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ME2 - Modding is Possible II (PC Only)


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#1151
phoenixofthunder

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iRipper wrote...

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

After futher looking I 'think' it would be possible if you could access the normal maps.


illerianna wrote...

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. :?



To change the glow we would need access to the normal maps. This kept me from making Grunt's loyalty outfits glowing yellow circles from glowing red.<_<

If anyone can assist with this it would be great.

Modifié par phoenixofthunder, 08 août 2010 - 06:22 .


#1152
phoenixofthunder

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ishmaeltheforsaken wrote...

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. 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.


Ah, alright, that makes sense. Thanks :)


No problem, enjoy your moddable DLC's.;)

#1153
Caden_Chaos

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Is it possible to mod the game to where you look likea krogan. Or maybe even a drell.

If there is, could you please tell me how?



-i have downloaded the save editor. me2inifixer, maybe theres something else i need to download. Help is appritiated, thanks

#1154
phoenixofthunder

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Caden_Chaos wrote...

Is it possible to mod the game to where you look likea krogan. Or maybe even a drell.
If there is, could you please tell me how?

-i have downloaded the save editor. me2inifixer, maybe theres something else i need to download. Help is appritiated, thanks


Yes its possible. But you will also need Notepad ++
SourceForge download for NotePad++

You will also need the mesh codes for the characters' appearance. As well as the loadonly level with the pcc where the mesh is located.

Modifié par phoenixofthunder, 08 août 2010 - 05:32 .


#1155
JGDD

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I'm almost certain this has been asked (and answered), but I can't find it. Yay for poor searching skills! Anyway, is it possible to reassign powers on a NG+ character? EG: instead of shockwave on a Vanguard I'd like to swap it out for Warp. Found it in the C.ini, but it didn't apply. Perhaps I need to recruit a squadie with the ability before it takes?

Any tips appreciated.

#1156
phoenixofthunder

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justgimmedudedammit wrote...


I'm almost certain this has been asked (and answered), but I can't find it. Yay for poor searching skills! Anyway, is it possible to reassign powers on a NG+ character? EG: instead of shockwave on a Vanguard I'd like to swap it out for Warp. Found it in the C.ini, but it didn't apply. Perhaps I need to recruit a squadie with the ability before it takes?

Any tips appreciated.


Here you go:

Inge McDaniel wrote...

x cruncie x wrote...

well thanks for the guide...still struggling to understand how to add the power...but is their a way to say...swap the powers? like instead of incedniary ammo id put in warp ammo for example?


No problem let me try to explain it a little better.
My example is power from class Sentinel.
Hope that you use Notepad++ as an text editor, if not download it from here www.filehippo.com/download_notepad/

After installing Notepad++, open the coalesced.ini file.
Click the search icon (telescope) and follow the description that is granted.

Search for the text in bold and under that section, add these lines below.

First
add these three lines here:
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CryoFreeze",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Overload",SeekFreePackageName="SFXCharacterclass_Sentinel")

Second
add these lines here:
[SFXGame.SFXGameModeBase]
(
I prefer: [SFXGame.SFXGameModeDefault])
Bindings=( Name="F10", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower self SFXPower_PowerArmor" )
________________________________________________________________

Bindings=( Name="F11", Command="SetRank self SFXPower_Overload_Heavy | GivePower self SFXPower_Overload" )
_________________________________________________________________

Bindings=( Name="F12", Command="SetRank self SFXPower_CryoFreeze_Heavy | GivePower self SFXPower_CryoFreeze" )

Hope this is of help to you.



Modifié par phoenixofthunder, 08 août 2010 - 07:17 .


#1157
JGDD

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Oh thank you!



You know, you guys should have a wiki dedicated to these so they are easier to find. HINT

#1158
Guest_Inge McDaniel_*

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phoenixofthunder wrote...

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:
 


I can check over again!:blink:
I need one tip from you.
This [SFXGame.BioGlobalVariableTable] can't I find anywhere in my Coalesced.ini file.some suggestion where to put it???
I will check all once more tomorrow and let you no how I work.

Inge-_-



#1159
Guest_Inge McDaniel_*

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justgimmedudedammit wrote...

Oh thank you!

You know, you guys should have a wiki dedicated to these so they are easier to find. HINT


Yepp, and if you make a text file, can you add moooorrre power. You need just one bindings then to execute the text file..

Inge



#1160
JGDD

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phoenixofthunder,

There most be a limitation to numbers of powers one can have. Swapped out some things in your spam above for warp but still have no luck. By any chance do you know what shockwave is called in the .ini in its power classification? I see *crush* and am not sure if that is the one or not.


EDIT: Crush is slam

Modifié par justgimmedudedammit, 08 août 2010 - 08:17 .


#1161
Guest_Inge McDaniel_*

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justgimmedudedammit wrote...

phoenixofthunder,

There most be a limitation to numbers of powers one can have. Swapped out some things in your spam above for warp but still have no luck. By any chance do you know what shockwave is called in the .ini in its power classification? I see *crush* and am not sure if that is the one or not.


EDIT: Crush is slam


Look at my project and album. That work for me.

Inge



#1162
Guest_drkaa_*

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Whether exists fixer for DLC ***.ini files?

If not, why?

#1163
JGDD

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Inge,



Only way is with pseudo console? That's basically what you have going on there. If there is no other work around I'll give it a try. Thanks

#1164
phoenixofthunder

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Inge McDaniel wrote...

phoenixofthunder wrote...

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:
 


I can check over again!:blink:
I need one tip from you.
This [SFXGame.BioGlobalVariableTable] can't I find anywhere in my Coalesced.ini file.some suggestion where to put it???
I will check all once more tomorrow and let you no how I work.

Inge-_-

If it doesn't have a Coalesced.ini subsection don't add it or it'll break all you've done. Just leave its ini in the DLC but move the other ini's that you do copy all the info from to your backup folder.

#1165
phoenixofthunder

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drkaa wrote...

Whether exists fixer for DLC ***.ini files?
If not, why?


Because the Coalesced Fixer came out many months before the first DLC (2-4 months I believe) was released. And I haven't seen the creator of the Fixer active on the forum in a long while.

#1166
phoenixofthunder

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justgimmedudedammit wrote...

Inge,

Only way is with pseudo console? That's basically what you have going on there. If there is no other work around I'll give it a try. Thanks


The only other way is to place all the data in the Coalesced.ini

#1167
phoenixofthunder

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justgimmedudedammit wrote...

phoenixofthunder,

There most be a limitation to numbers of powers one can have. Swapped out some things in your spam above for warp but still have no luck. By any chance do you know what shockwave is called in the .ini in its power classification? I see *crush* and am not sure if that is the one or not.


EDIT: Crush is slam



Maybe:
BioticCharge
Carnage
?

Probably wrong though.

#1168
JGDD

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BioticCharge is most likely the Vanguard charge. Carnage...hmm. I'll look into that one. The Inge trick isn't quite what I'm after. It does seem to do the trick but only on a per mission basis and I don't really want all that in the Coalesced.ini right now.

I'll keep dinking around with it and see what happens. Thanks for suggestions.

Modifié par justgimmedudedammit, 08 août 2010 - 10:05 .


#1169
ZephSunstrider

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BioticCharge IS the Vanguard Charge, Carnage is the red fireball krogans sometimes fire.

Shockwave is SFXPower_Shockwave(_Evolved1/2). Some powers aren't listed in the C.ini, Shockwave being an example.

The power limitation is de facto 8 for Shep and 5 for Squads, in total. 1 is taken up for Unity, and another 1 for your starting power. It's up to you if you want to 'activate' other powers by putting a point in them, but theoretically, it leaves you with 6 free slots to put powers in.

It's only temporary though, no one (afaik) has found a way to make powers stick through loadings. No C.ini entry works, and Gibbed's editor isn't doing the trick either.

Going with a Exec cmd as an indirect console entry is atm the only way to add powers. And you'd need the additional DynamicLoadMap entries in the C.ini in any case, since the game doesn't load powers it doesn't need, unless told so through the DLMs (it's kinda precaching).

#1170
JGDD

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Grumble...



Thanks, Zeph.

#1171
phoenixofthunder

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justgimmedudedammit wrote...
Oh thank you!
You know, you guys should have a wiki dedicated to these so they are easier to find. HINT


We do but its kinda out of date.......
ME2 Tweaks


ZephSunstrider wrote...
BioticCharge IS the Vanguard Charge, Carnage is the red fireball krogans sometimes fire.
Shockwave is SFXPower_Shockwave(_Evolved1/2). Some powers aren't listed in the C.ini, Shockwave being an example.
The power limitation is de facto 8 for Shep and 5 for Squads, in total. 1 is taken up for Unity, and another 1 for your starting power. It's up to you if you want to 'activate' other powers by putting a point in them, but theoretically, it leaves you with 6 free slots to put powers in.
It's only temporary though, no one (afaik) has found a way to make powers stick through loadings. No C.ini entry works, and Gibbed's editor isn't doing the trick either.
Going with a Exec cmd as an indirect console entry is atm the only way to add powers. And you'd need the additional DynamicLoadMap entries in the C.ini in any case, since the game doesn't load powers it doesn't need, unless told so through the DLMs (it's kinda precaching).


Thanks for the clarifcation ZephSunstrider.
If we could store the data between loads that would be great. Maybe a program that'll hold the data in Limbo till its needed can be created. I doubt it though.

 Wow! 3:15 A.M. here; how did that happen?:blink: Time to knock myself out. Until to...-_-...*yawn* tomorrow...-_-....**thud**......-_--_-

#1172
JGDD

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phoenixofthunder



Yeah knew about that one. It's rather..sparse.

#1173
Guest_drkaa_*

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phoenixofthunder wrote...

drkaa wrote...

Whether exists fixer for DLC ***.ini files?
If not, why?


Because the Coalesced Fixer came out many months before the first DLC (2-4 months I believe) was released. And I haven't seen the creator of the Fixer active on the forum in a long while.

And no one knows how to contact him? :)

#1174
Guest_Inge McDaniel_*

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phoenixofthunder wrote...

Inge McDaniel wrote...

phoenixofthunder wrote...

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:
 


I can check over again!:blink:
I need one tip from you.
This [SFXGame.BioGlobalVariableTable] can't I find anywhere in my Coalesced.ini file.some suggestion where to put it???
I will check all once more tomorrow and let you no how I work.

Inge-_-

If it doesn't have a Coalesced.ini subsection don't add it or it'll break all you've done. Just leave its ini in the DLC but move the other ini's that you do copy all the info from to your backup folder.


Nope, doesn't work. I have looked over and over again.
Have some problem with insert the pictures of the message..
There must be a another way, a DLC Ini fixer instead??

Inge



#1175
Darman

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Hey guys n girls, I've got a little question:
Is this kinda "holo"-Armor (Yeah, the one the mercenaries wear) a Power I can use, too? Maybe something like the sentinel-powerarmor? O.o

Thx