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Skip Intro Movies + Howto Add Powers


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#26
Bravenu3

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cyrus_1969 wrote...
one question ,i disable the cooldown for all my powers :) but cloak and adrenaline rush still have cooldown , you know why ??

Those are passive powers, maybe there is a 2nd setting somewhere for their cooldown. Or it is hardcoded.

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

From the video, it looked like the vanguards biotic charge power, therefore you could probably use the latter for the same effect.

EDIT: see below for better answers. And please post your findings here so others can learn from it. Thanks!

Modifié par Bravenu3, 28 novembre 2010 - 10:35 .


#27
phoenixofthunder

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cyrus_1969 wrote...

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


Yes. Inge Shepard developed a way. PM him, RGFrog or ZephSunstrider.

cyrus_1969 wrote...

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



Again I'd ask Inge, RGFrog or ZephSunstrider.
I haven't messed with it to much to have the know-how to explain it.

Modifié par phoenixofthunder, 27 novembre 2010 - 02:54 .


#28
cyrus_1969

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i have send the message but with no reply , perhaps you can show me how it's done :)

#29
cyrus_1969

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i wish i can add mass effect 1 powers to mass effect 2 you know like the lift power

#30
Epe-TuK

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ZephSunstrider



Thanks! I was really annoyed that bonus powers (Throw) I got in Mass Effect on the second playthrough were not imported with the Character! Now it's fixed.

#31
Bogsnot1

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Diable all cooldowns:

[SFXGame.BioActivePower]

m_bSkipPowerCooldown=FALSE

m_fMaxWaitTimeForAnimation=5.0f




Set to true and you can spam whatever you want. Also, will allow drones to rapid fire.

Downside: Enemy techs will spam incineration blast, eclipse vanguards can spam warp, and enemy drones will rapid fire. Also, sometimes Grunt just sits there spamming his loyalty power instead of getting up and fighting.

#32
Mike_The_Warlock

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phoenixofthunder wrote...

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?


What exactly is that "fixer"???? I modded the game and it crashes for me too. It just gives me an error report log as soon as I try to launch it. Besides thet person who posted the tutorial never said anything about any fixer. As for the editing the coaolesced.ini file using the coalesced editor, there was a tutorial about adding powers from other classes with it but I'll be damned if I find it, and I cant remember how to do it either, so I guess this tutorial is all I can get. Anyway, what and where is this fixer of yours????

Modifié par Mike_The_Warlock, 24 décembre 2010 - 02:20 .


#33
Bogsnot1

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http://social.biowar...8/index/5055832



Links to everything you need are in there.

#34
Mike_The_Warlock

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Bogsnot1 wrote...

http://social.biowar...8/index/5055832

Links to everything you need are in there.

Thanks, I'll give it a shot.

#35
Mike_The_Warlock

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Works like a charm. Thank you ZephSunstrider for the tutorial and Bogsnot1 for pointing me to the thread that contains the fixer.

#36
IamSmoky

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Why are the powers not permanent, every time i go to a new mission they are gone?


#37
Bogsnot1

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Bec ause its an active memory hack. Each time it loads a new area, it clears the memory of the last one. Nothing can be done about it at this stage.

#38
Megakoresh

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 This doesnt work anymore I guess.

I have this:
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Throw",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_ThrowProjectile_Radius",SeekFreePackageName="SFXCharacterclass_Adept)
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_ThrowProjectile_Heavy",SeekFreePackageName="SFXCharacterclass_Adept)
in my Coalsced.ini and i have taken the information from the savegame, in the Player powers. I have also tried the one with shockwave but when i press F8 just nothing happens. No changes. My powerhax.txt is as follows

GivePower self SFXPower_ThrowProjectile_Radius
SetRank self SFXPower_ThrowProjectile_Radius 4
Binding:
( Name="F8", Command="exec powerhax.txt" )

Correct me if I made any mistakes, but I have redone that 3 times and without any effect.

Also, no to Cyrus_1969. You cant use Vasir's powers, neither can you use Harbinger's.

Also it  would be nice to know how to actually swap Character class powers (Replace the stupid Cryo Blast with something useful). I could not find any other settings files therefore I would presume it is possible. But I have not been able to find out how. 

UPDATE:
Figures... It works if i try to add non evolved power. But for some reason the evolved do not work. Not sure what couses this, but you want to do it you can add a non-evolved power and then bind some key to
givetalentpoints [number of whatever the hell amount of points you wanna get]. Just be advised: this amount of points will also be give to all your teammates.

Modifié par Megakoresh, 27 février 2011 - 07:42 .


#39
smrm64

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I love your tutorial, you must be a genius to have figured this out. But I am having problems. I follow all the instructions for adding powers. I added the full text for combat drone, reave, singularity,incendiary ammo and shockwave(each seperately of course) to the proper places but the game crashed upon startup. Please help

#40
Bogsnot1

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Did you run the ME2inifixer.exe after you modified the coalesced.ini?

#41
JimmyTheKid23

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when i add the skip-able movie lines to my .ini, the game doesnt launch

#42
Stardusk78

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I have been trying to add Inferno ammo now for ages or any power for that matter; I follow the instructions to a T and nothing works...I have no idea what is wrong. I do get a garbled line comment after the ME.fixer but other than that I think everything is right...? Can anyone help me please? I just want to add Inferno ammo...;)

#43
Stardusk78

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I always get this garbled at section...is that the problem?

#44
AdenJ

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Megakoresh wrote...

 This doesnt work anymore I guess.

I have this:
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Throw",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_ThrowProjectile_Radius",SeekFreePackageName="SFXCharacterclass_Adept)
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_ThrowProjectile_Heavy",SeekFreePackageName="SFXCharacterclass_Adept)
in my Coalsced.ini and i have taken the information from the savegame, in the Player powers. I have also tried the one with shockwave but when i press F8 just nothing happens. No changes. My powerhax.txt is as follows

GivePower self SFXPower_ThrowProjectile_Radius
SetRank self SFXPower_ThrowProjectile_Radius 4
Binding:
( Name="F8", Command="exec powerhax.txt" )

Correct me if I made any mistakes, but I have redone that 3 times and without any effect.

Also, no to Cyrus_1969. You cant use Vasir's powers, neither can you use Harbinger's.

Also it  would be nice to know how to actually swap Character class powers (Replace the stupid Cryo Blast with something useful). I could not find any other settings files therefore I would presume it is possible. But I have not been able to find out how. 

UPDATE:
Figures... It works if i try to add non evolved power. But for some reason the evolved do not work. Not sure what couses this, but you want to do it you can add a non-evolved power and then bind some key to
givetalentpoints [number of whatever the hell amount of points you wanna get]. Just be advised: this amount of points will also be give to all your teammates.


Hi, if you haven't found the answer yet then this is your problem.

The evolved version doesn't work cause you need to remove the word projectile. So it should look like this:

DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Throw_Radius",SeekFreePackageName="SFXCharacterclass_Adept)

and like this

SFXPower_Throw_Radius

Do the same for the heavy version and it will work. i added them to Jack. Thought for a biotic wondergirl she was pretty lacking.

Hope it helps.

#45
kingofharts6969

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Modifié par kingofharts6969, 02 août 2011 - 01:38 .


#46
phoenixofthunder

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ZephSunstrider wrote...

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:
[color=rgb(192, 192, 255)

]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")[/color]

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" )

[color="#c0c0ff"]GivePower self SFXPower_Shockwave
SetRank self SFXPower_Shockwave 3[/color]

[color="#f0c805"]*********ADDED INFO**********[/color]
[color="#f06419"]I have found that it is good practice to place the binding above also in the section right below the SFXGame.SFXGameModeBase section:  the SFXGame.SFXGameModeDefault section. It can sometimes clear up the issue of the binding not functioning.[/color] 
[color="#f0c805"]**********************************[/color]

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:
[color="#c0c0ff"]GivePower self SFXPower_Shockwave
SetRank self SFXPower_Shockwave 3[/color]

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:
[color="#c0c0ff"]GivePower self SFXPower_Shockwave_Evolved1
SetRank self SFXPower_Shockwave_Evolved1 4[/color]

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.


PS:
I maybe wrong but it seems that ZephSunstrider has moved on from keeping up with this thread. That being the case, if anyone has trouble with this you may PM me instead.Image IPB

Modifié par phoenixofthunder, 01 septembre 2011 - 12:46 .


#47
Yongking

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Does anybody know how to remove a class power via the .ini files? Cryo Ammo for Infiltrators for example, its a useless power in compared to some of the other bonus power, and I want to remove it so I can have another slot for these bonus powers.

Thanks in advance :D

#48
phoenixofthunder

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Responded via PM

#49
newmanchris

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I don't really want to add powers I just want to swap some powers. For instance, if I wanted to replace cryo ammo for disruptor in the vanguard class would I still have to perform all of those steps; or can you delete one section, add another, run the fixer and be good?

#50
BobT36

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Megakoresh wrote...
Hi, if you haven't found the answer yet then this is your problem.

The evolved version doesn't work cause you need to remove the word projectile. So it should look like this:

DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Throw_Radius",SeekFreePackageName="SFXCharacterclass_Adept)

and like this

SFXPower_Throw_Radius

Do the same for the heavy version and it will work. i added them to Jack. Thought for a biotic wondergirl she was pretty lacking.

Hope it helps.


Actually what made it work for me was putting this in the .txt file:

"GivePower self SFXPower_Throw
GivePower self SFXPower_Throw_Radius
SetRank self SFXPower_Throw_Radius 4"

Giving it as Throw_Radius and immediately setting it to 4 just wasn't working, but Throw on it's own was. Therefore giving myself the base skill, THEN giving myself the upgrade, then setting the rank as 4 works fine. :D

<3 Having Throw back on my Vanguard.

To hijack just a tad, has anyone found a way to remove skills (as asked), or even better, have it so the proper "minimap" radar is displayed (that shows your squadmates, as seen from the Command HUD), rather than that daft ObjectiveMap that only flashes up for a second?

I've managed to get the ObjectiveRadarDisplay to stay on by setting up a bind that just says:
Bindings=( Name="L", Command="OnTap 0.3 TurnObjectiveRadarDisplayOn")

But still that's the crappy version, and I haveto then hide it again to see the "Proper" minimap in the Command HUD (as the daft one covers it up). Anyone know how to enhance this? The dumbed-down UI is REALLY annoying me with not being able to see health bars and the proper minimap, two very basic and important UI functions, grr.

Oh I'm missing my old "SuperSpeed" button from ME1 too heh, I assume there would be a way to edit it into ME2 with changing the runspeed on button push / release? If the command isn't already in there.

Modifié par BobT36, 26 septembre 2011 - 12:09 .