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ME2 - Modding is Possible II (PC Only)


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#1201
yuckygeo

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Thanks illerianna! That worked like a charm. I actually should have read the post closer.

#1202
illerianna

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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.

#1203
yuckygeo

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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 itPosted Image

#1204
HCS01

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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.


#1205
ZephSunstrider

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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.

Yeah, was afraid you can't stack multiple boni on one piece. Nice to know the same bonus does stack though.

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
Darman

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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

#1207
KainrycKarr

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ZephSunstrider wrote...

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.

Yeah, was afraid you can't stack multiple boni on one piece. Nice to know the same bonus does stack though.

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
phoenixofthunder

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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
ZephSunstrider

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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?

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).

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)

*snip*
This section is XP for kills right? If not then disavow.

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.
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
Burdokva

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Admittedly, I've never modded for UT3, so this is a short in the dark, but is it possible to repack a .pcc archive (the collection of meshes, textures etc.) as an .upc (or the default UT3 visual assets archive extension) with the UnrealEditor, and then simply rename it back to .pcc to see if the game works?



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
KTO E6AJI

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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.

#1212
Darman

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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
CHT87

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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_*

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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_*

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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
xDarkicex

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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..

#1217
CShep25

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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.

#1218
KainrycKarr

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Stacking bonuses on different pieces works. I put the Left arm ammo increase on each piece of my vanguard's armor, and my ammo capacity increased every time i put the bonus on a new piece.

#1219
barbati99

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Hey guys, I think I found the command line for the cheat console in ME2:

-log

add it to a shortcut

#1220
KTO E6AJI

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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
ZephSunstrider

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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.

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.

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.

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.

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..

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.

CHT87 wrote...
Can I give my male shep the breather masks of Jacob and/or Miranda?
I am tired of using a full helmet. ^^

Theoretically, you can. Same as with CShep25's Grunt thingy. Find the model and use it as a non-head-removing helmet.

#1222
Turian Antiquarian

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Can someone please provide me with Package Pathes for the
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_*

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Doble post..

Modifié par Inge McDaniel, 12 août 2010 - 10:18 .


#1224
Guest_Inge McDaniel_*

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This forums name is; ME2 - Modding is Possible II (PC Only)
No Console, No XBOX, just PC.

#1225
TheLonePolack

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I figure if anybody would know how to fix my problem it would be you guys, you have way more modding experience collectively than I do.



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?