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ME2 - Modding is Possible II (PC Only)


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#2126
Christmas Ape

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Killjoy Cutter wrote...

I've done it.



So yes.

Bueno! Just wanted to be 100% certain. Nothing like modding based on your assumptions to completely ruin everything.

#2127
Guest_Inge Shepard_*

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Moved, where?

#2128
Burdokva

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crimsoncobra57 wrote...

Burdokva wrote...

Old N7 Armor mod - after meeting Conrad on Illium: 5851

Still thinking where to set the other armors and pieces.:?

Hm, may I suggest making the Old N7 Armor obtained after meeting Anderson on the Citadel? Sure it can happen sooner in the game, but for some people, Conrad isn't on Illium.


I'll search for the code. My first idea was the Normandy crash site, but apparently Liara has the actual, broken armor, so Shepard's old N7, story-wise, should actually be a new copy, or a replica. Alternatively, after Liara's mission to gather info on the Shadow Broker? Everyone has that, DLC or no, plus it's an extra bonus for an otherwise mundane quest.

Christmas Ape, thanks. Although I'm not sure if I should be flattered or ashamed that I didn't think of this before.:blush:

Update on the subject - weapons tested so far do work.  Example: assigning the Collector assault rifle to the Collector beam weapon PlotID unlock value works, and you can grab it from the first weapon locker after finding the beam weapon; however, it does not automatically reequip upon discovery, so you'll need to return to the Normandy or find a weapon locker. Testing other weapons now, but seems to be working. No more magically appearing Geth, Collector or other exotic tech, armor and weapons! I'll see if they can also work as mission rewards.

Suggestion where to apply them? I was thinking of:

Blackstorm projector - acquiring Garrus on Omega;
Geth shotgun - Heastrom, with Geth Pulse rifle;
Mattock rifle - ?
Phalanx pistol - ?

Also, a question: has anyone tried enabling the "Light Pistol" in the coalesced.ini ? It's listed in several entries under the Automatic Pistols weapon type, but missing from others (not assigned to loaudouts, not in codex; present in cooked packages and weapon types). 

Modifié par Burdokva, 14 septembre 2010 - 02:40 .


#2129
Christmas Ape

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With that in mind, I delivered a few heavy rifles, the Mattocks, to the Normandy. They've been modified for thermal clips, but the rest of the rifle should be the old, reliable gun that colonist militias have been using for decades. Good hunting.

So I'd say Freedom's Progress or Horizon.

The Phalanx...that's a tough one. Who needs a weapon with pinpoint accuracy you could rely on to cripple instead of kill?
Of course!
Purgatory.
EDIT: Or the visit with Anderson/Udina, since it's a new Alliance project.

Modifié par Christmas Ape, 14 septembre 2010 - 05:16 .


#2130
Guest_Inge Shepard_*

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Chris Priestly wrote...

I have movied this to the characters and creations forum and stickied,

HOWEVER!!!

It is BioWare's policy that you DO NOT moddify our games. We are not responsible for any changes you make to our games and how they may or may not correctly work with future DLC or sequels.

And I know, I hear you say "Priestly, I only moddified the X" or "I only changed the Y, so that cannot hurt anything" or similar. THAT DOES NOT MATTER. Anytime you start mucking around in teh game and moddifying, adding credits, changing appearances, altering anything it MAY have an unexpected effect on future Mass Effect content.

You are welcome to do any modding you so choose, but you do it at your OWN RISK.

:devil:

Yes, of course. If anything goes wrong, there is no other than ourselves that can take the blame.
And if someone does not understand what they are doing, so don't do it. Agree with Chris

@ on the other hand, it is not appropriate to public everything here on the Forum. There may be information you don't need to know about, BioWare..
:devil:
- Inge


Modifié par Inge Shepard, 14 septembre 2010 - 03:34 .


#2131
ELE08

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Stephen226 wrote...

is there a mod so that shepard can where his/her armor on the normandy instead of casual clothes?


You can add bindings to force armor or casual wear.

Bindings=( Name="NumPadone", Command="set SFXPawn_Player bUseCasualAppearance true" )

Bindings=( Name="NumPadtwo", Command="set SFXPawn_Player bUseCasualAppearance false" )

iskar_df wrote...
 Has anyone made a mod that allows Vasir's armor for Femsheps? I honestly think it's the most bad-**** armor in the game


Made a mod? No but you can add it yourself if you know how.

Model name "BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL"
Located in BioD_Exp1Lvl1_100Apartment

--

Has anyone compiled a list of model names somewhere? I keep all the ones I've used in a text document, but it might be convenient to have one posted somewhere as a resource. It would have been useful to myself at least.

#2132
Ygolnac

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I dunno if this was already asked, i read the first 10 pages of the thread but i couldn't find this.



Is there a way to add/subctract paragon/renegade points?

A command to keybind would be usefull

I tried "addrenegade X" amd "adjustrenegade X" but they did not work

I know i could try "initrenegade X" but this not add points, just sets a new value and i would need to know exactly how many points i have to increase - decrease them.

I know this is possible becouse i used a trainer that allowed you that, but i stopped using trainers since they make game crash, now i mod my own coalesced and this is the only thing i couldn't do.

Thanks.

#2133
Xeyska

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Ygolnac wrote...

I dunno if this was already asked, i read the first 10 pages of the thread but i couldn't find this.

Is there a way to add/subctract paragon/renegade points?
A command to keybind would be usefull
I tried "addrenegade X" amd "adjustrenegade X" but they did not work
I know i could try "initrenegade X" but this not add points, just sets a new value and i would need to know exactly how many points i have to increase - decrease them.
I know this is possible becouse i used a trainer that allowed you that, but i stopped using trainers since they make game crash, now i mod my own coalesced and this is the only thing i couldn't do.
Thanks.


1. Download this.
2. Load up the save game that you want to edit.
3. Make a back-up savegame just incase.
4. Edit the points.
5. Save it.
6. Load your savegame in ME2.

#2134
Crunchyinmilk

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Incrementally adding points via the commands from ME1 doesn't seem to work reliably.

Setting the value specifically via 'set' does work but obviously not as an incremental addition. I find it easier to just max both renegade and paragon and make any decision I like, when I like rather than 'gimping' in a few extra here and there as the need arises.  The result is the same.

Here are my coalesced.ini edits:

Under [SFXGame.SFXGameModeBase]

;-- Morality
Bindings=( Name="Underscore",Command="SetRenegade 0 | SetParagon 0" )
Bindings=( Name="Equals",Command="SetParagon 1900 | SetRenegade 1957" )
Bindings=( Name="Equals",Command="SetParagon 1900 | SetRenegade 250",Alt=True )
Bindings=( Name="Underscore",Command="SetRenegade 1957 | SetParagon 250",Alt=True )


I use underscore because that's what ME2 reads my keyboard's minus (-) key as, likewise equals is what ME2 reads my plus (+) key as.

Explanation:
Minus resets both meters.  I use this to force myself to pick right wheel only options for a more interesting game (more consequences).
Plus maxes both, allowing you to chose any dialog option.
Alt + Plus sets you to max paragon (and a little renegade).  
Alt + Minus sets you to max renegade (with a little paragon).  Handy for end game saves to be imported into ME3 if it turns out to be of worth.  Keep in mind your Paragon/Renegade mattered very little from ME1 

Its also worth noting that changing your paragon/renegade values in the middle of a conversation doesn't seem to work.  If you find a grayed paragon option, boosting your paragon score then and there will not make it turn blue.

#2135
RGFrog

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wow, i've done multiple runs all paragon all renegade and never have I hit 1900 or 1957... even with the 100% bonus (and this is from full paragon or renegade lvl 60 me1 imports). How are you coming up with these numbers, Crunchyinmilk?

#2136
Stephen226

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i agree with RGFrog, the highest i have ever gotten is 1857
why bioware picked such a odd number i dont know- 2000 would be just fine, or 1500, but 1857????

Modifié par Stephen226, 14 septembre 2010 - 11:05 .


#2137
LuxDragon

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I need a bit of help tp add powers to my squad members.



Throw and Pull were easy to add and use with a .txt file.

GivePower Miranda SFXPower_Throw_Radius

SetRank Miranda SFXPower_Throw_Radius 4

Other powers, not working. Even when I modified the c.ini.

GivePower Miranda SFXPower_NeuralShock_Radius

SetRank Miranda SFXPower_NeuralShock_Radius 4

Can anyone give me some detailed help?

#2138
Crunchyinmilk

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RGFrog wrote...
How are you coming up with these numbers, Crunchyinmilk?


The maximum is listed in the coalesced.

[SFXGame.BioSFHandler_CharacterRecord2]
m_nMaxRenegade=1900
m_nMaxParagon=1957


I make no claim as to whether this is actually achievable by Shepard in game, it is merely the limit as defined by the game's ini.  Maybe you can add more/less but using these binds I've passed all speech checks no matter how consistent I was to either archetype.

Will it break ME3 import? I don't know. You can always fix it later.

Modifié par Crunchyinmilk, 15 septembre 2010 - 01:28 .


#2139
RGFrog

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Thanks, Crunchyinmilk :)

#2140
OnlyHazeRemains

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crimsoncobra57 wrote...

Crunchyinmilk wrote...

Are you positive on this? I know I have a save where Liara is at 4 and Shepard gets awkwardly kissed on Illium, and Vasir gives the 'no offence' line when you look at the prothean stone in Liara's apartment.

If Ashley only gets to 4 (died on Virmire) its Kaidan who appears in the introduction on the SR1.  However editing that save to bump Liara to 4, made her appear in the SR1 intro.  

I think, to get Liara in the introductory video on the SR1, she MUST be the highest living romance (4+) from ME1.  I'm pretty confident that If you see Liara there, she'll kiss you on Illium instead of hugging you and is considered by ME2 as your ME1 romance.

Keeping Ashley's value higher than Liara's forced Ash's portrait to appear on Shepard's desk (despite being dead on virmire).  As stated above, 4 was still enough for Liara to show up on the SR1 and proceed as if she was the romantic partner 'of choice' in ME1.

I just know from my experience, 4 didn't match 6. Maybe I made a mistake somewhere else, but I also ticked the "Romancing Liara" flag, so I think I had it all right.
But I was just trying to say, if people are going to edit the save to make her the LI, they might as well just make it 6. Either they they have to edit the number, it's no extra work. You could be right, and it may be the same.. but there may be really small details.

LOTSB semi-spoilers:
From what I understand, a value of "6" means you had sex with Liara. That's the highest it goes. "4", logically, wouldn't be exactly the same.. Unless you can just keep putting an infinite sum of higher numbers and still reach the conclusion of "Yes, you like Liara a lot".
But assuming that "4" is romanced but not had sex, people may miss out on the "putting pressure" comments between Liara and Shepard. While small, those still add to the dialogue :)
And as I said, I could be wrong. 4 could be entirely and absolutely equal to 6. But it seems that putting 6 just to be safe would be best.


Im apbsolutely positive that i had the full dialogue, kiss on ilium and whatever there was on a fresh playthrough with the romance flag set to 4,
So if the perfectionist inside you is nibbling his fingernails and bickering with you to start an all new game just cause you might have missed something...

Well, you haven't.
B)

#2141
Crunchyinmilk

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Samurai_Smartie wrote...
So if the perfectionist inside you is nibbling his fingernails and bickering with you to start an all new game just cause you might have missed something...
Well, you haven't.
B)


Did you have a portrait of Liara on your desk at '4' ? Just curious.

#2142
Iwakura-Lain

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How can I make proper highres tiledshot in ME2?

I used the ME2CoalescedEditor, set the following extra key bindings:

Bindings=(Name="F7",Command="ToggleHUD")
Bindings=(Name="F11",Command="tiledshot 8x8 1024")
Bindings=(Name="Pause",Command="Playersonly")
Bindings=(Name="F",Command="toggleflycam")

I'm still having trouble with the 'black band' issue, akin to what existed in ME1, though. In the latter, this was solved by setting "bUsePostProcessEffects=False" in the [Engine.GameEngine] section of the BIOEngine.ini file.

searched for bUsePostProcessEffects in the ME2CoalescedEditor, set it to 'false' again, and recompiled; but my tiledshots still show the black banding. Obviously I'm still missing a step.

I'd appreciate it of someone could tell me how it's done.

#2143
Guest_Inge Shepard_*

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LuxDragon wrote...

I need a bit of help tp add powers to my squad members.

Throw and Pull were easy to add and use with a .txt file.
GivePower Miranda SFXPower_Throw_Radius
SetRank Miranda SFXPower_Throw_Radius 4
Other powers, not working. Even when I modified the c.ini.
GivePower Miranda SFXPower_NeuralShock_Radius
SetRank Miranda SFXPower_NeuralShock_Radius 4
Can anyone give me some detailed help?

I guess you're missing these lines, copy and paste..

[SFXGame.SFXEngine]
;;--------------------------------------- Custom Power Start -----------------------------------------------
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Singularity",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Warp",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Throw",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Pull",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Shockwave",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_BioticCharge",SeekFreePackageName="SFXCharacterclass_Vanguard")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Shockwave",SeekFreePackageName="SFXCharacterclass_Vanguard")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Pull",SeekFreePackageName="SFXCharacterclass_Vanguard")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CryoAmmo",SeekFreePackageName="SFXCharacterclass_Vanguard")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_IncendiaryAmmo",SeekFreePackageName="SFXCharacterclass_Vanguard")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Warp",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Overload",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CryoFreeze",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Throw",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CombatDrone",SeekFreePackageName="SFXCharacterclass_Engineer")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Overload",SeekFreePackageName="SFXCharacterclass_Engineer")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Incinerate",SeekFreePackageName="SFXCharacterclass_Engineer")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CryoFreeze",SeekFreePackageName="SFXCharacterclass_Engineer")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_AiHacking",SeekFreePackageName="SFXCharacterclass_Engineer")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Cloak",SeekFreePackageName="SFXCharacterclass_Infiltrator")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Incinerate",SeekFreePackageName="SFXCharacterclass_Infiltrator")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_AIHacking",SeekFreePackageName="SFXCharacterclass_Infiltrator")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_DisruptorAmmo",SeekFreePackageName="SFXCharacterclass_Infiltrator")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CryoAmmo",SeekFreePackageName="SFXCharacterclass_Infiltrator")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_AdrenalineRush",SeekFreePackageName="SFXCharacterclass_Soldier")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_ConcussiveShot",SeekFreePackageName="SFXCharacterclass_Soldier")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_IncendiaryAmmo",SeekFreePackageName="SFXCharacterclass_Soldier")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_DisruptorAmmo",SeekFreePackageName="SFXCharacterclass_Soldier")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CryoAmmo",SeekFreePackageName="SFXCharacterclass_Soldier")
;;---------------------------------------- Custom Power End -------------------------------------------------------------
DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Adept",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Vanguard",SeekFreePackageName="SFXCharacterclass_Vanguard")
DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Sentinel",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Engineer",SeekFreePackageName="SFXCharacterclass_Engineer")
DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Infiltrator",SeekFreePackageName="SFXCharacterclass_Infiltrator")
DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Soldier",SeekFreePackageName="SFXCharacterclass_Soldier")
;;--------------------------------------- Custom Power class ---------------------------------------------------------


Modifié par Inge Shepard, 15 septembre 2010 - 04:54 .


#2144
LuxDragon

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Inge! You're back!

Your additions are a start, but they only allow me to add the 1st level of the power.

"SetRank" does nothing, meaning I have to add talent points everytime to my squad, THEN choose a 4th rank power before going on...

Anyway I can speed it all up? Please?



(BTW, you're my hero!)

#2145
Burdokva

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When you give squad members custom powers at rank 1, can they be leveled normally in-game, or do I have to edit the Coalesced.ini for each power level? I'm thinking about adding more stuff for NG+ and Lvl1 powers suits me just fine, as long as it can be easily upgraded in-game.

#2146
LuxDragon

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You can level it normally. I add the command "SetRank *whatever string here* 3" so that their powers are at least at 3.

There's supposed to be a way to have it go immediately to the max rank with your choice of power, but it's not working for me. My Shepard powers work fine, but it doesn't seem to work for the others.

#2147
Lucy Glitter

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Jesus Christ how do you get through these pages? We got any .ini or mod to get Femshep to have both casual and armor version of Samara's outfit? I have the white human texture, just can't find the codes for it.

#2148
Spectre-61

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deusaquilus wrote...

Ok! After some four hours of experimentation I finally got it...

So this part is right:
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_AdrenalineRush",
SeekFreePackageName="SFXCharacterclass_Soldier")

But doing this wont work:
Bindings=( Name="F12", Command="GivePower Self SFXPower_AdrenalineRush |
SetRank Self SFXPower_AdrenalineRush 3")

This will work:
Bindings=( Name="F11", Command="GivePower self SFXPower_AdrenalineRush" )Bindings=( Name="F12", Command="SetRank self SFXPower_AdrenalineRush 3" )

Pressed F11&F12 and Voila! My Adept has 'AdrenalineRush'. I got the idea to separate them out from Chi-Long's tutorial here. I have no idea why you need to separate them out...


Somehow that didn't work. If I push "F11" or another one there is no action. Did I miss something?

#2149
Guest_Inge Shepard_*

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LuxDragon wrote...

Inge! You're back!
Your additions are a start, but they only allow me to add the 1st level of the power.
"SetRank" does nothing, meaning I have to add talent points everytime to my squad, THEN choose a 4th rank power before going on...
Anyway I can speed it all up? Please?

(BTW, you're my hero!)

I'm just checking how thing's going. I'm back at school this week.
Well, tell my with power you will use and to who you will add extra powers?
Let us see if we can get it working..

About your question:
All the extra powers we add to squad member need to be avtivated for every mission. Haven't found a way to make this permanent. For Player, will loyalty power become permanent after you have added and activated the power. This work so far only for player.
And what do you mean with "speed it all up"?
A tip, when you choose your squad for the next mission, try this. After you have added your last squad member for your mission, and before you click Accept. Hit your key for your power bindings. Click Accept button and you should get the player/squad properties window. Activeate all the powers you have and play. Do it this way, so you don't need to stop in a battle for adding powers..:blush:
My head is overloaded with information, I'll check back tomorrow.

- Inge


Modifié par Inge Shepard, 15 septembre 2010 - 02:52 .


#2150
Guest_Inge Shepard_*

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Look above for more information. This how you can use a text file and run it with exec command.
You doesn't have enough keys on you keyboard if you will add this in C.ini file.

And, this work! If you check true this thread will you find proof for that, or check my clips.
Here is som example lines for some of my squad..

NB! Heavy is in this case level 4!
Bold text is loyalty powers.
Can't get the color saved, well the bold text then, they need to be added this way..

SetRank Grunt SFXPower_Crush_Heavy | GivePower Grunt SFXPower_Crush_Player
SetRank Grunt SFXPower_Heavy | GivePower Grunt SFXPower_Singularity
SetRank Grunt SFXPower_Heavy | GivePower Grunt SFXPower_BioticCharge
SetRank Grunt SFXPower_Heavy | GivePower Grunt SFXPower_Cloak

SetRank Jack SFXPower_Barrier_Heavy | GivePower Jack SFXPower_Barrier_Player
SetRank Jack SFXPower_Dominate_Heavy | GivePower Jack SFXPower_Dominate_Player

SetRank Jack SFXPower_Heavy | GivePower Jack SFXPower_Singularity
SetRank Jack SFXPower_Heavy | GivePower Jack SFXPower_Cloak

SetRank Tali SFXPower_GethShieldBoost_Heavy | GivePower Tali SFXPower_GethShieldBoost_Player
SetRank Tali SFXPower_Heavy | GivePower Tali SFXPower_Pull
SetRank Tali SFXPower_Heavy | GivePower Tali SFXPower_Overload
SetRank Tali SFXPower_Heavy | GivePower Tali SFXPower_Cloak

SetRank Samara SFXPower_Dominate_Heavy | GivePower Samara SFXPower_Dominate_Player
SetRank Samara SFXPower_Barrier_Heavy | GivePower Samara SFXPower_Barrier_Player

SetRank Samara SFXPower_Heavy | GivePower Samara SFXPower_Singularity
SetRank Samara SFXPower_Heavy | GivePower Samara SFXPower_Cloak

SetRank Thane SFXPower_Crush_Heavy | GivePower Thane SFXPower_Crush_Player
SetRank Thane SFXPower_Heavy | GivePower Thane SFXPower_PowerArmor
SetRank Thane SFXPower_Heavy | GivePower Thane SFXPower_Cloak

Modifié par Inge Shepard, 15 septembre 2010 - 03:34 .