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ME2 - Modding is Possible II (PC Only)


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#1251
phoenixofthunder

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Burdokva wrote...

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?


I have tried multiple deviations and still only get two weapons.

Modifié par phoenixofthunder, 13 août 2010 - 07:27 .


#1252
phoenixofthunder

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HCS01 wrote...

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.


I and ZephSunstrider created a long drawn out method on Page 45 (Alternating Red-Green text)
But please explain your methodology, it may be of enlightenment to the rest of us. Maybe it'll be easier than what we currently go through to mod DLC. Till tomorrow happy modding.

Modifié par phoenixofthunder, 13 août 2010 - 07:34 .


#1253
Deebe

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Image IPB
anyone have the code for the helmet/faceplate ^here?
or the n7 one for that matter?

edit: found a way to get bonus powers unlockable through research.. now i can have cloak on a vanguard
(the bindings method never worked for me for some strange reason)

Modifié par Deebe, 13 août 2010 - 07:52 .


#1254
Guest_Inge Shepard_*

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Does anyone have this file "giveme2entitlements.exe" it is a file that override BioPersistentEntitlementCache.ini file.
After what I found out it shall work okay.
If someone have this file, can you make it an .rar or .zip file and upload the file???

Inge

Modifié par Inge Shepard, 13 août 2010 - 11:20 .


#1255
Lord Ed1

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Inge Shepard wrote...

Does anyone have this file "giveme2entitlements.exe" it is a file that override BioPersistentEntitlementCache.ini file.
After what I found out it shall work okay.
If someone have this file, can you make it an .rar or .zip file and upload the file???

Inge


I believe uploading it is illegal in most countries, I know it is in mine. Sorry.

#1256
Guest_Inge Shepard_*

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Lord Ed1 wrote...

Inge Shepard wrote...

Does anyone have this file "giveme2entitlements.exe" it is a file that override BioPersistentEntitlementCache.ini file.
After what I found out it shall work okay.
If someone have this file, can you make it an .rar or .zip file and upload the file???

Inge


I believe uploading it is illegal in most countries, I know it is in mine. Sorry.

Yeah, I you're right..
It seems like it more than just that file. It's a crack version of ME2.
Forget my question..

Inge



#1257
ViralHatred

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I wish there was a legitimate way to avoid having to always connect to cerberus, I'm losing my internet soon and as I use Steam ME2 I'm worried I'm going to lose all my DLC.

#1258
Guest_Inge Shepard_*

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ViralHatred wrote...

I wish there was a legitimate way to avoid having to always connect to cerberus, I'm losing my internet soon and as I use Steam ME2 I'm worried I'm going to lose all my DLC.


So long you don't do a reinstall and take a copy of the BioPersistentEntitlementCache.ini file, do I believe you still can play without any problem.
You can try this in you game. Go back to main menu before you exit the game. Save the game and exit. Reload without internt connection and see what happens.

Inge


Modifié par Inge Shepard, 13 août 2010 - 02:14 .


#1259
Darman

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Deebe wrote...

Image IPB
anyone have the code for the helmet/faceplate ^here?
or the n7 one for that matter?

edit: found a way to get bonus powers unlockable through research.. now i can have cloak on a vanguard
(the bindings method never worked for me for some strange reason)



Yeah that faceplate would be nice. I love it.

2nd point: Do you mean you found a way to add any power by research like domination or crush?
If yes, then: TELL IT PLEASE! I hate adding powers by key but it seemed to be the only way...

thx

#1260
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.


It works great.

That's outside-the-box thinking for you - If you can't  get the Eclipse Engineer PA, make the sentinel PA look more like it :)
What else have you got?

#1261
phoenixofthunder

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Darman wrote...

Deebe wrote...
*Snip*

anyone have the code for the helmet/faceplate ^here?
or the n7 one for that matter?

edit: found a way to get bonus powers unlockable through research.. now i can have cloak on a vanguard
(the bindings method never worked for me for some strange reason)



Yeah that faceplate would be nice. I love it.

2nd point: Do you mean you found a way to add any power by research like domination or crush?
If yes, then: TELL IT PLEASE! I hate adding powers by key but it seemed to be the only way...

thx



This:

Crunchyinmilk wrote...

The following was cribbed from someone else/elsewhere. I take no credit.

Don't bother with torso appearance and invisible arms, legs etc.
Waste of your time. Instead drop your old one piece armor choices
in as full body appearances.

;EDIT -- New Fullbody Appearances (ME1 Armors).
FullBodyAppearances=(Id=61,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MDL",
Female="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Torso"),PlotFlag=-1)

FullBodyAppearances=(Id=62,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDb.HMM_ARM_MEDb_MDL",
Female="BIOG_HMF_ARM_MED_R.MEDb.HMF_ARM_MEDb_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Torso"),PlotFlag=-1)

These are the heavy and light N7 onyx armors from ME1. You wear them
from the armor type box (like the DLC armors). They only have the
default N7 armor 'gameeffect' but you can add as many effects as you
want. Just separate each effect (in quotes) with a comma (,)


?

Modifié par phoenixofthunder, 13 août 2010 - 10:43 .


#1262
Deebe

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2nd point: Do you mean you found a way to add any power by research like domination or crush?

If yes, then: TELL IT PLEASE! I hate adding powers by key but it seemed to be the only way...



it seems i've only had partial success it works for only one of my profile characters but the others when i research nothing shows up except on a infiltrator (which is useless because they already have it(^cloak))

I'm going to start a new game soon when the lair of the shadowbroker dlc hits maybe that could help..( the research is unlocked when a loyalty mission is completed in this case a duplicate barrier plot flag for the cloak power)

I don't know why it's not working on my other profile saves.. it should be

#1263
Turian Antiquarian

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Deebe wrote...

it seems i've only had partial success it works for only one of my profile characters but the others when i research nothing shows up except on a infiltrator (which is useless because they already have it(^cloak))
I'm going to start a new game soon when the lair of the shadowbroker dlc hits maybe that could help..( the research is unlocked when a loyalty mission is completed in this case a duplicate barrier plot flag for the cloak power)
I don't know why it's not working on my other profile saves.. it should be



Mmmm....

Have you failed to notice that the cloak power vanishes when you save/load/leavemormandy, or is this  indeed the freakin' Holy Grail
?

#1264
HCS01

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phoenixofthunder wrote...

=========================================================================================
[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(className="SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player")
=========================================================================================
Copy ALL of the BIOWeapon.ini and placed it directly after [SFXGame.SFXWeapon] and before
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]. Here it is with a lot of excess data removed.
[SFXGame.SFXWeapon]
Damage=(X=3.7,Y=3.7)
DamageAI=1.0f
DamageHench=1.0f
...........Excessive data removed...............
[SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player]
>>>>>>
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]


I only made the two changes listed above to the coalesced.ini.  Instead of moving bioweapon.ini from each dlc directory, i left it in and renamed it bioware-c.ini, and that's it.  This will prevent any successful calls to the bioweapon.ini so that the changes to coalesced.ini will not be overridden, while still keeping the file safe (just in case).  Appearently, the order they are placed in only determines the order they show up in when looking through the loadout screen.
Also, I do not recieve an "unauthorized DLC message" with this method.  One thing to note, if you wish to modify the weapons from the firepower pack, make sure to include the SFXDamage sections as well so your weapons retain the excess stopping power.

Modifié par HCS01, 13 août 2010 - 09:08 .


#1265
Guest_Inge Shepard_*

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Well, so fare will I say that the easiest way to add more power to player and squad. Is still the way ZephSunStrider has done it. Making a text file with all the information you need and execute that file with a cmd command.
I self have made a whole page with power to my player and squad and run it with one key.

I guess everyone try to find a better way to solve this, but so fare, nada..
Why don't try it? ;)

Inge

#1266
Turian Antiquarian

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Inge Shepard wrote...

Well, so fare will I say that the easiest way to add more power to player and squad. Is still the way ZephSunStrider has done it. Making a text file with all the information you need and execute that file with a cmd command.
I self have made a whole page with power to my player and squad and run it with one key.

I guess everyone try to find a better way to solve this, but so fare, nada..
Why don't try it? ;)

Inge


Not a better way, an RPGer way :)

It's all about charactor development. DeusExMachina solutions such as key binding kill most of the fun 

#1267
Deebe

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sigh* its seems you were right turian antiquarian, the powers do disappear after a loading transition...
damn i thought i was on to something good here:crying:

edit: big thanks go out to Inge shepard for posting the power text bindings worked like a charm:wizard:

Modifié par Deebe, 13 août 2010 - 08:00 .


#1268
Guest_Inge Shepard_*

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Turian Anitquarian, feel free to do it the way you like, my is just a suggestion, at least it work.

Deebe, you're welcome..;)

Inge

#1269
Darman

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phoenixofthunder wrote...



This:

Crunchyinmilk wrote...

The following was cribbed from someone else/elsewhere. I take no credit.

Don't bother with torso appearance and invisible arms, legs etc.
Waste of your time. Instead drop your old one piece armor choices
in as full body appearances.

;EDIT -- New Fullbody Appearances (ME1 Armors).
FullBodyAppearances=(Id=61,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MDL",Female="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Torso"),PlotFlag=-1)

FullBodyAppearances=(Id=62,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDb.HMM_ARM_MEDb_MDL",Female="BIOG_HMF_ARM_MED_R.MEDb.HMF_ARM_MEDb_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Torso"),PlotFlag=-1)

These are the heavy and light N7 onyx armors from ME1. You wear them
from the armor type box (like the DLC armors). They only have the
default N7 armor 'gameeffect' but you can add as many effects as you
want. Just separate each effect (in quotes) with a comma (,)


?


I know this and added this long time before. But I never said somethin' about the armors, only about the helmets.

Modifié par Darman, 13 août 2010 - 08:07 .


#1270
Turian Antiquarian

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Inge Shepard wrote...

Turian Anitquarian, feel free to do it the way you like, my is just a suggestion, at least it work.

Deebe, you're welcome..;)

Inge





Dude, your way is the only way that works and will work... just trying to explain why pepole bother looking for a new way.

All of my efforts turned out to be moot when i figured that the script for loading powers on area startup is located inside the standalone packages. 

I don't think we'll ever have legal access to a real editor or even a REpack tool.

you need a special kind of idealistic game publishers to provide modding tools in the age of "The DLC business model"
Bethesda are the only ones that i know of today.



Edit, TAQ 9/7/10

1)Crossed-over baseless arguments that made use of definitive terms and implicit certainty.

2) I take back any claim of a causative connection between Idealism and/or profit seeking and the endorsement of PC game modding. *Uber-Facepalm*

Modifié par Turian Antiquarian, 07 septembre 2010 - 03:50 .


#1271
Guest_Inge Shepard_*

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Turian Antiquarian wrote...

Inge Shepard wrote...

Turian Anitquarian, feel free to do it the way you like, my is just a suggestion, at least it work.

Deebe, you're welcome..;)

Inge





Dude, your way is the only way that works and will work... just trying to explain why pepole bother looking for a new way.

All of my efforts turned out to be moot when i figured that the script for loading powers on area startup is located inside the standalone packages. 

I don't think we'll ever have legal access to a real editor or even a REpack tool.

you need a special kind of idealistic game publishers to provide modding tools in the age of "The DLC business model"
Bethesda are the only ones that i know of today.

Thanks, for your feedback.
I'm new to this game and editing.
Well, I'm learning along the way..with small steps at the time..

Inge



#1272
Michel1986

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Darman wrote...
I know this and added this long time before. But I never said somethin' about the armors, only about the helmets.


The helmet is located in BioD_ProNor.pcc, but we still dont know how to get it to work in the game it self. :pinched:

#1273
Turian Antiquarian

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Michel1986 wrote...

Darman wrote...
I know this and added this long time before. But I never said somethin' about the armors, only about the helmets.


The helmet is located in BioD_ProNor.pcc, but we still dont know how to get it to work in the game it self. :pinched:



maybe you need to add:

BIOEngine
[Editor.EditorEngine]
EditPackages=BioD_ProNor


perhaps it will allow the editor access to the no longer loaded prolog content

#1274
phoenixofthunder

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HCS01 wrote...

phoenixofthunder wrote...

===========================================================================
[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(className="SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player")
============================================================================
Copy ALL of the BIOWeapon.ini and placed it directly after [SFXGame.SFXWeapon] and before
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]. Here it is with a lot of excess data removed.
[SFXGame.SFXWeapon]
Damage=(X=3.7,Y=3.7)
DamageAI=1.0f
DamageHench=1.0f
...........Excessive data removed...............
[SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player]
>>>>>>
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]


I only made the two changes listed above to the coalesced.ini.  Instead of moving bioweapon.ini from each dlc directory, i left it in and renamed it bioware-c.ini, and that's it.  This will prevent any successful calls to the bioweapon.ini so that the changes to coalesced.ini will not be overridden, while still keeping the file safe (just in case).  Appearently, the order they are placed in only determines the order they show up in when looking through the loadout screen.
Also, I do not recieve an "unauthorized DLC message" with this method.  One thing to note, if you wish to modify the weapons from the firepower pack, make sure to include the SFXDamage sections as well so your weapons retain the excess stopping power.



Thanks! No more Clicking "OK"

Modifié par phoenixofthunder, 13 août 2010 - 10:41 .


#1275
TheLonePolack

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phoenixofthunder wrote...

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:


Worked perfectly, thanks a lot.