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ME2 - Modding is Possible II (PC Only)


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#2201
LuxDragon

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Stephen226 wrote...

okay thanks luxdragon that worked, can someone pm me a modded firepower dlc i want the mattock to have more ammo like the m8 avenger, and to be automatic, i tried to modify the bioweapon and when i tried to play the game it said unauthorized dlc, login to the proper cerberus account


First, don't modify the .ini in the DLCs, ever!
Copy all, and I mean ALL of the information in the DLC to the proper places in the main C.ini. Just the BioGame.ini and the BioWeapon.ini, you can leave the rest.
Once finished, rename the weapon/game .inis to something else.
I can offer more detailed explainations later.

#2202
Stephen226

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i edited coalesced.ini with notepad++ to give the soldier autopistols, and it worked great for about 2 hours when i woke up and want to play mass effect 2 it wouldn't execute so i put the original coalesced.ini back in and everything is perfect, except that my shep doesn't have his sub gun anymore, therefore i am sad, can someone help me with this?


#2203
Crunchyinmilk

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Stephen226 wrote...

i edited coalesced.ini with notepad++ to give the soldier autopistols, and it worked great for about 2 hours when i woke up and want to play mass effect 2 it wouldn't execute so i put the original coalesced.ini back in and everything is perfect, except that my shep doesn't have his sub gun anymore, therefore i am sad, can someone help me with this?


I doubt it.  I've never heard of sleep corrupting a coalesced.ini.

#2204
Stephen226

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so what is wrong, why wont ME2 execute???


#2205
LuxDragon

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You did fix the C.ini, right? With the MEfixer?

#2206
Stephen226

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yeah, it didnt change anything, i ran it again and i got a message, "could't open file. please make sure that it's present in the working directory"

Modifié par Stephen226, 18 septembre 2010 - 05:58 .


#2207
LuxDragon

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Paste what you edited here so we can see it.

Also, that last bit sounds like the fixer isn't in the same folder as the C.ini.

#2208
Stephen226

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PlayerLoadoutInfo=(className=SFXPawn_PlayerSoldier,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_Shotguns,LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols,LoadoutWeapons_SniperRifles,LoadoutWeapons_HeavyWeapons))
i moved the fixer into the proper folder, and the message that pops up says change it to unix?

Modifié par Stephen226, 18 septembre 2010 - 06:19 .


#2209
LuxDragon

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Stephen226 wrote...

PlayerLoadoutInfo=(className=SFXPawn_PlayerSoldier,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_Shotguns,LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols,LoadoutWeapons_SniperRifles,LoadoutWeapons_HeavyWeapons))
i moved the fixer into the proper folder, and the message that pops up says change it to unix?


There's your problem. You have too many weapons. You actually can't have that many on him at the same time. You need to drop one.
The fixer needs to be in the same folder as the c.ini. You got the one from the first page, right? Other than that, I have no idea what's going on.

#2210
Stephen226

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ok so i removed the heavy pistol, ran the fixer and a message says that the file is not a .ini, that it recognizes it says it has to be unix line spacing or something how do i do that??


#2211
LuxDragon

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Are you editing the C.ini with Notepad++?

#2212
Stephen226

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yes


#2213
LuxDragon

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Okay. There a bit at the beginning that's missing from your file in compared to mine. I have no idea if it's relevant, but I think you should restore the backup of your .ini. The fixer should have done that. All you have to do is delete the .bak.



Once you've done that, modify your soldier again and fix it. Let me know if that helps.

#2214
GT500.org

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After editing the firepower pack as described on page 45, I got the guns to work while modded, but I now have two issues:
  • The names and descriptions of the guns are missing from the menus in-game.
  • Saved games in any DLC map show up in the list as "Unknown Location", and I cannot load from them.
I hope that someone else has an idea of what it could be, because I just double-checked and I copied everything like I was supposed to...

Modifié par GT500.org, 18 septembre 2010 - 09:08 .


#2215
Venomrain300

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GT500.org wrote...

After editing the firepower pack as described on page 45, I got the guns to work while modded, but I now have two issues:

  • The names and descriptions of the guns are missing from the menus in-game.
  • Saved games in any DLC map show up in the list as "Unknown Location", and I cannot load from them.
I hope that someone else has an idea of what it could be, because I just double-checked and I copied everything like I was supposed to...


I have the same issue.  I think the game automatically disables the save on a DLC map if ANY DLC is not authorized.  The only way around this is to complete the DLC without saving and exiting the game.  You can still restart a mission if you die but you cannot save and then close the game.

#2216
LuxDragon

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1) There are two files you have to rename. The BioWeapon/BioGame in the DLC folder. Change the name to BioWeaponBackup/BioGameBackup or something like that. That should clear the problem.



2) Can't help you there. Sorry.

#2217
arcuido27

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Crunchyinmilk wrote...

arcuido27 wrote...
It would be really nice if someone had the time to help me out here.


You need the Shadow Broker DLC for one.

Pick an existing team mate you don't want, and edit a couple of their henchman entries to semi-replace them with Liara. What you're really doing is removing them from the game and then using a stream bind to force Liara into the empty squad member spot.

Pick the edited team mate (who still shows up in the squad selection screen) and load the level as normal.
Once the level has fully loaded and you're running around... then you press your 'stream in Liara' bind.

The only way to edit what weapons Liara carries is to enter some of her data into [SFXGame.SFXPawn_Henchman]. I suggest replacing the same henchman, obviously. By entering her stuff in here you can access and change Liara's inventory in the weapon selection crate on the Normandy and in levels that also feature the weapon selection crate.

Step by step example:

Lets replace Jacob with Liara (sort of)

In this example, the line prefaced with ';' is Jacob's original entry, I've commented it out to turn it off. Find his line in your coalesced.ini and add the semi colon (;) to turn it off.

Under that I've added the new Liara line. This will make it possible to select an 'empty' squad mate from the selection screen. You'll still see Jacob there, but he'll be named Liara (kinky!).

[SFXGame.BioSFHandler_PartySelection]
;lstMemberInfo=(Tag=hench_leading,LoadoutTag=hench_Jacob,StrName=178200,ImageIndex=5,KismetIndex=1,AvailableLabel=IsSelectableLeading,InPartyLabel=InSquadLeading,IsLoyalLabel=IsLoyalLeading,OldLoyaltyLabel=WasLoyalLeading,AppearanceLabel=AppearanceLeading,DeadIndex=196,StrDossierText=178200,StrSpecialty=178200)
lstMemberInfo=(Tag=hench_liara,LoadoutTag=hench_Miranda,StrName=362749,ImageIndex=5,KismetIndex=1,AvailableLabel=IsSelectableLeading,InPartyLabel=Littlewing,IsLoyalLabel=IsLoyalLeading,OldLoyaltyLabel=WasLoyalLeading,AppearanceLabel=AppearanceLeading,DeadIndex=196,StrDossierText=178200,StrSpecialty=178200)

To be able to pick Liara's inventory from weapons crates (you can't equip her from squad selection) comment out Jacob's entry and add Liara's in the same fashion as before.

[SFXGame.SFXPawn_Henchman]
;HenchmenInfo=(className=SFXPawn_Jacob,Tag=hench_leading,PrettyName=178200,HenchAcquiredPlotID=34,HenchInSquadPlotID=22,HenchmanImage="GUI_Codex_Images.Jacob_512")
HenchmenInfo=(className=SFXPawn_Liara,Tag=hench_liara,PrettyName=362749,HenchAcquiredPlotID=34,HenchInSquadPlotID=22,HenchmanImage="SB_Codex_Images.Liara_512")

Finally you need a bind to stream in Liara, once you've landed on a planet.  In this case I've used ALT+L to summon her.


[SFXGame.SFXGameModeBase]
Bindings=( Name="L", Command="StreamLevelIn BioH_Liara_00",Alt=True )

With that done, save and repair your coalesced.ini. Equip Liara from the Normandy weapon crate, and then pick Jacob (named Liara) from the party selection screen. Load the level completely and find yourself with just the one companion. Press your 'summon Liara' bind and she should appear behind you. Don't forget to level her up the first time.



Thank you so much. This finally worked perfectly for me. No crash etc. Perfect, thanks ! :wub:

#2218
GT500.org

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LuxDragon wrote...

1) There are two files you have to rename. The BioWeapon/BioGame in the DLC folder. Change the name to BioWeaponBackup/BioGameBackup or something like that. That should clear the problem.


I have moved both of those files into a subdirectory named INI_Backup to get them out of the CookedPC folder for the Firepower DLC.

Image IPB

#2219
LuxDragon

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Don't do that.



The game detects their presence in the folder, but doesn't use that information if it's renamed. It keeps the DLC running smooth and you get the images back. Just leave the .inis in the DLC folder and rename them instead.

#2220
Araxiel_1911

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shameful bump:

I'm now searching for hours and can't find anything about this:

So what I want is basicly have an asari Shepard. Skincolor wouldn't be the problem, but I don't know how add the 'tentacle hair'. And as addition if somebody know how to add markings would increase the awesomeness.

Or just give me a way to replace the head with an existing asari one. If possible Seryna. That would already make me happy.

I'm kinda familiar with Gibbed's Editor and the Coalesced Editor, tough if somebody want's to explain it to me, think about explaining it to a total retard.

Thanks a lot for an answer.



#2221
Christmas Ape

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LuxDragon wrote...

Don't do that.

The game detects their presence in the folder, but doesn't use that information if it's renamed. It keeps the DLC running smooth and you get the images back. Just leave the .inis in the DLC folder and rename them instead.

Okay, considering the last set of instructions on modding DLC weapons included "Be sure to move these files out of the folder", maybe someone should put together a guide to what actually does work, because now the instructions are directly contradictory.

#2222
LuxDragon

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One person change that last bit. Most actually ignored it because it was the last post on some page. He posted it again somewhere else. You'd actually have to read all the pages to find it. *Shrugs*

#2223
Christmas Ape

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I think "read 89 pages and take notes" is a pretty steep hill to climb at the beginning. The method that involves moving those files is the only thing close to useful in the Google results for modding DLC weapons. Suppose I'll just move them back in, but it's unfortunate things aren't better organized.

#2224
ZephSunstrider

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Christmas Ape wrote...

LuxDragon wrote...

Don't do that.

The game detects their presence in the folder, but doesn't use that information if it's renamed. It keeps the DLC running smooth and you get the images back. Just leave the .inis in the DLC folder and rename them instead.

Okay, considering the last set of instructions on modding DLC weapons included "Be sure to move these files out of the folder", maybe someone should put together a guide to what actually does work, because now the instructions are directly contradictory.

You just have to make sure the game doesn't read them. That does happen if you move them into a subfolder (since the UE scans folder structures too, not just filepaths). That does not happen if you rename them and/or move them out of that folder into a non-related folder.
Also, I think you have to merge all DLC inis, including the BIOEngine.ini.

#2225
Christmas Ape

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ZephSunstrider wrote...

Christmas Ape wrote...

LuxDragon wrote...
Don't do that.
The game detects their presence in the folder, but doesn't use that information if it's renamed. It keeps the DLC running smooth and you get the images back. Just leave the .inis in the DLC folder and rename them instead.

Okay, considering the last set of instructions on modding DLC weapons included "Be sure to move these files out of the folder", maybe someone should put together a guide to what actually does work, because now the instructions are directly contradictory.

You just have to make sure the game doesn't read them. That does happen if you move them into a subfolder (since the UE scans folder structures too, not just filepaths). That does not happen if you rename them and/or move them out of that folder into a non-related folder.
Also, I think you have to merge all DLC inis, including the BIOEngine.ini.

Some of this was clearly me reading too early in the day for modding, but I now parse the whole of what you're saying. I understand that the process is to merge BIOEngine.ini but leave it in the CookedPC folder? Related at least somewhat, do you know re: my earlier question about BIOGuiResources.ini? Its contents seem to be for handling a new character addition on the PC, but as Zaeed doesn't also have a copy of this file and its header doesn't appear in C.ini I'm a little confused. Someone must have modded the Locust already and knows the answer.