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ME2 - Modding is Possible II (PC Only)


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#2026
xbeton0L

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where did you find the variables for the powers and armors?

Edit:
Nevermind. I think I've found them.

Modifié par xbeton0L, 11 septembre 2010 - 04:31 .


#2027
Chrystall

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Does anyone know if you can edit your save file so that you never romanced anyone in ME2? I regret not staying loyal to Liara...

#2028
epoch_

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Hey guys, I'm quite positive this has been answered before, but this thread is massive and I have no intention of sifting through it all. Could someone tell me how, or post a guide to playing as garrus? As in changing shepards body and face I guess, I know it's possible. I mod the hell out of DAO, but I don't know where to begin with ME, so I should be able to follow just about any help you give me. Thanks.

#2029
Burdokva

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I couldn't find anything on this, but can new custom armors add bonuses? Like the mod which enables you to wear Shepards' old N7 armor, or Eclipse etc. (doesn't really matter which) - can they add, say, +10 Shields/+5 Health , or are they just a visual gimmick?

#2030
xbeton0L

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epoch_ wrote...

Hey guys, I'm quite positive this has been answered before, but this thread is massive and I have no intention of sifting through it all. Could someone tell me how, or post a guide to playing as garrus? As in changing shepards body and face I guess, I know it's possible. I mod the hell out of DAO, but I don't know where to begin with ME, so I should be able to follow just about any help you give me. Thanks.


I was just thinking about either making a mod where you play as turian or hitting up bioware about that. ahah...

Modifié par xbeton0L, 11 septembre 2010 - 05:21 .


#2031
LuxDragon

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Turian Antiquarian wrote...

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


It's not under ActiveclassRedirects, which is where all the powers are usually listed.
On the other hand... why not? I don't anything to lose.

#2032
phoenixofthunder

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szomszedsrac wrote...

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.



Couple of recording possibilities:
Growler Guncam (Personal favorite but takes time to completely understand it) {Doesn't real-time extract}[$20]
Fraps v 3.2.3 (lower versions seem to have FPS drops) [$37]
HyperCam ver. 2.23.02 [$0]


Editing software:
Windows Movie Maker [OS installed crap:pinched::sick:<_<:(:unsure::crying::bandit:] {Resolute is my opinion}
Sony Vegas 7-9
Sony Vegas Movie Studio HD 9

#2033
phoenixofthunder

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Chrystall wrote...

Does anyone know if you can edit your save file so that you never romanced anyone in ME2? I regret not staying loyal to Liara...


Are you saying that you romanced a ME2 squadmate but didn't want too? If so go back and use a previous save before final 'romance conversation' and then NEVER initiate that convo. Or make sure they get killed in the S.M. (*shudders at saying that* [look at sig for why]) Otherwise your in trouble.

#2034
phoenixofthunder

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t3HPrO wrote...
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:[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



Nope; sorry to confuse.
[Subsection in DLC.ini's]-------------------------------(DLC INI where the subsection is found:)

Example:
Searcing for [Engine.DLCModules] would be found in the DLC's BIOEngine.ini

[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)

#2035
phoenixofthunder

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xbeton0L wrote...

epoch_ wrote...
Hey guys, I'm quite positive this has been answered before, but this thread is massive and I have no intention of sifting through it all. Could someone tell me how, or post a guide to playing as garrus? As in changing shepards body and face I guess, I know it's possible. I mod the hell out of DAO, but I don't know where to begin with ME, so I should be able to follow just about any help you give me. Thanks.


I was just thinking about either making a mod where you play as turian or hitting up bioware about that. ahah...


*** Color indicates post quote change***

phoenixofthunder wrote...
Been so long since I went that far back in the original modding forum that I had forgot about a mod southbeatz1169 created that had several INI's with NPC & squadmate armor.
Direct Link:  southbeatz1169's mod


Modifié par phoenixofthunder, 11 septembre 2010 - 07:27 .


#2036
Justicar

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I think this was asked in another thread, but w/e.



Can you make your Biotic Glow and/or Omni-Tool permanantly visible? Thanks.

#2037
Cyrin Myzerym

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I've tried adding in Cloak as a bonus power with the following guide.

1. In [SFXGameCookerHelper.PowerStandalonePackages]
add GameContent=SFXPower_PowerArmor,SFXGameContent_Powers.SFXPower_Cloak

2. In [SFXGamePawns.SFXCharacterclass_Sentinel]
add MappedPowers=SFXPower_Cloak

2. In [SFXGamePawns.SFXCharacterclass_Vanguard]
add MappedPowers=SFXPower_Cloak

2. In [SFXGamePawns.SFXCharacterclass_Soldier]
add MappedPowers=SFXPower_Cloak

3. In [SFXGameContent.SFXGameChoiceGUIData_HenchmenPowers]
add HenchmanPowerArray=(PowerclassName="SFXGameContent_Powers.SFXPower_Cloak",ChoiceEntry=(srChoiceName=93973,srChoiceTitle=93973,oChoiceImage=none,srChoiceImageTitle=93973,srChoiceDescription=155065),AchievementID=12,PowerImage="GUI_Codex_Images.Barrier_512")


The problem is that is shows up correctly but doesn't add any power. It's designed for a Sentinel and I would like it for different classes (Vanguard at the moment)

I've tried changing GameContent=SFXPower_PowerArmor,SFXGameContent_Powers.SFXPower_Cloak to GameContent=SFXPower_CryoAmmo,SFXGameContent_Powers.SFXPower_Cloak or Charge, cloak and a few others since PowerArmor is a Sentinel ability but I can't get it to add the power.

If someone could help by explaining what part is stopping it from working for non Sentinel classes that would be great.

Also I've followed PheonixofThunders guide to add DLC weapons to the coalesced.ini and the firepower pack is working and can be edited, though when in the weapon locker it shows just a blank spot instead of the weapon name. I've added all the lines including the ones that pertain to the gui. The image of the weapon shows up but no text. 

It's not a huge deal since the weapons work and can be used by squad mates but it would be nice to see the text on the weapon locker.
 

#2038
Turian Antiquarian

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Cyrin Myzerym wrote...

I've tried adding in Cloak as a bonus power with the following guide.


That "guide started out as an honest mistake by some guy called "Osori83"
Folks were so keen about the possibility of making a custom class, that by the time "Osori83" posted his "Sorry, my bad", His "guide" was already quoted and misquoted pretty much everywhere.

This is from 4-5 pages back:

Turian Antiquarian wrote...

Eliyan wrote...

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


I suggest you read what this Eliyan dude wrote...
And to support his claim even further, consider this:
Even if you use Gibbed to Manually add/remove a power, a debugg script would
Not allow it to "take":
any deleted powers would 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.... [smilie]../../../images/forum/emoticons/grin.png[/smilie]



Modifié par Turian Antiquarian, 12 septembre 2010 - 01:20 .


#2039
phoenixofthunder

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What binding shows FPS(Frames Per Second) in game?

#2040
Captain_Obvious_au

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Hi folks,



So - having a bit of trouble with the Coalesced editor. It's letting me change the weapon ammo to infinite, but it won't let me change the squad loadouts or unlocks for the Collectors ship weapons.



Why would this be?

#2041
Captain_Obvious_au

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Nevermind, it doesn't seem to like copy & paste. When I put the info in manually it accepted it.

#2042
Turian Antiquarian

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Captain_Obvious_au wrote...

Nevermind, it doesn't seem to like copy & paste. When I put the info in manually it accepted it.


This is what I do:

Paste  -> RightArrow -> Space -> Backspace -> Enter

Same effect.

Modifié par Turian Antiquarian, 12 septembre 2010 - 05:01 .


#2043
brfritos

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I don't know if this is possible or if it was already answered here, but there's a way to change the weapon you choose in the collector ship after the mission?
The so called "advanced weapons training".

I'm not talking about put the desired weapon in the [PlayerLoadoutInfo]

I have a lot of early ME2 playthroughs before the armor and missions DLC came out and my sentinels, engineers and adepts are all equiped with sniper rifles and I wish they had shotguns.
I tried a search inside the forums and even with the advanced search on Google, but wasn't able to find nothing.

Thanks for the answers
 

Modifié par brfritos, 12 septembre 2010 - 06:23 .


#2044
ZephSunstrider

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phoenixofthunder wrote...

What binding shows FPS(Frames Per Second) in game?

Stat FPS
Almost as old as the engine itself. Slap it to a key, since ME2 has no console... UE game without a console, what the hell was BW thinking?!

brfritos wrote...
I don't know if this is possible or if it
was already answered here, but there's a way to change the weapon you
choose in the collector ship after the mission?

It theoretically is possible, if you happen to know which of the 800+ quest variables accessable with Gibbed's editor contains the choice you made. We don't, though. So you're pretty much stuck with your decision, unless you change the plot variable inside the C.ini, which will basically mean that "choosing shotguns" will actually unlock sniper rifles instead, while choosing snipers will henceforth unlock shotguns.
Or you could just use a console command to add the desired weapon to the locker. That's a workaround, though, not a solution.

#2045
Burdokva

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Burdokva wrote...

I couldn't find anything on this, but can new custom armors add bonuses? Like the mod which enables you to wear Shepards' old N7 armor, or Eclipse etc. (doesn't really matter which) - can they add, say, +10 Shields/+5 Health , or are they just a visual gimmick?


Any help on this one?

#2046
Turian Antiquarian

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Burdokva wrote...

Burdokva wrote...

I couldn't find anything on this, but can new custom armors add bonuses? Like the mod which enables you to wear Shepards' old N7 armor, or Eclipse etc. (doesn't really matter which) - can they add, say, +10 Shields/+5 Health , or are they just a visual gimmick?


Any help on this one?


You can make it add any bonus that already exists somewhere as armor bonus.
You can't configure the bonus itself, and all bonuses only apply once. So no "25% melee times 5" armor suit.

Edit:

This is the part that you change:

GameEffects=("SFXGame.SFXGameEffect_Gear_DeathMask")

Modifié par Turian Antiquarian, 12 septembre 2010 - 07:27 .


#2047
Burdokva

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Thanks! Would bonuses for DLC items work? Such as the Cerberus Assault armor?

#2048
Deebe

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Burdokva wrote...



Thanks! Would bonuses for DLC items work? Such as the Cerberus Assault armor?




It should work as long as you have the dlc installed



@Turian Antiquarian sorry for the stupid question but your minigun mod is just a text file, is there an easy way of merging it with the coalescend or do i have to manually input the line changes?


#2049
Turian Antiquarian

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Burdokva wrote...

Thanks! Would bonuses for DLC items work? Such as the Cerberus Assault armor?


Can't think of a single reason why it wouldn't work.
As you can see, It has it's own separate path entry. If I used meshes this way, GameEffects should work as well.

#2050
Turian Antiquarian

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Deebe wrote...

Burdokva wrote...

Thanks! Would bonuses for DLC items work? Such as the Cerberus Assault armor?


It should work as long as you have the dlc installed

@Turian Antiquarian sorry for the stupid question but your minigun mod is just a text file, is there an easy way of merging it with the coalescend or do i have to manually input the line changes?


Most guys here just use Notepad++, We all have customized c.INIs, So writing a BAT file to make a line# based switch would be useless.

If you want, send me yours and I'll add it, you just FIX.
PM me if that's the case.