ME2 - Modding is Possible II (PC Only)
#1651
Guest_Inge Shepard_*
Posté 31 août 2010 - 05:25
Guest_Inge Shepard_*
The lines your are talking about doesn't exist. More correct this two line doesn't exist:
bArmorBlockPowers=true
bBarrierBlockPowers=false
Don't need them, have powers enough to get true anything..
[SFXGame.SFXGameConfig]
PhysicsMomentumMultiplier=1.0f
PlayerMomentumCap=500.0f
PlayerCoverDamageMultiplier=0.75f
PlayerCoverLeanDamageMultiplier=0.75f
PlayerStormDamageMultiplier=0.75f
PawnInRagdollDamageMultiplier=1.0f
PlayerPhysicsCap=0.001f
bUseConsoleControls=false
UseSharedPowerCooldown=TRUE
PlayerCoverRegenTimerMultiplier=1.5f
WeaponsUseHeat=false
HeatDissipationRate=2.0f
CoverAimBonus=1.25
bShieldsBlockPowers=true
MaxPlayerLevel=30
MaxPlayerExperience=29000
bOutOfAmmoWeaponSwap=true
bBudgetEnforced=true
bAimAssistEnabled=false
#1652
Posté 31 août 2010 - 06:13
phoenixofthunder wrote...
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:
Turian Antiquarian wrote...
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.
You are both gentlemen and scholars and I thank you.
#1653
Posté 31 août 2010 - 06:13
phoenixofthunder wrote...
: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
Yes, i do know that. I also know that INI files are configuration files, and only reference functions, boolproperties floatproperties (etc) if said arguments are VALID, i.e exist in the SFXGAME PCC to begin with.
Since lower two of the arguments tou mentioned DO NOT exist in the default C.INI, would you mind telling me what on god's green earth made you think that bArmorBlockPowers/bBarrierBlockPowers are VALID Boolean properties? Failing that, it would suffice if you'd stop insinuating that I can't make it work because i don't understand your instructions.
No hard feelings of course.
#1654
Posté 31 août 2010 - 06:48
(Yep I'm laughing at myself for my own dumbness:pinched:<_<)
I'm real sorry guys.
Seems I added
bArmorBlockPowers=true
&
bBarriersBlockPowers=true
variables loooooong time ago.
The default INI was dated Feb. 27 2010.
But thanks Turian Antiquarian for that PCC now I'll do some looking.
Modifié par phoenixofthunder, 31 août 2010 - 10:37 .
#1655
Posté 31 août 2010 - 06:54
Turian Antiquarian wrote...
phoenixofthunder wrote...
: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
Yes, i do know that. I also know that INI files are configuration files, and only reference functions, boolproperties floatproperties (etc) if said arguments are VALID, i.e exist in the SFXGAME PCC to begin with.
Since lower two of the arguments tou mentioned DO NOT exist in the default C.INI, would you mind telling me what on god's green earth made you think that bArmorBlockPowers/bBarrierBlockPowers are VALID Boolean properties? Failing that, it would suffice if you'd stop insinuating that I can't make it work because i don't understand your instructions.
No hard feelings of course.
None taken.
#1656
Posté 31 août 2010 - 07:21
Emperor Mars wrote...
You are both gentlemen and scholars and I thank you.
Glad to help.
#1657
Posté 01 septembre 2010 - 05:23
#1658
Posté 01 septembre 2010 - 07:04
HCS01 wrote...
Burdovka, thanks for the tip on the attack and aim tickets.
No problem. I've set mine to MaxTargetTickets=4 and AttackTickets=3. Those are the values for the "Casual" setting. Nothing else changed regarding squad health or weapon/power damage.
Purely for testing, can you set them to a very high value, like TT=9 and AT=8 ? I'd like for someone else beside me to check how it affects the gameplay.
#1659
Posté 01 septembre 2010 - 08:06
Signed:
A Turian who's an expert of antiquities, or possibly A Turian who's really into old Quarian chicks.
#1660
Posté 01 septembre 2010 - 11:13
Did a search and came up empty on this topic. I haven't seen it mentioned in this thread either and was wondering if this topic has been discussed. Or if someone managed to tweak this. I'm looking to tweak the duration a bit, while retaining the dmg bonus
#1661
Posté 01 septembre 2010 - 11:49
;MaxTargetTicketsHench=2
MaxTargetTickets=2
MaxTargetTicketsHench=6
Just reversing target tickets as above, seems to make the AI less likely to choose Shepard as their target. Can anyone confirm?
I ran through the fight on Purgatory just before defrosting jack 10 times (not a lot of testing sure) and Shepard felt like much less of a target priority for enemies.
I could even stand up in the middle of the corridor, well in front of covering team mates and if I didn't fire my gun, enemies engaged with a team mate wouldn't switch to me.
I had to hurt someone to make me their focus but other enemies would still favour targeting Zaeed and Miranda, especially if they'd already exchanged fire.
I'll test it some more, I think the best place would be Kasumi's loyalty mission in the Garage. With just the two of you it often seems like Kasumi is a mere afterthought for those enemies.
#1662
Posté 01 septembre 2010 - 12:22
Modifié par variobunz, 01 septembre 2010 - 03:20 .
#1663
Posté 01 septembre 2010 - 01:25
Crunchyinmilk wrote...
;MaxTargetTickets=6
;MaxTargetTicketsHench=2
MaxTargetTickets=2
MaxTargetTicketsHench=6
Just reversing target tickets as above, seems to make the AI less likely to choose Shepard as their target. Can anyone confirm?
I ran through the fight on Purgatory just before defrosting jack 10 times (not a lot of testing sure) and Shepard felt like much less of a target priority for enemies.
I could even stand up in the middle of the corridor, well in front of covering team mates and if I didn't fire my gun, enemies engaged with a team mate wouldn't switch to me.
I had to hurt someone to make me their focus but other enemies would still favour targeting Zaeed and Miranda, especially if they'd already exchanged fire.
I'll test it some more, I think the best place would be Kasumi's loyalty mission in the Garage. With just the two of you it often seems like Kasumi is a mere afterthought for those enemies.
1) You have reversed the ratio of targeting tickets. Now enemies have 2 tickets to target you, and 6 to target each henchman. Also, you did not modify the AttackTickets accordingly, so they have 6 tickets to target henchmen, and only 2 to initialize attack. The outcome should be like you described.
2) Kudos for taking Modding QA seriously. If you want to test only one hench, use Gibbed save editor to remove one of them. no need to crash Hoc's party.
3) Once a squad member hits an enemy, it is flagged as an aggressor, and the AI will concentrate on returning fire. Example: enemies will almost ignore your combat drone until it attacks them, even if it's at Range_Short and you are at Range_Long.
#1664
Posté 01 septembre 2010 - 01:30
Triplejolt wrote...
Is it possible to tweak the Tactical Cloak?
Did a search and came up empty on this topic. I haven't seen it mentioned in this thread either and was wondering if this topic has been discussed. Or if someone managed to tweak this. I'm looking to tweak the duration a bit, while retaining the dmg bonus
It has been discussed, in recent pages, with Cloak screenshots attached.
In short:
Increasing global power duration for all friendlies: Possible
Adding temp powers: Possible
Configuring individual powers in any way: Impossible
#1665
Posté 01 septembre 2010 - 02:16
I haven't tried that, so maybe my original test wasn't exactly correct. I certainly felt however that squad members were more active in firefights than before. And I've noticed that (default settings) AI enemies fire a lot more frequently and in longer burst than squad members.
#1666
Posté 01 septembre 2010 - 03:20
i want to edit the Incisor sniper rifle in the BioWeapon.ini file
(Mass Effect 2\\\\\\\\BioGame\\\\\\\\DLC\\\\\\\\DLC_CER_02\\\\\\\\CookedPC). But the game won't start after I edited the file.
Could someone help me with this, please?
Modifié par variobunz, 01 septembre 2010 - 05:54 .
#1667
Posté 01 septembre 2010 - 03:44
Turian Antiquarian wrote...
Texture REQ
I've been on a massive TexMod kick this week, I'll take a look at it when I get home.
I agree about squad AI (sadly), but I think it all balances out in the end. For instance, if you give Jacob his Galaxy loadout (assault rifles/heavy weapons) and hand him a grenade launcher, he will friendly fire you if you go CQC. So even if your enemies are too damn stupid to effectively fight a full-powered squad, the stupidity of your followers can keep the difficulty about the same.
#1668
Posté 01 septembre 2010 - 05:59
variobunz wrote...
Hey there. I may need some help here.
i want to edit the Incisor snper rifle in the BioWeapon file
(Mass Effect 2\\\\\\\\\\\\\\\\BioGame\\\\\\\\\\\\\\\\DLC\\\\\\\\\\\\\\\\DLC_CER_02\\\\\\\\\\\\\\\\CookedPC). But the game won't start after i edited the file.
Could someone help me with this, please?
For info on DLC editing:Page: 45-47
And for the not authorized message:
phoenixofthunder wrote...
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, 01 septembre 2010 - 06:00 .
#1669
Posté 01 septembre 2010 - 06:03
Quething wrote...
Turian Antiquarian wrote...
Texture REQ
I've been on a massive TexMod kick this week, I'll take a look at it when I get home.
I agree about squad AI (sadly), but I think it all balances out in the end. For instance, if you give Jacob his Galaxy loadout (assault rifles/heavy weapons) and hand him a grenade launcher, he will friendly fire you if you go CQC. So even if your enemies are too damn stupid to effectively fight a full-powered squad, the stupidity of your followers can keep the difficulty about the same.
Try giving them the Cain (Nuke Launcher) and watch the result.
#1670
Posté 01 septembre 2010 - 06:04
Crunchyinmilk wrote...
;MaxTargetTickets=6
;MaxTargetTicketsHench=2
MaxTargetTickets=2
MaxTargetTicketsHench=6
Just reversing target tickets as above, seems to make the AI less likely to choose Shepard as their target. Can anyone confirm?
I ran through the fight on Purgatory just before defrosting jack 10 times (not a lot of testing sure) and Shepard felt like much less of a target priority for enemies.
I could even stand up in the middle of the corridor, well in front of covering team mates and if I didn't fire my gun, enemies engaged with a team mate wouldn't switch to me.
I had to hurt someone to make me their focus but other enemies would still favour targeting Zaeed and Miranda, especially if they'd already exchanged fire.
I'll test it some more, I think the best place would be Kasumi's loyalty mission in the Garage. With just the two of you it often seems like Kasumi is a mere afterthought for those enemies.
Ah much better. Thank you.
Modifié par phoenixofthunder, 01 septembre 2010 - 06:04 .
#1671
Posté 01 septembre 2010 - 08:39
#1672
Posté 01 septembre 2010 - 10:36
Quething wrote...
Turian Antiquarian wrote...
Texture REQ
I've been on a massive TexMod kick this week, I'll take a look at it when I get home.
Well, I spent an hour playing around with the normal map and channel mask, to no avail, and there aren't any other obvious textures attached to the visor. I've had the same problem trying to fix Jack's visor - wherever mesh transparency is stored, it isn't accessible as far as I'm aware, and I know of no way to add a glow map to a mesh that doesn't already have one. Sorry.
All I can offer is that you can go full opaque with the Moto glasses, instead, if you don't mind the fact that the odd purple/green color doesn't match anything else in the game. But you probably already knew that.
#1673
Posté 02 septembre 2010 - 03:01
Thank you
#1674
Posté 02 septembre 2010 - 03:04
phoenixofthunder wrote...
variobunz wrote...
Hey there. I may need some help here.
i want to edit the Incisor snper rifle in the BioWeapon file
(Mass Effect 2\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\BioGame\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\DLC\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\DLC_CER_02\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\CookedPC). But the game won't start after i edited the file.
Could someone help me with this, please?
For info on DLC editing:Page: 45-47
And for the not authorized message:phoenixofthunder wrote...
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
Thanks!
#1675
Posté 02 septembre 2010 - 08:23
Also, how do I create empty(or invisible) shoulder/arm/leg slots?




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