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ME2 - Modding is Possible II (PC Only)


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#1701
phoenixofthunder

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Mesina2 wrote...

Can somebody explain me where is [sfxgamecontent_inventory]!


Personally I use Notepad++ and the Fixer and not the editor (which for some reason hates my OS [Win XP PRO 32-Bit SP3]):unsure:

But in either case I believe this is the correct procedure:
In the Coalesced.ini
Delete that in green:

[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(className="SFXGameContent_Inventory.
SFXWeapon_MachineGun",bNotRegularWeaponGUI=true)

[SFXGameContent_Inventory.SFXWeapon_Machinegun]
bNotRegularWeaponGUI=TRUE

Modifié par phoenixofthunder, 03 septembre 2010 - 05:17 .


#1702
phoenixofthunder

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adriano_c wrote...

Turian Antiquarian wrote...

Delete "bNotRegularWeaponGUI=true" from the machine gun entry in [squadloadoutdata] and [sfxgamecontent_inventory] also delete "playerspecialweapon" entry in the former.


How would one go about allowing any squad member to use any weapon (including heavy weapons)? As in, Miranda using an assault rifle, etc.


In the coalesced.ini:
Default:
[SFXGame.SFXPlayerSquadLoadoutData]
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols))

Modified:
[SFXGame.SFXPlayerSquadLoadoutData]
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,
LoadoutWeapons_Shotguns,LoadoutWeapons_AutoPistols,
LoadoutWeapons_HeavyWeapons))

For all squadmates change that in green to the desired squadmate and weapons you wish them to have:
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,
LoadoutWeapons_Shotguns,LoadoutWeapons_AutoPistols,
LoadoutWeapons_HeavyWeapons))

Modifié par phoenixofthunder, 03 septembre 2010 - 05:10 .


#1703
Turian Antiquarian

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phoenixofthunder wrote...

adriano_c wrote...

Turian Antiquarian wrote...

Delete "bNotRegularWeaponGUI=true" from the machine gun entry in [squadloadoutdata] and [sfxgamecontent_inventory] also delete "playerspecialweapon" entry in the former.


How would one go about allowing any squad member to use any weapon (including heavy weapons)? As in, Miranda using an assault rifle, etc.


In the coalesced.ini:
Default:
[SFXGame.SFXPlayerSquadLoadoutData]
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols))

Modified:
[SFXGame.SFXPlayerSquadLoadoutData]
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,
LoadoutWeapons_Shotguns,LoadoutWeapons_AutoPistols,
LoadoutWeapons_HeavyWeapons))

For all squadmates change that in green to the desired squadmate and weapons you wish them to have:
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,
LoadoutWeapons_Shotguns,LoadoutWeapons_AutoPistols,
LoadoutWeapons_HeavyWeapons))


There is a limit for 2 weaps per hench no?
Also, note that grunt and legion should not be given heavies.

#1704
adriano_c

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phoenixofthunder wrote...

In the coalesced.ini:
Default:
[SFXGame.SFXPlayerSquadLoadoutData]
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols))

Modified:
[SFXGame.SFXPlayerSquadLoadoutData]
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,
LoadoutWeapons_Shotguns,LoadoutWeapons_AutoPistols,
LoadoutWeapons_HeavyWeapons))

For all squadmates change that in green to the desired squadmate and weapons you wish them to have:
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,
LoadoutWeapons_Shotguns,LoadoutWeapons_AutoPistols,
LoadoutWeapons_HeavyWeapons))


Sorry, more than somewhat ignorant about modding, but can you use gibbed save editor to do this? Or is another program necessary?

#1705
Turian Antiquarian

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phoenixofthunder wrote...

Mesina2 wrote...

Can somebody explain me where is [sfxgamecontent_inventory]!


Personally I use Notepad++ and the Fixer and not the editor (which for some reason hates my OS [Win XP PRO 32-Bit SP3]):unsure:

But in either case I believe this is the correct procedure:
In the Coalesced.ini
Delete that in green:

[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(className="SFXGameContent_Inventory.
SFXWeapon_MachineGun",bNotRegularWeaponGUI=true)

[SFXGameContent_Inventory.SFXWeapon_Machinegun]
bNotRegularWeaponGUI=TRUE





Also remove

[SFXGame.SFXPlayerSquadLoadoutData]
PlayerspecialWeapon=(className="SFXGameContent_Inventory.
SFXWeapon_MachineGun")

#1706
phoenixofthunder

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adriano_c wrote...

phoenixofthunder wrote...

In the coalesced.ini:
Default:
[SFXGame.SFXPlayerSquadLoadoutData]
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols))

Modified:
[SFXGame.SFXPlayerSquadLoadoutData]
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,
LoadoutWeapons_Shotguns,LoadoutWeapons_AutoPistols,
LoadoutWeapons_HeavyWeapons))

For all squadmates change that in green to the desired squadmate and weapons you wish them to have:
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,
LoadoutWeapons_Shotguns,LoadoutWeapons_AutoPistols,
LoadoutWeapons_HeavyWeapons))


Sorry, more than somewhat ignorant about modding, but can you use gibbed save editor to do this? Or is another program necessary?


Notepad++ and the Fixer
Or read page # 1

#1707
Turian Antiquarian

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adriano_c wrote...

phoenixofthunder wrote...

In the coalesced.ini:
Default:
[SFXGame.SFXPlayerSquadLoadoutData]
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols))

Modified:
[SFXGame.SFXPlayerSquadLoadoutData]
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,
LoadoutWeapons_Shotguns,LoadoutWeapons_AutoPistols,
LoadoutWeapons_HeavyWeapons))

For all squadmates change that in green to the desired squadmate and weapons you wish them to have:
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,
LoadoutWeapons_Shotguns,LoadoutWeapons_AutoPistols,
LoadoutWeapons_HeavyWeapons))


Sorry, more than somewhat ignorant about modding, but can you use gibbed save editor to do this? Or is another program necessary?


Hello,

It is possible to get the almost the same outcome by "dropping" item codes on the save file with gibbed. it is not the proper practice even by partisan modders standards, but i am here to help and not to judge.

1)open your save in gibbed=>go to RAW=>henchmen=>>hench_vixen>>loadout>>

2)Now you'll see miranda's loadout, consisting of two code lines in the SMG and pistol sockets.

3)locate your desired weapon code by looking in your own loadout or one of the other henchmen=>>replace the lines for the SMG or pistol socket with any weapon code you choose, regardless of class or unlock status=>save.

4)In game miranda will use and retain these weaps until you use the in-game weapon selection interface.

Note: the loadout sockets only effect the weapon load process, and have no effect on actual use or holster socket. It is bug free, but not proper practice.

#1708
Guest_Inge Shepard_*

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phoenixofthunder wrote...

Deebe wrote...

When using the armor locker after pressing the bind(num9), it worked great selectable armor pieces and all that. but after exiting i was unable to select anything ingame. For example using the armorlocker=changing armor then leaving the menu only to find that i couldn't use moniters or talk to people. Has anyone else had this problem? (note on the normandy)
@Turian Antiquarian thanks for clarifying my other post. I read right through your other explanation without any of it sinking in, must have been tired.

edit: @ IngeShepard didn't you want to find a way to upload your own forum avatar?<



Requires DA:O Registered.

When uploading new avatar, where does it show?
I have followed the description but still nothing..

Error message:

*character creator does not upload story xml files


Error Codes
1004 - No story xml file uploaded from the game to the on-line storage server.

Case closed!!


Modifié par Inge Shepard, 03 septembre 2010 - 06:34 .


#1709
CroGamer002

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phoenixofthunder wrote...

Mesina2 wrote...

Can somebody explain me where is [sfxgamecontent_inventory]!


Personally I use Notepad++ and the Fixer and not the editor (which for some reason hates my OS [Win XP PRO 32-Bit SP3]):unsure:

But in either case I believe this is the correct procedure:
In the Coalesced.ini
Delete that in green:

[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(className="SFXGameContent_Inventory.
SFXWeapon_MachineGun",bNotRegularWeaponGUI=true)

[SFXGameContent_Inventory.SFXWeapon_Machinegun]
bNotRegularWeaponGUI=TRUE







thx

Posted Image

#1710
Guest_Inge Shepard_*

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Phoenix of Thunder, have you tested the textfile?

#1711
phoenixofthunder

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Inge Shepard wrote...

Phoenix of Thunder, have you tested the textfile?


Linked to FAQ

Modifié par phoenixofthunder, 03 septembre 2010 - 07:33 .


#1712
Guest_Inge Shepard_*

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This clip shows how this textfiles works!

Wait for ten more minutes..

- Inge

Modifié par Inge Shepard, 03 septembre 2010 - 08:17 .


#1713
phoenixofthunder

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Inge Shepard wrote...

This clip shows how this textfiles works!

Wait for ten more minutes..

- Inge


Oops forgot about it thanks for the reminder.:)

Um by chance is it possible to put into a ini binding. My game is lagging with the text file for some reason.:?:unsure:

#1714
Guest_Inge Shepard_*

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phoenixofthunder wrote...

Inge Shepard wrote...

This clip shows how this textfiles works!

Wait for ten more minutes..

- Inge


Oops forgot about it thanks for the reminder.:)

Um by chance is it possible to put into a ini binding. My game is lagging with the text file for some reason.:?:unsure:

I don't think it goes. If there is no way to distinguish the lines under one and the same commando / bindings.
Of course it can be done with binding in the file, but you can't make it for the same quantity of powers.



#1715
Deebe

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customizable avatars for everyone ahahaha
oh and that revenant looks good on zheed, matches his loyal armor.I might actually use him now after I give him the red textmod cain of course.
:devil:

Modifié par Deebe, 03 septembre 2010 - 10:36 .


#1716
Turian Antiquarian

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Deebe wrote...

customizable avatars for everyone ahahaha
oh and that revenant looks good on zheed, matches his loyal armor.I might actually use him now after I give him the red textmod cain of course.
:devil:


I thank you for the link, i love my new avatar.

If there's anything i can help you with, tell me. Also, consider giving my minigun mod a shot... or fifty.

#1717
Emperor Mars

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Another Eye question, and I tried searching for it, but no avail.

Has anyone found a way to get Zaeeds eyes? Specfically the half blind thing.

Thanks!

Modifié par Emperor Mars, 03 septembre 2010 - 11:21 .


#1718
Turian Antiquarian

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Emperor Mars wrote...

Another Eye question, and I tried searching for it, but no avail.

Has anyone found a way to get Zaeeds eyes? Specfically the half blind thing.

Thanks!


Thank you for searching before posting, it shows respect from your part because this thread isn't moderated.

To answer your question:

1) If texmod will be used, it will effect the eyes of all human NPCs generated by face code. I'm pretty sure that this would make it pointless for you.

2) Resources for zaeed are located in his BioH PCCs, and any attempt to add these files to the pool of always available PCCs, has failed. I even offered a special reward for he who succeeds.

3) There is a possible untested work around: texmod can be used to replace zaeed's eye textures, with those of unused eye textures from the promo heads. Then, it could be used with gibbed morph head editor, like TIMs eyes.

You would have to ask phoenix for the texture part...

#1719
thineubaut

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Is there a good way to get Jack's body to load by default? This works:

###FILE:BIOInput.ini
[SFXGame.SFXGameModeBase]
+Bindings=( Name="NumPadThree", Command="Onlyloadlevel BioH_convict_00 | Onlyloadlevel BioH_convict_01")

But, if you do it that way you always need to manually load it after every scene change. I tried:

###FILE:BIOEngine.ini
[Engine.PackagesToAlwaysCook]
+SeekFreePackage=BioH_convict_00
+SeekFreePackage=BioH_END_convict_00
+SeekFreePackage=BioH_convict_01
+SeekFreePackage=BioH_END_convict_01

with no luck. I read something somewhere about streaming needing to be turned on?

#1720
adriano_c

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phoenixofthunder wrote...

In the coalesced.ini:
Default:
[SFXGame.SFXPlayerSquadLoadoutData]
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols))

Modified:
[SFXGame.SFXPlayerSquadLoadoutData]
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,
LoadoutWeapons_Shotguns,LoadoutWeapons_AutoPistols,
LoadoutWeapons_HeavyWeapons))

For all squadmates change that in green to the desired squadmate and weapons you wish them to have:
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,
LoadoutWeapons_Shotguns,LoadoutWeapons_AutoPistols,
LoadoutWeapons_HeavyWeapons))


Brilliant, thank you. Although, I can't seem to find Kasumi or Zaeed to edit their weapons?

#1721
Turian Antiquarian

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Embedded

thineubaut wrote...

Is there a good way to get Jack's body to load by default? This works:

###FILE:BIOInput.ini
[SFXGame.SFXGameModeBase]
+Bindings=( Name="NumPadThree", Command="Onlyloadlevel BioH_convict_00 | Onlyloadlevel BioH_convict_01")

But, if you do it that way you always need to manually load it after every scene change. I tried:

###FILE:BIOEngine.ini
[Engine.PackagesToAlwaysCook]
+SeekFreePackage=BioH_convict_00
+SeekFreePackage=BioH_END_convict_00
+SeekFreePackage=BioH_convict_01
+SeekFreePackage=BioH_END_convict_01

with no luck.


Look one post above your own. true for all henchmen. Your logic is sound, but there is a "checkCookPath" debug script that makes sure that it won't be loaded. This is not to spite us, the game has more than a million different paths when fully decompressed (not areal world situation). if a path is lost, there is a default fallback, and if that is lost as well - chance for crash.

I do not know of any person who managed to use a none-UI event as a trigger for initializing a process that did not exist in the game seq by default. I have some ideas for progress, but it's just too much trial and error for me.

thineubaut wrote...

I read something somewhere about streaming needing to be turned on?


I believe you meant turn OFF. It's a QA bypass for testing a clean load process unaided by the load managing scripts in the background. the engine just reloads every package containing needed path upon demand. Even on high end computers i have never heard of any viable game experience if this bool is set to false. On my I7 with 8G of RAM, it ranged between "unplayable" and "crashed".

Modifié par Turian Antiquarian, 04 septembre 2010 - 02:19 .


#1722
Kavadas

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Does anyone have a C.ini which includes all of the DLC weapons integrated into it and no other changes?  It's just a bit over my head to do that kind of editing.

Modifié par Kavadas, 04 septembre 2010 - 02:41 .


#1723
Turian Antiquarian

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Kavadas wrote...

Does anyone have a C.ini which includes all of the DLC weapons integrated into it and no other changes?  It's just a bit over my head to do that kind of editing.


that would be illegal.

Game & DLC owners who make changes to their own INI files to allow modding of DLC content, can prove that it wasn't used to mount content that they were not entitled to use. This cannot be said if giving this modded file for someone else to use.

#1724
Guest_Inge Shepard_*

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I agree with the red Turian. We can not do what you ask for, but we can provide guidance to modding!

Modifié par Inge Shepard, 04 septembre 2010 - 06:05 .


#1725
Kavadas

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Turian Antiquarian wrote...

Kavadas wrote...

Does anyone have a C.ini which includes all of the DLC weapons integrated into it and no other changes?  It's just a bit over my head to do that kind of editing.


that would be illegal.

Game & DLC owners who make changes to their own INI files to allow modding of DLC content, can prove that it wasn't used to mount content that they were not entitled to use. This cannot be said if giving this modded file for someone else to use.



Nuts, I own all of the DLC already.  Is there nothing that can be done?  I really, really want to mod the Mattock but when I looked over the steps to integrate DLC weapons into the C.ini I knew I was way, way over my head :crying:

Edit: Does this image help me at all?

Modifié par Kavadas, 04 septembre 2010 - 06:19 .