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ME2 - Modding is Possible III (PC Only)


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#351
Darkmage187

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Thank you, phoenixofthunder for your suggestions.  I tried all of them, but unfortunately none of them produced any desirable results.  See below:

RateOfFire=(X=1200,Y=1200)
[[I'd try X=0,Y=0 and if nothing worked then try: X=5000,Y=5000]]

Setting the ROF to "0" results in a single shot, then nothing ( i.e. not able to fire ).  Setting it to other values results in no discernable change.

NumberOfCharges=5 
[[I'd try 0 and if nothing worked then try: 10]]

No discernable effect.

DamageDuration=1
[[I'd try 0 and if nothing worked then try: 10]]

No discernable effect.

BeamInterpSpeed=(X=20.0,Y=20.0)
[[I'd try X=0.0,Y=0.0 and if nothing worked then try: X=100.0,Y=100.0]]

No discernable effect.

BeamInterpTime=0.5f
[[I'd try 0.0f and if nothing worked then try: 2.0f]]

No discernable effect.Image IPB  Bummer!  Guess this weapon's ROF is determined by a "yet unknown" or uneditable file.

Modifié par Darkmage187, 17 décembre 2010 - 01:38 .


#352
phoenixofthunder

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Darkmage187 wrote...

Thank you, phoenixofthunder for your suggestions.  I tried all of them, but unfortunately none of them produced any desirable results.  See below:

RateOfFire=(X=1200,Y=1200)
[[I'd try X=0,Y=0 and if nothing worked then try: X=5000,Y=5000]]

Setting the ROF to "0" results in a single shot, then nothing ( i.e. not able to fire ).  Setting it to other values results in no discernable change.

NumberOfCharges=5 
[[I'd try 0 and if nothing worked then try: 10]]

No discernable effect.

DamageDuration=1
[[I'd try 0 and if nothing worked then try: 10]]

No discernable effect.

BeamInterpSpeed=(X=20.0,Y=20.0)
[[I'd try X=0.0,Y=0.0 and if nothing worked then try: X=100.0,Y=100.0]]

No discernable effect.

BeamInterpTime=0.5f
[[I'd try 0.0f and if nothing worked then try: 2.0f]]

No discernable effect.Image IPB  Bummer!  Guess this weapon's ROF is determined by a "yet unknown" or uneditable file.


Did you try the method on page 45?
Won't work without it.
You can send me you C.ini and I'll look over it.

#353
snfonseka

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phoenixofthunder wrote...

snfonseka wrote...

Can please someone direct me to the page where it describes playing as another character. Such as playing as Miranda. Also is there any way I can swap character models between NPCs? Thanks in advance.



Here you go: MIP#1 Page 105


Spendid! Thanks again! :P

#354
Captain_Obvious_au

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Hi folks,



What lines do I need to add/change in order to add a new weapon? I want to add the M-7 Lancer, using the model of the M-8 Avenger.



Cheers :-)

#355
Drefann

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So , does anyone know how to add the Recon Hood to the game using C.ini (or preferrably Gibbed)? Because I really want it and the whole code-thing on the Dr.Pepper site doesn't work. Can anyone help me ?

#356
Deebe

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Drefann wrote...

So , does anyone know how to add the Recon Hood to the game using C.ini (or preferrably Gibbed)? Because I really want it and the whole code-thing on the Dr.Pepper site doesn't work. Can anyone help me ?


You need the dlc exe file for it to work, simply adding a line in the coalscend wouldn't "unlock" the helmet. There is a crack that allows the user to use dlc items without having the code. The crack is also used for modding legit purchased dlc content so the game will start i think, it's the only work around i believe. There might be some posts about it somewhere in one of these threads. I suggest using this as a last resort, but for the dr.pepper promo stuff it doesn't really matter because of the free acounts bug.

#357
phoenixofthunder

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Deebe wrote...

Drefann wrote...

So , does anyone know how to add the Recon Hood to the game using C.ini (or preferrably Gibbed)? Because I really want it and the whole code-thing on the Dr.Pepper site doesn't work. Can anyone help me ?


You need the dlc exe file for it to work, simply adding a line in the coalscend wouldn't "unlock" the helmet. There is a crack that allows the user to use dlc items without having the code. The crack is also used for modding legit purchased dlc content so the game will start i think, it's the only work around i believe. There might be some posts about it somewhere in one of these threads. I suggest using this as a last resort, but for the dr.pepper promo stuff it doesn't really matter because of the free acounts bug.

The "free codes" to use at the Dr.Pepper website as December 2010 no longer function.
I agree with Deebe about the hack; its corruption waiting to happen.
But its not the only way.... See here
And if I should "deadify" the link please let me know.:unsure:

Modifié par phoenixofthunder, 18 décembre 2010 - 05:31 .


#358
phoenixofthunder

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snfonseka wrote...

phoenixofthunder wrote...

snfonseka wrote...

Can please someone direct me to the page where it describes playing as another character. Such as playing as Miranda. Also is there any way I can swap character models between NPCs? Thanks in advance.



Here you go: MIP#1 Page 105


Spendid! Thanks again! :P


NP:innocent:

#359
btlncn

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I got 1:1 repacking of pcc files working, atleast for Mass Effect 2. Haven't tried editing any data and then repacking, but I can decompress with gildor and then recompress back and have a 1:1 copy of the original. Only works on smaller files with only 1 compressed chunk. Using the c# managed minilzo library if anyone is interested.

#360
Teltaur

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phoenixofthunder wrote...
The "free codes" to use at the Dr.Pepper website as December 2010 no longer function.
I agree with Deebe about the hack; its corruption waiting to happen.
But its not the only way....
And if I should "deadify" the link please let me know.:unsure:


Too bad the files still require activation, which makes complete sense for Bioware/EA.

Modifié par Teltaur, 18 décembre 2010 - 05:44 .


#361
Mookeylama

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does anyone have the parameters or code for one of the default hairs,  that longest one w/ the hair pulled diagonoly across the forehead? i tried an NPC hair and would rather have the default long. thanks

Modifié par Mookeylama, 18 décembre 2010 - 10:27 .


#362
Drefann

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phoenixofthunder wrote...

Deebe wrote...

Drefann wrote...

So , does anyone know how to add the Recon Hood to the game using C.ini (or preferrably Gibbed)? Because I really want it and the whole code-thing on the Dr.Pepper site doesn't work. Can anyone help me ?


You need the dlc exe file for it to work, simply adding a line in the coalscend wouldn't "unlock" the helmet. There is a crack that allows the user to use dlc items without having the code. The crack is also used for modding legit purchased dlc content so the game will start i think, it's the only work around i believe. There might be some posts about it somewhere in one of these threads. I suggest using this as a last resort, but for the dr.pepper promo stuff it doesn't really matter because of the free acounts bug.

The "free codes" to use at the Dr.Pepper website as December 2010 no longer function.
I agree with Deebe about the hack; its corruption waiting to happen.
But its not the only way.... See here
And if I should "deadify" the link please let me know.:unsure:


I thank you both ever so much, this is all the info I needed , if this doesn't work I'll give up. But I appreciate the help.

Ah yes , like Teltaur said , needs activation, I'll be on the lookout for a how-to on that. Though I was thinking , would it not be possible to input the Recon Hood (or anyother Dr.Pepper DLC) into the helmet ID in the Gibbed Save Editor ? 

Modifié par Drefann, 18 décembre 2010 - 01:22 .


#363
scampermax

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Mookeylama wrote...

does anyone have the parameters or code for one of the default hairs,  that longest one w/ the hair pulled diagonoly across the forehead? i tried an NPC hair and would rather have the default long. thanks


I think this is the one you're asking for:

BIOG_HMF_HIR_PRO.classy.HMF_HIR_Cls_MDL

Hair_Diff:
BIOG_HMF_HIR_PRO.classy.HMF_HIR_Cls_Diff

Hair_Norm:
BIOG_HMF_HIR_PRO.classy.HMF_HIR_Cls_Norm

Hair_mask:
BIOG_HMF_HIR_PRO.classy.HMF_HIR_Cls_Mask

Hair_tang:
BIOG_HMF_HIR_PRO.classy.HMF_HIR_Cls_Tang

#364
lastpatriot

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Quick question:

I just created a new Shep and chose to try out the Sentinel class for a change of pace.  I went into Gibbed and copied all the weapon information in the layout and the weapons block from my Vanguard in the hopes of playing the Sentinel with a shotgun.  However, when I loaded up the save, the only weapons I had was the DLC pistol, SMG and the typical heavy weapon.  Any idea by chance how I can fix this?  I"m currenlty using Phoenix's C.ini layout.

#365
phoenixofthunder

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lastpatriot wrote...

Quick question:

I just created a new Shep and chose to try out the Sentinel class for a change of pace.  I went into Gibbed and copied all the weapon information in the layout and the weapons block from my Vanguard in the hopes of playing the Sentinel with a shotgun.  However, when I loaded up the save, the only weapons I had was the DLC pistol, SMG and the typical heavy weapon.  Any idea by chance how I can fix this?  I"m currenlty using Phoenix's C.ini layout.


Add shotguns to Sentinel loadout:
[SFXGame.SFXPlayerSquadLoadoutData]

PlayerLoadoutInfo=(className=SFXPawn_PlayerSentinel,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,LoadoutWeapons_HeavyPistols
,LoadoutWeapons_Shotguns,LoadoutWeapons_AutoPistols,LoadoutWeapons_HeavyWeapons))

Modifié par phoenixofthunder, 18 décembre 2010 - 05:38 .


#366
phoenixofthunder

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Drefann wrote...

phoenixofthunder wrote...

Deebe wrote...

Drefann wrote...

So , does anyone know how to add the Recon Hood to the game using C.ini (or preferrably Gibbed)? Because I really want it and the whole code-thing on the Dr.Pepper site doesn't work. Can anyone help me ?


You need the dlc exe file for it to work, simply adding a line in the coalscend wouldn't "unlock" the helmet. There is a crack that allows the user to use dlc items without having the code. The crack is also used for modding legit purchased dlc content so the game will start i think, it's the only work around i believe. There might be some posts about it somewhere in one of these threads. I suggest using this as a last resort, but for the dr.pepper promo stuff it doesn't really matter because of the free acounts bug.

The "free codes" to use at the Dr.Pepper website as December 2010 no longer function.
I agree with Deebe about the hack; its corruption waiting to happen.
But its not the only way.... See here
And if I should "deadify" the link please let me know.:unsure:


I thank you both ever so much, this is all the info I needed , if this doesn't work I'll give up. But I appreciate the help.

Ah yes , like Teltaur said , needs activation, I'll be on the lookout for a how-to on that. Though I was thinking , would it not be possible to input the Recon Hood (or anyother Dr.Pepper DLC) into the helmet ID in the Gibbed Save Editor ? 


Okay link deadened; please everyone do so as well in previous posts (don't need a bad DLC site being garnered attention!).

#367
phoenixofthunder

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btlncn wrote...

I got 1:1 repacking of pcc files working, atleast for Mass Effect 2. Haven't tried editing any data and then repacking, but I can decompress with gildor and then recompress back and have a 1:1 copy of the original. Only works on smaller files with only 1 compressed chunk. Using the c# managed minilzo library if anyone is interested.



I'm interested but what?

#368
lastpatriot

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phoenixofthunder wrote...

lastpatriot wrote...

Quick question:

I just created a new Shep and chose to try out the Sentinel class for a change of pace.  I went into Gibbed and copied all the weapon information in the layout and the weapons block from my Vanguard in the hopes of playing the Sentinel with a shotgun.  However, when I loaded up the save, the only weapons I had was the DLC pistol, SMG and the typical heavy weapon.  Any idea by chance how I can fix this?  I"m currenlty using Phoenix's C.ini layout.


Add shotguns to Sentinel loadout:
[SFXGame.SFXPlayerSquadLoadoutData]

PlayerLoadoutInfo=(className=SFXPawn_PlayerSentinel,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,LoadoutWeapons_HeavyPistols
,LoadoutWeapons_Shotguns,LoadoutWeapons_AutoPistols,LoadoutWeapons_HeavyWeapons))



So basically, I just want the Sentinel string in the C.ini to look the same as the Soldier?

#369
phoenixofthunder

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lastpatriot wrote...

phoenixofthunder wrote...

lastpatriot wrote...

Quick question:

I just created a new Shep and chose to try out the Sentinel class for a change of pace.  I went into Gibbed and copied all the weapon information in the layout and the weapons block from my Vanguard in the hopes of playing the Sentinel with a shotgun.  However, when I loaded up the save, the only weapons I had was the DLC pistol, SMG and the typical heavy weapon.  Any idea by chance how I can fix this?  I"m currenlty using Phoenix's C.ini layout.


Add shotguns to Sentinel loadout:
[SFXGame.SFXPlayerSquadLoadoutData]

PlayerLoadoutInfo=(className=SFXPawn_PlayerSentinel,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,LoadoutWeapons_HeavyPistols
,LoadoutWeapons_Shotguns,LoadoutWeapons_AutoPistols,LoadoutWeapons_HeavyWeapons))



So basically, I just want the Sentinel string in the C.ini to look the same as the Soldier?


Not if you don't want the weapons of the soldier (thats my setup for the Sentinel class:innocent:). You can set it up to use any or none of the weapons or just to use the shotgun if you want to:

Default Sentinel loadout with shotguns added (thanks to vanilla C.INI-yep I still have mine!=]):
[SFXGame.SFXPlayerSquadLoadoutData]
PlayerLoadoutInfo=(className=SFXPawn_PlayerSentinel,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols,LoadoutWeapons_Shotguns,
LoadoutWeapons_HeavyWeapons))

Or with nothing except the Shotgun
:PlayerLoadoutInfo=(className=SFXPawn_PlayerSentinel,Weaponclasses=(
LoadoutWeapons_Shotguns))

Modifié par phoenixofthunder, 18 décembre 2010 - 06:23 .


#370
lastpatriot

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phoenixofthunder wrote...

lastpatriot wrote...

phoenixofthunder wrote...

lastpatriot wrote...

Quick question:

I just created a new Shep and chose to try out the Sentinel class for a change of pace.  I went into Gibbed and copied all the weapon information in the layout and the weapons block from my Vanguard in the hopes of playing the Sentinel with a shotgun.  However, when I loaded up the save, the only weapons I had was the DLC pistol, SMG and the typical heavy weapon.  Any idea by chance how I can fix this?  I"m currenlty using Phoenix's C.ini layout.


Add shotguns to Sentinel loadout:
[SFXGame.SFXPlayerSquadLoadoutData]

PlayerLoadoutInfo=(className=SFXPawn_PlayerSentinel,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,LoadoutWeapons_HeavyPistols
,LoadoutWeapons_Shotguns,LoadoutWeapons_AutoPistols,LoadoutWeapons_HeavyWeapons))



So basically, I just want the Sentinel string in the C.ini to look the same as the Soldier?


Not if you don't want the weapons of the soldier (thats my setup for the Sentinel class:innocent:). You can set it up to use any or none of the weapons or just to use the shotgun if you want to:

Default Sentinel loadout with shotguns added (thanks to vanilla C.INI-yep I still have mine!=]):
[SFXGame.SFXPlayerSquadLoadoutData]
PlayerLoadoutInfo=(className=SFXPawn_PlayerSentinel,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols,LoadoutWeapons_Shotguns,
LoadoutWeapons_HeavyWeapons))

Or with nothing except the Shotgun
:PlayerLoadoutInfo=(className=SFXPawn_PlayerSentinel,Weaponclasses=(
LoadoutWeapons_Shotguns))




Hmm... Ok, I'm not sure what I did but the string below is what I have for the Sentinel and now the game won't load up.  What did I do wrong?

PlayerLoadoutInfo=(className=SFXPawn_PlayerSentinel,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols,LoadoutWeapons_Shotguns,LoadoutWeapons_HeavyWeapons))

#371
btlncn

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I gotta figure out the structures inside before i make changes to them. I'm gonna try a simple texture2d change, after i figure the structure out. Supposedly it has file offset in the texture2d structure but i gotta look at them tonight.

Modifié par btlncn, 18 décembre 2010 - 09:14 .


#372
phoenixofthunder

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lastpatriot wrote...

phoenixofthunder wrote...

lastpatriot wrote...

phoenixofthunder wrote...

lastpatriot wrote...

Quick question:

I just created a new Shep and chose to try out the Sentinel class for a change of pace.  I went into Gibbed and copied all the weapon information in the layout and the weapons block from my Vanguard in the hopes of playing the Sentinel with a shotgun.  However, when I loaded up the save, the only weapons I had was the DLC pistol, SMG and the typical heavy weapon.  Any idea by chance how I can fix this?  I"m currenlty using Phoenix's C.ini layout.


Add shotguns to Sentinel loadout:
[SFXGame.SFXPlayerSquadLoadoutData]

PlayerLoadoutInfo=(className=SFXPawn_PlayerSentinel,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,LoadoutWeapons_HeavyPistols
,LoadoutWeapons_Shotguns,LoadoutWeapons_AutoPistols,LoadoutWeapons_HeavyWeapons))



So basically, I just want the Sentinel string in the C.ini to look the same as the Soldier?


Not if you don't want the weapons of the soldier (thats my setup for the Sentinel class:innocent:). You can set it up to use any or none of the weapons or just to use the shotgun if you want to:

Default Sentinel loadout with shotguns added (thanks to vanilla C.INI-yep I still have mine!=]):
[SFXGame.SFXPlayerSquadLoadoutData]
PlayerLoadoutInfo=(className=SFXPawn_PlayerSentinel,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols,LoadoutWeapons_Shotguns,
LoadoutWeapons_HeavyWeapons))

Or with nothing except the Shotgun
:PlayerLoadoutInfo=(className=SFXPawn_PlayerSentinel,Weaponclasses=(
LoadoutWeapons_Shotguns))




Hmm... Ok, I'm not sure what I did but the string below is what I have for the Sentinel and now the game won't load up.  What did I do wrong?

PlayerLoadoutInfo=(className=SFXPawn_PlayerSentinel,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols,
LoadoutWeapons_Shotguns,LoadoutWeapons_HeavyWeapons))


You ran the fixer?

#373
lastpatriot

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Ok, ignore me! I forgot to run the ini fixer....



wow...

#374
phoenixofthunder

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btlncn wrote...

I gotta figure out the structures inside before i make changes to them. I'm gonna try a simple texture2d change, after i figure the structure out. Supposedly it has file offset in the texture2d structure but i gotta look at them tonight.


*Hunching over computer writhing fingers chuckling manically*:lol::lol:  
If you succeed let us know. Pure modding of ME2 could be right around the corner now.......

#375
Mookeylama

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scampermax wrote...

Mookeylama wrote...

does anyone have the parameters or code for one of the default hairs,  that longest one w/ the hair pulled diagonoly across the forehead? i tried an NPC hair and would rather have the default long. thanks


I think this is the one you're asking for:

BIOG_HMF_HIR_PRO.classy.HMF_HIR_Cls_MDL

Hair_Diff:
BIOG_HMF_HIR_PRO.classy.HMF_HIR_Cls_Diff

Hair_Norm:
BIOG_HMF_HIR_PRO.classy.HMF_HIR_Cls_Norm

Hair_mask:
BIOG_HMF_HIR_PRO.classy.HMF_HIR_Cls_Mask

Hair_tang:
BIOG_HMF_HIR_PRO.classy.HMF_HIR_Cls_Tang


thank you! i shall try it. and for those asking about the Dr Pepper codes, i just bought all 3 headgears for $1.99 emailed to me., from Ebay. worked fine