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ME2 - Modding is Possible II (PC Only)


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#2051
Crunchyinmilk

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brfritos wrote...
I don't know if this is possible or if it was already answered here...

Yes to both.

.. but there's a way to change the weapon you choose in the collector ship after the mission? The so called "advanced weapons training".

...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.

Why where you looking for nothing?

On the first page of this thread, in the first post. At the bottom of Azureum's posts you can see in his signature links to his mods. Grab the tech manager one.

Heres a post detailing how to use the tech manager, and here's a post detailing how to use it to unlearn a weapon training choice and learn something else.

Modifié par Crunchyinmilk, 12 septembre 2010 - 08:27 .


#2052
Turian Antiquarian

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@Crunchyinmilk

How did you use the '#' to center the linked page on a specific post?
Will it work after the threadID/pagenumber as well?

Modifié par Turian Antiquarian, 12 septembre 2010 - 09:07 .


#2053
Moneybags

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I got no sound when I'm in the Normandy (nobody speaks, doors are silent).

Does anyone know how can I fix this?

It happened after modifying the ini.

#2054
Eliyan

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The loss of sound aboard the Normandy is a side effect of setting bUseBackgroundLevelStreaming=False, which is used to get henchmen-outfits work outside the normandy.

#2055
Dark Glasses

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Casual Outfit Beyond Normandy is finally finished. I added all possible armor pieces and helmets I can think of, except Merc Helmet and Squadmates armor.

Modifié par Dark Glasses, 12 septembre 2010 - 01:46 .


#2056
nofacej

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Has anyone been able to make it so the masks the NPCs wear when in areas without any atmosphere show up on the player helmets that have no face covering?

#2057
Crunchyinmilk

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Posted Image

#2058
Turian Antiquarian

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@Crunchyinmilk



Awesome!! No more copy-pasting "Why we can't Mod powers in the C.INI" posts.



Thanks Crunch

#2059
epoch_

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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.



#2060
Turian Antiquarian

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epoch_ 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.


Page #1 Azureum's Armor locker 2.0

Took a lot of sifting

#2061
Turian Antiquarian

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nofacej wrote...

Has anyone been able to make it so the masks the NPCs wear when in areas without any atmosphere show up on the player helmets that have no face covering?


You mean, that if wearing a visor, you'll get Jacob's breather and not an override of the N7 helmet?

You have no idea how far beyond our reach this would be.
Frankly, nothing we do here is even considered "Modding" by DAO standards. Apart from texmods.

#2062
phoenixofthunder

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[quote]Turian Antiquarian wrote...

[quote]epoch_ wrote...

[quote]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.[/quote]
[/quote]

Page #1 Azureum's Armor locker 2.0

Took a lot of sifting

[/quote]

Another option:
[quote]phoenixofthunder wrote...
*** Color indicates post quote change***
[quote]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
[/quote]

#2063
phoenixofthunder

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ZephSunstrider wrote...

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?!



Thanks input binding:
Bindings=( Name="F9", Command="Stat FPS")

Worked like a charm.:)

#2064
brfritos

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Crunchyinmilk wrote...

brfritos wrote...
I don't know if this is possible or if it was already answered here...

Yes to both.

.. but there's a way to change the weapon you choose in the collector ship after the mission? The so called "advanced weapons training".

...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.

Why where you looking for nothing?

On the first page of this thread, in the first post. At the bottom of Azureum's posts you can see in his signature links to his mods. Grab the tech manager one.

Heres a post detailing how to use the tech manager, and here's a post detailing how to use it to unlearn a weapon training choice and learn something else.


I'm feeling dumb... 

Thanks for the reply, can't believe I don't see this! :blush:

#2065
Turian Antiquarian

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ZephSunStrider wrote...

UE game without a console, what the hell was BW thinking?!


Oh.. I'll tell you what they were thinking.

"Guys, do you realize what's gonna happen If someone uses the Console for logging?"


I would pay EA 30$ for being able to download a Console patch that would allow TXT logging. that's as much as the total value of all DLC's.

A game being migrated to UE3 with no backdoors left unlocked? :devil:

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


#2066
Burdokva

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Is there a list with the .pcc codes for each armor type? I can't run Unreal Viewer, and I don't want the huge armor locker with tens of clothing and armor options - just the old N7 armor and Alliance work dress and officer's uniform would be great.



By the way, the old N7 has a working old-style helmet (with different visor/breather and the tubes on the back) during the Normandy SR-1 intro sequence; can it be enabled with some coalesced.ini gimmick? I tried assigning the Cerberus assault armor (DLC) to the torso with the"bHideHead=True" parameter, but it doesn't work, as it seems it's an entire piece in the DLC .pcc itself (although how it's seperated in the Kasumi mission, I have no idea).

#2067
Dark Glasses

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Has anyone figured how to spawn npcs or pawns? In Unreal 3 there's command called SUMMON then the code.

It would be awesome to spawn more bad guys or something like that.

#2068
Quething

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Burdokva wrote...

Is there a list with the .pcc codes for each armor type? I can't run Unreal Viewer, and I don't want the huge armor locker with tens of clothing and armor options - just the old N7 armor and Alliance work dress and officer's uniform would be great.


N7 medium:
Male="BIOG_HMM_ARM_MED_R.MEDb.HMM_ARM_MEDb_MDL",
Female="BIOG_HMF_ARM_MED_R.MEDb.HMF_ARM_MEDb_MDL"

N7 heavy:
Male="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MDL",
Female="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MDL"

Alliance blues:
Male="BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MAT_6a",
Female="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_1a"

Alliance officer uniform:
Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_3a",
Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_3a"

#2069
ELE08

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Turian Antiquarian wrote...

nofacej wrote...

Has anyone been able to make it so the masks the NPCs wear when in areas without any atmosphere show up on the player helmets that have no face covering?


You mean, that if wearing a visor, you'll get Jacob's breather and not an override of the N7 helmet?

You have no idea how far beyond our reach this would be.
Frankly, nothing we do here is even considered "Modding" by DAO standards. Apart from texmods.


My apologies if I'm reading the question wrong--but isn't this possible using the armor locker?
Example on Alchera using Kasumi's breather and the sentry inferface:
Posted Image
Kasumi's mask is in the helmet slot and the sentry interface is in the shoulder slot (drawback is it requires giving up a shoulder slot.)  Saving with the correct armor settings and reloading gets rid of the default N7 helmet that shows up in levels w/o atmo.

#2070
Turian Antiquarian

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ELE08 wrote...

Turian Antiquarian wrote...

nofacej wrote...

Has anyone been able to make it so the masks the NPCs wear when in areas without any atmosphere show up on the player helmets that have no face covering?


You mean, that if wearing a visor, you'll get Jacob's breather and not an override of the N7 helmet?

You have no idea how far beyond our reach this would be.
Frankly, nothing we do here is even considered "Modding" by DAO standards. Apart from texmods.


My apologies if I'm reading the question wrong--but isn't this possible using the armor locker?
Example on Alchera using Kasumi's breather and the sentry inferface:

Kasumi's mask is in the helmet slot and the sentry interface is in the shoulder slot (drawback is it requires giving up a shoulder slot.)  Saving with the correct armor settings and reloading gets rid of the default N7 helmet that shows up in levels w/o atmo.


That "Show-up" part was my guideline here, But maybe the dude who wrote it meant something else...

Personally, I gave up on using anything that's not found inside "packagestoalwayscook" PCCs. Too many missions start with an opening scene that makes my Shep look like a freak. In order to avoid that, I needed to use AL 2.0 before and after every mission start for a 5-piece armor replacement procedure. But that's only me.

EDIT:
NICE Femshep BTW

Modifié par Turian Antiquarian, 12 septembre 2010 - 06:26 .


#2071
Shadeart

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Is it possible to change the clothes to your allies?

Example: Give Liara the Gala clothes, something like that.



Thanks for the help.

#2072
Turian Antiquarian

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Shadeart wrote...

Is it possible to change the clothes to your allies?
Example: Give Liara the Gala clothes, something like that.

Thanks for the help.



Page #1

Modifié par Turian Antiquarian, 12 septembre 2010 - 07:01 .


#2073
Shadeart

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Sad :D

#2074
minormiracle

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nofacej wrote...

Has anyone been able to make it so the masks the NPCs wear when in areas without any atmosphere show up on the player helmets that have no face covering?


http://social.biowar...432/116#2206073

Missing liara's. I'll look it up eventually. If you want both the mask and your helmet to show up at the same time, you'll have to add the NPC helmet code as a different armor piece. I'd go for shoulder paldrons since your armor will still look mostly alright instead of missing limbs if you're not wearing shoulder paldrons.

Modifié par minormiracle, 12 septembre 2010 - 07:21 .


#2075
Guest_Inge Shepard_*

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Turian, I'm sorry I haven't got time to make your request.

I will not be much available next week. But there is always a train going..

Have a good game, everyone..