phoenixofthunder wrote...
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:
:innocent:....)
It's the name for Jack's passive when you look at her powers in Gibbed's. It's also in the pcc file, but her Passive is actually two passives, the _JackPassive % power cooldown. When fully evolved it's _JackPassive_Evolved1 for the -25% power cooldown reduction.
For instance, if I have in [SFXGame.SFXEngine] both:
DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Sentinel",SeekFreePackageName="SFXCharacterclass_Sentinel")
-and-
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_SentinelPassive",SeekFreePackageName="SFXCharacterclass_Sentinel")
Then I'm able to use: GivePower self SFXPower_SentinelPassive to add the passive/evolved passive of the Sentinel class. This is a bonus because the _Evolved1 version at level 4 adds a -30% power cooldown. And it works on Vanguard's Charge.
So, I can add any of the Sheppard class passives in this similar manner. Only the last one added takes effect, so ti's not like they stack infinitely.
However, it would be interesting to see what Squadmate passives would do.
I figured it might work the same as with the Sentinel passive above. So, I tried the following in the same section:
DynamicLoadMapping=(ObjectName="BioH_Convict_00.SFXGamePawns.SFXPawn_Jack",SeekFreePackageName="SFXPawn_Jack")DynamicLoadMapping=(ObjectName="BioH_Convict_00.SFXGameContent_Powers.SFXPower_JackPassive",SeekFreePackageName="SFXPawn_Jack")
Both with and without the BioH_Convict_00 (01, and 02) as this is the pcc file where the passive exists.
The line: ActiveclassRedirects=OldclassName=SFXPawn_Jack,NewclassName=SFXGamePawns.SFXPawn_Jack
does already exist in [Engine.Engine]
However, I've yet to come across the correct string for the DynamicLoadMapping that would allow the GivePower self XXXX command to work. Perhaps it's because Jack's passive is really two seperate parts akin to Kasumi's cloak and kill?