ME2 - Modding is Possible II (PC Only)
#1026
Posté 02 août 2010 - 01:18
#1027
Guest_Inge McDaniel_*
Posté 02 août 2010 - 04:48
Guest_Inge McDaniel_*
Trogdorx wrote...
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?
There is no problem with adding more power to your class, but you need to know.
The power you add, will replace your already existing power in your wheel.
Look at my picture here I have added five more power to my Adept class, and they
replace my already existed power.
You need to choose what power you will use, before you hit the bindings that add more power to your class.
Then choose extra power to your class, but it will replace already existed power.
Good luck.
Inge
Modifié par Inge McDaniel, 02 août 2010 - 05:40 .
#1028
Posté 02 août 2010 - 10:07
#1029
Guest_Inge McDaniel_*
Posté 02 août 2010 - 10:20
Guest_Inge McDaniel_*
Justinas91 wrote...
is it possible to increase the number of skill points you get when level up like change the 2 points to 3 points gained per level?
Here you go:
GiveTalentPoints 99
Inge
#1030
Posté 02 août 2010 - 12:10
Right... so you're saying it can be done but you aren't saying how. I'm not too fond of adding powers via bindings. Can I not simply change/add a command line to the ini?There is no problem with adding more power to your class, but you need to know. The power you add, will replace your already existing power in your wheel. Look at my picture here I have added five more power to my Adept class, and they replace my already existed power.
You need to choose what power you will use, before you hit the bindings that add more power to your class. Then choose extra power to your class, but it will replace already existed power.
Good luck.
Inge
Modifié par Kitsukaru, 02 août 2010 - 12:13 .
#1031
Posté 02 août 2010 - 03:25
#1032
Posté 02 août 2010 - 03:58
Kitsukaru wrote...
Right... so you're saying it can be done but you aren't saying how. I'm not too fond of adding powers via bindings. Can I not simply change/add a command line to the ini?There is no problem with adding more power to your class, but you need to know. The power you add, will replace your already existing power in your wheel. Look at my picture here I have added five more power to my Adept class, and they replace my already existed power.
You need to choose what power you will use, before you hit the bindings that add more power to your class. Then choose extra power to your class, but it will replace already existed power.
Good luck.
Inge
You can run them through an "exec *.txt" cmd. That only requires one key, and lets you change the desired powers while in-game.
Just create an appropiately named text file in the Binary folder, put the AddPower cmds in there, and hit the key to which you bound the Exec cmd.
There's sadly no permanent way to add powers through the C.ini, nor can you remove them.
#1033
Guest_Inge McDaniel_*
Posté 02 août 2010 - 04:44
Guest_Inge McDaniel_*
Kitsukaru wrote...
Right... so you're saying it can be done but you aren't saying how. I'm not too fond of adding powers via bindings. Can I not simply change/add a command line to the ini?There is no problem with adding more power to your class, but you need to know. The power you add, will replace your already existing power in your wheel. Look at my picture here I have added five more power to my Adept class, and they replace my already existed power.
You need to choose what power you will use, before you hit the bindings that add more power to your class. Then choose extra power to your class, but it will replace already existed power.
Good luck.
Inge
Download my files, go to my project.
And as Zeph is writing you can't do this with a single line i Coalesced.ini. It will require more than one command for this. I have tried that, making text files is much faster and easier.
Believe us
Inge
Modifié par Inge McDaniel, 02 août 2010 - 05:02 .
#1035
Posté 02 août 2010 - 08:14
#1036
Guest_Inge McDaniel_*
Posté 02 août 2010 - 08:19
Guest_Inge McDaniel_*
Kaerakh wrote...
I have been trying to modify the Kassa Locust and the Incisor rifle, but the DLC screams at me everytime I make a change. Suggestions?
Just remember that your squad can have only two weapons.
I will suggest this line, as a text file and run it with exec command.
SetIntByName Wpn_AutoPistol2 1 | GiveItem Miranda TacticalMachinePistol
Inge
Modifié par Inge McDaniel, 02 août 2010 - 08:20 .
#1037
Posté 02 août 2010 - 09:30
Justinas91 wrote...
is it possible to increase the number of skill points you get when level up like change the 2 points to 3 points gained per level?
You can also use the savegame editor to give yourself and your squadmates as many talent points as you want.
ZephSunstrider wrote...
Kitsukaru wrote...
Right... so you're saying it can be done but you aren't saying how. I'm not too fond of adding powers via bindings. Can I not simply change/add a command line to the ini?There is no problem with adding more power to your class, but you need to know. The power you add, will replace your already existing power in your wheel. Look at my picture here I have added five more power to my Adept class, and they replace my already existed power.
You need to choose what power you will use, before you hit the bindings that add more power to your class. Then choose extra power to your class, but it will replace already existed power.
Good luck.
Inge
You can run them through an "exec *.txt" cmd. That only requires one key, and lets you change the desired powers while in-game.
Just create an appropiately named text file in the Binary folder, put the AddPower cmds in there, and hit the key to which you bound the Exec cmd.
There's sadly no permanent way to add powers through the C.ini, nor can you remove them.
Or you could just add powers permanently via the savegame editor... Though you can only have a maximum of 8 usable powers since you run out of spots on the power wheel and you apparently can't remove any abilities that come with your class. If you try, it'll re-add them when you load up the save.
However, if you don't spend points in an ability, it won't show up on the power wheel and won't take up one of those 8 spaces. My soldier has Adr. Rush, Conc. Shot, Zaeed's fire grenade, geth shield boost, unity ( of course ), and incendiary, disruptor, and warp ammo. I didn't put any points in cryo ammo so it doesn't take up a spot.
Modifié par Trogdorx, 02 août 2010 - 09:41 .
#1038
Posté 02 août 2010 - 09:42
Inge McDaniel wrote...
Kaerakh wrote...
I have been trying to modify the Kassa Locust and the Incisor rifle, but the DLC screams at me everytime I make a change. Suggestions?Just remember that your squad can have only two weapons.
I will suggest this line, as a text file and run it with exec command.
SetIntByName Wpn_AutoPistol2 1 | GiveItem Miranda TacticalMachinePistol
Inge
I don't understand what do squad member have to do with this?
#1039
Posté 02 août 2010 - 09:59
The "Permanently" doesn't work for normal powers, only for loyalty powers, and only up until you choose a new one via Advanced Training. Adding Warp Ammo via Editor works, adding Biotic Charge doesn't.Trogdorx wrote...
Or you could just add powers permanently via the savegame editor...
That is, unless you found some other way. If so, mind to share?
It's some kind of integrity check when starting. Havn't found a workaround, and gave up after lots of trial-and-error.Kaerakh wrote...
I have been trying to modify the Kassa
Locust and the Incisor rifle, but the DLC screams at me everytime I
make a change. Suggestions?
So far, no one has been able to modify the DLC inis without the game pouting about it.
#1040
Posté 02 août 2010 - 10:30
I don't know if somebody already asked for this but... does anyone know the code (head, body..) for Zaeed or where can I find it?? thaaanks ?
Seb From France
#1041
Posté 02 août 2010 - 10:33
ZephSunstrider wrote...
The "Permanently" doesn't work for normal powers, only for loyalty powers, and only up until you choose a new one via Advanced Training. Adding Warp Ammo via Editor works, adding Biotic Charge doesn't.Trogdorx wrote...
Or you could just add powers permanently via the savegame editor...
That is, unless you found some other way. If so, mind to share?It's some kind of integrity check when starting. Havn't found a workaround, and gave up after lots of trial-and-error.Kaerakh wrote...
I have been trying to modify the Kassa
Locust and the Incisor rifle, but the DLC screams at me everytime I
make a change. Suggestions?
So far, no one has been able to modify the DLC inis without the game pouting about it.
Thanks for the clear answer.
#1042
Posté 03 août 2010 - 12:55
#1043
Guest_Inge McDaniel_*
Posté 03 août 2010 - 05:31
Guest_Inge McDaniel_*
Kaerakh wrote...
Inge McDaniel wrote...
Kaerakh wrote...
I have been trying to modify the Kassa Locust and the Incisor rifle, but the DLC screams at me everytime I make a change. Suggestions?Just remember that your squad can have only two weapons.
I will suggest this line, as a text file and run it with exec command.
SetIntByName Wpn_AutoPistol2 1 | GiveItem Miranda TacticalMachinePistol
Inge
I don't understand what do squad member have to do with this?
Sorry, my misunderstanding..
#1044
Posté 03 août 2010 - 06:35
ZephSunstrider wrote...
The "Permanently" doesn't work for normal powers, only for loyalty powers, and only up until you choose a new one via Advanced Training. Adding Warp Ammo via Editor works, adding Biotic Charge doesn't.Trogdorx wrote...
Or you could just add powers permanently via the savegame editor...
That is, unless you found some other way. If so, mind to share?
Hm. I don't see why it should let you add a bunch of bonus powers but not let you add other stock powers. I haven't tried, the powers I wanted just happened to all be bonus powers. I'll toy around with it and see what I can do.
And yeah, using advanced training will screw the whole thing up. So don't do that
#1045
Guest_Inge McDaniel_*
Posté 03 août 2010 - 07:13
Guest_Inge McDaniel_*
Trogdorx wrote...
ZephSunstrider wrote...
The "Permanently" doesn't work for normal powers, only for loyalty powers, and only up until you choose a new one via Advanced Training. Adding Warp Ammo via Editor works, adding Biotic Charge doesn't.Trogdorx wrote...
Or you could just add powers permanently via the savegame editor...
That is, unless you found some other way. If so, mind to share?
Hm. I don't see why it should let you add a bunch of bonus powers but not let you add other stock powers. I haven't tried, the powers I wanted just happened to all be bonus powers. I'll toy around with it and see what I can do.
And yeah, using advanced training will screw the whole thing up. So don't do that
Here is some example how I have done it with text files that I run with exec command.
This is both stock and bonus powers. Making text file is the best and easiest way to do this.
[SFXGame.SFXGameModeBase]
SetRank self SFXPower_Dominate_Heavy | GivePower self SFXPower_Dominate_Player
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_Singularity
SetRank Jack SFXPower_Heavy | GivePower Jack SFXPower_BioticCharge
SetRank Jack SFXPower_Heavy | GivePower Jack SFXPower_ConcussiveShot
SetRank Jacob SFXPower_Heavy | GivePower Jacob SFXPower_BioticCharge
SetRank Jacob SFXPower_Heavy | GivePower Jacob SFXPower_Singularity
SetRank Jacob SFXPower_Heavy | GivePower Jacob SFXPower_ConcussiveShot
SetRank Zaeed SFXPower_Heavy | GivePower Zaeed SFXPower_PowerArmor
SetRank Zaeed SFXPower_Heavy | GivePower Zaeed SFXPower_CombatDrone
SetRank Miranda SFXPower_Dominate_Player_Heavy | GivePower Miranda SFXPower_Dominate_Player
SetRank Miranda SFXPower_Barrier_Heavy | GivePower Miranda SFXPower_Barrier_Player
SetRank Miranda SFXPower_Heavy | GivePower Miranda SFXPower_Singularity
SetRank Miranda SFXPower_Heavy | GivePower Miranda SFXPower_BioticCharge
Inge
Modifié par Inge McDaniel, 03 août 2010 - 07:45 .
#1046
Posté 03 août 2010 - 10:04
#1047
Posté 03 août 2010 - 12:04
I've been looking for hours but can't find anything on changing/modding the appearance of Sentinel Tech Armour.
I like the holographic plates, but the glow drives me nuts. I also noticed that certain npcs have blue holographic plates.
Is there any way to remove the glow to the tech armour, or change it's colour?
#1048
Posté 03 août 2010 - 02:38
I use this, very helpful: http://social.biowar...m/project/2419/Deadnlovinit wrote...
Greetings.
*snip*
Is there any way to remove the glow to the tech armour, or change it's colour?
Yeah, the ME2 Modmanager has a casual appearance pack built-in, it's in there. I just don't feel like skimming the entries now, since it's ~180 lines. I know it's there though, for both males and females.Kitsukaru wrote...
So has anyone figured out how to get the armor Shepard wears at the beginning of the game? The original N7 armor.
Edit: Hate to leave things unfinished. Add those two lines to your TorsoAppearances, and change the Id's accordingly.
That'll add both medium and heavy ME1-N7 armor for both genders.TorsoAppearances=(Id=15,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDb.HMM_ARM_MEDb_MAT_1a",MaleMaterialOverride="BIOG_HMM_ARM_MED_R.MEDb.HMM_ARM_MEDb_MDL",Female="BIOG_HMF_ARM_MED_R.MEDb.HMF_ARM_MEDb_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDb.HMF_ARM_MEDb_MAT_1a"),PlotFlag=-1)
TorsoAppearances=(Id=16,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MAT_1a",MaleMaterialOverride="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MDL",Female="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MAT_1a"),PlotFlag=-1)
Modifié par ZephSunstrider, 03 août 2010 - 02:47 .
#1049
Posté 03 août 2010 - 03:28
is done very well.
My biggest goal is to remove the sheen covering the armour to make it look more like the NPC armour though. I like the holo plates, but the shiny armour effect is a real turn off for me.
#1050
Posté 03 août 2010 - 05:30
Modifié par Kitsukaru, 03 août 2010 - 06:11 .




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