/showthread.php
What male hair exactlly you trying to get?
Sorry for the confusion, I was replying to PoliteAssassin.
What male hair you want PoliteAssassin?
#1015
Posté 31 juillet 2010 - 02:15
I asked if anyone could change the Renegade scar color either by modifying the INI or the save file using gibbed's save editor. I have failed to find a way in both so I looked for a Texmod. I found one, but it only worked on Male Shepard. So I made an attempt to make a Texmod myself. I included the texture files if you want to change the scar color and make your own Texmod. I don't have any pics posted yet. I still think if someone can figure out a way by looking at the INI or using the save editor (like how you get The Illusive Man's eyes) would be best, because then you could change the glow intensity without having to edit the texture directly.
Here is the link: http://social.biowar...t/3163/#details
I saved the textures in DDS format. I didn't change the eye color because I couldn't find it, maybe I missed it after scrolling through 2,000 plus textures.
#1016
Guest_Inge McDaniel_*
Posté 31 juillet 2010 - 07:13
Guest_Inge McDaniel_*
phoenixofthunder wrote...
Inge McDaniel wrote...
Lair of the Shadow Broker
Does any know the length of "coming soon"?
A week, month or years??
Inge
Off topic:
I say 3-6 weeks (August 17 to September 7) but that is just a guess.
On-Topic:
Is there a sure fire way to stop the hints from coming on screen?
I ask since: [SFXGame.BioHintSystemBase]
m_bEnabled=TRUE->FALSE didn't work
m_bEnabled=FALSE
m_fMinimumTimeBetweenAnyHints=120 "or you can increase the time between hints."
Inge
Modifié par Inge McDaniel, 31 juillet 2010 - 07:15 .
#1017
Posté 31 juillet 2010 - 07:20
Another way is to decrease the maximum difficulty level the hints show on.Inge McDaniel wrote...
m_bEnabled=FALSEphoenixofthunder wrote...
Inge McDaniel wrote...
Lair of the Shadow Broker
Does any know the length of "coming soon"?
A week, month or years??
Inge
Off topic:
I say 3-6 weeks (August 17 to September 7) but that is just a guess.
On-Topic:
Is there a sure fire way to stop the hints from coming on screen?
I ask since: [SFXGame.BioHintSystemBase]
m_bEnabled=TRUE->FALSE didn't work
m_fMinimumTimeBetweenAnyHints=120 "or you can increase the time between hints."
Inge
[SFXGame.BioHintSystemBase]
MaxDifficulty=3
Setting this to 5 means they show on every difficulty, setting it to 1 means they only show on Casual. Dunno what happens if set to 0.
Or you can paste Enabled=false in front of the MaxDifficulty setting, that should turn them off too.
And "Coming Soon"? Jeez.... I learned that Soon™ loosely translated means "When it's done", and we all know how that turned out.
I'd say a handful of months, 3-5 or so. Blind guess though.
phoenixofthunder wrote...
You could try these:
[SFXGame.BioActivePower]
m_bSkipPowerCooldown=FALSE-> TRUE ;This does exactly the same thing as in ME1, it completely disables power cooldowns, at least for Shepard.
[SFXGame.SFXDifficulty]
SquadPowerCooldownMultiplier=1.0->0.0 ;This is (as it says) a direct multiplier to the cooldown time, meaning a lower value will reduce cooldown, a higher one will increase it. 10.0 would tenfold it, 0.1 would reduce it to one tenth. I wouldn't advice using flat 0.0.
or
SquadPowerCooldownMultiplier=1.0->10.0
[SFXGame.SFXDifficulty_Level#]
SquadPowerCooldownMultiplier=#.#->0.0 ;You have to adjust it for every difficulty separately. Level1 is Casual, Level5 is Insane. I'm curious what the brutal-looking Level6 is.
Haven't tested it yet though. Will if I get time tomorrow.
#1018
Posté 31 juillet 2010 - 11:54
#1019
Posté 01 août 2010 - 05:17
phoenixofthunder wrote...
Venomrain300 wrote...
phoenixofthunder wrote...
Venomrain300 wrote...
Sorry about my long post, I was just copying and pasting stuff. I didn't realize it would format it like that. As for editing the male hair I am not sure it is possible on the default male shepard but this link might help
me2mods.azureum.com/forums/showthread.php
What male hair exactlly you trying to get?
Sorry for the confusion, I was replying to PoliteAssassin.
What male hair you want PoliteAssassin?
I tried all of those in the list in the link above, and it give sme the same Udina type hair. Have you played Kasumi's mission? You know the guard in the beginning, the one who scans the statue at the entrance? That hair. Any help is appreciated.
Edit: It's the same one Engineer donnelly uses and Conrad Verner.
Edit 2: I want to get something straight. I'm a bit confused, so any help on this would be appreciated. When I use custom armor pieces, I have to use the binded key to load the package every time I go to a new location? Like the Normandy, or Omega, or the Citadel, etc... I would have to use that key to load the package to view my modded armor? Or is it a one time thing?
-Polite
Modifié par PoliteAssasin, 01 août 2010 - 06:42 .
#1020
Posté 01 août 2010 - 12:41
phoenixofthunder wrote...
Magimel wrote...
ZephSunstrider wrote...
[SFXGame.SFXGameConfig]phoenixofthunder wrote...
Magimel wrote...
Has anyone found a way to successfully turn off the global power cool down without turning off cool downs entirely?
What global power cooldown? I see nothing like that in the Coalesced.ini
Please elaborate.
UseSharedPowerCooldown=false
Defaults to true.Seems to turn off all cooldowns entirely, much like the SkipPowerCooldown thingy in ME1.
I don't know of a way to isolate the cooldowns to their respective powers, sorry.
Seems to do nothing, actually. Just fiddled around with the SkipPowerCooldown line and that line above... No changes in cooldown whatsoever if set to false.
Thanks for the info and trying, I guess somethings just can't be fixed
You could try these:
[SFXGame.BioActivePower]
m_bSkipPowerCooldown=FALSE-> TRUE
[SFXGame.SFXDifficulty]
SquadPowerCooldownMultiplier=[color=#ff0000">1.0->]0.0[/color]
or
SquadPowerCooldownMultiplier=[color=#ff0000">1.0->]10.0[/color]
[SFXGame.SFXDifficulty_Level#]
SquadPowerCooldownMultiplier=#.#->0.0
Haven't tested it yet though. Will if I get time tomorrow.
Confused, not sure where you're going with this. I'd like a solution for this too. Setting m_bSkipPowerCooldown to true allows everyone to spam the bejesus out of their non-dlc powers. This isn't an issue for the player, since you can decide for yourself how often using your powers in a fight is appropriate.
Your teammates, however, have no such self control, and even if you turn off squad power usage they will still spam the bejesus out of any defensive powers they have. I could cope and deal with Legion constantly casting his shield boost talent if he didn't say 'OVERCLOCKING KINETIC BARRIERS!' every 2 seconds during a fight.
If m_bSkipPowerCooldown is set to true, what would modifying SquadPowerCooldownMultiplier do, in any of the areas you mentioned? And I imagine setting SquadPowerCooldownMultiplier to 0.0 would have the same effect as if m_bSkipPowerCooldown was set to true.
Also on a side note, I'm trying to remove cryo ammo from my soldier to make room for another power. I have added powers successfully, but removing the entry for cryo ammo in the player->powers section of the savegame editor doesn't work; the game adds a new entry to replace it. Do I need to remove it from the soldier section of the coalesced.ini file?
#1021
Posté 01 août 2010 - 07:30
I'm looking for an Illusive man casual appearance. It shouldn't be difficult to change/add a command line to the ini.
Also, is it possible to get the Adrenaline Rush ability with the infiltrator?
Could anyone help me out?
Modifié par Kitsukaru, 01 août 2010 - 07:38 .
#1022
Guest_Inge McDaniel_*
Posté 01 août 2010 - 08:41
Guest_Inge McDaniel_*
SetIntByName Wpn_MissileLauncher 1 | GiveItem self MissileLauncher
SetIntByName Wpn_HeavyPistol2 1 | GiveItem self HeavyCannon
SetIntByName Wpn_ParticleBeam 1 | GiveItem Miranda ParticleBeam
SetIntByName Wpn_ParticleBeam 1 | GiveItem Jacob ParticleBeam
If you don't believe me check this:
http://social.biowar...78799/42008.jpg
Inge
NB! Zeph has given me the idea..
Modifié par Inge McDaniel, 01 août 2010 - 08:41 .
#1023
Posté 01 août 2010 - 09:25
You can't remove class-set powers (afaik), I tried every possible thing that came to my mind. Removing/Changing the MappedPowers entries didn't do anything at all.Trogdorx wrote...
Also on a side note, I'm trying to remove cryo ammo from my soldier to make room for another power. I have added powers successfully, but removing the entry for cryo ammo in the player->powers section of the savegame editor doesn't work; the game adds a new entry to replace it. Do I need to remove it from the soldier section of the coalesced.ini file?
Kitsukaru wrote...
I'm looking for an Illusive man casual appearance.
Replace the Id with whatever's applicable. This adds TIM's outfit for MaleSheps, and the black scientist dress for FemSheps. There's no female pendant, and no known way to remove the "cleavage" gap, where TIM has the bare chest.CasualAppearances=(Id=36,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MDL",MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MAT_1b",Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_3a"),PlotFlag=-1)
Modifié par ZephSunstrider, 01 août 2010 - 09:26 .
#1024
Posté 01 août 2010 - 09:37
#1025
Posté 02 août 2010 - 12:43
ZephSunstrider wrote...
You can't remove class-set powers (afaik), I tried every possible thing that came to my mind. Removing/Changing the MappedPowers entries didn't do anything at all.Trogdorx wrote...
Also on a side note, I'm trying to remove cryo ammo from my soldier to make room for another power. I have added powers successfully, but removing the entry for cryo ammo in the player->powers section of the savegame editor doesn't work; the game adds a new entry to replace it. Do I need to remove it from the soldier section of the coalesced.ini file?
Looks like you're correct.. I tried making the change I suggested in coalesced.ini such that
[SFXGamePawns.SFXCharacterclass_Soldier]
MappedPowers=SFXPower_AdrenalineRush
MappedPowers=SFXPower_ConcussiveShot
MappedPowers=SFXPower_IncendiaryAmmo
MappedPowers=SFXPower_DisruptorAmmo
MappedPowers=SFXPower_Incinerate
And loaded up my soldier, and he still had cryo ammo. Then I went back into the savegame editor and edited the save to replace cryo ammo with Incinerate. Loaded up the save again, and it still had cryo ammo. So it looks like there's no getting rid of class-set powers unless someone else has an idea?




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