Well all I'm using is the Colossus armor this playthrough. Trying to keep it mostly even giving myself no other advantages.
But to topics at hand:
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Added knowledge about Bullet time effect:
Restore these code lines in [SFXGame.SFXGameModeDefault] to their default provided here :
[SFXGame.SFXGameModeDefault]
Bindings=( Name="LeftMouseButton", Command="Shared_Shoot" )
Bindings=( Name="RightMouseButton",Command="Shared_Aim" )
Then change the following binding under [SFXGame.SFXGameModeBase]:
[SFXGame.SFXGameModeBase]
Bindings=( Name="Shared_Aim",
Command="SwapWeaponIfEmpty | TightAim | SloMo 0.2 | OnRelease StopTightAim | OnRelease SloMo 1" )
ADDED: If timed right you can actually see a biotic power in action, from the moment it leaves the character. Still get a kick out of the voice time destortion.
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@Turian Antiquarian
Blue Suns Armor is available but the 'holo' part I know nothing about but you could try mixing these:
BIOG_HMM_ARM_HVY_R.HVYa.BlueSuns.HMM_HVYa_BSun_Norm
BIOG_HMM_ARM_HVY_R.HVYa.BlueSuns.HMM_HVYa_BSun_Diff
BIOG_HMM_ARM_HVY_R.HVYa.BlueSuns.HMM_HVYa_BSun_Spec
BIOG_HMM_ARM_HVY_R.HVYa.HMM_ARM_HVYa_MAT_18a
BioVFX_Crt_Mercs.VFX.BLUE_ELT_Hvy_HMM_HoloArmor_VFX'
Here are four tries with MDL added:
TorsoAppearances=(Id=80,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYa.BlueSuns.HMM_HVYa_BSun_Norm_
MDL",
MaleMaterialOverride="BIOG_HMM_ARM_HVY_R.HVYa.HMM_ARM_HVYa_MAT_18a"),PlotFlag=-1)
TorsoAppearances=(Id=80,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYa.BlueSuns.HMM_HVYa_BSun_Spec_
MDL",
MaleMaterialOverride="BioVFX_Crt_Mercs.VFX.BLUE_ELT_Hvy_HMM_HoloArmor_VFX'"),PlotFlag=-1)
TorsoAppearances=(Id=80,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYa.BlueSuns.HMM_HVYa_BSun_Norm_
MDL",
MaleMaterialOverride="BioVFX_Crt_Mercs.VFX.BLUE_ELT_Hvy_HMM_HoloArmor_VFX"),PlotFlag=-1)
TorsoAppearances=(Id=80,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYa.BlueSuns.HMM_HVYa_BSun_Spec_
MDL",
MaleMaterialOverride="BIOG_HMM_ARM_HVY_R.HVYa.HMM_ARM_HVYa_MAT_18a'"),PlotFlag=-1)
Without the MDL (in case it doesn't read the added MDL as viable):
TorsoAppearances=(Id=80,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYa.BlueSuns.HMM_HVYa_BSun_Norm",
MaleMaterialOverride="BIOG_HMM_ARM_HVY_R.HVYa.HMM_ARM_HVYa_MAT_18a"),PlotFlag=-1)
TorsoAppearances=(Id=80,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYa.BlueSuns.HMM_HVYa_BSun_Spec",
MaleMaterialOverride="BioVFX_Crt_Mercs.VFX.BLUE_ELT_Hvy_HMM_HoloArmor_VFX'"),PlotFlag=-1)
TorsoAppearances=(Id=80,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYa.BlueSuns.HMM_HVYa_BSun_Norm",
MaleMaterialOverride="BioVFX_Crt_Mercs.VFX.BLUE_ELT_Hvy_HMM_HoloArmor_VFX"),PlotFlag=-1)
TorsoAppearances=(Id=80,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYa.BlueSuns.HMM_HVYa_BSun_Spec",
MaleMaterialOverride="BIOG_HMM_ARM_HVY_R.HVYa.HMM_ARM_HVYa_MAT_18a'"),PlotFlag=-1)
Modifié par phoenixofthunder, 17 août 2010 - 02:46 .