ME2 - Modding is Possible II (PC Only)
#2076
Posté 12 septembre 2010 - 07:31
#2077
Posté 12 septembre 2010 - 08:22
#2078
Posté 12 septembre 2010 - 10:30
Jtyran wrote...
Please be understanding with a noob but can anyone help me change the stats for the firepower pack assault rifle and give it more spare ammo? I tried Phoenixes instructions but I just keep breaking something.
Email me and I'll send you a tutorial.
phoenixofthunder@yahoo.com
#2079
Posté 12 septembre 2010 - 10:37
illerianna wrote...
Is it possible to set romances with Gibbed's? I want to run through all the LotSB options with choosing ME2 romances over Liara, just to see the responses.
Only if starting a new game, after tricking the game into thinking you played ME1.
#2080
Posté 12 septembre 2010 - 10:55
minormiracle 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?
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.
Liara's headgear: BIOG_ASA_HGR_LIA_R.LGTa.ASA_HGR_LGTa_MDL
" armor: BIOG_ASA_ARM_LIAa_R.LGTa.ASA_ARM_LGTa_MDL
Modifié par ELE08, 12 septembre 2010 - 10:56 .
#2081
Posté 12 septembre 2010 - 11:11
Axeface wrote...
I've tried other threads but no help yet on this issue.
I'm trying to extract the DLC audio files with the gibbed extractor. But so far no joy. It seems to just find the stock afc's even if I move the DLC afc's to the cookedpc folder.
Any help?
Get the programs from here:
Post 10
Then find all DLC afc's & PCC's
Usually located here:
C:\\Program Files\\Mass Effect 2\\BioGame\\DLC\\***DLC NAME***\\CookedPC
***NOTE ***
Make sure you have enough space for the next step recomend 5 GB.
Copy ALL DLC afc's & PCC's
to desktop in a new folder then use the Audio Stream Extractor. And extract the streams and banks.
#2082
Posté 12 septembre 2010 - 11:17
minormiracle 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?
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.
If you really like that kind of things, and visor type headgear, here's a way you could use to keep them shoulders safe, if not a default Shep:
1) Open Gibbed>>RAW>>HeadMorph>>Add the kawashi mesh to the "accessories" box. this will make it Shep's version of garrus' omnipresent visor.
Now you only need the breather.
#2083
Posté 13 septembre 2010 - 12:28
Turian Antiquarian wrote...
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]
Sorry should have been clearer. I understand that adding more powers doesn't work unless you use bindings to add them each mission. I can add those but can't get the level setting to work so I have to add squad points each time and that screws up squad mates so I would rather not.
What I was trying is to add cloak as a loyalty power, or any other power (ie incinerate) as a loyalty. So I could only have one to try out and it would cost me the loyalty slot to do so. I think the sticking point for not working with the vanguard is the PowerArmor part of the setting.
The problem is my lack of understanding on why it's there to start with. PowerArmor is the first Sentinel power and isn't being replaced so when I try to use it for a non Sentinel class it doesn't add any loyalty power, it removes the one I had but gives nothing in return.
Any ideas why I lost the text when moving all the DLC info from the firepower pack. Like I said before not game breaking but it's annoying.
#2085
Posté 13 septembre 2010 - 01:11
edit---
The only reason it looks like barrier on the advanced training screen is because the guide uses that as the gui choice, it could show up as a second of any loyalty power that has a gui id.
The guide I was using has a screen shot of cloaking being on the character at the bottom of the squad screen.
Modifié par Cyrin Myzerym, 13 septembre 2010 - 01:15 .
#2086
Posté 13 septembre 2010 - 01:48
Cyrin Myzerym wrote...
When you use the advanced training to pick a bonus power / loyalty power I am trying to add cloak as a choice. Basically it looks like a second barrier near the bottom of the power selection in advanced training but is actually cloak on the squad screen and when you use it.
edit---
The only reason it looks like barrier on the advanced training screen is because the guide uses that as the gui choice, it could show up as a second of any loyalty power that has a gui id.
The guide I was using has a screen shot of cloaking being on the character at the bottom of the squad screen.
Well I guess you didn't trust me with what I told you about that guide. Google that guy's name If you want the exact phrasing he used.
Using the GUI in the research terminal is pointless, you will lose your power when you exit Normandy.
Adding powers never had anything to do with any section in the c.INI That is not one of these two:
[SFXGame.SFXGameModeBase] (or any other input subsection)
Bindings=
[SFXGame.SFXEngine]
DynamicLoadMapping=
The first allows you to exec the TXT file with a key bind.
The second lets you "tell" the game engine In which PCC to look for it.
That's It.
If you find yourself modifying anything else, stop.
Use instructions on page #1 for how to explore PCC files.
#2087
Posté 13 septembre 2010 - 01:52
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.
Thanks for the help.
#2088
Posté 13 septembre 2010 - 02:03
phoenixofthunder wrote...
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.
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)
Thanks, but where do I stick everything again?
#2089
Posté 13 septembre 2010 - 02:04
#2090
Posté 13 septembre 2010 - 02:25
You need to search for each section in the dlc ini listed below and move every line with a + to coalesced.ini in the same section.
[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)
The list shows what DLC ini has that info, so anything in the DLC BIOGame.ini under [SFXGame.SFXPlayerSquadLoadoutData] with a + gets copied to the coalesced.ini under the section [SFXGame.SFXPlayerSquadLoadoutData]. Just remove the + in front of each line.
Modifié par Cyrin Myzerym, 13 septembre 2010 - 02:27 .
#2091
Posté 13 septembre 2010 - 02:27
Cyrin Myzerym wrote...
Sorry, I misunderstood this part
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.
Thanks for the help.
What about the "even if you use Gibbed" part.
You are modding the c.INI, that post was about Gibbed save editor. Not to mention, that cloak isn't a loyalty power. it's a class based power.
Read the thread. it's only 20-30 pages and then it repeats itself.
#2092
Posté 13 septembre 2010 - 02:34
Cyrin Myzerym wrote...
I've used the guide by phoenixofthunder and it works I just can't get the text to show up in the armor locker.
You need to search for each section in the dlc ini listed below and move every line with a + to coalesced.ini in the same section.
[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)
The list shows what DLC ini has that info, so anything in the DLC BIOGame.ini under [SFXGame.SFXPlayerSquadLoadoutData] with a + gets copied to the coalesced.ini under the section [SFXGame.SFXPlayerSquadLoadoutData]. Just remove the + in front of each line.
So it's not necessary to transplant everything from the DLC ini into the main coalesced? Maybe that's why the text doesn't show up...and do I do this for every single DLC weapon? (i.e for Incisor and then CAR and then Mattock...you get my point.)
#2093
Posté 13 septembre 2010 - 02:44
For example [SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle] isn't there but needs to be.
Modifié par Cyrin Myzerym, 13 septembre 2010 - 02:58 .
#2094
Posté 13 septembre 2010 - 02:53
Turian Antiquarian wrote...
Cyrin Myzerym wrote...
Sorry, I misunderstood this part
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.
Thanks for the help.
What about the "even if you use Gibbed" part.
You are modding the c.INI, that post was about Gibbed save editor. Not to mention, that cloak isn't a loyalty power. it's a class based power.
Read the thread. it's only 20-30 pages and then it repeats itself.
I did read the thread and that's why I said I misunderstood it and thanked you for the help in pointing that out.
I understand that it's not a loyalty power and the initial faulty guide I was reading said just that. Add any power as a loyalty selection. Sounded good but as you have stated it doesn't work as a permanent power only when you stay on the Normandy. Less that desirable.
I've got an exec txt working for level 4 powers, with out it in an exec text I could only get level 1 and had to add squad points. That is what lead me to trying it as a loyalty power instead.
Besides I preferred the idea of giving up something to get it instead of jsut having it for free. I'll take what I can get though and it seems free is the only way. Could be worse, just disappointing so much seems to be hard coded.
#2095
Posté 13 septembre 2010 - 03:05
Cyrin Myzerym wrote...
Besides I preferred the idea of giving up something to get it instead of jsut having it for free. I'll take what I can get though and it seems free is the only way. Could be worse, just disappointing so much seems to be hard coded.
So after all that it turns out we think exactly the same?
You want to make your exec powers not to feel "free"?
Turn the level 5 difficulty up a bit. I was happy with the balance when I couldn't get to Jacob after waking up in the Lazarus lab.
Without my "Free" power.
#2096
Posté 13 septembre 2010 - 03:17

I'm doing ashley's armor. Now obviously, thats the armor, however I can't get the material to work right. Anyone know where i should go from here. I think it's still using the colors from the old n7 armor.
So here's the relevant part of the line
,Female="BIOG_HMF_ARM_HVY_R.HVYa.HMF_ARM_HVYa_MDL",FemaleMaterialOverride=
"BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_6a"),PlotFlag=-1)
Now that's what I had first then I changed it to
,Female="BIOG_HMF_ARM_HVY_R.HVYa.HMF_ARM_HVYa_MDL",FemaleMaterialOverride=
"BIOG_HMF_ARM_HVY_R.HVYa.HMF_ARM_HVYa_MAT_16a"),PlotFlag=-1)
and it crashes. However if I just make that 16a some xa where x is a single digit number, it doesn't crash. However it also looks the same as if I hadn't changed it at all. I'm sure I'm over looking something obvious. IF you need more information, by all means, ask.
Modifié par epoch_, 13 septembre 2010 - 03:17 .
#2097
Posté 13 septembre 2010 - 03:21
#2099
Posté 13 septembre 2010 - 03:32
#2100
Posté 13 septembre 2010 - 03:35




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