ME2 - Modding is Possible II (PC Only)
#1051
Posté 03 août 2010 - 09:13
#1052
Posté 03 août 2010 - 09:25
Just grabbed it, took a look at it, tried the usual things... nothing works. And this time, I really loathe that. The limited ammo reserves don't cope too well with my "Shoot until nothing moves" gameplay (yeah, too much Serious Sam).LuxDragon wrote...
Has anyone figured out how to mod the DLC weapons? For example: the new Firepower Pack? (Not very suble, was I?)
And the occasional precision trip is carried out with the Widow anyway...
Tried hex-editing to keep checksum/timestamp intact, tried to play without logging in... I don't know what might work. Maybe poking around in the other files, but that's gibberish we can't decrypt.
Bah <_<
#1053
Posté 03 août 2010 - 10:33
#1054
Posté 03 août 2010 - 10:48
LuxDragon wrote...
Has anyone figured out how to mod the DLC weapons? For example: the new Firepower Pack? (Not very suble, was I?)
There are some unlockers to allow play with modified DLCs. Their legality is questionable, though.
#1055
Posté 04 août 2010 - 12:08
#1056
Posté 04 août 2010 - 12:46
I suppose stuff similar to the toys you use to play a game without disk, therefore legally in a gray-zone, at best.LuxDragon wrote...
What's an unlocker?
If their legality is just 'questionable', can you give us pointers, cachx?
There's a pleasantly easy way to mostly restore the old heat-based system from ME1. Just ask.LuxDragon wrote...
This thermal clip system is really crappy compared to the infinite system in ME 1 if they keep up the low numbers.
#1057
Posté 04 août 2010 - 03:24
#1058
Posté 04 août 2010 - 04:03
[SFXGame.SFXGameConfig]LuxDragon wrote...
I already did. Or at the very least, I joined others in asking.
WeaponsUseHeat=false ;set to true
HeatDissipationRate=2.0f ;set to higher value, I recommend 30-40. Higher means they cool off faster.
This will, however, prevent you from manually reloading, which is the one reason why I don't use it. I like punching guns
#1059
Posté 04 août 2010 - 04:44
Why can't the DLC weapons be modded anyway?
Modifié par LuxDragon, 04 août 2010 - 04:44 .
#1060
Posté 04 août 2010 - 04:55
LuxDragon wrote...
Has anyone figured out how to mod the DLC weapons? For example: the new Firepower Pack? (Not very suble, was I?)
I have not tried this, so correct me if I'm wrong, but I think you should be able to copy the sections of the DLC .ini files that pertain to the weapons, and insert them into the main Coallesced.ini in equivilent BioWeapon section. Modify the stats there rather than directly in the DLC .ini. I think the main Coallesced.ini will override the DLC ini.
#1061
Posté 04 août 2010 - 05:25
It should help, in theory. It's a global thing. Havn't tried, though.LuxDragon wrote...
Nice. But it doesn't help with the awesome new weapons, huh? Shame.
Why can't the DLC weapons be modded anyway?
The DLC files can't be modded due to a integrity check with another encrypted file in the User data folder.
#1062
Guest_Inge McDaniel_*
Posté 04 août 2010 - 05:56
Guest_Inge McDaniel_*
Copy the .ini file from DLC folder to another folder for editing.
The problem seems to be with change of write protection of this this file, when we change that.
If we edit the file, and rename the file to Coalesced.ini and run the fixer, and rename the file back and copy the back in to the DLC folder. Beware, of change your originale Coalesced.ini file while doing this. I can't test this teori before tonight. But if one of you is still playing, will you test this, if it will work??
Inge
#1063
Posté 04 août 2010 - 07:23
Inge McDaniel wrote...
My idea is this about editing DLC guns:
Copy the .ini file from DLC folder to another folder for editing.
The problem seems to be with change of write protection of this this file, when we change that.
If we edit the file, and rename the file to Coalesced.ini and run the fixer, and rename the file back and copy the back in to the DLC folder. Beware, of change your originale Coalesced.ini file while doing this. I can't test this teori before tonight. But if one of you is still playing, will you test this, if it will work??
Inge
I just did and this is my result:
Tried DLC: Collector Weapon
Fixer Log:
Mass Effect 2 ini fixer by Ivan Tarapov aka Corvin666.
If Coalesced.ini was edited, this program fixes it so that the file
would not make the game crash.
Makes a backup of current Coalesced.ini to Coalesced.ini.bak and overwrites it
with the fixed version.
This doesn't look like a valid Coalesced.ini.
Please make sure that you edit it in editor that can set line breaks to
Unix format.
Windows Notepad is not such editor. Get Notepad2 or Notepad++
Press any key to exit...
Edited with notepad ++
Modifié par phoenixofthunder, 04 août 2010 - 07:27 .
#1064
Posté 04 août 2010 - 07:29
kariod wrote...
LuxDragon wrote...
Has anyone figured out how to mod the DLC weapons? For example: the new Firepower Pack? (Not very suble, was I?)
I have not tried this, so correct me if I'm wrong, but I think you should be able to copy the sections of the DLC .ini files that pertain to the weapons, and insert them into the main Coallesced.ini in equivilent BioWeapon section. Modify the stats there rather than directly in the DLC .ini. I think the main Coallesced.ini will override the DLC ini.
This may actually work will give it a try now.
#1065
Posté 04 août 2010 - 07:44
#1066
Posté 04 août 2010 - 08:07
Zippo, Zilch, Nadda, *hits head against keyboard*. My DLC just got derecognized! If I knew where to put the code that has no Subsection in the Coalesced.INI like:
[DLCInfo]
Version=0
Flags=0
Name=314332
In the INI we'd be set.
Modifié par phoenixofthunder, 04 août 2010 - 08:25 .
#1067
Posté 04 août 2010 - 10:31
#1068
Guest_Inge McDaniel_*
Posté 04 août 2010 - 11:00
Guest_Inge McDaniel_*
phoenixofthunder wrote...
Errrrrrrrrrrrrrrrrr!!! aghhhhhhhhhhhhhhhhhh!!! Sorry to say it doesn't work<_<. I took the code from the DLC and placed each section of its INI's code under it's correct sub-directory in the Coalesced.INI. Then tried editing.
Zippo, Zilch, Nadda, *hits head against keyboard*. My DLC just got derecognized! If I knew where to put the code that has no Subsection in the Coalesced.INI like:
[DLCInfo]
Version=0
Flags=0
Name=314332
In the INI we'd be set.
Like Shep say, there is alway an alternativ..
Hope I can find a way tonight. If I do I will let you know..
Inge
#1069
Guest_Inge McDaniel_*
Posté 04 août 2010 - 11:10
Guest_Inge McDaniel_*
[SFXGame.SFXWeapon]
Damage=(X=3.7,Y=3.7)
DamageAI=1.0f
DamageHench=2.5f
RateOfFire=(X=900,Y=900)
RateOfFireAI=1.0f
MagSize=(X=50,Y=50)
AmmoPerShot=0
InitialMagazines=0
MaxSpareAmmo=(X=0,Y=0)
Maybe, not saying anything serious..Can this be the only editing that will have anything to do
with DLC weapons. Can someone try to do changes in this section and see how it work with DLC weapons??
Inge
#1070
Posté 04 août 2010 - 02:42
#1071
Guest_Inge McDaniel_*
Posté 04 août 2010 - 02:48
Guest_Inge McDaniel_*
Kitsukaru wrote...
To edit DLC weapons, you have to edit the actual BIOWeapon ini file in the DLC folder. You can also allocate different weapons to different Weapon types in the loadout via BIOGame ini
Thanks, we know, but the problem is that the file then get invalid..
Do you have any suggestion so please, feel free to tell us..
#1072
Posté 04 août 2010 - 04:31
I have found thread where is shown how to edit the bonuses of armor and messing around i have been able to make helmets add 20%healt boosts visor more accuracy body armor 50%healt 13%shields and so on
by editing the [sfxgame.sfxpawn_player] armor effects lines in Coalesced
Is it possible to add bonuses to npc enemy and hench armours?
then it would be possible to make difference between armour and cloth wearing enemies
it was explained here http://social.biowar...ndex/2338026/18 by brfritos
Modifié par Justinas91, 04 août 2010 - 04:45 .
#1073
Guest_Inge McDaniel_*
Posté 04 août 2010 - 04:45
Guest_Inge McDaniel_*
phoenixofthunder wrote...
Errrrrrrrrrrrrrrrrr!!! aghhhhhhhhhhhhhhhhhh!!! Sorry to say it doesn't work<_<. I took the code from the DLC and placed each section of its INI's code under it's correct sub-directory in the Coalesced.INI. Then tried editing.
Zippo, Zilch, Nadda, *hits head against keyboard*. My DLC just got derecognized! If I knew where to put the code that has no Subsection in the Coalesced.INI like:
[DLCInfo]
Version=0
Flags=0
Name=314332
In the INI we'd be set.
Grunt, is really pissed off, he hits me in my head with his baseball stick screaming, fix this.......!!!!
Modifié par Inge McDaniel, 04 août 2010 - 05:27 .
#1074
Posté 04 août 2010 - 05:41
#1075
Posté 04 août 2010 - 06:21
I thought Garrus was the one with the stick?Inge McDaniel wrote...
Grunt, is really pissed off, he hits me in my head with his baseball stick screaming, fix this.......!!!!phoenixofthunder wrote...
Errrrrrrrrrrrrrrrrr!!! aghhhhhhhhhhhhhhhhhh!!! Sorry to say it doesn't work<_<. I took the code from the DLC and placed each section of its INI's code under it's correct sub-directory in the Coalesced.INI. Then tried editing.
Zippo, Zilch, Nadda, *hits head against keyboard*. My DLC just got derecognized! If I knew where to put the code that has no Subsection in the Coalesced.INI like:
[DLCInfo]
Version=0
Flags=0
Name=314332
In the INI we'd be set.
Try pasting just the weapons/loadout info into the C.ini, the stuff from the BIOWeapon.ini and the loadout entry from the BIOGame.ini. Don't forget to remove the +'s from the line starts though.




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