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ME2 - Modding is Possible III (PC Only)


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#1176
Rheia

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phoenixofthunder wrote...

Rheia wrote...

Hi guys. I've recently been trying for a renegade playthrough, and I am curious if anyone tried to mod the scarring or surgery values so that the scars themselves are healed, but the cybernetic light behind the eyes stays?

Or is it the case where the both have to either go or stay?

Thanks in advance :)


You tried T.I.M. Eyes?


I know how to get T.I.M. Eyes, yes, not looking for that. :)

Just for some reason I really, really like how at about midway to full renegade there are couple of orange lights coming through the natural eye color (not quite yet full orange eye glow), and I was wondering if it is possible to keep that without the accompanying scars.

#1177
phoenixofthunder

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I believe so, but will need to do some searching when I return home later this evening..........

#1178
MACharlie1

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Rheia wrote...

phoenixofthunder wrote...

Rheia wrote...

Hi guys. I've recently been trying for a renegade playthrough, and I am curious if anyone tried to mod the scarring or surgery values so that the scars themselves are healed, but the cybernetic light behind the eyes stays?

Or is it the case where the both have to either go or stay?

Thanks in advance :)


You tried T.I.M. Eyes?


I know how to get T.I.M. Eyes, yes, not looking for that. :)

Just for some reason I really, really like how at about midway to full renegade there are couple of orange lights coming through the natural eye color (not quite yet full orange eye glow), and I was wondering if it is possible to keep that without the accompanying scars.



I remember I did this - only in reverse. Took away the eyes but kept the scarring. Only requires the scare texture to be 100% black. 

#1179
RGFrog

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GiveSuperGun ... thought it was a new weapon. Spent some time creating entries so it would use the Revi as a model...

Only to find out it's just a boost for whatever weapon you're currently using. It sets the weapon to 10000 round clip (great for uninterrupted tempest fire) and pretty much makes the weapon one shot one kill.

The command applies to whatever weapon is currently active.

I advise that you don't use the command as it makes things boring, but it might be useful if you're in a tight spot.

You'll need to use "ResetWeapons self " command to remove the effects of "GiveSuperGun"

#1180
phoenixofthunder

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MACharlie1 wrote...

Rheia wrote...

phoenixofthunder wrote...

Rheia wrote...

Hi guys. I've recently been trying for a renegade playthrough, and I am curious if anyone tried to mod the scarring or surgery values so that the scars themselves are healed, but the cybernetic light behind the eyes stays?

Or is it the case where the both have to either go or stay?

Thanks in advance :)


You tried T.I.M. Eyes?


I know how to get T.I.M. Eyes, yes, not looking for that. :)

Just for some reason I really, really like how at about midway to full renegade there are couple of orange lights coming through the natural eye color (not quite yet full orange eye glow), and I was wondering if it is possible to keep that without the accompanying scars.



I remember I did this - only in reverse. Took away the eyes but kept the scarring. Only requires the scare texture to be 100% black. 


Texmod I presume?;)

#1181
phoenixofthunder

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RGFrog wrote...

GiveSuperGun ... thought it was a new weapon. Spent some time creating entries so it would use the Revi as a model...

Only to find out it's just a boost for whatever weapon you're currently using. It sets the weapon to 10000 round clip (great for uninterrupted tempest fire) and pretty much makes the weapon one shot one kill.

The command applies to whatever weapon is currently active.

I advise that you don't use the command as it makes things boring, but it might be useful if you're in a tight spot.

You'll need to use "ResetWeapons self " command to remove the effects of "GiveSuperGun"


Reminds me of this binding:
Bindings=( Name="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty | TryReload" )

Modifié par phoenixofthunder, 02 juin 2011 - 12:21 .


#1182
Guest_Midey_*

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Anybody knows if it is possible to give my Shepard, Khalisah Al-Jilani's hair?

#1183
RGFrog

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phoenixofthunder wrote...

RGFrog wrote...
GiveSuperGun ... stuff

Reminds me of this binding:
Bindings=( Name="PC_Reload", Command="initammo 999 | SwapWeaponIfEmpty | TryReload" )


Yeah, except the weapon it's applied to now has nearly infinite ammo and will one shot kill everything :(. Severe gamebreaker, where as your bind above merely gives the weapon more ammo. Which isn't so much of a over powered buff, but is more of a useful mod for those that don't want to waste time picking pockets for resources.

However, if there are those that have a hard time with something like the Praetorian on Haestrom or just prefer not to take the time killing a boss, then it's there. Won't be anything I'll use, though. 

#1184
Guest_Inge Shepard_*

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Questions for saving time:
Have anyone some idea about how you add heavy weapons ID to a assault rifle? So the rifle is on your back like a heavy weapon.

#1185
phoenixofthunder

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Rheia wrote...

phoenixofthunder wrote...

Rheia wrote...

Hi guys. I've recently been trying for a renegade playthrough, and I am curious if anyone tried to mod the scarring or surgery values so that the scars themselves are healed, but the cybernetic light behind the eyes stays?

Or is it the case where the both have to either go or stay?

Thanks in advance :)


You tried T.I.M. Eyes?


I know how to get T.I.M. Eyes, yes, not looking for that. :)

Just for some reason I really, really like how at about midway to full renegade there are couple of orange lights coming through the natural eye color (not quite yet full orange eye glow), and I was wondering if it is possible to keep that without the accompanying scars.


Under [SFXGame.SFXPawn_Player]

Find these and manipulate the RGB values
Scars=(Threshold=.........................................................._Eye_EmisScars_0#",Color=(R=0,G=0,B=0,A=0))

Midey wrote...

Anybody knows if it is possible to give my Shepard, Khalisah Al-Jilani's hair?


If you have her hair mdl it may be possible.

#1186
phoenixofthunder

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Inge Shepard wrote...

Questions for saving time:
Have anyone some idea about how you add heavy weapons ID to a assault rifle? So the rifle is on your back like a heavy weapon.



Try switching around the "GUIImage" portiion of the weapon code with that of another.
GUIImage=GUI_Codex_Images.MissileLauncher_512 & GUIImage=GUI_Codex_Images.MassCannon_512 for instance. I'd try it but I am off to bed.......

 

Modifié par phoenixofthunder, 04 juin 2011 - 10:37 .


#1187
Rheia

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phoenixofthunder wrote...

Under [SFXGame.SFXPawn_Player]

Find these and manipulate the RGB values
Scars=(Threshold=.........................................................._Eye_EmisScars_0#",Color=(R=0,G=0,B=0,A=0))


Ooh .ini tweak. I feel a little stupid now, thanks! Was trying to dig the values out with gibbed editor, doh!

#1188
Snoozems7

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Hi guys,

I just wondered if anyone has been able to add custom music to the clock sound system in the Captain's Cabin on the Normandy? Thanks.

#1189
Collider

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Snoozems7 wrote...

Hi guys,

I just wondered if anyone has been able to add custom music to the clock sound system in the Captain's Cabin on the Normandy? Thanks.

Probably not possible unless someone knows how to compile .afc files for Mass Effect.

#1190
Revan312

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I'm having a problem loading Vasir's armor through loads..

I'm not sure how to "cook" the scene BioD_Exp1Lvl1_600LiaraReveal so as the armor doesn't revert each time to the default..

I've got set Engine.Engine bUseBackgroundLevelStreaming True and set Engine.Engine bUseBackgroundLevelStreaming False to bindings so I don't have to worry about the sound issue on the normandy, but I'd really like to know how to cook that scene so that I don't have to mess with loading the scene with a binding and then using another to reapply the armor each time..

If anyone knows how, it would be much appreciated..

Modifié par Revan312, 05 juin 2011 - 02:34 .


#1191
Rheia

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Been a while since I've done it this way, but if I remember right...

Under [Engine.PackagesToAlwaysCook]
Add
SeekFreePackage=BioD_Exp1Lvl1_600LiaraReveal

---
You can also check out the mods based on the armor locker one. They add just one binding that brings up armor selection outside the normal points, like prior to mission start so you can appear wearing the armor of choice in the beginning of cutscenes.

http://social.biowar...51/#discussions check this one, for example.
You'll have to play with loadseq.txt by adding OnlyLoadLevel BioD_Exp1Lvl1_600LiaraReveal to it and add Vasir's armor to either torso or fullbody appearances to the .ini to get your armor to work with it.

Either way :).

#1192
P3G4SU5

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Apologies if it's already been discussed but does anyone know how to add health regeneration to enemies? I've already modified enemy shields/barriers to regenerate but can't find a field for health anywhere <_<.

Thanks in advance :).

#1193
phoenixofthunder

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Snoozems7 wrote...

Hi guys,

I just wondered if anyone has been able to add custom music to the clock sound system in the Captain's Cabin on the Normandy? Thanks.

No. But if you want just run your music in a non system resource intensive media player like Winamp in the background while running ME2.

P3G4SU5 wrote...

Apologies if it's already been discussed but does anyone know how to add health regeneration to enemies? I've already modified enemy shields/barriers to regenerate but can't find a field for health anywhere <_<.

Thanks in advance :).


Did you try messing with the "EnemyHealthMultiplier" code lines in the C.ini?:?

Modifié par phoenixofthunder, 07 juin 2011 - 05:17 .


#1194
P3G4SU5

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phoenixofthunder wrote...

P3G4SU5 wrote...

Apologies if it's already been discussed but does anyone know how to add health regeneration to enemies? I've already modified enemy shields/barriers to regenerate but can't find a field for health anywhere <_<.

Thanks in advance :).

Did you try messing with the "EnemyHealthMultiplier" code lines in the C.ini?:?

I'll give it a shot. Be back when I've tinkered some more ^_^.

Modifié par P3G4SU5, 08 juin 2011 - 08:00 .


#1195
P3G4SU5

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Not having any luck with the 'EnemyHealthMultiplier' values. <_<

I also tried adding the

'bHealthRegenerates=true'
'HealthRegenRate=0.5'

from '[SFXGame.SFXModule_DamageParty]' to each of the difficulty levels e.g. to '[SFXGame.SFXDifficulty_Level6]' but it had no effect in allowing enemies to rengenerate health.

Any further ideas?

Modifié par P3G4SU5, 08 juin 2011 - 10:54 .


#1196
Guest_Inge Shepard_*

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I have order the Mass Effect™ 3 N7 Digital Deluxe Edition today.
And in the intervju on the BioWare TV, it seems like they have open for editing the game.
Just have to wait until Mars, and the see.

See you next year. I guess, hope. :)

-Inge

Modifié par Inge Shepard, 08 juin 2011 - 02:52 .


#1197
Rheia

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Hey, guys? I've a small annoyance issue.

I use armor locker mods (to stream in morinth asari commando armor and miranda's face mask  via the bind that brings up armor selection screen any place in game, avoiding normandy sound problems) but recently I've noticed that some stock npc armor textures aren't loading if I use it.

For example, blue suns in Zaeed's loyalty, mercenaries in Miranda's loyalty, few stock casual turnian outfit textures on citadel, mordin clinic etc. They appear as untextured white meshes with seams. They aren't related at all to the .pcc files that I'm streaming in.

Problem goes away if I don't bring up armor locker during loadout screen (not use it at all) or use it in the same room after I already see the npcs that are otherwise affected.

What gives, and how do I fix it?

Modifié par Rheia, 08 juin 2011 - 04:20 .


#1198
phoenixofthunder

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P3G4SU5 wrote...

Not having any luck with the 'EnemyHealthMultiplier' values. <_<

I also tried adding the

'bHealthRegenerates=true'
'HealthRegenRate=0.5'

from '[SFXGame.SFXModule_DamageParty]' to each of the difficulty levels e.g. to '[SFXGame.SFXDifficulty_Level6]' but it had no effect in allowing enemies to rengenerate health.

Any further ideas?


Ok lets try a different tact.
Can you post the code and its corresponding C.ini section that you are using for their regenerating shields and armor.

Rheia wrote...

Hey, guys? I've a small annoyance issue.

I use armor locker mods (to stream in morinth asari commando armor and miranda's face mask  via the bind that brings up armor selection screen any place in game, avoiding normandy sound problems) but recently I've noticed that some stock npc armor textures aren't loading if I use it.

For example, blue suns in Zaeed's loyalty, mercenaries in Miranda's loyalty, few stock casual turnian outfit textures on citadel, mordin clinic etc. They appear as untextured white meshes with seams. They aren't related at all to the .pcc files that I'm streaming in.

Problem goes away if I don't bring up armor locker during loadout screen (not use it at all) or use it in the same room after I already see the npcs that are otherwise affected.

What gives, and how do I fix it?


Is your binding that streams' in the commando outfit paired with any or other outfits as well?
Example: Morinth, Zaheed & Miranda all bound to Numpad One........

Inge Shepard wrote...

I have order the Mass Effect™ 3 N7 Digital Deluxe Edition today.
And in the intervju on the BioWare TV, it seems like they have open for editing the game.
Just have to wait until Mars, and the see.

See you next year. I guess, hope. :)

-Inge


:blink::blink:
What?!,  
When?!
Where?!
:o:O
I didn't hear him say that we would be able to edit ME3.:huh:

Modifié par phoenixofthunder, 08 juin 2011 - 08:34 .


#1199
Epic Legion

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P3G4SU5 wrote...

Not having any luck with the 'EnemyHealthMultiplier' values. <_<

I also tried adding the

'bHealthRegenerates=true'
'HealthRegenRate=0.5'

from '[SFXGame.SFXModule_DamageParty]' to each of the difficulty levels e.g. to '[SFXGame.SFXDifficulty_Level6]' but it had no effect in allowing enemies to rengenerate health.

Any further ideas?


Full list of difficulty settings (I don't see health regen there though):

var config float SquadPowerCooldownMultiplier;
var config float SquadPowerDurationMultiplier;
var config float EnemyPowerCooldownMultiplier;
var config int MaxTargetTicketsHench;
var config int MaxTargetTickets;
var config int MaxAttackTicketsHench;
var config int MaxAttackTickets;
var config float PlayerShieldRechargeModifier;
var config float MaxScore;
var config float MinScore;
var config int DifficultyLevel;
var config float BreachDuration;
var config float BleedOutInterval;
var config float AmmoDecayMultiplier;
var config float EnemyAimMultiplier;
var config float EnemyShieldBonus;
var config Vector2D FriendlyHealthMultiplierHigh;
var config Vector2D FriendlyHealthMultiplierLow;
var config Vector2D EnemyHealthMultiplierHigh;
var config Vector2D EnemyHealthMultiplierLow;
var config Vector2D HenchHealthMultiplierHigh;
var config Vector2D HenchHealthMultiplierLow;
var config Vector2D PlayerHealthMultiplierHigh;
var config Vector2D PlayerHealthMultiplierLow;

#1200
Rheia

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Is your binding that streams' in the commando outfit paired with any or other outfits as well?
Example: Morinth, Zaheed & Miranda all bound to Numpad One........


Well... the binding executes  OnlyLoadLevel BioD_Nor_000Cabin | OnTap 2.0 exec loadseq.txt

loadseq.txt got

OnlyLoadLevel BioD_Nor_231Morinth
OnlyLoadLevel BioD_OmgHub_500DenVIP
OnlyLoadLevel BioH_Leading_01
OnlyLoadLevel BioH_Vixen_01

which allow asari commando and miranda's mask to be selectable in armor locker, and

Exec gui_armor_menu.txt (which handles the locker crashing prof thing)

I've never noticed turian casual textures not loading before, and blue suns armor looks to be hit and miss... like on grunt recruitment mission blue suns are nice and blue like they should be.

It's just wierd... I've played with armor locker mods before, never had texture trouble :(.