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ME2 - Modding is Possible II (PC Only)


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#1276
phoenixofthunder

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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:



What's the mesh name or is it not known?

#1277
Turian Antiquarian

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Hello,

2 questions:


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)?

Thank you all

#1278
ZephSunstrider

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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 :pinched:
__________________________________

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 .


#1279
HCS01

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I 'm still trying to find the location of the description files for armor. Does anyone have any ideas where I might look? I've been extracting various PCCs in my search but have found nothing. I am looking to document the effects on my custom armors and pieces.

Names and Descriptions are referenced by numbers, I just have no idea of where those text files are stored.



Thanks.

#1280
phoenixofthunder

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Sorry I have been away from the forums was determined to get the Galaxy Map music from ME2 added to my music collection. What can I say I love that hypnotic sound! ^_^ Well I have had success!:D Now if I could only add my own music to ME2 it would be great to bad thats not going to happen.<_<

Modifié par phoenixofthunder, 14 août 2010 - 06:22 .


#1281
ArchDemonXIII

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 so question: how do I alter the DLC weapons?

#1282
LuxDragon

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Pg 47 and up.


#1283
phoenixofthunder

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ArchDemonXIII wrote...

 so question: how do I alter the DLC weapons?


Page 45-47 (alternating color) but instead of moving the DLC ini's to a backup-folder just change their name from BIOWeapon.ini to something like: BIOCoalescedWeapon.ini (thanks HCS01).

Modifié par phoenixofthunder, 14 août 2010 - 07:24 .


#1284
ArchDemonXIII

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one more quick question, sorry if it's been answered.



what variable do I change to increase the amount of ammo you receive per thermal clip pickup? I wanna dirty harry trough the game using just the carnifex.

#1285
phoenixofthunder

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phoenixofthunder wrote...

Sorry I have been away from the forums was determined to get the Galaxy Map music from ME2 added to my music collection. What can I say I love that hypnotic sound! ^_^ Well I have had success!:D Now if I could only add my own music to ME2 it would be great to bad thats not going to happen.<_<


Here is how:
Audio Stream Extractor
Copy these two from CookedPC to a  New Folder:
BioA_Nor_103aGalaxyMap.pcc
nor_galaxy_map_a_S_INT.afc

Run the exractor and look under streams and there it will be under the new "Wwise_Nor_Music" folder as:
mus_galaxy_map_loop_wav.ogg


Then install: Blaze Convertor
Once installed click "Convert Audio" Then "convert and compress audio". (Should default to MP3)
Select first of the three buttons and navigate to the sound's location. Then select open.
Then click on your destination and click ok.

Now if you all want you can have it too.

#1286
phoenixofthunder

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ArchDemonXIII wrote...

one more quick question, sorry if it's been answered.

what variable do I change to increase the amount of ammo you receive per thermal clip pickup? I wanna dirty harry trough the game using just the carnifex.


Dirty Harry? You want less ammo?
Try this:

[Default]
[SFXGame.SFXDroppedAmmo]
PctAmmoGiven=0.25

Change to:
[SFXGame.SFXDroppedAmmo]
PctAmmoGiven=0.09

For more ammo:
[Default]
[SFXGame.SFXDroppedAmmo]
PctAmmoGiven=0.25

Change to:
[SFXGame.SFXDroppedAmmo]
PctAmmoGiven=0.85

Modifié par phoenixofthunder, 14 août 2010 - 07:53 .


#1287
ArchDemonXIII

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 I want more, the scarcity of ammo is he only thing really holding back the pistols from being a viable main weapon .

also just had another thought: on most of the weapons there's a check for causing ragdoll along with another check for percentage chance of it happening. Certain weapons don't have the checks. can I add those variables to the claymore and widow to make them cause ragdoll?

#1288
Guest_Inge Shepard_*

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I'm getting crazy.
Matter what I do the eyes stay red..I want my green color.
Here is in Vector
EYE_Emis_Color_Vector
0,2, 0,8, 0,2, 1 When I try using dot instead of comma I get a message,not a valid value for Single.

Can some give me some tip?
I have already also inserted those two line texture parameter..
Name: EYE_Diff

Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff

Name: EYE_Spec

Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec

Arrrrrgggggghhhhh!!!:o

Modifié par Inge Shepard, 14 août 2010 - 08:23 .


#1289
phoenixofthunder

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Inge Shepard wrote...

I'm getting crazy.
Matter what I do the eyes stay red..I want my green color.
Here is in Vector
EYE_Emis_Color_Vector
0,2, 0,8, 0,2, 1 When I try using dot instead of comma I get a message,not a valid value for Single.

Can some give me some tip?
I have already also inserted those two line texture parameter..
Name: EYE_Diff

Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff

Name: EYE_Spec

Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec

Arrrrrgggggghhhhh!!!:o



phoenixofthunder wrote...

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:
Posted Image





#1290
Guest_Inge Shepard_*

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Thanks..Didn't deleted Iris Color, but things change..:lol:

#1291
phoenixofthunder

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ArchDemonXIII wrote...

 I want more, the scarcity of ammo is he only thing really holding back the pistols from being a viable main weapon .

also just had another thought: on most of the weapons there's a check for causing ragdoll along with another check for percentage chance of it happening. Certain weapons don't have the checks. can I add those variables to the claymore and widow to make them cause ragdoll?



Like this:
MagSize=(X=34,Y=34)
to 
MagSize=(X=940,Y=940)


I believe that it is possible for the ragdoll physics if added to the weapon sections inividually.

#1292
phoenixofthunder

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Inge Shepard wrote...

Thanks..Didn't deleted Iris Color, but things change..:lol:


I made the same mistake too when experimenting with illusive man's eyes.

#1293
ArchDemonXIII

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thanks for the help and all your hard work, phoenix. I salute you.

#1294
Turian Antiquarian

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ZephSunstrider wrote...

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.
No hostility
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). Where? can't find it in mine

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.
Maybe someone actually extracted the correct package already... If i had the time and will to extract every pack myself, i wouldn't have asked.
... so much for not ranting :pinched:
__________________________________

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. Power retention has nothing to do with loyaltyflags. there's a bunch of stupid "GET" scripts in the game content manager that will only get vanilla charclass powers and bonuspower. Example: the vanilla engineerpack contains the "Clock" power in full. If you'll bind "givepower self SFXGameContent_Powers.SFXPower_Cloak" and use while playing as Engineer, you'll see that no additional dynamicmapping is required.

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.

Modding and Cheating are not in the same category. games included cheatcodes lomg before (Atari anyone?) publishers started making editors available. releasing editors is a way for the developers to atone for the fact that budget considerations make very little time for testing the balance of the game, when compared to finding gamecrashing bugs.

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.

You compare that POS with the G.E.C.K?  I think that if bioware had the weight bethsoft has inside their respective mediacorps, we would have an ME2 Editor right now. but that would hurt things like the motivation to get the pepper or DA POS Meshes... EA won't approve. 

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?

Did it work without UI refs?  I'll update my minigun file here soon


Edit, TAQ 9/7/10

1) Since this is a huge thread, with a lot of crap statements I made, I would have to just say the following in regard to anything I wrote, which is marked orange:

All my "contribution" to this post is utter nonsense, which I use in the absence of a more suiting term that is also permitted for use here.

A childish forum bashing, implying that EA is a greedy corp concerned only with profit, and that bioware has no word in the matter of modding tool integration as a marketing strategy. A self-righteous rant that thankfully proved itself too worthless for anyone else to respect with a comment.

Claiming that a comparison between Zenimax/Bethsoft/Obsidian and EA/Bioware/whatever gives me solid insight of their respective business model, is faulty an manipulative.

I wish I would have done this sooner, reading this 10 days ago would have made me delete my profile and start over.

2) Apologies to ZephSunstrider for dragging him into this, nothing HE wrote was inappropriate.

Modifié par Turian Antiquarian, 07 septembre 2010 - 04:42 .


#1295
Kandid001

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Sorry if this has been mentioned before.



I just tried to modify my zoom line to this for a "bullet time" imitation:



Bindings=( Name="RightMouseButton",Command="Shared_Aim | SloMo 0.5 | OnRelease SloMo 1" )



I expected it to apply slomo effect whenever I zoomed in and revert to normal speed when I zoom out. But apparently, SloMo 0.5 only slows Shepard down and not the rest of the universe. What gives?

#1296
LuxDragon

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That acutally sound like an awesome idea Kandid001. Can anyone help the man?

#1297
Turian Antiquarian

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Kandid001 wrote...
I expected it to apply slomo effect whenever I zoomed in and revert to normal speed when I zoom out. But apparently, SloMo 0.5 only slows Shepard down and not the rest of the universe. What gives?


What you wanted is to initialize a script using this:

SFXGame.SFXGameEffect_TimeDilation

This is the effect scripted into the Infiltrator and Soldier powers.

Can't help you with that....

But you can add your binding to "Shared_action" and make the 0.5 a 2.0 and you'll storm in doubletime

#1298
ZephSunstrider

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Kandid001 wrote...
Sorry if this has been mentioned before.
I just tried to modify my zoom line to this for a "bullet time" imitation:
Bindings=( Name="RightMouseButton",Command="Shared_Aim | SloMo 0.5 | OnRelease SloMo 1" )

I expected it to apply slomo effect whenever I zoomed in and revert to normal speed when I zoom out. But apparently, SloMo 0.5 only slows Shepard down and not the rest of the universe. What gives?

The slomo command works just fine for me, slowing everything (including Shep) down. But I have that cmd bound to separate keys, so maybe that's the reason. It does dilate sound too. Try binding it to a free key in immediate finger range, like F if you play WASD, or Num0 if you use the cursor keys. Or try editing the Shared_Aim cmd, and insert the Slomo cmd there. Or maybe try inserting a small delay before Slomo activates, by using OnHold 0.3 Slomo 0.5.

Or you can just add the Infiltrator's passive power to you, that'll give you the time dilation effect too.

ZephSunstrider wrote...

I know another one, too! BioWare! Or what else is the DA Toolset? Sure, limited, but still, it is a SDK.
You compare that POS with the G.E.C.K?  I think that if bioware had the
weight bethsoft has inside their respective mediacorps, we would have
an ME2 Editor right now. but that would hurt things like the motivation
to get the pepper or DA POS Meshes... EA won't approve.
 
The only more powerful editor I know of than the GECK/TESCS is the Unreal Editor, so I won't compare that POS to it. But it still is a SDK, even if it's a crappy, highly unstable, user-hating and buggy-crashhappy SDK. Besides that, yeah, actual developer-blessed SDKs are rare today, most of the modding is done  with community-made tools.
Someone else mentioned it already, there's exactly one UE3 game out there that has a working Unreal Editor (afaik), and that's the staple UE3 game, UT3. I think there's some part of the license agreement that forbids sharing their UEdit version. Just a theory, though.


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?
Did it work without UI refs?  I'll update my minigun file here soon
I took a shot in the dark there, I didn't actually try it [smilie]../../../images/forum/emoticons/unsure.png[/smilie]
I'm still curious though.


Modifié par ZephSunstrider, 15 août 2010 - 03:45 .


#1299
Guest_Inge Shepard_*

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phoenixofthunder wrote...

ArchDemonXIII wrote...

 so question: how do I alter the DLC weapons?


Page 45-47 (alternating color) but instead of moving the DLC ini's to a backup-folder just change their name from BIOWeapon.ini to something like: BIOCoalescedWeapon.ini (thanks HCS01).


Interesting, maybe this will help, to get access to more bonuspower.

Inge



#1300
Guest_Inge Shepard_*

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phoenixofthunder wrote...

Inge Shepard wrote...

Thanks..Didn't deleted Iris Color, but things change..:lol:


I made the same mistake too when experimenting with illusive man's eyes.

Well, Adam wasn't long in paradise.
I seems to have problem with the colour code since I'm not using an US keyboard.
R: 0.2 B: 0.2 G: 0.8 some tip? Where you have a dot on your keyboard I have a comma.