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ME2 - Modding is Possible III (PC Only)


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#1
Guest_Inge Shepard_*

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Important information that we should be aware of, in the case of modding.

HOWEVER!!!

It is BioWare's policy that you DO NOT moddify our games. We are not
responsible for any changes you make to our games and how they may or
may not correctly work with future DLC or sequels.

And I know, I hear you say "Priestly, I only moddified the X" or "I only changed the
Y, so that cannot hurt anything" or similar.
THAT DOES NOT MATTER. Anytime you start mucking around in the game and
moddifying, adding credits, changing appearances, altering anything it
MAY have an unexpected effect on future Mass Effect content.

You are welcome to do any modding you so choose, but you do it at your OWN RISK.

-----------------------------------------------------------------------------------------------------------------------
Start a Modding is Possible version III.
I will not make a FAQ post, that information will you find on the start pages for these old threads!
This is the link for Moddings is Possible II and the originale Modding is Possible Guide
-----------------------------------------------------------------------------------------------------------------------
This is a overview of how you can edit your DLC Guns.
You don't need to do any changes for BIOEngine.ini file.
Hope I don't have to explain that you do make a backup of your files.
When you have added all information for your DLC in to your Coalesced.ini file, then just rename the files in the DLC folder, to something like these, as an example: BIOGame.org.ini & BIOWeapon.org.ini

Editor for Modding:
This is the best Editors to use: Notepad++ | PSPad | for advanced users Netbeans


Epic Legion's Mass Effect 2 PCC Patcher download here.

Phoenix of Thunder's post about editing DLC Guns.

More from Phoenix:
Default & Custom Male Blue Scars

Phoenix's Modding 101 videos!

Armor and Casual

Other available textmods:

Download Notepad++ and ME2IniFixer
-------------------------------------------------------------------------------------------------------------------------------------------------
Deebe's post of how to change eye color

Here is the change:
There are two "eye" lines in Vector Parameters:
EYE_Iris_Colour_Vector
EYE_White_Colour_Vector

To get T.I.M. Eyes of any color:
DELETE | EYE_Iris_Colour_Vector
CHANGE | EYE_White_Colour_Vector to Emis_Color
Then Imput your RGB code.
------------------------------------------------------------------------------------------------------------------------------------------------
ZephSunStrider post:
How-To: Add powers to your team!
-------------------------------------------------------------------------------------------------------------------------------------------------
Tools for video recording and snapshot's:
PlayClaw | FRAPS

-------------------------------------------------------------------------------------------------------------------------------------------------
Okogawa's Guide (1.9) for Gibbed's ME2 editor
-------------------------------------------------------------------------------------------------------------------------------------------------
- Inge

Modifié par Inge Shepard, 21 août 2011 - 06:26 .


#2
Chugster

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adding my post from the old thread, hopefully it will get answered in one of them:



ok can someone explain WTF is going in with my modding?



I have set up the Revvy so that if fire just like a Mattock, copied all the damage, fire-rate and AI stuff from the Mattock and it works fine for me.



Now ive just played through Purgotary (sp) with Grunt w/Mattock, now he fires the Mattock with no problems whatsoever, BUT, the ****ing bad guys, Commanders and Kuril, will not shoot their Revvy's right...they shoot once and then just stand there out of cover...



WHY THE **** IS THIS?



I mean, grunt does ok...the settings are the same, but the bad guys are ****ed...i noticed the same thing when i tried to do the same with the GPR...all the geth missions were neutered



Im getting really pissed off...i love the look of the Revvy and GPR but dont like the way they operate ingame but everytime i mod the fire rate from full auto to semi the AI throws a fit...even with the AI settings done the same as the Mattock

#3
Guest_Inge Shepard_*

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Can't you copy and paste the changes you have done, and let us see? Maybe we can find some reason.

#4
Chugster

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arghh, im on the laptop now....but the only things i didnt copy from the mattock were these lines:

PrettyName=209729
IconRef=9
GeneralDescription=338213
ShortDescription=339279
bNotRegularWeaponGUI=TRUE
GUIImage=GUI_Codex_Images.Machinegun_512
SteamSoundThreshold=1
NoAmmoFireSoundDelay=0.5

everything else was copied from the 'DesertRifle' part of the BIOweapon file in the DLC folder

ill try to post exactly what i have later, but its just the same info that everyone has

Modifié par Chugster, 18 octobre 2010 - 05:22 .


#5
Chugster

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ok here is the info from my c.ini



[SFXGameContent_Inventory.SFXWeapon_Machinegun]

Damage=(X=50.4,Y=50.4)

DamageAI=0.8f

DamageHench=0.4f

RateOfFire=(X=750,Y=750)

TracerSpawnOffset=2.0

MagSize=(X=16,Y=16)

LowAmmoSoundThreshold=6

InitialMagazines=4

MaxSpareAmmo=(X=64,Y=64)

BurstRounds=1

BurstRefireTime=999.0f

AIBurstRefireTimeMin=0.1

AIBurstRefireTimeMax=0.2

MinAimError=(X=1.6,Y=1.6)

MaxAimError=(X=4.0,Y=4.0)

AccFirePenalty=320.0f

AccFireInterpSpeed=420.0f

CrosshairRange=(X=35,Y=65)

MinZoomAimError=(X=0.35f,Y=0.35f)

MaxZoomAimError=(X=1.5,Y=1.5)

ZoomAccFirePenalty=40f

ZoomAccFireInterpSpeed=38f

ZoomCrosshairRange=(X=25,Y=40)

Recoil=(X=3.0f,Y=3.0f)

ZoomRecoil=(X=1.5,Y=1.5)

RecoilInterpSpeed=15.f

RecoilFadeSpeed=3.0f

RecoilZoomFadeSpeed=0.95f

RecoilYawScale=0.2f

RecoilYawBias=-0.2f

RecoilYawFrequench=60

PrettyName=209729

IconRef=9

GeneralDescription=338213

ShortDescription=339279

bNotRegularWeaponGUI=TRUE

GUIImage=GUI_Codex_Images.Machinegun_512

SteamSoundThreshold=1

NoAmmoFireSoundDelay=0.5

AI_BurstFireCount=(X=2,Y=6)

AI_BurstFireDelay=(X=0.65f,Y=2.3f)

AI_BurstFireMovingDelay=(X=0.5f,Y=2.f)

AI_AimDelay=(X=0.3,Y=0.3)




#6
RGFrog

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The short answer: settings you change also affect the NPC's in the game. So if you set the Rev. to one shot per trigger pull, then all NPC's using the Rev. will do that too.

#7
ZephSunstrider

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Chugster wrote...
BurstRounds=1
BurstRefireTime=999.0f

These two are the evildoers.
The AI thinks in bursts, not in single shots, except that with most rifles, one burst equals one shot; which is why the AI fires 2-4 bursts when using an unmodded Needler, and only 2-4 shots when setting it on full auto.
But if there's a delay between bursts, like 999 seconds, that messes things up.
Set the burst refire time to 0.0 and that should fix it.

Edit: The Mattock ini entry at that position actually even refers to it: "Burst is set so the player has to re-engage the trigger to continue firing"
Theoretically it is possible to fire 2 salvos without re-engaging the trigger, though the delay of 999 seconds means you'd actually have to wait ~17 minutes for that to happen.

Modifié par ZephSunstrider, 18 octobre 2010 - 07:54 .


#8
RGFrog

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Adding things from MIP II, so we can all say look at pg1 again and again :) PM me with links to other tools and I'll get them added.

Editing the coalesced.ini:
Notepad++
ME2 ini fixer
Iron Spines ME2 Coalesced Editor
Mass Effect 2 Coalesced.ini Mod Manager by RCW

Viewing models in and extracting from the .pcc
Unreal Model Viewer
Unreal Model Extractor

Modifié par RGFrog, 20 octobre 2010 - 05:03 .


#9
RGFrog

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Adding Paragon/Renegade points via keybinding:

Crunchyinmilk wrote...

Incrementally adding points via the commands from ME1 doesn't seem to work reliably.

Setting the value specifically via 'set' does work but obviously not as an incremental addition. I find it easier to just max both renegade and paragon and make any decision I like, when I like rather than 'gimping' in a few extra here and there as the need arises.  The result is the same.

Here are my coalesced.ini edits:

Under [SFXGame.SFXGameModeBase]

;-- Morality
Bindings=( Name="Underscore",Command="SetRenegade 0 | SetParagon 0" )
Bindings=( Name="Equals",Command="SetParagon 1900 | SetRenegade 1957" )
Bindings=( Name="Equals",Command="SetParagon 1900 | SetRenegade 250",Alt=True )
Bindings=( Name="Underscore",Command="SetRenegade 1957 | SetParagon 250",Alt=True )


I use underscore because that's what ME2 reads my keyboard's minus (-) key as, likewise equals is what ME2 reads my plus (+) key as.

Explanation:
Minus resets both meters.  I use this to force myself to pick right wheel only options for a more interesting game  (more consequences).

Plus
maxes both, allowing you to chose any dialog option.

Alt + Plus
sets you to max paragon (and a little renegade).  

Alt + Minus
sets you to max renegade (with a little paragon).  Handy for end game saves to be imported into ME3  if it turns out to be of worth.  Keep in mind your Paragon/Renegade mattered very little from ME1 

Its also worth noting that changing your paragon/renegade values in the middle of a conversation doesn't seem to work.  If you find a grayed paragon option, boosting your paragon score then and there will not make it turn blue.


Modifié par RGFrog, 18 octobre 2010 - 08:47 .


#10
RGFrog

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Liara as Squadmate:

Crunchyinmilk wrote...

You need the Shadow Broker DLC for one.

Pick an existing team mate you don't want, and edit a couple of their henchman entries to semi-replace them with Liara. What you're really doing is removing them from the game and then using a stream bind to force Liara into the empty squad member spot.

Pick the edited team mate (who still shows up in the squad selection screen) and load the level as normal.
Once the level has fully loaded and you're running around... then you press your 'stream in Liara' bind.

The only way to edit what weapons Liara carries is to enter some of her data into [SFXGame.SFXPawn_Henchman].
I suggest replacing the same henchman, obviously. By entering her stuff in here you can access and change Liara's inventory in the weapon selection crate on the Normandy and in levels that also feature the weapon selection crate.

Posted Image

Step by step example:

Lets replace Jacob with Liara (sort of)

In this example, the line prefaced with ';' is Jacob's original entry, I've commented it out to turn it off. Find his line in your coalesced.ini and add the semi colon (;) to turn it off.

Under that I've added the new Liara line. This will make it possible to select an 'empty' squad mate from the  selection screen. You'll still see Jacob there, but he'll be named Liara (kinky!).

[SFXGame.BioSFHandler_PartySelection]
;lstMemberInfo=(Tag=hench_leading,LoadoutTag=hench_Jacob,StrName=178200,ImageIndex=5,KismetIndex=1,AvailableLabel=IsSelectableLeading,InPartyLabel=InSquadLeading,IsLoyalLabel=IsLoyalLeading,OldLoyaltyLabel=WasLoyalLeading,AppearanceLabel=AppearanceLeading,DeadIndex=196,StrDossierText=178200,StrSpecialty=178200)
lstMemberInfo=(Tag=hench_liara,LoadoutTag=hench_Miranda,StrName=362749,ImageIndex=5,KismetIndex=1,AvailableLabel=IsSelectableLeading,InPartyLabel=Littlewing,IsLoyalLabel=IsLoyalLeading,OldLoyaltyLabel=WasLoyalLeading,AppearanceLabel=AppearanceLeading,DeadIndex=196,StrDossierText=178200,StrSpecialty=178200)

To be able to pick Liara's inventory from weapons crates (you can't equip her from squad selection) comment out  Jacob's entry and add Liara's in the same fashion as before.

[SFXGame.SFXPawn_Henchman]
;HenchmenInfo=(className=SFXPawn_Jacob,Tag=hench_leading,PrettyName=178200,HenchAcquiredPlotID=34,HenchInSquadPlotID=22,HenchmanImage="GUI_Codex_Images.Jacob_512")
HenchmenInfo=(className=SFXPawn_Liara,Tag=hench_liara,PrettyName=362749,HenchAcquiredPlotID=34,HenchInSquadPlotID=22,HenchmanImage="SB_Codex_Images.Liara_512")

Finally you need a bind to stream in Liara, once you've landed on a planet.  In this case I've used ALT+L to summon her.


[SFXGame.SFXGameModeBase]
Bindings=( Name="L", Command="StreamLevelIn BioH_Liara_00",Alt=True )

With that done, save and repair your coalesced.ini. Equip Liara from the Normandy weapon crate, and then pick  Jacob (named Liara) from the party selection screen. Load the level completely and find yourself with just the one companion. Press your 'summon Liara' bind and she should appear behind you. Don't forget to level her up the first time.


Modifié par RGFrog, 18 octobre 2010 - 08:24 .


#11
RGFrog

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Tiled Screenshots:

Crunchyinmilk wrote...
Just as with Mass Effect 1, you need to add the bind yourself. Edit your mass effect 2 coalesced.ini file and under  [SFXGame.SFXGameModeBase] add the binds you want, then save the file and recompile it with me2inifixer.  Links to everything you need for editing is in the first post of the Modding is Possible II thread in general  discussion.

To take an ordinary screenshot, the command is "Shot". To take a giant screenshot the command is "Tiledshot X"  where X can be a multiplier of your current screen resolution or a specific grid size, see here for more about the  command.

Example: My screen resolution (during play) is 1280 by 720. Under [SFXGame.SFXGameModeBase] I add the bind:

Bindings=( Name="L", Command="TiledShot 3",Alt=True )

After saving and recompiling the coalesced.ini, start mass effect 2 again, and then hold down Alt+L The game will  proceed to make a giant screenshot (slowly) starting from top left to bottom right, piece by piece, 3 times the size  of my screen resolution (3840 x 2160).

Some problems with this though: Its slow, so either take static shots or make a bind to pause the action  ("playersonly" will pause the game). Also worth noting, the interface does NOT scale up for a tiled shot, it  appears  on every tile. So its worth having a bind to toggle the interface ("ShowHud") to hide it. The final stitched  together shot is placed in

[user name]/my documents/bioware/mass effect 2/biogame/screenshots/ (in here)


Iwakura-Lain wrote...

Bindings=(Name="F7",Command="ToggleHUD")
Bindings=(Name="F11",Command="tiledshot 8x8 1024") see below
Bindings=(Name="Pause",Command="Playersonly")
Bindings=(Name="F",Command="toggleflycam")

...

But the mystery is solved now, thanks to you. It appears you can't use the extended grid command any more, like  '8x8', the way I did. If you do that, the overlap gets ignored, regardless of your setting. This did it for me:

( Name="F11",Command="tiledshot 8 1024" )

Notice it just says '8' (not 8x8). And it actually doesn't give you an image that's 8x the original size, but 64x (8x8, like I wanted anyway). Do that, and the '1024' parameter gets taken into account, and the vignette is gone forever. :)

EDIT: And the beauty of it all is, you don't even have to turn off postprocessing any more. :)


Modifié par RGFrog, 18 octobre 2010 - 08:44 .


#12
Chugster

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ZephSunstrider wrote...

Chugster wrote...
BurstRounds=1
BurstRefireTime=999.0f

These two are the evildoers.
The AI thinks in bursts, not in single shots, except that with most rifles, one burst equals one shot; which is why the AI fires 2-4 bursts when using an unmodded Needler, and only 2-4 shots when setting it on full auto.
But if there's a delay between bursts, like 999 seconds, that messes things up.
Set the burst refire time to 0.0 and that should fix it.

Edit: The Mattock ini entry at that position actually even refers to it: "Burst is set so the player has to re-engage the trigger to continue firing"
Theoretically it is possible to fire 2 salvos without re-engaging the trigger, though the delay of 999 seconds means you'd actually have to wait ~17 minutes for that to happen.


ahh so the refire bit is solely for the player?

Makes sense, but if i set it to zero will i still have to pull the trigger each time to get a shot?

and how come Grunt uses the Mattock without this issue? or is there a difference between bad guys and squaddies, in terms of weapons usage? maybe non squad AI arent designed for semi auto rifles

Modifié par Chugster, 18 octobre 2010 - 09:59 .


#13
Captain_Obvious_au

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Thanks for the info RGFrog. Is there any way to just get the points when starting a NG+ other than binding it to a key?



Also - how can I set Garrus' original undamaged armour as his alternate outfit, or a third alternate outfit?



Thanks :-)

#14
RGFrog

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Captain_Obvious_au wrote...
Thanks for the info RGFrog. Is there any way to just get the points when starting a NG+ other than binding it to a key?


NP, just copy/paste'ng the stuff I thought would be useful. There's plenty more, but i ran out of paste :)

Use gibbed's save editor to change paragrade points as well.

#15
ZephSunstrider

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Chugster wrote...

ZephSunstrider wrote...

Chugster wrote...
BurstRounds=1
BurstRefireTime=999.0f

*snip*

ahh so the refire bit is solely for the player?
Makes sense, but if i set it to zero will i still have to pull the trigger each time to get a shot?
and how come Grunt uses the Mattock without this issue? or is there a difference between bad guys and squaddies, in terms of weapons usage? maybe non squad AI arent designed for semi auto rifles

Maybe they aren't designed that way. I can't remember how AIs fight with the Needler, so it's just a theory.
Setting the refire time to 0 means you'll have full auto, so you don't pull the trigger each time, it just blazes away until you release the trigger. Sad side effect for those who want a semi-auto rifle, but nothing we can change atm without messing up the AI brains.
You could set it to something small, like 5 seconds, so that it doesn't mess with the AI too much and you still get the feeling of a semi-auto; it would still fire every 5 seconds by itself with held-down trigger, but I'll just assume you don't hold it down that long.

#16
droid105

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Hi All, just asking has anyone use quarian armor before for casual wear? I like to get a set for male/female Shepards who are in love with Tali. If another could help me get a couple for female/male I would real greatfully :)? Just asking what is the code for Asari Spectre armor for coal file and can we add her head to Shepard's helmets (2nd Asari head)? Is there code for blue suns and Escips helmets for Shepard use? Please let me know and thanks

Updated:  How do you add Blue Sun and Eclipse armor for combat wear?

Modifié par droid105, 19 octobre 2010 - 07:50 .


#17
Guest_Inge Shepard_*

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I need a new computer. Mine is gone, to the other side!:crying:

#18
Chugster

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ZephSunstrider wrote...

Chugster wrote...

ZephSunstrider wrote...

Chugster wrote...
BurstRounds=1
BurstRefireTime=999.0f

*snip*

ahh so the refire bit is solely for the player?
Makes sense, but if i set it to zero will i still have to pull the trigger each time to get a shot?
and how come Grunt uses the Mattock without this issue? or is there a difference between bad guys and squaddies, in terms of weapons usage? maybe non squad AI arent designed for semi auto rifles

Maybe they aren't designed that way. I can't remember how AIs fight with the Needler, so it's just a theory.
Setting the refire time to 0 means you'll have full auto, so you don't pull the trigger each time, it just blazes away until you release the trigger. Sad side effect for those who want a semi-auto rifle, but nothing we can change atm without messing up the AI brains.
You could set it to something small, like 5 seconds, so that it doesn't mess with the AI too much and you still get the feeling of a semi-auto; it would still fire every 5 seconds by itself with held-down trigger, but I'll just assume you don't hold it down that long.


hmm, mayble ill jsut leave things as they are...its only Kuril and the Shadow Broker that use them, so its not a major issue...just a bit annoying

#19
Guest_Inge Shepard_*

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Chugster wrote...

ok here is the info from my c.ini

[SFXGameContent_Inventory.SFXWeapon_Machinegun]
Damage=(X=50.4,Y=50.4)
DamageAI=0.8f
DamageHench=0.4f
RateOfFire=(X=750,Y=750)
TracerSpawnOffset=2.0
MagSize=(X=16,Y=16)
LowAmmoSoundThreshold=6
InitialMagazines=4
MaxSpareAmmo=(X=64,Y=64)
BurstRounds=1
BurstRefireTime=999.0f
AIBurstRefireTimeMin=0.1
AIBurstRefireTimeMax=0.2
MinAimError=(X=1.6,Y=1.6)
MaxAimError=(X=4.0,Y=4.0)
AccFirePenalty=320.0f


I made a text file I use for bursting fire for my guns.
Single shots, shots series on 3 and fully-automatic.
You find the file in my project.

- Inge


Modifié par Inge Shepard, 19 octobre 2010 - 03:36 .


#20
RGFrog

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Chugster wrote...

ok here is the info from my c.ini


Try the following, I'll give it a test run when I get back in front of my gaming rig if you don't get to it first.

[SFXGameContent_Inventory.SFXWeapon_Machinegun]

RateOfFire=(X=750,Y=750)

BurstRounds=1
BurstRefireTime=0.25f  <--- changed to be like the Shuriken, with this setting you can feather for full auto or have enough time to release the trigger for single fire or hold down the fire button for 4 shots per second.

AIBurstRefireTimeMin=0.1 <---
AIBurstRefireTimeMax=0.2 <---  These controll the AI...it's unclear if that just means henches or all ai but will be what i focus my testing on. From your description it seems non-hench ai may just use the BurstRefireTime setting instead.

bNotRegularWeaponGUI=TRUE  <--- Should be FALSE

AI_BurstFireCount=(X=4,Y=12) <--- Multiplies BurstRounds setting. I doubled for single fire weapons. Should take at least 4 shots before returnning to cover on a single fire weapon. Those 4 shots should take no more than 1 second based on AIBurstRefireTimeMax=0.2. Again, unclear if it's hench ai or all ai.

AI_BurstFireDelay=(X=0.65f,Y=2.3f) <--- Lower if you want but this is the time between shots where they are in cover.

#21
Guest_Inge Shepard_*

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Power that Grunt uses active and often.
If you give Grunt the Reave power, will you see him use this power often. So far in the game play, Grunt has been the only one using this power. Test it.
You add these lines:
GivePower Grunt SFXPower_Reave_Player
GivePower Grunt SFXPower_Reave_Evolved2_Player
SetRank Grunt SFXPower_Reave_Evolved2_Player 4

Info about the Reave power:
The power employs mass effect fields to biotically
attack the target's nervous or synthetic systems and prevent healing.
Restores health and gives a temporary health bonus when the power is
used against unprotected organics. Reave also does double damage to
armor and barriers.

- Inge

#22
curly haired boy

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RGFrog wrote...

Tiled Screenshots:

Crunchyinmilk wrote...
Just as with Mass Effect 1, you need to add the bind yourself. Edit your mass effect 2 coalesced.ini file and under  [SFXGame.SFXGameModeBase] add the binds you want, then save the file and recompile it with me2inifixer.  Links to everything you need for editing is in the first post of the Modding is Possible II thread in general  discussion.

To take an ordinary screenshot, the command is "Shot". To take a giant screenshot the command is "Tiledshot X"  where X can be a multiplier of your current screen resolution or a specific grid size, see here for more about the  command.

Example: My screen resolution (during play) is 1280 by 720. Under [SFXGame.SFXGameModeBase] I add the bind:

Bindings=( Name="L", Command="TiledShot 3",Alt=True )

After saving and recompiling the coalesced.ini, start mass effect 2 again, and then hold down Alt+L The game will  proceed to make a giant screenshot (slowly) starting from top left to bottom right, piece by piece, 3 times the size  of my screen resolution (3840 x 2160).

Some problems with this though: Its slow, so either take static shots or make a bind to pause the action  ("playersonly" will pause the game). Also worth noting, the interface does NOT scale up for a tiled shot, it  appears  on every tile. So its worth having a bind to toggle the interface ("ShowHud") to hide it. The final stitched  together shot is placed in

[user name]/my documents/bioware/mass effect 2/biogame/screenshots/ (in here)


Iwakura-Lain wrote...

Bindings=(Name="F7",Command="ToggleHUD")
Bindings=(Name="F11",Command="tiledshot 8x8 1024") see below
Bindings=(Name="Pause",Command="Playersonly")
Bindings=(Name="F",Command="toggleflycam")

...

But the mystery is solved now, thanks to you. It appears you can't use the extended grid command any more, like  '8x8', the way I did. If you do that, the overlap gets ignored, regardless of your setting. This did it for me:

( Name="F11",Command="tiledshot 8 1024" )

Notice it just says '8' (not 8x8). And it actually doesn't give you an image that's 8x the original size, but 64x (8x8, like I wanted anyway). Do that, and the '1024' parameter gets taken into account, and the vignette is gone forever. :)

EDIT: And the beauty of it all is, you don't even have to turn off postprocessing any more. :)

this is wonderful. i can't wait to try it :D

a question: is there a way to make the camera free-floating (able to move around the level?)

#23
GuardianAngel470

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Is there a way to give a class different abilities? For instance, Infiltrator with Singularity or Soldier with Pull.



Also, if you have the PC for it, what's the point of texture modding when you can use AA? Or is there a way to make the both work at the same time.



I've done some basic editing with my Coalesced.ini where I give certain characters different weapons and such but some of the stuff I've seen from you guys is just amazing.

#24
RGFrog

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RGFrog wrote...

Chugster wrote...

ok here is the info from my c.ini


Try the following, I'll give it a test run when I get back in front of my gaming rig if you don't get to it first.

[SFXGameContent_Inventory.SFXWeapon_Machinegun]

RateOfFire=(X=750,Y=750)

BurstRounds=1
BurstRefireTime=0.25f  <--- changed to be like the Shuriken, with this setting you can feather for full auto or have enough time to release the trigger for single fire or hold down the fire button for 4 shots per second.

AIBurstRefireTimeMin=0.1 <---
AIBurstRefireTimeMax=0.2 <---  These controll the AI...it's unclear if that just means henches or all ai but will be what i focus my testing on. From your description it seems non-hench ai may just use the BurstRefireTime setting instead.

bNotRegularWeaponGUI=TRUE  <--- Should be FALSE

AI_BurstFireCount=(X=4,Y=12) <--- Multiplies BurstRounds setting. I doubled for single fire weapons. Should take at least 4 shots before returnning to cover on a single fire weapon. Those 4 shots should take no more than 1 second based on AIBurstRefireTimeMax=0.2. Again, unclear if it's hench ai or all ai.

AI_BurstFireDelay=(X=0.65f,Y=2.3f) <--- Lower if you want but this is the time between shots where they are in cover.


Just finished testing on the prison ship.

BurstRefireTime=999.0f is the problem.

With BurstRounds=1 and AI_BurstFireCount=(X=4,Y=12) the engine is using BurstRefireTime to determine the time between each shot. And until at least 4 shots are taken, Kuril doesn't go into cover.

I set the tracers to show for every shot and set BurstRefireTime=10.0f so I could easily test this. Sure enough, Kuril didn't go into cover until he'd pulled off 4 shots and it took 10 seconds between each shot.

I gave Garrus the Rev also, and he acted pretty much the same as Kuril.

AIBurstRefireTimeMin=0.1 and AIBurstRefireTimeMax=0.2 are actual multipliers of the BurstRefireTime. I set them both to 1.0 and set BurstRefireTime=5.0f then watched Garrus again. In theory this would have Garrus taking a shot every 5 seconds, minimum of 4 shots before he took cover.

This time Garrus waited 5 seconds between each round and didn't go into cover until at least 4 rounds were shot as I predicted.

However, and this may be where you think everything's fine when you gave the rev to Grunt, Garrus would go into cover when he was actually shot by the enemy. This would reset the counters and Garrus would then pop back up and stay up until he got at least 4 shots off or was hit. The longest he stood out of cover was 45 seconds in my quick test. The shortest was 3 seconds as he was shot after his first round and went into cover.

I set BurstRefireTime=999.0f and watched Garrus again. This time he stayed out of cover after the first shot until hit. Longest period out of cover was 42 seconds as Miri was taking all the heat since she was doing most of the shooting.

I played with the numbers and this behaviour seems consistent.

So, it would seem the solution for you, Chugster, is to drastically lower BurstRefireTime.

Without changing AIBurstRefireTime (currently at min 0.1, max 0.2) anything at 2.0f or below should work. This would mean AI, all AI, should take a shot at the burst count (1 round in this case or a multiple of what you set with BurstRounds * AI_BurstFireCount) a minimum of 1/5th a second maximum of 2/5th's of a second barring any other influences.

I liked using BurstRefireTime=0.25 just like the Shuriken. It meant 4 rounds every second if I held down the button. With the above settings, my hench's would should 4 to 12 rounds in no time and return to cover. Pretty close to what they'd do with full auto anyway. But it allowed me to feather the fire button for full auto on the Rev. And, gave me enough time to release the fire button for single fire if that's what I wanted.

#25
RGFrog

RGFrog
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curly haired boy wrote...

Bindings=(Name="F",Command="toggleflycam")


a question: is there a way to make the camera free-floating (able to move around the level?)


Answer was in the post, I think.