ME2 - Modding is Possible II (PC Only)
#1201
Posté 11 août 2010 - 02:55
#1202
Posté 11 août 2010 - 03:06
yuckygeo wrote...
Thanks illerianna! That worked like a charm. I actually should have read the post closer.
No prob.
#1203
Posté 11 août 2010 - 03:46
illerianna wrote...
yuckygeo wrote...
Thanks illerianna! That worked like a charm. I actually should have read the post closer.
No prob.Easy mistake to make, the thing should really come with a readme.
A readme would be nice. Not that I would read it
#1204
Posté 11 août 2010 - 03:55
#1205
Posté 11 août 2010 - 04:58
Yeah, was afraid you can't stack multiple boni on one piece. Nice to know the same bonus does stack though.HCS01 wrote...
Zeph, I don't think you can stack the same effect on one piece of armor, but you can apply the same effect to every piece for 5x the effect. I just tested this with the "SFXGame.SFXGameEffect_Gear_LeftArmAmmoPack" attribute and had +50% SMG ammo going to recruit Mordan.
Regarding Garrus' loyalty/DLC outfit: As far as I was able to see, the DLC armor uses a different mesh than the blasted post-recruitment armor, so unless you manage to replace Garrus' armor mesh too (which, sadly, we can't afaik), you're pretty much screwed.
One way to find out would be to extract the post-recruitment armor texture, open it in Photoshop and see if the "hole" is a solid part of the texture, or actually a 100%-transparent alpha-channel part. If it's the latter, you may get it to work.
#1206
Posté 11 août 2010 - 06:02
Is it possible to change your MaxLevel for first Playthrough in coalesced? I only know MaxPlayerLevel under GameConfig, which is 60, but a change has no affect on the Level30 as maximum for first Playthrough.
Would be nice if someone can help me.
thx in advance
#1207
Posté 11 août 2010 - 06:15
ZephSunstrider wrote...
Yeah, was afraid you can't stack multiple boni on one piece. Nice to know the same bonus does stack though.HCS01 wrote...
Zeph, I don't think you can stack the same effect on one piece of armor, but you can apply the same effect to every piece for 5x the effect. I just tested this with the "SFXGame.SFXGameEffect_Gear_LeftArmAmmoPack" attribute and had +50% SMG ammo going to recruit Mordan.
Regarding Garrus' loyalty/DLC outfit: As far as I was able to see, the DLC armor uses a different mesh than the blasted post-recruitment armor, so unless you manage to replace Garrus' armor mesh too (which, sadly, we can't afaik), you're pretty much screwed.
One way to find out would be to extract the post-recruitment armor texture, open it in Photoshop and see if the "hole" is a solid part of the texture, or actually a 100%-transparent alpha-channel part. If it's the latter, you may get it to work.
Wait wait wait. This is confusing me a bit; So i CAN'T stack the Strength Aug shoulders(25% Melee Damage) on each piece of armor?
Basically, I've added the 25% melee damage from the shoulders to a chestpiece, and to a set of arms, which should bring the total to 75%. Does this not work?
#1208
Posté 11 août 2010 - 12:21
Darman wrote...
Hey people,
Is it possible to change your MaxLevel for first Playthrough in coalesced? I only know MaxPlayerLevel under GameConfig, which is 60, but a change has no affect on the Level30 as maximum for first Playthrough.
Would be nice if someone can help me.
thx in advance
Don't take all of what follows as the holy grail of truth (for I have as of yet to test any of it) but I believe that if you want to get to level 60 you would need to change the allowed amount of XP to be recieved.
Like so:
{{Default}}
[SFXGame.SFXGameConfig]
MaxPlayerLevel=30
MaxPlayerExperience=29000
To something like this:
MaxPlayerLevel=60
MaxPlayerExperience=59000 (MaxPlayerLevel -1 + three zeros)
I don't know if it is important but you may want to change the amount of XP awarded for certain types of kills to make abtaining this new level easier. These I believe can be found in this subsection:
{{Default}}
[SFXGame.SFXPRI]
PointsFor_Kill_Minion=40
PointsFor_Kill_Elite=40
PointsFor_Kill_SubBoss=40
PointsFor_Kill_Boss=40
To something more realistic:
[SFXGame.SFXPRI]
PointsFor_Kill_Minion=40
PointsFor_Kill_Elite=60
PointsFor_Kill_SubBoss=70
PointsFor_Kill_Boss=80
This section is XP for kills right? If not then disavow.
Modifié par phoenixofthunder, 11 août 2010 - 12:31 .
#1209
Posté 11 août 2010 - 01:54
Well, I personally didn't see an effect, but I didn't intensively test it either. I guess you'll have to give it a try. Test it with something you can see ingame (like SMG ammo or health).KainrycKarr wrote...
Wait wait wait. This is confusing me a bit; So i CAN'T stack the Strength Aug shoulders(25% Melee Damage) on each piece of armor?
Basically, I've added the 25% melee damage from the shoulders to a chestpiece, and to a set of arms, which should bring the total to 75%. Does this not work?
ME2 doesn't award XP per kills, never noticed that? You only get XP for finished quests (if I'm not completely blindstruck now), and raising the level cap sadly does nothing. I tried that already by raising it to 40/39000, but it still stuck at 30.phoenixofthunder wrote...
Don'tDarman wrote...
Hey people,
Is
it possible to change your MaxLevel for first Playthrough in coalesced?
I only know MaxPlayerLevel under GameConfig, which is 60, but a change
has no affect on the Level30 as maximum for first Playthrough.
Would be nice if someone can help me.
thx in advance
take all of what follows as the holy grail of truth (for I have as of
yet to test any of it) but I believe that if you want to get to level
60 you would need to change the allowed amount of XP to be recieved.
Like so:
{{Default}}
[SFXGame.SFXGameConfig]
MaxPlayerLevel=30
MaxPlayerExperience=29000
To something like this:
MaxPlayerLevel=60
MaxPlayerExperience=59000 (MaxPlayerLevel -1 + three zeros)
*snip*
This section is XP for kills right? If not then disavow.
These Lvl60 settings are just for ME1 imports anyway, they don't apply for ME2. The SecondPlaythrough stats affect the second ME2 playthrough only, and doesn't calculate level or anything. It's a flat bonus for you, no matter what level/sidequests you fulfilled or how much money you had in the end.
Modifié par ZephSunstrider, 11 août 2010 - 01:55 .
#1210
Posté 11 août 2010 - 02:17
I doubt this would work if the .pcc holds more than 3d model and texture data, but if the packs are small and only have visual assets, it might work. It's the same engine, after all?
#1211
Posté 11 août 2010 - 02:33
#1212
Posté 11 août 2010 - 03:07
phoenixofthunder wrote...
Darman wrote...
Hey people,
Is it possible to change your MaxLevel for first Playthrough in coalesced? I only know MaxPlayerLevel under GameConfig, which is 60, but a change has no affect on the Level30 as maximum for first Playthrough.
Would be nice if someone can help me.
thx in advance
Don't take all of what follows as the holy grail of truth (for I have as of yet to test any of it) but I believe that if you want to get to level 60 you would need to change the allowed amount of XP to be recieved.
Like so:
{{Default}}
[SFXGame.SFXGameConfig]
MaxPlayerLevel=30
MaxPlayerExperience=29000
To something like this:
MaxPlayerLevel=60
MaxPlayerExperience=59000 (MaxPlayerLevel -1 + three zeros)
I don't know if it is important but you may want to change the amount of XP awarded for certain types of kills to make abtaining this new level easier. These I believe can be found in this subsection:
{{Default}}
[SFXGame.SFXPRI]
PointsFor_Kill_Minion=40
PointsFor_Kill_Elite=40
PointsFor_Kill_SubBoss=40
PointsFor_Kill_Boss=40
To something more realistic:
[SFXGame.SFXPRI]
PointsFor_Kill_Minion=40
PointsFor_Kill_Elite=60
PointsFor_Kill_SubBoss=70
PointsFor_Kill_Boss=80
This section is XP for kills right? If not then disavow.
Yeah, I did this before to get more levels in less time, also raised the XP maximum, but to 99999. I'll try 59000, but like it's said before, I don't expect to succeed.
Thx for help anyway
To ZephSunstrider: If that's right, One can also increase the XP number you get after finishing a mission. A section in coalesced that's something with "XPreward" works fine
Modifié par Darman, 11 août 2010 - 03:09 .
#1213
Posté 11 août 2010 - 04:47
CHT87 wrote...
Can I give my male shep the breather masks of Jacob and/or Miranda?
I am tired of using a full helmet. ^^
A little help? ^^
#1214
Guest_Inge McDaniel_*
Posté 11 août 2010 - 06:02
Guest_Inge McDaniel_*
KTO E6AJI wrote...
Is it possible to replace Shepard's Revenant with minigun used by Geth Primes? I did my best, but nothing seems to work. Somebody help me with it, please.
I don't understand your question. You will replays Shepard's "revenant" with a gun??
If you want to give Shepard another gun you can just change this in Coalesced.ini file..
[SFXGame.SFXPlayerSquadLoadoutData]
PlayerLoadoutInfo=(className=SFXPawn_PlayerAdept,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_HeavyWeapons))
PlayerLoadoutInfo=(className=SFXPawn_PlayerEngineer,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_Shotguns,LoadoutWeapons_HeavyPistols,
LoadoutWeapons_SniperRifles,LoadoutWeapons_HeavyWeapons))
If this is not what you want need to explain?? Revenant (Ghost)..
Inge
Modifié par Inge McDaniel, 11 août 2010 - 06:46 .
#1215
Guest_Inge McDaniel_*
Posté 11 août 2010 - 06:10
Guest_Inge McDaniel_*
CHT87 wrote...
CHT87 wrote...
Can I give my male shep the breather masks of Jacob and/or Miranda?
I am tired of using a full helmet. ^^
A little help? ^^
I'm not into custume changes, more into change of power..
You can check this old post social.bioware.com/forum/1/topic/103/index/889432 I guess you will find what you are looking for there..
Inge
Modifié par Inge McDaniel, 11 août 2010 - 06:10 .
#1216
Posté 11 août 2010 - 07:27
because thats what I use to change ammoo damage and plotflags and it seemed to mess up my game..
#1217
Posté 11 août 2010 - 08:54
#1218
Posté 12 août 2010 - 12:48
#1219
Posté 12 août 2010 - 01:12
-log
add it to a shortcut
#1220
Posté 12 août 2010 - 01:35
Inge McDaniel wrote...
KTO E6AJI wrote...
Is it possible to replace Shepard's Revenant with minigun used by Geth Primes? I did my best, but nothing seems to work. Somebody help me with it, please.I don't understand your question. You will replays Shepard's "revenant" with a gun??
If you want to give Shepard another gun you can just change this in Coalesced.ini file..
[SFXGame.SFXPlayerSquadLoadoutData]
PlayerLoadoutInfo=(className=SFXPawn_PlayerAdept,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_HeavyWeapons))
PlayerLoadoutInfo=(className=SFXPawn_PlayerEngineer,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_Shotguns,LoadoutWeapons_HeavyPistols,
LoadoutWeapons_SniperRifles,LoadoutWeapons_HeavyWeapons))
If this is not what you want need to explain?? Revenant (Ghost)..
Inge
Sorry, but I meant M-76 Revenant machine gun, which can be aquired by soldier Shepard during the mission on the Collector ship. I want to replace it with this geth minigun:
Garrus was somehow given this weapon. Is it possible to do the same for Shepard?
#1221
Posté 12 août 2010 - 02:48
There's one way, more or less reliable and very temporary. Change it to droppable in C.ini and you'll have one (for that mission) once you kill a Prime. I don't know of a permanent way, though.KTO E6AJI wrote...
Is it possible to replace Shepard's Revenant with minigun used by Geth Primes? I did my best, but nothing seems to work. Somebody help me with it, please.
All you need is Grunt's head and armor model. Two ways to that: Hope until someone here posts it, or find it out yourself by extracting it from the .pcc file.CShep25 wrote...
I know this is possible; I've seen people do
it through armour swaps but how do you swap Shepard for another
character? There are some mods such as those by Thundertactics which do
this but none for Grunt which is who I want to play as.
If you change the DLC .inis it'll always mess your game up. You can't edit them without the game crying about it due to a cross-check for the file integrity.xDarkicex wrote...
Is ME2Coalesed.Editor.v1.0.0.31B broken with current DLC and patches?
because thats what I use to change ammoo damage and plotflags and it seemed to mess up my game..
Theoretically, you can. Same as with CShep25's Grunt thingy. Find the model and use it as a non-head-removing helmet.CHT87 wrote...
Can I give my male shep the breather masks of Jacob and/or Miranda?
I am tired of using a full helmet. ^^
#1222
Posté 12 août 2010 - 09:32
versions of PowerArmor used by Gangs?
I believe these are names, got them from
activeclassredirects:
BIOEngine
[Engine.Engine]
ActiveclassRedirects=OldclassName=SFXPower_ShieldBoost_NPC,NewclassName=SFXGameContent_Powers.SFXPower_ShieldBoost_NPC
ActiveclassRedirects=OldclassName=SFXPower_ShieldBoost_Hardened,NewclassName=SFXGameContent_Powers.SFXPower_ShieldBoost_Hardened
ActiveclassRedirects=OldclassName=SFXPower_ShieldBoost_Engineer,NewclassName=SFXGameContent_Powers.SFXPower_ShieldBoost_Engineer
ActiveclassRedirects=OldclassName=SFXPower_ShieldBoost_Advanced,NewclassName=SFXGameContent_Powers.SFXPower_ShieldBoost_Advanced
I wish to know their
correct statements for dynamic loadmapping (and cooking?)
BTW
Someone used these powers via console?
Thanks A Billion
Modifié par Turian Antiquarian, 12 août 2010 - 09:33 .
#1223
Guest_Inge McDaniel_*
Posté 12 août 2010 - 10:15
Guest_Inge McDaniel_*
Modifié par Inge McDaniel, 12 août 2010 - 10:18 .
#1224
Guest_Inge McDaniel_*
Posté 12 août 2010 - 10:17
Guest_Inge McDaniel_*
No Console, No XBOX, just PC.
#1225
Posté 12 août 2010 - 11:11
I'm trying to give my latest Shepard the Illusive Man's eyes, using this tutorial: http://me2mods.azure...an-s-Eyes/page1
No matter what I do, the eyes appear red. I followed that exact tutorial with a FemShep and it worked perfectly. So, does anybody know how to get TIM's eyes working on a MaleShep?




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