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ME2 - Modding is Possible II (PC Only)


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#1101
LuxDragon

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ZephSunstrider wrote...

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.


Thanks for the help. It's nice to have to second opinion.

#1102
Guest_Inge McDaniel_*

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To Zeph and Phonenix and every one else..

Since we no have an idea about how we does this. Any thought of trying bonuspower also, like granade to Kasumi or Zaeed?



Inge

#1103
Antioch0074

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Anyone figure out how to permanetley add powers to henchmen yet?

#1104
Antioch0074

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Anyone figure out how to permanetley add powers to henchmen yet?

#1105
Guest_Inge McDaniel_*

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Antioch0074 wrote...

Anyone figure out how to permanetley add powers to henchmen yet?


Sorry, about that.
It can't be done..:(

Inge



#1106
Deadnlovinit

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Nice.

Found a mod that removes the first layer of the tech armour, leaving the holo plates. Purple for the colour.

http://social.biowar...m/project/2130/

Thanks Techpriest1.

Figured I'd post it here for others who were looking for modded tech armour.

Modifié par Deadnlovinit, 05 août 2010 - 12:51 .


#1107
Guest_Inge McDaniel_*

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Deadnlovinit wrote...

Nice.

Found a mod that removes the first layer of the tech armour, leaving the holo plates. Purple for the colour.

http://social.biowar...m/project/2130/

Thanks Techpriest1.

Figured I'd post it here for others who were looking for modded tech armour.


Thanks for that. This will definitely be appreciated.:happy:

Inge



#1108
phoenixofthunder

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Antioch0074 wrote...

Anyone figure out how to permanetley add powers to henchmen yet?



I have tried & tried but due to the structure of the pcc's its just not possible as of right now.

#1109
phoenixofthunder

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Inge McDaniel wrote...
To Zeph and Phonenix and every one else..
Since we no have an idea about how we does this. Any thought of trying bonuspower also, like granade to Kasumi or Zaeed?
Inge


I'm so very sorry for the long post. Pardon me Inge but doesn't Zaeed already have grenades? Do you mean giving that ability to Kasumi?

As for modding the DLC's I'm not giving up; if it worked with one DLC.......... I'll get it to work on all DLC's. No limit to my perseverance.  Sorry it didn't work for you Inge. Did you do all of this?

Ok double revised edition:
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 three 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]----------------------------------(BIOEngine.ini)
[SFXGame.BioWorldInfo]------------------------------(BIOGame.ini)
[Engine.StartupPackages]----------------------------(BIOEngine.ini)
[Core.System]--------------------------------------------(BIOEngine.ini)
[Editor.EditorEngine]------------------------------------(BIOEngine.ini)
[SFXGame.SFXEngine]--------------------------------(BIOEngine.ini)
[SFXGame.BioWorldInfo]------------------------------(BIOGame.ini)
[SFXGame.SFXPlayerSquadLoadoutData]-------(BIOGame.ini)

Copy ALL of the BIOWeapon.ini and placed it directly after [SFXGame.SFXWeapon] and before
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle] like so:

[SFXGame.SFXWeapon]
[SFXGameContentDLC......(weapon data)......]--(BIOWeapon.ini)
(NOTE & WARNING!: Place ALL of the BIOWeapon.ini  here and DO NOT seperate gun data and reactions or it will not work.)
Modify what you want of the guns characteristics here as well (IE>> Ammo, refire rate, ect.).
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]

If any armor this needs to be added too:
[SFXGame.SFXPawn_Player]------------------------(BIOGame.ini)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
========================================================================================
EXAMPLE:
For collector rifle:

[Engine.DLCModules]
<<<Leave data already here>>>
<<<add>>>
DLC_PRE_Collectors=8
=========================================================================================
[SFXGame.SFXPawn_Player]
FullBodyAppearances=(Id=100,Name=351308,Description=351309,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_COL_R.ARM.HMM_ARM_FBDe_MDL",
Female="BIOG_HMF_ARM_COL_R.Base.HMF_ARM_COL_MDL",
bHideHead=True,bHideHair=True),GameEffects=("SFXGameDLC_PRE_Collectors.SFXGameEffect_Gear_CollectorsHealthBonus",
"SFXGameDLC_PRE_Collectors.SFXGameEffect_Gear_CollectorsRegenBonus",
"SFXGameDLC_PRE_Collectors.SFXGameEffect_Gear_CollectorsStormSpeed"),PlotFlag=-1)
=========================================================================================
[SFXGame.BioWorldInfo]
Remove the 'plus' in green>>>>>>>>>+Conditionalclasses=PlotManagerDLC_00_Shared.BioAutoConditionals
So it reads:
Conditionalclasses=PlotManagerDLC_00_Shared.BioAutoConditionals
=========================================================================================
[Engine.StartupPackages]
DLCStartupPackage=DLCSharedPlot
DLCStartupPackage=Startup_PRE_Collectors
Package=SFXGameDLC_PRE_Collectors
=========================================================================================
Remember  to delete excess white lines from this section as done below:
[Core.System]
!CookPaths=CLEAR
CookPaths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\Content
CookPaths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\Script
CookPaths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\ScriptFinalRelease
CookPaths=..\\BIOGame\\DLC\\DLC_00_Shared\\Content\\Maps\\Nor\\DSG_Messages
Paths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\Content
Paths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\TestContent
Paths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\__Trashcan
ScriptPaths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\Script
ScriptPaths=..\\BIOGame\\DLC\\DLC_00_Shared\\Script
FRScriptPaths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\ScriptFinalRelease
SeekFreePCPaths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\CookedPC
=========================================================================================
[Engine.PackagesToAlwaysCook]
!Package=CLEAR
!SeekFreePackage=CLEAR
SeekFreePackage=BIOG_HMM_ARM_COL_R
SeekFreePackage=BIOG_HMF_ARM_COL_R
=========================================================================================
[Editor.EditorEngine]
EditPackages=SFXGameDLC_PRE_Collectors
EditPackages=SFXGameContentDLC_PRE_Collectors
=========================================================================================
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player",
SeekFreePackageName="SFXPlayerWeapons_Collectors")
DynamicLoadMapping=(ObjectName="GUI_SF_DLC_PRE_Collectors.CollectorAssaultRifle_512",
SeekFreePackageName="SFXCollectorWeapons_CollectorRifle")
=========================================================================================
[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(className="SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player")
=========================================================================================
Copy 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]
Damage=(X=3.7,Y=3.7)
DamageAI=1.0f
DamageHench=1.0f
...........Excessive data removed...............
[SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player]
<<<<<Collector Assault Rifle  gun data and reactions.>>>>>>>
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]

Save the Coalesced.ini and run The Fixer.
Now navigate to your DLC directory, something like this: Program Files\\\\Mass Effect 2\\BioGame\\DLC\\DLC_PRE_Collectors\\CookedPC. Create a "New  Folder" and name it something like: "INI Back-Up". Then transfer BIOWeapon.ini & BIOGame.ini to this folder. Be sure to leave BIOEngine.ini as the only .INI in the DLC directory or the in-game item never shows up. I'm still baffeled as to why even when I copied everything from it:mellow::blink::?.

Now launch Mass Effect 2. Upon game load your main menu may give you a "not authorized message". Ignore this for it means didly squat (I just love that term:lol:). And your weapons should be there.
=========================================================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

#1110
phoenixofthunder

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THIS IS SUBSECTION DLC .INI DIRECTORY



[Engine.DLCModules]----------------------------------(BIOEngine.ini)

[SFXGame.BioWorldInfo]------------------------------(BIOGame.ini)

[Engine.StartupPackages]----------------------------(BIOEngine.ini)

[Core.System]--------------------------------------------(BIOEngine.ini)

[Editor.EditorEngine]------------------------------------(BIOEngine.ini)

[SFXGame.SFXEngine]--------------------------------(BIOEngine.ini)

[SFXGame.BioWorldInfo]------------------------------(BIOGame.ini)

[SFXGame.SFXPlayerSquadLoadoutData]-------(BIOGame.ini)

#1111
Guest_Inge McDaniel_*

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phoenixofthunder wrote...

THIS IS SUBSECTION DLC .INI DIRECTORY

[Engine.DLCModules]----------------------------------(BIOEngine.ini)
[SFXGame.BioWorldInfo]------------------------------(BIOGame.ini)
[Engine.StartupPackages]----------------------------(BIOEngine.ini)
[Core.System]--------------------------------------------(BIOEngine.ini)
[Editor.EditorEngine]------------------------------------(BIOEngine.ini)
[SFXGame.SFXEngine]--------------------------------(BIOEngine.ini)
[SFXGame.BioWorldInfo]------------------------------(BIOGame.ini)
[SFXGame.SFXPlayerSquadLoadoutData]-------(BIOGame.ini)


I owe you one, thanks..

Inge



#1112
LuxDragon

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Everything works. phoenixofthunder, I tip my hat to you. You actually figured out how to mod DLC weapons. You're the man!

A thought now... with this discovery, can the Hammerhead be modified to endure more punishment? I haven't played any missions yet with the tank myself, but I hear all the rumors. Thoughts?

Modifié par LuxDragon, 05 août 2010 - 09:32 .


#1113
phoenixofthunder

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Glad its working, no DLC going to stop me. As for the Hammerhead its a possiblity though I'd have to look at the ini's first.  

#1114
phoenixofthunder

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Inge McDaniel wrote...

phoenixofthunder wrote...

THIS IS SUBSECTION DLC .INI DIRECTORY

[Engine.DLCModules]----------------------------------(BIOEngine.ini)
[SFXGame.BioWorldInfo]------------------------------(BIOGame.ini)
[Engine.StartupPackages]----------------------------(BIOEngine.ini)
[Core.System]--------------------------------------------(BIOEngine.ini)
[Editor.EditorEngine]------------------------------------(BIOEngine.ini)
[SFXGame.SFXEngine]--------------------------------(BIOEngine.ini)
[SFXGame.BioWorldInfo]------------------------------(BIOGame.ini)
[SFXGame.SFXPlayerSquadLoadoutData]-------(BIOGame.ini)

I owe you one, thanks..
Inge


No problem, woulda put the reference in the long post but didn't for two reasons: Didn't want to loose Christmas Colors:lol: and last time I wrote post that long and edited it the whole thing ended up deleting its whole body of text after pushing Ctrl+z! In the add reply box<_<.
.

Modifié par phoenixofthunder, 05 août 2010 - 10:39 .


#1115
KainrycKarr

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Question; if we edit the DLC, and get that message about unauthorized DLC blah blah, anyone know if that 1. invalidates the data Bioware takes regarding player decisions, etc, and 2. invalidates any save games?

#1116
bluedog707

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Do we know if it is possible to make it so certain squad members always wear their "helmets"? I think it would be pretty cool to have grunt or zaeed always wear their helmets. I know I would use zaeed more if this was the case.

#1117
phoenixofthunder

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KainrycKarr wrote...

Question; if we edit the DLC, and get that message about unauthorized DLC blah blah, anyone know if that 1. invalidates the data Bioware takes regarding player decisions, etc, and 2. invalidates any save games?



Doubtful. Since most people just want to modify the DLC Weapons and Hammerhead, which is what that method (time consuming as it is) allows.

And since the endgame save (the one created just before the credits) is the only one that carries over the save data from the current game to the next game and so far consists of only your decisions, levels, and charcter details. And has as of yet to include your weapons. In ME1  DLC "B.D.T.S." (Bring Down The Sky) all that carried over was your choices.

But if you want to play it safe just place the DLC ini's back in their DLC folder before or during the endgame and  they will override your Coalesced.ini changes. Basically nullifying your changes.

Modifié par phoenixofthunder, 06 août 2010 - 02:27 .


#1118
phoenixofthunder

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bluedog707 wrote...

Do we know if it is possible to make it so certain squad members always wear their "helmets"? I think it would be pretty cool to have grunt or zaeed always wear their helmets. I know I would use zaeed more if this was the case.


Hmmmmm. Do you have the helmet mesh codes?

#1119
Chickenaut

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@phoenixofthunder

Your tricks worked on firepowerpack too, somehow. Thanks.

there are 2 :

[SFXGame.BioWorldInfo]------------------------------(BIOGame.ini)

why is that?

My problem is, there isn't any description / blank description for the guns, did i miss something?

#1120
phoenixofthunder

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Waist of space.<_<

Modifié par phoenixofthunder, 06 août 2010 - 07:14 .


#1121
Guest_Inge McDaniel_*

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Zeph, Phoenix this work perfect.
I'm no doing everything ready so I can add bonus powers from Kasumi and Zaeed to my hench and player.
Not in this weekend, but I'm on it.
I take every .ini files and starting to insert it to Coalesced.ini.
There is some more info for this and I' m started to mark what I do.

[Engine.DLCModules]
---------------------- Kasumi ----------------------------------------
DLC_HEN_MT=3
---------------------- Kasumi Ends --------------------------------

If this works like editing Firepack, then we just add more bonus power to our text files and....ups there we go...

Phoenix, I had forgotten to make the backup folder, in the DLC folder.
Well, that how we learn, sharing and failure..

Have a nice weekend everyone ;)

Inge

Modifié par Inge McDaniel, 06 août 2010 - 02:26 .


#1122
phoenixofthunder

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Chickenaut wrote...
@phoenixofthunder
Your tricks worked on firepowerpack too, somehow. Thanks.
there are 2 :
[SFXGame.BioWorldInfo]------------------------------(BIOGame.ini)
why is that?

My problem is, there isn't any description / blank description for the guns, did i miss something?


My bad, Its a typo. 

No, not having gun info with this method is normal.
Will be fixed in next post.

Modifié par phoenixofthunder, 06 août 2010 - 07:13 .


#1123
phoenixofthunder

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phoenixofthunder wrote...

Inge McDaniel wrote...
To Zeph and Phonenix and every one else..
Since we no have an idea about how we does this. Any thought of trying bonuspower also, like granade to Kasumi or Zaeed?
Inge


I'm so very sorry for the long post. Pardon me Inge but doesn't Zaeed already have grenades? Do you mean giving that ability to Kasumi?

As for modding the DLC's I'm not giving up; if it worked with one DLC.......... I'll get it to work on all DLC's. No limit to my perseverance.  Sorry it didn't work for you Inge. Did you do all of this?

Ok double revised edition:
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 three 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):


THIS IS SUBSECTION DLC .INI DIRECTORY
++++++++++++++++++++++++++++++++++++++++++++++++++

[Engine.DLCModules]----------------------------------(BIOEngine.ini)
[SFXGame.BioWorldInfo]------------------------------(BIOGame.ini)
[Engine.StartupPackages]----------------------------(BIOEngine.ini)
[Core.System]--------------------------------------------(BIOEngine.ini)
[Editor.EditorEngine]------------------------------------(BIOEngine.ini)
[SFXGame.SFXEngine]--------------------------------(BIOEngine.ini)
[SFXGame.SFXPlayerSquadLoadoutData]-------(BIOGame.ini)
+++++++++++++++++++++++++++++++++++++++++++++++++

Copy ALL of the BIOWeapon.ini and placed it directly after [SFXGame.SFXWeapon] and before
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle] like so:

[SFXGame.SFXWeapon]
[SFXGameContentDLC......(weapon data)......]--(BIOWeapon.ini)
(NOTE & WARNING!: Place ALL of the BIOWeapon.ini  here and DO NOT seperate gun data and reactions or it will not work.)
Modify what you want of the guns characteristics here as well (IE>> Ammo, refire rate, ect.).
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]

If any armor this needs to be added too:
[SFXGame.SFXPawn_Player]------------------------(BIOGame.ini)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
======================================================================================
EXAMPLE:
For collector rifle:

[Engine.DLCModules]
***Leave data already here***
***add***

DLC_PRE_Collectors=8
=======================================================================================
[SFXGame.SFXPawn_Player]
FullBodyAppearances=(Id=100,Name=351308,Description=351309,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_COL_R.ARM.HMM_ARM_FBDe_MDL",
Female="BIOG_HMF_ARM_COL_R.Base.HMF_ARM_COL_MDL",
bHideHead=True,bHideHair=True),GameEffects=("SFXGameDLC_PRE_Collectors.SFXGameEffect_Gear_CollectorsHealthBonus",
"SFXGameDLC_PRE_Collectors.SFXGameEffect_Gear_CollectorsRegenBonus",
"SFXGameDLC_PRE_Collectors.SFXGameEffect_Gear_CollectorsStormSpeed"),PlotFlag=-1)
=======================================================================================
[SFXGame.BioWorldInfo]
Remove the 'plus' in green>>>>>>>>>+Conditionalclasses=PlotManagerDLC_00_Shared.BioAutoConditionals
So it reads:
Conditionalclasses=PlotManagerDLC_00_Shared.BioAutoConditionals
=======================================================================================
[Engine.StartupPackages]
DLCStartupPackage=DLCSharedPlot
DLCStartupPackage=Startup_PRE_Collectors
Package=SFXGameDLC_PRE_Collectors
=======================================================================================
Remember  to delete excess white lines from this section as done below:
[Core.System]
!CookPaths=CLEAR
CookPaths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\Content
CookPaths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\Script
CookPaths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\ScriptFinalRelease
CookPaths=..\\BIOGame\\DLC\\DLC_00_Shared\\Content\\Maps\\Nor\\DSG_Messages
Paths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\Content
Paths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\TestContent
Paths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\__Trashcan
ScriptPaths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\Script
ScriptPaths=..\\BIOGame\\DLC\\DLC_00_Shared\\Script
FRScriptPaths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\ScriptFinalRelease
SeekFreePCPaths=..\\BIOGame\\DLC\\DLC_PRE_Collectors\\CookedPC
=======================================================================================
[Engine.PackagesToAlwaysCook]
!Package=CLEAR
!SeekFreePackage=CLEAR
SeekFreePackage=BIOG_HMM_ARM_COL_R
SeekFreePackage=BIOG_HMF_ARM_COL_R
=======================================================================================
[Editor.EditorEngine]
EditPackages=SFXGameDLC_PRE_Collectors
EditPackages=SFXGameContentDLC_PRE_Collectors
=======================================================================================
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player",
SeekFreePackageName="SFXPlayerWeapons_Collectors")
DynamicLoadMapping=(ObjectName="GUI_SF_DLC_PRE_Collectors.CollectorAssaultRifle_512",
SeekFreePackageName="SFXCollectorWeapons_CollectorRifle")
=======================================================================================
[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(className="SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player")
=======================================================================================
Copy 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]
Damage=(X=3.7,Y=3.7)
DamageAI=1.0f
DamageHench=1.0f
...........Excessive data removed...............
[SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player]
>>>>>>
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]

Save the Coalesced.ini and run The Fixer.
Now navigate to your DLC directory, something like this: Program Files\\\\\\\\\\\\\\\\Mass Effect 2\\BioGame\\DLC\\\\DLC_PRE_Collectors\\CookedPC. Create a "New  Folder" and name it something like: "INI Back-Up". Then transfer BIOWeapon.ini & BIOGame.ini to this folder. Be sure to leave BIOEngine.ini as the only .INI in the DLC directory or the in-game item never shows up. I'm still baffeled as to why even when I copied everything from it:mellow::blink::?.

Now launch Mass Effect 2. Upon game load your main menu may give you a "not authorized message". Ignore this for it means didly squat (I just love that term:lol:). And your weapons should be there.
=======================================================================================
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


Modifié par phoenixofthunder, 06 août 2010 - 07:12 .


#1124
phoenixofthunder

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Inge McDaniel wrote...
Zeph, Phoenix this work perfect.
I'm no doing everything ready so I can add bonus powers from Kasumi and Zaeed to my hench and player.
Not in this weekend, but I'm on it.
I take every .ini files and starting to insert it to Coalesced.ini.
There is some more info for this and I' m started to mark what I do.

[Engine.DLCModules]
---------------------- Kasumi ----------------------------------------
DLC_HEN_MT=3
---------------------- Kasumi Ends --------------------------------

If this works like editing Firepack, then we just add more bonus power to our text files and....ups there we go...

Phoenix, I had forgotten to make the backup folder, in the DLC folder.
Well, that how we learn, sharing and failure..
Have a nice weekend everyone ;)
Inge

If I understand I'd like this too. Let me know how it goes.
Your not alone there either. I'm guilty of the same thing first few times outta the gate.

You as well. I'm going to take a break and go mod NR2002, Project Nomads, State of War, StarCraft II, & Freelancer for the weekend.

Modifié par phoenixofthunder, 06 août 2010 - 07:30 .


#1125
phoenixofthunder

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But I'll check in here periodically.