ah, so it is. well, can't wait to get to my gaming PC and try this out. do you know if the PlayersOnly command pauses shep as well? i'd like to get some mid-vanguard-charge images.RGFrog wrote...
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.
ME2 - Modding is Possible III (PC Only)
#26
Posté 19 octobre 2010 - 09:38
#27
Posté 19 octobre 2010 - 09:45
Not that it matters much, like i said, there are only two mobs that use the Rev so its not a real issue
Modifié par Chugster, 19 octobre 2010 - 09:46 .
#28
Posté 19 octobre 2010 - 09:59
GuardianAngel470 wrote...
Is there a way to give a class different abilities? For instance, Infiltrator with Singularity or Soldier with Pull.
Quick and dirty edits to c.ini:
Paste at the end of
[color=orange][SFXGame.SFXEngine][/color]
[color=orange];;--------------------------------------- Custom Power Start ----------------------------------------------- DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Singularity",SeekFreePackageName="SFXCharacterclass_Adept") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Warp",SeekFreePackageName="SFXCharacterclass_Adept") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Throw",SeekFreePackageName="SFXCharacterclass_Adept") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Pull",SeekFreePackageName="SFXCharacterclass_Adept") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Shockwave",SeekFreePackageName="SFXCharacterclass_Adept") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_BioticCharge",SeekFreePackageName="SFXCharacterclass_Vanguard") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Shockwave",SeekFreePackageName="SFXCharacterclass_Vanguard") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Pull",SeekFreePackageName="SFXCharacterclass_Vanguard") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CryoAmmo",SeekFreePackageName="SFXCharacterclass_Vanguard") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_IncendiaryAmmo",SeekFreePackageName="SFXCharacterclass_Vanguard") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor",SeekFreePackageName="SFXCharacterclass_Sentinel") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Warp",SeekFreePackageName="SFXCharacterclass_Sentinel") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Overload",SeekFreePackageName="SFXCharacterclass_Sentinel") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CryoFreeze",SeekFreePackageName="SFXCharacterclass_Sentinel") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Throw",SeekFreePackageName="SFXCharacterclass_Sentinel") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CombatDrone",SeekFreePackageName="SFXCharacterclass_Engineer") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Overload",SeekFreePackageName="SFXCharacterclass_Engineer") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Incinerate",SeekFreePackageName="SFXCharacterclass_Engineer") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CryoFreeze",SeekFreePackageName="SFXCharacterclass_Engineer") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_AiHacking",SeekFreePackageName="SFXCharacterclass_Engineer") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Cloak",SeekFreePackageName="SFXCharacterclass_Infiltrator") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Incinerate",SeekFreePackageName="SFXCharacterclass_Infiltrator") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_AIHacking",SeekFreePackageName="SFXCharacterclass_Infiltrator") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_DisruptorAmmo",SeekFreePackageName="SFXCharacterclass_Infiltrator") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CryoAmmo",SeekFreePackageName="SFXCharacterclass_Infiltrator") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_AdrenalineRush",SeekFreePackageName="SFXCharacterclass_Soldier") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_ConcussiveShot",SeekFreePackageName="SFXCharacterclass_Soldier") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_IncendiaryAmmo",SeekFreePackageName="SFXCharacterclass_Soldier") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_DisruptorAmmo",SeekFreePackageName="SFXCharacterclass_Soldier") DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CryoAmmo",SeekFreePackageName="SFXCharacterclass_Soldier") ;;---------------------------------------- Custom Power End ------------------------------------------------------------- DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Adept",SeekFreePackageName="SFXCharacterclass_Adept") DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Vanguard",SeekFreePackageName="SFXCharacterclass_Vanguard") DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Sentinel",SeekFreePackageName="SFXCharacterclass_Sentinel") DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Engineer",SeekFreePackageName="SFXCharacterclass_Engineer") DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Infiltrator",SeekFreePackageName="SFXCharacterclass_Infiltrator") DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Soldier",SeekFreePackageName="SFXCharacterclass_Soldier")[/color]
Paste at the end of
[color=orange][SFXGame.SFXGameModeBase][/color]
[color=orange];;--------------------CustomBinds-------------------------- Bindings=( Name="End", Command="exec Power.txt" )[/color]
Now save your c.ini and run the fixer.
Create a text file named Power.txt and save it to your Binaries folder (either one works but it would be best to use the one in your Documents>BioWare folder instead of the one in Progam Files).
Inside the text file, add
[color=orange][SFXGame.SFXGameModeBase][/color]
following that header, add the powers you want in the following format:
GivePower self SFXPower_PowerName
GivePower self SFXPower_PowerName_HeavyOrEvolvedVersion
SetRank self SFXPower_PowerName_HeavyOrEvolvedVersion 4
You can find the power names yourself in the c.ini, or Inge has a pretty exhaustive collection in his projects files.
Alternatively, you can add the heavy/evolved lvl 4 power to the DynamicLoadMapping above and avoid using the first GivePower line that gives you the unevolved version prior to the second line giving you the maxed out version.
The SetRank line above sets the level to 4 so you don't have to spend points, but if it doesn't work, try using 5 instead of 4.
Following are a couple of examples of code blocks for giving yourself and a squadmate powers.
[color=orange] GivePower self SFXPower_BioticCharge GivePower self SFXPower_BioticCharge_Slam SetRank self SFXPower_BioticCharge_Slam 4 GivePower Miranda SFXPower_Singularity GivePower Miranda SFXPower_Singularity_Heavy SetRank Miranda SFXPower_Singularity_Heavy 4[/color]
If you have any questions, feel free to ask, or take a look at Inge's files to get the gist of what you need to do. He's got a pretty good ReadMe and some alternate ways of doing this. Figure out what's best for you and run with it.
Once the txt file is in your Binaries folder, and you've saved c.ini and run the fixer, start the game. At the begining of a level or after a reload, press End on your keyboard to add the powers. Bonus powers tend to stay in your list until you perform a respec on Normandy or LotSB. Non-bonus powers will have to be added every time you start a mission, reload a save, or resume.
Not all powers work with every character, so a little trial and error is in order.
#29
Posté 19 octobre 2010 - 10:13
Chugster wrote...
@Rgfrog...i will try that, but one thing i dont understand...the Mattock has the Burst refire set to 999, yet squaddies seem to use it fine...so whats up with that? All the info for the Rev aside the the GUI stuff was taken from the mattock...so im a little confused
That's what the test with Garrus confirmed. They don't do fine. They drop to cover because they've been shot. Dropping to cover resets the process.
Otherwise, they stay standing for however long BurstRefireTime multiplied by AIBurstRefireTimeMin/Max is set.
If it's set BurstRefireTime=999.0f and AIBurstRefireTimeMin/Max= 0.1/0.2 then unless something dirsupts this counter the AI (both Garrus and Kuril did the same thing) will stay out of cover to shoot the next round(s) 99.9 to 199.8 seconds.
You could probably also set AI_BurstFireCount (X=1,Y=1) so that they never have another shot before they take cover. AI_BurstFireCount is a multiplier of BurstRounds=... so if BurstRounds=1, then they'll never loose more than 1 salvo this way. If BurstRounds=5, they'll release 5 rounds as fast as the ROF is set and then duck. Once they duck behind cover, the counter seems to reset, so the BursRefireTime shouldn't matter. They're taking one burst of 5 rounds. If X or Y was higher, they'd then wait to take a second burst, and so on.
Basically, there's a bunch of multipliers here between what is set for the player and what the AI does. So, there's likely to be a few ways to achieve your desired effect.
I could be way off base here, but it's what seems to be happening every time I run the final part of Purgatory against Kuril.
Modifié par RGFrog, 19 octobre 2010 - 10:20 .
#30
Posté 19 octobre 2010 - 10:20
I dont want autofire firing 1 shot every 1/4 second...or is that the only way to get the AI sorted?
#31
Posté 19 octobre 2010 - 10:48
though the first page should be updated with all the common FAQs similarly to what azurem started to do
#32
Posté 19 octobre 2010 - 10:54
RGFrog wrote...
GuardianAngel470 wrote...
Is there a way to give a class different abilities? For instance, Infiltrator with Singularity or Soldier with Pull.
Snip of helpfulness.
Thanks a ton.
Also, have you guys tried something similar with textures? Getting the game to register textures that are outside the PCC files?
I'm completely new to the modding scene, I bought ME2 on PC so I could play the game with the Gibbed save editor and things escalated from there.
Modifié par GuardianAngel470, 19 octobre 2010 - 10:54 .
#33
Posté 19 octobre 2010 - 10:56
RGFrog wrote...
Chugster wrote...
@Rgfrog...i will try that, but one thing i dont understand...the Mattock has the Burst refire set to 999, yet squaddies seem to use it fine...so whats up with that? All the info for the Rev aside the the GUI stuff was taken from the mattock...so im a little confused
That's what the test with Garrus confirmed. They don't do fine. They drop to cover because they've been shot. Dropping to cover resets the process.
Otherwise, they stay standing for however long BurstRefireTime multiplied by AIBurstRefireTimeMin/Max is set.
If it's set BurstRefireTime=999.0f and AIBurstRefireTimeMin/Max= 0.1/0.2 then unless something dirsupts this counter the AI (both Garrus and Kuril did the same thing) will stay out of cover to shoot the next round(s) 99.9 to 199.8 seconds.
You could probably also set AI_BurstFireCount (X=1,Y=1) so that they never have another shot before they take cover. AI_BurstFireCount is a multiplier of BurstRounds=... so if BurstRounds=1, then they'll never loose more than 1 salvo this way. If BurstRounds=5, they'll release 5 rounds as fast as the ROF is set and then duck. Once they duck behind cover, the counter seems to reset, so the BursRefireTime shouldn't matter. They're taking one burst of 5 rounds. If X or Y was higher, they'd then wait to take a second burst, and so on.
Basically, there's a bunch of multipliers here between what is set for the player and what the AI does. So, there's likely to be a few ways to achieve your desired effect.
I could be way off base here, but it's what seems to be happening every time I run the final part of Purgatory against Kuril.
Is there a way to get Garrus to stay in cover for longer? I've noticed that no matter how much damage they've taken, squadmates will always pop back up from cover and get killed.
#34
Posté 20 octobre 2010 - 12:34
GuardianAngel470 wrote...
Is there a way to get Garrus to stay in cover for longer? I've noticed that no matter how much damage they've taken, squadmates will always pop back up from cover and get killed.
Maybe by adjusting this???: AI_BurstFireDelay=(X=0.65f,Y=2.3f)
#35
Posté 20 octobre 2010 - 12:37
Chugster wrote...
just one thing...i like having to pull the trigger each time to fire a shot, so what do i need to set things to?
I dont want autofire firing 1 shot every 1/4 second...or is that the only way to get the AI sorted?
Adjust the settings as you see fit, Chugster.
#36
Posté 20 octobre 2010 - 12:56
RGFrog wrote...
DeebeGuardianAngel470 wrote...
Is there a way to get Garrus to stay in cover for longer? I've noticed that no matter how much damage they've taken, squadmates will always pop back up from cover and get killed.
Maybe by adjusting this???: AI_BurstFireDelay=(X=0.65f,Y=2.3f)
Do you know how to program? I tried to teach myself but wasn't committed enough. Anyway, is there a way to add an if/else statement in there? I don't really know what language the ini is in.
Modifié par GuardianAngel470, 20 octobre 2010 - 12:57 .
#37
Posté 20 octobre 2010 - 01:58
#38
Posté 20 octobre 2010 - 05:15
GuardianAngel470 wrote...
Do you know how to program? I tried to teach myself but wasn't committed enough. Anyway, is there a way to add an if/else statement in there? I don't really know what language the ini is in.
I'm sure you could if you knew the syntax. Create a binding in c.ini to launch a text file, then put the calls in the text file.
It's based on the Unreal engine (3, i think) so you should be able to find plenty of information on it. I've not had much luck with turning research into working code, though
Most stuff is limited to editing the c.ini or working through texmod for appearances.
#39
Posté 20 octobre 2010 - 05:16
Thanks.
EDIT: This is for walking around the Alerei without my helmet.
Modifié par Iwakura-Lain, 20 octobre 2010 - 05:29 .
#40
Guest_Inge Shepard_*
Posté 20 octobre 2010 - 05:27
Guest_Inge Shepard_*
Deebe wrote...
wth i was just thinking that a new thread should be created the other day..
though the first page should be updated with all the common FAQs similarly to what azurem started to do
Have already got that advice. I will see what I have time to change later today. I have linked up MEII and ME Guide. Or send me a PM for what info you will have as intro.
- Inge
#41
Posté 20 octobre 2010 - 06:47
RGFrog wrote...
GuardianAngel470 wrote...
Do you know how to program? I tried to teach myself but wasn't committed enough. Anyway, is there a way to add an if/else statement in there? I don't really know what language the ini is in.
I'm sure you could if you knew the syntax. Create a binding in c.ini to launch a text file, then put the calls in the text file.
It's based on the Unreal engine (3, i think) so you should be able to find plenty of information on it. I've not had much luck with turning research into working code, though
Most stuff is limited to editing the c.ini or working through texmod for appearances.
I'll have to look into it. First I'll have to learn to program though.
#42
Posté 20 octobre 2010 - 07:06
social.bioware.com/%5Burl=%5Burl=%5Burl=http:/social.bioware.com/forum/1/topic/128/index/2338026/108#4987212
You seem to be saying that when you don't stream the required textures, you won't get any helmet, but I get the standard N7 helmet anyway.
What am I missing? Thanks.
#43
Posté 20 octobre 2010 - 07:08
Iwakura-Lain wrote...
RGFrog, I tried your no-helmet trick at:
social.bioware.com/%5Burl=%5Burl=%5Burl=http:/social.bioware.com/forum/1/topic/128/index/2338026/108#4987212
You seem to be saying that when you don't stream the required textures, you won't get any helmet, but I get the standard N7 helmet anyway.
What am I missing? Thanks.
You defy my evil plan. For that, you will lose the top spot.
#44
Posté 20 octobre 2010 - 07:19
And now for something I can actually use, please.GuardianAngel470 wrote...
Iwakura-Lain wrote...
RGFrog, I tried your no-helmet trick at:
social.bioware.com/%5Burl=%5Burl=%5Burl=http:/social.bioware.com/forum/1/topic/128/index/2338026/108#4987212
You seem to be saying that when you don't stream the required textures, you won't get any helmet, but I get the standard N7 helmet anyway.
What am I missing? Thanks.
You defy my evil plan. For that, you will lose the top spot.
#45
Posté 20 octobre 2010 - 07:29
Iwakura-Lain wrote...
And now for something I can actually use, please.GuardianAngel470 wrote...
Iwakura-Lain wrote...
RGFrog, I tried your no-helmet trick at:
social.bioware.com/%5Burl=%5Burl=%5Burl=http:/social.bioware.com/forum/1/topic/128/index/2338026/108#4987212
You seem to be saying that when you don't stream the required textures, you won't get any helmet, but I get the standard N7 helmet anyway.
What am I missing? Thanks.
You defy my evil plan. For that, you will lose the top spot.
Hey, if you want me to help you skip the load movies, adjust damage and range with weapon classes, modify when your teammates see and attack enemies, or unlock and keep unlocked every weapon in the game, I can help. Otherwise, humor a guy who hasn't eaten in over twelve hours.
It was only harmless fun, just like modding a game.
#46
Posté 20 octobre 2010 - 08:08
Iwakura-Lain wrote...
RGFrog, I tried your no-helmet trick at:
social.bioware.com/%5Burl=%5Burl=%5Burl=http:/social.bioware.com/forum/1/topic/128/index/2338026/108#4987212
You seem to be saying that when you don't stream the required textures, you won't get any helmet, but I get the standard N7 helmet anyway.
What am I missing? Thanks.
SOLVED!
What I was missing, is that I had made a typo.
#47
Guest_Inge Shepard_*
Posté 20 octobre 2010 - 12:19
Guest_Inge Shepard_*
This is what I have changed, and it give you plenty of time to finish the minigame right.
See if there is some info [Engine.BioSFManager] here.
[SFXGame.BioHintSystemBase]
All I changed was the MaxDifficulty up to 9, I guess higher it is, more time you get.
m_aHints=(HintName="BypassGameHint", MaxDifficulty=9, DefaultText=345714, PCText=345714, ClearEvent="ClearMinigameHint", HintPosition=SFXHINTPOS_Middle)
m_aHints=(HintName="HackGameHint", MaxDifficulty=9, DefaultText=345715, PCText=345715, ClearEvent="ClearMinigameHint", HintPosition=SFXHINTPOS_Middle)
What it's does, higher hint you have, more options to choose the same picture in the HackGame, MiniGame you have. Haven't figure out yet what it does for the ByPassGame. But I will guess it's some similare options. That will again, give you time to end the minigame faster.
- Inge
Modifié par Inge Shepard, 20 octobre 2010 - 03:14 .
#48
Posté 20 octobre 2010 - 04:04
Iwakura-Lain wrote...
SOLVED!
What I was missing, is that I had made a typo.This actually works like a charm!! Thanks, RGFrog. You rock!
Hey, glad someone other than myself found this useful. I don't play with a helmet at all now. I will stream in the face mask for no air missions just for fun. But it's nice to finally see shep's face all the time rather than blinking lights on a helmet
@Inge, That's neet. But since i have no problem with the minigames, I would rather have a way to turn them off entirely. Like just click on the item and have it be done without even having to do the minigame. Any ideas along this line?
#49
Guest_Inge Shepard_*
Posté 20 octobre 2010 - 04:12
Guest_Inge Shepard_*
RGFrog wrote...
Iwakura-Lain wrote...
SOLVED!
What I was missing, is that I had made a typo.This actually works like a charm!! Thanks, RGFrog. You rock!
Hey, glad someone other than myself found this useful. I don't play with a helmet at all now. I will stream in the face mask for no air missions just for fun. But it's nice to finally see shep's face all the time rather than blinking lights on a helmet
@Inge, That's neet. But since i have no problem with the minigames, I would rather have a way to turn them off entirely. Like just click on the item and have it be done without even having to do the minigame. Any ideas along this line?
Hmm, I don't think that can be done. But the idea is good.
#50
Posté 20 octobre 2010 - 06:51





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