ME2 - Modding is Possible II (PC Only)
#1401
Posté 19 août 2010 - 07:39
#1402
Posté 19 août 2010 - 08:21
Turian Antiquarian wrote...
Hya!
Q: I really like combining this texture: BIOG_HMF_HED_PROMorph_R.Mira.HMF_HED_PROMira_Face_Diff_Stack
With my Femshep's face. The only problem is i get a strange super-reflective effect that makes the change between light and shade way too drastic.
Is it possible to do somthing about it?
Thanks
It might have something to do with the alpha channel of the texture, try extracting it with texmod and opening it with an image editing program. The alpha channel is in black and white and it is what tells the game how shiny to make a surface. White is very shiny and black is not shiny. Or it could be you are combining two face textures and the game is using both alpha channels at the same time making shepard's face very shiny.
#1403
Posté 19 août 2010 - 08:30
phoenixofthunder wrote...
beastly_divizion wrote...
phoenixofthunder wrote...
beastly_divizion wrote...
the texture mod that alters the scars coloring isn't a true blue, and the one that does change them to a true blue, is female only.
Male shep colored scarring (wrong/incomplete):
http://social.biowar...m/project/2354/
female shep colored scarring (complete/female-only)
http://social.biowar...m/project/3163/
As for the eye color, I am well aware of how to do it using Gibbed's but that only applies to non-default appearance sheps.
I suppose it's my fault for not supplying enough information/examples regarding my question, But now I have.
I would like to be able to have those electric blue scars like in the female example, above, with electric blue eyes, for a default appearance, male, shep. Can it be done, Or am I asking too much?
How does this look:
*Snip*
?
friggin fantastic!!
Project Uploaded:
Default & Custom Male Blue Scars
Enjoy!
Thanks for making this, is it a Texmod or just the texture file or both?
#1404
Guest_Inge Shepard_*
Posté 19 août 2010 - 08:41
Guest_Inge Shepard_*
LuxDragon wrote...
Is there something that I can modify to increase the duration of Cloak?
This is what I have done. But will need to changes this in every level in Coalesced.ini file.
[SFXGame.SFXDifficulty]
EnemyPowerCooldownMultiplier=1.0
SquadPowerDurationMultiplier=3.0 ;;1.0 /* higher number, power last longer */
SquadPowerCooldownMultiplier=1.0
[SFXGame.SFXDifficulty_Level1]
SquadPowerDurationMultiplier=3.0 ;;1.1 /* change this in every level */
- Shepard
Modifié par Inge Shepard, 19 août 2010 - 08:42 .
#1405
Posté 19 août 2010 - 08:56
Venomrain300 wrote...
phoenixofthunder wrote...
beastly_divizion wrote...
phoenixofthunder wrote...
beastly_divizion wrote...
the texture mod that alters the scars coloring isn't a true blue, and the one that does change them to a true blue, is female only.
Male shep colored scarring (wrong/incomplete):
http://social.biowar...m/project/2354/
female shep colored scarring (complete/female-only)
http://social.biowar...m/project/3163/
As for the eye color, I am well aware of how to do it using Gibbed's but that only applies to non-default appearance sheps.
I suppose it's my fault for not supplying enough information/examples regarding my question, But now I have.
I would like to be able to have those electric blue scars like in the female example, above, with electric blue eyes, for a default appearance, male, shep. Can it be done, Or am I asking too much?
How does this look:
*Snip*
?
friggin fantastic!!
Project Uploaded:
Default & Custom Male Blue Scars
Enjoy!
Thanks for making this, is it a Texmod or just the texture file or both?
Texmod only.
#1406
Posté 19 août 2010 - 11:03
#1407
Posté 20 août 2010 - 01:38
Arcadionn wrote...
Your posts are phenomenal Azureum
Very true. If not for Azureum and many others, ME2 modding would still be in the dark ages.
#1408
Posté 20 août 2010 - 01:45
And thanks to Inge for the quick help!
Modifié par LuxDragon, 20 août 2010 - 01:48 .
#1409
Posté 20 août 2010 - 02:20
ZephSunstrider wrote...
The "Permanently" doesn't work for normal powers, only for loyalty powers, and only up until you choose a new one via Advanced Training. Adding Warp Ammo via Editor works, adding Biotic Charge doesn't.Trogdorx wrote...
Or you could just add powers permanently via the savegame editor...
That is, unless you found some other way. If so, mind to share?It's some kind of integrity check when starting. Havn't found a workaround, and gave up after lots of trial-and-error.Kaerakh wrote...
I have been trying to modify the Kassa
Locust and the Incisor rifle, but the DLC screams at me everytime I
make a change. Suggestions?
So far, no one has been able to modify the DLC inis without the game pouting about it.
Ive changed all the weapons in the new weapon dlc.....more ammo.....rate of fire...etc
changed most of the dlc weapons and hammerhead thrusters
just have to use ************ (removed due to the possiblility of EA black chopters flying over my house)
#1410
Posté 20 août 2010 - 08:45
(If the answers are out there and I missed em, sorry for wasting your time)
- Is it possible to create new locations? As in new maps?
- I know your able to re-skin and re-texture allies, but what if I wanted to have more then two outfit for an ally, is that possible? As in being able to cycle through more then the default and loyal outfits. Like adding a third or forth slot?
- Could I create weapons/armor from scratch and add them to the game? Perhaps even add them to a store to be purchased first?
To say the least, the last one is the one Im most interested in. I felt personally the game was about replacing your weapon with a better one. (At least with the heavy handguns and assault rifles.) I would have liked more choices , but that could just be me.
I understand this would require an insane amount of work, and may not be even possible without the dev tools to edit the game, but I am quite curious.
Modifié par Deaner, 20 août 2010 - 08:46 .
#1411
Posté 20 août 2010 - 09:31
Turian Antiquarian wrote...
Hya!
Q: I really like combining this texture: BIOG_HMF_HED_PROMorph_R.Mira.HMF_HED_PROMira_Face_Diff_Stack
With my Femshep's face. The only problem is i get a strange super-reflective effect that makes the change between light and shade way too drastic.
Is it possible to do something about it?
Thanks

bump + Pic
#1412
Guest_Inge Shepard_*
Posté 20 août 2010 - 09:31
Guest_Inge Shepard_*
Brp650 wrote...
ZephSunstrider wrote...
The "Permanently" doesn't work for normal powers, only for loyalty powers, and only up until you choose a new one via Advanced Training. Adding Warp Ammo via Editor works, adding Biotic Charge doesn't.Trogdorx wrote...
Or you could just add powers permanently via the savegame editor...
That is, unless you found some other way. If so, mind to share?It's some kind of integrity check when starting. Havn't found a workaround, and gave up after lots of trial-and-error.Kaerakh wrote...
I have been trying to modify the Kassa
Locust and the Incisor rifle, but the DLC screams at me everytime I
make a change. Suggestions?
So far, no one has been able to modify the DLC inis without the game pouting about it.
Ive changed all the weapons in the new weapon dlc.....more ammo.....rate of fire...etc
changed most of the dlc weapons and hammerhead thrusters
just have to use ************ (removed due to the possiblility of EA black chopters flying over my house)
I suggest that read from page 45 - 47 and just follow the guidance.
Deaner: Sorry, I can't answer your questions.
I guess that will require alot of .pcc editing..
#1413
Posté 20 août 2010 - 12:20
phoenixofthunder wrote...
phoenixofthunder wrote...
Inge McDaniel wrote...
To Zeph and Phonenix and every one else..
Since we no have an idea about how we does this. Any thought of trying bonuspower also, like granade to Kasumi or Zaeed?
Inge
I'm so very sorry for the long post. Pardon me Inge but doesn't Zaeed already have grenades? Do you mean giving that ability to Kasumi?
As for modding the DLC's I'm not giving up; if it worked with one DLC.......... I'll get it to work on all DLC's. No limit to my perseverance. Sorry it didn't work for you Inge. Did you do all of this?
Ok double revised edition:
Ok here is what I did using the Collector DLC as the example again:
Opened directory Program Files\\\\Mass Effect 2\\\\BioGame\\\\DLC\\\\DLC_PRE_Collectors\\\\CookedPC
And then opened these three INI files located there with Notepad++:
BIOWeapon.ini, BIOEngine.ini & BIOGame.ini
And copy the following lines to their appropriate subsection of the Coalesced.ini being sure to remove plus "+" from the start of each line(thanks ZephSunstrider):
THIS IS SUBSECTION DLC .INI DIRECTORY
++++++++++++++++++++++++++++++++++++++++++++++++++
[Engine.DLCModules]----------------------------------(BIOEngine.ini)
[SFXGame.BioWorldInfo]------------------------------(BIOGame.ini)
[Engine.StartupPackages]----------------------------(BIOEngine.ini)
[Core.System]--------------------------------------------(BIOEngine.ini)
[Editor.EditorEngine]------------------------------------(BIOEngine.ini)
[SFXGame.SFXEngine]--------------------------------(BIOEngine.ini)
[SFXGame.SFXPlayerSquadLoadoutData]-------(BIOGame.ini)
+++++++++++++++++++++++++++++++++++++++++++++++++
Copy ALL of the BIOWeapon.ini and placed it directly after [SFXGame.SFXWeapon] and before
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle] like so:
[SFXGame.SFXWeapon]
[SFXGameContentDLC......(weapon data)......]--(BIOWeapon.ini)
(NOTE & WARNING!: Place ALL of the BIOWeapon.ini here and DO NOT seperate gun data and reactions or it will not work.)
Modify what you want of the guns characteristics here as well (IE>> Ammo, refire rate, ect.).
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]
If any armor this needs to be added too:
[SFXGame.SFXPawn_Player]------------------------(BIOGame.ini)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
======================================================================================
EXAMPLE:
For collector rifle:
[Engine.DLCModules]
***Leave data already here***
***add***
DLC_PRE_Collectors=8
=======================================================================================
[SFXGame.SFXPawn_Player]
FullBodyAppearances=(Id=100,Name=351308,Description=351309,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_COL_R.ARM.HMM_ARM_FBDe_MDL",
Female="BIOG_HMF_ARM_COL_R.Base.HMF_ARM_COL_MDL",
bHideHead=True,bHideHair=True),GameEffects=("SFXGameDLC_PRE_Collectors.SFXGameEffect_Gear_CollectorsHealthBonus",
"SFXGameDLC_PRE_Collectors.SFXGameEffect_Gear_CollectorsRegenBonus",
"SFXGameDLC_PRE_Collectors.SFXGameEffect_Gear_CollectorsStormSpeed"),PlotFlag=-1)
=======================================================================================
[SFXGame.BioWorldInfo]
Remove the 'plus' in green>>>>>>>>>+Conditionalclasses=PlotManagerDLC_00_Shared.BioAutoConditionals
So it reads:
Conditionalclasses=PlotManagerDLC_00_Shared.BioAutoConditionals
=======================================================================================
[Engine.StartupPackages]
DLCStartupPackage=DLCSharedPlot
DLCStartupPackage=Startup_PRE_Collectors
Package=SFXGameDLC_PRE_Collectors
=======================================================================================
Remember to delete excess white lines from this section as done below:
[Core.System]
!CookPaths=CLEAR
CookPaths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\Content
CookPaths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\Script
CookPaths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\ScriptFinalRelease
CookPaths=..\\\\BIOGame\\\\DLC\\\\DLC_00_Shared\\\\Content\\\\Maps\\\\Nor\\\\DSG_Messages
Paths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\Content
Paths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\TestContent
Paths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\__Trashcan
ScriptPaths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\Script
ScriptPaths=..\\\\BIOGame\\\\DLC\\\\DLC_00_Shared\\\\Script
FRScriptPaths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\ScriptFinalRelease
SeekFreePCPaths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\CookedPC
=======================================================================================
[Engine.PackagesToAlwaysCook]
!Package=CLEAR
!SeekFreePackage=CLEAR
SeekFreePackage=BIOG_HMM_ARM_COL_R
SeekFreePackage=BIOG_HMF_ARM_COL_R
=======================================================================================
[Editor.EditorEngine]
EditPackages=SFXGameDLC_PRE_Collectors
EditPackages=SFXGameContentDLC_PRE_Collectors
=======================================================================================
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player",
SeekFreePackageName="SFXPlayerWeapons_Collectors")
DynamicLoadMapping=(ObjectName="GUI_SF_DLC_PRE_Collectors.CollectorAssaultRifle_512",
SeekFreePackageName="SFXCollectorWeapons_CollectorRifle")
=======================================================================================
[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]
Save the Coalesced.ini and run The Fixer.
Now navigate to your DLC directory, something like this: Program Files\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\Mass Effect 2\\\\BioGame\\\\DLC\\\\\\\\DLC_PRE_Collectors\\\\CookedPC. Create a "New Folder" and name it something like: "INI Back-Up". Then transfer BIOWeapon.ini & BIOGame.ini to this folder. Be sure to leave BIOEngine.ini as the only .INI in the DLC directory or the in-game item never shows up. I'm still baffeled as to why even when I copied everything from it:mellow:.
Now launch Mass Effect 2. Upon game load your main menu may give you a "not authorized message". Ignore this for it means didly squat (I just love that term:lol:). And your weapons should be there.
=======================================================================================
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
My eyes hurt reading so many updates, anyway, doesn't work for me. but I have been able to change Kasumi's weapons loadout to anything I like (as well as any of the other henchmen.).
#1414
Posté 20 août 2010 - 02:20
Inge Shepard wrote...
LuxDragon wrote...
Is there something that I can modify to increase the duration of Cloak?This is what I have done. But will need to changes this in every level in Coalesced.ini file.
[SFXGame.SFXDifficulty]
EnemyPowerCooldownMultiplier=1.0
SquadPowerDurationMultiplier=3.0 ;;1.0 /* higher number, power last longer */
SquadPowerCooldownMultiplier=1.0
[SFXGame.SFXDifficulty_Level1]
SquadPowerDurationMultiplier=3.0 ;;1.1 /* change this in every level */
- Shepard
You only need to change it in the difficulty in which one plays. It really only benefits Insanity setting since that difficulty can be pretty hard in places, but it makes the game too easy on the lesser difficulties. Try playing it on level 6, where the enemies are about 50 times more resistant to attack.
Modifié par Tommy6860, 20 août 2010 - 02:21 .
#1415
Guest_Inge Shepard_*
Posté 20 août 2010 - 03:40
Guest_Inge Shepard_*
#1416
Posté 20 août 2010 - 04:00
Thanks a lot! Cheers
#1417
Posté 20 août 2010 - 04:02
I have a question for the one who could help me.
The planets with anomalies: you know that EDI appears saying "anomaly detected" and then you have to find the radio frequency and launch the probe. Is It possible to skip this and have direct access to the description of the anomaly and the land option?
#1418
Posté 20 août 2010 - 05:29
[quote]phoenixofthunder wrote...
snipped
[/quote]
[/quote]
My eyes hurt reading so many updates, anyway, doesn't work for me. but I have been able to change Kasumi's weapons loadout to anything I like (as well as any of the other henchmen.).
[/quote]
OK, I got it to work, in a way. The weapons are there, and I get the DLC not loaded warning, but it loads anyway. The interesting part is, I cannot set the ammo amounts (as just an example of making a change), but the amounts are not the normal amounts, weird. Also, in the list where I choose my weapons, either from the weapons kiosk on the ship, or at the beginning of a mission, the names are blank.
Modifié par Tommy6860, 20 août 2010 - 06:02 .
#1419
Guest_Inge Shepard_*
Posté 20 août 2010 - 06:28
Guest_Inge Shepard_*

Here is what I have for this caps.
HelmetAppearances=(Id=9,Type=CustomizableType_Shoulders,Mesh=(Male="BIOG_HMM_HIR_PRO_R.Cap.HMM_HAT_Cap_MDL",Female="BIOG_HMF_HIR_PRO.Cap.HMF_
HAT_Cap_MDL",bHideHair=True),PlotFlag=-1)
It work absolutely great with female..
Any ideas??
Have tried to changes this ups and downs, back and forwards, without any result..
Here is the differance:
Modifié par Inge Shepard, 20 août 2010 - 07:02 .
#1420
Posté 20 août 2010 - 06:58
Turian Antiquarian wrote...
Turian Antiquarian wrote...
Hya!
Q: I really like combining this texture: BIOG_HMF_HED_PROMorph_R.Mira.HMF_HED_PROMira_Face_Diff_Stack
With my Femshep's face. The only problem is i get a strange super-reflective effect that makes the change between light and shade way too drastic.
Is it possible to do something about it?
Thanks
bump + Pic
As I posted earlier it has to do with the alpha channel of the Mira texture you are using. Mira is the hologram on the Citadel and those shiny parts are probably the code that is streaming down her face. I think the only way to fix it is to extract the texture with Texmod and edit the alpha channel until you get the results you want.
#1421
Posté 20 août 2010 - 07:54
Bottom line is, we're limited to what we can do inside the C.ini, and a little texture pushing. Besides that, we can't do anything. ME2 isn't supposed to be modded, and you feel that everywhere.Deaner wrote...
- Is it possible to create new locations? As in new maps? ;Nope, doing so would require the Unreal Editor for ME2, which we don't have and most likely never will.
- I know your able to re-skin and re-texture allies, but what if I wanted to have more then two outfit for an ally, is that possible? As in being able to cycle through more then the default and loyal outfits. Like adding a third or forth slot? ;Nope either.
- Could I create weapons/armor from scratch and add them to the game? Perhaps even add them to a store to be purchased first? ; Nope again.
I understand this would require an insane amount of work, and may not be even possible without the dev tools to edit the game, but I am quite curious.
Nope, it's part of the minigame, and would require lots of coding-around we can't do.RideTSW wrote...
... Is It possible to skip this and have direct access to the description of the anomaly and the land option?
Unless you want to activate all the N7-missions from the game onwards, then it might work. (BIG might, though)
The bHideHair flag doesn't apply for males it seems. That black rim is your hair sticking out. I experimented alot with that, because it bothered me too. However I didn't find any solution to this, except maybe making Shep bald. It might also work for the more "hairy" male hairstyles, the ones where you actually have hair on the head, not running around half-bald. Never tried that, though. All my ManSheps have the Sarge Spike haircut.Inge Shepard wrote...
All male custom helmets, caps and beret. Seem to leave a black mark all over..
It work absolutely great with female..
Any ideas??
Have tried to changes this ups and downs, back and forwards, without any result..
#1422
Posté 20 août 2010 - 08:32
RideTSW wrote...
... Is It possible to skip this and have direct access to the description of the anomaly and the land option?
ZephSunstrider wrote... Nope, it's part of the minigame, and would require lots of coding-around we can't do.
Unless you want to activate all the N7-missions from the game onwards, then it might work. (BIG might, though)
_______________________________________________________________________________________
Ok, I'll try it, but... how I activate/unlock the N7 missions? Any trainer/mod? or any line to edit in the coalesced.ini?
Modifié par RideTSW, 20 août 2010 - 08:35 .
#1423
Posté 20 août 2010 - 09:56
[quote]Tommy6860 wrote...
[quote]phoenixofthunder wrote...
snipped
[/quote]
[/quote]
My eyes hurt reading so many updates, anyway, doesn't work for me. but I have been able to change Kasumi's weapons loadout to anything I like (as well as any of the other henchmen.).
[/quote]
OK, I got it to work, in a way. The weapons are there, and I get the DLC not loaded warning, but it loads anyway. The interesting part is, I cannot set the ammo amounts (as just an example of making a change), but the amounts are not the normal amounts, weird. Also, in the list where I choose my weapons, either from the weapons kiosk on the ship, or at the beginning of a mission, the names are blank.
[/quote]
More detail please.
This is normal with this method.
#1424
Guest_Inge Shepard_*
Posté 20 août 2010 - 09:58
Guest_Inge Shepard_*
ZephSunstrider wrote...
Bottom line is, we're limited to what we can do inside the C.ini, and a little texture pushing. Besides that, we can't do anything. ME2 isn't supposed to be modded, and you feel that everywhere.Deaner wrote...
- Is it possible to create new locations? As in new maps? ;Nope, doing so would require the Unreal Editor for ME2, which we don't have and most likely never will.
- I know your able to re-skin and re-texture allies, but what if I wanted to have more then two outfit for an ally, is that possible? As in being able to cycle through more then the default and loyal outfits. Like adding a third or forth slot? ;Nope either.
- Could I create weapons/armor from scratch and add them to the game? Perhaps even add them to a store to be purchased first? ; Nope again.
I understand this would require an insane amount of work, and may not be even possible without the dev tools to edit the game, but I am quite curious.Nope, it's part of the minigame, and would require lots of coding-around we can't do.RideTSW wrote...
... Is It possible to skip this and have direct access to the description of the anomaly and the land option?
Unless you want to activate all the N7-missions from the game onwards, then it might work. (BIG might, though)The bHideHair flag doesn't apply for males it seems. That black rim is your hair sticking out. I experimented alot with that, because it bothered me too. However I didn't find any solution to this, except maybe making Shep bald. It might also work for the more "hairy" male hairstyles, the ones where you actually have hair on the head, not running around half-bald. Never tried that, though. All my ManSheps have the Sarge Spike haircut.Inge Shepard wrote...
All male custom helmets, caps and beret. Seem to leave a black mark all over..
It work absolutely great with female..
Any ideas??
Have tried to changes this ups and downs, back and forwards, without any result..
Right, with a 3mm haircut it work fine. Tried with a new hairstyle..And then it is ok.
#1425
Posté 20 août 2010 - 10:50
Really? What changes did you make to your Coalesced.ini? There are only 2 sections that require changes to make them work. Here is an example from mine, using the Mattock:phoenixofthunder wrote...
Tommy6860 wrote...
OK, I got it to work, in a way. The weapons are there, and I get the DLC not loaded warning, but it loads anyway. The interesting part is, I cannot set the ammo amounts (as just an example of making a change), but the amounts are not the normal amounts, weird. Also, in the list where I choose my weapons, either from the weapons kiosk on the ship, or at the beginning of a mission, the names are blank.
More detail please.
This is normal with this method.
[SFXGame.SFXPlayerSquadLoadoutData] ;this section requires the weapon name e.g.
AssaultRifles=(className="SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle")
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle] ;This is inserted after [SFXGame.SFXWeapon]
--Followed by weapon stats--
Once this is done rename your BIOWeapon.ini (leave it in it original directory so the DLC file structure remains intact). You will not get any warnings and you will have full controll of your DLC weapons with less work. Plus the names remain whenever your selecting loadout. Also, the SFXGameContent section can be placed in any order under the [SFXGame.SFXWeapon] section. The order determines the order they appear in the loadout screen. I can post a section of my Coalesced.ini to show what I am talking about if you like
Hope I don't come off like a jerk. I'm just trying to help
Modifié par HCS01, 20 août 2010 - 10:58 .




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