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ME2 - Modding is Possible II (PC Only)


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#1176
Guest_Inge McDaniel_*

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Answer to your question is on this site.

Now is it appropriate to change it, to the previous page!!:whistle:

Modifié par Inge McDaniel, 09 août 2010 - 04:00 .


#1177
Darman

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Well, checked, it is. (very nice xD)

But one more question:
I always see something like this:
SetRank self SFXPower_PowerArmor_Heavy | GivePower self SFXPower_PowerArmor"

I don't get the thing with this "heavy" I tried it several times without success... Always only got the power level one (think it should be level 4) , so- WHY? :(

I also made one thing that's interesting: I gave the power "cloak_enhanced" to me and set it to rank "cloak_enhanced 4". And (wonder why Posted Image ) IT WORKS fine, i get a cloak level 4.

If the answer is on a previous page again, pls tell me...

Modifié par Darman, 09 août 2010 - 04:32 .


#1178
Guest_Inge McDaniel_*

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Well, heavy is level 4.

There are more of us who do this in different ways with the same result ..
If that work for you, hold on to it..

Inge

Modifié par Inge McDaniel, 09 août 2010 - 04:35 .


#1179
Darman

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But it doesn't work, so what's wrong? Is there a setting to change or to add somewhere.

(I also wonder: level 4 shows two opportunities to choose, so which one is heavy?)

problem: this cloak thing only works for cloak and no other power

Modifié par Darman, 09 août 2010 - 04:38 .


#1180
Guest_Inge McDaniel_*

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There is no way still to make this permanent power, you will need to activate them in every mission.
I do, when I choose my member before every mission, then I hit the binding for setting power, that is a nice please to change that.

Both is heavy, but if you choose the other one you squad can use the same power..

Inge

Modifié par Inge McDaniel, 09 août 2010 - 04:41 .


#1181
Darman

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I know, but that wasn't my question.

Now to say it clear: How can I get a powerarmor level 4? Or why doesn't work the heavy command?

GOT IT:

For everybody:
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor_evolved1(or2)",SeekFreePackageName="SFXCharacterclass_Sentinel")

Now add to the binding
Bindings=( Name="F10", Command="SetRank self SFXPower_PowerArmor_evolved1 (or 2) 4 | GivePower self SFXPower_PowerArmor_evolved1 (or 2)" )

Should work.

(or 2): don't copy

Modifié par Darman, 09 août 2010 - 04:54 .


#1182
Guest_Inge McDaniel_*

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Ok, here you go.
If you edit c.ini you use this code:
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor",SeekFreePackageName=
"SFXCharacterclass_Sentinel"
Bindings=( Name="F10", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower self SFXPower_PowerArmor" )

If you make a executable text filem you use this:
SetRank self SFXPower_Heavy | GivePower self SFXPower_PowerArmor

That, is what I can suggest to you..

Inge

#1183
Guest_Inge McDaniel_*

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If you choose Power Armor or ? Armor, still level 4 (heavy)..

#1184
phoenixofthunder

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Inge McDaniel wrote...

phoenixofthunder wrote...

*snip*


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


This is normal with this method since the DLC infocards in game are referenced in a subsection of the DLC ini's that have no section in the Coalesced.ini and adding these sections to the C.INI will break everything currently done.

If you want I could take a look at your ini's and see if I could get it to work.

#1185
Guest_Inge McDaniel_*

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Now I'll finish the game, I never get beyond Tuchanka. There is always something to test.

I take a break, and play :):):):)

Inge

#1186
HCS01

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Does anyone know of a way to modify Armor stats? I am trying to piece together the armor set I would like to wear, but with the stat modifiers that I want.



I apologize if this has already been answered. I did not read through the whole thread but skimmed through several pages and saw nothing. I became frustrated when I realized this forum does not have a search thread tool.

#1187
HCS01

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Never mind my previous post. I found out how to tack on attributes to different armor models (pieces and full body). I was wondering if anyone has found out how to edit the names and descriptions? Thanks

#1188
Burdokva

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HCS01 wrote...

Never mind my previous post. I found out how to tack on attributes to different armor models (pieces and full body). I was wondering if anyone has found out how to edit the names and descriptions? Thanks


Well, care to share?

#1189
ZephSunstrider

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Burdokva wrote...

HCS01 wrote...
Never mind my previous post. I found out how to tack on attributes to different armor models (pieces and full body). I was wondering if anyone has found out how to edit the names and descriptions? Thanks

Well, care to share?

It's in the same line as the model/material data is, in SFXPawn_Player.

GameEffects=("SFXGame.SFXGameEffect_Gear_BodyArmor")
This is inserted almost at the end of the line, before the Plot Flag setting. This particular entry refers to the 5% health bonus of the Aegis Vest. I think you can stack them, but I didn't notice a change in health/maxammo etc.

Regarding the DLC ini fixer; It works differently for the DLC inis than for the C.ini. Technically, the DLC inis aren't 'encrypted' as the C.ini is. You don't 'corrupt' it. They are, however, cross-checked with another file in the User data folder, BioPersistentEntitlementCache.ini. That one's a bunch of encrypted gibberish. You'd need a (legal) fixer for that file. The cross-check checks the file if it has been changed (not sure how it checks), and if there's a difference, it invalidates the DLC.

#1190
ViralHatred

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As we all know, Garrus' first loyalty outfit is still broken. I presume this could be done easily with Texmod but I don't want to use texmod for this, I want it as an actual part of the game.



I've been able to replace his first loyalty outfit with his DLC armour (Which is the same as his pre-getting shot armour but with a different skin and the attached microphone) however it uses the DLC textures. If I could edit the .pcc openly then I could easily correct this, but I was wondering if anyone had any other ideas?



Here is what I did:



Navigated to Steam\\steamapps\\common\\mass effect 2\\BioGame\\CookedPC



Backed up all Garrus files (BioH_END_Garrus_00.pcc, BioH_END_Garrus_01.pcc, BioH_Garrus_00.pcc, etc, etc you get the point)



Then went to Steam\\steamapps\\common\\mass effect 2\\BioGame\\DLC\\DLC_CON_Pack01\\CookedPC



Copied BioH_Garrus_02.pcc and the other relating files, renamed them to BioH_Garrus_01.pcc and pasted.



Booted up ME2, selected his loyalty outfit and he was wearing it but it was the same as the DLC one.



Well at least I tried.




#1191
CHT87

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Can I give my male shep the breather masks of Jacob and/or Miranda?

I am tired of using a full helmet. ^^


#1192
Burdokva

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ViralHatred, would this work with other retextures too, both squad members and NPCs?



As for ideas, try switching each pcc file one at a time. Maybe one contains the 3d model, while another the textures?

#1193
Eliyan

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pccs contain both mesh and texture. there's no way to change the textures without texmod

#1194
ViralHatred

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Burdokva wrote...

ViralHatred, would this work with other retextures too, both squad members and NPCs?

As for ideas, try switching each pcc file one at a time. Maybe one contains the 3d model, while another the textures?


Yes it works with any of the DLC outfits. I presume it'll also work with switching loyalty and non-loyalty outfits.

I.e. Miranda starts off in a black suit. Etc.

Eliyan wrote...

pccs contain both mesh and texture. there's no way to change the textures without texmod


Shame. Guess I'll have to wait for a .pcc editor then.

Wait a .pcc would technically be an archive correct? Could you not extract a texture without converting it then pack it in replacing the original texture?

Modifié par ViralHatred, 10 août 2010 - 09:25 .


#1195
illerianna

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ViralHatred wrote...

Burdokva wrote...

ViralHatred, would this work with other retextures too, both squad members and NPCs?

As for ideas, try switching each pcc file one at a time. Maybe one contains the 3d model, while another the textures?


Yes it works with any of the DLC outfits. I presume it'll also work with switching loyalty and non-loyalty outfits.

I.e. Miranda starts off in a black suit. Etc.

Eliyan wrote...

pccs contain both mesh and texture. there's no way to change the textures without texmod


Shame. Guess I'll have to wait for a .pcc editor then.

Wait a .pcc would technically be an archive correct? Could you not extract a texture without converting it then pack it in replacing the original texture?


Yes. The problem is, we don't know how to repack them. AFAIK, nobody except BW knows the encryption method to pack .pcc files for ME2.

If someone knew, I would be all over ripping apart DLC models to baleet those stupid helmets. :unsure:

#1196
HCS01

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ZephSunstrider wrote...

Burdokva wrote...

HCS01 wrote...
Never mind my previous post. I found out how to tack on attributes to different armor models (pieces and full body). I was wondering if anyone has found out how to edit the names and descriptions? Thanks

Well, care to share?

It's in the same line as the model/material data is, in SFXPawn_Player.

GameEffects=("SFXGame.SFXGameEffect_Gear_BodyArmor")
This is inserted almost at the end of the line, before the Plot Flag setting. This particular entry refers to the 5% health bonus of the Aegis Vest. I think you can stack them, but I didn't notice a change in health/maxammo etc.

Regarding the DLC ini fixer; It works differently for the DLC inis than for the C.ini. Technically, the DLC inis aren't 'encrypted' as the C.ini is. You don't 'corrupt' it. They are, however, cross-checked with another file in the User data folder, BioPersistentEntitlementCache.ini. That one's a bunch of encrypted gibberish. You'd need a (legal) fixer for that file. The cross-check checks the file if it has been changed (not sure how it checks), and if there's a difference, it invalidates the DLC.


While this is true, it is still possible to reference DLC models and effects in the Coalesced.ini.  I did it last night.  Multiple game effects are seperated by a comma, with each effect in its own pair of quotes.  Here is an example from my coalesced:

TorsoAppearances=
(Id=4,Name=334438,Description=334437,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_SHP_CER02_R.SHPe.Meshes.HMM_ARM_SHPe_Tor_MDL",
Female="BIOG_HMF_ARM_SHP_CER02_R.SHPe.HMF_ARM_SHPe_Tor_MDL"),
GameEffects=("SFXGame.SFXGameEffect_Gear_CapacitorChestplate","SFXGame.SFXGameEffect_Gear_PowerBelt",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_TorsoWeaponDmgBonus"),PlotFlag=-1)

The bolded lines in particular show what I was saying.  This torso piece looks like Kestrel armor, but provides the kestrel weapon bonus (+3%), reduced shield restoration time (10%) and gives +5% shields.  I am still looking into editing the armor and weapon descriptions.  Has anyone found where they are located?  I changed the name and description reference numbers so that they do not match the picture, but would much rather write my own descriptions.

I have extracted the sfxgame.pcc files, but most of it turns out to be gibberish.  Any thoughts?

Modifié par HCS01, 11 août 2010 - 12:54 .


#1197
yuckygeo

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Anybody running the Unreal Model Viewer and Extractor on a 64 bit machine? They keep crashing on my Vista 64 computer. Or am I screwed?

#1198
HCS01

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I am running it on Win7 Pro 64 with no problems. Are you receiving an error message? If so, what?

#1199
Venomrain300

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yuckygeo wrote...

Anybody running the Unreal Model Viewer and Extractor on a 64 bit machine? They keep crashing on my Vista 64 computer. Or am I screwed?


I have the same issue and I am running Windows 7 64 bit.  The program just closes instantly and doesn't do anything.

#1200
illerianna

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Venomrain300 wrote...

yuckygeo wrote...

Anybody running the Unreal Model Viewer and Extractor on a 64 bit machine? They keep crashing on my Vista 64 computer. Or am I screwed?


I have the same issue and I am running Windows 7 64 bit.  The program just closes instantly and doesn't do anything.


You need to drag and drop the .pcc file onto the EXE. It doesn't have a real GUI, except for the Model Viewer, which still requires you to drag and drop.