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ME2 - Modding is Possible II (PC Only)


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#1126
ZephSunstrider

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LuxDragon wrote...
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?

Huh... you don't like being blown to pieces by a stiff breeze? A stray bullet turning you into a fireball? Can't imagine what'd you dislike about that! It's not unrealistic for the vehicle to be squishier than the people inside it!

/sarcasm

The Hammerhead stats are already in the C.ini, since it was supposed to be shipped with the final game (or something), but they turned it into DLC instead.
[SFXGame.SFXVehicleHover]
Everything in this refers to the (duh) Hover Vehicle/Hammerhead IFV.
SelfRepairRate=100
SelfRepairDelay=5
These two lines in particular refer to its resilience, they should be self-explanatory. I set it to 1000/1, I suppose that'll work.
OT: Personally, I never had a problem with the Hammerhead; in fact, the missions were a piece of cake. No problems with the Geth at all. Rarely got hit ever. The Hammerhead has near-identical handling/feeling to the Manta hovercraft from the Unreal Tournament games, and I've always been very fond of that fast little bastard.

Edit: Yay Phoenix, someone who knows Freelancer, that soul-and-freetime-sucking vortex of doom!

Modifié par ZephSunstrider, 06 août 2010 - 09:04 .


#1127
MadCat221

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I do not seem able to get the DLC > Coalesced trick to work with the Firepower pack... I put all the pertinent files in their respective subsections in Coalesced... do I need to group each line with the pre-existing lines like it in the coalesced file?

Could someone who has managed to get Firepower to work with your Coalesced, can you send me yours so I can see what to do?  I really wanna go hog-wild with the geth shottie, but the silly "heat ammo" system bugs me.  The Mattock just happens to have the pertinent line already set properly, fortunately.

Modifié par MadCat221, 06 août 2010 - 10:03 .


#1128
phoenixofthunder

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MadCat221 wrote...

I do not seem able to get the DLC > Coalesced trick to work with the Firepower pack... I put all the pertinent files in their respective subsections in Coalesced... do I need to group each line with the pre-existing lines like it in the coalesced file?

Could someone who has managed to get Firepower to work with your Coalesced, can you send me yours so I can see what to do?  I really wanna go hog-wild with the geth shottie, but the silly "heat ammo" system bugs me.  The Mattock just happens to have the pertinent line already set properly, fortunately.



Did you remove all the "+" at the start of each line when you transfered the code lines?

#1129
MadCat221

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phoenixofthunder wrote...

MadCat221 wrote...

I do not seem able to get the DLC > Coalesced trick to work with the Firepower pack... I put all the pertinent files in their respective subsections in Coalesced... do I need to group each line with the pre-existing lines like it in the coalesced file?

Could someone who has managed to get Firepower to work with your Coalesced, can you send me yours so I can see what to do?  I really wanna go hog-wild with the geth shottie, but the silly "heat ammo" system bugs me.  The Mattock just happens to have the pertinent line already set properly, fortunately.



Did you remove all the "+" at the start of each line when you transfered the code lines?


Yep.  All pluses removed.  All empty lines removed.  All comment lines removed.  All lines in the hit reactions lists that looked like comments but used "//" and looked like they organized and categorized hit locations but weren't present in any other hit reaction list pre-existing in the file removed.
...Should those last ones have not been removed?

Modifié par MadCat221, 06 août 2010 - 10:09 .


#1130
phoenixofthunder

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MadCat221 wrote...

phoenixofthunder wrote...

MadCat221 wrote...

I do not seem able to get the DLC > Coalesced trick to work with the Firepower pack... I put all the pertinent files in their respective subsections in Coalesced... do I need to group each line with the pre-existing lines like it in the coalesced file?

Could someone who has managed to get Firepower to work with your Coalesced, can you send me yours so I can see what to do?  I really wanna go hog-wild with the geth shottie, but the silly "heat ammo" system bugs me.  The Mattock just happens to have the pertinent line already set properly, fortunately.



Did you remove all the "+" at the start of each line when you transfered the code lines?


Yep.  All pluses removed.  All empty lines removed.  All comment lines removed.  All lines in the hit reactions lists that looked like comments but used "//" and looked like they organized and categorized hit locations but weren't present in any other hit reaction list pre-existing in the file removed.
...Should those last ones have not been removed?


Yep.  // is part of the code.

Modifié par phoenixofthunder, 06 août 2010 - 10:12 .


#1131
MadCat221

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Replaced... and still not working.



Like I said, can someone who got Firepower working send me their Coalesced so I can see how it goes?

#1132
phoenixofthunder

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Email me I'll send you one. Email info on profile.


#1133
MadCat221

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Email sent.

#1134
phoenixofthunder

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Response sent.

#1135
phoenixofthunder

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ZephSunstrider wrote...

LuxDragon wrote...
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?

Huh... you don't like being blown to pieces by a stiff breeze? A stray bullet turning you into a fireball? Can't imagine what'd you dislike about that! It's not unrealistic for the vehicle to be squishier than the people inside it!

/sarcasm

The Hammerhead stats are already in the C.ini, since it was supposed to be shipped with the final game (or something), but they turned it into DLC instead.
[SFXGame.SFXVehicleHover]
Everything in this refers to the (duh) Hover Vehicle/Hammerhead IFV.
SelfRepairRate=100
SelfRepairDelay=5
These two lines in particular refer to its resilience, they should be self-explanatory. I set it to 1000/1, I suppose that'll work.
OT: Personally, I never had a problem with the Hammerhead; in fact, the missions were a piece of cake. No problems with the Geth at all. Rarely got hit ever. The Hammerhead has near-identical handling/feeling to the Manta hovercraft from the Unreal Tournament games, and I've always been very fond of that fast little bastard.

Edit: Yay Phoenix, someone who knows Freelancer, that soul-and-freetime-sucking vortex of doom!


Off topic:
So I'm not alone you still play online? There are at least 50 servers still around.

Remember this line:
Trent: As long as I'm not shot at, knocked out, held at gunpoint, electrocuted, skewered alive by giant alien shapeshifters, have to dive out windows or fight off spinely nomad incubi Sure!

What made it the funniest line in all of FREELANCER was how everyone stared at him as he said it.

It would be hilarious to see your ME2 squadmates respond to that. Hmmmm I think I'll create a forum about this :whistle:.
Teaser:
Shepard: **Quote Trent**
Grunt: Huh? Shapeshifter? I'll shove it out the window then I'll kill it.:lol::lol:LOLOLOLOL:lol::lol:


On topic: yeah that sounds very possible for the Hammerhead. That method sounds like it will regen the Hammerhead's health quicker the higher the numbers go right?

#1136
MadCat221

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Eurgh... Even when I just straight copy Phoenix's coalesced into my game, it still won't allow modding. I've altered the pertinent lines to enable weapon self-cooldown, including the ones in the weapons in question, but, it's not.

Could the fact that I'm on the Steam version have something to do with it?

Modifié par MadCat221, 06 août 2010 - 11:26 .


#1137
phoenixofthunder

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You did place your two DLC ini's in a backup folder thus removing from the DLC folder right?
Remove to backup folder: BIOWeapon.ini & BIOGame.ini
And leave  BIOEngine.ini?

Modifié par phoenixofthunder, 06 août 2010 - 11:33 .


#1138
MadCat221

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IOW: "Is it plugged in?"



....no I didn't. *facepalm*

#1139
ZephSunstrider

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phoenixofthunder wrote...

ZephSunstrider wrote...
Edit: Yay Phoenix, someone who knows Freelancer, that soul-and-freetime-sucking vortex of doom!

Off topic:
So I'm not alone you still play online? There are at least 50 servers still around.

Remember this line:
Trent: As long as I'm not shot at, knocked out, held at gunpoint, electrocuted, skewered alive by giant alien shapeshifters, have to dive out windows or fight off spinely nomad incubi Sure!

What made it the funniest line in all of FREELANCER was how everyone stared at him as he said it.

It would be hilarious to see your ME2 squadmates respond to that. Hmmmm I think I'll create a forum about this :whistle:.
Teaser:
Shepard: **Quote Trent**
Grunt: Huh? Shapeshifter? I'll shove it out the window then I'll kill it.:lol::lol:LOLOLOLOL:lol::lol:

I never play any game online, except Unreal Tournament a long time ago, and Star Wars Galaxies. And it's been ages since I last played Freelancer... I kinda played it to death for me, spending a rough two years worth of freetime JUST on this game (save occasional UT matches). Eventually, it just dried out... what I'd give for a sequel.
Ah yes... good times. Did you know Juni is voiced by Jennifer Hale too, the voice for FemShep?
I played ME1 the first as a female, and after a few dialogue lines, something in my head says "Don't I know that voice?!" Yeah, turns out I did know the voice :happy:
Grunt would probably have the nomad parasite for breakfast :blink:

#1140
phoenixofthunder

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LOL your breakfest better stay down Grunt.

Yes a sequel would be nice and would mean even more to me if Bioware took the reigns.

By the way Freelancer expanded online: Capital ships, frieghters, nomad weapons, tons of new fighter ships, many other star systems all yours for the asking.

Yep I knew her voice from SW KOTOR game and the recollection hit me as more of an insite.

The one that knocked me from my seat was Orillion. Guess who voiced him? Michael T. Weiss, yep that guy from The Pretender (1996-2000). Jarod escaped Earth's destruction, hopefully the Centre (not mispelled like that in the series) didn't.

Modifié par phoenixofthunder, 07 août 2010 - 03:01 .


#1141
mesmerizedish

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Forgive me if this is the wrong place to ask, but is it possible to use RoadCrewWorker's Mod Manager to create mod files that alter the DLC .ini's? E.g. to easily change DLC weapon settings (important for me with the new weapon pack that was just released).

#1142
phoenixofthunder

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ishmaeltheforsaken wrote...

Forgive me if this is the wrong place to ask, but is it possible to use RoadCrewWorker's Mod Manager to create mod files that alter the DLC .ini's? E.g. to easily change DLC weapon settings (important for me with the new weapon pack that was just released).


No you came to the right place.

Personally I have never used RCW mod manager so I can not say. But both me and ZephSunstrider devised a method that will manually allow modification of DLC. For the info go back to page 45 and look for the last post with alternating green & red text. You will need Notepad++ & The Fixer(links in sig).

Modifié par phoenixofthunder, 07 août 2010 - 05:53 .


#1143
mesmerizedish

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phoenixofthunder wrote...

ishmaeltheforsaken wrote...

Forgive me if this is the wrong place to ask, but is it possible to use RoadCrewWorker's Mod Manager to create mod files that alter the DLC .ini's? E.g. to easily change DLC weapon settings (important for me with the new weapon pack that was just released).


No you came to the right place.

Personally I have never used RCW mod manager so I can not say. But both me and ZephSunstrider devised a method that will manually allow modification of DLC. For the info go back to page 45 and look for the last post with alternating green & red text. You will need Notepad++ & The Fixer(links in sig).


Looks like I'll actually have to THINK about your method, so I'll hold off until tomorrow. Thanks for pointing me to it, though :)

#1144
Guest_Inge McDaniel_*

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phoenixofthunder wrote...

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.

I am enjoying my breakfast and send you a feedback at the same time. Edit of Kasumi is a setback, result in that the game will start, you get to the start menu, but thats it. This happens if you put all your *.ini files in a backup folder. It does not work with Kasumi. There is no changes about bonus power, it can't be given to any hench.. But I'm not giving up yet..

Inge
Maybe a walk in the mountains will help, fresh air, clear up your mind! :)


Modifié par Inge McDaniel, 07 août 2010 - 08:09 .


#1145
phoenixofthunder

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You transfered all data to there relating subsections?:

DLC ---- BIOGuiResources.ini to Coalesced.ini subsection
[SFXGame.BioSFHandler_NewCharacter]

DLC ---- BIOUI.ini to Coalesced.ini subsection
[SFXGame.BioSFHandler_NewCharacter]
[SFXGameContent.SFXGameChoiceGUIData_HenchmenPowers]
[SFXGame.SFXSFHandler_Save]

DLC ---- BIOGame.ini to Coalesced.ini subsection
[SFXGame.BioWorldInfo]
[SFXGame.BioGlobalVariableTable]
[BIOGame.Movies]
[SFXGame.SFXProfileSettings]
[SFXGameContent.BioSeqAct_GiveMissionXP]
[SFXGameContent.SFXSeqAct_UnlockHenchmanPowers]
[SFXGame.SFXPlayerSquadLoadoutData]
[SFXGame.SFXPawn_Henchman]
[SFXGame.SFXPawn_Player]
[SFXGame.SFXGestures]

DLC ---- BIOEngine.ini to Coalesced.ini subsection [Core.System]
[Editor.EditorEngine]
[Engine.PackagesToAlwaysCook]
[Engine.DLCModules]
[Engine.StartupPackages]
[SFXGame.SFXEngine]

DLC ---- BIOWeapon.ini to Coalesced.ini subsection
[SFXGameContentDLC_HEN_MT.SFXWeapon_TacticalMachinePistol]
[SFXGameContentDLC_HEN_MT.SFXWeapon_GunshipMinigun_DLC]

So many +'s :pinched::blink::pinched:


 

Modifié par phoenixofthunder, 07 août 2010 - 03:17 .


#1146
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Could someone experienced in retexturing help me out? I know about mods that make Sentinels Tech Armor different in color, but is there a way to remove the Tech Armor texture all together or make in transparent/invisible and just keep the benefits that Tech Armor provides? 

Can anyone make this mod? Thanks!!!

Original topic is here: http://social.biowar...3/index/4366995

Modifié par iRipper, 07 août 2010 - 03:30 .


#1147
illerianna

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Okay.... I'm kind of stuck here.

Is there any way to change the emissive colours on the DLC armour? Mainly the Sentry Interface (Dr. Pepper visor thing) and the Kestrel pieces. Sections of them glow blue, which really clashes with my armour tints. Is there any way to change the blue parts into green?

I'm talking about the circled parts on this SS:
img411.imageshack.us/img411/8823/meffect220100807184726.png

I've messed around with TexMod a bit myself, without any luck. :?

#1148
mesmerizedish

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phoenixofthunder wrote...
No you came to the right place.

Personally I have never used RCW mod manager so I can not say. But both me and ZephSunstrider devised a method that will manually allow modification of DLC. For the info go back to page 45 and look for the last post with alternating green & red text. You will need Notepad++ & The Fixer(links in sig).


Okay, just a quick question. Is it necessary to copy the data from BIOGame.ini and BIOEngine.ini if I only want to mess with the weapon values? I.e., does the entire DLC data need to be copied into Coalesced.ini, or just what I want to edit? I assume that it all needs to go in, because why would you say to copy it all in otherwise, but I'm curious about the rationale there :)

#1149
phoenixofthunder

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ishmaeltheforsaken wrote...

phoenixofthunder wrote...
No you came to the right place.

Personally I have never used RCW mod manager so I can not say. But both me and ZephSunstrider devised a method that will manually allow modification of DLC. For the info go back to page 45 and look for the last post with alternating green & red text. You will need Notepad++ & The Fixer(links in sig).


Okay, just a quick question. Is it necessary to copy the data from BIOGame.ini and BIOEngine.ini if I only want to mess with the weapon values? I.e., does the entire DLC data need to be copied into Coalesced.ini, or just what I want to edit? I assume that it all needs to go in, because why would you say to copy it all in otherwise, but I'm curious about the rationale there :)



Yes its necessary, for if not the DLC weapon believes it is DLC and not part of the original install. All the different data sections need to be transfered so the weapon "thinks" it was installed in the original install and not as a DLC. Since all the ini's in ME2 has a type of varable checksum that will if any data is added to any ini cause it to bomb(crash). The only ini with a Fix for this is the Coalesced.ini.  Thus making modding only possible if data is added to the Coalesced.ini. All the subsections must be added to tell the Coalesced.ini what the heck it is looking for.


EDIT: extended explaination.

Modifié par phoenixofthunder, 08 août 2010 - 06:34 .


#1150
mesmerizedish

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phoenixofthunder wrote...
Yes its necessary, for if not the DLC weapon believes it is DLC and not part of the original install. All the different data sections need to be transfered so the weapon"thinks it was installed in the original install and not as a DLC. Thus making modding it possible.


Ah, alright, that makes sense. Thanks :)

[EDIT] @your edit: And that makes it even clearer :)

Modifié par ishmaeltheforsaken, 08 août 2010 - 06:52 .