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ME2 - Modding is Possible III (PC Only)


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#976
SilasWolfe

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Epic Legion wrote...

EDIT: Tool updated. Just import save file + headmorph then export it. Everything should work fine.

That wasn't actually what I needed but I found a workaround. You see the headmorph was formatted for 360 saves. So I imported my PC save, converted it to an Xbox save, added the Xbox headmorph via the xbox save editor, imported that new modified Xbox save again and re-converted it to a PC save. Or is that the process you intended? I was expecting a straight up converter.

Either way, that worked like a charm, so thanks.

Modifié par SilasWolfe, 19 avril 2011 - 01:41 .


#977
RGFrog

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Anyone know what the dynamic load mapping lines should be for henchmen (aka squad)

I've tried this and other variants for Jack with no luck:

DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXPawn_Jack",SeekFreePackageName="SFXPawn_Jack")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_JackPassive",SeekFreePackageName="SFXPawn_Jack")

#978
Collider

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SFXPawn_Jack_0 might work.

#979
WorpeX

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Hey all, I would like to change my Shepard to an Asari character (preferably not Liara or Samara though). I tried looking through the thread to find something, but with 40 pages, it's pretty daunting and time consuming. I'll keep looking, but in the meantime, can someone direct me in the right place or tell me how to do it?

Thanks in advance!

#980
phoenixofthunder

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RGFrog wrote...

Sgt.Catman wrote...

Hi everyone,
I have searched the modding threads, but have been unable to find out how you edit armor bonus's. I'm trying to make the default N7 armor more useful like the kestrel armor, but have been unable to figure out how. Any help would be appreciated.


Here's what's in one of my c.ini's where I've added all the bonuses I could find in each appropriate slot (head gear bonuses on headgear, torsoe bonuses on torsoes, etc.)

You'll find these in the [SFXGame.SFXPawn_Player] section. I suggest that you copy and past the following into a text document. Then just adjust your c.ini to include what you want.

ID0 on the helmet is the no helmet option modified to use a breather mask. The technique is detailed elsewhere if you're interested.


TorsoAppearances=(Id=0,Name=339522,Description=339529,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Tor_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Tor_MDL"),
GameEffects=("SFXGame.SFXGameEffect_Gear_N7Torso",
"SFXGame.SFXGameEffect_Gear_CapacitorChestplate",
"SFXGame.SFXGameEffect_Gear_BodyArmor",
"SFXGame.SFXGameEffect_Gear_PowerBelt",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_TorsoMeleeBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_TorsoShieldBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_TorsoWeaponDmgBonus",
"SFXGameDLC_PRE_General.SFXGameEffect_Gear_InfernoPowerDamage",
"SFXGameContentDLC_PRE_DA.SFXGameEffect_Gear_DA_ShieldBonus"),PlotFlag=-1)

TorsoAppearances=(Id=1,Name=334438,Description=334437,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPb.HMM_ARM_SHPb_Tor_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPb.HMF_ARM_SHPb_Tor_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_CapacitorChestplate"),PlotFlag=-1)

TorsoAppearances=(Id=2,Name=334446,Description=334445,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPc.HMM_ARM_SHPc_Tor_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPc.HMF_ARM_SHPc_Tor_MDL"),
GameEffects=("SFXGame.SFXGameEffect_Gear_BodyArmor",
"SFXGame.SFXGameEffect_Gear_N7Torso",
"SFXGame.SFXGameEffect_Gear_CapacitorChestplate",
"SFXGame.SFXGameEffect_Gear_PowerBelt",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_TorsoMeleeBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_TorsoShieldBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_TorsoWeaponDmgBonus",
"SFXGameDLC_PRE_General.SFXGameEffect_Gear_InfernoPowerDamage",
"SFXGameContentDLC_PRE_DA.SFXGameEffect_Gear_DA_ShieldBonus"),PlotFlag=-1)

TorsoAppearances=(Id=3,Name=334453,Description=334454,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPd.HMM_ARM_SHPd_Tor_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPd.HMF_ARM_SHPd_Tor_MDL"),
GameEffects=("SFXGame.SFXGameEffect_Gear_PowerBelt",
"SFXGame.SFXGameEffect_Gear_BodyArmor",
"SFXGame.SFXGameEffect_Gear_N7Torso",
"SFXGame.SFXGameEffect_Gear_CapacitorChestplate",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_TorsoMeleeBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_TorsoShieldBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_TorsoWeaponDmgBonus",
"SFXGameDLC_PRE_General.SFXGameEffect_Gear_InfernoPowerDamage",
"SFXGameContentDLC_PRE_DA.SFXGameEffect_Gear_DA_ShieldBonus"),PlotFlag=-1)

ShoulderAppearances=(Id=0,Name=339528,Description=339523,Type=CustomizableType_Shoulders,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Sld_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Sld_MDL"),
GameEffects=("SFXGame.SFXGameEffect_Gear_N7Shoulders",
"SFXGame.SFXGameEffect_Gear_AmplifierPads",
"SFXGame.SFXGameEffect_Gear_StrengthBoostPads",
"SFXGame.SFXGameEffect_Gear_HeavyLeftSideArmor",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_ShoulderMeleeBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_ShoulderShieldBonus"),PlotFlag=-1)

ShoulderAppearances=(Id=1,Name=334435,Description=334436,Type=CustomizableType_Shoulders,
Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPb.HMM_ARM_SHPb_Sld_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPb.HMF_ARM_SHPb_Sld_MDL"),
GameEffects=("SFXGame.SFXGameEffect_Gear_AmplifierPads"),PlotFlag=-1)

ShoulderAppearances=(Id=2,Name=334443,Description=334444,Type=CustomizableType_Shoulders,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPc.HMM_ARM_SHPc_Sld_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPc.HMF_ARM_SHPc_Sld_MDL"),
GameEffects=("SFXGame.SFXGameEffect_Gear_StrengthBoostPads"),PlotFlag=-1)

ShoulderAppearances=(Id=3,Name=334451,Description=334452,Type=CustomizableType_Shoulders,
Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPd.HMM_ARM_SHPd_Sld_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPd.HMF_ARM_SHPd_Sld_MDL"),
GameEffects=("SFXGame.SFXGameEffect_Gear_HeavyLeftSideArmor",
"SFXGame.SFXGameEffect_Gear_N7Shoulders",
"SFXGame.SFXGameEffect_Gear_AmplifierPads",
"SFXGame.SFXGameEffect_Gear_StrengthBoostPads",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_ShoulderMeleeBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_ShoulderShieldBonus"),PlotFlag=-1)

ArmAppearances=(Id=0,Name=339526,Description=339527,Type=CustomizableType_Arms,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Slv_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Slv_MDL"),
GameEffects=("SFXGame.SFXGameEffect_Gear_N7Arms",
"SFXGame.SFXGameEffect_Gear_StabilizationGauntlets",
"SFXGame.SFXGameEffect_Gear_HeavyDampingGauntlets",
"SFXGame.SFXGameEffect_Gear_LeftArmAmmoPack",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_ArmMeleeBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_ArmShieldBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_ArmWeaponDmgBonus"),PlotFlag=-1)

ArmAppearances=(Id=1,Name=334431,Description=334432,Type=CustomizableType_Arms,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPb.HMM_ARM_SHPb_Slv_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPb.HMF_ARM_SHPb_Slv_MDL"),
GameEffects=("SFXGame.SFXGameEffect_Gear_StabilizationGauntlets"),PlotFlag=-1)

ArmAppearances=(Id=2,Name=334439,Description=334440,Type=CustomizableType_Arms,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPc.HMM_ARM_SHPc_Slv_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPc.HMF_ARM_SHPc_Slv_MDL"),
GameEffects=("SFXGame.SFXGameEffect_Gear_HeavyDampingGauntlets"),PlotFlag=-1)

ArmAppearances=(Id=3,Name=334447,Description=334448,Type=CustomizableType_Arms,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPd.HMM_ARM_SHPd_Slv_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPd.HMF_ARM_SHPd_Slv_MDL"),
GameEffects=("SFXGame.SFXGameEffect_Gear_LeftArmAmmoPack"),PlotFlag=-1)

LegAppearances=(Id=0,Name=339525,Description=339524,Type=CustomizableType_Legs,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Leg_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Leg_MDL"),
GameEffects=("SFXGame.SFXGameEffect_Gear_N7Legs",
"SFXGame.SFXGameEffect_Gear_StimulatorConduits",
"SFXGame.SFXGameEffect_Gear_LifeSupportWebbing",
"SFXGame.SFXGameEffect_Gear_EquipmentPacks",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_LegHvyAmmoBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_LegShieldBonus",
"SFXGameDLC_PRE_General.SFXGameEffect_Gear_InfernoStormSpeed"),PlotFlag=-1)

LegAppearances=(Id=1,Name=334433,Description=334434,Type=CustomizableType_Legs,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPb.HMM_ARM_SHPb_Leg_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPb.HMF_ARM_SHPb_Leg_MDL"),
GameEffects=("SFXGame.SFXGameEffect_Gear_StimulatorConduits"),PlotFlag=-1)

LegAppearances=(Id=2,Name=334441,Description=334442,Type=CustomizableType_Legs,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPc.HMM_ARM_SHPc_Leg_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPc.HMF_ARM_SHPc_Leg_MDL"),
GameEffects=("SFXGame.SFXGameEffect_Gear_LifeSupportWebbing"),PlotFlag=-1)

LegAppearances=(Id=3,Name=334449,Description=334450,Type=CustomizableType_Legs,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPd.HMM_ARM_SHPd_Leg_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPd.HMF_ARM_SHPd_Leg_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_EquipmentPacks"),PlotFlag=-1)

HelmetAppearances=(Id=0,Name=339533,Description=339532,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HGR_JCB_R.MEDa.HMM_HGR_MEDa_MDL",
Female="BIOG_HMF_HGR_MIR_R.LGTa.HMF_HGR_LGTa_MDL",bHasBreather=True),
GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet",
"SFXGame.SFXGameEffect_Gear_Visor",
"SFXGame.SFXGameEffect_Gear_DeathMask",
"SFXGameContentDLC_PRO_Gulp01.SFXGameEffect_Gear_GulpHelmet",
"SFXGameContentDLC_PRO_Pepper01.SFXGameEffect_Gear_Pepper01Helmet",
"SFXGameContentDLC_PRO_Pepper02.SFXGameEffect_Gear_Pepper02Helmet",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetHeadShotBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetShieldBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetWeaponDmgBonus",
"SFXGameContentDLC_MCR_03.SFXGameEffect_Gear_MCR_03",
"SFXGameContentDLC_MCR_05.SFXGameEffect_Gear_MCR_05",
"SFXGameDLC_PRE_General.SFXGameEffect_Gear_InfernoNegotiationBonus",
"SFXGameContentDLC_PRE_DA.SFXGameEffect_Gear_DA_PowerBonus"),PlotFlag=-1)

HelmetAppearances=(Id=1,Name=335468,Description=335469,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HGR_SHP_R.SHPa.HMM_HGR_SHPa_MDL",
Female="BIOG_HMF_HGR_SHP_R.SHPa.HMF_HGR_SHPa_MDL",bHideHair=True),
GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)

HelmetAppearances=(Id=2,Name=335470,Description=335471,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HGR_SHP_R.SHPb.HMM_HGR_SHPb_MDL",
Female="BIOG_HMF_HGR_SHP_R.SHPb.HMF_HGR_SHPb_MDL",
bHasBreather=True,bHideHair=True),
GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)

HelmetAppearances=(Id=3,Name=335472,Description=335473,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HGR_SHP_R.SHPd.HMM_HGR_SHPd_MDL",
Female="BIOG_HMF_HGR_SHP_R.SHPd.HMF_HGR_SHPd_MDL"),
GameEffects=("SFXGame.SFXGameEffect_Gear_Visor",
"SFXGame.SFXGameEffect_Gear_N7Helmet",
"SFXGame.SFXGameEffect_Gear_DeathMask",
"SFXGameContentDLC_PRO_Gulp01.SFXGameEffect_Gear_GulpHelmet",
"SFXGameContentDLC_PRO_Pepper01.SFXGameEffect_Gear_Pepper01Helmet",
"SFXGameContentDLC_PRO_Pepper02.SFXGameEffect_Gear_Pepper02Helmet",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetHeadShotBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetShieldBonus",
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetWeaponDmgBonus",
"SFXGameContentDLC_MCR_03.SFXGameEffect_Gear_MCR_03",
"SFXGameContentDLC_MCR_05.SFXGameEffect_Gear_MCR_05",
"SFXGameDLC_PRE_General.SFXGameEffect_Gear_InfernoNegotiationBonus",
"SFXGameContentDLC_PRE_DA.SFXGameEffect_Gear_DA_PowerBonus"),PlotFlag=-1)

HelmetAppearances=(Id=4,Name=335474,Description=335475,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HGR_SHP_R.SHPc.HMM_HGR_SHPc_MDL",
Female="BIOG_HMM_HGR_SHP_R.SHPc.HMM_HGR_SHPc_MDL",
bHasBreather=True,bHideHead=True,bHideHair=True),
GameEffects=("SFXGame.SFXGameEffect_Gear_DeathMask"),PlotFlag=-1)

I've noticed that sometimes the bonuses do not kick in at the start of a level. This happens sometimes even with a vanilla c.ini. If you have this issue--I can usually tell by the ammount of ammo my weapons show-- then I just do a save and load that save. Usually takes care of it.

Also, as you may note, not all armors have the extra bonuses. I only added them to the ones I like since it's now about looks and not bonuses. I just copy/pasted the whole section cuz I'm lazy :)


Going to state the obivious sorry:
Also be sure that if including DLC armor bonuses as part of the "Game Effects" code, that the required DLC is installed.

Modifié par phoenixofthunder, 20 avril 2011 - 02:15 .


#981
phoenixofthunder

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Burdokva wrote...

Too bad it didn't work, EpicLegion. I would have loved at least the option to import high res textures, just browsing JeanLucs' thread makes makes me drool how much better ME/ME2 could look...

As to my previous request - I was asking about the actual files. I only have a "UberPostProcessBlendPixelShader bckp" (yes, I did make a backup of that one), but there are similar files about shaders, shadows and other such. I was thinking of browsing them with notepad (it works, already tested) and editing values for the original Mass Effect based on those from ME2. In specific how shadows work, they were pixelated in the original.

I would copy the files myself, but I don't have the HDD space to install both games at once, sadly. so if anyone could search for those, I'd appreciate it. :)


Inside the ME2 PCC's?:unsure:

Modifié par phoenixofthunder, 20 avril 2011 - 02:17 .


#982
phoenixofthunder

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RGFrog wrote...

durasteel wrote...

Thanks, I found out how to actually fix it, though.

I added a keybind with the following commands:
SetIntByName Wpn_BonusAssaultRifle 1
SetIntByName Wpn_BonusSniperRifle 0

If you want to turn on the shotgun, it is
SetIntByName Wpn_BonusShotgun 1

I suppose you could turn on all 3, but if you have a machine pistol you would exceed your 5 weapon maximum.  Haven't tried it, would expect bad things to happen.


Nice, adding it to the bag of tricks!


Indeed. B)

#983
phoenixofthunder

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RGFrog wrote...

Anyone know what the dynamic load mapping lines should be for henchmen (aka squad)

I've tried this and other variants for Jack with no luck:

DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXPawn_Jack",SeekFreePackageName="SFXPawn_Jack")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_JackPassive",SeekFreePackageName="SFXPawn_Jack")



What is the intended result you are trying to achieve?
Jack as a forth squadmate?
Gaining her powers for Shepard? 
Something else entirely?

Modifié par phoenixofthunder, 20 avril 2011 - 02:18 .


#984
phoenixofthunder

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WorpeX wrote...

Hey all, I would like to change my Shepard to an Asari character (preferably not Liara or Samara though). I tried looking through the thread to find something, but with 40 pages, it's pretty daunting and time consuming. I'll keep looking, but in the meantime, can someone direct me in the right place or tell me how to do it?

Thanks in advance!


Can't remember who but I believe someone stated that all Asari have the same basic model design (Consider this: Gianna Parasini used for every human female model in game). I know Aria, Samara, & Liara are all possible but don't know if anymore are.

For getting a NPC squadmate to be Shepard; Follow the instructions on the bottom of page 24 of M.I.P.3.

Modifié par phoenixofthunder, 20 avril 2011 - 02:31 .


#985
RGFrog

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Hehe, yeah, phoenixofthunder, completely forgot about the DLC stuff on the armor powers... the lazy bone won that one. Thanks for pointing it out, though. I've edited the post to seperate out the dlc.

With the dynamic load mapping, a pm requested assistance getting squad mate passives on their Shep.

Either it's the dynamic load mapping or it just can't happen. Trying to rule out everything before I deliver the bad news.

Not too big a deal as I've only ever been able to get one extra passive to work along side the current class passive. Would be fun to try out all the possible passives, though.

For instance, adding the Sentinel passive to my adepts list actually does work to combine the cooldown's. It doesn't come anywhere near to removing them, but it does make it so that I can pull my own warp bombs, pull/throws, etc. a bit easier.

However adding a second (3 total passives) seems to override either the original class passive or the first additional passive so no super-shep with all the class passives running amok.

Modifié par RGFrog, 20 avril 2011 - 06:55 .


#986
WorpeX

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phoenixofthunder wrote...

WorpeX wrote...

Hey all, I would like to change my Shepard to an Asari character (preferably not Liara or Samara though). I tried looking through the thread to find something, but with 40 pages, it's pretty daunting and time consuming. I'll keep looking, but in the meantime, can someone direct me in the right place or tell me how to do it?

Thanks in advance!


Can't remember who but I believe someone stated that all Asari have the same basic model design (Consider this: Gianna Parasini used for every human female model in game). I know Aria, Samara, & Liara are all possible but don't know if anymore are.

For getting a NPC squadmate to be Shepard; Follow the instructions on the bottom of page 24 of M.I.P.3.


Thanks!

#987
phoenixofthunder

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RGFrog wrote...
Hehe, yeah, phoenixofthunder, completely forgot about the DLC stuff on the armor powers... the lazy bone won that one. Thanks for pointing it out, though. I've edited the post to seperate out the dlc.
With the dynamic load mapping, a pm requested assistance getting squad mate passives on their Shep.
Either it's the dynamic load mapping or it just can't happen. Trying to rule out everything before I deliver the bad news.
Not too big a deal as I've only ever been able to get one extra passive to work along side the current class passive. Would be fun to try out all the possible passives, though.
For instance, adding the Sentinel passive to my adepts list actually does work to combine the cooldown's. It doesn't come anywhere near to removing them, but it does make it so that I can pull my own warp bombs, pull/throws, etc. a bit easier.
However adding a second (3 total passives) seems to override either the original class passive or the first additional passive so no super-shep with all the class passives running amok.


Granted I don't know if this will work; haven't tested it.

If my theory works and can be considered valid. Then be concerned for the "NewclassName" and what code portion follows it only in the [Engine.Engine] ActiveclassRedirects C.INI subsection.


Here is first test:

[Engine.Engine]
ActiveclassRedirects=OldclassName=SFXPower_Cloak,
NewclassName=SFXGameContent_Powers.SFXPower_Cloak

ActiveclassRedirects=OldclassName=SFXPower_KroganRegen,
NewclassName=SFXGameContent_Powers.SFXPower_KroganRegen



Maybe something like one of these using the above:

GameEffects=("SFXGameContent_Powers.SFXPower_Cloak","SFXGameContent_Powers.SFXPower_KroganRegen")
,PlotFlag=-1)

OR Maybe:

GameEffects=("SFXGameContent_Powers.SFXPower_Cloak"|"SFXGameContent_Powers.SFXPower_KroganRegen")
,PlotFlag=-1)

#988
phoenixofthunder

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WorpeX wrote...

phoenixofthunder wrote...

WorpeX wrote...

Hey all, I would like to change my Shepard to an Asari character (preferably not Liara or Samara though). I tried looking through the thread to find something, but with 40 pages, it's pretty daunting and time consuming. I'll keep looking, but in the meantime, can someone direct me in the right place or tell me how to do it?

Thanks in advance!


Can't remember who but I believe someone stated that all Asari have the same basic model design (Consider this: Gianna Parasini used for every human female model in game). I know Aria, Samara, & Liara are all possible but don't know if anymore are.

For getting a NPC squadmate to be Shepard; Follow the instructions on the bottom of page 24 of M.I.P.3.


Thanks!


Glad to assist.:)

#989
RGFrog

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phoenixofthunder wrote...
Granted I don't know if this will work; haven't tested it.

If my theory works and can be considered valid. Then be concerned for the "NewclassName" and what code portion follows it only in the [Engine.Engine] ActiveclassRedirects C.INI subsection.


Here is first test:

[Engine.Engine]
ActiveclassRedirects=OldclassName=SFXPower_Cloak,
NewclassName=SFXGameContent_Powers.SFXPower_Cloak

ActiveclassRedirects=OldclassName=SFXPower_KroganRegen,
NewclassName=SFXGameContent_Powers.SFXPower_KroganRegen



Maybe something like one of these using the above:

GameEffects=("SFXGameContent_Powers.SFXPower_Cloak","SFXGameContent_Powers.SFXPower_KroganRegen")
,PlotFlag=-1)

OR Maybe:

GameEffects=("SFXGameContent_Powers.SFXPower_Cloak"|"SFXGameContent_Powers.SFXPower_KroganRegen")
,PlotFlag=-1)


So, are you trying to add those to armor pieces?

I'm working on adding squad member passives. Just like adding other class passives, bonus powers, squad powers, ammo powers, etc. e.g.  GivePower self SFXPower_JackPassive.

Modifié par RGFrog, 21 avril 2011 - 03:53 .


#990
Hazuzi

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Hey Guys i just throw this into the room here, but if we would ask bioware, with smashing a petition for a modtool as a little price dlc, for a modding-pcc-compiler-tool-something (^^), who of you would be willing to pay a little price for it ?
Let's say up to the price of 5 $/€ or 520 BioWare Points (i think like the kasumi dlc)...
Maybe that would work, what do you think about that.

Greetings
Earth-Clan Hazuzi

#991
RGFrog

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Who knows, perhaps after the story arc is completed with ME3... but I highly doubt it.

Anything is possible, though. I'd be on board for sure. I have some great ideas on missions that would cater to each of the classes strengths and really hammer their weaknesses at the same time.

#992
Stardusk78

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Has anyone here managed to successfully add squadmate passives, like Garrus' +25% damage boost?

#993
Burdokva

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phoenixofthunder wrote...

Burdokva wrote...

Too bad it didn't work, EpicLegion. I would have loved at least the option to import high res textures, just browsing JeanLucs' thread makes makes me drool how much better ME/ME2 could look...

As to my previous request - I was asking about the actual files. I only have a "UberPostProcessBlendPixelShader bckp" (yes, I did make a backup of that one), but there are similar files about shaders, shadows and other such. I was thinking of browsing them with notepad (it works, already tested) and editing values for the original Mass Effect based on those from ME2. In specific how shadows work, they were pixelated in the original.

I would copy the files myself, but I don't have the HDD space to install both games at once, sadly. so if anyone could search for those, I'd appreciate it. :)


Inside the ME2 PCC's?:unsure:


Nope, they're in a seperate folder inside ME2's installation folder. You can open and edit them with Notepad.

#994
phoenixofthunder

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Stardusk78 wrote...

Has anyone here managed to successfully add squadmate passives, like Garrus' +25% damage boost?



RGFrog wrote...

phoenixofthunder wrote...
Granted I don't know if this will work; haven't tested it.

If my theory works and can be considered valid. Then be concerned for the "NewclassName" and what code portion follows it only in the [Engine.Engine] ActiveclassRedirects C.INI subsection.


Here is first test:

[Engine.Engine]
ActiveclassRedirects=OldclassName=SFXPower_Cloak,
NewclassName=SFXGameContent_Powers.SFXPower_Cloak

ActiveclassRedirects=OldclassName=SFXPower_KroganRegen,
NewclassName=SFXGameContent_Powers.SFXPower_KroganRegen



Maybe something like one of these using the above:

GameEffects=("SFXGameContent_Powers.SFXPower_Cloak","SFXGameContent_Powers.SFXPower_KroganRegen")
,PlotFlag=-1)

OR Maybe:

GameEffects=("SFXGameContent_Powers.SFXPower_Cloak"|"SFXGameContent_Powers.SFXPower_KroganRegen")
,PlotFlag=-1)


So, are you trying to add those to armor pieces?

I'm working on adding squad member passives. Just like adding other class passives, bonus powers, squad powers, ammo powers, etc. e.g.  GivePower self SFXPower_JackPassive.



I'm sorry. Yeah that is what I'm trying to achieve. I looked in the C.ini but didn't find anything called: "SFXPower_JackPassive"

What is it actually? A barrier? A shield? One of the bonus powers shepard can get on a NG+? 
(sorry never have used her during game - she always dies in the end for me :devil::devil::devil::devil::devil::innocent:....)

#995
phoenixofthunder

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Hazuzi wrote...

Hey Guys i just throw this into the room here, but if we would ask bioware, with smashing a petition for a modtool as a little price dlc, for a modding-pcc-compiler-tool-something (^^), who of you would be willing to pay a little price for it ?
Let's say up to the price of 5 $/€ or 520 BioWare Points (i think like the kasumi dlc)...
Maybe that would work, what do you think about that.

Greetings
Earth-Clan Hazuzi


Well it seems very unlikely at least now or Pre-ME3 but maybe Post-ME3 they may..... here is hoping^_^:innocent:

I understand why they are not releasing any "ME2 Mod Tools" and respect them for it. 

#996
phoenixofthunder

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Burdokva wrote...

phoenixofthunder wrote...

Burdokva wrote...

Too bad it didn't work, EpicLegion. I would have loved at least the option to import high res textures, just browsing JeanLucs' thread makes makes me drool how much better ME/ME2 could look...

As to my previous request - I was asking about the actual files. I only have a "UberPostProcessBlendPixelShader bckp" (yes, I did make a backup of that one), but there are similar files about shaders, shadows and other such. I was thinking of browsing them with notepad (it works, already tested) and editing values for the original Mass Effect based on those from ME2. In specific how shadows work, they were pixelated in the original.

I would copy the files myself, but I don't have the HDD space to install both games at once, sadly. so if anyone could search for those, I'd appreciate it. :)


Inside the ME2 PCC's?:unsure:


Nope, they're in a seperate folder inside ME2's installation folder. You can open and edit them with Notepad.


Ok found it.
Send me an email and I'll send you the whole folder. Note: I haven't messed with the settings at all. They are as they were when I installed ME2.

#997
VonAnsorge

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I have been playing as Liara for some time and I wanted the same thing when aboard the normandy.
So I tried minormiracles advice with a dummy CasualAppearance. But it doesn´t work. I tried it with N7 armor and helmet and it works just fine, but not with Liara. So I guess that, there is a problem with not loaded textures. How can I force the game to load them automatically, when aboard the ship?

#998
phoenixofthunder

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M0rf3usTHEbEST wrote...

I have been playing as Liara for some time and I wanted the same thing when aboard the normandy.
So I tried minormiracles advice with a dummy CasualAppearance. But it doesn´t work. I tried it with N7 armor and helmet and it works just fine, but not with Liara. So I guess that, there is a problem with not loaded textures. How can I force the game to load them automatically, when aboard the ship?


You are loading the required PCC's when on the Normandy?:?

#999
VonAnsorge

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Yes.
I have this line:
Bindings=( Name="NumPadFive" , Command="Onlyloadlevel BioH_Liara_00" )
in both [SFXGame.SFXGameModeBase] and [SFXGame.SFXGameModeDefault]. I already tried to load them during the "load game" and still nothing.

#1000
phoenixofthunder

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M0rf3usTHEbEST wrote...

Yes.
I have this line:
Bindings=( Name="NumPadFive" , Command="Onlyloadlevel BioH_Liara_00" )
in both [SFXGame.SFXGameModeBase] and [SFXGame.SFXGameModeDefault]. I already tried to load them during the "load game" and still nothing.


Does this work:
Bindings=( Name="NumPadZero", Command="set SFXPawn_Player bUseCasualAppearance=false | set SFXPawn_Player bUseCasualAppearance=true" )
?

Modifié par phoenixofthunder, 23 avril 2011 - 08:38 .