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#51
phoenixofthunder

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newmanchris wrote...

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?


Unfortunately yes the step is nescessary since the game has no default instructions available for such class twisting. 

#52
phoenixofthunder

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BobT36 wrote...
....Snip......
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?

BobT36 wrote...
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.

Ditto. Plus good find with the Radar.

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.

Good find with the Radar.
 
For super speed try:
Bindings=( Name="Q", Command="OnTap 0.3  SloMo 1.8 |  SloMo 1.0 ")

#53
newmanchris

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Oh well, thanks for the information.

#54
agent021

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How can I allow my squad to use 5 weapons like Shepard does?

#55
Bogsnot1

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agent021 wrote...

How can I allow my squad to use 5 weapons like Shepard does?


Depend on if you want to give them all weapons, or just change what they normally carry. I dont know if you can give them 4 and the heavy, but you can change their loadout by editting this section of the coalesced.ini

[SFXGame.SFXPlayerSquadLoadoutData]
HenchLoadoutInfo=

#56
phoenixofthunder

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agent021 wrote...

How can I allow my squad to use 5 weapons like Shepard does?


In theory you can give them access to all the classes of weapons. However they will only ever use two which are usually either first two in their loadout lists or if their default weapons are among those you selected for them they may just use those (seems to be hard coded into the game to be this way) or any combination there of. Their weapon choice is for the most part however basically random as to which weapons will show up for them to use if they are given access to 5 weapon types.

Modifié par phoenixofthunder, 20 octobre 2011 - 07:10 .


#57
Ja88erw0cky

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Please Help!

I was able to add pull to my sentinel, but it is not the projectile form.

Using:

DynamicLoadMappings=
(ObjectName="SFXGameContent_Powers.SFXPower_PullProjectile",
SeekFreePackageName="SFXCharacterclass_Sentinel")

or

DynamicLoadMappings=
(ObjectName="SFXGameContent_Powers.SFXPower_Pull",
SeekFreePackageName="SFXCharacterclass_Sentinel")

makes no difference for:

GivePower self SFXGameContent_Powers.SFXPower_Pull
SetRank self SFXGameContent_Powers.SFXPower_Pull 2

(both permuations result in an insta-cast), but:

GivePower self SFXGameContent_Powers.SFXPower_PullProjectile
SetRank self SFXGameContent_Powers.SFXPower_PullProjectile 2

fails for both.

Thoughts? :crying:

#58
ZephSunstrider

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Try adding it through the Adept package, or the Vanguard. The Sentinel's not supposed to have Pull, I think. And only use the PullProjectile power.
I hope that helps, been over a year since I've dabbled in ME2 modding :|

#59
Ja88erw0cky

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Thanks, that really set me on the right path and I have a better understanding of what the DynamicLoadMapping does. Although I seem to need a separate "exec [power].txt" for every power, it works every time and does what I need it to do.

#60
mslavko82

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Hello everyone! Great thread. I managed using this instructions to add wanted powers. However, is it possible at all to permanently add powers to some class? Or to remove it? Also, what is meaning of this part in Coalesced.ini?
[SFXGamePawns.SFXCharacterclass_Vanguard]
MappedPowers=SFXPower_BioticCharge
MappedPowers=SFXPower_Shockwave
MappedPowers=SFXPower_Pull
MappedPowers=SFXPower_CryoAmmo
MappedPowers=SFXPower_IncendiaryAmmo

#61
Ja88erw0cky

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mslavko82 wrote...
I managed using this instructions to add wanted powers. However, is it possible at all to permanently add powers to some class? Or to remove it? Also, what is meaning of this part in Coalesced.ini?


I'll save you the trouble; changing that part of c***.ini does absolutely nothing. It is not possible to modify the game so that a character class initializes (i.e. new game) with the exact power loadout you desire. However, fear not, there is a way around this:

Adding Bonus Powers (i.e. Loyalty Powers)

Nothing difficult here. If I wish to add stasis (perhaps the most complex case for bonus powers), then all you need is to bind "exec numpad1.txt" to NumPad1, where numpad1.txt is located in ".../Documents/Bioware/MassEffect2/Binaries" and contains only the three following lines:

[SFXGame.SFXGameModeBase]
GivePower Self SFXGameContentLiara.SFXPower_StasisNew
SetRank Self SFXGameContentLiara.SFXPower_StasisNew 3

Note that the rank must be a positive integer less than four, because the evolved version is considered a separate power. To solve this, I think its easier just to have another file bound as "exec talentpoint.txt", where this file is again located in "../Binaries" and contains only the following:

[SFXGame.SFXGameModeBase]
GiveTalentPoints 1

By pressing whichever key is bound to the text file repeatedly then provides that integer number of talent points. Note that any save game will record and reload the exact bonus power loadouts, regardless of number. Therefore, you can set it and forget it.

Adding class Powers

If I wish to add one of the regular powers, say the projectile form of pull (again, probably the most complex case for non-bonus powers), I need to take a few extra steps. First, I need to make sure any function calls and textures associated with pull-projectile will be linked to the non-adept class. This is accomplished with DynamicLoadMapping, like so:

(ObjectName="SFXGameContent_Powers.SFXPower_PullProjectile", SeekFreePackageName="SFXCharacterclass_Adept")

Just add this to the list of DynamicLoadMapping(s) in c***.ini . Next, I need to bind “exec numpad2.txt” with the following contents:

[SFXGame.SFXGameModeBase]
GivePower self SFXPower_PullProjectile
SetRank self SFXPower_PullProjectile 3

And, if I wish to evolve the power, I would use the aforementioned method.

However, a clear difference here from the former is that a save game will not reload a non-class specific power.  Every time you load a save game, you need to repeat the “exec numpad2.txt” and “exec talentpoint.txt”. I know of no way around this.

Removing Powers

I think you can use Gibbed to remove any power from the Raw->Squad->Player->Powers(Collection). I can verify that this is true for bonus powers; however, I have not tried to verify this for class powers. For example, I have not tried to remove assault armor from a sentinel and replace it with the traditional barrier in ME1 (although the latter would clearly work since its a bonus power).

Modifié par Ja88erw0cky, 20 janvier 2012 - 09:21 .


#62
mslavko82

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Thanks! 

Ja88erw0cky wrote... 
Removing Powers

I think you can use Gibbed to remove any power from the Raw->Squad->Player->Powers(Collection). I can verify that this is true for bonus powers; however, I have not tried to verify this for class powers. For example, I have not tried to remove assault armor from a sentinel and replace it with the traditional barrier in ME1 (although the latter would clearly work since its a bonus power).


I can verify it is not possible to remove class powers this way, only bonus powers.

It is probably going to be stupid question, but it can't hurt to ask: since it is obviosly possible to add/remove bonus power permanently, is it maybe possible to force game (by somehow editing c***.ini) to recognize all powers as bonus powers - then permanently adding or removing them would be easy?:D

edit: hmm... one more question. Is it safe to edit bioweapon.ini files in DLCs? Or CRC  error will appear when edit them too?

Modifié par mslavko82, 22 janvier 2012 - 02:40 .


#63
Vyrkull

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Hey, I red all your posts plus the instructions, but... something's wrong. I found another post of this "power adding" stuff, but still nothing. Can anyone help me please?

What I've done: (class:solider)
----------------------------------------
[SFXGame.SFXGameModeBase]
 
GivePower self SFXPower_PowerArmor
GivePower self SFXPower_PowerArmor_Evolved1
SetRank self SFXPower_PowerArmor_Evolved1 4
----------------------------------------:added to my "newpowers.txt" in binaries. (tried both in documents and program files) (without the "-------" stuff.)
----------------------------------------
(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor_Evolved1",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor_Evolved2",SeekFreePackageName="SFXCharacterclass_Sentinel")
----------------------------------------:added below the last line of SFXGame.SFXEngine
And
----------------------------------------
Bindings=( Name="L", Command="exec newpowers.txt" )
----------------------------------------:added blow the last line of SFXGame.SFXGameModeBase
I'm not a modder, don't really understand this... crap, but I tought I followed the instructions right. but...
whad did I do wrong? or what did I miss? Posted Image

P.S.: sorry, I don't speak english very well.
                                                                                             Thanks

Sorry, I forgot to mention: I tried different key bindings, different powers with different ranks (not just the evolved one) and with different classes. also I did run "the fixer" of course. again, thank you.

Modifié par Vyrkull, 09 février 2012 - 06:45 .


#64
Cynder2011

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Vyrkull wrote...

Hey, I red all your posts plus the instructions, but... something's wrong. I found another post of this "power adding" stuff, but still nothing. Can anyone help me please?

What I've done: (class:solider)
----------------------------------------
[SFXGame.SFXGameModeBase]
 
GivePower self SFXPower_PowerArmor
GivePower self SFXPower_PowerArmor_Evolved1
SetRank self SFXPower_PowerArmor_Evolved1 4
----------------------------------------:added to my "newpowers.txt" in binaries. (tried both in documents and program files) (without the "-------" stuff.)
----------------------------------------
(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor_Evolved1",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor_Evolved2",SeekFreePackageName="SFXCharacterclass_Sentinel")
----------------------------------------:added below the last line of SFXGame.SFXEngine
And
----------------------------------------
Bindings=( Name="L", Command="exec newpowers.txt" )
----------------------------------------:added blow the last line of SFXGame.SFXGameModeBase
I'm not a modder, don't really understand this... crap, but I tought I followed the instructions right. but...
whad did I do wrong? or what did I miss? Posted Image

P.S.: sorry, I don't speak english very well.
                                                                                             Thanks

Sorry, I forgot to mention: I tried different key bindings, different powers with different ranks (not just the evolved one) and with different classes. also I did run "the fixer" of course. again, thank you.



EDIT: Nevermind missed the part where he said he put it in the binaries.

Modifié par Cynder2011, 13 février 2012 - 02:30 .


#65
jean222

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Vyrkull wrote...

Hey, I red all your posts plus the instructions, but... something's wrong. I found another post of this "power adding" stuff, but still nothing. Can anyone help me please?

What I've done: (class:solider)
----------------------------------------
[SFXGame.SFXGameModeBase]
 
GivePower self SFXPower_PowerArmor
GivePower self SFXPower_PowerArmor_Evolved1
SetRank self SFXPower_PowerArmor_Evolved1 4
----------------------------------------:added to my "newpowers.txt" in binaries. (tried both in documents and program files) (without the "-------" stuff.)
----------------------------------------
(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor_Evolved1",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor_Evolved2",SeekFreePackageName="SFXCharacterclass_Sentinel")
----------------------------------------:added below the last line of SFXGame.SFXEngine
And
----------------------------------------
Bindings=( Name="L", Command="exec newpowers.txt" )
----------------------------------------:added blow the last line of SFXGame.SFXGameModeBase
I'm not a modder, don't really understand this... crap, but I tought I followed the instructions right. but...
whad did I do wrong? or what did I miss? Posted Image

P.S.: sorry, I don't speak english very well.
                                                                                             Thanks

Sorry, I forgot to mention: I tried different key bindings, different powers with different ranks (not just the evolved one) and with different classes. also I did run "the fixer" of course. again, thank you.




Hy, I don't know english very well too, so I will try to give my best.
I'll Show you how it works, at least in my case, and first i would like to thank all of you for helping out in this tutorial.
I've even used Inge's project that is c.ini and power.txt, but while they add powers, were stuck at level 1.
In [SFXGame.SFXEngine], I wrote simply:
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor",SeekFreePackageName="SFXCharacterclass_Sentinel")
and bind it in "[SFXGame.SFXGameModeBase]" in the .exe file if you want to have level 2 or 3, write:

GivePower self SFXPower_PowerArmor
SetRank self SFXPower_PowerArmor 3

By adding 5 it's chosen randomly and without specifying which evolved version is so it will choose between heavy and radius:

GivePower self SFXPower_PowerArmor
SetRank self SFXPower_PowerArmor 5

If you want power to be evolved correctly, in c.ini under [Engine.Engine], search for PowerArmor, it should look like this:
ActiveclassRedirects=OldclassName=SFXPower_PowerArmor,NewclassName=SFXGameContent_Powers.SFXPower_PowerArmor
ActiveclassRedirects=OldclassName=SFXPower_PowerArmor_Evolved1,NewclassName=SFXGameContent_Powers.SFXPower_PowerArmor_Evolved1
ActiveclassRedirects=OldclassName=SFXPower_PowerArmor_Evolved2,NewclassName=SFXGameContent_Powers.SFXPower_PowerArmor_Evolved2
ActiveclassRedirects=OldclassName=SFXPower_PowerArmor_Sentinel,NewclassName=SFXGameContent_Powers.SFXPower_PowerArmor_Sentinel
See Evolved1 which is heavy and Evolved2 which is radius.
So your power will look like this for radius option:

GivePower self SFXPower_PowerArmor
GivePower self SFXPower_PowerArmor_Evolved2
SetRank self SFXPower_PowerArmor_Evolved2 4

Note:Evolved1 or Evolved2 differs from power to power.
Examples:
GivePower self SFXPower_BioticCharge
GivePower self SFXPower_BioticCharge_Radius
SetRank self SFXPower_BioticCharge_Radius 4

GivePower self SFXPower_Cloak
GivePower self SFXPower_Cloak_Enhanced
SetRank self SFXPower_Cloak_Enhanced 4

GivePower self SFXPower_ArmorPiercingAmmo
GivePower self SFXPower_ArmorPiercingAmmo_Squad
SetRank self SFXPower_ArmorPiercingAmmo_Squad 4

Note2:Unfortunately you'll not find all powers in [Engine.Engine] to evolve them the right way, and don't know where else to look, powers like, Dominate_Player, CombatDrone, AdrenalineRush, so you can try the method of Ja88erw0cky to evolve it or:

GivePower self SFXPower_CombatDrone
SetRank self SFXPower_CombatDrone 5

Hope it helps.

Modifié par jean222, 09 mars 2012 - 03:48 .


#66
Spirit Keeper

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I think I need some help with whta the lines should look like in the C.ini because i've tried and I can't get it working.

I'm trying to add Heavy Warp to my Vanguard.

Edit: Never mind. I've got it running, can't wait to start doing biotic detonations on my Vnaguard, YAYS ;)

Modifié par SovereignSRV, 08 juin 2012 - 11:40 .


#67
lilnemo7

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PLEASE, PLEASE, PLEASE HELP!!!!!!!

HEY GUYS, I'VE BEEN SPENDING A LONG TIME TRYING TO FIGURE OUT HOW TO PERMANENTLY KEEP YOUR REGULAR ADDED POWERS (NOT BONUS POWERS). I'M FINE WITH PRESSING KEY BINDINGS TO TURN THEM ON AFTER EVERY CHANGED LOCATION, BUT ITS SO ANNOYING HAVING TO UPGRADE EVERYTIME I ENTER A NEW PLACE OR LOAD THE GAME AGAIN.

PLEASE, PLEASE, PLEASE HELP.... HOW CAN I MAKE ADDING THE POWERS PERMANENT. THIS HAS BUGGING ME FOR THE LONGEST,

Thank you ahead of time, sorry for the all caps, just wanted to get people's attention.

#68
Guest_Zamensis_*

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Nvm. Useless post.

Modifié par Zamensis, 26 septembre 2012 - 04:58 .


#69
Utsav

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Any way to add bonus power like geth shield boost or inferno grenade?
Bcz i tried
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_GethShieldBoost",SeekFreePackageName="SFXCharacterclass_Engineer"

GivePower self SFXPower_GethShieldBoost
SetRank self SFXPower_GethShieldBoost 3

OR

DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_InfernoGrenade",SeekFreePackageName="SFXCharacterclass_Soldier"

GivePower self SFXPower_InfernoGrenade
SetRank self SFXPower_InfernoGrenade 3

But nothing happen

Is there anything wrong..(Like gethshieldboost might be shieldboost) or what..?