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ME2 - Modding is Possible II (PC Only)


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#1226
KTO E6AJI

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ZephSunstrider wrote...

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.


Thanks. I'll give it a shot as soon as I can. Also, I found some ME2mods which include enemies weapons. Perhaps it is what I need.

TheLonePolack wrote...

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?


I had the same problem with my male Shepard. Try reading comments on that tutorial, I'm sure there is a possible solution. Maybe this time you missed something.

Modifié par KTO E6AJI, 12 août 2010 - 01:32 .


#1227
Darman

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Turian Antiquarian wrote...

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




Ok man, I also wanted it and got it this way:

1. Add the PowerArmor of the Vanguard to your Powers

2. Problem: Strange fortification-style underskin

3. Slove Problem with this skin made by me: http://www.easy-shar...860096/tech.rar

Hope you are satisfied with this.

#1228
Turian Antiquarian

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Darman wrote...

Ok man, I also wanted it and got it this way:

1. Add the PowerArmor of the Vanguard to your Powers

2. Problem: Strange fortification-style underskin

3. Slove Problem with this skin made by me: http://www.easy-shar...860096/tech.rar

Hope you are satisfied with this.


I have a keybind that i use on level startup for the PowerArmor_evolved1. How to use the skin you provided?

#1229
Killjoy Cutter

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Something I haven't found -- is there a way to change which weapon or weapon skill you picked (the Rev/Widow/Claymore choice)? Not add them all, just change which one you picked.


#1230
Guest_Inge McDaniel_*

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Hi, If you go back to page 35 and read from there you wil see our conversation's about power and changing about powers.



Inge

#1231
ZephSunstrider

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Killjoy Cutter wrote...
Something I haven't found -- is there a way to change which weapon or weapon skill you picked (the Rev/Widow/Claymore choice)? Not add them all, just change which one you picked.

The choice you do sets a plotflag, and Gibbed's save editor can change those. Sadly, we can't really pinpoint which one of the hundreds of options it is. Basically, we know how but not what.
Or you could try switching the assigned plotflags in the C.ini around; replace the Rev's with the one from the Claymore for example. Dunno if that works, though.

Turian Antiquarian wrote...
Can someone please provide me with Package Pathes for the
versions of PowerArmor used by Gangs?
ActiveclassRedirects=OldclassName=SFXPower_ShieldBoost_NPC,NewclassName=SFXGameContent_Powers.SFXPower_ShieldBoost_NPC

I wish to know their
correct statements for dynamic loadmapping (and cooking?)

You just quoted it yourself.
SFXGameContent_Powers.SFXPower_ShieldBoost_NPC
That's the one used by NPCs, no idea how they color it, though. I'd guess different textures for each.
As a SeekFreePackageName, I'd use SFXCharacterclass_Adept, though that might not work. You'll have to trial-and-error here.

Turian Antiquarian wrote...
I have a keybind that i use on level startup for the PowerArmor_evolved1. How to use the skin you provided?

That's a tpf file. You need to load it with TexMod.

Modifié par ZephSunstrider, 12 août 2010 - 06:04 .


#1232
Turian Antiquarian

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Killjoy Cutter wrote...

Something I haven't found -- is there a way to change which weapon or weapon skill you picked (the Rev/Widow/Claymore choice)? Not add them all, just change which one you picked.



Hey,

BIOGame
[SFXGameContent.SFXSeqAct_HasBonusWeapon]
BonusWeaponFlags=Wpn_BonusAssaultRifle
BonusWeaponFlags=Wpn_BonusShotgun
BonusWeaponFlags=Wpn_BonusSniperRifle
BonusWeaponFlags=Wpn_SuperAssaultRifle
BonusWeaponFlags=Wpn_SuperShotgun
BonusWeaponFlags=Wpn_SuperSniperRifle

[SFXGame.SFXPlayerSquadLoadoutData]
PlayerBonusWeapons=(Weaponclass=LoadoutWeapons_SniperRifles,UnlockPlotName=Wpn_BonusSniperRifle)

[SFXGame.SFXPlayerSquadLoadoutData]
PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_MassCannon",UnlockPlotName=Wpn_SuperSniperRifle)

If you are a Soldier who went for the reverent but wishes he'd gone for the widow, try swapping the UnlockPlotNames in the SFXPlayerSquadLoadoutData. your save file will be flagged the same, but it would mean somthing else.

#1233
TheLonePolack

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KTO E6AJI wrote...

ZephSunstrider wrote...

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.


Thanks. I'll give it a shot as soon as I can. Also, I found some ME2mods which include enemies weapons. Perhaps it is what I need.

TheLonePolack wrote...

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?


I had the same problem with my male Shepard. Try reading comments on that tutorial, I'm sure there is a possible solution. Maybe this time you missed something.

I looked through the thread, unfortunately there is nothing that works.  I wonder why.

#1234
Turian Antiquarian

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ZephSunstrider wrote...
You just quoted it yourself.
SFXGameContent_Powers.SFXPower_ShieldBoost_NPC
That's the one used by NPCs, no idea how they color it, though. I'd guess different textures for each.
As a SeekFreePackageName, I'd use SFXCharacterclass_Adept, though that might not work. You'll have to trial-and-error here.


Dear dude,

When i ask for a "package path" it means that i need to know (not guess) the correct entry for "SeekFreePackageName". Why would the SFXCharacterclass_Adept package contain any of my mentioned powers?



Edit, TAQ 9/7/10

1) Apologies to ZephSunstrider for unnecessary rudeness

2) I take back the incorrect, misleading things I wrote, and offer this as a speculative explanation:

The package layout and structure of ME2 database and code,
makes it impossible for a non-dev to use PCC filename alone as grounds to dismiss the possible existence of any object in any package that's classified as valid to contain it.

Modifié par Turian Antiquarian, 07 septembre 2010 - 03:27 .


#1235
Killjoy Cutter

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Turian Antiquarian wrote...

Killjoy Cutter wrote...

Something I haven't found -- is there a way to change which weapon or weapon skill you picked (the Rev/Widow/Claymore choice)? Not add them all, just change which one you picked.



Hey,

BIOGame
[SFXGameContent.SFXSeqAct_HasBonusWeapon]
BonusWeaponFlags=Wpn_BonusAssaultRifle
BonusWeaponFlags=Wpn_BonusShotgun
BonusWeaponFlags=Wpn_BonusSniperRifle
BonusWeaponFlags=Wpn_SuperAssaultRifle
BonusWeaponFlags=Wpn_SuperShotgun
BonusWeaponFlags=Wpn_SuperSniperRifle

[SFXGame.SFXPlayerSquadLoadoutData]
PlayerBonusWeapons=(Weaponclass=LoadoutWeapons_SniperRifles,UnlockPlotName=Wpn_BonusSniperRifle)

[SFXGame.SFXPlayerSquadLoadoutData]
PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_MassCannon",UnlockPlotName=Wpn_SuperSniperRifle)

If you are a Soldier who went for the reverent but wishes he'd gone for the widow, try swapping the UnlockPlotNames in the SFXPlayerSquadLoadoutData. your save file will be flagged the same, but it would mean somthing else.


Is this something that can be done with Gibbed, or do I need to delve into c.ini editing?

#1236
Turian Antiquarian

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Killjoy Cutter wrote...
Is this something that can be done with Gibbed, or do I need to delve into c.ini editing?


I use the very user-friendly ME2CoalescedEditor, and i assure you that i "delved" no deeper then depth required to edit the RAW section in gibbed (lots of nice copypasting from the former to the latter).

#1237
Killjoy Cutter

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Turian Antiquarian wrote...

Killjoy Cutter wrote...
Is this something that can be done with Gibbed, or do I need to delve into c.ini editing?


I use the very user-friendly ME2CoalescedEditor, and i assure you that i "delved" no deeper then depth required to edit the RAW section in gibbed (lots of nice copypasting from the former to the latter).


Very cool, thank you. 

#1238
phoenixofthunder

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TheLonePolack wrote...

KTO E6AJI wrote...

ZephSunstrider wrote...
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.

Thanks. I'll give it a shot as soon as I can. Also, I found some ME2mods which include enemies weapons. Perhaps it is what I need.

TheLonePolack wrote...
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?

I had the same problem with my male Shepard. Try reading comments on that tutorial, I'm sure there is a possible solution. Maybe this time you missed something.

I looked through the thread, unfortunately there is nothing that works.  I wonder why.


To get this to work on a male Shepard it takes a different tact (excerpt from page 10):

Deebe wrote..
Open save in Save Editor.
Change to Raw tab.
Expand Squad > Player > Appearance > Morph Head > Texture Parameters.
Open the Texture Parameters list.
Add two new entries as follows:
code:
Name: EYE_Diff
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff
code:
Name: EYE_Spec
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec
[b] 


Here is the change:
There are two "eye" lines in Vector Parameters:
EYE_Iris_Colour_Vector
EYE_White_Colour_Vector

To get T.I.M. Eyes of any color:
DELETE >>>>>>>>EYE_Iris_Colour_Vector
CHANGE>>>>>>>>EYE_White_Colour_Vector to Emis_Color
Then Imput your RGB code:

Proof:
Image IPB

#1239
Venomrain300

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illerianna wrote...

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.


I have dragged and dropped the .pcc file onto the EXE and it just closes, nothing happens.

#1240
xDarkicex

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I didnt edit DLC thought

#1241
phoenixofthunder

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Venomrain300 wrote...

illerianna wrote...

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.


I have dragged and dropped the .pcc file onto the EXE and it just closes, nothing happens.



Then those pcc's have no meshes. Try pcc's that are 10 MB or bigger.

Modifié par phoenixofthunder, 13 août 2010 - 01:17 .


#1242
phoenixofthunder

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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..



Specify mess up. Coalesed Editor only edits the Coalesced.ini successfully as far as I know.

Modifié par phoenixofthunder, 13 août 2010 - 04:25 .


#1243
Deebe

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can heavy weapons be edited onto squadmates?
I have already changed tali's loadout to include an AR so she can have maching geth guns. Im wondering if anyone has tried heavy weapons before I attempt to.

edit: and just to clarify, defualt male shepard can't be modified right? was hoping just to add tim's eyes.. 

Modifié par Deebe, 13 août 2010 - 05:58 .


#1244
phoenixofthunder

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Deebe wrote...

can heavy weapons be edited onto squadmates?
I have already changed tali's loadout to include an AR so she can have maching geth guns. Im wondering if anyone has tried heavy weapons before I attempt to.

edit: and just to clarify, defualt male shepard can't be modified right? was hoping just to add tim's eyes.. 


You gave the above a try?

HenchLoadoutInfo=(className=SFXPawn_Tali,Weaponclasses=(
LoadoutWeapons_HeavyPistols,
LoadoutWeapons_AssaultRifles,
LoadoutWeapons_Shotguns,
LoadoutWeapons_AssaultRifles="SFXGameContent_Inventory.SFXWeapon_GethPulseRifle",
UnlockPlotID=Wpn_GethPulseRifle))

This before heavy weapons? Tali with heavy weapon, I'd like that.:o

Modifié par phoenixofthunder, 13 août 2010 - 06:13 .


#1245
Deebe

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sweet jesus your fast phoenix ;p
yes i used the above to change the weapons for tali as mentioned, but i have yet to try heavy weapons on a squadmate.. it should work but hopefully someone else has done this before me

edit: testing

Modifié par Deebe, 13 août 2010 - 06:16 .


#1246
phoenixofthunder

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Deebe wrote...

sweet jesus your fast phoenix ;p
yes i used the above to change the weapons for tali as mentioned, but i have yet to try heavy weapons on a squadmate.. it should work but hopefully someone else has done this before me

edit: testing

;)
Or:

HenchLoadoutInfo=(className=SFXPawn_Tali,Weaponclasses=(
LoadoutWeapons_HeavyPistols,
LoadoutWeapons_AssaultRifles,
LoadoutWeapons_Shotguns,
LoadoutWeapons_HeavyWeapon,
LoadoutWeapons_AssaultRifles="SFXGameContent_Inventory.SFXWeapon
_GethPulseRifle",
UnlockPlotID=Wpn_GethPulseRifle),
LoadoutWeapons_HeavyWeapons=
(className="SFXGameContent_Inventory.SFXHeavyWeapon
_NukeLauncher",
UnlockPlotID=Wpn_NukeLauncher)
 

Modifié par phoenixofthunder, 13 août 2010 - 06:23 .


#1247
Deebe

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Image IPB
truth be told i didn't think it would be that easy, i thought that something would go wrong.
now just I just have to modify my own loadout and get rid of my heavy weapon

for anyone that cares.. masseffect ini modmanager (by roadcrewworker) search HenchLoadoutInfo- choose which squadmate and then the copy and paste a weapon, for
example: LoadoutWeapons_HeavyWeapons

edit:hmmm infinite ammo on squaddies right?

Modifié par Deebe, 13 août 2010 - 06:41 .


#1248
phoenixofthunder

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Confirmed: New T.I.M. method works for both genders:

Image IPB Image IPB



 

Modifié par phoenixofthunder, 13 août 2010 - 06:37 .


#1249
Burdokva

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Is it possible to give squad member more than two weapons using the above method? For exampli, adding an AR to Jacob's inventory, instead of replacing the shotgun or pistol?

#1250
HCS01

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phoenixofthunder wrote...

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..



Specify mess up. Coalesed Editor only edits the Coalesced.ini successfully as far as I know.


It is possible to mod DLC weapons, though.  If you wish, I can show you how I was able to add as much ammo to the Mattock as I want.  I believe someone else discussed how to do this, so I won't repeat unless asked (I would be more that happy to share.