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ME2 - Modding is Possible III (PC Only)


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#776
phoenixofthunder

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JaegerBane wrote...

Copied from the other thread:

I've finally caved in and started modding an assault rifle in an effort
to have something roughly equiavlent to the Spectre X AR from ME1 (i.e,
something that is accurate, powerful and fully automatic, traits which
don't exist together in any of ME2's assault rifles).

I figured
I might as well start with the Vindicator as it's virtually obsolete
post-firepower pack and (imho) sports the coolest model, so I''ve been
trying to mod it so that it functions more closely in line with it's
codex description.

I'd like to produce something that isn't
totally overpowered and my experiments so far have produced something
pretty cool (essentially a weapon that fires in three-round burst and
full auto, 40 rounds per clip, 320 rounds in reserve, 750rpm with aim
errors between the original vindy and the Avenger, everything else is
the same as the Vindy's base stats)

Where my issue comes from is trying to balance it. If I don't touch the accuracy it's 36.8 damage per shot does too much damage, if I bring down it's damage it messes up AI use (anyone wielding a Vindy becomes crap).

Can anyone recommend any settings to use in the stats? Would reducing the damage down and boosting the AI damage percentage of shep to compensate help? I'd like to avoid anything regarding the AI's bursts.


You mean these:
DamageAI=#.#f
AI_BurstFireCount=
AI_BurstFireDelay=
AI_BurstFireMovingDelay=
AI_AimDelay=
?

#777
snfonseka

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If anyone knows the code (to add in Coalesced.ini) for Mirandas' new outfit, please share that info.

#778
Deebe

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snfonseka wrote...

If anyone knows the code (to add in Coalesced.ini) for Mirandas' new outfit, please share that info.


Two pages back, near the bottom of that page.

Eliyan wrote...

you can just check the entries from the DLC-armors in the .ini

DLC effects work fine on any armor

also I looked through the new DLC-files and put together the codes for Miranda's and Tali's new outfits

Miranda's is BIOG_HMF_MIR_LGT_ALT_R.LGTc.HMF_MIR_LGTc_MDL
and Tali's is BIOG_QRN_TLI_LGT_ALT_R.QRN_TLI_LGT_ALT_MDL



#779
snfonseka

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^Thanks.

#780
snfonseka

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Eliyan wrote...

you can just check the entries from the DLC-armors in the .ini

DLC effects work fine on any armor

also I looked through the new DLC-files and put together the codes for Miranda's and Tali's new outfits

Miranda's is BIOG_HMF_MIR_LGT_ALT_R.LGTc.HMF_MIR_LGTc_MDL
and Tali's is BIOG_QRN_TLI_LGT_ALT_R.QRN_TLI_LGT_ALT_MDL


This may be a VERY NOOB question :huh:. But I have to ask, which INI you are refering to?

#781
phoenixofthunder

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snfonseka wrote...

Eliyan wrote...

you can just check the entries from the DLC-armors in the .ini

DLC effects work fine on any armor

also I looked through the new DLC-files and put together the codes for Miranda's and Tali's new outfits

Miranda's is BIOG_HMF_MIR_LGT_ALT_R.LGTc.HMF_MIR_LGTc_MDL
and Tali's is BIOG_QRN_TLI_LGT_ALT_R.QRN_TLI_LGT_ALT_MDL


This may be a VERY NOOB question :huh:. But I have to ask, which INI you are refering to?


Coalesced.ini

#782
JaegerBane

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phoenixofthunder wrote...

You mean these:
DamageAI=#.#f
AI_BurstFireCount=
AI_BurstFireDelay=
AI_BurstFireMovingDelay=
AI_AimDelay=
?


Those are the stats, yeah, but I was really looking for some example settings I could use that produce something balanced. Currently I'd doing trial-and-error experiments with different settings and I'm not really getting anywhere.

#783
Axeface

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Anyone know jacob's face texture code?

Plus a couple of questions. If I want to use Shepards or Jacobs texture on a custom shep, what things do I need to be careful of? Eg with hair or eyebrows, should I pick no hair and no eyebrows as the special textures already have them?
Also, I've been trying to do it and it's not working. When I replace a diff for example, should I go to the HED_Scalp_Diff entry, where I will find something like...
BIOG_HMM_HED_PROMorph_R.Diffuse.HMM_HED_PROBase_Scalp_Bald_Diff

and then replace the 2nd half? Eg...
BIOG_HMM_HED_PROMorph_R.Diffuse.HMM_HED_PROJacob_Scalp_Bald_Diff

Basically, dont know what i'm doing, Help appreciated.

Modifié par Axeface, 15 février 2011 - 11:38 .


#784
RGFrog

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JaegerBane wrote...

phoenixofthunder wrote...

You mean these:
DamageAI=#.#f
AI_BurstFireCount=
AI_BurstFireDelay=
AI_BurstFireMovingDelay=
AI_AimDelay=
?


Those are the stats, yeah, but I was really looking for some example settings I could use that produce something balanced. Currently I'd doing trial-and-error experiments with different settings and I'm not really getting anywhere.


What are your current settings and what are you trying to attain from the changes. Might as well post the whole needler section so we can have a look-see :)

#785
Captain_Obvious_au

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Okay, a thought just popped into my head. Now most people don't use the DLC armours because of the helmet issue. What I'm wondering is thus - you can get Jacobs outfit and Mirandas new armour as casual outfits for Shepard. Is it possible to use these to replace, in this example, the Cerberus Assault Armour?

Essentially then if maleshep was wearing the Cerberus Assault Armour, he would appear as wearing what Jacob normally wears. Is this possible at all?

#786
RGFrog

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Might be worth a try. If it's anything like dealing with DLC Weapons. Cerb. Armor is DLC, so in theory you'd go to:

install location...Mass Effect 2...BioGame...DLC...DLC_PRE_Cerberus...CookedPC...BIOGame.ini


Rename, but don't remove, BIOGame.ini to something like BIOGame_Orig.ini or whatever works for you.

Copy the contents of the SFXGame.SFXPawn_Player section to the same in c.ini removing the "+" sign.

Change the mesh and remove the
",bHideHair=True"
from the line.

Save the file and run the fixer.

*** Make a backup of your c.ini before trying any of this ***

This may affect your abillity to use the Eviscerator shotgun, which I think was included in this DLC. In which case you'll have to do a little more work to get that into your c.ini as well.

Just a theory. Nothing I've ever tried or remember reading about here. Give it a whirl and let us know what you find out!

Modifié par RGFrog, 17 février 2011 - 04:43 .


#787
RGFrog

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Well, that sort of works. But I get N7 armor instead of Miri's new armor. Don't know if it's because the above model Eliyan posted isn't the correct one, or I'm missing a step getting it streamed in...

Someone with more experience swapping out models will have to give it a better try.

Modifié par RGFrog, 17 février 2011 - 08:05 .


#788
lastpatriot

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Quick question:



Do any of you know how I can modify the Cini to allow me to bring Miranda on Kasumi's loyalty mission?

#789
LuxDragon

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^ You use Gibbs Save editor for that

#790
lastpatriot

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LuxDragon wrote...

^ You use Gibbs Save editor for that


Wow... I feel stupid now.  I forgot how it can do that.

#791
wotmaniac

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Hi all, i'm new to these forums, though not to me2 or modding it. I'm having a problem with getting the MaleMaterialOverride\\FemaleMaterialOverride settings to actually. What do I have to put as values? I extracted the relevant pcc files and searched in them for .MaterialOverride files (i think the extension was) and put the full path in the setting and nothing happens

This is the code I'm using:

TorsoAppearances=(Id=5,Name=334453,Description=334454,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDc.HMM_ARM_MEDc_MDL",Female="BIOG_HMF_ARM_MED_R.MEDc.HMF_ARM_MEDc_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDc.HMF_ARM_MEDc_MAT_8a"),GameEffects=("SFXGame.SFXGameEffect_Gear_BodyArmor"),PlotFlag=-1)

I wanted to get Wasea's armor (Boss in Samara Aquisition). I found the mesh, but the default texture is a green camo thing (there a lot of dead alliance soldeirs wearing it XD).

#792
phoenixofthunder

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Axeface wrote...

Anyone know jacob's face texture code?

Plus a couple of questions. If I want to use Shepards or Jacobs texture on a custom shep, what things do I need to be careful of? Eg with hair or eyebrows, should I pick no hair and no eyebrows as the special textures already have them?
Also, I've been trying to do it and it's not working. When I replace a diff for example, should I go to the HED_Scalp_Diff entry, where I will find something like...
BIOG_HMM_HED_PROMorph_R.Diffuse.HMM_HED_PROBase_Scalp_Bald_Diff

and then replace the 2nd half? Eg...
BIOG_HMM_HED_PROMorph_R.Diffuse.HMM_HED_PROJacob_Scalp_Bald_Diff

Basically, dont know what i'm doing, Help appreciated.



Yes & doubling the tectures shouldn't be needed.
His face code is in the list I made on Page 24?

#793
phoenixofthunder

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RGFrog wrote...

JaegerBane wrote...

phoenixofthunder wrote...
You mean these:
DamageAI=#.#f
AI_BurstFireCount=
AI_BurstFireDelay=
AI_BurstFireMovingDelay=
AI_AimDelay=
?


Those are the stats, yeah, but I was really looking for some example settings I could use that produce something balanced. Currently I'd doing trial-and-error experiments with different settings and I'm not really getting anywhere.


What are your current settings and what are you trying to attain from the changes. Might as well post the whole needler section so we can have a look-see :)

Are you modifying the assault rifle or the vindicator c.ini subsection entry?:unsure:

#794
phoenixofthunder

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RGFrog wrote...
Well, that sort of works. But I get N7 armor instead of Miri's new armor. Don't know if it's because the above model Eliyan posted isn't the correct one, or I'm missing a step getting it streamed in...

Someone with more experience swapping out models will have to give it a better try.

Is the binding code loading Miranda's DLC PCC or Miranda's game default PCC?:?

#795
phoenixofthunder

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wotmaniac wrote...

Hi all, i'm new to these forums, though not to me2 or modding it. I'm having a problem with getting the MaleMaterialOverride\\FemaleMaterialOverride settings to actually. What do I have to put as values? I extracted the relevant pcc files and searched in them for .MaterialOverride files (i think the extension was) and put the full path in the setting and nothing happens
This is the code I'm using:
TorsoAppearances=(Id=5,Name=334453,Description=334454,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDc.HMM_ARM_MEDc_MDL",
Female="BIOG_HMF_ARM_MED_R.MEDc.HMF_ARM_MEDc_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDc.HMF_ARM_MEDc_MAT_8a"),GameEffects=("SFXGame.SFXGameEffect_Gear_BodyArmor"),PlotFlag=-1)
I wanted to get Wasea's armor (Boss in Samara Aquisition). I found the mesh, but the default texture is a green camo thing (there a lot of dead alliance soldeirs wearing it XD).


Material Overrides only work on casual wear.

Modifié par phoenixofthunder, 19 février 2011 - 01:14 .


#796
wotmaniac

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Hmm, becuase in your file with the codes there were some torso (armor setting with material overrides). That's why I thought it would work.

Thanks anyways.:) I wonder how the game forces different textures to load though?

#797
adneate

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Has anyone figured out the MDL files for the Shadow Broker agent armour? I can't seem to find a code that doesn't crash the game out on the main menu.

#798
wotmaniac

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The Asari spectre ones or the normal 'grunts'? Because I think the grunts are just eclipse armor with different textures.

#799
adneate

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wotmaniac wrote...
Because I think the grunts are just eclipse armor with different textures.


The grunt ones. You could texmod them but then in game all Eclipse mercs would look like SB goons. They should have unique models even if they are just retexs.

#800
Fixers0

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He, everyone, i'm trying to recreate my character but i just noticed that he doesn't have a face code at all, does somebody knows were i can find it. find it?