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ME2 - Modding is Possible III (PC Only)


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#676
phoenixofthunder

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Tup3xi wrote...

phoenixofthunder wrote...

Tup3xi wrote...

Has anyone got the old style helmet to work? I can get the old breather and visor to work I need the helmet too. Isn't it the same thing mercs wear? It would be great if it would be possible to get the texture to match with N7 Onyx armor.



With helmet:
FullBodyAppearances=(Id=0,Name=334453,Description=334454,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MAT_1a",
Female="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MAT_1a"),GameEffects=("SFXGame.SFXGameEffect_Gear_PowerBelt","SFXGame.SFXGameEffect_Gear_N7Shoulders", "SFXGame.SFXGameEffect_Gear_StabilizationGauntlets" , "SFXGame.SFXGameEffect_Gear_N7Legs" ),PlotFlag=-1)


Without helmet:
FullBodyAppearances=(Id=0,Name=334453,Description=334454,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MAT_1a",
Female="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MAT_1a"),GameEffects=("SFXGame.SFXGameEffect_Gear_PowerBelt","SFXGame.SFXGameEffect_Gear_N7Shoulders", "SFXGame.SFXGameEffect_Gear_StabilizationGauntlets" ,SFXGame.SFXGameEffect_Gear_N7Helmet, "SFXGame.SFXGameEffect_Gear_N7Legs" ),PlotFlag=-1)

Isn't that just for the body armor only? The thing is that I can get everything else to work except the helmet. It looks rather silly to run around with only visor and breather when the rest of the helmet is missing.


Not exactly; the first has the armor and the Helmet conjoined. The second forces the Helmet off. Hmmmm maybe that will work for DLC's... I'll have to try that.

#677
phoenixofthunder

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Ashiin wrote...

It worked, thank you very much.


NP;)

#678
Tup3x

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This almost works (helmet doesn't):

HelmetAppearances=(Id=7,Name=363545,Description=363546,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HGR_HVY_R.HVYb.HMM_HGR_HVYb_MDL",Female="BIOG_HMF_HGR_HVY_R.HVYb.HMF_HGR_HVYb_MDL",bHasBreather=True,bHideHair=True),GameEffects=("SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetHeadShotBonus","SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetShieldBonus","SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetWeaponDmgBonus"),PlotFlag=-1)
ArmAppearances=(Id=5,Name=334447,Description=363540,Type=CustomizableType_Arms,Mesh=(Male="BIOG_HMM_HGR_HVY_R.HVYa.HMM_VSR_HVYa_MDL",Female="BIOG_HMF_HGR_HVY_R.HVYa.HMF_VSR_HVYa_MDL"),GameEffects=("SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_ArmMeleeBonus","SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_ArmShieldBonus","SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_ArmWeaponDmgBonus","SFXGame.SFXGameEffect_Gear_LeftArmAmmoPack"),PlotFlag=-1)
LegAppearances=(Id=5,Name=334449,Description=363542,Type=CustomizableType_Legs,GameEffects=("SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_LegHvyAmmoBonus","SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_LegShieldBonus"),PlotFlag=-1)
ShoulderAppearances=(Id=5,Name=334443,Description=363544,Type=CustomizableType_Shoulders,Mesh=(Male="BIOG_HMM_HGR_HVY_R.BRT.HMM_BTR_HVYb_MDL",Female="BIOG_HMF_HGR_HVY_R.BRT.HMF_BRT_HVYb_MDL"),GameEffects=("SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_ShoulderMeleeBonus","SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_ShoulderShieldBonus"),PlotFlag=-1)
TorsoAppearances=(Id=5,Name=334446,Description=351484,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MDL",Female="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MDL"),GameEffects=("SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_TorsoMeleeBonus","SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_TorsoShieldBonus","SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_TorsoWeaponDmgBonus"),PlotFlag=-1)

#679
phoenixofthunder

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Tup3xi wrote...

This almost works (helmet doesn't):

You added the empty body part slots from Pg. 24?

If not add:
HelmetAppearances=(Id=#,Type=CustomizableType_Helmet,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)

Then add another GameEffect to the helmet code :
HelmetAppearances=(Id=7,Name=363545,Description=363546,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HGR_HVY_R.HVYb.HMM_HGR_HVYb_MDL",
Female="BIOG_HMF_HGR_HVY_R.HVYb.HMF_HGR_HVYb_MDL",
bHasBreather=True,bHideHair=True),GameEffects=("SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetHeadShotBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetShieldBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetWeaponDmgBonus",
"SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)

This should force the helmet off.

Modifié par phoenixofthunder, 31 janvier 2011 - 05:06 .


#680
Tup3x

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phoenixofthunder wrote...

Tup3xi wrote...

This almost works (helmet doesn't):

You added the empty body part slots from Pg. 24?

If not add:
HelmetAppearances=(Id=#,Type=CustomizableType_Helmet,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)

Then add another GameEffect to the helmet code :
HelmetAppearances=(Id=7,Name=363545,Description=363546,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HGR_HVY_R.HVYb.HMM_HGR_HVYb_MDL",
Female="BIOG_HMF_HGR_HVY_R.HVYb.HMF_HGR_HVYb_MDL",
bHasBreather=True,bHideHair=True),GameEffects=("SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetHeadShotBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetShieldBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetWeaponDmgBonus",
"SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)

This should force the helmet off.

Are you sure that adding N7 game effect would help? I mean, doesn't that just add the default helmet bonuses and nothing else? I just can't seem to get the merc/prolog helmet model to work.

#681
phoenixofthunder

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Tup3xi wrote...

phoenixofthunder wrote...

Tup3xi wrote...

This almost works (helmet doesn't):

You added the empty body part slots from Pg. 24?

If not add:
HelmetAppearances=(Id=#,Type=CustomizableType_Helmet,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)

Then add another GameEffect to the helmet code :
HelmetAppearances=(Id=7,Name=363545,Description=363546,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HGR_HVY_R.HVYb.HMM_HGR_HVYb_MDL",
Female="BIOG_HMF_HGR_HVY_R.HVYb.HMF_HGR_HVYb_MDL",
bHasBreather=True,bHideHair=True),GameEffects=("SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetHeadShotBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetShieldBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetWeaponDmgBonus",
"SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)

This should force the helmet off.

Are you sure that adding N7 game effect would help? I mean, doesn't that just add the default helmet bonuses and nothing else? I just can't seem to get the merc/prolog helmet model to work.


This is what the "SFXGame.SFXGameEffect_Gear_N7Helmet" references: The blank helmet code
(((thus removing a typical helmet and replacing it with a helmetless Shepard.))):

HelmetAppearances=(Id=#,Type=CustomizableType_Helmet,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)

Since "SFXGame.SFXGameEffect_Gear_N7Helmet" is part of the blank helmet code inserting it as a Game Effect for a Helmet,FullBodyApperance ect. Should allow the helmet to be vanquished.

#682
proboi

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Tub3xi wrote...

 I just can't seem to get the merc/prolog helmet model to work.


phoenixofthunder wrote...

(((thus removing a typical helmet and replacing it with a helmetless Shepard.)))

Should allow the helmet to be vanquished.

I think what he means is how to get the prologue N7 helmet, not how to make the helmet disappear phoenix.

Posted Image

The suit works fine but still no helmet.

Modifié par proboi, 01 février 2011 - 05:56 .


#683
Tup3x

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proboi wrote...

Tub3xi wrote...

 I just can't seem to get the merc/prolog helmet model to work.


phoenixofthunder wrote...

(((thus removing a typical helmet and replacing it with a helmetless Shepard.)))

Should allow the helmet to be vanquished.

I think what he means is how to get the prologue N7 helmet, not how to make the helmet disappear phoenix.

/snip

The suit works fine but still no helmet.



Indeed. I thought that I said it rather clearly that I can't get the old helmet to work. I can get old heavy armor, old breather and visor to work but not the helmet.

Modifié par Tup3xi, 01 février 2011 - 06:04 .


#684
Burdokva

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You can't get the old N7 helmet to work. I spent hours trying to do it with every known .ini hack and I wasn't successful. As far as I know no one has done it so far. Sorry.



Slightly off-topic, the new Appearance Pack makes me want that .pcc compiler even more. There are better retextures in the "Projects" page, and for free.

#685
Captain_Obvious_au

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Well technically you can get the AAP's for free too, it's just not as good as buying it.

#686
Captain_Obvious_au

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phoenixofthunder wrote...

Captain_Obvious_au wrote...

Is it possible to use ME1 files to override ME2 files for Sheps casual appearance? ie the Alliance outfits instead of Cerberus ones



Yes, The Alliance Outfits can be used for Shepard.
Only need to be added to the [SFXGame.SFXPawn_Player] C.INI Subsection-where Shepard's outfits\\\\armor is located.

My Compilation ME2 Mesh Codes Project has them as the first codes in the list and in the correct rank order.

Awesome work thunder. Just wondering though, is there a listing that shows what each line is? I ask because whilst the alliance uniforms are great, I don't want a lot of the civillian outfits. Plus, why does Jacobs casual appearance appear as the same thing in the last three options?

#687
phoenixofthunder

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Burdokva wrote...

You can't get the old N7 helmet to work. I spent hours trying to do it with every known .ini hack and I wasn't successful. As far as I know no one has done it so far. Sorry.

Slightly off-topic, the new Appearance Pack makes me want that .pcc compiler even more. There are better retextures in the "Projects" page, and for free.



So it would seem sorry Tup3xi but looks like Armor only.

#688
phoenixofthunder

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Captain_Obvious_au wrote...

phoenixofthunder wrote...

Captain_Obvious_au wrote...

Is it possible to use ME1 files to override ME2 files for Sheps casual appearance? ie the Alliance outfits instead of Cerberus ones



Yes, The Alliance Outfits can be used for Shepard.
Only need to be added to the [SFXGame.SFXPawn_Player] C.INI Subsection-where Shepard's outfits\\\\\\\\\\\\\\\\armor is located.

My Compilation ME2 Mesh Codes Project has them as the first codes in the list and in the correct rank order.

Awesome work thunder. Just wondering though, is there a listing that shows what each line is? I ask because whilst the alliance uniforms are great, I don't want a lot of the civillian outfits. Plus, why does Jacobs casual appearance appear as the same thing in the last three options?

No problem.
No listing- the first four are the alliance outfits; the rest are casuals.
Under Casual or Torso?

Modifié par phoenixofthunder, 02 février 2011 - 02:07 .


#689
Captain_Obvious_au

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All good, I created a list of my own. Some of the outfits look really cool, I especially like the all-black version of the Alliance casual outfit. Very snazzy.

#690
Cyansomnia

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Question, is there a way to keep a file streaming so you don't have to load a modded in armor/body appearance every time you go to different areas? I haven't done a whole lot of this, but I know how to set up a hotkey. Just wondering if you can edit something to keep this working all the time.

#691
Captain_Obvious_au

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Okay something strange is happening. I've heavily modified the C.ini and edited the text file. When playing as a male Shepard it's fine, no problems. Playing as a female Shepard though, instead of the names of characters appearing (ie 'Jacob', 'Miranda', plus the names of enemies) the text relating to Shepards background appears (ie 'Your parents served about starships...') in the name field. I checked the text file and it's fine, the lines aren't being repeated anywhere, so I'm thinking it's a C.ini problem.

#692
WilliamFDrake

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Aislinn Trista wrote...

Question, is there a way to keep a file streaming so you don't have to load a modded in armor/body appearance every time you go to different areas? I haven't done a whole lot of this, but I know how to set up a hotkey. Just wondering if you can edit something to keep this working all the time.


http://social.biowar...ect/2002/#files

I think that is what you are searching.  Edit the c.ini 

[Engine.PackagesToAlwaysCook] 

Search for the henchmen and Edit.

@ Phoenix

There must be a way to get Old N7Helmet, because in the Opening Shep weare it. Its in the game

#693
CroGamer002

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Never mind.
I got it answered over PM.

Modifié par Mesina2, 03 février 2011 - 07:00 .


#694
phoenixofthunder

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WilliamFDrake wrote...

Search for the henchmen and Edit.

@ Phoenix

There must be a way to get Old N7Helmet, because in the Opening Shep weare it. Its in the game



Yes it is; nevertheless it seems hardcoded to be for that use only.and thus proceeds to be problematic to near impossible to get the helmet to load with the armor for some reason (most likely - .PCC related). I have tried at least 10 diviations in the last hour and I get the armor to work but not the helmet.

#695
phoenixofthunder

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Captain_Obvious_au wrote...

Okay something strange is happening. I've heavily modified the C.ini and edited the text file. When playing as a male Shepard it's fine, no problems. Playing as a female Shepard though, instead of the names of characters appearing (ie 'Jacob', 'Miranda', plus the names of enemies) the text relating to Shepards background appears (ie 'Your parents served about starships...') in the name field. I checked the text file and it's fine, the lines aren't being repeated anywhere, so I'm thinking it's a C.ini problem.


:blink::blink::blink::blink::blink::blink::blink:Wierd!!!!!!!!:blink::blink::blink::blink::blink::blink::blink:
Send me your C.ini and the text file and I'll take a look.

#696
Captain_Obvious_au

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Thanks phoenix, I've sent you links to the files in a PM

#697
AstralStorm

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Is it possible to easily disable all DLCs (optionally), bonus powers and achievements for the new game? (esp. that Mission Accomplished or anything that gives a bonus)

Also, has anyone figured out how to bind weapon switch to certain weapon type?

Modifié par AstralStorm, 04 février 2011 - 03:13 .


#698
phoenixofthunder

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Captain_Obvious_au wrote...

Thanks phoenix, I've sent you links to the files in a PM


Looked at your C.INI & seems ok. Did you change the BIOGame_INT.tlk?

#699
phoenixofthunder

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AstralStorm wrote...

Is it possible to easily disable all DLCs (optionally), bonus powers and achievements for the new game? (esp. that Mission Accomplished or anything that gives a bonus)

:blink:
Here you go:
Create a New folder in each DLC folder and move the DLC's INI's in there. Just replace them in the DLC  folder when desired.

You can also disable ME1 bonuses by dropping all ME1 bonuses to zero:
[SFXGameContent.SFXSeqAct_NewGameBonuses]
ME1ImportBonuses=
(BonusMinLevel=1,BonusMaxLevel=49,XPBonus=0,CreditsBonus=0,ResourceBonus=0)
ME1ImportBonuses=
(BonusMinLevel=50,BonusMaxLevel=59,XPBonus=0,CreditsBonus=0,ResourceBonus=0)
ME1ImportBonuses=(BonusMinLevel=60,BonusMaxLevel=60,XPBonus=0,CreditsBonus=0,ResourceBonus=0)
ME1_RichAchievementCreditBonus=0
ME1_ParagonRenegadeMaxBonus=0
SecondPlaythrough_CreditsBonus=0
SecondPlaythrough_ResourceBonus=0
SecondPlaythrough_AchievementEnumID=ACHIEVEMENT_24_COMPLETE

Also find this C.ini section:
[SFXGame.BioSFHandler_NewCharacter]
and isolate each bonus power line by placing a ; in front of it.
Like so:
As is in C.INI:
BonusTalents=(PowerclassName="SFXGameContent_Powers.SFXPower_ArmorPiercingAmmo_Player",
srChoiceName=93965,srChoiceTitle=93965,oChoiceImage=none,srChoiceDescription=155053,
AchievementID=15)

Then just add the semi-colon to its beginning:
;BonusTalents=(PowerclassName="SFXGameContent_Powers.SFXPower_ArmorPiercingAmmo_Player",
srChoiceName=93965,srChoiceTitle=93965,oChoiceImage=none,srChoiceDescription=155053,
AchievementID=15)
Save the C.INI, then the Fixer(in sig), then run ME2 and see your DLC gone.:crying:


AstralStorm wrote...
Also, has anyone figured out how to bind weapon switch to certain weapon type?

You could try:
[SFXGame.SFXGameModeBase]&[SFXGame.SFXGameModeDefault]
Bindings=( Name="PC_NextWeapon", Command="SwitchWeapon AssaultRifles" )

No guarantee though.

Modifié par phoenixofthunder, 04 février 2011 - 05:07 .


#700
Captain_Obvious_au

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phoenixofthunder wrote...

Captain_Obvious_au wrote...

Thanks phoenix, I've sent you links to the files in a PM


Looked at your C.INI & seems ok. Did you change the BIOGame_INT.tlk?

Hi phoenix. I figured it would be, but I'm still baffled. I did indeed change the BIOGame_INT.tlk file to customise some of the text popups.