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ME2 - Modding is Possible II (PC Only)


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#1076
Guest_Inge McDaniel_*

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Well, I have tried everything of editing C.ini files, with copy and past even tried to run the BIOWeapon true exec command, both as .txt and .ini file. But, nope..:o

Since I'm not a professional programmer can't I make any new .ini file Fixer fast enough for you gamers. I have asked Corvin for help here. Maybe he can fix this easy?? :crying:

I need to walk my pet, Grunt, before night time.

We will find a way to solve this..Just don't give up.

Inge

Modifié par Inge McDaniel, 04 août 2010 - 07:28 .


#1077
Lord Ed1

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I just played with the firepower dlc. Modding is the same as for other dlc. Most likely way to find the tool is to search for a torrent, like 'mass effect 2 dlc unlocker'. If you pay for the DLC, Bioware won't care if you screw up your game. However.. you can of course get dlc for free like this.



But I'm wondering where the Aegis dlc is stored? The new incisor overrides my old one, I want it back. Did I overlook it? Or is it simply different from other DLC? And where is the Equalizer pack in one's folders?

#1078
phoenixofthunder

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Working on it right now will let you all know what I find out.

#1079
Eliyan

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DLC_CER_02 is the Aegis dlc



if you remove the line

-SniperRifles=(className="SFXGameContentDLC_PRE_Incisor.SFXWeapon_IncisorSniperRifle")

from the BioGame.ini it won't remove the other incisor

#1080
phoenixofthunder

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Bullseye!!!
Ok here is what I did using the Collector DLC as the example again:

Opened directory Program Files\\\\Mass Effect 2\\\\BioGame\\\\DLC\\\\DLC_PRE_Collectors\\\\CookedPC
And then opened these two INI files located there with Notepad++:
BIOWeapon.ini & BIOGame.ini
And copy the following lines to their appropriate subsection of the Coalesced.ini being sure to remove plus "+" from the start of each line(thanks ZephSunstrider):

[SFXGame.BioWorldInfo]
Conditionalclasses=PlotManagerDLC_00_Shared.BioAutoConditionals

[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(className="SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player")

Last I copied ALL of the BIOWeapon.ini  and placed it directly  after [SFXGame.SFXWeapon] and before [SFXGameContent_Inventory.SFXWeapon_AssaultRifle]. Here it is with a lot of excess data removed.

[SFXGame.SFXWeapon]
..................
CoverLeanPositions=(Offset=(X=0, Y=-60.277, Z=0), Direction=CD_Left, Type=CT_Standing, WeaponTypes=(WeaponAnimType_Shotgun, WeaponAnimType_Rifle, WeaponAnimType_Sniper, WeaponAnimType_GrenadeLauncher, WeaponAnimType_MissileLauncher, WeaponAnimType_NukeLauncher, WeaponAnimType_ParticleBeam, WeaponAnimType_RepulsorBeam, WeaponAnimType_AutoShotgun, WeaponAnimType_AutoSniper, WeaponAnimType_AutoPistol))
[SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player]
******All Collector Rifle data******
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]
Damage=(X=10.8,Y=10.8)
DamageAI=1.1f
DamageHench=0.55f
................
Now I have a 1000 Shot Collector Rifle!!!!! ^_^






 

Modifié par phoenixofthunder, 04 août 2010 - 08:37 .


#1081
Lord Ed1

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That's quite impressive. Thanks for the response, too. It worked.

#1082
phoenixofthunder

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No problem if it doesn't work just delete the BIOWeapon.ini & BIOGame.ini. Be sure to back them up first though. Like create a folder in their DLC directory and name it: "ini backup" and store a reserve copy of the two INI's there.

#1083
phoenixofthunder

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And also the "not authorized message" that can come up after performing this means didly squat. Ignore it.

Modifié par phoenixofthunder, 04 août 2010 - 08:42 .


#1084
LuxDragon

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Just remove all the + too right?


#1085
phoenixofthunder

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LuxDragon wrote...

Just remove all the + too right?


Yep. 

#1086
LuxDragon

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It's not working for me. I'm trying to modify the Firepower Pack. I modified the laser pistol to have 10 rounds, but it remains at 6.

At the very least though, my game doesn't crash.

Modifié par LuxDragon, 04 août 2010 - 09:35 .


#1087
ZephSunstrider

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Exactly what I meant Phoenix, thanks for proving my theory :)



Lux, make sure you copypasta the lines under the correct sections. Double-Check the other inis in the DLC folder too, for missed lines.

#1088
LuxDragon

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This time, there's no mistakes. It's really not changing anything on the DLC weapons for me.

I added the info to the [SFXGame.BioWorldInfo] and the [SFXGame.SFXPlayerSquadLoadoutData]

I added the weapon info underneath [SFXGame.SFXWeapon]

Finally, I added the info for the [SFXGame.SFXDamageType] underneath.

None of it changes the guns. At least for the Firepower Pack. Just trying to increase the clips. Maybe the ROF as well.

Modifié par LuxDragon, 05 août 2010 - 12:37 .


#1089
ZephSunstrider

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Mail me your modified C.ini, I'll take another look.

#1090
phoenixofthunder

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LuxDragon wrote...

This time, there's no mistakes. It's really not changing anything on the DLC weapons for me.

I added the info to the [SFXGame.BioWorldInfo] and the [SFXGame.SFXPlayerSquadLoadoutData]

I added the weapon info underneath [SFXGame.SFXWeapon]

Finally, I added the info for the [SFXGame.SFXDamageType] underneath.

None of it changes the guns. At least for the Firepower Pack. Just trying to increase the clips. Maybe the ROF as well.


Did you delete BIOWeapon.ini & BIOGame.ini from the DLC folder? (make a backup of BIOWeapon.ini & BIOGame.ini first though). If not the DLC weapon will default to DLC ini

Modifié par phoenixofthunder, 05 août 2010 - 01:39 .


#1091
phoenixofthunder

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ZephSunstrider wrote...

Exactly what I meant Phoenix, thanks for proving my theory :)

Lux, make sure you copypasta the lines under the correct sections. Double-Check the other inis in the DLC folder too, for missed lines.


No problem. Thanks again couldn't have done it without your assistance.

#1092
LuxDragon

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phoenixofthunder wrote...

LuxDragon wrote...

This time, there's no mistakes. It's really not changing anything on the DLC weapons for me.

I added the info to the [SFXGame.BioWorldInfo] and the [SFXGame.SFXPlayerSquadLoadoutData]

I added the weapon info underneath [SFXGame.SFXWeapon]

Finally, I added the info for the [SFXGame.SFXDamageType] underneath.

None of it changes the guns. At least for the Firepower Pack. Just trying to increase the clips. Maybe the ROF as well.


Did you delete BIOWeapon.ini & BIOGame.ini from the DLC folder? (make a backup of BIOWeapon.ini & BIOGame.ini first though). If not the DLC weapon will default to DLC ini


Yep. The guns are completely gone from the game if I do that. Though your warning about authorized message was valid. I went ingame, went to my locker, and all weapons were gone. And my Shep only had a sniper rifle and a heavy weapon. lol.

#1093
phoenixofthunder

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:blink:Opps sorry. I forgot to mention that what data is under [Engine.DLCModules] in BIOEngine.ini in the DLC folder must be added in kind to its section in the Coalesced.ini.

#1094
phoenixofthunder

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Ok revised edition missing line of needed code added:

phoenixofthunder wrote...
Bullseye!!!
Ok here is what I did using the Collector DLC as the example again:
Opened directory Program Files\\Mass Effect 2\\BioGame\\DLC\\DLC_PRE_Collectors\\CookedPC
And then opened these two INI files located there with Notepad++:
BIOWeapon.ini, BIOEngine.ini & BIOGame.ini
And copy the following lines to their appropriate subsection of the Coalesced.ini being sure to remove plus "+" from the start of each line(thanks ZephSunstrider):

[Engine.DLCModules]
DLC_PRE_Collectors=8


[SFXGame.BioWorldInfo]
Conditionalclasses=PlotManagerDLC_00_Shared.BioAutoConditionals

[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(className="SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player")

Last I copied ALL of the BIOWeapon.ini and placed it directly after [SFXGame.SFXWeapon] and before [SFXGameContent_Inventory.SFXWeapon_AssaultRifle]. Here it is with a lot of excess data removed.

[SFXGame.SFXWeapon]
..................
CoverLeanPositions=(Offset=(X=0, Y=-60.277, Z=0), Direction=CD_Left, Type=CT_Standing, WeaponTypes=(WeaponAnimType_Shotgun, WeaponAnimType_Rifle, WeaponAnimType_Sniper, WeaponAnimType_GrenadeLauncher, WeaponAnimType_MissileLauncher, WeaponAnimType_NukeLauncher, WeaponAnimType_ParticleBeam, WeaponAnimType_RepulsorBeam, WeaponAnimType_AutoShotgun, WeaponAnimType_AutoSniper, WeaponAnimType_AutoPistol))
[SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player]
******All Collector Rifle data******
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]
Damage=(X=10.8,Y=10.8)
DamageAI=1.1f
DamageHench=0.55f
................
Now I have a 1000 Shot Collector Rifle!!!!!


Modifié par phoenixofthunder, 05 août 2010 - 02:05 .


#1095
LuxDragon

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Okay. Just to clarify. Do I delete the line BIOGame=0 as well?



I added the new line DLC_MCR_01=12 to that section, removed the Weapon/Game ini's, but it's still not working.

#1096
phoenixofthunder

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LuxDragon wrote...

Okay. Just to clarify. Do I delete the line BIOGame=0 as well?

I added the new line DLC_MCR_01=12 to that section, removed the Weapon/Game ini's, but it's still not working.



No do not.

#1097
LuxDragon

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Ai. Still not working then.

#1098
phoenixofthunder

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Send me your coalesced.ini and all 3 DLC ini's

phoenixofthunder@yahoo.com

#1099
ZephSunstrider

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Sorry Lux, your file looks legit. Maybe Phoenix' method works for some DLCs, and doesn't for others.

No idea what might get it to work this way.

#1100
Guest_Inge McDaniel_*

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phoenixofthunder wrote...

Send me your coalesced.ini and all 3 DLC ini's
phoenixofthunder@yahoo.com


Godmorning to your both..:D
Well, that is what I did last night, it's good that it work for that weapon.
But, I tried to do changes on LaserPistol and that didn't working.
Still trying to get this working..


Answer:
And, to suggestion about torrent files, nope, not on my computer..

Inge