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ME2 - Modding is Possible II (PC Only)


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#1576
Loki_344

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KainrycKarr wrote...

Loki_344 wrote...

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.:police:

Can you stack the cooldown/duration effects of tech and biotics using this method as well?

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.

Is there an alternate way to lower cooldowns?

Also (I don't know if you know), but I was wondering how the squad AI reacted to being given extra powers. Like say I gave somebody charge, would the AI handle that correctly or even be able to execute the move in the first place? It seems like giving a squaddie charge would basically gaurentee that they'll be killed in the first thirty seconds of a fight. To anyone who's done it what is your experience with giving your squad class specific powers?

#1577
HCS01

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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..


The method I descrived on pg 48 does not invalidate the DLCs.  I get no warning and have modded weapons with no issues what so ever.

#1578
ZephSunstrider

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Inge Shepard wrote...

ZephSunstrider wrote...

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.*snippity*

More detail on how I do this within the Coalesced.ini please!

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.
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?

I suppose it works the same for squadmembers, except you pull their power on your hotbar, effectively sacrificing one of your own for one of theirs. That's your choice.

And I use exactly one file for adding powers. I just comment out powers I don't need and uncomment powers I want on the fly, after alt-tabbing out of the game. Though, I didn't quite understand what you were asking.
Just outta curiosity, where are you from, Inge?

#1579
Burdokva

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phoenixofthunder wrote...

Burdokva wrote...

Anyone has any idea what this line does?

BIOEditor.ini/BioPlaypen/UnchartedWorldMode = FALSE ?

I tried setting it to true, nothing changed, but I did load a mid-game save file (I didn't have earlier on board the SR-2 to see if affected the galaxy map).


Unlock the N7 missions maybe? Checking now.


Phoenix, any luck with this one? I'm going to test it with Escael's open-Glaxy map method once I finish my playthrough, but that will take a while. 

#1580
RyviusRan

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 Does anyone has a saved modified backup ini with the best settings to make the game look better?

I have messed with a lot of stuff but most of it screws up the character textures and shadows.

If I go too high on the minimum LOD character textures it can screw things up.

I've tweaked most of the stuff I could that does not cause bugs but there is still some stuff I have not messed with.

Modifié par RyviusRan, 28 août 2010 - 08:40 .


#1581
phoenixofthunder

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Burdokva wrote...

phoenixofthunder wrote...

Burdokva wrote...

Anyone has any idea what this line does?

BIOEditor.ini/BioPlaypen/UnchartedWorldMode = FALSE ?

I tried setting it to true, nothing changed, but I did load a mid-game save file (I didn't have earlier on board the SR-2 to see if affected the galaxy map).


Unlock the N7 missions maybe? Checking now.


Phoenix, any luck with this one? I'm going to test it with Escael's open-Glaxy map method once I finish my playthrough, but that will take a while. 


Nope nothing. I have favorited that page:
Enabling All Recruit Missions: Unlock the Galaxy in ME2

#1582
phoenixofthunder

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RyviusRan wrote...

 Does anyone has a saved modified backup ini with the best settings to make the game look better?

I have messed with a lot of stuff but most of it screws up the character textures and shadows.

If I go too high on the minimum LOD character textures it can screw things up.

I've tweaked most of the stuff I could that does not cause bugs but there is still some stuff I have not messed with.


You could start with this:

D3DDrv.D3DRenderDevice]
MaxTranslucencyLayers=2
MaxTextureSize=2048
DisableHWShadowMaps=True
BIOPixelShaderVersion=ps_3_0
BIOVertexShaderVersion=vs_3_0

[SystemSettings]
StaticDecals=True
DynamicDecals=True
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=True
DirectionalLightmaps=True
MotionBlur=True
DepthOfField=True
Bloom=True
QualityBloom=True
Distortion=True
DropParticleDistortion=False
SpeedTreeLeaves=True
SpeedTreeFronds=True
OnlyStreamInTextures=False
LensFlares=True
FogVolumes=True
FloatingPointRenderTargets=True
Trilinear=False
OneFrameThreadLag=True
UseVsync=False
UpscaleScreenPercentage=True
Fullscreen=True
AllowD3D10=False
EnableHighPolyChars=True
SkeletalMeshLODBias=-1
ParticleLODBias=-1
DetailMode=2
ShadowFilterQualityBias=1
MaxAnisotropy=4
MaxMultisamples=1
MinShadowResolution=0
MaxShadowResolution=1024
ResX=1280
ResY=720
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
FoliageDrawRadiusMultiplier=1.000000
ShadowTexelsPerPixel=2.000000
MaxCharacterCinematicLightingPasses=2
EnableLightEnvSHLights=True
FilmGrain=True
MaxSamplerFilter=2
DisableAudio=False
HighQualityAudio=True
SmoothFrameRate=True
MaxSmoothedFrameRate=115
MinSmoothedFrameRate=110


*****NOTE*****
I have as of yet to try the below but setting LODBias to -1 is said to increase quality over performance.
TEXTUREGROUP_AmbientLightMap=(MinLODSize=32,MaxLODSize=512,LODBias=-1)
TEXTUREGROUP_Character_Diff=(MinLODSize=32,MaxLODSize=512,LODBias=-1)
TEXTUREGROUP_Character_Norm=(MinLODSize=32,MaxLODSize=512,LODBias=-1)
TEXTUREGROUP_Character_Spec=(MinLODSize=32,MaxLODSize=256,LODBias=-1)
TEXTUREGROUP_Environment_512=(MinLODSize=32,MaxLODSize=512,LODBias=-1)
TEXTUREGROUP_Environment_256=(MinLODSize=32,MaxLODSize=256,LODBias=-1)
TEXTUREGROUP_Environment_128=(MinLODSize=32,MaxLODSize=128,LODBias=-1)
TEXTUREGROUP_Environment_64=(MinLODSize=32,MaxLODSize=64,LODBias=-1)
TEXTUREGROUP_VFX_512=(MinLODSize=8,MaxLODSize=512,LODBias=-1)
TEXTUREGROUP_VFX_256=(MinLODSize=8,MaxLODSize=256,LODBias=-1)
TEXTUREGROUP_VFX_128=(MinLODSize=8,MaxLODSize=128,LODBias=-1)
TEXTUREGROUP_VFX_64=(MinLODSize=8,MaxLODSize=64,LODBias=-1)
TEXTUREGROUP_UI=(MinLODSize=8,MaxLODSize=1024,LODBias=-1)
TEXTUREGROUP_Environment_1024=(MinLODSize=32,MaxLODSize=1024,LODBias=-1)
TEXTUREGROUP_VFX_1024=(MinLODSize=8,MaxLODSize=1024,LODBias=-1)
TEXTUREGROUP_APL_128=(MinLODSize=32,MaxLODSize=128,LODBias=-1)
TEXTUREGROUP_APL_256=(MinLODSize=32,MaxLODSize=256,LODBias=-1)
TEXTUREGROUP_APL_512=(MinLODSize=32,MaxLODSize=512,LODBias=-1)
TEXTUREGROUP_APL_1024=(MinLODSize=32,MaxLODSize=1024,LODBias=-1)
TEXTUREGROUP_Character_1024=(MinLODSize=32,MaxLODSize=1024,LODBias=-1)
TEXTUREGROUP_Promotional=(MinLODSize=32,MaxLODSize=2048,LODBias=-1)
*****************
[Engine.VSync]
ForceFullVSync=False

Modifié par phoenixofthunder, 28 août 2010 - 03:49 .


#1583
phoenixofthunder

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RyviusRan wrote...

 Does anyone has a saved modified backup ini with the best settings to make the game look better?

I have messed with a lot of stuff but most of it screws up the character textures and shadows.

If I go too high on the minimum LOD character textures it can screw things up.

I've tweaked most of the stuff I could that does not cause bugs but there is still some stuff I have not messed with.


As a side note:>
The higher you push the LOD 2,3,4, ect. actually increases distortion. Where as the inverse is actually better at getting better quality I'd go -1 or -2..

#1584
Burdokva

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RyviusRan wrote...

 Does anyone has a saved modified backup ini with the best settings to make the game look better?

I have messed with a lot of stuff but most of it screws up the character textures and shadows.

If I go too high on the minimum LOD character textures it can screw things up.

I've tweaked most of the stuff I could that does not cause bugs but there is still some stuff I have not messed with.


Here you go: http://social.biowar...6/index/2060374

I've tested these thoroughly for XP64 and they provide a boost to image quality at no expense on framerate. I use slightly different settings for Win 7 64, but there isn't enough interest to post an updated guide. 

And sorry for the shameless bump, but I'd be glad if you posted there with your opinion of the tweaks.

One note on the previous post by phoenix -  setting MinShadowResolution=0 actually lowers quality; minimum res should be higher (64 is optimal), while I advice against changing maximum as it heavily impairs framerate.

Shader changes to vs_3_0 are a must! Why BioWare left them to vs_2_0 on default I don't understand... 

Modifié par Burdokva, 28 août 2010 - 07:09 .


#1585
Guest_Inge Shepard_*

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After the excellent idea to Zeph, have I got two bonus powers as permanent power.
This is my theory: create multiple files with only one bonus power in each file. Then will the game add those as a permanent power. Haven't tested this, but I think my theory will work.
Make for example three text files with one bonus power in each, execute all of these files, by using only one file.
And it should be done. You should now have more than one bonus power as permanent power.
No need to exaggerate! ;)

Show what I mean. In this picture, the last two power comes from two different files. And that's the reason to my theory.
Posted Image


- Inge

Modifié par Inge Shepard, 28 août 2010 - 07:40 .


#1586
Turian Antiquarian

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Inge Shepard wrote...

After the excellent idea to Zeph, have I got two bonus powers as permanent power.
This is my theory: create multiple files with only one bonus power in each file. Then will the game add those as a permanent power. Haven't tested this, but I think my theory will work.
Make for example three text files with one bonus power in each, execute all of these files, by using only one file.
And it should be done. You should now have more than one bonus power as permanent power.
No need to exaggerate! ;)

Show what I mean. In this picture, the last two power comes from two different files. And that's the reason to my theory.
Posted Image


- Inge


Yes, they do come from different files... PCC Files

 [SFXGameCookerHelper.PowerStandalonePackages]
  bCookStandalonePackages=True
  SourcePackagePath=Powers
  ForceCookSwitchName=ForceCookPowerPackages GameContent=SFXPower_ArmorPiercingAmmo_Player,SFXGameContent_Powers.SFXPower_ArmorPiercingAmmo_Player
GameContent=SFXPower_Crush_Player,SFXGameContent_Powers.SFXPower_Crush_Player
GameContent=SFXPower_Dominate_Player,SFXGameContent_Powers.SFXPower_Dominate_Player


My last theory after abandoning this subject, was that the script that does not allow you to add "foreign" powers to your class, is the "gettalentdebugdata" in the talentimporter mechanism, that overides the "gettalentsavedata".

I think that if a ****** would take interest in this, a bypass could be crated, that would allow you to completely customize your powers via gibbed, just like weapon loadouts.

So if someone here knows a ******.....

On a related matter, does anybody know why we have a mod for bypassing 2DTEXTURE files, but not one for SKELETALMESH files?

#1587
Guest_Inge Shepard_*

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Turian Antiquarian wrote...

Inge Shepard wrote...

After the excellent idea to Zeph, have I got two bonus powers as permanent power.
This is my theory: create multiple files with only one bonus power in each file. Then will the game add those as a permanent power. Haven't tested this, but I think my theory will work.
Make for example three text files with one bonus power in each, execute all of these files, by using only one file.
And it should be done. You should now have more than one bonus power as permanent power.
No need to exaggerate! ;)

Show what I mean. In this picture, the last two power comes from two different files. And that's the reason to my theory.
Posted Image


- Inge


Yes, they do come from different files... PCC Files

 [SFXGameCookerHelper.PowerStandalonePackages]
  bCookStandalonePackages=True
  SourcePackagePath=Powers
  ForceCookSwitchName=ForceCookPowerPackages GameContent=SFXPower_ArmorPiercingAmmo_Player,SFXGameContent_Powers.SFXPower_ArmorPiercingAmmo_Player
GameContent=SFXPower_Crush_Player,SFXGameContent_Powers.SFXPower_Crush_Player
GameContent=SFXPower_Dominate_Player,SFXGameContent_Powers.SFXPower_Dominate_Player


My last theory after abandoning this subject, was that the script that does not allow you to add "foreign" powers to your class, is the "gettalentdebugdata" in the talentimporter mechanism, that overides the "gettalentsavedata".

I think that if a ****** would take interest in this, a bypass could be crated, that would allow you to completely customize your powers via gibbed, just like weapon loadouts.

So if someone here knows a ******.....

On a related matter, does anybody know why we have a mod for bypassing 2DTEXTURE files, but not one for SKELETALMESH files?

Doesn't need a ****** when it work with executable files..



#1588
Loki_344

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Burdokva wrote...

RyviusRan wrote...

 Does anyone has a saved modified backup ini with the best settings to make the game look better?

I have messed with a lot of stuff but most of it screws up the character textures and shadows.

If I go too high on the minimum LOD character textures it can screw things up.

I've tweaked most of the stuff I could that does not cause bugs but there is still some stuff I have not messed with.


Here you go: http://social.biowar...6/index/2060374

I've tested these thoroughly for XP64 and they provide a boost to image quality at no expense on framerate. I use slightly different settings for Win 7 64, but there isn't enough interest to post an updated guide. 

I'm interested. If it's just a slight alteration then an update shouldn't be too much trouble, right?

#1589
Turian Antiquarian

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Inge Shepard wrote...

Turian Antiquarian wrote...

Inge Shepard wrote...

After the excellent idea to Zeph, have I got two bonus powers as permanent power.
This is my theory: create multiple files with only one bonus power in each file. Then will the game add those as a permanent power. Haven't tested this, but I think my theory will work.
Make for example three text files with one bonus power in each, execute all of these files, by using only one file.
And it should be done. You should now have more than one bonus power as permanent power.
No need to exaggerate! ;)

Show what I mean. In this picture, the last two power comes from two different files. And that's the reason to my theory.
Posted Image


- Inge


Yes, they do come from different files... PCC Files

 [SFXGameCookerHelper.PowerStandalonePackages]
  bCookStandalonePackages=True
  SourcePackagePath=Powers
  ForceCookSwitchName=ForceCookPowerPackages GameContent=SFXPower_ArmorPiercingAmmo_Player,SFXGameContent_Powers.SFXPower_ArmorPiercingAmmo_Player
GameContent=SFXPower_Crush_Player,SFXGameContent_Powers.SFXPower_Crush_Player
GameContent=SFXPower_Dominate_Player,SFXGameContent_Powers.SFXPower_Dominate_Player


My last theory after abandoning this subject, was that the script that does not allow you to add "foreign" powers to your class, is the "gettalentdebugdata" in the talentimporter mechanism, that overides the "gettalentsavedata".

I think that if a ****** would take interest in this, a bypass could be crated, that would allow you to completely customize your powers via gibbed, just like weapon loadouts.

So if someone here knows a ******.....

On a related matter, does anybody know why we have a mod for bypassing 2DTEXTURE files, but not one for SKELETALMESH files?

Doesn't need a ****** when it work with executable files..




It doesn't.
Try using your "system" to make the game save a non-default/loyalty bonus power.

#1590
ZephSunstrider

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Turian Antiquarian wrote...

Inge Shepard wrote...

Turian Antiquarian wrote...

Inge Shepard wrote...
After the excellent idea to Zeph, have I got two bonus powers as permanent power.
This is my theory: create multiple files with only one bonus power in each file. Then will the game add those as a permanent power. Haven't tested this, but I think my theory will work.
Make for example three text files with one bonus power in each, execute all of these files, by using only one file.
And it should be done. You should now have more than one bonus power as permanent power.
No need to exaggerate! ;)

Show what I mean. In this picture, the last two power comes from two different files. And that's the reason to my theory.
*screenshot omitted*

- Inge

Yes, they do come from different files... PCC Files
 [SFXGameCookerHelper.PowerStandalonePackages]
  bCookStandalonePackages=True
  SourcePackagePath=Powers
  ForceCookSwitchName=ForceCookPowerPackages GameContent=SFXPower_ArmorPiercingAmmo_Player,SFXGameContent_Powers.SFXPower_ArmorPiercingAmmo_Player
GameContent=SFXPower_Crush_Player,SFXGameContent_Powers.SFXPower_Crush_Player
GameContent=SFXPower_Dominate_Player,SFXGameContent_Powers.SFXPower_Dominate_Player


My last theory after abandoning this subject, was that the script that does not allow you to add "foreign" powers to your class, is the "gettalentdebugdata" in the talentimporter mechanism, that overides the "gettalentsavedata".

I think that if a ****** would take interest in this, a bypass could be crated, that would allow you to completely customize your powers via gibbed, just like weapon loadouts.

So if someone here knows a ******.....

On a related matter, does anybody know why we have a mod for bypassing 2DTEXTURE files, but not one for SKELETALMESH files?

Doesn't need a ****** when it work with executable files..

It doesn't.
Try using your "system" to make the game save a non-default/loyalty bonus power.

Inge; Your last two powers are loyalty powers, they have always been permanent up to the point where you choose to have a new "normal" loyalty power. All other powers don't work, sadly.

TAQ; TexMod uses a Direct3D hook (I think), which effectively limits it to .dds files and DirectX9 games. It says so in the readme.
Did you perhaps try to add regular powers to the PowerStandalone thingy from above, to "force cook" them? Did that yield any interesting results?

#1591
Guest_Inge Shepard_*

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ZephSunstrider wrote...

Turian Antiquarian wrote...

Inge Shepard wrote...

Turian Antiquarian wrote...

Inge Shepard wrote...
After the excellent idea to Zeph, have I got two bonus powers as permanent power.
This is my theory: create multiple files with only one bonus power in each file. Then will the game add those as a permanent power. Haven't tested this, but I think my theory will work.
Make for example three text files with one bonus power in each, execute all of these files, by using only one file.
And it should be done. You should now have more than one bonus power as permanent power.
No need to exaggerate! ;)

Show what I mean. In this picture, the last two power comes from two different files. And that's the reason to my theory.
*screenshot omitted*

- Inge

Yes, they do come from different files... PCC Files
 [SFXGameCookerHelper.PowerStandalonePackages]
  bCookStandalonePackages=True
  SourcePackagePath=Powers
  ForceCookSwitchName=ForceCookPowerPackages GameContent=SFXPower_ArmorPiercingAmmo_Player,SFXGameContent_Powers.SFXPower_ArmorPiercingAmmo_Player
GameContent=SFXPower_Crush_Player,SFXGameContent_Powers.SFXPower_Crush_Player
GameContent=SFXPower_Dominate_Player,SFXGameContent_Powers.SFXPower_Dominate_Player


My last theory after abandoning this subject, was that the script that does not allow you to add "foreign" powers to your class, is the "gettalentdebugdata" in the talentimporter mechanism, that overides the "gettalentsavedata".

I think that if a ****** would take interest in this, a bypass could be crated, that would allow you to completely customize your powers via gibbed, just like weapon loadouts.

So if someone here knows a ******.....

On a related matter, does anybody know why we have a mod for bypassing 2DTEXTURE files, but not one for SKELETALMESH files?

Doesn't need a ****** when it work with executable files..

It doesn't.
Try using your "system" to make the game save a non-default/loyalty bonus power.

Inge; Your last two powers are loyalty powers, they have always been permanent up to the point where you choose to have a new "normal" loyalty power. All other powers don't work, sadly.

TAQ; TexMod uses a Direct3D hook (I think), which effectively limits it to .dds files and DirectX9 games. It says so in the readme.
Did you perhaps try to add regular powers to the PowerStandalone thingy from above, to "force cook" them? Did that yield any interesting results?


Well, the hole point is that this work.

Bonus Power or Loyaly Powers, I have added those to player and I doesn't need to activate them again like regulars power. I will start over again and see what happens from start off the game, with this loyalty powers.



#1592
KainrycKarr

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HCS01 wrote...

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..


The method I descrived on pg 48 does not invalidate the DLCs.  I get no warning and have modded weapons with no issues what so ever.


Went back to pg. 47-48 and can't seem to find the methods you speak of :(

found the method about moving all ini data to coalesced, but this method apparantly gets the unauthoried dlc.

Modifié par KainrycKarr, 29 août 2010 - 08:29 .


#1593
LuxDragon

LuxDragon
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Where's Azureum? Shouldn't he be updating the OP with this new stuff?

#1594
ZephSunstrider

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LuxDragon wrote...
Where's Azureum? Shouldn't he be updating the OP with this new stuff?

I think Azureum hasn't been around for ages.
Frankly, I'm playing with the thought of skimming through this thread and sorting everything up, to make a Modding is Possible III thread. I just don't have the time or nerve for it atm. Maybe in my holidays in a month.
Edit: Checked his profile. Looks like he's been gone for half a year.

Inge Shepard wrote...
Well, the hole point is that this work.
Bonus
Power or Loyaly Powers, I have added those to player and I doesn't need
to activate them again like regulars power. I will start over again and
see what happens from start off the game, with this loyalty
powers.

Use non-loyalty powers, that'll tell you if it works. Loyalty powers are there from the start on, since you can pick one when creating a new character (after unlocking them, that is).

Modifié par ZephSunstrider, 29 août 2010 - 02:27 .


#1595
Quething

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I've been trying to make my game more of an actual squad-based shooter than a solo shooter with a couple extra inferior abilities on a different cooldown, and I've had a lot of success with the weapons (change DamageHench from .55 to .95 and all of a sudden, your squaddies actually kill things themselves! It's amazing!), but squad powers have me stymied. Has anyone found a way to reduce the cooldowns of squadmate powers, without affecting Shepard's powers? I tried SquadPowerCooldownMultiplier under the various [SFXDifficulty_Level] entries, but as you might expect, that alters Shepard too.

#1596
Guest_Inge Shepard_*

Guest_Inge Shepard_*
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ZephSunstrider wrote...

LuxDragon wrote...
Where's Azureum? Shouldn't he be updating the OP with this new stuff?

I think Azureum hasn't been around for ages.
Frankly, I'm playing with the thought of skimming through this thread and sorting everything up, to make a Modding is Possible III thread. I just don't have the time or nerve for it atm. Maybe in my holidays in a month.
Edit: Checked his profile. Looks like he's been gone for half a year.

Inge Shepard wrote...
Well, the hole point is that this work.
Bonus
Power or Loyaly Powers, I have added those to player and I doesn't need
to activate them again like regulars power. I will start over again and
see what happens from start off the game, with this loyalty
powers.

Use non-loyalty powers, that'll tell you if it works. Loyalty powers are there from the start on, since you can pick one when creating a new character (after unlocking them, that is).

Sorry, but that's wrong.
I play from the start of the game with three loyalties power, one I can choose my self and two that I have added.
I seems like three loyalties power is what I can get total. Well again, no point with too many powers, you will not be able to use it all. I have total available twelve power. And that is enough for me.

This is the power I play with, them all. Fourteen total.

Posted Image

- Inge


Modifié par Inge Shepard, 29 août 2010 - 05:48 .


#1597
phoenixofthunder

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KainrycKarr wrote...

Went back to pg. 47-48 and can't seem to find the methods you speak of :(

found the method about moving all ini data to coalesced, but this method apparantly gets the unauthoried dlc.


Each DLC has ini's in their directory.
Collector DLC example:
BIOEngine.ini
BIOGame.ini
BIOWeapon.ini

After you have copied relevant data, instead on moving these ini's just rename them.
Like:
BIOCoalescedEngine.ini
BIOCoalescedGame.ini
BIOCoalescedWeapon.ini

This should alleviate the not authorized message.

Modifié par phoenixofthunder, 29 août 2010 - 08:44 .


#1598
phoenixofthunder

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LuxDragon wrote...

Where's Azureum? Shouldn't he be updating the OP with this new stuff?


Last I saw of Azureum was in late May. I PM'ed long ago and still no response.
Surmise he is busy modding other games, which is a terrible loss to our ME2 modding community.

#1599
phoenixofthunder

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ZephSunstrider wrote...

LuxDragon wrote...
Where's Azureum? Shouldn't he be updating the OP with this new stuff?

I think Azureum hasn't been around for ages.
Frankly, I'm playing with the thought of skimming through this thread and sorting everything up, to make a Modding is Possible III thread. I just don't have the time or nerve for it atm. Maybe in my holidays in a month.
Edit: Checked his profile. Looks like he's been gone for half a year.

Inge Shepard wrote...
Well, the hole point is that this work.
Bonus
Power or Loyaly Powers, I have added those to player and I doesn't need
to activate them again like regulars power. I will start over again and
see what happens from start off the game, with this loyalty
powers.

Use non-loyalty powers, that'll tell you if it works. Loyalty powers are there from the start on, since you can pick one when creating a new character (after unlocking them, that is).


My month be free, I'll compile the data from M.I.P. 1& 2 into a .doc and email you it if you want. May take awhile though to go through 200+ pages......

#1600
phoenixofthunder

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Quething wrote...

I've been trying to make my game more of an actual squad-based shooter than a solo shooter with a couple extra inferior abilities on a different cooldown, and I've had a lot of success with the weapons (change DamageHench from .55 to .95 and all of a sudden, your squaddies actually kill things themselves! It's amazing!), but squad powers have me stymied. Has anyone found a way to reduce the cooldowns of squadmate powers, without affecting Shepard's powers? I tried SquadPowerCooldownMultiplier under the various [SFXDifficulty_Level] entries, but as you might expect, that alters Shepard too.


Hmmmmm maybe try:
In conjunction with SquadPowerCooldownMultiplier
UseSharedPowerCooldown=TRUE
to
UseSharedPowerCooldown=FALSE
?

No guarantee though.:unsure: