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Skip Intro Movies + Howto Add Powers


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#1
ZephSunstrider

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I'm not sure if this was discovered already, and just buried in the forum depths, but a search didn't yield anything.
So... I managed to make the annoying new character intros skippable, while still being able to keep an imported face from ME1.
Curious why this wasn't discovered already (IF it wasn't), as we've got plenty of C.ini modders here.
Anyway, you just need to add a few lines in the Coalesced.ini under (FullScreenMovie):

SkippableMovies=Opening_End_Seq
SkippableMovies=Opening_End_SeqFM
SkippableMovies=Opening_Seq_INT
SkippableMovies=Opening_Seq
SkippableMovies=ProNor_Pod2
SkippableMovies=ProNor_Shepard_Rebuilt
SkippableMovies=ProNorEscape
SkippableMovies=ProNorEscapeAsh
SkippableMovies=ProNorEscapeKaid
SkippableMovies=ME2_Opening_SunMid
SkippableMovies=ME2_Opening_SunMid_ESN
SkippableMovies=ME2_Opening_SunMid_INT

This *should* make the intro cutscenes skippable. It did it for me. I always let them play for a few seconds in case the game actually does load some data while playing the vids.
Note that you won't be able to skip the in-engine cutscenes (Miranda's speech, rescue Joker)
________________________________________________________________________

Sooo, this is a small thread that I'll abuse now to write a little tutorial on how to add powers to Shep or squadmates.
Firstly, you need to figure out the "power package" of which power you want to add; say, Shockwave.
Most of the pp's can be found in the C.ini in the ActiveclassRedirects list (search for that term).
However, not Shockwave. You can find out an unlisted power's name (including the evolved loyalty powers) by opening a savegame with Gibbed's editor which has a squadmate with said (evolved) power. Using this way, by loading a savegame with Jack who happens to have it at Heavy Shockwave, we find out that Shockwaves power packages are: SFXPower_Shockwave, SFXPower_Shockwave_Evolved1, and SFXPower_Shockwave_Evolved2.
Power package names are usually constructed like this; SFXPower_(powername)[_rank]. Ranks can be Evolved1, Evolved2, Heavy, Radius and Squad. E1 equals Heavy, E2 Radius/Squad.
Now, on to the second step. In order for the game to load said power package, we need to add it to the list of DynamicLoadMappings. Search for that term (singular form, though), it'll bring it up.
Now, at the bottom of that list, we add the following lines:
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Shockwave",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Shockwave_Evolved1",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Shockwave_Evolved2",SeekFreePackageName="SFXCharacterclass_Adept")

Note that the SeekFreePackageName needs to be a package name that actually contains that power. So SFXCharacterclass_Soldier will not contain Shockwave, but does contain Adrenaline Rush.
Once these lines are added, jump up to [SFXGame.SFXGameModeBase]. Here, we need to add a shortcut to manually add the power ingame. Add the following line at the bottom of that list, but above of GameModeDefault.
Bindings=( Name="F8", Command="exec powerhax.txt" )
This will mean that on pressing F8, it will execute said powerhax.txt file, located in the Binaries folder. We'll create that txt file now. You can freely use another key instead of F8, and another name instead of powerhax. It should be a normal un-formatted text file, though.
Inside that file, paste the following lines:
GivePower self SFXPower_Shockwave
SetRank self SFXPower_Shockwave 3

This will add Shockwave at Rank 3 to Shepard (self=Shep). Replacing self with the appropiate nickname of a squadmember (Tali, Legion, Jacob etc) will add said power to said squadmember.
If you want an evolved version, paste the following:
GivePower self SFXPower_Shockwave_Evolved1
SetRank self SFXPower_Shockwave_Evolved1 4

This will add Heavy Shockwave to you, at Rank 4. You need to set the rank's power, too, or it'll be added at Rank 1. Replacing Evolved1 with Evolved2 (or Heavy with Radius for other powers) will give you the "Area of Effect" version of said evolved power.
That's it, you should be able to add powers to your team now.
Remember a few things, though:
1. It's pointless to add more than 5-7 powers, since you can only access a maximum of 8 powers via the Command Menu, and that includes Unity. Dragging powers from the CM to your hotbar (and leaving them there) will basically open up another 8 slots for use; however you can't access those powers anymore, unless you re-add them again. Also, your Char Screen gets pretty cluttered up.
2. Some powers, namely Dominate (and I think Shockwave, too) require to be set to 5 via SetRank. Don't know why, it's just how it is.
3. You can alt-tab out of the game and change your powerhax.txt (or whatever you named it) while the game's still running. Pressing the appropiate key will execute the new-and-changed file. That way, you're highly flexible regarding your power loadout.
4. I don't know, at the moment, how to add DLC powers to your team. It might work if you merge your DLC inis into the C.ini, but I never tested that.

PS: Don't reply to this thead, I'm not reading it (yet). Please send me a PM if you have questions.

Modifié par ZephSunstrider, 22 septembre 2010 - 02:58 .

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#2
Crunchyinmilk

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IF you can see this whole post you're lucky, this forum is currenty @#$#ed and won't post the whole damn response, is tediously slow to update and hates basic characters like MINUS SIGN at the moment. WTF bioware.


You still can't skip the main intro movie where the SR1 first encounters the collector vessel. You can disable all BIK movies completely by either moving them out of the movies folder in your install, or even more simply: adding the 'nomoviestartup' flag to a shortcut to mass effect 2.exe

Its actually quite easy to rush past the Miranda and TIM speech by making a SloMo bind (with a positive value, essentially a fast forward key).

Under:
[SFXGame.SFXGameModeBase]
Bindings=( Name="Right", Command="SloMo 8 | OnRelease SloMo 1" )

Holding down right arrow will fast forward anything rendered by the game (not bik movies).

There are plenty of tutorials already. I would suggest visiting Azureum's me2 modding forum (link in the modding is possible II thread in the general forum) where people swap tips. Searching the social site will also yield tools, mods and groups dedicated to modding the coalesced.ini.

Modifié par Crunchyinmilk, 29 juin 2010 - 08:33 .

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#3
ZephSunstrider

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Crunchyinmilk wrote...

You still can't skip the main intro movie where the SR1 first encounters the collector vessel. You can disable all BIK movies completely by either moving them out of the movies folder in your install, or even more simply: adding the 'nomoviestartup' flag to a shortcut to mass effect 2.exe


I was able to skip all intro movies, including the first Collector Ship meeting. Disabling all biks works fine if you want to start a from-scratch character, but if you use an import from ME1, the face gets lost somewhere in loading nirvana.
That's the issue I was able to work around with above solution.

It's possible that different localized versions use different "main intro videos", so maybe people might have to adjust the Opening_Seq_Int to their language (_ger/_ita and so forth)

#4
Crunchyinmilk

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ZephSunstrider wrote...
I was able to skip all intro movies...

It's possible that different localized versions use different "main intro videos"


You're right, I was using the international release of ME2 and had previously just added every bik file from the mass effect 2 movies folder to the list.  Comparing a couple of the ones in your list,  I only had the international versions of them, and adding their file names to the skippablemovies list didn't work.

By entering the two on your list I didn't have the movies for, I can finally skip those movies I could not previously.  Quite possibly the coalesced.int in the international folder has pointers to the international movie file names but the game still recognises the default movie file names when checking for skippable movies.

Long story short your method works, very helpful. Thank you.
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#5
The Smoking Man

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I figured this exact method (for adding powers) out a long time ago, actually. If the first "Modding Is Possible" thread is still around, I should have some posts about this buried in it somewhere.

But having to press a button each time you enter a new area in order to get the abilities is annoying. Especially class ammo powers, as you then have to re-apply them. Has anyone ever figured out a way to make the hax'd powers stay permanently?

Playing as an Adept with Charge, Tactical Cloak, Power Armor, Infiltrator passive, and all weapon types (except SMG) is such a cheat, by the way. :P Had to drop two Adept powers to make room for the extra ones (Throw and Lift in my case), but that doesn't make it any less broken.

Modifié par The Smoking Man, 19 novembre 2010 - 07:25 .


#6
cyrus_1969

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ummm i can't find the DynamicLoadMappings term

#7
cyrus_1969

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never mind i've found it

#8
cyrus_1969

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why after i used your method to add powers , the game crashes ?

#9
phoenixofthunder

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cyrus_1969 wrote...

why after i used your method to add powers , the game crashes ?



Did you run "the fixer" after editing the C.ini?

#10
cyrus_1969

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opps my bad ,forgot to run the fixer ,no wonder i felt something is missing :),sorry

#11
cyrus_1969

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Do you know the pp for Slam i can't find it :(

#12
phoenixofthunder

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cyrus_1969 wrote...

Do you know the pp for Slam i can't find it :(



Don't quote me on this; but I think it is this:
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Crush_Player",
SeekFreePackageName="SFXPower_Crush_Player")


Slam = Crush

#13
cyrus_1969

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thanks ,btw do you know how to add DLC powers like Kasumi's deadly Shadow strike or is it possible to even add special npc's ability like Vasir's teleport ability in the Shadow Broker DLC :)




#14
phoenixofthunder

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cyrus_1969 wrote...

thanks ,btw do you know how to add DLC powers like Kasumi's deadly Shadow strike or is it possible to even add special npc's ability like Vasir's teleport ability in the Shadow Broker DLC :)



ME2 M.I.P. 3
Link in sig.

#15
cyrus_1969

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never found that thread before god i am such a noob :))

#16
cyrus_1969

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do you know where to find kasumi shadow strike pp ?

#17
Bravenu3

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In Kasumi's DLC-coalesced.ini. But, modding those requires the activation crack, or the modded DLC is rejected by the game.

#18
phoenixofthunder

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Bravenu3 wrote...

In Kasumi's DLC-coalesced.ini. But, modding those requires the activation crack, or the modded DLC is rejected by the game.


You mean the fixer?
"the Fixer" will not work on DLC ini's {Kasumi has no Coalesced.ini]

DLC do not get rejected with this:
Phoenix of Thunder's post about editing DLC Guns.(Armor and other as well)

Just follow Inge's instructions before link.

Modifié par phoenixofthunder, 23 novembre 2010 - 05:39 .


#19
phoenixofthunder

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cyrus_1969 wrote...

do you know where to find kasumi shadow strike pp ?



I assume you mean her shadow strike pcc?

Which is usually found here:

C:\\Program Files\\Mass Effect 2\\BioGame\\DLC\\DLC_HEN_MT\\CookedPC

#20
cyrus_1969

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thanks i have been looking for those

#21
cyrus_1969

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but how do i add the shadow strike powers to my char ,i don't get it ???

#22
Bravenu3

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phoenixofthunder wrote...

Bravenu3 wrote...

In Kasumi's DLC-coalesced.ini. But, modding those requires the activation crack, or the modded DLC is rejected by the game.


You mean the fixer?
"the Fixer" will not work on DLC ini's {Kasumi has no Coalesced.ini]

DLC do not get rejected with this:
Phoenix of Thunder's post about editing DLC Guns.(Armor and other as well)

Just follow Inge's instructions before link.


Yes, DLCs don't have a full coaslesced.ini, but the sub-files of it (like BioWeapon.ini). For my taste, it is easier to mod the those directly and then apply the giveme2entitlements crack. The way Phoenix of Thunder describes is neat as well :-)

#23
Bravenu3

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cyrus_1969 wrote...
but how do i add the shadow strike powers to my char ,i don't get it ???


Well, how did you add powers from the non-DLC  team-members to your character? Maybe you're entering territory where no modder has been before ;-)   Try around a bit and report the results.

Following this trail maybe helps you. It does seem possible to add the (bonus/loyalty) powers of Zaeed, Kasumi and Liara to other team members and your own character, but I didn't look at the details.

Modifié par Bravenu3, 23 novembre 2010 - 09:36 .


#24
cyrus_1969

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one question ,i disable the cooldown for all my powers :) but cloak and adrenaline rush still have cooldown , you know why ??

#25
cyrus_1969

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is it possible to add npc powers such as vasir's teleport powers ,just wondering :)