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ME2 - Modding is Possible II (PC Only)


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#1601
phoenixofthunder

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Inge Shepard wrote...

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.
*Snip*
- Inge


:huh::blink: I'm lost on this but I like the sound of it.
Could someone tell me how to do this step by step?:innocent:

Modifié par phoenixofthunder, 29 août 2010 - 08:26 .


#1602
Guest_Inge Shepard_*

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phoenixofthunder wrote...

Inge Shepard wrote...

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.
*Snip*
- Inge


:huh::blink: I'm lost on this but I like the sound of it.
Could someone tell me how to do this step by step?:innocent:

Need to come back to you about this. In my part off galaxy is it night - time.



#1603
phoenixofthunder

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Sorry didn't know.:innocent:
I'm stuck on the US east coast. <_<

#1604
Turian Antiquarian

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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.


This is a concept that i do not recommend to pursue.
There is a good reason for the the extensive "henchmen-nerfing" by the devs. In general, the AI of enemies is configured to always target Shepard if: "in same range level as other targets" and "is visible".

The exception is when a hostile is in range_Short While Shepard is in Range_Medium/Long. Examples:

1) The effectiveness of "Dominate/AIHacking/BattleDrone" powers in higher difficulty levels, forcing enemies to stop targeting you and focus on newly formed hostile.

2) The AI of the praetorian, who rarely targets any target other than Shepard, even if the player's in cover, and the praetorian is taking fire from henchmen.

In conclusion, after fiddling with this, I find that Modded henchmen just make the game play itself, while you are left to Have boring conversation and open doors. Commander Concierge.

#1605
Turian Antiquarian

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Hey,

This post is for people who don't know how to add henchmen powers to Shepard's power whell.
I assume that it will be relevant to anyone who hates the whole "Player biotic projectile" concept... yeah, it makes sense that i need to aim 60 degrees above my target so that my "pull projectile" won't end up splashed on a crate.

step one: Bind ONE of these 2 PCCs with the "OnlyLoadLevel" command to a key of your choice.

Step two: Bind selected power with a "GivePower Self" to a another key or in a text file.


/////In BioH_Professor_00\\\\\\\\\\\\\\\\\\\\

SFXPower_IncinerateInstant
SFXPower_Incinerate_Radius
SFXPower_Incinerate_Heavy
SFXPower_CryoFreezeInstant
SFXPower_CryoFreeze_Evolved1
SFXPower_CryoFreeze_Evolved2

/////In BioH_Mystic_00\\\\\\\\\\\\\\\\\\\\

SFXPower_Throw
SFXPower_Throw_Heavy
SFXPower_Throw_Radius
SFXPower_Pull
SFXPower_Pull_Heavy
SFXPower_Pull_Radius


While playing:

click the key that loads the PCC, and then click the one with the power you selected. Do not use same key both for loading PCC and adding power.


IMPORTANT
These are the packages for Mordin and Samara. if a situation occurs where you'r using one of the, as a henchman, ONLY CLICK the key that you configured to add powers.


Example:

Bindings=( Name="F3" ,Command="OnlyLoadLevel BioH_Mystic_00" )
Bindings=( Name="F4" ,Command="GivePower Self SFXPower_Throw_Heavy | OnTap 0.4 SetRank Self SFXPower_Throw_Heavy 4" )


This will allow you to get the maxed version of Samara's heavy throw.

Modifié par Turian Antiquarian, 30 août 2010 - 12:15 .


#1606
Quething

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Turian Antiquarian wrote...

In conclusion, after fiddling with this, I find that Modded henchmen just make the game play itself, while you are left to Have boring conversation and open doors. Commander Concierge.


You say "play itself," I say "pull their weight." I actually rather enjoy setting up my squad, moving to flank, and finding they've killed a third of the badguys by the time I get there. That's the whole point of having a squad. These people are supposed to be the Best of the Best, the Ultimate Biotic/Mercenary/Hacker/Whatever in the whole galaxy. If they can't even kill a single vorcha without me holding their hand through it, why did I even recruit them? I'm willing to suffer the indignity of less tedious Praetorian fights if it means the primary plot point of the whole game feels somewhat plausible.

And you say "open doors" so disparagingly. :huh: Ducking around a corner and starting up a hacking minigame while your squadmates are still shooting around you, and trusting them to keep the enemy off your back until you're finished, is awesome. It makes the minigame challenging and fun, because you're racing against combat instead of the ten-times-longer-than-it-needs-to-be timer, and because the action keeps happening around you instead of the whole story and narrative basically going on hold while you duck into a whole different game for a minute. It makes you actually have to trust and rely on your squadmates, which makes them feel like they're actually a part of the story, a team with personalities and friendships, rather than an inventory with voice acting - something ME2 badly needs given the total lack of squadmate interaction with anything at all beyond their own loyalty missions.

Plus it evokes disarming bombs in BDtS and Eden Prime back in ME1, and that's always of the good.

Anyway, that's all wildly off-topic, so the question stands; apart from the obvious health values in the difficulty settings and DamageHench in the weapon stats, are there other ways in C.ini to make your squad feel more like actual elite agents and less like pale shadows just there to offer ammo powers and make Shep look good?

#1607
Turian Antiquarian

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Quething wrote...

Turian Antiquarian wrote...

In conclusion, after fiddling with this, I find that Modded henchmen just make the game play itself, while you are left to Have boring conversation and open doors. Commander Concierge.


You say "play itself," I say "pull their weight." I actually rather enjoy setting up my squad, moving to flank, and finding they've killed a third of the badguys by the time I get there. That's the whole point of having a squad. These people are supposed to be the Best of the Best, the Ultimate Biotic/Mercenary/Hacker/Whatever in the whole galaxy. If they can't even kill a single vorcha without me holding their hand through it, why did I even recruit them? I'm willing to suffer the indignity of less tedious Praetorian fights if it means the primary plot point of the whole game feels somewhat plausible.

And you say "open doors" so disparagingly. :huh: Ducking around a corner and starting up a hacking minigame while your squadmates are still shooting around you, and trusting them to keep the enemy off your back until you're finished, is awesome. It makes the minigame challenging and fun, because you're racing against combat instead of the ten-times-longer-than-it-needs-to-be timer, and because the action keeps happening around you instead of the whole story and narrative basically going on hold while you duck into a whole different game for a minute. It makes you actually have to trust and rely on your squadmates, which makes them feel like they're actually a part of the story, a team with personalities and friendships, rather than an inventory with voice acting - something ME2 badly needs given the total lack of squadmate interaction with anything at all beyond their own loyalty missions.

Plus it evokes disarming bombs in BDtS and Eden Prime back in ME1, and that's always of the good.

Anyway, that's all wildly off-topic, so the question stands; apart from the obvious health values in the difficulty settings and DamageHench in the weapon stats, are there other ways in C.ini to make your squad feel more like actual elite agents and less like pale shadows just there to offer ammo powers and make Shep look good?


I enjoyed reading this post :), yo think like a game developer... in 2021.
Even then I'm not convinced that Pawn AI would meet your standards.

But first, let me try and provide you with the info you asked for:

1) Can't mess with powers. configuration is hidden probably because it's too bug-prone, so many conditionals...

2)You can change the loadout of your henchmen. Example:
(className=SFXPawn_Jacob,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_Shotguns))

Change to

(className=SFXPawn_Jacob,Weaponclasses=(LoadoutWeapons_HeavyWeapons,LoadoutWeapons_AssualtRifles))

And suddenly, Jacob is a mean bastard, and not some idiot trying to kill enemies from cover with one shotgun pellet at a time. NOTE: Grunt and legion don't have animations for using Heavies, Mordin has, but he will pull the weapon out of thin air.

Also, the "HenchmenSpecialWeapons" argument will allow you to make some weapons available only to certain Henchmen. I've Made the Widow only available to Thane, and the Gethpulserifle only available to.... guess who :)

3) Play with [SFXGame.SFXShield_Base] and it's "children". You can make henchmen and enemies have much better shields (not just stronger), while nerfing your own.


If you need more info, post here.

#1608
Guest_Inge Shepard_*

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phoenixofthunder wrote...

Sorry didn't know.:innocent:
I'm stuck on the US east coast. <_<

Before I'm running out my door.
I still use a text file that I execute.
1. make a text file with the power you will use to your player and squad, and one for xtra powers you add to player.

Just some example.
[SFXGame.SFXGameModeBase]
SetRank self SFXPower_Dominate_Heavy | GivePower self SFXPower_Dominate_Player
SetRank self SFXPower_Heavy | GivePower self SFXPower_Cloak

SetRank Miranda SFXPower_Dominate_Heavy | GivePower Miranda SFXPower_Dominate_Player
SetRank Miranda SFXPower_Barrier_Heavy | GivePower Miranda SFXPower_Barrier_Player

SetRank Jacob SFXPower_Crush_Heavy | GivePower Jacob SFXPower_Crush_Player
SetRank Jacob SFXPower_Heavy | GivePower Jacob SFXPower_CryoFreeze

I also made a file with all extra power I added to player, again some examples:

[SFXGame.SFXGameModeBase]
SetRank self SFXPower_ArmorPiercingAmmo_Heavy | GivePower self SFXPower_ArmorPiercingAmmo_Player
SetRank self SFXPower_Heavy | GivePower self SFXPower_Overload
SetRank self SFXPower_Heavy | GivePower self SFXPower_PowerArmor
SetRank self SFXPower_Heavy | GivePower self SFXPower_IncendiaryAmmo
SetRank self SFXPower_Heavy | GivePower self SFXPower_DisruptorAmmo

2. make bindings in your Coalesced.ini file for these files.
[SFXGame.SFXGameModeBase]
Bindings=( Name="Insert", Command="exec Power.txt | exec XPower.txt" ) or a bindings for each file. Maybe that's is the best in the beginning, until you are familiar with this.

3. This is the importend part.
When you play, a) add all the class power you will use for your class to your "hotbar" for powers. B) Hit the bindings for your text files, you can no add all extra powers to your player. All extra power will be available from the "powerwheel".
You can also drag and drop from wheel to hotbar for changing powers. But don't do it with all, just one - three max.

For you squad is there now problem with adding extra powers, again don't add to many, because on the wheel you just see four or five off your squads power.

If there's any questions about this, I'll check back when I have time.

Have a good game. :)


Modifié par Inge Shepard, 30 août 2010 - 05:59 .


#1609
Antioch0074

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yeah but the powers don't stick... they are gone after the next mission.

#1610
Admiral Awsome

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I've been trying to change one of the mapped powers for the Infiltrator class from Cryo Ammo to Armor-Piercing Ammo. I was wondering if anyone has successfully changed a power for a bonus power using Iron Spine's coalesced editor.

EDIT: Never mind. I just read the posts above me and got my answer.

Modifié par Admiral Awsome, 30 août 2010 - 09:02 .


#1611
KainrycKarr

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phoenixofthunder wrote...

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.




Ah okay. How much of it is relevant and needed for functionality? Everything?

#1612
phoenixofthunder

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KainrycKarr wrote...

phoenixofthunder wrote...

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.


Ah okay. How much of it is relevant and needed for functionality? Everything?
 


Each DLC ini has sub-sections that have a corresponding section in the coalesced.ini. Transfer this data from the DLC to the Coalesced. All DLC ini data will have a "+" in front of it---this must be deleted. If the Coalesced doesn't have a section that a DLC ini has then don't add it!!!

Collector DLC Example:
In Collector DLC BIOEngine.ini:

Notice these three code sections:
[Engine.PackagesToAlwaysCook]
!Package=CLEAR
!SeekFreePackage=CLEAR
+SeekFreePackage=BIOG_HMM_ARM_COL_R
+SeekFreePackage=BIOG_HMF_ARM_COL_R

[Engine.DLCModules]
DLC_PRE_Collectors=8

[DLCInfo]
Version=0
Flags=0
Name=314332


Search in the coalesced.ini for: [Engine.DLCModules] and notice it exists.
So add its code from the corresponding section in the DLC ini to the Coalesced.ini:
DLC_PRE_Collectors=8

After searching the coalesced.ini for:
[DLCInfo]
Version=0
Flags=0
Name=314332
You will see it has no coalesced.ini section so it gets left out.

Finally
Since [Engine.PackagesToAlwaysCook] does exist in the Colesced.ini, its sections also get added:

These though do require tweaking before they will work correctly. The tweaking is that the "+" needs removing.
Upon placement in the Coalesced they should look like this:
[Engine.PackagesToAlwaysCook]
!Package=CLEAR
!SeekFreePackage=CLEAR
SeekFreePackage=BIOG_HMM_ARM_COL_R
SeekFreePackage=BIOG_HMF_ARM_COL_R

Modifié par phoenixofthunder, 30 août 2010 - 01:18 .


#1613
phoenixofthunder

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Inge Shepard wrote...

phoenixofthunder wrote...

Sorry didn't know.:innocent:
I'm stuck on the US east coast. <_<

Before I'm running out my door.
I still use a text file that I execute.
1. make a text file with the power you will use to your player and squad, and one for xtra powers you add to player.

Just some example.
[SFXGame.SFXGameModeBase]
SetRank self SFXPower_Dominate_Heavy | GivePower self SFXPower_Dominate_Player
SetRank self SFXPower_Heavy | GivePower self SFXPower_Cloak

SetRank Miranda SFXPower_Dominate_Heavy | GivePower Miranda SFXPower_Dominate_Player
SetRank Miranda SFXPower_Barrier_Heavy | GivePower Miranda SFXPower_Barrier_Player

SetRank Jacob SFXPower_Crush_Heavy | GivePower Jacob SFXPower_Crush_Player
SetRank Jacob SFXPower_Heavy | GivePower Jacob SFXPower_CryoFreeze

I also made a file with all extra power I added to player, again some examples:

[SFXGame.SFXGameModeBase]
SetRank self SFXPower_ArmorPiercingAmmo_Heavy | GivePower self SFXPower_ArmorPiercingAmmo_Player
SetRank self SFXPower_Heavy | GivePower self SFXPower_Overload
SetRank self SFXPower_Heavy | GivePower self SFXPower_PowerArmor
SetRank self SFXPower_Heavy | GivePower self SFXPower_IncendiaryAmmo
SetRank self SFXPower_Heavy | GivePower self SFXPower_DisruptorAmmo

2. make bindings in your Coalesced.ini file for these files.
[SFXGame.SFXGameModeBase]
Bindings=( Name="Insert", Command="exec Power.txt | exec XPower.txt" ) or a bindings for each file. Maybe that's is the best in the beginning, until you are familiar with this.

3. This is the importend part.
When you play, a) add all the class power you will use for your class to your "hotbar" for powers. B) Hit the bindings for your text files, you can no add all extra powers to your player. All extra power will be available from the "powerwheel".
You can also drag and drop from wheel to hotbar for changing powers. But don't do it with all, just one - three max.

For you squad is there now problem with adding extra powers, again don't add to many, because on the wheel you just see four or five off your squads power.

If there's any questions about this, I'll check back when I have time.

Have a good game. :)



A big thanks!:D I'll try it when I get some time but as of now I'm going page by page in each M.I.P thread.- 1&2 . Compiling relevant data for the start of a M.I.P 3 in the near future.B)So I may be absent here awhile unless I take a break, like now.:lol:

Modifié par phoenixofthunder, 30 août 2010 - 01:23 .


#1614
phoenixofthunder

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Turian Antiquarian wrote...

Quething wrote...

Turian Antiquarian wrote...

In conclusion, after fiddling with this, I find that Modded henchmen just make the game play itself, while you are left to Have boring conversation and open doors. Commander Concierge.


You say "play itself," I say "pull their weight." I actually rather enjoy setting up my squad, moving to flank, and finding they've killed a third of the badguys by the time I get there. That's the whole point of having a squad. These people are supposed to be the Best of the Best, the Ultimate Biotic/Mercenary/Hacker/Whatever in the whole galaxy. If they can't even kill a single vorcha without me holding their hand through it, why did I even recruit them? I'm willing to suffer the indignity of less tedious Praetorian fights if it means the primary plot point of the whole game feels somewhat plausible.

And you say "open doors" so disparagingly. :huh: Ducking around a corner and starting up a hacking minigame while your squadmates are still shooting around you, and trusting them to keep the enemy off your back until you're finished, is awesome. It makes the minigame challenging and fun, because you're racing against combat instead of the ten-times-longer-than-it-needs-to-be timer, and because the action keeps happening around you instead of the whole story and narrative basically going on hold while you duck into a whole different game for a minute. It makes you actually have to trust and rely on your squadmates, which makes them feel like they're actually a part of the story, a team with personalities and friendships, rather than an inventory with voice acting - something ME2 badly needs given the total lack of squadmate interaction with anything at all beyond their own loyalty missions.

Plus it evokes disarming bombs in BDtS and Eden Prime back in ME1, and that's always of the good.

Anyway, that's all wildly off-topic, so the question stands; apart from the obvious health values in the difficulty settings and DamageHench in the weapon stats, are there other ways in C.ini to make your squad feel more like actual elite agents and less like pale shadows just there to offer ammo powers and make Shep look good?



I enjoyed reading this post :), yo think like a game developer... in 2021.
Even then I'm not convinced that Pawn AI would meet your standards.

But first, let me try and provide you with the info you asked for:

1) Can't mess with powers. configuration is hidden probably because it's too bug-prone, so many conditionals...

2)You can change the loadout of your henchmen. Example:
(className=SFXPawn_Jacob,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_Shotguns))

Change to

(className=SFXPawn_Jacob,Weaponclasses=(LoadoutWeapons_HeavyWeapons,LoadoutWeapons_AssualtRifles))

And suddenly, Jacob is a mean bastard, and not some idiot trying to kill enemies from cover with one shotgun pellet at a time. NOTE: Grunt and legion don't have animations for using Heavies, Mordin has, but he will pull the weapon out of thin air.

Also, the "HenchmenSpecialWeapons" argument will allow you to make some weapons available only to certain Henchmen. I've Made the Widow only available to Thane, and the Gethpulserifle only available to.... guess who :)

3) Play with [SFXGame.SFXShield_Base] and it's "children". You can make henchmen and enemies have much better shields (not just stronger), while nerfing your own.
If you need more info, post here.


How about Instant Health recharge:

[SFXGame.SFXDifficulty_Level1]
PlayerShieldRechargeModifier=0.0

[SFXGame.SFXDifficulty_Level2]
PlayerShieldRechargeModifier=0.0

[SFXGame.SFXDifficulty_Level3]
PlayerShieldRechargeModifier=0.0

[SFXGame.SFXDifficulty_Level4
]PlayerShieldRechargeModifier=0.0

[SFXGame.SFXDifficulty_Level5]
PlayerShieldRechargeModifier=0.0

[SFXGame.SFXDifficulty_Level6]
PlayerShieldRechargeModifier=0.0

#1615
Guest_Inge Shepard_*

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Antioch0074 wrote...

yeah but the powers don't stick... they are gone after the next mission.

Until some one find a better way to do this, is this what you get.
NB! loyalitets forces remain after having enabled them, for player.



#1616
Burdokva

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Two questions: anyone found a loophole yet on how to add weapon types to squad members, instead of replacing them? As in adding an Assault Rifle to Jacob, plus he's original Shotgun/Pistol combo?



Second, everything I've tried, and I still can't get separate cooldowns on powers! Even with this line: UseSharedPowerCooldown=FALSE, once I use one power, the global cooldown starts. Ideas?



My own suggestion to squad-member powers: I've noticed that, at least on Insanity (I play on Insanity only, as I've set ShieldBlockPowers=False), the enemies scale nicely, while squad members do not. Even with upgrades, their weapons are woefully inefficient, even if powers do somewhat compensate when bypassing shields/armor/barriers (although that leaves some of the strategy)... so, just increase HenchDamage by a small margin.



I did it with .10 increments to each weapon, minus the Incisor (...) and the Geth rifle (which got increased by .20, as it's very weak).



To illustrate, if HenchDamage for assault rifle is .55 , set it to .65. Sounds very minor, but this small one-tenth upgrade to damage suddenly makes squad members useful without taking challenge away.






#1617
Turian Antiquarian

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Texture REQ


Iv'e been using "BIOG_HMF_HIR_PRO.GlassesHalf.HMF_HAT_GLH_MDL" as a replacement mesh for the sentry interface. It's really nice' but the lens is just opaque. If some one could check a possibility to make the lens have a HUD appearance, like garrus's visor or the kawashi, I'd be greatfull.

Posted Image

#1618
Turian Antiquarian

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Burdokva wrote...

Two questions: anyone found a loophole yet on how to add weapon types to squad members, instead of replacing them? As in adding an Assault Rifle to Jacob, plus he's original Shotgun/Pistol combo?

Second, everything I've tried, and I still can't get separate cooldowns on powers! Even with this line: UseSharedPowerCooldown=FALSE, once I use one power, the global cooldown starts. Ideas?

My own suggestion to squad-member powers: I've noticed that, at least on Insanity (I play on Insanity only, as I've set ShieldBlockPowers=False), the enemies scale nicely, while squad members do not. Even with upgrades, their weapons are woefully inefficient, even if powers do somewhat compensate when bypassing shields/armor/barriers (although that leaves some of the strategy)... so, just increase HenchDamage by a small margin.

I did it with .10 increments to each weapon, minus the Incisor (...) and the Geth rifle (which got increased by .20, as it's very weak).

To illustrate, if HenchDamage for assault rifle is .55 , set it to .65. Sounds very minor, but this small one-tenth upgrade to damage suddenly makes squad members useful without taking challenge away.


I recommend against doing that. It would mean that you could hack the YMIR mech without firing a single shot, making a joke out of this nice miniboss. also it would allow you to dispose effortlessly of heavy hitters such as merch commanders and superkrogen, by using biotics with physics effect, not to mention the dominate power.

#1619
phoenixofthunder

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Turian Antiquarian wrote...

Burdokva wrote...

Two questions: anyone found a loophole yet on how to add weapon types to squad members, instead of replacing them? As in adding an Assault Rifle to Jacob, plus he's original Shotgun/Pistol combo?

Second, everything I've tried, and I still can't get separate cooldowns on powers! Even with this line: UseSharedPowerCooldown=FALSE, once I use one power, the global cooldown starts. Ideas?

My own suggestion to squad-member powers: I've noticed that, at least on Insanity (I play on Insanity only, as I've set ShieldBlockPowers=False), the enemies scale nicely, while squad members do not. Even with upgrades, their weapons are woefully inefficient, even if powers do somewhat compensate when bypassing shields/armor/barriers (although that leaves some of the strategy)... so, just increase HenchDamage by a small margin.

I did it with .10 increments to each weapon, minus the Incisor (...) and the Geth rifle (which got increased by .20, as it's very weak).

To illustrate, if HenchDamage for assault rifle is .55 , set it to .65. Sounds very minor, but this small one-tenth upgrade to damage suddenly makes squad members useful without taking challenge away.


I recommend against doing that. It would mean that you could hack the YMIR mech without firing a single shot, making a joke out of this nice miniboss. also it would allow you to dispose effortlessly of heavy hitters such as merch commanders and superkrogen, by using biotics with physics effect, not to mention the dominate power.


He is probably trying to give ME2 a ME1 feel.

Personally I use this:
[SFXGame.SFXGameConfig]
bShieldsBlockPowers=false
bArmorBlockPowers=true [default]
bBarrierBlockPowers=false


After about three hours of M.I.P. scanning I ran across a post that prompted me to update my compilation mesh code project:
*REVISED*Compilation ME2 Mesh Codes for Added Armor, Pattern, Tint and a few more Appearance options
Has grown from 1182 lines to 1991 code lines. My coalesced.ini is reading as 0.99MB LOL:lol:
.

#1620
phoenixofthunder

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I'm in 40 pages and stopping at 50 for today.

#1621
Turian Antiquarian

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phoenixofthunder wrote...

Turian Antiquarian wrote...

Burdokva wrote...

Two questions: anyone found a loophole yet on how to add weapon types to squad members, instead of replacing them? As in adding an Assault Rifle to Jacob, plus he's original Shotgun/Pistol combo?

Second, everything I've tried, and I still can't get separate cooldowns on powers! Even with this line: UseSharedPowerCooldown=FALSE, once I use one power, the global cooldown starts. Ideas?

My own suggestion to squad-member powers: I've noticed that, at least on Insanity (I play on Insanity only, as I've set ShieldBlockPowers=False), the enemies scale nicely, while squad members do not. Even with upgrades, their weapons are woefully inefficient, even if powers do somewhat compensate when bypassing shields/armor/barriers (although that leaves some of the strategy)... so, just increase HenchDamage by a small margin.

I did it with .10 increments to each weapon, minus the Incisor (...) and the Geth rifle (which got increased by .20, as it's very weak).

To illustrate, if HenchDamage for assault rifle is .55 , set it to .65. Sounds very minor, but this small one-tenth upgrade to damage suddenly makes squad members useful without taking challenge away.


I recommend against doing that. It would mean that you could hack the YMIR mech without firing a single shot, making a joke out of this nice miniboss. also it would allow you to dispose effortlessly of heavy hitters such as merch commanders and superkrogen, by using biotics with physics effect, not to mention the dominate power.


He is probably trying to give ME2 a ME1 feel.

Personally I use this:
[SFXGame.SFXGameConfig]
bShieldsBlockPowers=false
bArmorBlockPowers=true [default]
bBarrierBlockPowers=false


After about three hours of M.I.P. scanning I ran across a post that prompted me to update my compilation mesh code project:
*REVISED*Compilation ME2 Mesh Codes for Added Armor, Pattern, Tint and a few more Appearance options
Has grown from 1182 lines to 1991 code lines. My coalesced.ini is reading as 0.99MB LOL:lol:
.


Yeah, but that means that melee NPC like husks and varren have power blockers... not to mention the LOKI mechs who were MADE for gibbing :)

I simply deleted the "EnemyShieldBonus" line, and boosted EnemyHealthMultiplierLow=(X=2.975, Y=2.975) AND
EnemyHealthMultiplierHigh=(X=2.975, Y=2.975).

This is a GLOBAL multiplier, it effects bars of all colors not just the red bar.

The dummass in QA who tested this level of difficulty, must have played through it once, with the default soldier Shep. Otherwise, can't see how would anyone think that it's a good idea to add bonus shields, when shielding is used as the power blocking mechanism. that's also the reason why any NPC that should not be allowed to be raggdoled/hacked only have a yellow armor bar and no health bar beneath.  

#1622
phoenixofthunder

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phoenixofthunder wrote...

I'm in 40 pages and stopping at 50 for today.


Ok 50 page limit reached. Taking the rest of the day off. Turian Antiquarian if you want I'll send what I have so far. Some stuff was left out on purpose. Due to being obsolete as new methods have been developed. Maybe you can tackle a couple of pages and add to it. I'm tuckered out.-_-

#1623
Turian Antiquarian

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phoenixofthunder wrote...

phoenixofthunder wrote...

I'm in 40 pages and stopping at 50 for today.


Ok 50 page limit reached. Taking the rest of the day off. Turian Antiquarian if you want I'll send what I have so far. Some stuff was left out on purpose. Due to being obsolete as new methods have been developed. Maybe you can tackle a couple of pages and add to it. I'm tuckered out.-_-


Mail me what you have and i'll finish the rest of the thread.

#1624
Burdokva

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phoenixofthunder, thanks man, you deserve a beer!



Those lines however were not in my coalesced.ini , do I have to manually add them under the same sections as ShieldsBlockPowers? I wonder why...



An yes, I do want to bring the old Mass Effect feel of the powers. Ideally, shields should block tech, while barriers biotics, while armor just protects the user's health. But I've found no way to trick the game and achieve this (though I noticed this may have been a design feature at earlier stages of development, as tech powers like Incinerate barely do any damage to shields and barriers).



I noticed something interesting about the EnemyShieldBonus line - at level 5 difficulti (Hardcore?) it's 150.0f (!) , but at level 6 (Insanity) it's just 0.65f ... is that a bug?



Turian Antiquarian I try not to cheat with the setting, but it's annoying that some enemies, like the Vorcha and LOKI mechs, as you said made to be rag-dolled, can't be, because of their armor layers on Insanity... :/

#1625
phoenixofthunder

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Turian Antiquarian wrote...

phoenixofthunder wrote...

phoenixofthunder wrote...

I'm in 40 pages and stopping at 50 for today.


Ok 50 page limit reached. Taking the rest of the day off. Turian Antiquarian if you want I'll send what I have so far. Some stuff was left out on purpose. Due to being obsolete as new methods have been developed. Maybe you can tackle a couple of pages and add to it. I'm tuckered out.-_-


Mail me what you have and i'll finish the rest of the thread.


Wow! you'll do 70+ pages? I'll thank you.
I'm compiling all data that is still relevant from Modding Is Possible 1 & 2.
The email is up to page 50 of Modding Is Possible 1