ME2 - Modding is Possible II (PC Only)
#1626
Posté 30 août 2010 - 09:09
#1627
Posté 30 août 2010 - 09:11
phoenixofthunder wrote...
Personally I use this:
[SFXGame.SFXGameConfig]
bShieldsBlockPowers=false
bArmorBlockPowers=true [default]
bBarrierBlockPowers=false
Dude, are you sure this works?
I was curious since I had the impression that "Shields" meant any bar except red, and I'm not familiar with the other designations listed.
I tested it, and Armor (or Armour) doesn't block powers...
started from a clean C.INI
#1628
Posté 30 août 2010 - 09:14
Burdokva wrote...
phoenixofthunder, thanks man, you deserve a beer!
I'll take a Dr. Pepper instead.
Burdokva wrote...
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...
[SFXGame.SFXGameConfig]
bShieldsBlockPowers=false
bArmorBlockPowers=true [default]
bBarrierBlockPowers=false
Burdokva wrote...
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... :/
Got me:unsure:.
Modifié par phoenixofthunder, 30 août 2010 - 09:30 .
#1629
Posté 30 août 2010 - 09:15
Modifié par Burdokva, 30 août 2010 - 09:15 .
#1630
Posté 30 août 2010 - 09:15
phoenixofthunder wrote...
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
We both know that as you go up in page numbers, there are more repetitions and more spam. that's the problem with these threads...
I'm surprised you found something important that azerum missed when he started this thread.
#1631
Posté 30 août 2010 - 09:17
Yes.Turian Antiquarian wrote...
phoenixofthunder wrote...
Personally I use this:
[SFXGame.SFXGameConfig]
bShieldsBlockPowers=false
bArmorBlockPowers=true [default]
bBarrierBlockPowers=false
Dude, are you sure this works?
I was curious since I had the impression that "Shields" meant any bar except red, and I'm not familiar with the other designations listed.
I tested it, and Armor (or Armour) doesn't block powers...
started from a clean C.INI
Shields - Blue
Armor - Yellow
Barrier - Purple
Health - Red
When set to true it Will block powers.
If set to false it will not block powers.
Modifié par phoenixofthunder, 30 août 2010 - 09:21 .
#1632
Posté 30 août 2010 - 09:20
phoenixofthunder wrote...
Turian Antiquarian wrote...
phoenixofthunder wrote...
Personally I use this:
[SFXGame.SFXGameConfig]
bShieldsBlockPowers=false
bArmorBlockPowers=true [default]
bBarrierBlockPowers=false
Dude, are you sure this works?
I was curious since I had the impression that "Shields" meant any bar except red, and I'm not familiar with the other designations listed.
I tested it, and Armor (or Armour) doesn't block powers...
started from a clean C.INI
When set to true it Will block powers.
If set to false it will not block powers.
I copy-pasted this to my C.INI and can still throw LOKIs across the room...
Burdovka, tell me if you manage to make only some types of shielding to block powers. for me, the bShieldsBlockPowers argument is just on/off regardless of what i add.
Modifié par Turian Antiquarian, 30 août 2010 - 09:22 .
#1633
Posté 30 août 2010 - 09:27
Turian Antiquarian wrote...
phoenixofthunder wrote...
Turian Antiquarian wrote...
phoenixofthunder wrote...
Personally I use this:
[SFXGame.SFXGameConfig]
bShieldsBlockPowers=false
bArmorBlockPowers=true [default]
bBarrierBlockPowers=false
Dude, are you sure this works?
I was curious since I had the impression that "Shields" meant any bar except red, and I'm not familiar with the other designations listed.
I tested it, and Armor (or Armour) doesn't block powers...
started from a clean C.INI
When set to true it Will block powers.
If set to false it will not block powers.
I copy-pasted this to my C.INI and can still throw LOKIs across the room...
Which color is the bar?
Shields - Blue
Armor - Yellow
Barrier - Purple
Health - Red
To stop powers from working on certain types of defense:
Shields - Blue
bShieldsBlockPowers=true
Armor - Yellow
bArmorBlockPowers=true
Barrier - Purple
bBarrierBlockPowers=true
To keep powers from being blocked by types of defense:
Shields - Blue
bShieldsBlockPowers=false
Armor - Yellow
bArmorBlockPowers=false
Barrier - Purple
bBarrierBlockPowers=false
Must be under [SFXGame.SFXGameConfig] Coalescecd.ini section
Modifié par phoenixofthunder, 30 août 2010 - 09:29 .
#1634
Posté 30 août 2010 - 09:35
[SFXGame.SFXGameConfig]
bShieldsBlockPowers=true
bArmorBlockPowers=false
bBarrierBlockPowers=true
and biotic powers didn't damage LOKI mechs with armor, or Eclipse mercs with shields - just like in vanilla. Does the alphabetical order matter?
#1635
Posté 30 août 2010 - 09:40
Burdokva wrote...
This is how I tested it:
[SFXGame.SFXGameConfig]
bShieldsBlockPowers=true
bArmorBlockPowers=false
bBarrierBlockPowers=true
and biotic powers didn't damage LOKI mechs with armor, or Eclipse mercs with shields - just like in vanilla. Does the alphabetical order matter?
Try this:
[SFXGame.SFXGameConfig]
bShieldsBlockPowers=false
bArmorBlockPowers=true
bBarrierBlockPowers=false
Consider the True/False an On/Off Light Switch
True=On
False=Off
So:
bShieldsBlockPowers=false {No powers won't be blocked}
bArmorBlockPowers=true {Yes powers WILL be blocked}
bBarrierBlockPowers=false {No powers won't be blocked}
Modifié par phoenixofthunder, 30 août 2010 - 09:43 .
#1636
Posté 30 août 2010 - 09:58
phoenixofthunder wrote...
Turian Antiquarian wrote...
phoenixofthunder wrote...
Turian Antiquarian wrote...
phoenixofthunder wrote...
Personally I use this:
[SFXGame.SFXGameConfig]
bShieldsBlockPowers=false
bArmorBlockPowers=true [default]
bBarrierBlockPowers=false
Dude, are you sure this works?
I was curious since I had the impression that "Shields" meant any bar except red, and I'm not familiar with the other designations listed.
I tested it, and Armor (or Armour) doesn't block powers...
started from a clean C.INI
When set to true it Will block powers.
If set to false it will not block powers.
I copy-pasted this to my C.INI and can still throw LOKIs across the room...
Which color is the bar?
Shields - Blue
Armor - Yellow
Barrier - Purple
Health - Red
To stop powers from working on certain types of defense:
Shields - Blue
bShieldsBlockPowers=true
Armor - Yellow
bArmorBlockPowers=true
Barrier - Purple
bBarrierBlockPowers=true
To keep powers from being blocked by types of defense:
Shields - Blue
bShieldsBlockPowers=false
Armor - Yellow
bArmorBlockPowers=false
Barrier - Purple
bBarrierBlockPowers=false
Must be under [SFXGame.SFXGameConfig] Coalescecd.ini section
Believe it or not, but i AM familiar with the logical concept of true/false statements.
I have tried every combination, and can't get powers to be blocked by only one type of defense (armor).
Also, your revised Pawn_player textfile still includes MaterialOverride arguments in TorsoAppearnces, which still doesn't load, like minormiricale explained.
If you would check that indeed you are able to cause ONLY armor (yellow bar) to block powers, and/or to make Materialoverride arguments to work with out-of-ship armors, i would be very grateful, since this is something that could help me and others here.
#1637
Posté 30 août 2010 - 11:30
Turian Antiquarian wrote...
phoenixofthunder wrote...
Turian Antiquarian wrote...
phoenixofthunder wrote...
Turian Antiquarian wrote...
phoenixofthunder wrote...
Personally I use this:
[SFXGame.SFXGameConfig]
bShieldsBlockPowers=false
bArmorBlockPowers=true [default]
bBarrierBlockPowers=false
Dude, are you sure this works?
I was curious since I had the impression that "Shields" meant any bar except red, and I'm not familiar with the other designations listed.
I tested it, and Armor (or Armour) doesn't block powers...
started from a clean C.INI
When set to true it Will block powers.
If set to false it will not block powers.
I copy-pasted this to my C.INI and can still throw LOKIs across the room...
Which color is the bar?
Shields - Blue
Armor - Yellow
Barrier - Purple
Health - Red
To stop powers from working on certain types of defense:
Shields - Blue
bShieldsBlockPowers=true
Armor - Yellow
bArmorBlockPowers=true
Barrier - Purple
bBarrierBlockPowers=true
To keep powers from being blocked by types of defense:
Shields - Blue
bShieldsBlockPowers=false
Armor - Yellow
bArmorBlockPowers=false
Barrier - Purple
bBarrierBlockPowers=false
Must be under [SFXGame.SFXGameConfig] Coalescecd.ini section
Believe it or not, but i AM familiar with the logical concept of true/false statements.
I have tried every combination, and can't get powers to be blocked by only one type of defense (armor).
Also, your revised Pawn_player textfile still includes MaterialOverride arguments in TorsoAppearnces, which still doesn't load, like minormiricale explained.
If you would check that indeed you are able to cause ONLY armor (yellow bar) to block powers, and/or to make Materialoverride arguments to work with out-of-ship armors, i would be very grateful, since this is something that could help me and others here.
Sorry thats not something I updated. I added tints and patterns only, 500+ each.
I think I know why they are not working correctly. It seems once the have been changed once they are forever unlocked.
Modifié par phoenixofthunder, 30 août 2010 - 11:52 .
#1638
Posté 31 août 2010 - 07:41
phoenixofthunder wrote...
Burdokva wrote...
This is how I tested it:
[SFXGame.SFXGameConfig]
bShieldsBlockPowers=true
bArmorBlockPowers=false
bBarrierBlockPowers=true
and biotic powers didn't damage LOKI mechs with armor, or Eclipse mercs with shields - just like in vanilla. Does the alphabetical order matter?
Try this:
[SFXGame.SFXGameConfig]
bShieldsBlockPowers=false
bArmorBlockPowers=true
bBarrierBlockPowers=false
Consider the True/False an On/Off Light Switch
True=On
False=Off
So:
bShieldsBlockPowers=false {No powers won't be blocked}
bArmorBlockPowers=true {Yes powers WILL be blocked}
bBarrierBlockPowers=false {No powers won't be blocked}
That may work, but it's the oposite of what I want to achieve - I want shields and barriers to block powers, while armor doesn't.
#1639
Posté 31 août 2010 - 08:12
Burdokva wrote...
phoenixofthunder wrote...
Burdokva wrote...
This is how I tested it:
[SFXGame.SFXGameConfig]
bShieldsBlockPowers=true
bArmorBlockPowers=false
bBarrierBlockPowers=true
and biotic powers didn't damage LOKI mechs with armor, or Eclipse mercs with shields - just like in vanilla. Does the alphabetical order matter?
Try this:
[SFXGame.SFXGameConfig]
bShieldsBlockPowers=false
bArmorBlockPowers=true
bBarrierBlockPowers=false
Consider the True/False an On/Off Light Switch
True=On
False=Off
So:
bShieldsBlockPowers=false {No powers won't be blocked}
bArmorBlockPowers=true {Yes powers WILL be blocked}
bBarrierBlockPowers=false {No powers won't be blocked}
That may work, but it's the opposite of what I want to achieve - I want shields and barriers to block powers, while armor doesn't.
Can't see a single reason for it to work. i have no idea where bArmorBlockPowers and bBarrierBlockPowers came from, i only know of this:
20848 = BoolProperty'SFXGameConfig.bShieldsBlockPowers'
the other "Boolean properties" Do not exist in the SFXGAME PCC
Budrovka, insanity is level 5, not 6, 6 is for QA, maybe you noticed the 10000 enemy health multiplier.
I play insanity with these configurations, much more challenging and less insulting.
[SFXGame.SFXDifficulty_Level5]
MinScore=1
MaxScore=1000
PlayerShieldRechargeModifier=1.4
MaxAttackTickets=4
MaxAttackTicketsHench=2
MaxTargetTickets=6
MaxTargetTicketsHench=2
EnemyHealthMultiplierLow=(X=2.975, Y=2.975)
EnemyHealthMultiplierHigh=(X=2.975, Y=2.975)
PlayerHealthMultiplierLow=(X=0.63, Y=0.63)
PlayerHealthMultiplierHigh=(X=0.63, Y=0.63)
HenchHealthMultiplierLow=(X=0.7, Y=0.7)
HenchHealthMultiplierHigh=(X=0.7, Y=0.7)
FriendlyHealthMultiplierLow=(X=0.78, Y=0.78)
FriendlyHealthMultiplierHigh=(X=0.78, Y=0.78)
EnemyPowerCooldownMultiplier=0.6
SquadPowerDurationMultiplier=0.8
SquadPowerCooldownMultiplier=1.0
EnemyShieldBonus=0.0f
DifficultyLevel=4
AmmoDecayMultiplier=1.0f
EnemyAimMultiplier=0.4f
BleedOutInterval=0.25f
BreachDuration=0.5f
#1640
Posté 31 août 2010 - 08:26
Turian Antiquarian wrote...
I play insanity with these configurations, much more challenging and less insulting.
[SFXGame.SFXDifficulty_Level5]
MinScore=1
MaxScore=1000
PlayerShieldRechargeModifier=1.4
MaxAttackTickets=4
MaxAttackTicketsHench=2
MaxTargetTickets=6
MaxTargetTicketsHench=2
EnemyHealthMultiplierLow=(X=2.975, Y=2.975)
EnemyHealthMultiplierHigh=(X=2.975, Y=2.975)
PlayerHealthMultiplierLow=(X=0.63, Y=0.63)
PlayerHealthMultiplierHigh=(X=0.63, Y=0.63)
HenchHealthMultiplierLow=(X=0.7, Y=0.7)
HenchHealthMultiplierHigh=(X=0.7, Y=0.7)
FriendlyHealthMultiplierLow=(X=0.78, Y=0.78)
FriendlyHealthMultiplierHigh=(X=0.78, Y=0.78)
EnemyPowerCooldownMultiplier=0.6
SquadPowerDurationMultiplier=0.8
SquadPowerCooldownMultiplier=1.0
EnemyShieldBonus=0.0f
DifficultyLevel=4
AmmoDecayMultiplier=1.0f
EnemyAimMultiplier=0.4f
BleedOutInterval=0.25f
BreachDuration=0.5f
How is this more challenging?
#1641
Posté 31 août 2010 - 08:45
MaxAttackTickets=4
MaxAttackTicketsHench=2
MaxTargetTickets=6
MaxTargetTicketsHench=2
That's what I've been looking for! Those lines seem to command how often squad member fire and how often they reload - on Insanity, they spend like 90% of the time in cover and reloading...
I adjusted them slightly, will test in a few moments.
Modifié par Burdokva, 31 août 2010 - 08:46 .
#1642
Posté 31 août 2010 - 08:45
Kronner wrote...
Turian Antiquarian wrote...
I play insanity with these configurations, much more challenging and less insulting.
[SFXGame.SFXDifficulty_Level5]
MinScore=1
MaxScore=1000
PlayerShieldRechargeModifier=1.4
MaxAttackTickets=4
MaxAttackTicketsHench=2
MaxTargetTickets=6
MaxTargetTicketsHench=2
EnemyHealthMultiplierLow=(X=2.975, Y=2.975)
EnemyHealthMultiplierHigh=(X=2.975, Y=2.975)
PlayerHealthMultiplierLow=(X=0.63, Y=0.63)
PlayerHealthMultiplierHigh=(X=0.63, Y=0.63)
HenchHealthMultiplierLow=(X=0.7, Y=0.7)
HenchHealthMultiplierHigh=(X=0.7, Y=0.7)
FriendlyHealthMultiplierLow=(X=0.78, Y=0.78)
FriendlyHealthMultiplierHigh=(X=0.78, Y=0.78)
EnemyPowerCooldownMultiplier=0.6
SquadPowerDurationMultiplier=0.8
SquadPowerCooldownMultiplier=1.0
EnemyShieldBonus=0.0f
DifficultyLevel=4
AmmoDecayMultiplier=1.0f
EnemyAimMultiplier=0.4f
BleedOutInterval=0.25f
BreachDuration=0.5f
How is this more challenging?
2.975*X > 1.975*X + 150
Modifié par Turian Antiquarian, 31 août 2010 - 09:28 .
#1643
Posté 31 août 2010 - 02:17
Modifié par ZephSunstrider, 31 août 2010 - 02:18 .
#1644
Posté 31 août 2010 - 02:40
#1645
Posté 31 août 2010 - 03:08
Modifié par Turian Antiquarian, 31 août 2010 - 03:36 .
#1646
Posté 31 août 2010 - 03:12
Emperor Mars wrote...
So...I have seen pictures of people with TIM's eyes, anyone know how this is done?
Dear emperor,
here's how it's done:
1) In google, search "TIM eyes SITE: http://social.biowar...ew_post/2338026"
2) if you can't find an answer, I'll give you my left poppler.
#1647
Posté 31 août 2010 - 04:01
Emperor Mars wrote...
So...I have seen pictures of people with TIM's eyes, anyone know how this is done?
To get this on a male Shepard (Confirmed for female as well) it takes a different tact (excerpt from page 10):
Deebe wrote..
Open save in Save Editor.
Change to Raw tab.
Expand Squad > Player > Appearance > Morph Head > Texture Parameters.
Open the Texture Parameters list.
Add two new entries as follows:
code:
Name: EYE_Diff
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff
code:
Name: EYE_Spec
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec
[b]
Here is the change:
There are two "eye" lines in Vector Parameters:
EYE_Iris_Colour_Vector
EYE_White_Colour_Vector
To get T.I.M. Eyes of any color:
DELETE >>>>>>>>EYE_Iris_Colour_Vector
CHANGE>>>>>>>>EYE_White_Colour_Vector to Emis_Color
Then Imput your RGB code:
Proof:
Modifié par phoenixofthunder, 31 août 2010 - 04:02 .
#1648
Posté 31 août 2010 - 04:08
Turian Antiquarian wrote...
That may work, but it's the opposite of what I want to achieve - I want shields and barriers to block powers, while armor doesn't.
Then reverse it:
bShieldsBlockPowers=true {Yes powers WILL be blocked}
bArmorBlockPowers=false {No powers won't be blocked}
bBarrierBlockPowers=true {Yes powers WILL be blocked}
:blink:Um:unsure: you may know this, but:Turian Antiquarian wrote...
Can't see a single reason for it to work. i have no idea where bArmorBlockPowers and bBarrierBlockPowers came from, i only know of this:
20848 = BoolProperty'SFXGameConfig.bShieldsBlockPowers'
the other "Boolean properties" Do not exist in the SFXGAME PCC
[SFXGame.SFXGameConfig]
bShieldsBlockPowers=
bArmorBlockPowers=
bBarrierBlockPowers=
is in the Coalesced.ini
Turian Antiquarian wrote...
Budrovka, insanity is level 5, not 6, 6 is for QA, maybe you noticed the 10000 enemy health multiplier.
I play insanity with these configurations, much more challenging and less insulting.
Turian Antiquarian wrote...
[SFXGame.SFXDifficulty_Level5]
MinScore=1
MaxScore=1000
PlayerShieldRechargeModifier=1.4
MaxAttackTickets=4
MaxAttackTicketsHench=2
MaxTargetTickets=6
MaxTargetTicketsHench=2
EnemyHealthMultiplierLow=(X=2.975, Y=2.975)
EnemyHealthMultiplierHigh=(X=2.975, Y=2.975)
PlayerHealthMultiplierLow=(X=0.63, Y=0.63)
PlayerHealthMultiplierHigh=(X=0.63, Y=0.63)
HenchHealthMultiplierLow=(X=0.7, Y=0.7)
HenchHealthMultiplierHigh=(X=0.7, Y=0.7)
FriendlyHealthMultiplierLow=(X=0.78, Y=0.78)
FriendlyHealthMultiplierHigh=(X=0.78, Y=0.78)
EnemyPowerCooldownMultiplier=0.6
SquadPowerDurationMultiplier=0.8
SquadPowerCooldownMultiplier=1.0
EnemyShieldBonus=0.0f
DifficultyLevel=4
AmmoDecayMultiplier=1.0f
EnemyAimMultiplier=0.4f
BleedOutInterval=0.25f
BreachDuration=0.5f
Good difficulty settings will impliment.
Modifié par phoenixofthunder, 31 août 2010 - 04:19 .
#1649
Posté 31 août 2010 - 04:23
Hows the page data sifting going?
Modifié par phoenixofthunder, 31 août 2010 - 04:23 .
#1650
Posté 31 août 2010 - 05:20
phoenixofthunder wrote...
Turian Antiquarian wrote...
That may work, but it's the opposite of what I want to achieve - I want shields and barriers to block powers, while armor doesn't.
Then reverse it:
bShieldsBlockPowers=true {Yes powers WILL be blocked}
bArmorBlockPowers=false {No powers won't be blocked}
bBarrierBlockPowers=true {Yes powers WILL be blocked}
Tried that, but it worked just as default settings work - all types of protection (shields, barriers, armor) block powers.
Can you post a video how your tweaks work in-game?
ZephSunstrider wrote...
Anyone ever figure out what exactly the MaxAttack- and MaxTargetTickets settings do?Edit: Shoulda read Burdokvas post first.Tell me what you find out.
It's a bit hard to tell precisely, as it's very variable, but it seem those setting control how often squad members attack and/or how accurate. I still have to tweak it, but you notice those annoying pauses they make just before killing an enemy while he's flanking you (on high difficulties)?
Well, increase MaxAttackTickets= to a higher value and they seem to fire more bursts (default Insanity is 2; I set it to 3). MaxTargetTickets either has something to do with their accuracy, or (more likely) how many times they'll try to attack an enemy in a given time period. So, AttackTickets= how many bursts; TargetTickets= how many attempts to target enemy from cover. Works best when (regardless of value) TargetTickets= AttackTickets+1 .
After some testing, I think this two options are the primary reason squad members are nearly useless (sans powers) on higher difficulties - they're veru low compared to AI values. It's not so much their damage and health reduced (on average by a factor of 0.35f) but the simple fact that they don't fire at the enemy! Just count how many times a random merc will fire from cover in 30sec. slots and how long his bursts are compared to any squad member on default settings.
As I said, I need more testing to confirm it, but so far Garrus is making twice the damage with the Geth Pulse Rifle by just firing more often and longer at enemies. Longer bursts work great when you need covering fire, too. At the same time, they're exposed when firing so it's not overpowered, like say, tweaking weapon damage stats.
Modifié par Burdokva, 31 août 2010 - 05:27 .




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