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ME2 - Modding is Possible II (PC Only)


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#2251
Iwakura-Lain

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LuxDragon wrote...

Second post on the first page. The OP gave out some very detailed directions.


I don't understand. I read my messages, and it said I had all my new weapons (like Incisor Sniper Rifle) available in my weapons locker. Yet I can't choose these at all. :( In fact, the locker doesn't even show them as options.

So, what am I doing wrong then?

#2252
LuxDragon

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What class are you? Only the soldiers are allowed to carry a lot of weapons. If you only have a shotgun, I'd guess you were a Vanguard.
You have to modify the Vanguard loadouts in the c.ini

Now, can anyone help me with the whole flashbang/inferno grenade talents?

Modifié par LuxDragon, 20 septembre 2010 - 05:18 .


#2253
Sommyboy

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Hey people, im new here and i have two questions.
1. I know its it possible to change the shooting system parameters like recoil etc... but I would love to change ME2 shooting system to be more like the one from ME1, where your guns had big recoil after massive shooting etc, which forced you to shot bursts to be accurate.
2. Is it possible to make transparent textures in ME2? I mean, transparents holes in textures etc or make some models tottally invisible by applying transparent on the whole textures. I would finally play without that big explosive gun covering my whole back.

Modifié par Sommyboy, 20 septembre 2010 - 06:01 .


#2254
Iwakura-Lain

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LuxDragon wrote...

What class are you? Only the soldiers are allowed to carry a lot of weapons. If you only have a shotgun, I'd guess you were a Vanguard.
You have to modify the Vanguard loadouts in the c.ini

Oh cr*p! I was a Vanguard! :) I changed it back to soldier (using the Gibbed editor). All is well again; thanks!

Modifié par Iwakura-Lain, 20 septembre 2010 - 06:34 .


#2255
LuxDragon

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Sommyboy wrote...

Hey people, im new here and i have two questions.
1. I know its it possible to change the shooting system parameters like recoil etc... but I would love to change ME2 shooting system to be more like the one from ME1, where your guns had big recoil after massive shooting etc, which forced you to shot bursts to be accurate.
2. Is it possible to make transparent textures in ME2? I mean, transparents holes in textures etc or make some models tottally invisible by applying transparent on the whole textures. I would finally play without that big explosive gun covering my whole back.


There is a recoil value in the c.ini. Just increase that to whatever you think is best. Experiment. Usually, it's the other way around. People want less recoil, so I really can't give you any numbers to help. Sorry.
Textures require texmods. This definitely isn't the place for it. Look for the texture thread and request there.

#2256
t3HPrO

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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.


Uh, I copypasted all of mine into my documents and I haven't modded them into a copy of my coalesced yet. Is this kosher, or will the game stone me for doing this? And could you please email me a detailed guide on how to mod DLC weapons at t3HPrO88@hotmail.com? Much appreciated!Image IPB

#2257
Sommyboy

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LuxDragon wrote...
There is a recoil value in the c.ini. Just increase that to whatever you think is best. Experiment. Usually, it's the other way around. People want less recoil, so I really can't give you any numbers to help. Sorry.
Textures require texmods. This definitely isn't the place for it. Look for the texture thread and request there.

Thank you sir for your answer!
About recoil, i need to check it. I dont want to simply raise recoil , just make it bigger after like 5 shots to stop the enemies or you from spraying bullets the whole time.

And another question - is it possivbe to modify sounds in the game? Like chaning weapons sounds etc

#2258
Chiyeko

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Stupid question perhaps, but I am at a loss here.



the only edit I want to make is the infinite ammo one. I play pure for fun and like to use weapons in ways they where not intended for. (like using snipers at close range etc)



Now I had this working by some miracle do not even know how, but I downloaded some of the packs (well all of them save overlord) and it no longer works. Now there is this editor, but I don't get that at all and beside the notepad++ works much better, but when I use the ctrl-F replace all infiniteammo=true to false it crashes on me. something I missed here?

#2259
Xeyska

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Chiyeko wrote...

Stupid question perhaps, but I am at a loss here.

the only edit I want to make is the infinite ammo one. I play pure for fun and like to use weapons in ways they where not intended for. (like using snipers at close range etc)

Now I had this working by some miracle do not even know how, but I downloaded some of the packs (well all of them save overlord) and it no longer works. Now there is this editor, but I don't get that at all and beside the notepad++ works much better, but when I use the ctrl-F replace all infiniteammo=true to false it crashes on me. something I missed here?



Azureum wrote...
C.ini also has a little extra security that normally would cause the game to crash if you make a change and try and load it. The file has a character based checksum which means it knows how many characters are in it and if more are added or some are taken away it will not load correctly in the game. To get around this you will need a small program called ME2IniFixer that can fix the file so you can play again.

Download ME2IniFixer
Download ME2IniFixer (Mirror)

You will need to place this program in the same folder as your C.ini and then Right-Click on it and create a shortcut (or Send To > Desktop).


Modifié par Xeyska, 20 septembre 2010 - 04:56 .


#2260
Chiyeko

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Yes I know about the fixer, but that still leaves me unable to get the infinite ammo change in and that is what I am looking for.

#2261
droid105

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Hi All, just asking I like to use this casual outfit for one of my Female Shepard but I dont know the code to add in my coal.ini file, could someone help me please? The casual outfit I like to use is the VI Tech dress.

#2262
geoffsbg

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I'm confused about editing DLC weapons. 

I read the instructions a few dozen pages back, but one thing just doesn't make sense to me.  We're NOT supposed to add any new sections from the DLC.ini to the C.ini, right?  Just content that has a corresponding section in the C.ini?  But the C.ini doesn't have the sections specific to the DLC weapons.... so how do we edit them if we're not adding them?  Are the weapon sections an exception to that rule?

Also, when I rename my DLC ini I still get the 'unable to authorize' message.  Does it matter what we rename them to?

EDIT: Nevermind I figured it out:

An earlier post described the part about putting the weapon.ini info from the DLC before the assault rifle data.  And I also missed the part about only changing the name of Biogame.ini and Bioweapon.ini in the DLC directory, NOT Bioengine.ini.  When I changed Bioengine back to normal it started working again. 

The lengths we go to make a few changes...

Modifié par geoffsbg, 20 septembre 2010 - 10:54 .


#2263
Stephen226

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i gave my squad members Assault rifles, the M-490 blackstorm heavy weapon and they hold it like an assault rifle its great, cause the recharge time is cut in half, and they aim it like an assault rifle, try it, it hilarious!!!!

#2264
geoffsbg

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Has anyone else noticed that changing "EnemyAimMultiplier" in the difficulty settings doesn't seem to do anything? I seem to get hit just as often if it's set to 0.5 or 2.0. Maybe it's just me, I haven't really tested it thoroughly.

#2265
David Hingtgen

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Araxiel_1911 wrote..
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


In ME1, it was easy to play as almost any character that existed.  In ME2, you're pretty much limited to party members---I once achieved a "generic asari" face, but it was never colored right and kinda glitchy.  (party due to how the game colors faces---face textures are transparent, the polygons themselves are colored)  

Anyways, the following will give Liara (assuming you have Shadow Broker), Samara, and Morinth----basically you're equipping their head as a helmet:

HelmetAppearances=(Id=79,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_HED_PROLiaraSB_R.Liara.ASA_HED_PROBASE_MDL",bHasBreather=false,bHideHair=true,bHideHead=true),PlotFlag=-1)
HelmetAppearances=(Id=70,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_HED_PROMorph_R.Morinth.ASA_HED_PROMorinth",bHasBreather=false,bHideHair=true,bHideHead=true),PlotFlag=-1)
HelmetAppearances=(Id=54,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_HED_PROMorph_R.Samara.ASA_HED_PROSamara_MDL",bHasBreather=false,bHideHair=false,bHideHead=true),PlotFlag=-1)

Suggested files to bind/always cook:
BioH_Liara_00
BioH_Mystic_00
BioH_Mystic_01
BioD_Nor_231Morinth

Modifié par David Hingtgen, 20 septembre 2010 - 11:42 .


#2266
Iwakura-Lain

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geoffsbg wrote...

I'm confused about editing DLC weapons.

I read the instructions a few dozen pages back, but one thing just doesn't make sense to me.  We're NOT supposed to add any new sections from the DLC.ini to the C.ini, right?  Just content that has a corresponding section in the C.ini?  But the C.ini doesn't have the sections specific to the DLC weapons.... so how do we edit them if we're not adding them?  Are the weapon sections an exception to that rule?

I don't get it either. I'm trying to edit my Geth Shotgun:

SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun

It's not in c.ini, however. :( I suppose it's in another ini (DLC specific). Can those be edited with the ME2CoalescedEditor? I reckon not. So, what tool is used to edit those?

Thanks.

#2267
Killjoy Cutter

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Has anyone tried (and maybe even succeeded) to add Liara's LotSB armor to Shepherd's armor choices?


#2268
Christmas Ape

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Iwakura-Lain wrote...

geoffsbg wrote...

I'm confused about editing DLC weapons.

I read the instructions a few dozen pages back, but one thing just doesn't make sense to me.  We're NOT supposed to add any new sections from the DLC.ini to the C.ini, right?  Just content that has a corresponding section in the C.ini?  But the C.ini doesn't have the sections specific to the DLC weapons.... so how do we edit them if we're not adding them?  Are the weapon sections an exception to that rule?

I don't get it either. I'm trying to edit my Geth Shotgun:

SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun

It's not in c.ini, however. :( I suppose it's in another ini (DLC specific). Can those be edited with the ME2CoalescedEditor? I reckon not. So, what tool is used to edit those?

Thanks.

Go back about 15-20 pages and read on - it's one of the things I've been working out. You need to move the information from the .ini files in your DLC directories into the correct sections of C.ini, rename the DLC ini files so the game doesn't find anything when it goes looking for them, and then edit the information as normal in C.ini.


IDLE QUESTION: How freely can the plot unlocking tags be used? I was looking at the lines that give Legion and Grunt their stepped-up weapons and noting they're quite self-explanatory - has anyone experimented with them? For example; having Grunt's shotgun research unlock the Claymore for Shepard, giving other specific squadmates the Revenant when you acquire it on the Collector Ship, etc. Is there a hidden level of hard code that would mess this right up, or is it as smooth as it looks?

Modifié par Christmas Ape, 21 septembre 2010 - 04:28 .


#2269
LuxDragon

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@Ape:

It's not that complicated.

Example: Revenant

Find: AssaultRifles=(className="SFXGameContent_Inventory.SFXWeapon_MachineGun",bNotRegularWeaponGUI=true)

That part: bNotRegularWeaponGUI=true

Delete it. Do the same for the other special weapons as well and they're unlocked for any squad members that can use those guns.

#2270
Christmas Ape

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LuxDragon wrote...

@Ape:
It's not that complicated.
Example: Revenant
Find: AssaultRifles=(className="SFXGameContent_Inventory.SFXWeapon_MachineGun",bNotRegularWeaponGUI=true)
That part: bNotRegularWeaponGUI=true
Delete it. Do the same for the other special weapons as well and they're unlocked for any squad members that can use those guns.

That's a modding I was aware of - I'm not quite as clueless as my stumbling through DLC weapons would lead you to believe ;). Is that required to have teammates use the special weapons at all, and Shepard's selection will benefit appropriately loaded-out squadmates at the same time, or (as I originally understood) does that add them to the armory from the beginning?

My primary goal is to have Legion's Widow research unlock it for Shepard & Garrus (Sniper Team, Go!), Grunt's Claymore research also applying to Shepard & Jack (she'll just...biotic it lighter), and then grab the Revenant for Soldier Shepards, Zaeed, and Grunt on the Collector Ship [addendum: Is it possible to link those two receiving the Revenant to Shepard getting Assault Rifle Training?]. I realize I can just not equip other squadmates with the specials they're entitled to, but I'm curious if the HenchmenSpecialWeapons, PlayerBonus Weapons, and PlayerSpecialWeapons tags can be exploited to make the game enforce it. I understand how one would make the modifications to the file, I'm just wondering if it's yet been tested for functionality.

#2271
LuxDragon

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Well, the thing is, Grunt/Legion's weapons are pretty much those very same special weaps. It's not like they're more special or something. It's just allowing two more characters to use those particular weapons.

So... nope. Projects just unlock for those two.

#2272
Christmas Ape

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LuxDragon wrote...
Well, the thing is, Grunt/Legion's weapons are pretty much those very same special weaps. It's not like they're more special or something. It's just allowing two more characters to use those particular weapons.

Yeah. I knew that. The code is quite clear. I recognize MassCannon and FlakGun.

So... nope. Projects just unlock for those two.

This...doesn't seem to follow. If it's just adding the capability I realize I can't give it a new research project, but I'm curious why dropping HenchmanclassName=SFXPawn_Jack into the HenchmenSpecialWeapons line that gives the Grunt the Claymore** doesn't work. Does the game engine prevent other squadmates from carrying them without taking off the NotRegularWeaponGUI tag, and the HenchmenSpecialWeapons tags refer to specific exceptions built into the game that can't be shared with other squadmates?

Or am I just in unexplored territory here and should test it?

**: Or create a new HenchmenSpecialWeapons line using SFXPawn_Jack but keeping UnlockPlotName=Tec_GruntShotgun so they both occur at the same research project.

Modifié par Christmas Ape, 21 septembre 2010 - 07:57 .


#2273
Lucy Glitter

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I was wondering if I could have some help.



Ahlazar's Wardobe Mod is causing an error and crashing ME2. I had Miranda's Locker previously installed, but have since deleted all mod files that came with it.



Ahlazar's Mod worked beforehand. It doesn't now.



All I want is Miranda's and Samara's armour in a loadout. That's all.

#2274
LuxDragon

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Your save file might have the leftover information tagged inside it. If that's the case, it's looking for a mod that doesn't exist and crashes.

Try starting a new game to confirm. Or somebody else's save game.

#2275
Lucy Glitter

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Ok thanks.