[quote]P3G4SU5 wrote...
[quote]phoenixofthunder wrote...
[quote]P3G4SU5 wrote...
*snip*
[/quote]
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
[/quote]
Thanks, I tried this and it seems to be working, although I'm baffled becuase I tried these values before and they didn't appear to make any difference back then

.
[quote]phoenixofthunder wrote...
[quote]P3G4SU5 wrote...
[quote]LimeInfiltrator57 wrote...
*snip*
[/quote]
To enable 'ammo' regeneration, the line: 'bInfiniteAmmo=false' must be changed to 'bInfiniteAmmo=true' in each of the corresponding weapon sections. e.g.:
[SFXGame.SFXWeapon]
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]
[SFXGameContent_Inventory.SFXWeapon_Needler]
etc.
I also managed to get this working for the DLC weapons, however in weapon lockers and loadout screens their descriptions and names were absent for some reason.

[/quote]
*snip*
The revised and updated method on DLC modding on page 1 here on MIP3 this should no longer be an issue.
[/quote]
I gave this a go and unfortunately I still have the same problem. Weapon names and descriptions for the DLC weapons (in this case the equalizer pack) are still missing.
[/quote]
Did you remove the plus'es?
[quote]Inge Shepard wrote...
[quote]Shadeart wrote...
[quote]
Inge Shepard wrote...
[...]
I
nge[/quote]
So Inge how do I add powers? Last time I checked (almost a years ago if I am not wrong) I was to "
keybind" everypower. Is it still what I am to do?
[quote]
Well, that was a year ago. Look at my tip in my signatur field. "How to add powers from start." And watch the power wheel and see what happen.
Inge
[/quote]
______________________________________________@
Phoenixofthunder
btw You are all welcome to
N7Academy I guess we can also provide host for your mods plus best mods will be feature on the front page

Let me know.
Cheers,
Shade 
[/quote]
[/quote]
If you guide me to the approiate modding section I'll go ahead and register.
[quote]squidney2k1 wrote...
- Remove the "disco ball" glow from the Sentinel's Tech Armor, or perhaps just swap it out for the texture used by NPCs/Blue Suns Tech Armor.
- Assign Zaeed's body (both outfits) to an Armor slot, so Shepard can wear it.
- Add additional casual outfits (they keep resetting).
[/quote]
For the Sentinel's shield give the following file of the project "
ME2 Armor parts and Patterns" a try:
2nd from the bottom:
File Name:
SentShield.zip
Size: 1.22kB
No second layer on Sentinel's shield (tech armor)
For Zaeed's code see bottom of page
24 of MIP3.
For more casuals see my project
*REVISED*Compilation ME2 Mesh Codes for Added Armor, Pattern, Tint and a few more Appearance options
Modifié par phoenixofthunder, 28 juin 2011 - 07:38 .