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ME2 - Modding is Possible III (PC Only)


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#426
Mookeylama

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phoenixofthunder wrote...

Mookeylama wrote...

phoenixofthunder wrote...

Mookeylama wrote...

looks like i missed a couple upgrades ingame. how might i add them by editing the ini? are there edits to give each individual upgrade, or i could even use an "all upgrade" edit i guess
thanks



See the bottom of this post

And to undo it; just replace each 10 with 0.


thank you. i'm unsure what "SetIntByName" means tho? i guess that's setting up commands on the number keys? i've never done that. i'm not sure how.
and i was checking and it looks like the only upgrade i missed was a Krogan  Vitality upgrade for Grunt. is there a way to just edit in that 1 upgrade, or even just raise Grunt's hit points to reflect the upgrade? thanks


SetIntByName is the code function that sets the upgrade to a desired number & goes in the binding as is.

Just place the code as is; as a binding in the [SFXGame.SFXGameModeBase] & [SFXGame.SFXGameModeDefault] section.

Like:
[SFXGame.SFXGameModeBase]
Bindings=(Name="F11", Command="SetIntByName Tec_BioticUpgrade 10 | SetIntByName Tec_BioticR1 10 | SetIntByName Tec_BioticR2 10 | SetIntByName Tec_HeavyAmmo 10 | SetIntByName Tec_MediGel 10 | SetIntByName Tec_MediGelR1 10 | SetIntByName Tec_MediGelR2 10 | SetIntByName Tec_MiniGameDecrypt 1 | SetIntByName Tec_MiniGameHack 1 | SetIntByName Tec_ShepardHealth 10 | SetIntByName Tec_ShepardR1 10 | SetIntByName Tec_ShepardR2 10 | SetIntByName Tec_Shield 10 | SetIntByName Tec_ShieldR1 10 | SetIntByName Tec_ShieldR2 10 | SetIntByName Tec_TechUpgrade 10 | SetIntByName Tec_TechR1 10 | SetIntByName Tec_TechR2 10 | SetIntByName Tec_BovineFortitude 10 | SetIntByName Tec_QuarianShields 10" )

Only change the #; everything else doesn't change.


thank you much! got it working. i was renaming the Fixer'd bak version which apparently i don't need to do. the above code didn't have the Krogan Vitality upgrade i wanted tho, so i found this here...
http://www.gamefaqs....fect-2/53775092

that had all upgrades far as i can tell. what the heck is a Bovine (calcified upgrade. teeth and bones lol)?

Modifié par Mookeylama, 25 décembre 2010 - 10:16 .


#427
phoenixofthunder

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Mookeylama wrote...

phoenixofthunder wrote...

Mookeylama wrote...

phoenixofthunder wrote...

Mookeylama wrote...

looks like i missed a couple upgrades ingame. how might i add them by editing the ini? are there edits to give each individual upgrade, or i could even use an "all upgrade" edit i guess
thanks



See the bottom of this post

And to undo it; just replace each 10 with 0.


thank you. i'm unsure what "SetIntByName" means tho? i guess that's setting up commands on the number keys? i've never done that. i'm not sure how.
and i was checking and it looks like the only upgrade i missed was a Krogan  Vitality upgrade for Grunt. is there a way to just edit in that 1 upgrade, or even just raise Grunt's hit points to reflect the upgrade? thanks


SetIntByName is the code function that sets the upgrade to a desired number & goes in the binding as is.

Just place the code as is; as a binding in the [SFXGame.SFXGameModeBase] & [SFXGame.SFXGameModeDefault] section.

Like:
[SFXGame.SFXGameModeBase]
Bindings=(Name="F11", Command="SetIntByName Tec_BioticUpgrade 10 | SetIntByName Tec_BioticR1 10 | SetIntByName Tec_BioticR2 10 | SetIntByName Tec_HeavyAmmo 10 | SetIntByName Tec_MediGel 10 | SetIntByName Tec_MediGelR1 10 | SetIntByName Tec_MediGelR2 10 | SetIntByName Tec_MiniGameDecrypt 1 | SetIntByName Tec_MiniGameHack 1 | SetIntByName Tec_ShepardHealth 10 | SetIntByName Tec_ShepardR1 10 | SetIntByName Tec_ShepardR2 10 | SetIntByName Tec_Shield 10 | SetIntByName Tec_ShieldR1 10 | SetIntByName Tec_ShieldR2 10 | SetIntByName Tec_TechUpgrade 10 | SetIntByName Tec_TechR1 10 | SetIntByName Tec_TechR2 10 | SetIntByName Tec_BovineFortitude 10 | SetIntByName Tec_QuarianShields 10" )

Only change the #; everything else doesn't change.


thank you much! got it working. i was renaming the Fixer'd bak version which apparently i don't need to do. the above code dodn't have the Krogan Vitality upgarde i wanted tho, so i found this here...
http://www.gamefaqs....fect-2/53775092

that had all upgardes far as i can tell. what the heck is a Bovine (calcified upgrade. teeth and bones lol)?


OS reinstalled.

See:
Unused/joke upgrades

#428
SavageLycan

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Hey, back again. This is more of a quick question than a begging or plea however. Ha.



If you have casual appearance disabled, and you are using your armor as your casual, is there a way you can hide all of your weapons? Now that I finally have Garrus working on the Normandy, the grenade launcher sticking out of his back is annoying me.

#429
Taki17

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Is there any way to edit ME1 dialog files? I think they are in .upk file format, but I can't find any .upk editor.

#430
phoenixofthunder

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SavageLycan wrote...

Hey, back again. This is more of a quick question than a begging or plea however. Ha.

If you have casual appearance disabled, and you are using your armor as your casual, is there a way you can hide all of your weapons? Now that I finally have Garrus working on the Normandy, the grenade launcher sticking out of his back is annoying me.



Maybe.... if you don't want the heavy weapon......

[SFXGame.SFXPlayerSquadLoadoutData]
Now depending of character class change one of the following by deleting the ",LoadoutWeapons_HeavyWeapons":

PlayerLoadoutInfo=(className=SFXPawn_PlayerAdept,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols,LoadoutWeapons_HeavyWeapons))

PlayerLoadoutInfo=(className=SFXPawn_PlayerEngineer,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols,LoadoutWeapons_HeavyWeapons))

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

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

PlayerLoadoutInfo=(className=SFXPawn_PlayerInfiltrator,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols,
LoadoutWeapons_SniperRifles,LoadoutWeapons_HeavyWeapons))

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

#431
phoenixofthunder

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Captain Proton wrote...

Is there any way to edit ME1 dialog files? I think they are in .upk file format, but I can't find any .upk editor.

You mean ME2? If not; then ME1 is indeed in the upk format (Unreal Engine package) and that is only editable with a Unreal Engine SDK (Software Development Kit). However Bioware made modifications to the Unreal Engine to create the greatest game series in history and thus basically nulifys the SDK from successfully workng. If I try to edit ME1 or ME2 with the SDK both the games and the SDK end up crashing.:crying: So sorry to say but at current it dosen't seem to be possible. If someone knows otherwise I'm sure they will be able to assist you.:unsure:

Modifié par phoenixofthunder, 27 décembre 2010 - 03:06 .


#432
asfaltowy

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does anybody know how to fix the barrier animation? when activated, Shep starts to glow, but it ends sooner than it should. is there a way to make it fit the duration of the power?

#433
Darkmage187

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Anyone know how to get additional weapons added to your henchman to actually be equipable by your henchmen once you exit the squad weapon loadout screen?  For example, I attempted to add the Heavy Pistols category to Jack as seen below:

HenchLoadoutInfo=(className=SFXPawn_Jack,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols,LoadoutWeapons_Shotguns))

The Heavy Pistol options show up in the squad weapon loadout screen, but when I bring up the Command HUD during the mission itself, there is no pistol to select/equip in Jack's inventory.

Modifié par Darkmage187, 29 décembre 2010 - 02:19 .


#434
Aeowyn

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Right, I'm having a problem. Started fresh with the .ini and when adding the "turn off armour" - codes, it doesn't seem to work properly. I can't turn off the arms, legs and shoulders altogether. If I turn off the arms and shoulders the legs will still show, but the "turn off" slider is still there. However, if I then "turn on" the shoulders, the legs will magically disappear. Anyone know why this is? It never happened on the old .ini I used.



ArmAppearances=(Id=4,Type=CustomizableType_Arms,PlotFlag=-1)

LegAppearances=(Id=4,Type=CustomizableType_Legs,PlotFlag=-1)

ShoulderAppearances=(Id=4,Type=CustomizableType_Shoulders,PlotFlag=-1)

#435
XenuXemu

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Okay folks, I'm looking for a way to make those minigames less annoying. My first thought was to extend the timer on them so I could go along at a leisurely pace, But I cannot find where this would be done. I looked in the C.ini for the hacking/bypass upgrades thinking I could change them to give me 10x the time when upgraded, but Tec_MiniGameDecrypt is only mentioned once and it seems to be controlling the display images and such.



My question is, where can I modify how much of what upgrades give you? Am I even in the right file?

#436
phoenixofthunder

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XenuXemu wrote...

Okay folks, I'm looking for a way to make those minigames less annoying. My first thought was to extend the timer on them so I could go along at a leisurely pace, But I cannot find where this would be done. I looked in the C.ini for the hacking/bypass upgrades thinking I could change them to give me 10x the time when upgraded, but Tec_MiniGameDecrypt is only mentioned once and it seems to be controlling the display images and such.

My question is, where can I modify how much of what upgrades give you? Am I even in the right file?



That's the very thing I was thinking about when I started reading this MIP3 page from the top a few mins ago. 

You could try:
[SFXGame.SFXGameModeBase]
Bindings=( Name="Q", Command="SetIntByNameTec_MiniGameDecrypt 10" )

[SFXGame.SFXGameModeDefault]
Bindings=( Name="Q", Command="SetIntByNameTec_MiniGameDecrypt 10" )


Otherwise I don't know.
I have tried dozens of other commands and nothing else has worked.:crying::(

Modifié par phoenixofthunder, 29 décembre 2010 - 12:04 .


#437
phoenixofthunder

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Aeowyn wrote...

Right, I'm having a problem. Started fresh with the .ini and when adding the "turn off armour" - codes, it doesn't seem to work properly. I can't turn off the arms, legs and shoulders altogether. If I turn off the arms and shoulders the legs will still show, but the "turn off" slider is still there. However, if I then "turn on" the shoulders, the legs will magically disappear. Anyone know why this is? It never happened on the old .ini I used.

ArmAppearances=(Id=4,Type=CustomizableType_Arms,PlotFlag=-1)
LegAppearances=(Id=4,Type=CustomizableType_Legs,PlotFlag=-1)
ShoulderAppearances=(Id=4,Type=CustomizableType_Shoulders,PlotFlag=-1)



Try:
ShoulderAppearances=(Id=4,Type=CustomizableType_Shoulders,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Shoulders"),PlotFlag=-1)

ArmAppearances=(Id=4,Type=CustomizableType_Arms,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Arms"),PlotFlag=-1)

LegAppearances=(Id=4,Type=CustomizableType_Legs,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Legs"),PlotFlag=-1)

#438
Taki17

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phoenixofthunder wrote...

Captain Proton wrote...

Is there any way to edit ME1 dialog files? I think they are in .upk file format, but I can't find any .upk editor.

You mean ME2? If not; then ME1 is indeed in the upk format (Unreal Engine package) and that is only editable with a Unreal Engine SDK (Software Development Kit). However Bioware made modifications to the Unreal Engine to create the greatest game series in history and thus basically nulifys the SDK from successfully workng. If I try to edit ME1 or ME2 with the SDK both the games and the SDK end up crashing.:crying: So sorry to say but at current it dosen't seem to be possible. If someone knows otherwise I'm sure they will be able to assist you.:unsure:


I see. Thanks.

#439
phoenixofthunder

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asfaltowy wrote...

does anybody know how to fix the barrier animation? when activated, Shep starts to glow, but it ends sooner than it should. is there a way to make it fit the duration of the power?



If the following doesn't work; then it is probably not possible without editing the PCC's (we really need a recompiler:crying::().

[SFXGame.SFXSFHandler_HUD]
m_fBarAnimRate=10
Try 0,20,30,40,50

[SFXGame.BioActivePower]
m_fMaxWaitTimeForAnimation=5.0f
Try 0.0f,10.0f,15.0f,20.0f

#440
phoenixofthunder

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Darkmage187 wrote...

Anyone know how to get additional weapons added to your henchman to actually be equipable by your henchmen once you exit the squad weapon loadout screen?  For example, I attempted to add the Heavy Pistols category to Jack as seen below:

HenchLoadoutInfo=(className=SFXPawn_Jack,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols,LoadoutWeapons_Shotguns))

The Heavy Pistol options show up in the squad weapon loadout screen, but when I bring up the Command HUD during the mission itself, there is no pistol to select/equip in Jack's inventory.



It is hardcoded in the game that squadmates only get two weapons. On rare ocassions I did manage to get more than two but upon reload the extra weapon would go away.

Yet two-gun combinations for squadmates are numerous:

HeavyPistols & AutoPistols:
HenchLoadoutInfo=(className=SFXPawn_Jack,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols))

HeavyPistols & Shotguns:
HenchLoadoutInfo=(className=SFXPawn_Jack,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_Shotguns))

HeavyPistols & HeavyWeapons:
HenchLoadoutInfo=(className=SFXPawn_Jack,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_HeavyWeapons))

Modifié par phoenixofthunder, 29 décembre 2010 - 12:07 .


#441
phoenixofthunder

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Captain Proton wrote...

phoenixofthunder wrote...

Captain Proton wrote...

Is there any way to edit ME1 dialog files? I think they are in .upk file format, but I can't find any .upk editor.

You mean ME2? If not; then ME1 is indeed in the upk format (Unreal Engine package) and that is only editable with a Unreal Engine SDK (Software Development Kit). However Bioware made modifications to the Unreal Engine to create the greatest game series in history and thus basically nulifys the SDK from successfully workng. If I try to edit ME1 or ME2 with the SDK both the games and the SDK end up crashing.:crying: So sorry to say but at current it dosen't seem to be possible. If someone knows otherwise I'm sure they will be able to assist you.:unsure:


I see. Thanks.


A open-source tool exists for ME2 though that I forgot about that you may be able to get to work for ME1......
However it only moddifies text and not actual dialog. I feel like I'm up a creek without a paddle:crying::crying::crying::crying::crying:.

#442
Taki17

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I know the ME2 tlk editor, and if it works with ME1, then it's more than enough for me. It looks like I've used the wrong expression - I want to modify the text only. I'm using the hungarian version of Mass Effect, and I'm planning to correct some mistakes in the translation.



Anyway, thanks for the idea.

#443
Taki17

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Hmm... I was unable to find the .tlk files. Does anybody know, where they are?

#444
Epic Legion

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Anyone else tried to extract .uc (Unreal Engine 3 Scripts) files from .pcc?

Edit: Bioware wanted to make splitscreen?

exec function Splitscreen()
{
local SFXPlayerController PC;
UpdateSplitscreenPlayers(true);
foreach SFXGame(Outer.WorldInfo.Game).LocalPlayerControllers(class'SFXPlayerController', PC)
{
if (PC.Pawn == None)
{
PC.ServerBecomeActivePlayer();
}
}
}


Modifié par Epic Legion, 29 décembre 2010 - 08:31 .


#445
Aeowyn

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phoenixofthunder wrote...

Aeowyn wrote...

Right, I'm having a problem. Started fresh with the .ini and when adding the "turn off armour" - codes, it doesn't seem to work properly. I can't turn off the arms, legs and shoulders altogether. If I turn off the arms and shoulders the legs will still show, but the "turn off" slider is still there. However, if I then "turn on" the shoulders, the legs will magically disappear. Anyone know why this is? It never happened on the old .ini I used.

ArmAppearances=(Id=4,Type=CustomizableType_Arms,PlotFlag=-1)
LegAppearances=(Id=4,Type=CustomizableType_Legs,PlotFlag=-1)
ShoulderAppearances=(Id=4,Type=CustomizableType_Shoulders,PlotFlag=-1)



Try:
ShoulderAppearances=(Id=4,Type=CustomizableType_Shoulders,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Shoulders"),PlotFlag=-1)

ArmAppearances=(Id=4,Type=CustomizableType_Arms,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Arms"),PlotFlag=-1)

LegAppearances=(Id=4,Type=CustomizableType_Legs,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Legs"),PlotFlag=-1)



Nope it doesn't work :( Went back to the unmodded version of the ini-file and tried but getting the same thing.

Edit: Just tested with an old ini-file where it used to work and now that doesn't work either. Wondering if I might have to re-install the game or something.

Modifié par Aeowyn, 29 décembre 2010 - 08:30 .


#446
Mookeylama

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edit: sorry duplicate post

Modifié par Mookeylama, 29 décembre 2010 - 09:11 .


#447
phoenixofthunder

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Aeowyn wrote...

phoenixofthunder wrote...

Aeowyn wrote...

Right, I'm having a problem. Started fresh with the .ini and when adding the "turn off armour" - codes, it doesn't seem to work properly. I can't turn off the arms, legs and shoulders altogether. If I turn off the arms and shoulders the legs will still show, but the "turn off" slider is still there. However, if I then "turn on" the shoulders, the legs will magically disappear. Anyone know why this is? It never happened on the old .ini I used.

ArmAppearances=(Id=4,Type=CustomizableType_Arms,PlotFlag=-1)
LegAppearances=(Id=4,Type=CustomizableType_Legs,PlotFlag=-1)
ShoulderAppearances=(Id=4,Type=CustomizableType_Shoulders,PlotFlag=-1)



Try:
ShoulderAppearances=(Id=4,Type=CustomizableType_Shoulders,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Shoulders"),PlotFlag=-1)

ArmAppearances=(Id=4,Type=CustomizableType_Arms,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Arms"),PlotFlag=-1)

LegAppearances=(Id=4,Type=CustomizableType_Legs,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Legs"),PlotFlag=-1)



Nope it doesn't work :( Went back to the unmodded version of the ini-file and tried but getting the same thing.

Hmm 
Send me your C.ini and I'll give it a look.

#448
phoenixofthunder

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Epic Legion wrote...

Anyone else tried to extract .uc (Unreal Engine 3 Scripts) files from .pcc?


Yes as well as editing them.... But no way to repack them; man do we need a recompiler.<_<

#449
Epic Legion

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phoenixofthunder wrote...

Epic Legion wrote...

Anyone else tried to extract .uc (Unreal Engine 3 Scripts) files from .pcc?


Yes as well as editing them.... But no way to repack them; man do we need a recompiler.<_<


Doubt it's possible, but at least i found some weird things. In AccessControl.uc you can see some multiplayer stuff (kicking, banning, admins etc.).

Modifié par Epic Legion, 29 décembre 2010 - 08:43 .


#450
phoenixofthunder

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Captain Proton wrote...

Hmm... I was unable to find the .tlk files. Does anybody know, where they are?


For default installization:
C:\\Program Files\\Mass Effect 2\\BioGame\\CookedPC\\BIOGame_INT.tlk
C:\\Program Files\\Mass Effect 2\\BioGame\\CookedPC\\BioGame_Update_INT.tlk