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ME2 - Modding is Possible II (PC Only)


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#2276
Burdokva

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Christmas Ape, sadly, those research plot flags don't work. I've tried assigning squad members various things, like a researchable heavy assault rifle (Revenant) to Jacob, none none worked. I think the research tags are very specific.



However, you can freely assign bonus weapons to plot flags of weapons or post-mission rewards, as I explained a few pages back. Works both with armor and weapons, DLC's included.

#2277
Guest_Inge Shepard_*

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LuxDragon, good to see you have taken the role and give great help. Would recommend everyone to read through the thread, and they will see that most part of modding is done.

- Inge

Modifié par Inge Shepard, 21 septembre 2010 - 12:31 .


#2278
Christmas Ape

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Burdokva, that's unfortunate. Thought I might have had a clever little feature that would simplify the "If I turn the special weapons un-special, what happens with a Soldier on the Collector ship" dilemma. I recall your plot flag (in retrospect obvious) discovery - I was one of the first to comment on it I believe - was just wondering if I had a quicker method than "Go find all the relevant plot codes, then apply them".

I think we could really use a modding wiki. Between downloading and renaming basically every ME2 texture mod on this site (and a small handful of stuff hosted elsewhere), putting together my own Armor Locker, and now needing the plot flags, I feel its absence quite pointedly this past week. Time to do a couple comps and site maps over the weekend, I guess, unless Reach devours me. This thread is simply unwieldly and there's still quite a bit missing or at least scattered over two dozen posts.

Modifié par Christmas Ape, 21 septembre 2010 - 12:31 .


#2279
Killjoy Cutter

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Not to mention the absolute lack of searchability within the thread contents.

#2280
Iwakura-Lain

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Christmas Ape wrote...

Iwakura-Lain wrote...

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.

Thanks! :) Just what the doctor ordered!

N.B. Just painstakinkly went to get the Geth Pulse Rifle (on Tali's misson), only to find out it doesn't have a 'Damage' property. Sigh.

Modifié par Iwakura-Lain, 21 septembre 2010 - 04:48 .


#2281
Iwakura-Lain

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Killjoy Cutter wrote...

Not to mention the absolute lack of searchability within the thread contents.

I was just gonna say the same thing. I often try and search (especially in this thread), but the bioware forum search then goes on to search throughout the entire board, and then asks me whether I want to narrow it down to Mass Effect. Duh! Totally unusable, that way.

#2282
Christmas Ape

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Iwakura-Lain wrote...

Christmas Ape wrote...
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.

Thanks! :) Just what the doctor ordered!
N.B. Just painstakinkly went to get the Geth Pulse Rifle (on Tali's misson), only to find out it doesn't have a 'Damage' property. Sigh.

Then to my understanding it's drawing from the default SFXWeapon (the entry you added DLC weapons immediately after), and simply adding a Damage property to the GPR would override its current settings. Someone is free to correct me, but that's how everything else works.

#2283
Iwakura-Lain

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Christmas Ape wrote...

Iwakura-Lain wrote...

Christmas Ape wrote...
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.

Thanks! :) Just what the doctor ordered!
N.B. Just painstakinkly went to get the Geth Pulse Rifle (on Tali's misson), only to find out it doesn't have a 'Damage' property. Sigh.

Then to my understanding it's drawing from the default SFXWeapon (the entry you added DLC weapons immediately after), and simply adding a Damage property to the GPR would override its current settings. Someone is free to correct me, but that's how everything else works.

Actually, I had already tried that. I added the following to the SFXWeapon_GethPulseRifle entry:

Damage = (X=60,Y=60)

Didn't seem to do anything, though.

#2284
Christmas Ape

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Iwakura-Lain wrote...

Christmas Ape wrote...
Then to my understanding it's drawing from the default SFXWeapon (the entry you added DLC weapons immediately after), and simply adding a Damage property to the GPR would override its current settings. Someone is free to correct me, but that's how everything else works.

Actually, I had already tried that. I added the following to the SFXWeapon_GethPulseRifle entry:
Damage = (X=60,Y=60)
Didn't seem to do anything, though.

Hmmmm. Then I'm forced to conclude that the GPR's damage, variable RoF, and shield-stripping capabilities are handled somewhere other than C.ini and we can't affect those variables. I do hope my extra ammo sticks, though.

#2285
geoffsbg

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Christmas Ape wrote...

Iwakura-Lain wrote...

Christmas Ape wrote...
Then to my understanding it's drawing from the default SFXWeapon (the entry you added DLC weapons immediately after), and simply adding a Damage property to the GPR would override its current settings. Someone is free to correct me, but that's how everything else works.

Actually, I had already tried that. I added the following to the SFXWeapon_GethPulseRifle entry:
Damage = (X=60,Y=60)
Didn't seem to do anything, though.

Hmmmm. Then I'm forced to conclude that the GPR's damage, variable RoF, and shield-stripping capabilities are handled somewhere other than C.ini and we can't affect those variables. I do hope my extra ammo sticks, though.


Really?  That's strange.  I'm pretty sure all my changes to the geth rifle have worked.  Here's what I've done:

Damage=(X=8.9,Y=8.9)
DamageAI=1.0f
DamageHench=0.75f
RateOfFire=(X=9600,Y=9600)
bInfiniteAmmo=false
MagSize=(X=120,Y=120)
LowAmmoSoundThreshold=20
TracerSpawnOffset=3.0
ZoomFOV=34
BurstRounds=6
BurstRefireTime=0.24f
MinRefireTime=0.20f
bIsAutomatic=false
InitialMagazines=8
MaxSpareAmmo=(X=960,Y=960)
MinAimError=(X=0.7,Y=0.7)
MaxAimError=(X=1.5,Y=1.5)
AccFirePenalty=15.2f
AccFireInterpSpeed=15.0f
CrosshairRange=(X=27,Y=40)
MinZoomAimError=(X=0.6,Y=0.6)
MaxZoomAimError=(X=1.2f,Y=1.2f)
ZoomAccFirePenalty=14.35f
ZoomAccFireInterpSpeed=14.0f
ZoomCrosshairRange=(X=26,Y=38)
Recoil=(X=0.05,Y=0.05)
ZoomRecoil=(X=0.06,y=0.06)
RecoilInterpSpeed=10.f
RecoilFadeSpeed=1.25f
RecoilZoomFadeSpeed=1.20f
RecoilYawScale=0.0f
RecoilYawBias=-0.0f
RecoilYawFrequency=4.0f
PrettyName=339362
IconRef=18
GeneralDescription=338230
ShortDescription=339329
Range_Melee=300.f
Range_Short=1000.f
Range_Medium=3000.f
Range_Long=6500.f
GUIImage=GUI_Codex_Images.GethPulseRifle_512
SteamSoundThreshold=1
NoAmmoFireSoundDelay=0.5
AI_BurstFireCount=(X=1,Y=4)
AI_BurstFireDelay=(X=0.20f,Y=1.45f)
AI_BurstFireMovingDelay=(X=0.25.0f,Y=1.65f)
AI_AimDelay=(X=0.27,Y=0.27)


It's set up to fire 'pulses' of 6 shots tightly grouped together.  I think it's pretty neat, but it may be overpowered compared to the default weapons (it's balanced in my game because I've boosted the dmg of all weapons a lot).

#2286
Stephen226

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ok is there a way to automatically display the N7 missions, without the tedious planet scanning?


#2287
LuxDragon

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GPR damage change does work. Caution: Change the damage AI as well or any extra fire you put on your rifle will also come back to haunt you when the geth tear you down.

@Stephen:

Don't think so, but I could be wrong.

#2288
Stephen226

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where do i add the code for wearing armor on the ship?
is it possible to change the blue lights on shepards armor to red if you chose to be renegade?

Modifié par Stephen226, 21 septembre 2010 - 10:34 .


#2289
Bioshyn

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is it in the meantime possible to edit DLC weapons?
i added some ammo to the weapons in the c.ini, but dlc weapons are in the dlc associated .inis which i cannot change without a masseffect ini fixer

ah and is there a tool to convert RGB codes like 255 0 0 for red into 1 0 0 for red (or html FF to 1) so that i do not have to use my calculator all the time i want to change colours

Modifié par plspirit, 21 septembre 2010 - 11:16 .


#2290
LuxDragon

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Inge Shepard wrote...

LuxDragon, good to see you have taken the role and give great help. Would recommend everyone to read through the thread, and they will see that most part of modding is done.

- Inge


Thanks. Now if only someone can help me...Image IPB

#2291
Stephen226

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hello, armor in the normandy, i read on page 85, the line of code, but something is wrong, it doesn't work, and i've fixed it with MEFixer, does anybody know



and changing the light color, my shepard has on in game N7 armor, not DLC, so the line shold be somewhere in the c.ini right??

#2292
Iwakura-Lain

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LuxDragon wrote...

GPR damage change does work. Caution: Change the damage AI as well or any extra fire you put on your rifle will also come back to haunt you when the geth tear you down.

Did you make those changes in the properties under SFXGameContent_Inventory.SFXWeapon_GethPulseRifle?

And how does the AI damage work? Is 1.0f a multiplier or something?

#2293
LuxDragon

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Yep. I put damage between AI_aimdelay and MinAimError.

AI and Hench damage works by taking the orginal damage (IE, what the PC shoots at) and gives it a multiplier. If it's set at 1.0, then the enemy is shooting at the same amount of damage you can shoot at. If the gun is powerful, then the enemy will cut you down very, VERY quickly.

That's why if you modify the damage of a gun, you may have to consider lowering the AI value a bit to avoid dying. Especially at insanity where the default strength for enemies is like 1.2 or something.

#2294
ConlanBeorn

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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.


Was wondering if the ME2CoalescedEditor can edit the DLCs? If so, how could I do this?

:ph34r:B)

#2295
Iwakura-Lain

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LuxDragon wrote...

Yep. I put damage between AI_aimdelay and MinAimError.
AI and Hench damage works by taking the orginal damage (IE, what the PC shoots at) and gives it a multiplier. If it's set at 1.0, then the enemy is shooting at the same amount of damage you can shoot at. If the gun is powerful, then the enemy will cut you down very, VERY quickly.
That's why if you modify the damage of a gun, you may have to consider lowering the AI value a bit to avoid dying. Especially at insanity where the default strength for enemies is like 1.2 or something.

LOL. No wonder I thought things were beyond insane when I only played at 'hardcore' with the damage tweak (which now seems to be working, after all; I dunno, maybe I didn't recompile?).

Thanks. It's all good now.

#2296
Guest_Inge Shepard_*

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LuxDragon wrote...

Inge Shepard wrote...

LuxDragon, good to see you have taken the role and give great help. Would recommend everyone to read through the thread, and they will see that most part of modding is done.

- Inge


Thanks. Now if only someone can help me...Image IPB

About adding Kasumi's and Zaeed's bonuspower, I haven't tested this but I guess you can't.
If you try you need to add all DLC info into C.ini file.
I should be somthing like this, in case it works:
SetRank self SFXPower_KasumiUnique_Heavy | GivePower self SFXPower_KasumiUnique_Player or FlashbangGrenade_Player. You need to test this! I'm doesn't have time to play these days. I know you can do this your self.

- Inge



#2297
ZephSunstrider

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plspirit wrote...

is it in the meantime possible to edit DLC weapons?
i added some ammo to the weapons in the c.ini, but dlc weapons are in the dlc associated .inis which i cannot change without a masseffect ini fixer

ah and is there a tool to convert RGB codes like 255 0 0 for red into 1 0 0 for red (or html FF to 1) so that i do not have to use my calculator all the time i want to change colours.

Editing DLC inis: See pages 45-47 of this thread.
Calculating colors: None that I know of. I'm sure there's some nifty small tool for that, try Google. Personally, I just use estimates; 0.1 is 25, .2 50, .3 75 and so on. Using a calculator on your desk is probably faster than typing stuff into a program, though.

Stephen226 wrote...
is it possible to change the blue lights on shepards armor to red if you chose to be renegade?

Sadly, those lights are special emitters on the armor, which are part of the armor model. We can't change them.

#2298
LuxDragon

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All of the DLC info, eh... Iwas hoping to get away with just adding the power. *sigh*

Let me see what I can do.

#2299
Stephen226

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can i design my own armor, custom design, with red lights?

Modifié par Stephen226, 22 septembre 2010 - 04:01 .


#2300
Guest_Inge Shepard_*

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LuxDragon wrote...

All of the DLC info, eh... Iwas hoping to get away with just adding the power. *sigh*
Let me see what I can do.

Yes, it should have been that easy.
Well, the principle should be the same, like the DLC weapons.

Will you test this: a teori I have maybe this work..

SetRank self SFXPower_StasisNew_Heavy | GivePower self SFXPower_StasisNew_Liara
SetRank self SFXPower_KasumiCloakTeleport_Heavy | GivePower self SFXPower_KasumiCloakTeleport
SetRank self SFXPower_KasumiUnique_Heavy | GivePower self SFXPower_KasumiUnique


or this way:::

GivePower self SFXPower_StasisNew_Liara | SetRank self SFXPower_StasisNew_Evolved1 4
GivePower self SFXPower_KasumiCloakTeleport | SetRank self SFXPower_KasumiCloakTeleport_Evolved1 4
GivePower self SFXPower_KasumiUnique | SetRank self SFXPower_KasumiUnique_Evolved1 4


I can tell you this much, it doesn't work without adding DLC info into C.ini file, hope this have give you some ideas.


Modifié par Inge Shepard, 22 septembre 2010 - 05:30 .