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ME2 - Modding is Possible II (PC Only)


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#1926
Crunchyinmilk

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Kavadas wrote...

phoenixofthunder wrote...

Ygolnac wrote...
After new dlc install, is it enough to copy paste an old edited coalesced.ini...?

I don't advise that.

I did it for LOTSB and it worked fine.


They're both based off the 1.02 patch.  At a guess I'd say they both install the 1.02 patch on install.

The difference is, the coalesced.ini shipping with Shadow Broker has the skippable movies entries for all the Shadow Broker movies, and a few more.  

It does not seem to have the skippable movies for Kasumi from the 1.01 patch or Overlord's two movie files in the skippable list. 

I haven't run a dif comparison between a virgin 1.02 and a Shadow Broker 1.02, but I did notice that RumbleScale=0.75 was added to the planet scanning mode section for some reason.

Other than that its bascially just a 1.02 coalesced.ini which is essentially a 1.01 coalesced.ini.  Just add the new entries from skippable movies to your modified coalesced if you want to be able to skip the movies from the Shadow Broker mission.

#1927
Shadeart

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 [i]From Coalesced.ini 
[/i][SFXGamePawns.SFXCharacterclass_Soldier]

MappedPowers=SFXPower_AdrenalineRush
MappedPowers=SFXPower_ConcussiveShot
MappedPowers=SFXPower_IncendiaryAmmo
MappedPowers=SFXPower_DisruptorAmmo
MappedPowers=SFXPower_CryoAmmo
[b][color=red]MappedPowers=SFXPower_Singularity
MappedPowers=SFXPower_Cloak
MappedPowers=SFXPower_PowerArmor
MappedPowers=SFXPower_AiHacking[/color][/b]

So what I did was adding the Red abilities to the Soldier class, yet in game I cannot find them. 
Any hint or idea of how to add other abilities? Thanks for any help you will be able to provide! 
Posted ImageCheers,
Shade!

Modifié par Shadeart, 09 septembre 2010 - 10:34 .


#1928
Eliyan

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the classes are pcc-based so we can't mod them.



As for playing as Liara, BioH_Liara_00 contains everything you need to play as her



Vasea needs the files David mentioned



also, you don't need the materialoverride. It doesn't work anyways

#1929
Guest_Inge Shepard_*

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Shadeart wrote...

 [i]From Coalesced.ini 
[/i][SFXGamePawns.SFXCharacterclass_Soldier]

MappedPowers=SFXPower_AdrenalineRush
MappedPowers=SFXPower_ConcussiveShot
MappedPowers=SFXPower_IncendiaryAmmo
MappedPowers=SFXPower_DisruptorAmmo
MappedPowers=SFXPower_CryoAmmo
[b][color=red]MappedPowers=SFXPower_Singularity
MappedPowers=SFXPower_Cloak
MappedPowers=SFXPower_PowerArmor
MappedPowers=SFXPower_AiHacking[/color][/b]

So what I did was adding the Red abilities to the Soldier class, yet in game I cannot find them. 
Any hint or idea of how to add other abilities? Thanks for any help you will be able to provide! 
Posted ImageCheers,
Shade!


If you go back all the way back to page 32 - 40, will find some tip about editing the powers in Coalesced.ini file.



#1930
Shadeart

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Inge Shepard wrote...
If you go back all the way back to page 32 - 40, will find some tip about editing the powers in Coalesced.ini file.

Thanks! Posted Image
Since I did this to help me modifying my powers, I'll post here a list with all the name of the abilities.

POWERS:
Adept
SFXPower_Singularity
SFXPower_Warp
SFXPower_Throw
SFXPower_Pull
SFXPower_Shockwave
Vanguard
SFXPower_BioticCharge
SFXPower_Shockwave
SFXPower_Pull
SFXPower_CryoAmmo
SFXPower_IncendiaryAmmo
Sentinel
SFXPower_PowerArmor
SFXPower_Warp
SFXPower_Overload
SFXPower_CryoFreeze
SFXPower_Throw
Engineer
SFXPower_CombatDrone
SFXPower_Overload
SFXPower_Incinerate
SFXPower_CryoFreeze
SFXPower_AiHacking
Infiltrator
SFXPower_Cloak
SFXPower_Incinerate
SFXPower_AIHacking
SFXPower_DisruptorAmmo
SFXPower_CryoAmmo
Soldier
SFXPower_AdrenalineRush
SFXPower_ConcussiveShot
SFXPower_IncendiaryAmmo
SFXPower_DisruptorAmmo
SFXPower_CryoAmmo
Bonus Talents
SFXPower_WarpAmmo_Player
SFXPower_Barrier_Player
SFXPower_AntiOrganicAmmo_Player
SFXPower_Reave_Player
SFXPower_NeuralShock_Player
SFXPower_GethShieldBoost_Player
SFXPower_Fortification_Player
SFXPower_Crush_Player


Modifié par Shadeart, 09 septembre 2010 - 02:09 .


#1931
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----- Sorry, for the double -----------------


Modifié par Inge Shepard, 09 septembre 2010 - 04:03 .


#1932
Dark Glasses

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Sup guys.

I just updated Casual Outfit Beyond Normandy Mod.



I've been away for very long time... hopefully I haven't missed anything important.

#1933
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Inge Shepard wrote...

Inge Shepard wrote...

Any suggestions on how this can be corrected, happens when using heavyweapons.

Posted Image


I have lost the logic in this, well heavy weapons doesn't work but assaultrifle work. Where is the logic in this??
If some know a way to add particlebeam, please let me know..

Posted Image




#1934
Turian Antiquarian

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Shadeart wrote...

Inge Shepard wrote...
If you go back all the way back to page 32 - 40, will find some tip about editing the powers in Coalesced.ini file.

Thanks! Posted Image
Since I did this to help me modifying my powers, I'll post here a list with all the name of the abilities.

POWERS:
Adept
SFXPower_Singularity
SFXPower_Warp
SFXPower_Throw
SFXPower_Pull
SFXPower_Shockwave
Vanguard
SFXPower_BioticCharge
SFXPower_Shockwave
SFXPower_Pull
SFXPower_CryoAmmo
SFXPower_IncendiaryAmmo
Sentinel
SFXPower_PowerArmor
SFXPower_Warp
SFXPower_Overload
SFXPower_CryoFreeze
SFXPower_Throw
Engineer
SFXPower_CombatDrone
SFXPower_Overload
SFXPower_Incinerate
SFXPower_CryoFreeze
SFXPower_AiHacking
Infiltrator
SFXPower_Cloak
SFXPower_Incinerate
SFXPower_AIHacking
SFXPower_DisruptorAmmo
SFXPower_CryoAmmo
Soldier
SFXPower_AdrenalineRush
SFXPower_ConcussiveShot
SFXPower_IncendiaryAmmo
SFXPower_DisruptorAmmo
SFXPower_CryoAmmo
Bonus Talents
SFXPower_WarpAmmo_Player
SFXPower_Barrier_Player
SFXPower_AntiOrganicAmmo_Player
SFXPower_Reave_Player
SFXPower_NeuralShock_Player
SFXPower_GethShieldBoost_Player
SFXPower_Fortification_Player
SFXPower_Crush_Player


Eliyan wrote...

the classes are pcc-based so we can't mod them.

As for playing as Liara, BioH_Liara_00 contains everything you need to play as her

Vasea needs the files David mentioned

also, you don't need the materialoverride. It doesn't work anyways


I suggest you re-read what this Eliyan dude wrote...
And to support his claim even further, consider this:
Even if you used Gibbed to Manually add/remove powers, a debugg script would
Not allow it to "take":
any deleted powers, would be reappear with default starting level (0 or 1). Any additional non-loyalty power that's not already in your sfxpawn class is deleted upon game load.

Only works for cramming several loyalty powers as permanent. Said script "knows" that they are "allowed" to be there, but not how many at the same time.

Would have been awsome otherwise.... :D

#1935
Shadeart

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Turian Antiquarian wrote...

Shadeart wrote...

Inge Shepard wrote...
If you go back all the way back to page 32 - 40, will find some tip about editing the powers in Coalesced.ini file.

Thanks! Posted Image
Since I did this to help me modifying my powers, I'll post here a list with all the name of the abilities.

POWERS:
Adept
SFXPower_Singularity
SFXPower_Warp
SFXPower_Throw
SFXPower_Pull
SFXPower_Shockwave
Vanguard
SFXPower_BioticCharge
SFXPower_Shockwave
SFXPower_Pull
SFXPower_CryoAmmo
SFXPower_IncendiaryAmmo
Sentinel
SFXPower_PowerArmor
SFXPower_Warp
SFXPower_Overload
SFXPower_CryoFreeze
SFXPower_Throw
Engineer
SFXPower_CombatDrone
SFXPower_Overload
SFXPower_Incinerate
SFXPower_CryoFreeze
SFXPower_AiHacking
Infiltrator
SFXPower_Cloak
SFXPower_Incinerate
SFXPower_AIHacking
SFXPower_DisruptorAmmo
SFXPower_CryoAmmo
Soldier
SFXPower_AdrenalineRush
SFXPower_ConcussiveShot
SFXPower_IncendiaryAmmo
SFXPower_DisruptorAmmo
SFXPower_CryoAmmo
Bonus Talents
SFXPower_WarpAmmo_Player
SFXPower_Barrier_Player
SFXPower_AntiOrganicAmmo_Player
SFXPower_Reave_Player
SFXPower_NeuralShock_Player
SFXPower_GethShieldBoost_Player
SFXPower_Fortification_Player
SFXPower_Crush_Player


Eliyan wrote...

the classes are pcc-based so we can't mod them.

As for playing as Liara, BioH_Liara_00 contains everything you need to play as her

Vasea needs the files David mentioned

also, you don't need the materialoverride. It doesn't work anyways


I suggest you re-read what this Eliyan dude wrote...
And to support his claim even further, consider this:
Even if you used Gibbed to Manually add/remove powers, a debugg script would
Not allow it to "take":
any deleted powers, would be reappear with default starting level (0 or 1). Any additional non-loyalty power that's not already in your sfxpawn class is deleted upon game load.

Only works for cramming several loyalty powers as permanent. Said script "knows" that they are "allowed" to be there, but not how many at the same time.

Would have been awsome otherwise.... :D


I got it ;) It was a post as a utility - The next guy we will looking for modifying class will have all the class power here :D Actually we should made a utility section IMO! 

CheerPosted Image
Shade

#1936
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I play with three loyalties power from start. But they need to be added. Loyalty power is the only powers that remain for player, only. For squad, nada..

#1937
Turian Antiquarian

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Inge Shepard wrote...

Inge Shepard wrote...

Inge Shepard wrote...

Any suggestions on how this can be corrected, happens when using heavyweapons.



I have lost the logic in this, well heavy weapons doesn't work but assaultrifle work. Where is the logic in this??
If some know a way to add particlebeam, please let me know..





Inge,

Heavy weapons are of a different class, also why their ammo model is different.
The only reason that any hench could even use them is because hench were meant to use heavies at some point, but the devs found out that "avoid_collateral_damage" doesn't apply so "splash" damage - :D.

That's why you have "damage_hench" entries in heavies.

#1938
droid105

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Hi, just asking is there anyway to get that Asari Spector armor in the new DLC for Shepard and recolor Black and Red?

#1939
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Right, well Liara with DesertRifle works good..

NB! did I understand you right, you want a striptease video with Liara..:lol:

Is not good for all the kids.

Modifié par Inge Shepard, 09 septembre 2010 - 04:14 .


#1940
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Turian; do you know if there is a way to add a ParticelBeam as example AssaultRifle?

Modifié par Inge Shepard, 09 septembre 2010 - 04:20 .


#1941
ZombieGambit

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Inge Shepard wrote...

Turian; do you know if there is a way to add a ParticelBeam as example AssaultRifle?


Only Shepard can use Heavy Weapons. Squadmates get all glitchy when you try to assign them one.

#1942
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ZombieGambit wrote...

Inge Shepard wrote...

Turian; do you know if there is a way to add a ParticelBeam as example AssaultRifle?


Only Shepard can use Heavy Weapons. Squadmates get all glitchy when you try to assign them one.

You mean, if we change on the weapon properties?



#1943
Shadeart

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Inge Shepard wrote...

Turian; do you know if there is a way to add a ParticelBeam as example AssaultRifle?


This is the truth for every 3D model in every single game.
 Modifying the text part of a weapons (Coalesced.ini in ME2) you will just get the game read the model changing his definition (from Heavy Weapon to Assault Rifle) but videogame 3D models have the animation (infact they're called compiled models) which make them work.

So if you want to change the class of a rifle you are to modify his very 3D model which is not possible since we are without a "SDK".

Sorry.
Shade Posted Image

#1944
Eliyan

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ZombieGambit wrote...

Inge Shepard wrote...

Turian; do you know if there is a way to add a ParticelBeam as example AssaultRifle?


Only Shepard can use Heavy Weapons. Squadmates get all glitchy when you try to assign them one.


the problem with heavy weaps for henchs is that they lack the out of cover animations for heavy weapons. If you can ignore this animation bug, though, it can be extremely amusing to have 2 squadmates with Cains.

also, I think (not sure tho') that the animations are bound to the weapon models and not the class, but you could try to add the granade launcher as a sniper and rewrite it into a normal weapon

#1945
CShep25

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Ever since I added the option to play as Mordin and the Armor Locker mod, I seem to have lost the ability to wear a breather helmet on those missions that require it (I get a headless set of armour instead). I still have the option to select the breather helmet in the armour locker for wearing in regular circumstances but since the breather helmet overwrites whatever you're currently wearing when in a vacuum, my helmet disappears in those scenes. I'd rather not run around the Broker's hull like a headless chicken...

Any ideas?

#1946
Merchant2006

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Eeeeep! I require assistance!



I know I'm just raiding this thread and off what everyone else is discussing but I've downloaded a custom coalesced.ini file and for some damn reason every planet I come across is rich.



I assume it has something to do with the [SFXGame.BioPlanet] section. I have some numbers in there but I wish to ask, what was the DEFAULT settings in this section? I want to change it back to normal.



I did the same with removing infinite ammo on weapons, but now this is the only thing bugging me. Can someone help?

#1947
Shadeart

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Merchant2006 wrote...

Eeeeep! I require assistance!

I know I'm just raiding this thread and off what everyone else is discussing but I've downloaded a custom coalesced.ini file and for some damn reason every planet I come across is rich.

I assume it has something to do with the [SFXGame.BioPlanet] section. I have some numbers in there but I wish to ask, what was the DEFAULT settings in this section? I want to change it back to normal.

I did the same with removing infinite ammo on weapons, but now this is the only thing bugging me. Can someone help?


Can you wait for a bit I am in the middle of some calibration. ;)

Got it:
EezoMineralsBase=1500
PlacedMineralsPool=25000
RandomMineralsBase=350
ScanBarMaxMineralSize=1500

As for the weapon all you have to do is change:
this: InfinityAmmo=True
to this: InfinityAmmo=False

Posted Image
Cheers,
Shade

Modifié par Shadeart, 09 septembre 2010 - 05:17 .


#1948
Turian Antiquarian

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Eliyan wrote...

ZombieGambit wrote...

Inge Shepard wrote...

Turian; do you know if there is a way to add a ParticelBeam as example AssaultRifle?


Only Shepard can use Heavy Weapons. Squadmates get all glitchy when you try to assign them one.


the problem with heavy weaps for henchs is that they lack the out of cover animations for heavy weapons. If you can ignore this animation bug, though, it can be extremely amusing to have 2 squadmates with Cains.

also, I think (not sure tho') that the animations are bound to the weapon models and not the class, but you could try to add the granade launcher as a sniper and rewrite it into a normal weapon


I get what mean and you are correct. this is why:

Animation for "how" someone uses a weapon, and where it would be holstered is determined by the weapon's [SFXGameContent_Inventory] class.

As you said, [SquadLoadoutData] is just for mapping loadout GUI.

The only animation bound to the 3D model, is collapse animation.

"Baby Eleanora" on ilium pulls a Tempest_SMG out of the shotgun slot, and also holds it as such, while bullet decal and fire sound are still SMG.

#1949
Turian Antiquarian

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CShep25 wrote...

Ever since I added the option to play as Mordin and the Armor Locker mod, I seem to have lost the ability to wear a breather helmet on those missions that require it (I get a headless set of armour instead). I still have the option to select the breather helmet in the armour locker for wearing in regular circumstances but since the breather helmet overwrites whatever you're currently wearing when in a vacuum, my helmet disappears in those scenes. I'd rather not run around the Broker's hull like a headless chicken...
Any ideas?


You're not trying play as Mordin when it happens right?

Which ID Numbers did you assign for his torso and head in the locker?

#1950
Justicar

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Does anyone know a Colesced.ini file that i can use any armor that is in-game?



I'd love to use Wasea's armor. :)