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ME2 - Modding is Possible II (PC Only)


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#2001
Turian Antiquarian

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minormiracle wrote...

Interesting. I just tried both

SetRank Self SFXPower_BioticCharge_Slam | GivePower Self SFXPower_BioticCharge_Slam
SetRank Self SFXPower_BioticCharge_Slam 4 | GivePower Self SFXPower_BioticCharge_Slam

now I have "heavy charge", except it's at rank 1. In fact the number after setrank doesn't seem to do anything.


Ohh

You're not using exec TXT?
Make one, put it in one line under the other in the correct exec order to make it easy to comment out things fast when needed.

I was never able to use SetRank Before GivePower and make it work. for some. it does.

if you don't want to, you'd have to bind SetRank And GivePower to separate keys

Modifié par Turian Antiquarian, 10 septembre 2010 - 08:34 .


#2002
Turian Antiquarian

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minormiracle wrote...

Turian Antiquarian wrote...

I think I know what you were thinking...

A power doesn't really evolve. it's just a script that sets the "basic" power to zero and somehow hides it from view, when the next thing It does is exactly how you should do it, just with C commands:

SetRank Self SFXPower_EvolvedCharge_Slam 4 | GivePower Self SFXPower_EvolvedCharge_Slam


Doesn't work. Without GivePower Self SFXPower_BioticCharge charge doesn't even show up.


Have you changed it  EvolvedCharge_Slam in the DynamicLoadMapping as well?

#2003
xbeton0L

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Does anyone know how to swap out player outfits with NPC outfits? like swapping armor or faces?



This is way over my head. :))

#2004
minormiracle

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Edit: never mind figured it out.

Modifié par minormiracle, 10 septembre 2010 - 09:15 .


#2005
minormiracle

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Turian Antiquarian wrote...

Ohh

You're not using exec TXT?
Make one, put it in one line under the other in the correct exec order to make it easy to comment out things fast when needed.

I was never able to use SetRank Before GivePower and make it work. for some. it does.

if you don't want to, you'd have to bind SetRank And GivePower to separate keys

Thanks, I got it working with exec txt by putting givepower first then setrank. I also got the name wrong, since the evolved version was actually SFXPower_BioticCharge_Slam

#2006
Guest_Inge Shepard_*

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Here you go:
SetRank self SFXPower_Crush_Heavy | GivePower self SFXPower_Crush_Player

and this
SetRank self SFXPower_Heavy | GivePower self SFXPower_BioticCharge

Example:
Bindings=( Name="NumPadOne", Command="SetRank self SFXPower_Heavy | GivePower self SFXPower_Cloak" )

It's limited how many powers you can add direct in the c.ini file. How many keys do you have on your keyboard..:)

But again if you make an text file your option goes up..
SetRank Miranda SFXPower_Dominate_Heavy | GivePower Miranda SFXPower_Dominate_Player
SetRank Miranda SFXPower_Barrier_Heavy | GivePower Miranda SFXPower_Barrier_Player
SetRank Miranda SFXPower_Heavy | GivePower Miranda SFXPower_Singularity
SetRank Miranda SFXPower_Heavy | GivePower Miranda SFXPower_Cloak

SetRank Jacob SFXPower_Crush_Heavy | GivePower Jacob SFXPower_Crush_Player
SetRank Jacob SFXPower_Heavy | GivePower Jacob SFXPower_CryoFreeze
SetRank Jacob SFXPower_Heavy | GivePower Jacob SFXPower_Cloak
SetRank Jacob SFXPower_Heavy | GivePower Jacob SFXPower_Singularity

SetRank Zaeed SFXPower_ArmorPiercingAmmo_Heavy | GivePower Zaeed SFXPower_ArmorPiercingAmmo_Player
SetRank Zaeed SFXPower_Heavy | GivePower Zaeed SFXPower_PowerArmor
SetRank Zaeed SFXPower_Heavy | GivePower Zaeed SFXPower_CryoFreeze
SetRank Zaeed SFXPower_Heavy | GivePower Zaeed SFXPower_Cloak

Modifié par Inge Shepard, 10 septembre 2010 - 09:41 .


#2007
xbeton0L

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I'm sorry... I don't understand. :?

Is this in c.ini?
what about a text file??
what are you doing?
and what about swapping powers??

Modifié par xbeton0L, 10 septembre 2010 - 09:52 .


#2008
Guest_Inge Shepard_*

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Please, go back to page, I guess 30 - 40 and you will find all the answers there.
This is just some example on a way to add more powers and change powers for player and squad.
For player will all loyalities powers that ends with *_player remain. For squad none of this power will become permanent. You will need to activate them everytime you will use them.
Will, you please, first read those pages, if you don't understand, can I inform you more true PM message.

Modifié par Inge Shepard, 10 septembre 2010 - 10:02 .


#2009
Stephen226

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is it possible to get all three of the collector ship weapons for multiple playthroughs?
cloak for the soldier?
subguns for the soldier-on the right hip?
speed up power recharge time

Modifié par Stephen226, 10 septembre 2010 - 10:47 .


#2010
minormiracle

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Inge Shepard wrote...

SetRank self SFXPower_Heavy | GivePower self SFXPower_BioticCharge

Example:
Bindings=( Name="NumPadOne", Command="SetRank self SFXPower_Heavy | GivePower self SFXPower_Cloak" )

This was the version I saw earlier on the forums and got stuck on trying to implement. It only gives 1 point in charge. I managed to get all 4 ranks working with an exec txt in this order

GivePower Self SFXPower_BioticCharge_Slam
SetRank Self SFXPower_BioticCharge_Slam 4

and in c.ini

[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_BioticCharge_Slam",SeekFreePackageName="SFXCharacterclass_Vanguard")

Replacing all the SFXPower_BioticCharge_Slam with SFXPower_BioticCharge_Radius should give the alternate version.

#2011
xbeton0L

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Inge Shepard wrote...

Please, go back to page, I guess 30 - 40 and you will find all the answers there.
This is just some example on a way to add more powers and change powers for player and squad.
For player will all loyalities powers that ends with *_player remain. For squad none of this power will become permanent. You will need to activate them everytime you will use them.
Will, you please, first read those pages, if you don't understand, can I inform you more true PM message.



cool. thanks Inge Shep. hopefully I can catch on to this, and help you guys out if I can. 

How successful has your latest operation been? You're actually changing and switching powers not only with Shepard, but with teammates as well? great news! I've been trying to figure that out on my own!

#2012
HCS01

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I just finished my first texture mod, but I have no idea how to upload the file. If anyone can help, it would be greatly appreciated. Also, once I get the file uploaded, I'm hoping some of you could check it out and give some opinions.
Thanks again, everyone.

:pinched:Never mind, I found it.  Could some of you check it out?  I would really appreciate it.  Thanks

Modifié par HCS01, 10 septembre 2010 - 11:29 .


#2013
t3HPrO

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phoenixofthunder wrote...

Inge McDaniel wrote...
To Zeph and Phonenix and every one else..
Since we no have an idea about how we does this. Any thought of trying bonuspower also, like granade to Kasumi or Zaeed?
Inge


I'm so very sorry for the long post. Pardon me Inge but doesn't Zaeed already have grenades? Do you mean giving that ability to Kasumi?

As for modding the DLC's I'm not giving up; if it worked with one DLC.......... I'll get it to work on all DLC's. No limit to my perseverance.  Sorry it didn't work for you Inge. Did you do all of this?

Ok double revised edition:
Ok here is what I did using the Collector DLC as the example again:
Opened directory Program Files\\\\\\\\Mass Effect 2\\\\\\\\BioGame\\\\\\\\DLC\\\\\\\\DLC_PRE_Collectors\\\\\\\\CookedPC
And then opened these three INI files located there with Notepad++:
BIOWeapon.ini, BIOEngine.ini & BIOGame.ini
And copy the following lines to their appropriate subsection of the Coalesced.ini being sure to remove plus "+" from the start of each line(thanks ZephSunstrider):
[Engine.DLCModules]----------------------------------(BIOEngine.ini)
[SFXGame.BioWorldInfo]------------------------------(BIOGame.ini)
[Engine.StartupPackages]----------------------------(BIOEngine.ini)
[Core.System]--------------------------------------------(BIOEngine.ini)
[Editor.EditorEngine]------------------------------------(BIOEngine.ini)
[SFXGame.SFXEngine]--------------------------------(BIOEngine.ini)
[SFXGame.BioWorldInfo]------------------------------(BIOGame.ini)
[SFXGame.SFXPlayerSquadLoadoutData]-------(BIOGame.ini)

Copy ALL of the BIOWeapon.ini and placed it directly after [SFXGame.SFXWeapon] and before
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle] like so:

[SFXGame.SFXWeapon]
[SFXGameContentDLC......(weapon data)......]--(BIOWeapon.ini)
(NOTE & WARNING!: Place ALL of the BIOWeapon.ini  here and DO NOT seperate gun data and reactions or it will not work.)
Modify what you want of the guns characteristics here as well (IE>> Ammo, refire rate, ect.).
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]

If any armor this needs to be added too:
[SFXGame.SFXPawn_Player]------------------------(BIOGame.ini)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
========================================================================================
EXAMPLE:
For collector rifle:

[Engine.DLCModules]
>>
>>
DLC_PRE_Collectors=8
=========================================================================================
[SFXGame.SFXPawn_Player]
FullBodyAppearances=(Id=100,Name=351308,Description=351309,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_COL_R.ARM.HMM_ARM_FBDe_MDL",
Female="BIOG_HMF_ARM_COL_R.Base.HMF_ARM_COL_MDL",
bHideHead=True,bHideHair=True),GameEffects=("SFXGameDLC_PRE_Collectors.SFXGameEffect_Gear_CollectorsHealthBonus",
"SFXGameDLC_PRE_Collectors.SFXGameEffect_Gear_CollectorsRegenBonus",
"SFXGameDLC_PRE_Collectors.SFXGameEffect_Gear_CollectorsStormSpeed"),PlotFlag=-1)
=========================================================================================
[SFXGame.BioWorldInfo]
Remove the 'plus' in green>>>>>>>>>+Conditionalclasses=PlotManagerDLC_00_Shared.BioAutoConditionals
So it reads:
Conditionalclasses=PlotManagerDLC_00_Shared.BioAutoConditionals
=========================================================================================
[Engine.StartupPackages]
DLCStartupPackage=DLCSharedPlot
DLCStartupPackage=Startup_PRE_Collectors
Package=SFXGameDLC_PRE_Collectors
=========================================================================================
Remember  to delete excess white lines from this section as done below:
[Core.System]
!CookPaths=CLEAR
CookPaths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\Content
CookPaths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\Script
CookPaths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\ScriptFinalRelease
CookPaths=..\\\\BIOGame\\\\DLC\\\\DLC_00_Shared\\\\Content\\\\Maps\\\\Nor\\\\DSG_Messages
Paths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\Content
Paths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\TestContent
Paths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\__Trashcan
ScriptPaths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\Script
ScriptPaths=..\\\\BIOGame\\\\DLC\\\\DLC_00_Shared\\\\Script
FRScriptPaths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\ScriptFinalRelease
SeekFreePCPaths=..\\\\BIOGame\\\\DLC\\\\DLC_PRE_Collectors\\\\CookedPC
=========================================================================================
[Engine.PackagesToAlwaysCook]
!Package=CLEAR
!SeekFreePackage=CLEAR
SeekFreePackage=BIOG_HMM_ARM_COL_R
SeekFreePackage=BIOG_HMF_ARM_COL_R
=========================================================================================
[Editor.EditorEngine]
EditPackages=SFXGameDLC_PRE_Collectors
EditPackages=SFXGameContentDLC_PRE_Collectors
=========================================================================================
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player",
SeekFreePackageName="SFXPlayerWeapons_Collectors")
DynamicLoadMapping=(ObjectName="GUI_SF_DLC_PRE_Collectors.CollectorAssaultRifle_512",
SeekFreePackageName="SFXCollectorWeapons_CollectorRifle")
=========================================================================================
[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(className="SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player")
=========================================================================================
Copy ALL of the BIOWeapon.ini and placed it directly after [SFXGame.SFXWeapon] and before
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]. Here it is with a lot of excess data removed.
[SFXGame.SFXWeapon]
Damage=(X=3.7,Y=3.7)
DamageAI=1.0f
DamageHench=1.0f
...........Excessive data removed...............
[SFXGameContentDLC_PRE_Collectors.SFXWeapon_CollectorAssaultRifle_Player]
>>>>>>
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]

Save the Coalesced.ini and run The Fixer.
Now navigate to your DLC directory, something like this: Program Files\\\\\\\\Mass Effect 2\\\\BioGame\\\\DLC\\\\DLC_PRE_Collectors\\\\CookedPC. Create a "New  Folder" and name it something like: "INI Back-Up". Then transfer BIOWeapon.ini & BIOGame.ini to this folder. Be sure to leave BIOEngine.ini as the only .INI in the DLC directory or the in-game item never shows up. I'm still baffeled as to why even when I copied everything from it:mellow::blink::?.

Now launch Mass Effect 2. Upon game load your main menu may give you a "not authorized message". Ignore this for it means didly squat (I just love that term:lol:). And your weapons should be there.
=========================================================================================
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++







Hey it's me again, the resident tech idiot who wishes to mod his ME2 DLC weapons but couldn't do it. I've read your post a few dozen times, but I still don't quite get it. When you said that:[color=#00ff00">[Engine.DLCModules]----------------------------------(BIOEngine.ini), ]you meant that ALL the contents from BIOEngine.ini went into EngineDLCModules, right? And do we do this for every weapon? And is it really necessary to delete those white lines, or can I just leave 'em for inifixer to clean up? If you could post a video of how to do it right, I will be eternally grateful, but if you just pop me an email at t3HPrO88@hotmail.com, it's cool.Posted Image[/color]

#2014
LuxDragon

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What's the power name for "Shockwave"? I searched the C.ini, but I couldn't find it.

#2015
szomszedsrac

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Hi everyone, I put a question into the tech section of the forum, but I'm afraid it went to the wrong place. I'll post the original question here, but I ask you, if you have an answer, please drop me a PM or put it into the original topic (here). I can't be here in the forum very often, so it would be a pain scrolling down the thread a week later for an answer. Thank you.

***Sorry, I'm not an expert in English***

Hi everyone.

I'm planning to make a short movie from some clips taken from the game. My problem is that (at this point) I can only use Fraps for capturing, which renders the video in realtime, driving the framerate way below 25 (it's the bottom of watchable quality), so I have to lower the resolution and detail in order to get more fps (the clip will be smooth,but ugly). Either way, I can't get good footage.

I don't have the money for some über-hardware to maintain 60 (or even 30) fps on 1280x1024 with full detail, while recording a video in realtime.. so I ask you; is there any other options for non-realtime extracting - doesn't matter if pictures only - and demo recording & playbacking? If I'm correct, the game is based on Unreal engine which can do the thing, but I can't even get the console working. I'm stuck with it, really.

There is no point on working on it, if it looks like crap in the end. What do you say? Let's drop the whole idea, or maybe there is a way I don't know about? Please help.

Modifié par szomszedsrac, 11 septembre 2010 - 02:57 .


#2016
Crunchyinmilk

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Axeface wrote...
Thanks loads for the info. Dont suppose you have an example? I might be able to cover it up with editing software depending on how bad it is.


http://social.biowar...-2946520-1.html

I had a couple but deleted them, Its not hard to take another I guess, next time I'm at the PC with all the whistles...

#2017
minormiracle

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LuxDragon wrote...

What's the power name for "Shockwave"? I searched the C.ini, but I couldn't find it.

Not sure but try SFXGameContent_Powers.SFXPower_Fissure. C.ini makes this look like it was intended as a tech power, but nothing else seems like a good candidate.

#2018
Guest_Inge Shepard_*

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minormiracle wrote...

Inge Shepard wrote...

SetRank self SFXPower_Heavy | GivePower self SFXPower_BioticCharge

Example:
Bindings=( Name="NumPadOne", Command="SetRank self SFXPower_Heavy | GivePower self SFXPower_Cloak" )

This was the version I saw earlier on the forums and got stuck on trying to implement. It only gives 1 point in charge. I managed to get all 4 ranks working with an exec txt in this order

GivePower Self SFXPower_BioticCharge_Slam
SetRank Self SFXPower_BioticCharge_Slam 4

and in c.ini

[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_BioticCharge_Slam",SeekFreePackageName="SFXCharacterclass_Vanguard")

Replacing all the SFXPower_BioticCharge_Slam with SFXPower_BioticCharge_Radius should give the alternate version.


Nice that you've got it to work this way, now we have three ways to do this. Your way, Zeph's way and my way. And all seems to work. Greatt!!



#2019
Axeface

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Crunchyinmilk wrote...

Axeface wrote...
Thanks loads for the info. Dont suppose you have an example? I might be able to cover it up with editing software depending on how bad it is.

http://social.bioware.com/forum/Mass-Effect/Mass-Effect-2-PC-Technical-Support-Spoilers-Warning/How-to-take-super-high-res-screenshots-2946520-1.html

I had a couple but deleted them, Its not hard to take another I guess, next time I'm at the PC with all the whistles...


Great thank you :)

Another question. I'm trying to extract audio from the DLC, and the gibbed extractor doesnt find the DLC afc's. Dont suppose there is an updated one? I would do it by hand but then I would break something. :P

#2020
Guest_Inge Shepard_*

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szomszedsrac wrote...
Hi everyone.

I'm planning to make a short movie from some clips taken from the game. My problem is that (at this point) I can only use Fraps for capturing, which renders the video in realtime, driving the framerate way below 25 (it's the bottom of watchable quality), so I have to lower the resolution and detail in order to get more fps (the clip will be smooth,but ugly). Either way, I can't get good footage.

I don't have the money for some über-hardware to maintain 60 (or even 30) fps on 1280x1024 with full detail, while recording a video in realtime.. so I ask you; is there any other options for non-realtime extracting - doesn't matter if pictures only - and demo recording & playbacking? If I'm correct, the game is based on Unreal engine which can do the thing, but I can't even get the console working. I'm stuck with it, really.

There is no point on working on it, if it looks like crap in the end. What do you say? Let's drop the whole idea, or maybe there is a way I don't know about? Please help.


I am using Cyberlink PowerDirector, ImTOO Video Converter and Fraps, these doesn't cost to much. These works fine, to create clips with.
And for photo editing you can use GIMP is a freeware.

Enjoy your work. ^_^



#2021
Turian Antiquarian

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minormiracle wrote...

LuxDragon wrote...

What's the power name for "Shockwave"? I searched the C.ini, but I couldn't find it.

Not sure but try SFXGameContent_Powers.SFXPower_Fissure. C.ini makes this look like it was intended as a tech power, but nothing else seems like a good candidate.


Fissure is like incinerate for some reason.

Explore Jack's or Adept PCC's to get the exact answer for your question.

#2022
LuxDragon

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I did. I didn't see anything that popped out as Shockwave.

#2023
Turian Antiquarian

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LuxDragon wrote...

I did. I didn't see anything that popped out as Shockwave.


It's subtle:

SFXGameContent_Powers.SFXPower_Shockwave_Adept
SFXGameContent_Powers.SFXPower_Shockwave_Evolved1
SFXGameContent_Powers.SFXPower_Shockwave_Evolved2

#2024
Burdokva

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Is it possible to change the language of the voice overs with a change in the coalesced.ini? I have the INT (International?) CE version.

#2025
Turian Antiquarian

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Burdokva wrote...

Is it possible to change the language of the voice overs with a change in the coalesced.ini? I have the INT (International?) CE version.


Edit: Sorry, I missed that voice-over part.

Modifié par Turian Antiquarian, 11 septembre 2010 - 02:38 .