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ME2 - Modding is Possible III (PC Only)


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#1251
Rheia

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lastpatriot wrote...

REQUEST:

By chance, do any of you still have the text that will allow FemShep to wear the casuals/gear of Miranda, Liara, etc?  I had this written into my C.ini but lost it awhile back when I had to rebuild my comp.

Any advice would be much appreciated!



Try this mod: http://social.biowar...m/project/3451/
:)

#1252
lastpatriot

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Rheia wrote...

lastpatriot wrote...

REQUEST:

By chance, do any of you still have the text that will allow FemShep to wear the casuals/gear of Miranda, Liara, etc?  I had this written into my C.ini but lost it awhile back when I had to rebuild my comp.

Any advice would be much appreciated!



Try this mod: http://social.biowar...m/project/3451/
:)


That's what I needed.  Thanks!

Just kind of tired of my FemShep wearing an Alliance or Cerberus uniform....

#1253
P3G4SU5

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*Bump*

#1254
Araxiel_1911

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I've got a "problem" with my bindings.
Is there a way to add or subtract a floating variable e.g.

+Bindings=( Name= "Add", Command="SloMo +0.2" )

So if you press it once, you get 1.2, a second time 1.4 and the third time 1.6 and so on. Or do the variables always have to be absolut? And just adding that + does not work.

"=+" does not work either.
"+=" does not work, or rather it works even more since the game is even slower
Neither does "+Slomo 0.2"
"Command=+"SloMo 0.2" and "Command+="SloMo 0.2" does not work at all

Modifié par Araxiel_1911, 21 juin 2011 - 10:57 .


#1255
phoenixofthunder

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P3G4SU5 wrote...

*Bump*


P3G4SU5 wrote...

phoenixofthunder wrote...

RGFrog wrote...
What process are you referring to, Inge or PoT?

DLC modding.

RGFrog wrote...
Should the syntax be SFXGameContentSFXGameContent_Powers.SFXPower_KroganRegen or SFXGameContent_Powers.SFXPower_KroganRegen?
An error of copy and paste from the C.ini should read as the latter  of what you  have  posted.

I was asking since there's nothing in the c.ini that has SFXGameContentSFXGameContent_. I'm a bit confused as to what the double sfxgamecontent does?


C'est la vie:
SFXGameContent_Powers.SFXPower_KroganRegen


RGFrog wrote...
Anyway, krogen regen by itself won't work. As part of Grunt's passive, it works just fine.

Both krogan and vorcha regen's have an associated script that I'd like to see some day if it can be. Perhaps trying to call the script instead?

SFXGameContent_Powers.SFXPowerScript_VorchaRegen
SFXGameContent_Powers.SFXPowerScript_KroganRegen

But in testing, neither power works on shep or squadmates.

If you want health regen like grunt has (x points per second) then you have to use his passive. That does work. I've used it on my shep and on squad mates. Makes the game so easy, though. Shep just walked around soaking up hits like it was nothing.


Alright who did it? who turned my Shepard into Superman?:lol: Joking aside, I will not easily give up!
Who is willing to try combinations of bindings of this script: GiveItem.sTarget (found in: SFXGame.pcc).

Maybe:
Binding=("GiveItem.sTarget Script SFXGameContent_Powers.SFXPowerScript_KroganRegen ")
Binding=("GiveItem.sTarget Power SFXGameContentSFXGameContent_Powers.SFXPower_KroganRegen")
or something like that.....:unsure:

Did you mean try implement the above bindings in the  following format?

Binding=( Name="NumPadSix", Command="GiveItem.sTarget Power SFXGameContentSFXGameContent_Powers.SFXPower_KroganRegen" )

Binding=( Name="NumPadFour", Command="GiveItem.sTarget Script SFXGameContent_Powers.SFXPowerScript_KroganRegen " )

I placed the above bindings under:

[SFXGame.SFXGameModeDefault]

and

[SFXGame.SFXGameModeBase]

There was no effect on enemy health regeneration. :pinched:


Maybe:
Binding=( Name="NumPadSix", Command="GiveItem.sTarget Enemy Power SFXGameContentSFXGameContent_Powers.SFXPower_KroganRegen" )

Binding=( Name="NumPadFour", Command="GiveItem.sTarget Enemy Script SFXGameContent_Powers.SFXPowerScript_KroganRegen " )

OR maybe
Binding=( Name="NumPadSix", Command="GiveItem.sTarget Krogan Power SFXGameContentSFXGameContent_Powers.SFXPower_KroganRegen" )

Binding=( Name="NumPadFour", Command="GiveItem.sTarget Krogan Script SFXGameContent_Powers.SFXPowerScript_KroganRegen " )
?

Araxiel_1911 wrote...

I've got a "problem" with my bindings.
Is there a way to add or subtract a floating variable e.g.

+Bindings=( Name= "Add", Command="SloMo +0.2" )

So if you press it once, you get 1.2, a second time 1.4 and the third time 1.6 and so on. Or do the variables always have to be absolut? And just adding that + does not work.

"=+" does not work either.
"+=" does not work, or rather it works even more since the game is even slower
Neither does "+Slomo 0.2"
"Command=+"SloMo 0.2" and "Command+="SloMo 0.2" does not work at all

No plus needed.
SloMo 1=Normal Speed.
SloMo 0.2=20% of normal speed.
SloMo 1.6=60% Above Normal Speed.

For your example:
+Bindings=( Name= "Add", Command="SloMo +0.2" )

<<<<<<becomes>>>>>>
Bindings=( Name= "Keyboard Key", Command="SloMo 0.2" )
En Tant Que Tels:
Bindings=( Name= "A", Command="SloMo 0.2" )


Example #2:
Bindings=( Name="Shared_Aim", Command="SwapWeaponIfEmpty | TightAim | SloMo 0.2 | OnRelease StopTightAim | OnRelease SloMo 1" )

#1256
Stephen226

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hey can someone pm me their c.ini that includes:
wearing armor instead of casual clothes on the normandy
soldier with cloak, power armor, dominate, ai hacking, tech drone,

#1257
phoenixofthunder

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Stephen226 wrote...

hey can someone pm me their c.ini that includes:
wearing armor instead of casual clothes on the normandy
soldier with cloak, power armor, dominate, ai hacking, tech drone,


I doubt the people will give out their C.ini. Everybody here who has modified their C.ini has done so in different ways so it may not be applicable for your game. This is mainly due to DLC & Game patches.

However I can guide you through what you desire:
For the first part- the Normandy Armor:

[SFXGame.SFXGameModeBase]
Bindings=( Name="Keyboard Key", Command="set SFXPawn_Player bUseCasualAppearance false" )

[SFXGame.SFXGameModeDefault]
Bindings=( Name="Keyboard Key", Command="set SFXPawn_Player bUseCasualAppearance false" )

Inge has an All-in-one text file that should explain this in great detail.

Modifié par phoenixofthunder, 23 juin 2011 - 06:42 .


#1258
P3G4SU5

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*Edit* - oops, posted in wrong thread... *ahem* :whistle:

Modifié par P3G4SU5, 23 juin 2011 - 12:11 .


#1259
Araxiel_1911

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phoenixofthunder wrote...

Araxiel_1911 wrote...

I've got a "problem" with my bindings.
Is there a way to add or subtract a floating variable e.g.

+Bindings=( Name= "Add", Command="SloMo +0.2" )

So if you press it once, you get 1.2, a second time 1.4 and the third time 1.6 and so on. Or do the variables always have to be absolut? And just adding that + does not work.

"=+" does not work either.
"+=" does not work, or rather it works even more since the game is even slower
Neither does "+Slomo 0.2"
"Command=+"SloMo 0.2" and "Command+="SloMo 0.2" does not work at all

No plus needed.
SloMo 1=Normal Speed.
SloMo 0.2=20% of normal speed.
SloMo 1.6=60% Above Normal Speed.

For your example:
+Bindings=( Name= "Add", Command="SloMo +0.2" )

<<<<<<becomes>>>>>>
Bindings=( Name= "Keyboard Key", Command="SloMo 0.2" )
En Tant Que Tels:
Bindings=( Name= "A", Command="SloMo 0.2" )


Example #2:
Bindings=( Name="Shared_Aim", Command="SwapWeaponIfEmpty | TightAim | SloMo 0.2 | OnRelease StopTightAim | OnRelease SloMo 1" )


Thanks for Example #2, but you didn't understood what I'm trying to do. I want to add or subtract to the speed. As example:

SloMo = 1
*I press the hotkey A*
*This hotkey subtracts 0.2 from the SloMo value*
SloMo = 0.8
*I press the hotkey A again*
*Again 0.2 are being subtracted*
SloMo = 0.6
*I press the exact same key (A) again*
SloMo = 0.4
*Now I press another key (B), that key has the command to add 0.4 to the SloMo value*
SloMo = 0.8
*I press the second key (B) again*
SloMo = 1.2
*I press B a third time*
SloMo = 1.6


Modifié par Araxiel_1911, 23 juin 2011 - 05:25 .


#1260
phoenixofthunder

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Thanks for Example #2, but you didn't understood what I'm trying to do. I want to add or subtract to the speed. As example:

SloMo = 1
*I press the hotkey A*
*This hotkey subtracts 0.2 from the SloMo value*
SloMo = 0.8
*I press the hotkey A again*
*Again 0.2 are being subtracted*
SloMo = 0.6
*I press the exact same key (A) again*
SloMo = 0.4
*Now I press another key (B), that key has the command to add 0.4 to the SloMo value*
SloMo = 0.8
*I press the second key (B) again*
SloMo = 1.2
*I press B a third time*
SloMo = 1.6


Ok curious theory about locking to one key.......
I don't think that it will work that way but you could try. Someone correct me if I'm wrong but the game seems to like directness and pointness when using bindings. Plus there is no way for the game to keep account of how many presses of the button are pressed. Could endup going like the Flash in a world standing motionless.
However you could try a deviation of your orginal idea:

Bindings=( Name= "A", Command="set +SloMo 0.2" )

Personally I'd try this:
Bindings=( Name= "A", Command="SloMo 1.0 | SloMo 0.8 | SloMo 0.6 | SloMo 0.4 | SloMo 0.8 | SloMo 1.2 | SloMo 1.4 | SloMo 1.6" )

Or try setting each desired value to a seperate key.

Modifié par phoenixofthunder, 23 juin 2011 - 06:27 .


#1261
Araxiel_1911

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phoenixofthunder wrote...
Bindings=( Name= "A", Command="set +SloMo 0.2" )

Sadly, does not work, at all

phoenixofthunder wrote...Personally I'd try this:
Bindings=( Name= "A", Command="SloMo 1.0 | SloMo 0.8 | SloMo 0.6 | SloMo 0.4 | SloMo 0.8 | SloMo 1.2 | SloMo 1.4 | SloMo 1.6" )

So that means, everytime it's pressed it changes to the next one?

Also, changing anything in this entry does not help, right?

[SFXGamePawns.SFXCharacterclass_Infiltrator]
MappedPowers=SFXPower_Cloak
MappedPowers=SFXPower_Incinerate
MappedPowers=SFXPower_AIHacking
MappedPowers=SFXPower_DisruptorAmmo
MappedPowers=SFXPower_CryoAmmo


Another thing: What exactly does TracerSpawnOffset mean? E.g. does a value of 3.0 mean that every third bullet is being shown or that 300% of all shots are being shown or that out of 3 shots, one is shown?

Modifié par Araxiel_1911, 23 juin 2011 - 08:36 .


#1262
Pimpus93

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phoenixofthunder wrote...

Pimpus93 wrote...

-Double Post-


I think its because you bindings don't match in these C.INI sections:

Try this:
[SFXGame.SFXGameModeBase]
Bindings=( Name="NumPadThree", Command="Onlyloadlevel BioH_Leading_01 | BioD_EndGm1_110ROMJacob")
Bindings=( Name="NumPadFour", Command="OnlyLoadLevel BioH_Vixen_01" )


[SFXGame.SFXGameModeDefault]
Bindings=( Name="NumPadThree", Command="Onlyloadlevel BioH_Leading_01 | BioD_EndGm1_110ROMJacob")
Bindings=( Name="NumPadZero", Command="Onlyloadlevel BioH_Vixen_01")


Okay, I kinda got it to work now, turns out the appearance code was wrong since the special texture was not put in, the code is supposed to be:

CasualAppearances(Id=207702,Type=CustomizableType_Torso,Mesh(Male="BIOG_HMM_ARM_MED_R.MEDe.
HMM_ARM_MEDe_MDL",MaleMaterialOverride="BIOG_HMM_ARM_MED_R.MEDe.HMM_ARM_MEDe_MTL_2a"),
PlotFlag=-1)

Unfortunately, it only works with casual outfits.
I therefore wonder if it's possible to:

1. Make armor codes use the special texture? I've always heard that that's impossible, but I don't suppose there's any harm in asking.

or

2. Stop weapons from becoming invisible when you're in a casual outfit? I already have a "set SFXPawn_Player bUseCasualAppearance true" command in my Coalsced.ini, but since your weapons become invisible, it kinda sucks. I know this would make me wear my weapons on the Normandy too but w/e.

Modifié par Pimpus93, 23 juin 2011 - 08:25 .


#1263
LimeInfiltrator57

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@P3G4SU5 + RGfrog
Thanks for your help with that, have changed the file so it has ammo regen and powers ignore shields like in ME1 :) Whilst I'm here, is there any way to create new classes, or will I have to replace the powers on existing ones?

#1264
CroGamer002

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Is it possible to separate cooldowns?

I wish to test ot my theory and see what is flawed with it.

#1265
RGFrog

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LimeInfiltrator57 wrote...
...Whilst I'm here, is there any way to create new classes, or will I have to replace the powers on existing ones?


Can't. Existing powers, while they are listed in the c.ini, cannot be removed or replaced :pinched:

You can not put any points into them, or if you've already put points you can use RemovePower Self powername or possibly SetRank Self powername 0 (that's a zero0)  and then add the powers you want via a GivePower Self command(s). But you'll have to run the GivePower command at the begining of each mission.

Some powers do stick, like some bonus ammo powers, but most don't.

#1266
P3G4SU5

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I've been experimenting with thermal clips in the C.ini and can alter the content of thermal clips that are picked up, but so far I've had no luck in altering the number of thermal clips dropped by enemies or the percentage chance that they drop a thermal clip on death.

I've been altering the following elements:

[SFXGame.SFXDifficulty]
AmmoDecayMultiplier=1              0           

[SFXGame.SFXDifficulty_Level1]       ( ***Changed Levels 1  TO  6***)
AmmoDecayMultiplier=1.0f          0.0f               

[SFXGame.SFXDroppedAmmo]
PctAmmoGiven=0.25                   0.00

[SFXGame.SFXWeapon]
bCanDropAmmo=true                  false
PctChanceToDrop=0.5                 0.00
fAmmoMultiplier=1.0f                    0.0f        [This increases the 'ammo' content of dropped thermal clips]


Values on the left are the defaults, some of the alterations I've tried are listed on the right. I'm not sure why setting 'bCanDropAmmo=false' alone doesn't stop enemies dropping thermal clips :huh:. Likewise, reducing the value for 'PctChanceToDrop' had no effect whatsoever.

Anyone have any ideas? :?

Modifié par P3G4SU5, 25 juin 2011 - 06:37 .


#1267
phoenixofthunder

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Pimpus93 wrote...
Okay, I kinda got it to work now, turns out the appearance code was wrong since the special texture was not put in, the code is supposed to be:

Unfortunately, it only works with casual outfits.
I therefore wonder if it's possible to:

1. Make armor codes use the special texture? I've always heard that that's impossible, but I don't suppose there's any harm in asking.

or

2. Stop weapons from becoming invisible when you're in a casual outfit? I already have a "set SFXPawn_Player bUseCasualAppearance true" command in my Coalsced.ini, but since your weapons become invisible, it kinda sucks. I know this would make me wear my weapons on the Normandy too but w/e.


1. I surmise you are refering to the MAT code and not the MDL. What you have heard is still true I'm afraid.
2. This is definitely annoying<_<. 


P3G4SU5 wrote...
I've been experimenting with thermal clips in the C.ini and can alter the content of thermal clips that are picked up, but so far I've had no luck in altering the number of thermal clips dropped by enemies or the percentage chance that they drop a thermal clip on death.

I've been altering the following elements:

[SFXGame.SFXDifficulty]
AmmoDecayMultiplier=1              0           

[SFXGame.SFXDifficulty_Level1]       ( ***Changed Levels 1  TO  6***)
AmmoDecayMultiplier=1.0f          0.0f               

[SFXGame.SFXDroppedAmmo]
PctAmmoGiven=0.25                   0.00

[SFXGame.SFXWeapon]
bCanDropAmmo=true                  false
PctChanceToDrop=0.5                 0.00
fAmmoMultiplier=1.0f                    0.0f        [This increases the 'ammo' content of dropped thermal clips]


Values on the left are the defaults, some of the alterations I've tried are listed on the right. I'm not sure why setting 'bCanDropAmmo=false' alone doesn't stop enemies dropping thermal clips :huh:. Likewise, reducing the value for 'PctChanceToDrop' had no effect whatsoever.

Anyone have any ideas? :?


Wrong direction needs increasment:
[SFXGame.SFXDifficulty]
AmmoDecayMultiplier=1              2           

[SFXGame.SFXDifficulty_Level1]       ( ***Changed Levels 1  TO  6***)
AmmoDecayMultiplier=1.0f          2.0f               

[SFXGame.SFXDroppedAmmo]
PctAmmoGiven=0.25                   0.90

[SFXGame.SFXWeapon]
bCanDropAmmo=true                  false  [Need to set this for each weapon]
PctChanceToDrop=0.5                 0.9
fAmmoMultiplier=1.0f                    5.0f        

#1268
P3G4SU5

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phoenixofthunder wrote...

P3G4SU5 wrote...
I've been experimenting with thermal clips in the C.ini and can alter the content of thermal clips that are picked up, but so far I've had no luck in altering the number of thermal clips dropped by enemies or the percentage chance that they drop a thermal clip on death.

I've been altering the following elements:

[SFXGame.SFXDifficulty]
AmmoDecayMultiplier=1              0           

[SFXGame.SFXDifficulty_Level1]       ( ***Changed Levels 1  TO  6***)
AmmoDecayMultiplier=1.0f          0.0f               

[SFXGame.SFXDroppedAmmo]
PctAmmoGiven=0.25                   0.00

[SFXGame.SFXWeapon]
bCanDropAmmo=true                  false
PctChanceToDrop=0.5                 0.00
fAmmoMultiplier=1.0f                    0.0f        [This increases the 'ammo' content of dropped thermal clips]


Values on the left are the defaults, some of the alterations I've tried are listed on the right. I'm not sure why setting 'bCanDropAmmo=false' alone doesn't stop enemies dropping thermal clips :huh:. Likewise, reducing the value for 'PctChanceToDrop' had no effect whatsoever.

Anyone have any ideas? :?


Wrong direction needs increasment:
[SFXGame.SFXDifficulty]
AmmoDecayMultiplier=1              2           

[SFXGame.SFXDifficulty_Level1]       ( ***Changed Levels 1  TO  6***)
AmmoDecayMultiplier=1.0f          2.0f               

[SFXGame.SFXDroppedAmmo]
PctAmmoGiven=0.25                   0.90

[SFXGame.SFXWeapon]
bCanDropAmmo=true                  false  [Need to set this for each weapon]
PctChanceToDrop=0.5                 0.9
fAmmoMultiplier=1.0f                    5.0f        

Thanks for the corrections Phoenix, I appreciate it ^_^. I'm curious which of the lines is responsible for each of the effects. I take it that 'PctChanceToDrop' is the percentage chance that enemies drop ammo - if so, does a value of '1.0' result in no thermal clip drops at all? Also does 'bCanDropAmmo' determine whether a weapon type wielded by an enemy can drop a clip upon their death? What is 'PctAmmoGiven' responsible for since 'fAmmoMultiplier' determines the amount of 'ammo' received in each pickup? Lastly, what does 'AmmoDecayMultiplier' do?

Sorry for all the questions but I've always had a need to fully understand everything I get involved in.

I'm wanting to remove thermal clip drops from the game entirely, meaning the player has to rely upon the clips placed around each level throughout the game for a more difficult experience.

Modifié par P3G4SU5, 25 juin 2011 - 10:30 .


#1269
Epic Legion

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P3G4SU5 wrote...

phoenixofthunder wrote...

P3G4SU5 wrote...
I've been experimenting with thermal clips in the C.ini and can alter the content of thermal clips that are picked up, but so far I've had no luck in altering the number of thermal clips dropped by enemies or the percentage chance that they drop a thermal clip on death.

I've been altering the following elements:

[SFXGame.SFXDifficulty]
AmmoDecayMultiplier=1              0           

[SFXGame.SFXDifficulty_Level1]       ( ***Changed Levels 1  TO  6***)
AmmoDecayMultiplier=1.0f          0.0f               

[SFXGame.SFXDroppedAmmo]
PctAmmoGiven=0.25                   0.00

[SFXGame.SFXWeapon]
bCanDropAmmo=true                  false
PctChanceToDrop=0.5                 0.00
fAmmoMultiplier=1.0f                    0.0f        [This increases the 'ammo' content of dropped thermal clips]


Values on the left are the defaults, some of the alterations I've tried are listed on the right. I'm not sure why setting 'bCanDropAmmo=false' alone doesn't stop enemies dropping thermal clips :huh:. Likewise, reducing the value for 'PctChanceToDrop' had no effect whatsoever.

Anyone have any ideas? :?


Wrong direction needs increasment:
[SFXGame.SFXDifficulty]
AmmoDecayMultiplier=1              2           

[SFXGame.SFXDifficulty_Level1]       ( ***Changed Levels 1  TO  6***)
AmmoDecayMultiplier=1.0f          2.0f               

[SFXGame.SFXDroppedAmmo]
PctAmmoGiven=0.25                   0.90

[SFXGame.SFXWeapon]
bCanDropAmmo=true                  false  [Need to set this for each weapon]
PctChanceToDrop=0.5                 0.9
fAmmoMultiplier=1.0f                    5.0f        

Thanks for the corrections Phoenix, I appreciate it ^_^. I'm curious which of the lines is responsible for each of the effects. I take it that 'PctChanceToDrop' is the percentage chance that enemies drop ammo - if so, does a value of '1.0' result in no thermal clip drops at all? Also does 'bCanDropAmmo' determine whether a weapon type wielded by an enemy can drop a clip upon their death? What is 'PctAmmoGiven' responsible for since 'fAmmoMultiplier' determines the amount of 'ammo' received in each pickup? Lastly, what does 'AmmoDecayMultiplier' do?

Sorry for all the questions but I've always had a need to fully understand everything I get involved in.

I'm wanting to remove thermal clip drops from the game entirely, meaning the player has to rely upon the clips placed around each level throughout the game for a more difficult experience.


If you know Unreal Script, this should be useful (straight from decompiled game files):
http://www.pastie.or...t2oxfx2pt66wn6w

bCanDropAmmo should be enough.

-----------------------

BTW what about creating external forums for ME modding?

Modifié par Epic Legion, 26 juin 2011 - 09:30 .


#1270
phoenixofthunder

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P3G4SU5 wrote...
Thanks for the corrections Phoenix, I appreciate it ^_^. I'm curious which of the lines is responsible for each of the effects. I take it that 'PctChanceToDrop' is the percentage chance that enemies drop ammo - if so, does a value of '1.0' result in no thermal clip drops at all? Also does 'bCanDropAmmo' determine whether a weapon type wielded by an enemy can drop a clip upon their death? What is 'PctAmmoGiven' responsible for since 'fAmmoMultiplier' determines the amount of 'ammo' received in each pickup? Lastly, what does 'AmmoDecayMultiplier' do?

Sorry for all the questions but I've always had a need to fully understand everything I get involved in.

I'm wanting to remove thermal clip drops from the game entirely, meaning the player has to rely upon the clips placed around each level throughout the game for a more difficult experience.


No problem.  This should do that.
[SFXGame.SFXDroppedAmmo]
PctAmmoGiven=0.00

[SFXGame.SFXWeapon]
bCanDropAmmo=false [Need to set this for each weapon]
PctChanceToDrop=0.0

Epic Legion wrote...
BTW what about creating external forums for ME modding?


Azureum created a site a long time ago but it has since been terminated. If you want to you may pick up where he left off.

Modifié par phoenixofthunder, 26 juin 2011 - 03:17 .


#1271
Shadeart

Shadeart
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We, at N7Academy, have long created a Modding section but nobody seems to care about us ;)
Come take a look!

Btw is it possible to use Tela Vasir's Armor for a squadmate (ex. Samara) or is it possible only to use it for your Shepard?


Cheers,
Shade

Modifié par Shadeart, 26 juin 2011 - 05:09 .


#1272
phoenixofthunder

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Shadeart wrote...

We, at N7Academy, have long created a Modding section but nobody seems to care about us ;)
Come take a look!

Btw is it possible to use Tela Vasir's Armor for a squadmate (ex. Samara) or is it possible only to use it for your Shepard?


Cheers,
Shade


Wow didn't know that site existed.
How long the site been around? 

A retexture of Samara's texture would be required I believe.
Or tricking the game into using the texture of the armor by extracting the armor texture with TexMod and then take notice of its globlygook filename. Then also extract Samara's texture and switch its filename with that of the armor. No guarantee though.

Modifié par phoenixofthunder, 26 juin 2011 - 10:59 .


#1273
Guest_Inge Shepard_*

Guest_Inge Shepard_*
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How may bonus power can you add to your player, well here it is:
It's something like 7 or 8 bonus powers.
You only need to add these once, and they remain all true the game.
Posted Image

You can also add max two more power, I guess two will be max:
My point is if you add bonus powers, you don't need to activate them all the time. They remain.

Inge

Modifié par Inge Shepard, 30 juin 2011 - 08:01 .


#1274
Guest_Inge Shepard_*

Guest_Inge Shepard_*
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Here is the list of bonus power added:

[SFXGame.SFXGameModeBase]
*********************************************
GivePower self SFXPower_Dominate_Player
GivePower self SFXPower_Dominate_Evolved2_Player
SetRank self SFXPower_Dominate_Evolved2_Player 5
*********************************************
GivePower self SFXPower_Crush_Player
GivePower self SFXPower_Crush_Evolved1_Player
SetRank self SFXPower_Crush_Evolved1_Player 4
*********************************************
GivePower self SFXPower_ArmorPiercingAmmo_Player
GivePower self SFXPower_ArmorPiercingAmmo_Squad_Player
SetRank self SFXPower_ArmorPiercingAmmo_Squad_Player 4
*********************************************
GivePower self SFXPower_Reave_Player
GivePower self SFXPower_Reave_Evolved2_Player
SetRank self SFXPower_Reave_Evolved2_Player 4
*********************************************
GivePower self SFXPower_NeuralShock_Player
GivePower self SFXPower_NeuralShock_Heavy_Player
SetRank self SFXPower_NeuralShock_Heavy_Player 4
*********************************************
GivePower self SFXGameContentLiara.SFXPower_StasisNew
GivePower self SFXGameContentLiara.SFXPower_StasisNew_Evolved1
SetRank self SFXGameContentLiara.SFXPower_StasisNew_Evolved1 4
*********************************************
GivePower self SFXPower_ShieldJack_Player
GivePower self SFXPower_ShieldJack_Evolved2_Player
SetRank self SFXPower_ShieldJack_Evolved2_Player 4
*********************************************

These are the last two power I use, not bonus power.

GivePower self SFXPower_PowerArmor_Evolved2
SetRank self SFXPower_PowerArmor_Evolved2 4
*********************************************
GivePower self SFXPower_Cloak_Damage
SetRank self SFXPower_Cloak_Damage 4
*********************************************

Inge

#1275
lastpatriot

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This may be a stupid question but do any of you remember the text I need and where to add within the C.ini so that my vanguard Shepard can use the Claymore?

Thanks!