ME2 - Modding is Possible II (PC Only)
#1426
Posté 21 août 2010 - 12:37
#1427
Posté 21 août 2010 - 12:58
yuckygeo wrote...
Can someone point me to how to give Shepard the Claymore, Revanent and Widow? Can that be done in the c.ini or do I have to use Gibbed?
Find the SFXWeapon_Machinegun, SFXWeapon_FlakGun, and SFXWeapon_MassCannon weapon entries in c.ini and add bNotRegularWeaponGUI=False in the weapon entry. Delete bNotRegularWeaponGUI=true from their corresponding entries under SFXPlayerSquadLoadoutData, and edit PlayerLoadoutInfo for your class as necessary.
#1428
Posté 21 août 2010 - 01:03
#1429
Posté 21 août 2010 - 01:25
minormiracle wrote...
Has anyone tried using the Unreal Development Kit from Epic Games to pack .pcc files as if they were .upk files? UDK doesn't run properly on my computer so I haven't been able to test this, but if it works this would finally allow us to change NPC looks, among other things.
Azureum & I both tried and the UDK would always bomb (crash).
#1430
Posté 21 août 2010 - 01:28
phoenixofthunder wrote...
minormiracle wrote...
Has anyone tried using the Unreal Development Kit from Epic Games to pack .pcc files as if they were .upk files? UDK doesn't run properly on my computer so I haven't been able to test this, but if it works this would finally allow us to change NPC looks, among other things.
Azureum & I both tried and the UDK would always bomb (crash).
Yeah I'm getting that too, but UDK is crashing when it tries to open any upk, even the ones that came with the editor. I'm wondering if you're supposed to use something else than the open map function to open those things.
#1431
Posté 21 août 2010 - 01:59
minormiracle wrote...
yuckygeo wrote...
Can someone point me to how to give Shepard the Claymore, Revanent and Widow? Can that be done in the c.ini or do I have to use Gibbed?
Find the SFXWeapon_Machinegun, SFXWeapon_FlakGun, and SFXWeapon_MassCannon weapon entries in c.ini and add bNotRegularWeaponGUI=False in the weapon entry. Delete bNotRegularWeaponGUI=true from their corresponding entries under SFXPlayerSquadLoadoutData, and edit PlayerLoadoutInfo for your class as necessary.
Thanks minormiracle. I'll give that a shot.
yucky
#1432
Posté 21 août 2010 - 07:39
[quote]Tommy6860 wrote...
[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.
[/quote]
If it is normal with this method, then it seems it would be OK. I thought I gave the details I needed to give, so I don't know how much more I need to offer as those were the only issues I have. Anyway, I have been able to make some changes where the ammo amounts can be changed in the shotty and the laser pistol, but it won't change in the Mattock rifle. Not really a big deal as that gun is way overpowered on its own. To make the geth shotty show more ammo, I change the ammo amounts under the shotgun section in the weapons list and it took. Same with the pistol. Not so with the Mattock rifle. It's cool though, having Kasumi use the Arc Projector and the Mattock Heavy Rifle.
Modifié par Tommy6860, 21 août 2010 - 07:39 .
#1433
Guest_Inge Shepard_*
Posté 21 août 2010 - 02:09
Guest_Inge Shepard_*
HCS01 wrote...
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
There's no one sitting with the only conclusion of everything so you are welcome to share what you have done differently. I guess we all agree in that..
Modifié par Inge Shepard, 21 août 2010 - 04:42 .
#1434
Guest_Inge Shepard_*
Posté 21 août 2010 - 06:20
Guest_Inge Shepard_*
Here is what I have done:
/* To unlock all DLC weapons: */ | SetIntByName Wpn_HeavyPistolM5 | SetIntByName Wpn_HeavyAssault | SetIntByName Wpn_GethShotGun |
And this:
[SFXGame.SFXPlayerSquadLoadoutData]
;;----------------------- Firepack Start -------------------------------------------------------------
Shotguns=(className="SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun")
HeavyPistols=(className="SFXGameContentDLC_Pistol.SFXWeapon_LaserPistol")
AssaultRifles=(className="SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle")
PlayerSpecialWeapons=(className="SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun",UnlockPlotName=Tec_Shotgun)
PlayerSpecialWeapons=(className="SFXGameContentDLC_Pistol.SFXWeapon_LaserPistol",UnlockPlotName=Tec_HeavyPistol)
PlayerSpecialWeapons=(className="SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle",UnlockPlotName=Tec_AssaultRifle)
;;----------------------- Firepack End --------------------------------------------------------------
I'm will continue if I can get to work..
Modifié par Inge Shepard, 21 août 2010 - 07:28 .
#1435
Posté 21 août 2010 - 08:46
I've tried half a dozen "working" coalesceds, searched every page of this thread (still searching through the first one), tried mod managers (they all crashed), tried the armor locker (crashed the game without fail), set background streaming to false (crashes the game, so have to leave at true), and used a coalesced editor to manually add entries (manually adding the armor locker bind crashed the editor).
Nothing works. I must admit that I haven't set stream_vixen_00 to true, but that's because gibbed's save editor won't let me. It keeps the setting grayed out and any new settings are grayed out as well.
Is there a sure-fire way to get this working? Or is having a Steam version of the game the problem? Am I just missing some key step being stated everywhere (my eyes are glossing over everything I read now...)?
Modifié par Rand0mNumbers, 21 août 2010 - 08:49 .
#1436
Posté 21 août 2010 - 08:56
phoenixofthunder wrote...
minormiracle wrote...
Has anyone tried using the Unreal Development Kit from Epic Games to pack .pcc files as if they were .upk files? UDK doesn't run properly on my computer so I haven't been able to test this, but if it works this would finally allow us to change NPC looks, among other things.
Azureum & I both tried and the UDK would always bomb (crash).
Have you rename the .upk back to .pcc after compiled by the UDK? I know it's a long-shot, but for some games sharing an engine such basic "hack' turn out to work. I wish someone who has understanding of coding and UT3 would make a compiler for that darned .pcc archive.
#1437
Posté 21 août 2010 - 09:29
Rand0mNumbers wrote...
I've been trying to get Miranda's romance outfit working as a casual appearance for my femshep, but it flat out refuses to work (same with all Miranda's outfits actually).
I've tried half a dozen "working" coalesceds, searched every page of this thread (still searching through the first one), tried mod managers (they all crashed), tried the armor locker (crashed the game without fail), set background streaming to false (crashes the game, so have to leave at true), and used a coalesced editor to manually add entries (manually adding the armor locker bind crashed the editor).
Nothing works. I must admit that I haven't set stream_vixen_00 to true, but that's because gibbed's save editor won't let me. It keeps the setting grayed out and any new settings are grayed out as well.
Is there a sure-fire way to get this working? Or is having a Steam version of the game the problem? Am I just missing some key step being stated everywhere (my eyes are glossing over everything I read now...)?
Here you go buddy. I don't know if it'll work though, as I never tried it myself.
http://social.biowar...t/2913/#details
#1438
Posté 21 août 2010 - 10:12
For example giving Jacob proficiency in Hvy Pistols, Shotguns + Assault Rifles.
#1439
Posté 21 août 2010 - 10:48
Tommy6860 wrote...
Tommy6860 wrote...
phoenixofthunder wrote...
Tommy6860 wrote...
Tommy6860 wrote...
phoenixofthunder wrote...
snipped
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.).
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.
If it is normal with this method, then it seems it would be OK. I thought I gave the details I needed to give, so I don't know how much more I need to offer as those were the only issues I have. Anyway, I have been able to make some changes where the ammo amounts can be changed in the shotty and the laser pistol, but it won't change in the Mattock rifle. Not really a big deal as that gun is way overpowered on its own. To make the geth shotty show more ammo, I change the ammo amounts under the shotgun section in the weapons list and it took. Same with the pistol. Not so with the Mattock rifle. It's cool though, having Kasumi use the Arc Projector and the Mattock Heavy Rifle.
Oh sorry misunderstood your issue. Its only the Mattock rifle? If you want you can email me your coalesced.ini and DLC ini's and I'll take a look.
EDIT: Left out email:
phoenixofthunder@yahoo.com
Modifié par phoenixofthunder, 21 août 2010 - 10:53 .
#1440
Posté 21 août 2010 - 10:49
ChrisBran wrote...
Can anyone tell me if it's possible to give your party members, more weapon proficiencies?
For example giving Jacob proficiency in Hvy Pistols, Shotguns + Assault Rifles.
You mean weapons they can use?
[SFXGame.SFXPlayerSquadLoadoutData]
HenchLoadoutInfo=(className=SFXPawn_Squadmate,Weaponclasses=(LoadoutWeapons_Weapons)
Example Garrus:
HenchLoadoutInfo=(className=SFXPawn_Garrus,Weaponclasses
(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,
**ADDED**LoadoutWeapons_Shotguns,LoadoutWeapons_HeavyWeapons))
#1441
Posté 21 août 2010 - 10:50
Burdokva wrote...
phoenixofthunder wrote...
minormiracle wrote...
Has anyone tried using the Unreal Development Kit from Epic Games to pack .pcc files as if they were .upk files? UDK doesn't run properly on my computer so I haven't been able to test this, but if it works this would finally allow us to change NPC looks, among other things.
Azureum & I both tried and the UDK would always bomb (crash).
Have you rename the .upk back to .pcc after compiled by the UDK? I know it's a long-shot, but for some games sharing an engine such basic "hack' turn out to work. I wish someone who has understanding of coding and UT3 would make a compiler for that darned .pcc archive.![]()
Yep tried that.
#1442
Posté 21 août 2010 - 11:16
phoenixofthunder wrote...
ChrisBran wrote...
Can anyone tell me if it's possible to give your party members, more weapon proficiencies?
For example giving Jacob proficiency in Hvy Pistols, Shotguns + Assault Rifles.
You mean weapons they can use?
[SFXGame.SFXPlayerSquadLoadoutData]
HenchLoadoutInfo=(className=SFXPawn_Squadmate,Weaponclasses=(LoadoutWeapons_Weapons)
Example Garrus:
HenchLoadoutInfo=(className=SFXPawn_Garrus,Weaponclasses
(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,
**ADDED**LoadoutWeapons_Shotguns,LoadoutWeapons_HeavyWeapons))
Yeah that's what I meant. Thanks for the code.
#1443
Posté 21 août 2010 - 11:46
LuxDragon wrote...
Here you go buddy. I don't know if it'll work though, as I never tried it myself.
http://social.biowar...t/2913/#details
Not sure why, but the mod manager didn't crash this time around. I have 2 of Miranda's outfits (normal and loyal) and I believe Morinth's as well. The others are empty slots on the slider. Thanks.
EDIT:
Got the romance outfit working.
Just needed the following:
In loadseq.txt:
-----------------------------------------------------------------------
// #### OnlyLoadLevel Commands #### //
OnlyLoadLevel BioD_EndGm1_110ROMMirranda
-----------------------------------------------------------------------
and
In the me2mod
-----------------------------------------------------------------------
+; Mirandas Romance Uniform - Loaded via "BioD_EndGm1_110ROMMirranda".
+CasualAppearances=(Id=2007,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_MIR_NKD_R.NKDa.HMF_MIR_NKDa_MDL",Female="BIOG_HMF_MIR_NKD_R.NKDa.HMF_MIR_NKDa_MDL"),PlotFlag=-1)
-----------------------------------------------------------------------
http://img251.images...nshot00066x.jpg
Not sure how sound was affected, I had my speakers off the whole time.
Modifié par Rand0mNumbers, 22 août 2010 - 04:10 .
#1444
Posté 22 août 2010 - 04:58
#1445
Posté 22 août 2010 - 05:34
learn34 wrote...
I was wondering if anyone knew which .pcc files I need to look in to find the majority of the squadmates' armors, Aria's outfit, and miranda's romance scene outfit? I realise this is lazy of me, but I really don't want to spend two-three hours looking through each of them. Also, some of the files refuse to open, and I'm worried that what I'm looking for might be in one of those files. Any help would be greatly appreciated.
I assume that these pcc's are small and if that is the case they have no meshes (outfits). Otherwise I'm confused.
Taken from Page 93 of original M.I.P. thread.
southbeatz1169 wrote...
Here's my latest ini mod updates. Be sure to read the readme for it or the readme information on the forum page.
ME2 Ini Mods v1.2
ME2 & PC Game Mods
This has all squad armors available except Aria. Just read the readme v1.2
Modifié par phoenixofthunder, 22 août 2010 - 05:42 .
#1446
Posté 22 août 2010 - 05:41
ChrisBran wrote...
phoenixofthunder wrote...
ChrisBran wrote...
Can anyone tell me if it's possible to give your party members, more weapon proficiencies?
For example giving Jacob proficiency in Hvy Pistols, Shotguns + Assault Rifles.
You mean weapons they can use?
[SFXGame.SFXPlayerSquadLoadoutData]
HenchLoadoutInfo=(className=SFXPawn_Squadmate,Weaponclasses=(LoadoutWeapons_Weapons)
Example Garrus:
HenchLoadoutInfo=(className=SFXPawn_Garrus,Weaponclasses
(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,
**ADDED**LoadoutWeapons_Shotguns,LoadoutWeapons_HeavyWeapons))
Yeah that's what I meant. Thanks for the code.
No problem.
To bed I go.
Modifié par phoenixofthunder, 22 août 2010 - 05:42 .
#1447
Posté 22 août 2010 - 10:06
Help me please!
Modifié par YuriMk.III, 22 août 2010 - 10:08 .
#1448
Posté 22 août 2010 - 02:57
It works fine with the other DLC i have installed (zaeed and hammerhead) but after installing kasumi it always gives me a runtime error when trying to load my save file
edit - im using patch 1.02 if it makes any difference
Modifié par Theo_D, 22 août 2010 - 06:42 .
#1449
Guest_Inge Shepard_*
Posté 22 août 2010 - 03:29
Guest_Inge Shepard_*
Inge Shepard wrote...
I'm trying to unlock all the DLC weapons after editing them into Coalesced.ini file.
Here is what I have done:
/* To unlock all DLC weapons: */ | SetIntByName Wpn_HeavyPistolM5 | SetIntByName Wpn_HeavyAssault | SetIntByName Wpn_GethShotGun |
And this:
[SFXGame.SFXPlayerSquadLoadoutData]
;;----------------------- Firepack Start -------------------------------------------------------------
Shotguns=(className="SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun")
HeavyPistols=(className="SFXGameContentDLC_Pistol.SFXWeapon_LaserPistol")
AssaultRifles=(className="SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle")
PlayerSpecialWeapons=(className="SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun",UnlockPlotName=Tec_Shotgun)
PlayerSpecialWeapons=(className="SFXGameContentDLC_Pistol.SFXWeapon_LaserPistol",UnlockPlotName=Tec_HeavyPistol)
PlayerSpecialWeapons=(className="SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle",UnlockPlotName=Tec_AssaultRifle)
;;----------------------- Firepack End --------------------------------------------------------------
I'm will continue if I can get to work..
I added this string to my unlock text file for DLC weapons, and I get them available when I'm onboard Normandy.
/* To unlock all DLC weapons: */ | SetIntByName Wpn_LaserPistol 1 | SetIntByName Wpn_DesertAssaultRifle 1 | SetIntByName Wpn_GethShotGun 1 |
Inge
#1450
Guest_Inge Shepard_*
Posté 22 août 2010 - 03:35
Guest_Inge Shepard_*
LuxDragon wrote...
Rand0mNumbers wrote...
I've been trying to get Miranda's romance outfit working as a casual appearance for my femshep, but it flat out refuses to work (same with all Miranda's outfits actually).
I've tried half a dozen "working" coalesceds, searched every page of this thread (still searching through the first one), tried mod managers (they all crashed), tried the armor locker (crashed the game without fail), set background streaming to false (crashes the game, so have to leave at true), and used a coalesced editor to manually add entries (manually adding the armor locker bind crashed the editor).
Nothing works. I must admit that I haven't set stream_vixen_00 to true, but that's because gibbed's save editor won't let me. It keeps the setting grayed out and any new settings are grayed out as well.
Is there a sure-fire way to get this working? Or is having a Steam version of the game the problem? Am I just missing some key step being stated everywhere (my eyes are glossing over everything I read now...)?
Here you go buddy. I don't know if it'll work though, as I never tried it myself.
http://social.biowar...t/2913/#details
I gues Mirandas outfit should be something like this, haven't tried myself, here is my suggestion..
CasualAppearances=(Id=501,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)
CasualAppearances=(Id=502,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL",FemaleMaleMaterialOverride="BIOG_
HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MAT_1a"),PlotFlag=-1)
I guess you also need to add this line as well..
FullBodyAppearances=(Id=501,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)
FullBodyAppearances=(Id=502,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)
Just a suggestion, can't say it will work..
Modifié par Inge Shepard, 22 août 2010 - 03:35 .




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