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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