ZephSunstrider wrote...
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:
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.
ME2 - Modding is Possible II (PC Only)
#1551
Posté 27 août 2010 - 12:58
#1552
Posté 27 août 2010 - 01:01
Turian Antiquarian wrote...
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.biowar...m/project/3358/
[Your project's unique URL ID]
As of now it leads here:
http://social.biowar...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!
No file.
#1553
Posté 27 août 2010 - 01:05
ZephSunstrider wrote...
No idea what that spacecow thingy is about, but I'm fairly sure I read it ingame somewhere.Turian Antiquarian wrote...
Where did you read that?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.
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
Well... did some research, and yep, I kinda read it ingame, but my memory played a trick on me.
Honestly? I have no idea what it does, and I never playtested with it.
"Strong as Ox" phrase just popped into my head.
#1554
Posté 27 août 2010 - 01:08
Tommy6860 wrote...
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 :-).
Thanks for the clairification.
All my Shepard needs now is the ability to fly and who needs Superman.
#1555
Posté 27 août 2010 - 03:13
That's probably the best part. It's a cakewalk once you realize how simple it is. All you need is the usual "exec powerhax.txt" command bound to a key. As above, I recommend using two different exec commands, to make things more comfortable.phoenixofthunder wrote...
ZephSunstrider wrote...
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:
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.:O More detail on how I do this within the Coalesced.ini please!:innocent:
I did my testing build in the screenshot with one file, though, commenting things in and out. On how to add powers, well... pages 35-37 was it, right? The pages where Inge and I go back and forth about what might work and what not.
If yer feelin' lazy, I might just distill things down though, if you ask.
#1556
Posté 27 août 2010 - 03:24
#1557
Posté 27 août 2010 - 05:40
Can you stack the cooldown/duration effects of tech and biotics using this method as well?phoenixofthunder wrote...
Tommy6860 wrote...
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 :-).
Thanks for the clairification.
All my Shepard needs now is the ability to fly and who needs Superman.
As in setintbyname Tec_TechR1 3 | setintbyname Tec_TechR2 3 = Tech cooldown and duration + 60?
#1558
Posté 27 août 2010 - 06:19
phoenixofthunder wrote...
Turian Antiquarian wrote...
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.biowar...m/project/3358/
[Your project's unique URL ID]
As of now it leads here:
http://social.biowar...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!
No file.
Forgot to make it public [facepalm]
Should be visible to all inside the files Tab
#1559
Posté 27 août 2010 - 06:22
Tommy6860 wrote...
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 :-).
I already know most of this, the problem was that by setting the upgrades that don't have a number-to-effectiveness ratio to anything higher than necessary, it appears to turn on invincibility. How, or why, I don't know, but when I changed the numbers to be appropriate to the upgrades you find in game, the problem fixed itself and everything worked exactly as it should.
I know what the Quarian shields does, I just asked where it came from. The BF description, however, was....vague, at best. lol.
#1560
Posté 27 août 2010 - 06:22
Loki_344 wrote...
Can you stack the cooldown/duration effects of tech and biotics using this method as well?phoenixofthunder wrote...
Tommy6860 wrote...
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 :-).
Thanks for the clairification.
All my Shepard needs now is the ability to fly and who needs Superman.
As in setintbyname Tec_TechR1 3 | setintbyname Tec_TechR2 3 = Tech cooldown and duration + 60?
No, it's 20% no matter what number you use. The only difference is it appears to cause an invulnerability bug.
#1561
Posté 27 août 2010 - 06:23
For example, say, copying the Carnifex entry, and simply directing it the phalanx's art files instead, and renaming the new entry? Also, is there a way to edit the text?
Modifié par KainrycKarr, 27 août 2010 - 06:24 .
#1562
Posté 27 août 2010 - 06:30
ZephSunstrider wrote...
No idea what that spacecow thingy is about, but I'm fairly sure I read it ingame somewhere.Turian Antiquarian wrote...
Where did you read that?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.
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
Well... did some research, and yep, I kinda read it ingame, but my memory played a trick on me.
Honestly? I have no idea what it does, and I never playtested with it.
It's a tech that drastically (and passively) improves your durability.
As you can see the calcium themed description is a reference to the benefits of drinking milk.... shifty-looking-cow milk.
Maybe if Bioware hadn't pissed around with this, they would have had time to add the mordin-grunt loyalty conflict.
#1563
Posté 27 août 2010 - 08:59
KainrycKarr wrote...
Also, does anyone know if it's possible to re-create the DLC weapons by making new entries in the coalesced, and simply directing them to ONLY the art files in the DLC folders, therein making the weapons completely within the game and allowing us to edit them at will?
For example, say, copying the Carnifex entry, and simply directing it the phalanx's art files instead, and renaming the new entry? Also, is there a way to edit the text?
I tried this and had no luck. It has something to do with the data in one of the packages. I think there is an inventory list buried somewhere and you cannot call references to weapon models as you would armor. There could be a way, though. Give it a shot
You do not need to recreate the DLC weapons though. Pg 47-48 discuss 2 different ways to mod DLC weapons. You can try them out and see which one works for your
Modifié par HCS01, 27 août 2010 - 09:03 .
#1564
Guest_Inge Shepard_*
Posté 27 août 2010 - 09:02
Guest_Inge Shepard_*
ZephSunstrider wrote...
That's probably the best part. It's a cakewalk once you realize how simple it is. All you need is the usual "exec powerhax.txt" command bound to a key. As above, I recommend using two different exec commands, to make things more comfortable.phoenixofthunder wrote...
ZephSunstrider wrote...
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:
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.:O More detail on how I do this within the Coalesced.ini please!:innocent:
I did my testing build in the screenshot with one file, though, commenting things in and out. On how to add powers, well... pages 35-37 was it, right? The pages where Inge and I go back and forth about what might work and what not.
If yer feelin' lazy, I might just distill things down though, if you ask.
Look at my youtube clip "Add extra Power" I guess that explain what happens when you adding more power to your class and what you need to be aware off.
I do have added many more powers. I have a total powers available 11, and I must switch between some of them from the "powerwheel to hotbar" or what this is called. When I fight against flesh I use Dominate and against machines I use Overload. Dominate is a bonus power, Morith have. I have got it permanent as a power. I will say that ZephSunStrider idea about making two files for this is a good solution.
It was a lot of writing about nothing!
Inge
Modifié par Inge Shepard, 27 août 2010 - 12:59 .
#1565
Posté 27 août 2010 - 09:10
Anyway, I wanted to ask if anyone had any experience in this and could possibly tell me what I am doing wrong. I also tried changing it in the SFX.SFXWeapon section and nothing happened.
By the way, ZoomFOV appears to restrict the field of vision to that angle defined by the number (e.g. ZoomFOV=40 (default setting for most weapons))
#1566
Posté 27 août 2010 - 09:29
#1567
Posté 27 août 2010 - 10:26
HCS01 wrote...
KainrycKarr wrote...
Also, does anyone know if it's possible to re-create the DLC weapons by making new entries in the coalesced, and simply directing them to ONLY the art files in the DLC folders, therein making the weapons completely within the game and allowing us to edit them at will?
For example, say, copying the Carnifex entry, and simply directing it the phalanx's art files instead, and renaming the new entry? Also, is there a way to edit the text?
I tried this and had no luck. It has something to do with the data in one of the packages. I think there is an inventory list buried somewhere and you cannot call references to weapon models as you would armor. There could be a way, though. Give it a shot
You do not need to recreate the DLC weapons though. Pg 47-48 discuss 2 different ways to mod DLC weapons. You can try them out and see which one works for your
I saw those, but I'm trying to find a way that doesn't result in invalidating my game data. I want to keep my gamedata as valid(Bioware monitors decisions and whatnot) and i fear the unauthorized dlc or whatever message will invalidate any data I'm sending.
#1568
Posté 27 août 2010 - 10:26
LuxDragon wrote...
Any chance that the Laser stays permanently on with the Phalanx?
It activates when you aim and when you fire from cover, even without actually aiming.
#1569
Guest_Inge Shepard_*
Posté 27 août 2010 - 11:58
Guest_Inge Shepard_*
KainrycKarr wrote...
HCS01 wrote...
KainrycKarr wrote...
Also, does anyone know if it's possible to re-create the DLC weapons by making new entries in the coalesced, and simply directing them to ONLY the art files in the DLC folders, therein making the weapons completely within the game and allowing us to edit them at will?
For example, say, copying the Carnifex entry, and simply directing it the phalanx's art files instead, and renaming the new entry? Also, is there a way to edit the text?
I tried this and had no luck. It has something to do with the data in one of the packages. I think there is an inventory list buried somewhere and you cannot call references to weapon models as you would armor. There could be a way, though. Give it a shot
You do not need to recreate the DLC weapons though. Pg 47-48 discuss 2 different ways to mod DLC weapons. You can try them out and see which one works for your
I saw those, but I'm trying to find a way that doesn't result in invalidating my game data. I want to keep my gamedata as valid(Bioware monitors decisions and whatnot) and i fear the unauthorized dlc or whatever message will invalidate any data I'm sending.
You know that you doesn't have to stay online for playing the game?
The only time I go online with the game is after installing a new DLC for verifying.
And there is no problem with editing the game and verify DLC online.
#1570
Posté 27 août 2010 - 12:16
LuxDragon wrote...
Any chance that the Laser stays permanently on with the Phalanx?
Not a good idea.
The laser is already buggy, and besides, it uses the same mechanism as weapons fire, so technically, you are asking for a weapon that fires constantly if not holstered.
#1571
Posté 27 août 2010 - 12:29
HCS01 wrote...
I was just playing around with the ZoomFOV attribute on some of my guns in an attempt to customize the aiming zoom. I found that ZoomFOV only appears to work on certain weapons: Mattock, Locust, Phalanx (out of those I tested though not the complete set). No other assault rifles are able to be adjusted this way. Maybe the use of bUseSniperCam=true would allow more control of the zoom.
Anyway, I wanted to ask if anyone had any experience in this and could possibly tell me what I am doing wrong. I also tried changing it in the SFX.SFXWeapon section and nothing happened.
By the way, ZoomFOV appears to restrict the field of vision to that angle defined by the number (e.g. ZoomFOV=40 (default setting for most weapons))
ZoomFOV (field of view) simply determines level of zoom, when a lower value gives more zoom.
the sniper cam is just an option to block some of the FOV, and also, adds a script that burrs "unfocused" areas. e.g if aiming for a merc between two crates, the crates will be blurred.
I never had any trouble configuring any zoom or zoomsnap parameters.
I use the DLC_MCR_01 INIs to inject my changes, so nothing could override them.
#1572
Guest_Inge Shepard_*
Posté 27 août 2010 - 04:33
Guest_Inge Shepard_*
ZephSunstrider wrote...
That's probably the best part. It's a cakewalk once you realize how simple it is. All you need is the usual "exec powerhax.txt" command bound to a key. As above, I recommend using two different exec commands, to make things more comfortable.phoenixofthunder wrote...
ZephSunstrider wrote...
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:
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.:O More detail on how I do this within the Coalesced.ini please!:innocent:
I did my testing build in the screenshot with one file, though, commenting things in and out. On how to add powers, well... pages 35-37 was it, right? The pages where Inge and I go back and forth about what might work and what not.
If yer feelin' lazy, I might just distill things down though, if you ask.
It dropped into my head now. Have you tested this for squad also?
I'm going to make two files, one I call hotbar.txt and another for whatever..
The only thing I wonder on, when activated and filled the hotbar with power, how did you get the file with all extra power running and adding that powers?
Modifié par Inge Shepard, 27 août 2010 - 04:46 .
#1573
Posté 27 août 2010 - 05:14
Inge Shepard wrote...
KainrycKarr wrote...
HCS01 wrote...
KainrycKarr wrote...
Also, does anyone know if it's possible to re-create the DLC weapons by making new entries in the coalesced, and simply directing them to ONLY the art files in the DLC folders, therein making the weapons completely within the game and allowing us to edit them at will?
For example, say, copying the Carnifex entry, and simply directing it the phalanx's art files instead, and renaming the new entry? Also, is there a way to edit the text?
I tried this and had no luck. It has something to do with the data in one of the packages. I think there is an inventory list buried somewhere and you cannot call references to weapon models as you would armor. There could be a way, though. Give it a shot
You do not need to recreate the DLC weapons though. Pg 47-48 discuss 2 different ways to mod DLC weapons. You can try them out and see which one works for your
I saw those, but I'm trying to find a way that doesn't result in invalidating my game data. I want to keep my gamedata as valid(Bioware monitors decisions and whatnot) and i fear the unauthorized dlc or whatever message will invalidate any data I'm sending.You know that you doesn't have to stay online for playing the game?
The only time I go online with the game is after installing a new DLC for verifying.
And there is no problem with editing the game and verify DLC online.
What I mean is i want to allow bioware to keep tracking my gameplay data. To do that, I have to be online. When I'm online, using the methods I saw so far for editing the DLC, you will get the unauthorized dlc message, which I fear invalidates the data..
#1574
Guest_Inge Shepard_*
Posté 27 août 2010 - 05:24
Guest_Inge Shepard_*
#1575
Guest_Inge Shepard_*
Posté 27 août 2010 - 06:06
Guest_Inge Shepard_*
KainrycKarr wrote...
Inge Shepard wrote...
KainrycKarr wrote...
HCS01 wrote...
KainrycKarr wrote...
Also, does anyone know if it's possible to re-create the DLC weapons by making new entries in the coalesced, and simply directing them to ONLY the art files in the DLC folders, therein making the weapons completely within the game and allowing us to edit them at will?
For example, say, copying the Carnifex entry, and simply directing it the phalanx's art files instead, and renaming the new entry? Also, is there a way to edit the text?
I tried this and had no luck. It has something to do with the data in one of the packages. I think there is an inventory list buried somewhere and you cannot call references to weapon models as you would armor. There could be a way, though. Give it a shot
You do not need to recreate the DLC weapons though. Pg 47-48 discuss 2 different ways to mod DLC weapons. You can try them out and see which one works for your
I saw those, but I'm trying to find a way that doesn't result in invalidating my game data. I want to keep my gamedata as valid(Bioware monitors decisions and whatnot) and i fear the unauthorized dlc or whatever message will invalidate any data I'm sending.You know that you doesn't have to stay online for playing the game?
The only time I go online with the game is after installing a new DLC for verifying.
And there is no problem with editing the game and verify DLC online.
What I mean is i want to allow bioware to keep tracking my gameplay data. To do that, I have to be online. When I'm online, using the methods I saw so far for editing the DLC, you will get the unauthorized dlc message, which I fear invalidates the data..
And for what reason are you doing that??




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