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ME2 - Modding is Possible II (PC Only)


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#1526
Guest_Inge Shepard_*

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Kacynski wrote...

Hi there,

I'm sorry I didn't dig through the whole thread, just read the initial post and couldn't find it there, so here goes my question:

Is it possible to unlock all upgrades from the beginning of the game somehow? My goal is to play with lvl30 and all upgrades unlocked from the beginning (I know NG+, and I don't mind my weapon or damage not upgraded, but I would like to have the improved cooldowns unlocked ...)


Copy and paste:
To add the Phoenix's upgrade code for the ini. if you want everything maxed out from the start, do this:

(
Name="F11", Command="setintbyname Tec_LegionUpgrade 10 | setintbyname
Tec_GruntUpgrade 10 | setintbyname Tec_BovineFortitude 10 | 
setintbyname Tec_QuarianShields 10 | setintbyname Tec_AssaultRifle 10 |
setintbyname Tec_AssaultRifleR1 10 | setintbyname Tec_AssaultRifleR2 10 
| setintbyname Tec_AutoPistol 10 | setintbyname Tec_AutoPistolR1 10 |
setintbyname Tec_AutoPistolR21 | setintbyname Tec_BioticUpgrade 10 | 
setintbyname Tec_BioticR1 10 | setintbyname Tec_BioticR2 10 |
setintbyname Tec_HeavyAmmo 10 | setintbyname Tec_HeavyPistol 10 |
setintbyname  Tec_HeavyPistolR1 10 | setintbyname Tec_HeavyPistolR2 10 |
setintbyname Tec_Medigel 10 | setintbyname Tec_MedigelR1 10 |
setintbyname  Tec_MedigelR2 10 | setintbyname Tec_MiniGameDecrypt 1 |
setintbyname Tec_MiniGameHack 1 | setintbyname Tec_ShepardHealth 10 |
setintbyname  Tec_ShepardR1 10 | setintbyname Tec_ShepardR2 10 |
setintbyname Tec_Shield 10 | setintbyname Tec_ShieldR1 10 | setintbyname
Tec_ShieldR2 10 |  setintbyname Tec_Shotgun 10 | setintbyname
Tec_ShotgunR1 10 | setintbyname Tec_ShotgunR2 10 | setintbyname
Tec_SniperRifle 10 | setintbyname  Tec_SniperRifleR1 10 | setintbyname
Tec_SniperRifleR2 10 | setintbyname Tec_TechUpgrade 10 | setintbyname
Tec_TechR1 10 | setintbyname Tec_TechR2 10" )

NB!! You paste all this under.
[SFXGame.SFXGameModeDefault]

Inge


Modifié par Inge Shepard, 25 août 2010 - 12:15 .


#1527
Relinquished2

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I have found a way to give unlimited ammo for your DLC weapons without editing much of the coalesced.ini.

Simply Put





Bindings=( Name="PC_Reload", Command="initammo 9999" )

somewhere under [SFXGame.SFXGameModeDefault] and before [SFXGame.SFXGameModeCommand].
Now, everytime you* reload, your weapons get an ammo refill like they would get from picking up a heatsink the enemy drops. Effectively giving you infinite ammo on ALL your weapons, DLC or not (except the heavy weapons), without editing your Spare ammo to 9999 or even touching the DLC BioWeapons.ini.

*Your ammo will not refill when your character automaticly reloads, you need to reload manually (sometimes more then once or hit Reload again after Shepard just reloaded).

Modifié par Relinquished2, 25 août 2010 - 04:01 .


#1528
ifander

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ZephSunstrider wrote...

phoenixofthunder wrote...

ifander wrote...
I've been trying to mod my savefile, with mixed results. More specifically I've been trying to change the nose shape in Gibbed's Save editor,

Raw/Squad/Player/Appearance/Morph Head/Morph Features
,
but after some testing I've noticed that the changes don't affect the appearance of my Shep. I've tried using some values from other Shep's, trying to eliminate "improper" values, but it makes no difference.

I've noticed that most of the time a feature has a related, opposite feature. For example, I've written down all the features relating to the nose:
*lotsastuff*
As you can see, every feature seems to have an opposite. My first assumption was that a value of "0" in both features puts the feature at the default location, and changing the feature requires one of the values to be altered, the other remaining "0". But then "nose_nostrilsNarrow" and "nose_nostrilsWide" make no sense. Which brings me to the next alternative, being that each feature is unique, and seemingly opposite features actually are min/max values. Either way, changing "nose_Down" from "0,346666664" to "0,4" should make a difference no matter the other value, and if the value is somehow "wrong", then the game should either load some default value instead, or crash. As it is now nothing happens, my Shep looks the same no matter the values. It's driving me nuts. Anyone know why it doesn't work? I'm starting to think it's a bug in Gibbed's editor.

Also, altering values in
Raw/Squad/Player/Appearance/Morph Head/Offset Bones
does have an effect, so I don't understand why Morph Features wouldn't work. Any thoughts? Ideas?

Just tried this and can't understand it either.:blink:

Some of this stuff are leftovers from the ME1 facial generation system. I think that one used a different procedure than ME2, hence why imported faces don't get a face gen code.
They may also be remnants from a more sophisticated face editor, which may have been cut from the final game. That's completely speculative, though.
I tinkered around with some of the values to make my Renegade Shep look more mean, and yeah, some work, some don't. I tried some extreme values for testing purposes, and the game never crashed on me. I didn't get funky faces, either. I don't think it's a bug on Gibbed's side, maybe just the game having a hard-limit on morphing the face around, or the values are really leftovers, or otherwise interpretated. Who knows?


It's possible this stuff is just used during face creation, and then kept for ME3 importing. Maybe these values are used to "cook" the face, I don't know. I'll be doing a little experiment trying to determine what values are actually used by the game, but I suspect that once the face has been created, it's pretty much unalterable. Still, it's a bit weird that "Offset Bones" can be altered whilst the "Morph Features" can't.

Modifié par ifander, 25 août 2010 - 04:30 .


#1529
phoenixofthunder

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Relinquished2 wrote...

I have found a way to give unlimited ammo for your DLC weapons without editing much of the coalesced.ini.

Simply Put


Bindings=( Name="PC_Reload", Command="initammo 9999" )

somewhere under [SFXGame.SFXGameModeDefault] and before [SFXGame.SFXGameModeCommand].
Now, everytime you* reload, your weapons get an ammo refill like they would get from picking up a heatsink the enemy drops. Effectively giving you infinite ammo without editing your Spare ammo to 9999 or even touching the DLC BioWeapons.ini.

*Your ammo will not refill when your character automaticly reloads, you need to reload manually (sometimes more then once).



Similar to what I use:
[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty | TryReload" )

#1530
phoenixofthunder

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ifander wrote...

ZephSunstrider wrote...

phoenixofthunder wrote...

ifander wrote...
I've been trying to mod my savefile, with mixed results. More specifically I've been trying to change the nose shape in Gibbed's Save editor,

Raw/Squad/Player/Appearance/Morph Head/Morph Features
,
but after some testing I've noticed that the changes don't affect the appearance of my Shep. I've tried using some values from other Shep's, trying to eliminate "improper" values, but it makes no difference.

I've noticed that most of the time a feature has a related, opposite feature. For example, I've written down all the features relating to the nose:
*lotsastuff*
As you can see, every feature seems to have an opposite. My first assumption was that a value of "0" in both features puts the feature at the default location, and changing the feature requires one of the values to be altered, the other remaining "0". But then "nose_nostrilsNarrow" and "nose_nostrilsWide" make no sense. Which brings me to the next alternative, being that each feature is unique, and seemingly opposite features actually are min/max values. Either way, changing "nose_Down" from "0,346666664" to "0,4" should make a difference no matter the other value, and if the value is somehow "wrong", then the game should either load some default value instead, or crash. As it is now nothing happens, my Shep looks the same no matter the values. It's driving me nuts. Anyone know why it doesn't work? I'm starting to think it's a bug in Gibbed's editor.

Also, altering values in
Raw/Squad/Player/Appearance/Morph Head/Offset Bones
does have an effect, so I don't understand why Morph Features wouldn't work. Any thoughts? Ideas?

Just tried this and can't understand it either.:blink:

Some of this stuff are leftovers from the ME1 facial generation system. I think that one used a different procedure than ME2, hence why imported faces don't get a face gen code.
They may also be remnants from a more sophisticated face editor, which may have been cut from the final game. That's completely speculative, though.
I tinkered around with some of the values to make my Renegade Shep look more mean, and yeah, some work, some don't. I tried some extreme values for testing purposes, and the game never crashed on me. I didn't get funky faces, either. I don't think it's a bug on Gibbed's side, maybe just the game having a hard-limit on morphing the face around, or the values are really leftovers, or otherwise interpretated. Who knows?


It's possible this stuff is just used during face creation, and then kept for ME3 importing. Maybe these values are used to "cook" the face, I don't know. I'll be doing a little experiment trying to determine what values are actually used by the game, but I suspect that once the face has been created, it's pretty much unalterable. Still, it's a bit weird that "Offset Bones" altered whilst the "Morph Features" can't.


That's a good theory.:o 

#1531
Relinquished2

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phoenixofthunder wrote...

Relinquished2 wrote...

I have found a way to give unlimited ammo for your DLC weapons without editing much of the coalesced.ini.

Simply Put




Bindings=( Name="PC_Reload", Command="initammo 9999" )

somewhere under [SFXGame.SFXGameModeDefault] and before [SFXGame.SFXGameModeCommand].
Now, everytime you* reload, your weapons get an ammo refill like they would get from picking up a heatsink the enemy drops. Effectively giving you infinite ammo without editing your Spare ammo to 9999 or even touching the DLC BioWeapons.ini.

*Your ammo will not refill when your character automaticly reloads, you need to reload manually (sometimes more then once).



Similar to what I use:
[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty | TryReload" )


Yes, have you found a way to automaticly do that? everytime he automaticly reloads, the ammo refills.

Forgive me, I'm lazy Image IPB I don't wanna hit "R" all the time to refill my weapons.

Modifié par Relinquished2, 25 août 2010 - 04:10 .


#1532
phoenixofthunder

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Relinquished2 wrote...

phoenixofthunder wrote...

Relinquished2 wrote...

I have found a way to give unlimited ammo for your DLC weapons without editing much of the coalesced.ini.

Simply Put




Bindings=( Name="PC_Reload", Command="initammo 9999" )

somewhere under [SFXGame.SFXGameModeDefault] and before [SFXGame.SFXGameModeCommand].
Now, everytime you* reload, your weapons get an ammo refill like they would get from picking up a heatsink the enemy drops. Effectively giving you infinite ammo without editing your Spare ammo to 9999 or even touching the DLC BioWeapons.ini.

*Your ammo will not refill when your character automaticly reloads, you need to reload manually (sometimes more then once).



Similar to what I use:
[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty | TryReload" )


Yes, have you found a way to automaticly do that? everytime he automaticly reloads, the ammo refills.

Forgive me, I'm lazy Image IPB I don't wanna hit "R" all the time to refill my weapons.


No, but I only hit the key twice and ammo refilled on All weapons. 

I use what I call the 'Game Zone' of the keyboard:
Image IPB


Using this "Zone" allows me to use "Enter" to refill my weapons which seems to be easier than hitting "R". If you want I will list my whole binding set.

Modifié par phoenixofthunder, 25 août 2010 - 04:28 .


#1533
Relinquished2

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phoenixofthunder wrote...

No, but I only hit the key twice and ammo refilled on All weapons. 

I use what I call the 'Game Zone' of the keyboard:
Image IPB


Using this "Zone" allows me to use "Enter" to refill my weapons which seems to be easier than hitting "R". If you want I will list my whole binding set.




Not needed. I used to use the "Game Zone" aswell. But I found out at some games the keys were to far of. So I started using the default keyset.

(mind my keyboard is AZERTY)
Z= forward
S= Backwards
R = Reload
ect.,ect.

Using this setup was kinda strange in the beginning, but after about a day or 2 I got used to it and all my keys are much closer to my fingers now. Been using this setup the past 3 years now and I can't imagine playing with the "Game Zone" anymore. The "Game Zone" looks so awkward to use now. Image IPB

Modifié par Relinquished2, 25 août 2010 - 04:56 .


#1534
phoenixofthunder

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Relinquished2 wrote...

phoenixofthunder wrote...

No, but I only hit the key twice and ammo refilled on All weapons. 

I use what I call the 'Game Zone' of the keyboard:
Image IPB


Using this "Zone" allows me to use "Enter" to refill my weapons which seems to be easier than hitting "R". If you want I will list my whole binding set.




Not needed. I used to use the "Game Zone" aswell. But I found out at some games the keys were to far of. So I started using the default keyset.

(mind my keyboard is AZERTY)
Z= forward
S= Backwards
R = Reload
ect.,ect.

Using this setup was kinda strange in the beginning, but after about a day or 2 I got used to it and all my keys are much closer to my fingers now. Been using this setup the past 3 years now and I can't imagine playing with the "Game Zone" anymore. The "Game Zone" looks so awkward to use now. Image IPB


I'm just the opposite + a QWERTY keyboard. Was using the keys w,a,s,d ect. for a long time but would always would goof up(push 'w' when I should push 'a' or 'd') in the games I was playing (which more than not got me killed.:pinched:). When I switched to the "Zone" it was a 500% improvement. 

Modifié par phoenixofthunder, 25 août 2010 - 05:02 .


#1535
Guest_Inge Shepard_*

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Relinquished2 wrote...

phoenixofthunder wrote...

Relinquished2 wrote...

I have found a way to give unlimited ammo for your DLC weapons without editing much of the coalesced.ini.

Simply Put




Bindings=( Name="PC_Reload", Command="initammo 9999" )

somewhere under [SFXGame.SFXGameModeDefault] and before [SFXGame.SFXGameModeCommand].
Now, everytime you* reload, your weapons get an ammo refill like they would get from picking up a heatsink the enemy drops. Effectively giving you infinite ammo without editing your Spare ammo to 9999 or even touching the DLC BioWeapons.ini.

*Your ammo will not refill when your character automaticly reloads, you need to reload manually (sometimes more then once).



Similar to what I use:
[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty | TryReload" )


Yes, have you found a way to automaticly do that? everytime he automaticly reloads, the ammo refills.

Forgive me, I'm lazy Image IPB I don't wanna hit "R" all the time to refill my weapons.

Good, you can also use this..
Bindings=( Name="PC_Reload", Command="SetIntByName Tec_HeavyAmmo 999 | SetIntByName Tec_Ammo 999 | SwapWeaponIfEmpty | TryReload" ) then again you still need to reload..:lol::lol:



#1536
phoenixofthunder

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Inge Shepard wrote...

Relinquished2 wrote...

phoenixofthunder wrote...

Relinquished2 wrote...

I have found a way to give unlimited ammo for your DLC weapons without editing much of the coalesced.ini.

Simply Put




Bindings=( Name="PC_Reload", Command="initammo 9999" )

somewhere under [SFXGame.SFXGameModeDefault] and before [SFXGame.SFXGameModeCommand].
Now, everytime you* reload, your weapons get an ammo refill like they would get from picking up a heatsink the enemy drops. Effectively giving you infinite ammo without editing your Spare ammo to 9999 or even touching the DLC BioWeapons.ini.

*Your ammo will not refill when your character automaticly reloads, you need to reload manually (sometimes more then once).



Similar to what I use:
[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty | TryReload" )


Yes, have you found a way to automaticly do that? everytime he automaticly reloads, the ammo refills.

Forgive me, I'm lazy Image IPB I don't wanna hit "R" all the time to refill my weapons.

Good, you can also use this..
Bindings=( Name="PC_Reload", Command="SetIntByName Tec_HeavyAmmo 999 | SetIntByName Tec_Ammo 999 | SwapWeaponIfEmpty | TryReload" ) then again you still need to reload..:lol::lol:




:lol:

#1537
ifander

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phoenixofthunder wrote...

ifander wrote...

ZephSunstrider wrote...

phoenixofthunder wrote...

ifander wrote...
I've been trying to mod my savefile, with mixed results. More specifically I've been trying to change the nose shape in Gibbed's Save editor,

Raw/Squad/Player/Appearance/Morph Head/Morph Features
,
but after some testing I've noticed that the changes don't affect the appearance of my Shep. I've tried using some values from other Shep's, trying to eliminate "improper" values, but it makes no difference.

I've noticed that most of the time a feature has a related, opposite feature. For example, I've written down all the features relating to the nose:
*lotsastuff*
As you can see, every feature seems to have an opposite. My first assumption was that a value of "0" in both features puts the feature at the default location, and changing the feature requires one of the values to be altered, the other remaining "0". But then "nose_nostrilsNarrow" and "nose_nostrilsWide" make no sense. Which brings me to the next alternative, being that each feature is unique, and seemingly opposite features actually are min/max values. Either way, changing "nose_Down" from "0,346666664" to "0,4" should make a difference no matter the other value, and if the value is somehow "wrong", then the game should either load some default value instead, or crash. As it is now nothing happens, my Shep looks the same no matter the values. It's driving me nuts. Anyone know why it doesn't work? I'm starting to think it's a bug in Gibbed's editor.

Also, altering values in
Raw/Squad/Player/Appearance/Morph Head/Offset Bones
does have an effect, so I don't understand why Morph Features wouldn't work. Any thoughts? Ideas?

Just tried this and can't understand it either.:blink:

Some of this stuff are leftovers from the ME1 facial generation system. I think that one used a different procedure than ME2, hence why imported faces don't get a face gen code.
They may also be remnants from a more sophisticated face editor, which may have been cut from the final game. That's completely speculative, though.
I tinkered around with some of the values to make my Renegade Shep look more mean, and yeah, some work, some don't. I tried some extreme values for testing purposes, and the game never crashed on me. I didn't get funky faces, either. I don't think it's a bug on Gibbed's side, maybe just the game having a hard-limit on morphing the face around, or the values are really leftovers, or otherwise interpretated. Who knows?


It's possible this stuff is just used during face creation, and then kept for ME3 importing. Maybe these values are used to "cook" the face, I don't know. I'll be doing a little experiment trying to determine what values are actually used by the game, but I suspect that once the face has been created, it's pretty much unalterable. Still, it's a bit weird that "Offset Bones" altered whilst the "Morph Features" can't.


That's a good theory.:o 


Well, I've finished my little experiment. Basically, what I did was create two female Shep's, without importing. I gave them identical faces save for eye width. Then I exported the headmorph data from the save files and compared it using a hex editor. Changing the eye width from "A" to "B" made a huge difference, not only in the Morph Features section. It affected the eyes_narrow feature, as well as the neck_thin and neck_wide features. But it also affected numerous Offset Bones-attributes. Following that I found what I suspect is the actual morph data used by the game, and this stuff is pretty much unintelligible (at least to me). It takes up around 78% of the file, and it differs between the files. There are similarities, which I suspect are the actual features, and then there are differences, which I'll assume are the actual values. So I'm pretty much convinced at this point that the Morph Features section is only used during character creation and importing, and then that data is used to "cook" the actual model used later on in the game.

So basically, morphing the face after the fact is pretty much out of the question, unless someone can reverse-engineer the compilation/"cooking"-process (I'll go out on a limb here and say that's not gonna happen). The only tweaks available are those in the Offset Bones-section, and those relate primarily to the "bones"; changing the actual shapes is out of the question as I see it.

#1538
Tommy6860

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Kavadas wrote...

phoenixofthunder wrote...

Kavadas wrote...

Under [SFXGame.SFXHeavyWeapon] what would happen if I set "bCanDropAmmo=false" to true?


Then Heavy Weapons will drop ammo cartridges


Is there any way to start a mission with like 50% max HW ammo every time?  Noticed the HWs don't have those variables like the other weps.


In the .ini file using the Coalesced editor, simply add the line under the BIOInput tab, right click on that line, then choose add single setting and add this, Bindings=( Name="F2", Command="setintbyname Tec_HeavyAmmo 5" )

You can do the same thing using Notepad++ .

Change the keyboard input (F2 in the above example) to the key you prefer, and then OK out. If the ammo turns out not to be enough or too much, simply decrease or increase the number as you please and re-compile the file.

#1539
Tommy6860

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Inge Shepard wrote...

Kacynski wrote...

Hi there,

I'm sorry I didn't dig through the whole thread, just read the initial post and couldn't find it there, so here goes my question:

Is it possible to unlock all upgrades from the beginning of the game somehow? My goal is to play with lvl30 and all upgrades unlocked from the beginning (I know NG+, and I don't mind my weapon or damage not upgraded, but I would like to have the improved cooldowns unlocked ...)


Copy and paste:
To add the Phoenix's upgrade code for the ini. if you want everything maxed out from the start, do this:

(
Name="F11", Command="setintbyname Tec_LegionUpgrade 10 | setintbyname
Tec_GruntUpgrade 10 | setintbyname Tec_BovineFortitude 10 | 
setintbyname Tec_QuarianShields 10 | setintbyname Tec_AssaultRifle 10 |
setintbyname Tec_AssaultRifleR1 10 | setintbyname Tec_AssaultRifleR2 10 
| setintbyname Tec_AutoPistol 10 | setintbyname Tec_AutoPistolR1 10 |
setintbyname Tec_AutoPistolR21 | setintbyname Tec_BioticUpgrade 10 | 
setintbyname Tec_BioticR1 10 | setintbyname Tec_BioticR2 10 |
setintbyname Tec_HeavyAmmo 10 | setintbyname Tec_HeavyPistol 10 |
setintbyname  Tec_HeavyPistolR1 10 | setintbyname Tec_HeavyPistolR2 10 |
setintbyname Tec_Medigel 10 | setintbyname Tec_MedigelR1 10 |
setintbyname  Tec_MedigelR2 10 | setintbyname Tec_MiniGameDecrypt 1 |
setintbyname Tec_MiniGameHack 1 | setintbyname Tec_ShepardHealth 10 |
setintbyname  Tec_ShepardR1 10 | setintbyname Tec_ShepardR2 10 |
setintbyname Tec_Shield 10 | setintbyname Tec_ShieldR1 10 | setintbyname
Tec_ShieldR2 10 |  setintbyname Tec_Shotgun 10 | setintbyname
Tec_ShotgunR1 10 | setintbyname Tec_ShotgunR2 10 | setintbyname
Tec_SniperRifle 10 | setintbyname  Tec_SniperRifleR1 10 | setintbyname
Tec_SniperRifleR2 10 | setintbyname Tec_TechUpgrade 10 | setintbyname
Tec_TechR1 10 | setintbyname Tec_TechR2 10" )

NB!! You paste all this under.
[SFXGame.SFXGameModeDefault]

Inge



What's an NB?

#1540
Guest_Inge Shepard_*

Guest_Inge Shepard_*
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Tommy6860 wrote...

Inge Shepard wrote...

Kacynski wrote...

Hi there,

I'm sorry I didn't dig through the whole thread, just read the initial post and couldn't find it there, so here goes my question:

Is it possible to unlock all upgrades from the beginning of the game somehow? My goal is to play with lvl30 and all upgrades unlocked from the beginning (I know NG+, and I don't mind my weapon or damage not upgraded, but I would like to have the improved cooldowns unlocked ...)


Copy and paste:
To add the Phoenix's upgrade code for the ini. if you want everything maxed out from the start, do this:

(
Name="F11", Command="setintbyname Tec_LegionUpgrade 10 | setintbyname
Tec_GruntUpgrade 10 | setintbyname Tec_BovineFortitude 10 | 
setintbyname Tec_QuarianShields 10 | setintbyname Tec_AssaultRifle 10 |
setintbyname Tec_AssaultRifleR1 10 | setintbyname Tec_AssaultRifleR2 10 
| setintbyname Tec_AutoPistol 10 | setintbyname Tec_AutoPistolR1 10 |
setintbyname Tec_AutoPistolR21 | setintbyname Tec_BioticUpgrade 10 | 
setintbyname Tec_BioticR1 10 | setintbyname Tec_BioticR2 10 |
setintbyname Tec_HeavyAmmo 10 | setintbyname Tec_HeavyPistol 10 |
setintbyname  Tec_HeavyPistolR1 10 | setintbyname Tec_HeavyPistolR2 10 |
setintbyname Tec_Medigel 10 | setintbyname Tec_MedigelR1 10 |
setintbyname  Tec_MedigelR2 10 | setintbyname Tec_MiniGameDecrypt 1 |
setintbyname Tec_MiniGameHack 1 | setintbyname Tec_ShepardHealth 10 |
setintbyname  Tec_ShepardR1 10 | setintbyname Tec_ShepardR2 10 |
setintbyname Tec_Shield 10 | setintbyname Tec_ShieldR1 10 | setintbyname
Tec_ShieldR2 10 |  setintbyname Tec_Shotgun 10 | setintbyname
Tec_ShotgunR1 10 | setintbyname Tec_ShotgunR2 10 | setintbyname
Tec_SniperRifle 10 | setintbyname  Tec_SniperRifleR1 10 | setintbyname
Tec_SniperRifleR2 10 | setintbyname Tec_TechUpgrade 10 | setintbyname
Tec_TechR1 10 | setintbyname Tec_TechR2 10" )

NB!! You paste all this under.
[SFXGame.SFXGameModeDefault]

NB = take notice!

Inge



What's an NB?


Modifié par Inge Shepard, 26 août 2010 - 07:30 .


#1541
KainrycKarr

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Inge Shepard wrote...

Tommy6860 wrote...

Inge Shepard wrote...

Kacynski wrote...

Hi there,

I'm sorry I didn't dig through the whole thread, just read the initial post and couldn't find it there, so here goes my question:

Is it possible to unlock all upgrades from the beginning of the game somehow? My goal is to play with lvl30 and all upgrades unlocked from the beginning (I know NG+, and I don't mind my weapon or damage not upgraded, but I would like to have the improved cooldowns unlocked ...)


Copy and paste:
To add the Phoenix's upgrade code for the ini. if you want everything maxed out from the start, do this:

(
Name="F11", Command="setintbyname Tec_LegionUpgrade 10 | setintbyname
Tec_GruntUpgrade 10 | setintbyname Tec_BovineFortitude 10 | 
setintbyname Tec_QuarianShields 10 | setintbyname Tec_AssaultRifle 10 |
setintbyname Tec_AssaultRifleR1 10 | setintbyname Tec_AssaultRifleR2 10 
| setintbyname Tec_AutoPistol 10 | setintbyname Tec_AutoPistolR1 10 |
setintbyname Tec_AutoPistolR21 | setintbyname Tec_BioticUpgrade 10 | 
setintbyname Tec_BioticR1 10 | setintbyname Tec_BioticR2 10 |
setintbyname Tec_HeavyAmmo 10 | setintbyname Tec_HeavyPistol 10 |
setintbyname  Tec_HeavyPistolR1 10 | setintbyname Tec_HeavyPistolR2 10 |
setintbyname Tec_Medigel 10 | setintbyname Tec_MedigelR1 10 |
setintbyname  Tec_MedigelR2 10 | setintbyname Tec_MiniGameDecrypt 1 |
setintbyname Tec_MiniGameHack 1 | setintbyname Tec_ShepardHealth 10 |
setintbyname  Tec_ShepardR1 10 | setintbyname Tec_ShepardR2 10 |
setintbyname Tec_Shield 10 | setintbyname Tec_ShieldR1 10 | setintbyname
Tec_ShieldR2 10 |  setintbyname Tec_Shotgun 10 | setintbyname
Tec_ShotgunR1 10 | setintbyname Tec_ShotgunR2 10 | setintbyname
Tec_SniperRifle 10 | setintbyname  Tec_SniperRifleR1 10 | setintbyname
Tec_SniperRifleR2 10 | setintbyname Tec_TechUpgrade 10 | setintbyname
Tec_TechR1 10 | setintbyname Tec_TechR2 10" )

NB!! You paste all this under.
[SFXGame.SFXGameModeDefault]

NB = take notice!

Inge



What's an NB?


A few questions with this

1. What the hell is bovine fortitude and where do you get it?

2. Where do you get the quarian shields? i never ran into that before.

3. Why am I now invulnerable? I looked in the code and don't see godmode, but I take zero damage to shields or health after i use the command. Not less damage...quite literally zero, as if in god mode.

EDIT may have fixed the invincibility thing. You need to go into the code, and make sure all upgrades that DON'T have an effectiveness that directly related to the level of the upgrade, and change it from 10 to 1.

I did this and no longer had the godmode problem.

I.E. The Duration and Cooldown upgrades should only have a value of 1, as should Bypass/Hack upgrades. i may have missed a few.

The only upgrades that should be higher than 1 are Damage(1-10=10% to 100%), medi-gel capacity(1-10 = 1-10 more medigels), and the Grunt/Legion upgrades, which should be 2(2=50% increase), and Damage protection(1-10=10%-100%)

Modifié par KainrycKarr, 26 août 2010 - 08:59 .


#1542
Turian Antiquarian

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Just finished a playthrough with THIS Minigun, Works really well as a heavy weapon, but it WILL take up your AR slot.
Very nice for sprying melee NPCs and taking down Boss NPCs, but almost usless when faced with multiple ranged NPCs, so it's not a "superweapon game spoiler".

NOTE: This weapon does not compliment the AI of henchmen. Best as PC Weapon.


I'm here for questions if needed.

Modifié par Turian Antiquarian, 26 août 2010 - 02:25 .


#1543
Tommy6860

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KainrycKarr wrote...

Inge Shepard wrote...

Tommy6860 wrote...

Inge Shepard wrote...

Kacynski wrote...

Hi there,

I'm sorry I didn't dig through the whole thread, just read the initial post and couldn't find it there, so here goes my question:

Is it possible to unlock all upgrades from the beginning of the game somehow? My goal is to play with lvl30 and all upgrades unlocked from the beginning (I know NG+, and I don't mind my weapon or damage not upgraded, but I would like to have the improved cooldowns unlocked ...)


Copy and paste:
To add the Phoenix's upgrade code for the ini. if you want everything maxed out from the start, do this:

(
Name="F11", Command="setintbyname Tec_LegionUpgrade 10 | setintbyname
Tec_GruntUpgrade 10 | setintbyname Tec_BovineFortitude 10 | 
setintbyname Tec_QuarianShields 10 | setintbyname Tec_AssaultRifle 10 |
setintbyname Tec_AssaultRifleR1 10 | setintbyname Tec_AssaultRifleR2 10 
| setintbyname Tec_AutoPistol 10 | setintbyname Tec_AutoPistolR1 10 |
setintbyname Tec_AutoPistolR21 | setintbyname Tec_BioticUpgrade 10 | 
setintbyname Tec_BioticR1 10 | setintbyname Tec_BioticR2 10 |
setintbyname Tec_HeavyAmmo 10 | setintbyname Tec_HeavyPistol 10 |
setintbyname  Tec_HeavyPistolR1 10 | setintbyname Tec_HeavyPistolR2 10 |
setintbyname Tec_Medigel 10 | setintbyname Tec_MedigelR1 10 |
setintbyname  Tec_MedigelR2 10 | setintbyname Tec_MiniGameDecrypt 1 |
setintbyname Tec_MiniGameHack 1 | setintbyname Tec_ShepardHealth 10 |
setintbyname  Tec_ShepardR1 10 | setintbyname Tec_ShepardR2 10 |
setintbyname Tec_Shield 10 | setintbyname Tec_ShieldR1 10 | setintbyname
Tec_ShieldR2 10 |  setintbyname Tec_Shotgun 10 | setintbyname
Tec_ShotgunR1 10 | setintbyname Tec_ShotgunR2 10 | setintbyname
Tec_SniperRifle 10 | setintbyname  Tec_SniperRifleR1 10 | setintbyname
Tec_SniperRifleR2 10 | setintbyname Tec_TechUpgrade 10 | setintbyname
Tec_TechR1 10 | setintbyname Tec_TechR2 10" )

NB!! You paste all this under.
[SFXGame.SFXGameModeDefault]

NB = take notice!

Inge



What's an NB?


A few questions with this

1. What the hell is bovine fortitude and where do you get it?

2. Where do you get the quarian shields? i never ran into that before.

3. Why am I now invulnerable? I looked in the code and don't see godmode, but I take zero damage to shields or health after i use the command. Not less damage...quite literally zero, as if in god mode.

EDIT may have fixed the invincibility thing. You need to go into the code, and make sure all upgrades that DON'T have an effectiveness that directly related to the level of the upgrade, and change it from 10 to 1.

I did this and no longer had the godmode problem.

I.E. The Duration and Cooldown upgrades should only have a value of 1, as should Bypass/Hack upgrades. i may have missed a few.

The only upgrades that should be higher than 1 are Damage(1-10=10% to 100%), medi-gel capacity(1-10 = 1-10 more medigels), and the Grunt/Legion upgrades, which should be 2(2=50% increase), and Damage protection(1-10=10%-100%)


I can't remember what BF does, but the Quarian Shields add more shielding to your as it would by default to Tali, from what I read from another modder long ago.  As far as the numbers, when I posted these increases, I specified they would be maxed as the person seems to have requested. In any case, except for a few, you can make all of them 1000 in value and they would only go so high. Like 10 is the max for most, a 1 for gadget upgrades etc. It is possible you are invincible with those settings as I just copied an older file where someone wanted to be almighty :-). I don't use any of them, only thing I have done for my use, is increase the ammo amounts, which I think the defaults are weak when playing on Insanity mode.If you want, just remove those line items, or zero them out. But, had you used the BF and QS, you would have seen the pop-ups in game regarding those upgrades.

As an aside, the categories that you can raise real high is to set Shepard health at just about any number and Shepard tec shields as well as an example. For example, if you set the health at 500 and the shields the same, when you look in the squad submenu and look at Shepard's health and shield status, you would see they are in the 100K range, which is overkill 100 times over. The only things that are maxed at 10 are the weapons upgrades, no matter what high nuumber you would use on them.

Anyway, seems you have it sorted now :-).

Modifié par Tommy6860, 26 août 2010 - 12:43 .


#1544
phoenixofthunder

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Turian Antiquarian wrote...

Just finished a playthrough with THIS Minigun, Works really well as a heavy weapon, but it WILL take up your AR slot.
Very nice for sprying melee NPCs and taking down Boss NPCs, but almost usless when faced with multiple ranged NPCs, so it's not a "superweapon game spoiler".

NOTE: This weapon does not compliment the AI of henchmen. Best as PC Weapon.


I'm here for questions if needed.


Link needs changing to:
http://social.bioware.com/project/3358/
[Your project's unique URL ID]

As of now it leads here:
http://social.bioware.com/user_bw_projects.php
[Will lead to your own projects but lead others to their own projects' page]


Will check it out after I get back in 5+ Hours.

Modifié par phoenixofthunder, 26 août 2010 - 12:17 .


#1545
ZephSunstrider

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Bovine Fortitude was, when I remember correctly, something like a last-ditch-autoheal, kicking in when Shep's about to die and heal him for a moderate amount.

#1546
Turian Antiquarian

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  • 349 messages

phoenixofthunder wrote...

Turian Antiquarian wrote...

Just finished a playthrough with THIS Minigun, Works really well as a heavy weapon, but it WILL take up your AR slot.
Very nice for sprying melee NPCs and taking down Boss NPCs, but almost usless when faced with multiple ranged NPCs, so it's not a "superweapon game spoiler".

NOTE: This weapon does not compliment the AI of henchmen. Best as PC Weapon.


I'm here for questions if needed.


Link needs changing to:
http://social.bioware.com/project/3358/
[Your project's unique URL ID]

As of now it leads here:
http://social.bioware.com/user_bw_projects.php
[Will lead to your own projects but lead others to their own projects' page]


Will check it out after I get back in 5+ Hours.


Fixed

Cheers!

#1547
Turian Antiquarian

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  • 349 messages

ZephSunstrider wrote...

Bovine Fortitude was, when I remember correctly, something like a last-ditch-autoheal, kicking in when Shep's about to die and heal him for a moderate amount.


Where did you read that?

I think it's just another entry for QA/humor purposes continuing the dev's spacecow privet joke, as well as the existence of this: GUI_Codex_Images.ShiftyCow_512

#1548
ZephSunstrider

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Turian Antiquarian wrote...

ZephSunstrider wrote...
Bovine Fortitude was, when I remember correctly, something like a last-ditch-autoheal, kicking in when Shep's about to die and heal him for a moderate amount.

Where did you read that?

I think it's just another entry for QA/humor purposes continuing the dev's spacecow privet joke, as well as the existence of this: GUI_Codex_Images.ShiftyCow_512

No idea what that spacecow thingy is about, but I'm fairly sure I read it ingame somewhere.

Well... did some research, and yep, I kinda read it ingame, but my memory played a trick on me.
Image IPB
Honestly? I have no idea what it does, and I never playtested with it.

#1549
CShep25

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Shep with bovine fortitude would be unstoppable. Healthy teeth and bones will pwn geth.



I'm still running round in circles trynig to figure out how to wear Grunt's skin on the Normandy. All I've managed so far is wearing his armour with an exceedingly long neck. And I have to go down to Engineering to get it to load up first.

#1550
ZephSunstrider

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Just made a highly interesting discovery.

It IS possible to have more than 8 powers at once.

With a little trick.
You add the handful of usual powers you need the quickest access to (in my following screenshot example below, the top left corner/hotbar powers, including Unity), then you move those to the hotbar.
Once this is done, you can add a full eight additional powers, which you then use over the Command Interface.
This, however, prevents you from rearranging your hotbar in a blink, since you need to add all those powers first. And your character screen will be slightly cluttered.
You can add different and new powers this way. They will override anything in the CI, but not on the hotbar. So just don't touch your "basic" powers, and you're free to add whatever you want to the now-free 8 slots in the CI.
I recommend using two different txts for this procedure. One for your basic powers, which you execute first. And the second one for whichever additional powers you want.

Example screenshot:
Image IPB

For those curious what line you need in case you overwrote Unity;
SFXGameContent_Powers.SFXPower_FirstAid
That's Unity. Not sure if it needs to be loaded via DynamicLoadMapping, but I don't think it does.