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ME2 - Modding is Possible II (PC Only)


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#1726
Burdokva

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I need some help regarding the Hammerhead - I've tried to Mako-fy it, with limited success.



I've set rate of fire from =125 to 25 and missile damage bumped from 425 to 2650. It actually feels and fires like a real tank, plus each missile give a noticeable and pleasant recoil effect, unlike the trashing repeater-missile launcher it was before. I'm also trying to make it tougher - I've set repair delay to very low vales, essentially starts to repair the moment it takes damage, while repairs go much slower. I have some testing to balance it, but seem okay for now.



What I can't figure is how to make the Hammerhead slower, mre sluggish and heavy without touching the jump and boost values, as nerfing these makes some missions impossible to finish (can't reach an objective, too slow before freezes etc.). I want to make the default moving speed and acceleration slower, is it possible?



Also, is there a way to add a specific weapon to a NG+ character? Not an entire weapon class, but I want to use the Collector AR with classes other than the soldier, without unlocking all other ARs.

#1727
Turian Antiquarian

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Kavadas wrote...

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?



Sorry, i think you know that it won't help...

In ME1 There was no checksum for configuraton files, but they added it to ME2, So we need to use a  tool that makes the checksum return a valid value.  This is NOT a crack, and cannot be compared to a crack, but it is still not the open door we got on ME1.

So, we thank EA and Bioware for hosting this discussion of modding enthusiasts, and will stay away as far as possible from anything that even smells like Copyright violation. Example:

Uploading a texmod that uses textures extracted from DLC is illegal and not welcome here.

Uploading a texmod that uses custom textures made by the modder in a graphic editor, that may or may not be inspired artistically by copyrighted material, is welcome, and has same purpose as fan art.



I'll be right back, feel the need to take a shower for some reason...

Modifié par Turian Antiquarian, 04 septembre 2010 - 10:08 .


#1728
Snowship

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how do I get around editing of a DLC weapons .ini with it knowing somethings wrong and requesting a re-download?

#1729
Crunchyinmilk

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Burdokva wrote...
Also, is there a way to add a specific weapon to a NG+ character? Not an entire weapon class, but I want to use the Collector AR with classes other than the soldier, without unlocking all other ARs.


Bit of a weird request. Do you lack self control that you can't just unlock all of them and only pick the Collector AR?

If by collector AR you really meant the M-76 Revenant then you could just use Azureum's weapon manager.

If you meant the actual DLC Collector Assault Rifle, thats a little trickier. There is no cheat code to give it to yourself, so no calling it via a bind.

I guess you could add the particular weapon to an existing weapon type loadout list. For example, say your character has access to shotguns, but not assault rifles. Just find the line

Shotguns=(className="SFXGameContent_Inventory.SFXWeapon_FlakGun")

and under that, add the line:

Shotguns=(className="SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player")

Now you can pick the Collector Assault Rifle INSTEAD of a shotgun. You may prefer to add it to the HeavyPistols list rather than Shotguns...

In game it equips and behaves like an Assault Rifle (hangs on right shoulder).

#1730
xbeton0L

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Burdokva wrote...

I need some help regarding the Hammerhead - I've tried to Mako-fy it, with limited success.

I've set rate of fire from =125 to 25 and missile damage bumped from 425 to 2650. It actually feels and fires like a real tank, plus each missile give a noticeable and pleasant recoil effect, unlike the trashing repeater-missile launcher it was before. I'm also trying to make it tougher - I've set repair delay to very low vales, essentially starts to repair the moment it takes damage, while repairs go much slower. I have some testing to balance it, but seem okay for now.

What I can't figure is how to make the Hammerhead slower, mre sluggish and heavy without touching the jump and boost values, as nerfing these makes some missions impossible to finish (can't reach an objective, too slow before freezes etc.). I want to make the default moving speed and acceleration slower, is it possible?

Also, is there a way to add a specific weapon to a NG+ character? Not an entire weapon class, but I want to use the Collector AR with classes other than the soldier, without unlocking all other ARs.


I'd like to see it when you've finished working on it. Sounds interesting. ;)

Um, I'm actually noobing right now. I want to edit cooldown times for biotics, and I am slightly respec'ing most of the weapons.

if any of you are working on anything, i guess I could take a look to take notes and reference from. i need as much help as i can get.

#1731
xbeton0L

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i also want to give other characters access to the heavy weapons, but as I can already see there aren't any animations for them that allow them to use heavy weapons. just about every other weapon works fine for loadout mods. I also am curious to know how DLC is edited.

#1732
Crunchyinmilk

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Burdokva wrote...

What I can't figure is how to make the Hammerhead slower, mre sluggish and heavy without touching the jump and boost values.


The hammerhead uses the default axis movement (forward, back, strafe left and right) commands.

Under [SFXGame.SFXGameModeBase] you will find the default movement bindings.

Bindings=( Name="PC_StrafeLeft", Command="Axis aStrafe Speed=-1.0" )
Bindings=( Name="PC_StrafeRight", Command="Axis aStrafe Speed=+1.0" )
Bindings=( Name="PC_MoveForward", Command="Axis aBaseY Speed=1.0" )
Bindings=( Name="PC_MoveBackward", Command="Axis aBaseY Speed=-1.0" )

This is how Shepard gets about, you need to COPY these, and then either delete them or comment them out (;) of the GameModeBase section. Binds in this section are active during both GameModeDefault and GameModeVehicle **

PASTE those copied lines into [SFXGame.SFXGameModeDefault] so that Shepard can still get around on foot, at normal speed.

Now scroll down to [SFXGame.SFXGameModeVehicle] and paste them in again .  You can now edit these to lower than the default values and it will ONLY come into effect when inside a vehicle (the hammerhead) ***

This will not effect boost speed but you may still find vehicle missions a bit harder where platforming is required since basic drifting with just  verticle boost and regular forward momentum isn't as effective.

Explanations:

** If you just added the axis bindings into the vehicle mode section without removing them from gamemodebase, then you would actually increase vehicle movement speed no matter how you edited the axis values. Pressing your movement key in game fires both axis bindings, adding the results together (goes faster).  

Putting the axis binds into gamemodedefault & gamemodevehicle allows them to cancel each other out when swtiching to vehicle mode and back again (so long as they're properly removed from gamemodebase)

*** Lair of the Shadowbroker has a vehicle section that may be buggered by this edit. We'll soon know.

Visual example:

[SFXGame.SFXGameModeBase]
;--moving default movement --
;Bindings=( Name="PC_StrafeLeft", Command="Axis aStrafe Speed=-1.0" )
;Bindings=( Name="PC_StrafeRight", Command="Axis aStrafe Speed=+1.0" )
;Bindings=( Name="PC_MoveForward", Command="Axis aBaseY Speed=1.0" )
;Bindings=( Name="PC_MoveBackward", Command="Axis aBaseY Speed=-1.0" )

[SFXGame.SFXGameModeDefault]
;---Get around round round I get around---
Bindings=( Name="PC_StrafeLeft", Command="Axis aStrafe Speed=-1.0" )
Bindings=( Name="PC_StrafeRight", Command="Axis aStrafe Speed=+1.0" )
Bindings=( Name="PC_MoveForward", Command="Axis aBaseY Speed=1.0" )
Bindings=( Name="PC_MoveBackward", Command="Axis aBaseY Speed=-1.0" )

[SFXGame.SFXGameModeVehicle]
;--tediously slow vehicle movement (half default)
Bindings=( Name="PC_StrafeLeft", Command="Axis aStrafe Speed=-0.5" )
Bindings=( Name="PC_StrafeRight", Command="Axis aStrafe Speed=+0.5" )
Bindings=( Name="PC_MoveForward", Command="Axis aBaseY Speed=0.5" )
Bindings=( Name="PC_MoveBackward", Command="Axis aBaseY Speed=-0.5" )

Modifié par Crunchyinmilk, 04 septembre 2010 - 11:58 .


#1733
Burdokva

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Crunchyinmilk wrote...



Bit of a weird request. Do you lack self control that you can't just unlock all of them and only pick the Collector AR?



If by collector AR you really meant the M-76 Revenant then you could just use Azureum's weapon manager.



If you meant the actual DLC Collector Assault Rifle, thats a little trickier. There is no cheat code to give it to yourself, so no calling it via a bind.




Thanks, Crunchyinmilk! It doesn't come down to self control, but down to visuals - I want to have the Collector AR when I wear the Collector armor with other classes, plus the Collector laser heavy weapon, as those three complement each other excellently. If I enable all other AR, that would mean most of the time I'll just have a useless AR hanging on my back.



Great ideas for the Hammerhead, too! I'll test them as soon as possible, although I have no idea how they'll affect LotSB - I have no intention of buying it, but if someone could play-test the settings, I'd appreciate it, as I want to release the Hammerhead fixes once they're done.



Plus, I missed saying I'll limit the maximum range of the missile cannon. It'll be just outside the range of Geth weapon, but barely, so you'll have to be careful and "slide" along the limits of the firefight; as it is right now, you can kill anything from a distance that doesn't alow it to shoot back. Not really thrilling, in my humble opinion.

#1734
Turian Antiquarian

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Crunchyinmilk wrote...

Burdokva wrote...

What I can't figure is how to make the Hammerhead slower, mre sluggish and heavy without touching the jump and boost values.


The hammerhead uses the default axis movement (forward, back, strafe left and right) commands.

Under [SFXGame.SFXGameModeBase] you will find the default movement bindings.

Bindings=( Name="PC_StrafeLeft", Command="Axis aStrafe Speed=-1.0" )
Bindings=( Name="PC_StrafeRight", Command="Axis aStrafe Speed=+1.0" )
Bindings=( Name="PC_MoveForward", Command="Axis aBaseY Speed=1.0" )
Bindings=( Name="PC_MoveBackward", Command="Axis aBaseY Speed=-1.0" )

This is how Shepard gets about, you need to COPY these, and then either delete them or comment them out (;) of the GameModeBase section. Binds in this section are active during both GameModeDefault and GameModeVehicle **

PASTE those copied lines into [SFXGame.SFXGameModeDefault] so that Shepard can still get around on foot, at normal speed.

Now scroll down to [SFXGame.SFXGameModeVehicle] and paste them in again .  You can now edit these to lower than the default values and it will ONLY come into effect when inside a vehicle (the hammerhead) ***

This will not effect boost speed but you may still find vehicle missions a bit harder where platforming is required since basic drifting with just  verticle boost and regular forward momentum isn't as effective.

Explanations:

** If you just added the axis bindings into the vehicle mode section without removing them from gamemodebase, then you would actually increase vehicle movement speed no matter how you edited the axis values. Pressing your movement key in game fires both axis bindings, adding the results together (goes faster).  

Putting the axis binds into gamemodedefault & gamemodevehicle allows them to cancel each other out when swtiching to vehicle mode and back again (so long as they're properly removed from gamemodebase)

*** Lair of the Shadowbroker has a vehicle section that may be buggered by this edit. We'll soon know.

Visual example:


[SFXGame.SFXGameModeDefault]
;---Get around round round I get around---
Bindings=( Name="PC_StrafeLeft", Command="Axis aStrafe Speed=-1.0" )
Bindings=( Name="PC_StrafeRight", Command="Axis aStrafe Speed=+1.0" )
Bindings=( Name="PC_MoveForward", Command="Axis aBaseY Speed=1.0" )
Bindings=( Name="PC_MoveBackward", Command="Axis aBaseY Speed=-1.0" )



Commands should not be bound to any of the default entries in the[SFXGame.SFXGameModeDefault] section or added to it. It's for Binding Keys to command names. Mods that are intended to effect the basic game control mode should be in SFXGameModeBase.

#1735
Spectre-61

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I don't know if this topic was already in this forum.

Is it possible to have both the Revenant machine gun and the Widow sniper rifle?

I tried a little in the coalesced.ini but without success.

#1736
Crunchyinmilk

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Turian Antiquarian wrote...
Commands should not be bound to any of the default entries in the[SFXGame.SFXGameModeDefault] section or added to it. It's for Binding Keys to command names. Mods that are intended to effect the basic game control mode should be in SFXGameModeBase.


Feel free to offer a solution to his request to change only vehicular movement speed, that fits in with your rules on keeping things neat.  One that doesn't 'break' the bindings screen in game...

Mods intended to effect default game mode, that is: combat and free roaming on foot can safely reside in gamemodedefault.  Likewise mods intended to only effect gamemodeconversation etc can safely reside within their sections.  Sure it'd be prettier to store commands in gamemodebase and call them from each game mode with key binds,  but sometimes that costs functionality for staying pretty.

In this case you might store custom commands like

Bindings=( Name="vehic_left", Command="Axis aStrafe Speed=-0.5" )
Bindings=( Name="vehic_right", Command="Axis aStrafe Speed=+0.5" )
Bindings=( Name="vehic_forward", Command="Axis aBaseY Speed=0.5" )
Bindings=( Name="vehic_back", Command="Axis aBaseY Speed=-0.5" )

In gamemodebase, but then you have the headache of adding

Bindings=( Name="S",Command="vehic_left" )
Bindings=( Name="W",Command="vehic_right" )
Bindings=( Name="A",Command="vehic_forward" )
Bindings=( Name="D",Command="vehic_back" )

Manually to gamemodevehicle, as well as making sure its ALSO added to whatever particular localizedbinding your copy of ME2 uses.  And you're manually locking in those key binds that can only later be changed by further coalesced.ini editing.

The option I posted earlier retains the command names that the exe recognises such that you can pick and choose whatever keys you want to use to control shep, in game, whenever you want.  

After 50+ hours of using similar axis 'commands' in gamemodeconversation and elsewhere, for controlling the free camera during the different game modes, to take screenshots, I've never once encountered an ill effect.

Modifié par Crunchyinmilk, 04 septembre 2010 - 04:00 .


#1737
Crunchyinmilk

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variobunz wrote...
I don't know if this topic was already in this forum.
Is it possible to have both the Revenant machine gun and the Widow sniper rifle?
I tried a little in the coalesced.ini but without success.


On the first page, first post... and many times since.

Azureum's Tech Manager will do it, and do it properly, unlike the gibbed editor method some will suggest.

#1738
Turian Antiquarian

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Crunchyinmilk wrote...

Turian Antiquarian wrote...
Commands should not be bound to any of the default entries in the[SFXGame.SFXGameModeDefault] section or added to it. It's for Binding Keys to command names. Mods that are intended to effect the basic game control mode should be in SFXGameModeBase.


Feel free to offer a solution to his request to change only vehicular movement speed, that fits in with your rules on keeping things neat.  One that doesn't 'break' the bindings screen in game...

Mods intended to effect default game mode, that is: combat and free roaming on foot can safely reside in gamemodedefault.  Likewise mods intended to only effect gamemodeconversation etc can safely reside within their sections.  Sure it'd be prettier to store commands in gamemodebase and call them from each game mode with key binds,  but sometimes that costs functionality for staying pretty.

In this case you might store custom commands like

Bindings=( Name="vehic_left", Command="Axis aStrafe Speed=-0.5" )
Bindings=( Name="vehic_right", Command="Axis aStrafe Speed=+0.5" )
Bindings=( Name="vehic_forward", Command="Axis aBaseY Speed=0.5" )
Bindings=( Name="vehic_back", Command="Axis aBaseY Speed=-0.5" )

In gamemodebase, but then you have the headache of adding

Bindings=( Name="S",Command="vehic_left" )
Bindings=( Name="W",Command="vehic_right" )
Bindings=( Name="A",Command="vehic_forward" )
Bindings=( Name="D",Command="vehic_back" )

Manually to gamemodevehicle, as well as making sure its ALSO added to whatever particular localizedbinding your copy of ME2 uses.  And you're manually locking in those key binds that can only later be changed by further coalesced.ini editing.

The option I posted earlier retains the command names that the exe recognises such that you can pick and choose whatever keys you want to use to control shep, in game, whenever you want.  

After 50+ hours of using similar axis 'commands' in gamemodeconversation and elsewhere, for controlling the free camera during the different game modes, to take screenshots, I've never once encountered an ill effect.


Yes, you are correct, and could have simply said "Look at the ME1 file".  
In this case, placement under sections is not critical since it's the same folder path.
However, it is VERY wise to keep your c.ini organized, for version control/incremental backup purposes.

#1739
Burdokva

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Just finished all mission from the "Firewalker" DLC on Insanity, twice at that. Overall, the jump/platformer sections are harder, especially on the freezing missions, but combat is better. In case you enter enemy weapon range (something which I yet have to tweak), otherwise it's as boring as before - you just fire away from safety.



Here are my settings if anyone wants to help with testing, esp. on "Overlord", as it's a big vehicle section.



Using Crunchyinmilk's method:



[SFXGame.SFXGameModeVehicle]

( Name="PC_StrafeLeft", Command="Axis aStrafe Speed=-0.65" )

( Name="PC_StrafeRight", Command="Axis aStrafe Speed=+0.65" )

( Name="PC_MoveForward", Command="Axis aBaseY Speed=0.75" )

( Name="PC_MoveBackward", Command="Axis aBaseY Speed=-0.7" )



[SFXGame.SFXGame.BioVehicleBehaviorBase]

SelfRepairRate=35

SelfRepairDelay=0.5

ForwardThrustBurnRate=0.5

VerticalThrustBurnRate=1.5

Damage=(X=2650,Y=2650)

RateOfFire=(X=25,Y=25)



Overall, vehicle is slower, tougher, you need to aim as each missile counts. Thrust/jump is the same, but gets burned out faster.




#1740
Turian Antiquarian

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Crunchyinmilk wrote...

variobunz wrote...
I don't know if this topic was already in this forum.
Is it possible to have both the Revenant machine gun and the Widow sniper rifle?
I tried a little in the coalesced.ini but without success.


On the first page, first post... and many times since.

Azureum's Tech Manager will do it, and do it properly, unlike the gibbed editor method some will suggest.


"Some" have mentioned TWICE on their post that it is NOT proper practice to use gibbed, but it is possible for those reluctant to modd the c.INI .

Modifié par Turian Antiquarian, 04 septembre 2010 - 05:01 .


#1741
Turian Antiquarian

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Burdokva wrote...

Using Crunchyinmilk's method:

[SFXGame.SFXGameModeVehicle]
( Name="PC_StrafeLeft", Command="Axis aStrafe Speed=-0.65" )
( Name="PC_StrafeRight", Command="Axis aStrafe Speed=+0.65" )
( Name="PC_MoveForward", Command="Axis aBaseY Speed=0.75" )
( Name="PC_MoveBackward", Command="Axis aBaseY Speed=-0.7" )

[SFXGame.SFXGame.BioVehicleBehaviorBase]
SelfRepairRate=35
SelfRepairDelay=0.5
ForwardThrustBurnRate=0.5
VerticalThrustBurnRate=1.5
Damage=(X=2650,Y=2650)
RateOfFire=(X=25,Y=25)

Overall, vehicle is slower, tougher, you need to aim as each missile counts. Thrust/jump is the same, but gets burned out faster.



You made thruster time shorter on purpose?
Aside from personal preference, wouldn't it make some missions in-completable?

Modifié par Turian Antiquarian, 04 septembre 2010 - 04:56 .


#1742
phoenixofthunder

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Snowship wrote...

how do I get around editing of a DLC weapons .ini with it knowing somethings wrong and requesting a re-download?


xbeton0L wrote...
i also want to give other characters access to the heavy weapons, but as I can already see there aren't any animations for them that allow them to use heavy weapons. just about every other weapon works fine for loadout mods. I also am curious to know how DLC is edited.

phoenixofthunder wrote...

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, 04 septembre 2010 - 07:09 .


#1743
phoenixofthunder

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variobunz wrote...

I don't know if this topic was already in this forum.
Is it possible to have both the Revenant machine gun and the Widow sniper rifle?
I tried a little in the coalesced.ini but without success.


Yes:

minormiracle wrote...

yuckygeo wrote...
Can someone point me to how to give Shepard the Claymore, Revanent and Widow? Can that be done in the c.ini or do I have to use Gibbed?

Find the SFXWeapon_Machinegun, SFXWeapon_FlakGun, and SFXWeapon_MassCannon weapon entries in c.ini and add bNotRegularWeaponGUI=False in the weapon entry. Delete bNotRegularWeaponGUI=true from their corresponding entries under SFXPlayerSquadLoadoutData, and edit PlayerLoadoutInfo for your class as necessary.


Turian Antiquarian wrote...

Killjoy Cutter wrote...

Something I haven't found -- is there a way to change which weapon or weapon skill you picked (the Rev/Widow/Claymore choice)? Not add them all, just change which one you picked.



Hey,

BIOGame
[SFXGameContent.SFXSeqAct_HasBonusWeapon]
BonusWeaponFlags=Wpn_BonusAssaultRifle
BonusWeaponFlags=Wpn_BonusShotgun
BonusWeaponFlags=Wpn_BonusSniperRifle
BonusWeaponFlags=Wpn_SuperAssaultRifle
BonusWeaponFlags=Wpn_SuperShotgun
BonusWeaponFlags=Wpn_SuperSniperRifle

[SFXGame.SFXPlayerSquadLoadoutData]
PlayerBonusWeapons=(Weaponclass=LoadoutWeapons_SniperRifles,UnlockPlotName=Wpn_BonusSniperRifle)

[SFXGame.SFXPlayerSquadLoadoutData]
PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_MassCannon",UnlockPlotName=Wpn_SuperSniperRifle)

If you are a Soldier who went for the reverent but wishes he'd gone for the widow, try swapping the UnlockPlotNames in the SFXPlayerSquadLoadoutData. your save file will be flagged the same, but it would mean somthing else.


Modifié par phoenixofthunder, 04 septembre 2010 - 07:22 .


#1744
Guest_Inge Shepard_*

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Phoenix of Thunder, do you work with "Modding is Possible III" ??

#1745
phoenixofthunder

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Turian Antiquarian wrote...

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.

Sorry, i think you know that it won't help...

In ME1 There was no checksum for configuraton files, but they added it to ME2, So we need to use a  tool that makes the checksum return a valid value.  This is NOT a crack, and cannot be compared to a crack, but it is still not the open door we got on ME1.

So, we thank EA and Bioware for hosting this discussion of modding enthusiasts, and will stay away as far as possible from anything that even smells like Copyright violation. Example:

Uploading a texmod that uses textures extracted from DLC is illegal and not welcome here.

Uploading a texmod that uses custom textures made by the modder in a graphic editor, that may or may not be inspired artistically by copyrighted material, is welcome, and has same purpose as fan art.


The latter contradicts your eariler statement. Unless you mean DLC textures that are retexured are allowed?

So are these:
Black Phalanx Heavy Pistol
Black Mattock Assault Rifle
Black Collector Beam Weapon
Black Locust SMG
Mass Effect 2: Incisor Sniper Rifle Re-skins
Mass Effect 2: Mattock Rifle Re-skins
Terminus Weapon - Cerberus Colors
Black Collector Armor
Recon Hood added scanlines
Cerberus camo
Assassin Steel Inferno Armor Retexture
Black Blood Dragon Armor
Mass Effect 2: Zaeed Re-skins
ME2 Kasumi new alternate loyal clothing
Cerberus Loyalty Project: Zaeed
Ninja Kasumi

illegal or am I totally confused and off my rocker? :blink:

Modifié par phoenixofthunder, 04 septembre 2010 - 08:05 .


#1746
phoenixofthunder

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Inge Shepard wrote...

Phoenix of Thunder, do you work with "Modding is Possible III" ??


On hiatus till I hear from Turian Antiquarian about his progress and condense the data.... On second thought I'll resume data evaluation for acceptance into a new M.I.P. 3 after dinner.

#1747
Guest_Inge Shepard_*

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Have thought about this, they can't used your Coalesced.ini file if they do not have DLC installed.

Edit: is it sorting help you need?

Modifié par Inge Shepard, 04 septembre 2010 - 08:11 .


#1748
phoenixofthunder

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Inge Shepard wrote...

Have thought about this, they can't used your Coalesced.ini file if they do not have DLC installed.

Edit: is it sorting help you need?


Furthermore using another person's Coalesced.ini almost NEVER works right if DLC is installed and can corrupt the game of the INI receiver as well. It must be done manually by those who are asking to edit DLC- one DLC at a time.

But I am willing to assist as much as need be if trouble ensues and may ask to 'see' the INI's (via email) but the INI's always go to my desktop when I begin to troubleshoot & are deleted upon soving the issue(s).

Modifié par phoenixofthunder, 04 septembre 2010 - 08:22 .


#1749
Spectre-61

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Thanks for the fast posts.

#1750
Guest_Inge Shepard_*

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I think that could be a conclusion.