Turian Antiquarian wrote...
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?
Dear dude,
I hope the hostility is just in my head. Anyway, I miswrote Adept, I meant Sentinel. And you'd be surprised what powers some packages contain. Sentinel, for example, contains Neural Shock (the NPC version).
And if everyone were to stay silent if they didn't
know for sure, this thread would be a whole lot emptier, and we'd still be in 'Stone Age' modding. This is about exchanging theories and seeing if they work. We're NOT an omnipotent library of mod-knowledge.
... so much for not ranting

__________________________________
Regarding adding powers "permanently": All loyalty powers will stay with you, even through saves and loads, up until the point where you perform the Advanced Training (or w/e) research to choose a new loyalty power. Then you'll lose them all, and have to reapply them again. This works
only for the loyalty powers (the ones you choose with said research), but it works too even if they aren't yet unlocked.
Turian Antiquarian wrote...
It's all about charactor development. DeusExMachina solutions such as key binding kill most of the fun.
Regarding this whole "cheating/modding kills the fun" stuff: Some people see it as fun to be able to bend rules, or to be able to do what they want. What may seem as "killing fun" to some, might actually be fun in itself for others.
Turian Antiquarian wrote...
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.
I know another one, too! BioWare! Or what else is the DA Toolset? Sure, limited, but still, it
is a SDK.
Michel1986 wrote...
The helmet is located in BioD_ProNor.pcc, but we still dont know how to get it to work in the game it self.
You can manually load a level with the OnlyLoadLevel cmd. Bind it to a key/textfile, press the key/exec the textfile and then access the locker. That's how people got the access-locker-everywhere thingy to work.
Turian Antiquarian wrote...
1. Does anybody require insturctions on how to add the Gethprime weapon (minigun) permanently to the weapons locker?
2.
will someone please help me find the following meshs: Citadel gunnery
sergent armor; armor of dead Human soldiers on Franklin (stop javelin
mission)?
1. Do you mean you know how to add it? In that case, I'm interested, please share.
*Edit: Um....
[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(className="SFXGameContent_Inventory.SFXWeapon_MiniGun")
Like this?
2. Can you PM me screenshots? I have a bunch of model codes, don't know if they're in there.
Edit: Nevermind, just found a solution.
Does anyone know if it's possible to make the Revenant use the Heavy slot, instead of the AR slot, so we could, say, have both the Rev and the Mattock?
Modifié par ZephSunstrider, 14 août 2010 - 04:11 .