ME2 - Modding is Possible III (PC Only)
#476
Posté 30 décembre 2010 - 05:57
#477
Posté 30 décembre 2010 - 07:16
phoenixofthunder wrote...
Aisynia wrote...
Sure thing, here you gophoenixofthunder wrote...
I think I know what your refering to; but if you could post a picture. That would let me know for sure.Aisynia wrote...
I haven't modded ME2 since right after it came out.
All I want to do is add the earpiece that Jedore wears as a head armor piece.
How would I do that?
Thanks for any replies.
http://img716.images...8402/jedore.jpg
Any help you could provide would be appreciated. Really, this is the only thing I want to mod at all.
ShoulderAppearances=(Id=11,Type=CustomizableType_Shoulders,Mesh=(Male="BIOG_HMM_HIR_PRO_R.Moto.HMM_HAT_MTR_MDL",
Female="BIOG_HMF_HIR_PRO.Moto.HMF_HAT_MTR_MDL"),PlotFlag=-1)
Thnaks, how do I do that? I don't even remember how. The OP boggles my mind.
#478
Posté 30 décembre 2010 - 08:00
#479
Posté 30 décembre 2010 - 10:57
Modifié par Darth Hater, 31 décembre 2010 - 12:02 .
#480
Posté 30 décembre 2010 - 11:16
Epic Legion wrote...
Partially decompiled SFXGame.pcc using modified UnHood application.
http://b4rt.rootnode.net/SFXGame.7z
Could anybody explain what exactly this is? I thought one couldn't mod any .pcc O.o ?
#481
Posté 30 décembre 2010 - 11:48
Darman wrote...
Epic Legion wrote...
Partially decompiled SFXGame.pcc using modified UnHood application.
http://b4rt.rootnode.net/SFXGame.7z
Could anybody explain what exactly this is? I thought one couldn't mod any .pcc O.o ?
.UC files are compiled into bytecode (just like Java). If you can compile them, you can decompile them too. You just have to know how this compiler works.
Edit: Ok lulz
Modifié par Epic Legion, 31 décembre 2010 - 12:14 .
#482
Posté 31 décembre 2010 - 01:55
Epic Legion wrote...
Darman wrote...
Epic Legion wrote...
Partially decompiled SFXGame.pcc using modified UnHood application.
http://b4rt.rootnode.net/SFXGame.7z
Could anybody explain what exactly this is? I thought one couldn't mod any .pcc O.o ?
.UC files are compiled into bytecode (just like Java). If you can compile them, you can decompile them too. You just have to know how this compiler works.
Edit: Ok lulz
Modifié par phoenixofthunder, 31 décembre 2010 - 01:59 .
#483
Posté 31 décembre 2010 - 02:00
Aisynia wrote...
Somehow, I figured it out. Thanks a ton!![]()
![]()
Glad to help.
#484
Posté 31 décembre 2010 - 02:01
Darth Hater wrote...
Is there a way to export a Xbox ME1 headmorph that I used on an ME2 playthough, using gibbed's, and import it onto a PC save?
You mean convert Xbox360 charcter to a PC character?
You checked the XBOX360 MIP thread?
Modifié par phoenixofthunder, 31 décembre 2010 - 02:06 .
#485
Posté 31 décembre 2010 - 02:30
phoenixofthunder wrote...
Oblivionous wrote...
After finally figuring out how to mod the c.ini files, I've added Tela Vasir's, and Liara's armor to my FemShep's full body armor options. But Shepard's voice is still muffled like its being transmitted through a helmet or mic.
I tried inputting it the way it is in the current download of Miranda's Armor:
FullBodyAppearances=(Id=3007,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL"),bHasBreather=False),GameEffects=("SFXGame.SFX,GameEffect_Gear_Visor","SFXGame.SFX,GameEffect_Gear_PowerBelt","SFXGame.SFX,GameEffect_Gear_StrengthBoostPads","SFXGame.SFX,
GameEffect_Gear_HeavyDampingGauntlets","
SFXGame.SFX,GameEffect_Gear_StimulatorConduits",),PlotFlag=-1)
and then this way:
FullBodyAppearances=(Id=3007,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL"),GameEffects=("SFXGame.SFX,GameEffect_Gear_Visor","SFXGame.SFX,GameEffect_Gear_PowerBelt","SFXGame.SFX,GameEffect_Gear_StrengthBoostPads","SFXGame.SFX,
GameEffect_Gear_HeavyDampingGauntlets","
SFXGame.SFX,GameEffect_Gear_StimulatorConduits",),bHasBreather=False),PlotFlag=-1)
Both still leave Shep with an electronic undertone when she speaks. Any help?
Try these:
FullBodyAppearances=(Id=3007,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL"),GameEffects=("SFXGame.SFX,GameEffect_Gear_Visor","SFXGame.SFX,GameEffect_Gear_PowerBelt",
"SFXGame.SFX,GameEffect_Gear_StrengthBoostPads","SFXGame.SFX,
GameEffect_Gear_HeavyDampingGauntlets","
SFXGame.SFX,GameEffect_Gear_StimulatorConduits",bHasBreather=False),PlotFlag=-1)
FullBodyAppearances=(Id=3007,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL",bHasBreather=False),GameEffects=("SFXGame.SFX,GameEffect_Gear_Visor","SFXGame.SFX,GameEffect_Gear_PowerBelt",
"SFXGame.SFX,GameEffect_Gear_StrengthBoostPads","SFXGame.SFX,
GameEffect_Gear_HeavyDampingGauntlets","
SFXGame.SFX,GameEffect_Gear_StimulatorConduits"),PlotFlag=-1)
Hmmm....perhaps its just my game? Trying both seem to do nothing about the sound, its still muted and breathy as though she's wearing a helmet.
#486
Posté 31 décembre 2010 - 03:05
Oblivionous wrote...
phoenixofthunder wrote...
Oblivionous wrote...
After finally figuring out how to mod the c.ini files, I've added Tela Vasir's, and Liara's armor to my FemShep's full body armor options. But Shepard's voice is still muffled like its being transmitted through a helmet or mic.
I tried inputting it the way it is in the current download of Miranda's Armor:
FullBodyAppearances=(Id=3007,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL"),bHasBreather=False),GameEffects=("SFXGame.SFX,GameEffect_Gear_Visor","SFXGame.SFX,GameEffect_Gear_PowerBelt","SFXGame.SFX,GameEffect_Gear_StrengthBoostPads","SFXGame.SFX,
GameEffect_Gear_HeavyDampingGauntlets","
SFXGame.SFX,GameEffect_Gear_StimulatorConduits",),PlotFlag=-1)
and then this way:
FullBodyAppearances=(Id=3007,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL"),GameEffects=("SFXGame.SFX,GameEffect_Gear_Visor","SFXGame.SFX,GameEffect_Gear_PowerBelt","SFXGame.SFX,GameEffect_Gear_StrengthBoostPads","SFXGame.SFX,
GameEffect_Gear_HeavyDampingGauntlets","
SFXGame.SFX,GameEffect_Gear_StimulatorConduits",),bHasBreather=False),PlotFlag=-1)
Both still leave Shep with an electronic undertone when she speaks. Any help?
Try these:
FullBodyAppearances=(Id=3007,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL"),GameEffects=("SFXGame.SFX,GameEffect_Gear_Visor","SFXGame.SFX,GameEffect_Gear_PowerBelt",
"SFXGame.SFX,GameEffect_Gear_StrengthBoostPads","SFXGame.SFX,
GameEffect_Gear_HeavyDampingGauntlets","
SFXGame.SFX,GameEffect_Gear_StimulatorConduits",bHasBreather=False),PlotFlag=-1)
FullBodyAppearances=(Id=3007,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL",bHasBreather=False),GameEffects=("SFXGame.SFX,GameEffect_Gear_Visor","SFXGame.SFX,GameEffect_Gear_PowerBelt",
"SFXGame.SFX,GameEffect_Gear_StrengthBoostPads","SFXGame.SFX,
GameEffect_Gear_HeavyDampingGauntlets","
SFXGame.SFX,GameEffect_Gear_StimulatorConduits"),PlotFlag=-1)
Hmmm....perhaps its just my game? Trying both seem to do nothing about the sound, its still muted and breathy as though she's wearing a helmet.
Hmmm try setting it as a Torso Appearence.
#487
Posté 31 décembre 2010 - 08:53
Darth Hater wrote...
Is there a way to export a Xbox ME1 headmorph that I used on an ME2 playthough, using gibbed's, and import it onto a PC save?
Hmm, maybe this will be useful to you.
http://social.biowar...8/index/5573902
#488
Posté 01 janvier 2011 - 07:58
Epic Legion wrote...
Darth Hater wrote...
Is there a way to export a Xbox ME1 headmorph that I used on an ME2 playthough, using gibbed's, and import it onto a PC save?
Hmm, maybe this will be useful to you.
http://social.biowar...8/index/5573902
This is better then I hoped. Thanks for the help.
#489
Posté 01 janvier 2011 - 11:30
FullBodyAppearances=(Id=3007,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL"),bHasBreather=False,PlotFlag=-1)
Should be all you need.
Modifié par David Hingtgen, 01 janvier 2011 - 11:32 .
#490
Posté 03 janvier 2011 - 04:26
So I've been sifting through this and the previous two versions of this thread for the better part of today, but no luck! I've been modding games for close to 10 years now but I've never made my own before and its pretty amazing to see some of you guys making breakthroughs in these threads.
Anyways, what I've been sifting for is a C.ini file, or a guide on how to change up my own, that would let me play as Miranda, casual and armor (possibly other squadmates, but thats what I was hoping for my next playthrough), but lets me have all weapons unlocked for all classes too. Been able to do just the weapons and ive had success with RCW's mod manager and various other mods but the only miranda mod ive found thus far was a total flop.
Thanks in advance for any advice (dont go to hard on the forum new guy! :innocent:)
Oh and feel free to PM me if you'd rather that than post here
Modifié par mikelwamdkm, 03 janvier 2011 - 04:28 .
#491
Posté 03 janvier 2011 - 05:15
Link to gun editing.mikelwamdkm wrote...
Howdy all,
So I've been sifting through this and the previous two versions of this thread for the better part of today, but no luck! I've been modding games for close to 10 years now but I've never made my own before and its pretty amazing to see some of you guys making breakthroughs in these threads.
Anyways, what I've been sifting for is a C.ini file, or a guide on how to change up my own, that would let me play as Miranda, casual and armor (possibly other squadmates, but thats what I was hoping for my next playthrough), but lets me have all weapons unlocked for all classes too. Been able to do just the weapons and ive had success with RCW's mod manager and various other mods but the only miranda mod ive found thus far was a total flop.
Thanks in advance for any advice (dont go to hard on the forum new guy! :innocent:)
Oh and feel free to PM me if you'd rather that than post here
Play as Miranda:
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
[Engine.PackagesToAlwaysCook]
SeekFreePackage=BioH_Geth_00
SeekFreePackage=BioH_Grunt_00
SeekFreePackage=BioH_Wilson
SeekFreePackage=BioH_Vixen_00
SeekFreePackage=BioH_Professor_00
SeekFreePackage=BioH_Garrus_00
SeekFreePackage=BioH_Mystic_00
SeekFreePackage=BioH_Tali_00
SeekFreePackage=BioH_Leading_00
SeekFreePackage=BioH_Assassin_00
[SFXGame.SFXPawn_Player]
Legion:
CasualAppearances=(Id=1001,Type=CustomizableType_Torso,Mesh=(Male="BIOG_GTH_LEG_NKD_R.NKDa.GTH_LEG_NKDa_MDL",
Female="BIOG_GTH_LEG_NKD_R.NKDa.GTH_LEG_NKDa_MDL"),PlotFlag=-1)
Grunt:
CasualAppearances=(Id=1010,Type=CustomizableType_Torso,Mesh=(Male="BIOG_KRO_GNT_LGT_R.LGTa.KRO_GNT_LGTa_MDL",
Female="BIOG_KRO_GNT_LGT_R.LGTa.KRO_GNT_LGTa_MDL"),PlotFlag=-1)
Garrus:
CasualAppearances=(Id=1021,Type=CustomizableType_Torso,Mesh=(Male="BIOG_TUR_ARM_HVY_R.HVYb.TUR_ARM_HVYb_MDL",
Female="BIOG_TUR_ARM_HVY_R.HVYb.TUR_ARM_HVYb_MDL"),PlotFlag=-1)
Samara:
CasualAppearances=(Id=1030,Type=CustomizableType_Torso,Mesh=(Male="BIOG_ASA_ARM_LGT_R.LGTa.ASA_ARM_LGTa_MDL",
Female="BIOG_ASA_ARM_LGT_R.LGTa.ASA_ARM_LGTa_MDL"),PlotFlag=-1)
Mordin:
CasualAppearances=(Id=1041,Type=CustomizableType_Torso,Mesh=(Male="BIOG_SAL_ARM_LGT_R.LGTb.SAL_ARM_LGTb_MDL",
Female="BIOG_SAL_ARM_LGT_R.LGTb.SAL_ARM_LGTb_MDL"),PlotFlag=-1)
Tali:
CasualAppearances=(Id=1051,Type=CustomizableType_Torso,Mesh=(Male="BIOG_QRN_TLI_LGT_R.LGTa.QRN_TLI_LGTa_MDL",
Female="BIOG_QRN_TLI_LGT_R.LGTa.QRN_TLI_LGTa_MDL"),PlotFlag=-1)
Miranda :
CasualAppearances=(Id=1073,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL",
Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)
Jacob:
CasualAppearances=(Id=1080,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDe.HMM_ARM_MEDe_MDL",
Female="BIOG_HMM_ARM_MED_R.MEDe.HMM_ARM_MEDe_MDL"),PlotFlag=-1)
Wilson + Joker:
CasualAppearances=(Id=1091,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MDL",
Female="BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MDL"),PlotFlag=-1)
Thane
CasualAppearances=(Id=1101,Type=CustomizableType_Torso,Mesh=(Male="BIOG_DRL_HGR_THN_R.LGTa.DRL_HGR_LGTa_MDL",
Female="BIOG_DRL_HGR_THN_R.LGTa.DRL_HGR_LGTa_MDL"),PlotFlag=-1)
Modifié par phoenixofthunder, 03 janvier 2011 - 05:16 .
#492
Posté 03 janvier 2011 - 12:17
#493
Posté 03 janvier 2011 - 03:55
#494
Posté 04 janvier 2011 - 12:20
Only two problems; one is there's no sound on the normandy, which I know was an accepted drawback farther back in this series of threads, but has that problem been solved yet by any chance? Havent had the time to skim through every page to check
Also; my shep sounds like she's talking through a helmet though none is present. Is this a setback of using the fullbody armor instead of torso arms legs etc? Suppose its possible im crazy and hearing things but..
Thanks
#495
Posté 04 janvier 2011 - 12:53
Sound on Normandy:::::::::::::::::::::::::::::::::bUseBackgroundLevelStreaming=Falsemikelwamdkm wrote...
Awesome! Thanks for the help phoenix! Got everything tweaked almost too perfection.
Only two problems; one is there's no sound on the normandy, which I know was an accepted drawback farther back in this series of threads, but has that problem been solved yet by any chance? Havent had the time to skim through every page to check
Also; my shep sounds like she's talking through a helmet though none is present. Is this a setback of using the fullbody armor instead of torso arms legs etc? Suppose its possible im crazy and hearing things but..
Thanks
Shepard with Vader voice effect to be disable:::::: bHasBreather=False
Excerpt from what southbeatz1169 wrote...
The ini mods I released have the backgroundstreaming as a true/false toggle and so far it's worked perfectly for me. Very few times has it not worked perfect, just 2 or 3 times on the Normandy, there would be no sound but all I did to fix that was toggle it back to true, quicksave/quickload and it was normal again. Anytime it doesn't display the armor you want on a mission, toggle it to false, quicksave/quickload and it's corrected.
Or you culd try implimenting them in the armor code (Note: the folloeing I have not tested):
FullBodyAppearances=(Id=501,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"
,bUseBackgroundLevelStreaming=False,bHasBreather=False),PlotFlag=-1)
Modifié par phoenixofthunder, 04 janvier 2011 - 12:56 .
#496
Posté 04 janvier 2011 - 01:07
phoenixofthunder wrote...
Sound on Normandy:::::::::::::::::::::::::::::::::bUseBackgroundLevelStreaming=Falsemikelwamdkm wrote...
Awesome! Thanks for the help phoenix! Got everything tweaked almost too perfection.
Only two problems; one is there's no sound on the normandy, which I know was an accepted drawback farther back in this series of threads, but has that problem been solved yet by any chance? Havent had the time to skim through every page to check
Also; my shep sounds like she's talking through a helmet though none is present. Is this a setback of using the fullbody armor instead of torso arms legs etc? Suppose its possible im crazy and hearing things but..
Thanks
Shepard with Vader voice effect to be disable:::::: bHasBreather=FalseExcerpt from what southbeatz1169 wrote...
The ini mods I released have the backgroundstreaming as a true/false toggle and so far it's worked perfectly for me. Very few times has it not worked perfect, just 2 or 3 times on the Normandy, there would be no sound but all I did to fix that was toggle it back to true, quicksave/quickload and it was normal again. Anytime it doesn't display the armor you want on a mission, toggle it to false, quicksave/quickload and it's corrected.
Or you culd try implimenting them in the armor code (Note: the folloeing I have not tested):
FullBodyAppearances=(Id=501,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"
,bUseBackgroundLevelStreaming=False,bHasBreather=False),PlotFlag=-1)
Ok, so if I wanted to create a toggle that will switch bUseBackgroundLevelStreaming=False too bUseBackgroundLevelStreaming=True and back again in order to solve the sound on normandy problem (and armor loading problems when the party member isnt around), what kind of code would i need to add to my C.ini? something like:
Bindings=( Name="NumPadNine" , Command=bUseBackgroundLevelStreaming=False )
The blue is what im totally unsure about.
Modifié par mikelwamdkm, 04 janvier 2011 - 01:10 .
#497
Posté 04 janvier 2011 - 01:13
Is it possible to create .tlk files that the game could access in these scenarios? Lip synching is done with an algorithm if I remember correctly, so the actor should be able to 'speak' these 'new' lines.
Is it, then, possible to re-record every line in the game and make entirely new voices for Shepard? We are of course able to extract all dialogue for Shepard so we'd know all lines we need to record.
If this is possible, how would we go about doing this?
There is a .tlk reader and decompiler -- Is there a way to do this in reverse?
From what I've read about TexMod, perhaps something similar could be devised to make the game access the new/modified files?
I'd be very interested in making new voices for Shepard. I think it could be fun, and really change the gaming experience.
#498
Posté 04 janvier 2011 - 01:59
mikelwamdkm wrote...
phoenixofthunder wrote...
Sound on Normandy:::::::::::::::::::::::::::::::::bUseBackgroundLevelStreaming=Falsemikelwamdkm wrote...
Awesome! Thanks for the help phoenix! Got everything tweaked almost too perfection.
Only two problems; one is there's no sound on the normandy, which I know was an accepted drawback farther back in this series of threads, but has that problem been solved yet by any chance? Havent had the time to skim through every page to check
Also; my shep sounds like she's talking through a helmet though none is present. Is this a setback of using the fullbody armor instead of torso arms legs etc? Suppose its possible im crazy and hearing things but..
Thanks
Shepard with Vader voice effect to be disable:::::: bHasBreather=FalseExcerpt from what southbeatz1169 wrote...
The ini mods I released have the backgroundstreaming as a true/false toggle and so far it's worked perfectly for me. Very few times has it not worked perfect, just 2 or 3 times on the Normandy, there would be no sound but all I did to fix that was toggle it back to true, quicksave/quickload and it was normal again. Anytime it doesn't display the armor you want on a mission, toggle it to false, quicksave/quickload and it's corrected.
Or you culd try implimenting them in the armor code (Note: the folloeing I have not tested):
FullBodyAppearances=(Id=501,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"
,bUseBackgroundLevelStreaming=False,bHasBreather=False),PlotFlag=-1)
Ok, so if I wanted to create a toggle that will switch bUseBackgroundLevelStreaming=False too bUseBackgroundLevelStreaming=True and back again in order to solve the sound on normandy problem (and armor loading problems when the party member isnt around), what kind of code would i need to add to my C.ini? something like:
Bindings=( Name="NumPadNine" , Command=bUseBackgroundLevelStreaming=False )
The blue is what im totally unsure about.
Yes your right just place under [SFXGame.SFXGameModeBase] or [SFXGame.SFXGameModeDefault] {{{Personally I place under both}}}
Two options on how:
As seperate keys:
Bindings=( Name="NumPadEight" , Command="bUseBackgroundLevelStreaming=True" )
Bindings=( Name="NumPadNine" , Command="bUseBackgroundLevelStreaming=False" )
Or as a single key:
Bindings=( Name="NumPadNine" , Command="bUseBackgroundLevelStreaming=True | bUseBackgroundLevelStreaming=False" )
#499
Posté 04 janvier 2011 - 02:00
It isn't just yet; but Epic Legion is working on a way of making it a possibility; here's hopeing :innocent:Sorrel wrote...
Many people hack their games with gibbed so as to make M/M and F/F romances in ME2. Of course, in order to do this, the Shepard in question is left without spoken dialogue for those scenes, seeing as they were never recorded. The actors still move and do what they should, but Shepard ends up voiceless and 'speaks' only in subtitles.
Is it possible to create .tlk files that the game could access in these scenarios? Lip synching is done with an algorithm if I remember correctly, so the actor should be able to 'speak' these 'new' lines.
Is it, then, possible to re-record every line in the game and make entirely new voices for Shepard? We are of course able to extract all dialogue for Shepard so we'd know all lines we need to record.
If this is possible, how would we go about doing this?
There is a .tlk reader and decompiler -- Is there a way to do this in reverse?
Sorrel wrote...
From what I've read about TexMod, perhaps something similar could be devised to make the game access the new/modified files?
I'd be very interested in making new voices for Shepard. I think it could be fun, and really change the gaming experience.
:blink:I never read that Texmod could access modded files besides textures; has something new been implimented into its functionality?
#500
Posté 04 janvier 2011 - 02:01
Sommyboy wrote...
Is it possible to change weapon models? Like switching the Mantis model with Viper?
Epic Legion may soon have a way to do so. But all I can advise is try switching around the Sniper weapon info in the C.INI:::::
PrettyName=
M-92 Mantis:
[SFXGameContent_Inventory.SFXWeapon_SniperRifle]
PrettyName=209737>>>>Switch >>>>PrettyName=209738
M-97 Viper:
[SFXGameContent_Inventory.SFXWeapon_AntiMatRifle]
PrettyName=209738>>>>Switch>>>>PrettyName=209737
M-98 Widow:
[SFXGameContent_Inventory.SFXWeapon_MassCannon]
PrettyName=209739
Modifié par phoenixofthunder, 04 janvier 2011 - 02:02 .





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