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ME2 - Modding is Possible III (PC Only)


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#1276
P3G4SU5

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phoenixofthunder wrote...

P3G4SU5 wrote...
*snip*


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

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 :blush:.

phoenixofthunder wrote...

P3G4SU5 wrote...

LimeInfiltrator57 wrote...
*snip*

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. Posted Image

*snip*

The revised and updated method on DLC modding on page 1 here on MIP3 this should no longer be an issue.

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.

Modifié par P3G4SU5, 28 juin 2011 - 09:51 .


#1277
Shadeart

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Inge Shepard wrote...
[...]
Inge


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?

______________________________________________

@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
Posted Image

Modifié par Shadeart, 28 juin 2011 - 10:45 .


#1278
Shadeart

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sorry double post

Modifié par Shadeart, 28 juin 2011 - 10:44 .


#1279
Guest_Inge Shepard_*

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Shadeart wrote...

Inge Shepard wrote...
[...]
Inge


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?

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


______________________________________________

@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
Posted Image



#1280
squidney2k1

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I just got ME2 for the PC, and I'm having a hard time trying to sort through this .ini file. So far, I've accomplished everything I've set out to do, except for the following 3 things:

- 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).

For one, I know there must be some modified .ini files out there that already have a crap-load of appearance options added to them, so if someone knows some good ones, links appreciated.

If anyone knows the proper codes for Zaeed's appearance, please let me know. Or even better, if someone wants to make any of these edits and upload the .ini so I can dump it into the mod manager, that would be greatly appreciated.

#1281
phoenixofthunder

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[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 :blush:.

[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. Posted Image
[/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...
[...]
Inge
[/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
Posted Image[/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 .


#1282
P3G4SU5

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@ phoenixofthunder

I did indeed. I followed the directions to the letter as far as I'm aware. :huh:

Modifié par P3G4SU5, 28 juin 2011 - 09:09 .


#1283
phoenixofthunder

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P3G4SU5 wrote...

@ phoenixofthunder

I did indeed. I followed the directions to the letter as far as I'm aware. :huh:


Equalizer pack right?
Send me you INI and I will look it over.
Email on profile.

Modifié par phoenixofthunder, 28 juin 2011 - 09:18 .


#1284
P3G4SU5

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^Correct. I only added the data from 'DLC_MCR_01' as I'm only modifying the weapons at this stage. Good luck finding the problem. :)

Thanks again.

#1285
phoenixofthunder

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P3G4SU5 wrote...

^Correct. I only added the data from 'DLC_MCR_01' as I'm only modifying the weapons at this stage. Good luck finding the problem. :)

Thanks again.

Found the error.

#1286
phoenixofthunder

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Copy ALL of the BIOWeapon.ini and placed it directly after [SFXGame.SFXWeapon] and before
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle] like so:

[SFXGame.SFXWeapon]
[SFXGameContentDLC......(weapon data)......]--(BIOWeapon.ini)
(NOTE & WARNING!: Place ALL of the BIOWeapon.ini here and DO NOT seperate gun data and reactions or it will not work.)


This is the problem.
Missing the:

[SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun]
&
[SFXGameContentDLC_MCR_02.SFXDamageType_GethShotgun]

sections.

Modifié par phoenixofthunder, 28 juin 2011 - 11:38 .


#1287
P3G4SU5

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phoenixofthunder wrote...

Copy ALL of the BIOWeapon.ini and placed it directly after [SFXGame.SFXWeapon] and before
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle] like so:

[SFXGame.SFXWeapon]
[SFXGameContentDLC......(weapon data)......]--(BIOWeapon.ini)
(NOTE & WARNING!: Place ALL of the BIOWeapon.ini here and DO NOT seperate gun data and reactions or it will not work.)


This is the problem.
Missing the:

[SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun]
&
[SFXGameContentDLC_MCR_02.SFXDamageType_GethShotgun]

sections.

Sorry I'm not quite sure what you mean :blush: - both of the geth shotgun section headers you listed and the data within them are located under '[SFXGame.SFXWeapon]' on lines 7872 and 7932 respectively. I simply copied the whole of the BIOWeapon.ini data and pasted it after [SFXGame.SFXWeapon] and before [SFXGameContent_Inventory.SFXWeapon_AssaultRifle].

Modifié par P3G4SU5, 29 juin 2011 - 01:37 .


#1288
phoenixofthunder

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P3G4SU5 wrote...

phoenixofthunder wrote...

Copy ALL of the BIOWeapon.ini and placed it directly after [SFXGame.SFXWeapon] and before
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle] like so:

[SFXGame.SFXWeapon]
[SFXGameContentDLC......(weapon data)......]--(BIOWeapon.ini)
(NOTE & WARNING!: Place ALL of the BIOWeapon.ini here and DO NOT seperate gun data and reactions or it will not work.)


This is the problem.
Missing the:

[SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun]
&
[SFXGameContentDLC_MCR_02.SFXDamageType_GethShotgun]

sections.

Sorry I'm not quite sure what you mean :blush: - both of the geth shotgun section headers you listed and the data within them are located under '[SFXGame.SFXWeapon]' on lines 7872 and 7932 respectively. I simply copied the whole of the BIOWeapon.ini data and pasted it after [SFXGame.SFXWeapon] and before [/color][color="#ff9900"][SFXGameContent_Inventory.SFXWeapon_AssaultRifle].


My mistake was looking at yours and mine side by side (It was a mix up of who's was who's).

Think I may have really found the issue.

Modifié par phoenixofthunder, 29 juin 2011 - 03:25 .


#1289
phoenixofthunder

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.//HEAD
//CHEST
//CHEST DEATH
//ARMS
//ARM DEATH
a
These file portions sections under hit reactions should be removed.

Next thing I'd like to do is ask a question if I may.
After you moved the data to the C.ini what did you do with the DLC Ini's?

Modifié par phoenixofthunder, 29 juin 2011 - 03:37 .


#1290
P3G4SU5

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phoenixofthunder wrote...

.//HEAD
//CHEST
//CHEST DEATH
//ARMS
//ARM DEATH
a
These file portions sections under hit reactions should be removed.

Next thing I'd like to do is ask a question if I may.
After you moved the data to the C.ini what did you do with the DLC Ini's?

I left 'BIOEngine' where it was and moved 'BIOGame' and 'BIOWeapon' into a folder called INI BACKUPS'.

I'll try removing the lines you listed.

*Update:* I removed the lines with '//' at their start and it didn't make any difference. Correct me if I'm wrong, but I don't think lines with  '//' at their start would cause conflicts as they as they act like ';'s which make the line be ignored by the game.

Did you mean remove all the data under each of those headers listed i.e. remove '//HEAD' and the three line below it in the C.ini for the first one you listed?

Modifié par P3G4SU5, 29 juin 2011 - 09:26 .


#1291
phoenixofthunder

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P3G4SU5 wrote...

phoenixofthunder wrote...

.//HEAD
//CHEST
//CHEST DEATH
//ARMS
//ARM DEATH
a
These file portions sections under hit reactions should be removed.

Next thing I'd like to do is ask a question if I may.
After you moved the data to the C.ini what did you do with the DLC Ini's?

I left 'BIOEngine' where it was and moved 'BIOGame' and 'BIOWeapon' into a folder called INI BACKUPS'.

I'll try removing the lines you listed.

*Update:* I removed the lines with '//' at their start and it didn't make any difference. Correct me if I'm wrong, but I don't think lines with  '//' at their start would cause conflicts as they as they act like ';'s which make the line be ignored by the game.

Did you mean remove all the data under each of those headers listed i.e. remove '//HEAD' and the three line below it in the C.ini for the first one you listed?


No just the //****
The sequential code lines are the reactions by enemies to being shot, and are needed lines.

Unless Notepad 2(++) makes those lines with "//" green then it doesn't comment them out and the game and the Coalesced.ini does read them as part of the code.

Try this:

[excerpt from page 1 post 1 of MIP3........]

..........Hope I don't have to explain that you do make a backup of your files.
When you have added all information for your DLC in to your Coalesced.ini file, then just rename the files in the DLC folder, to something like these, as an example: BIOGame.org.ini & BIOWeapon.org.ini


Modifié par phoenixofthunder, 29 juin 2011 - 02:18 .


#1292
Fixers0

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 Hey guys i have manged to made several breakthroughs in  armor modding, thanks to the unreal model viewer and extractor i was able to add some unique armor parts, Look here.

Arrival Project  Armor with old style helmet  with wires. 

Posted Image

Posted Image

With Unique black facemask.

Posted Image

Posted Image

Female version works too !


More news coming soon.




 

#1293
P3G4SU5

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^Looks good.

#1294
Burdokva

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That's fantastic! So, we'll be able to use all of the old Mass Effect armors now, nice!

#1295
P3G4SU5

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phoenixofthunder wrote...

P3G4SU5 wrote...

phoenixofthunder wrote...

.//HEAD
//CHEST
//CHEST DEATH
//ARMS
//ARM DEATH
a
These file portions sections under hit reactions should be removed.

Next thing I'd like to do is ask a question if I may.
After you moved the data to the C.ini what did you do with the DLC Ini's?

I left 'BIOEngine' where it was and moved 'BIOGame' and 'BIOWeapon' into a folder called INI BACKUPS'.

I'll try removing the lines you listed.

*Update:* I removed the lines with '//' at their start and it didn't make any difference. Correct me if I'm wrong, but I don't think lines with  '//' at their start would cause conflicts as they as they act like ';'s which make the line be ignored by the game.

Did you mean remove all the data under each of those headers listed i.e. remove '//HEAD' and the three line below it in the C.ini for the first one you listed?


No just the //****
The sequential code lines are the reactions by enemies to being shot, and are needed lines.

Unless Notepad 2(++) makes those lines with "//" green then it doesn't comment them out and the game and the Coalesced.ini does read them as part of the code.

Good to know. ^_^

phoenixofthunder wrote...
Try this:

[excerpt from page 1 post 1 of MIP3........]

..........Hope I don't have to explain that you do make a backup of your files.
When you have added all information for your DLC in to your Coalesced.ini file, then just rename the files in the DLC folder, to something like these, as an example: BIOGame.org.ini & BIOWeapon.org.ini

You my friend, have worked wonders. :D The equalizer pack weapons have names and descriptions again.

This alone was the solution:
"rename the files in the DLC folder, to something like these, as an example: BIOGame.org.ini & BIOWeapon.org.ini"

The other alterations weren't necessary. Leaving the lines with '//' within the C.ini didn't stop the text from being displayed once the two DLC .ini s had been renamed. I really should have read the whole of Inge's introduction before diving into your tutorial - serves me right for rushing I suppose. :P

Thanks again for you time and patience phoenix.

#1296
phoenixofthunder

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Fixers0 wrote...

 Hey guys i have manged to made several breakthroughs in  armor modding, thanks to the unreal model viewer and extractor i was able to add some unique armor parts, Look here.

Arrival Project  Armor with old style helmet  with wires. 
*Snip*
With Unique black facemask.
*Snip*
Female version works too !
More news coming soon.


Looks good but have a question to one word in your post.:?
The word being "Breakthrough" What exactly do you mean?:huh:
Did you figure out a methodolgy to repatch the PCC's files[crossing fingers] or something different?:blush:


phoenixofthunder wrote...

P3G4SU5 wrote...
No just the //**** 
The sequential code lines are the reactions by enemies to being shot, and are needed lines.
Good to know. ^_^

;)
I have tried changing them so that if you shoot them in the face they grab their face. Yet so far unsuccessful.

P3G4SU5 wrote...
You my friend, have worked wonders. :D The equalizer pack weapons have names and descriptions again.

This alone was the solution:
"rename the files in the DLC folder, to something like these, as an example: BIOGame.org.ini & BIOWeapon.org.ini"

The other alterations weren't necessary. Leaving the lines with '//' within the C.ini didn't stop the text from being displayed once the two DLC .ini s had been renamed. I really should have read the whole of Inge's introduction before diving into your tutorial - serves me right for rushing I suppose. :P

Thanks again for you time and patience phoenix.


If it does not interfere with the guns or the game in anyway then you are correct to leave it alone. It was good to find out that wasn't the issue. I personally follow the internet mandate of "RFPC" or as it is more commonly known: "Read First Post Completely"

Due to my personality I'm patient as a stone erroding through time:lol:.
I knew we would get it worked out and solved.
If you have questions please feel free to ask.
Always happy to assist. 
Posted Image

Modifié par phoenixofthunder, 09 juillet 2011 - 07:09 .


#1297
Blze001

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Alright folks, this has probably been asked before, sifting through >300 pages to find the 3 different posts I need to put together to make it work isn't something I have time for.

I'm trying to get Vasir's armor to work. So far I have done the following:

In the Engine.PackagesToAlwaysCook I added this: SeekFreePackage=BioD_Exp1Lvl1_600LiaraReveal

And in SFXGame.Pawn_Player I added:
FullBodyAppearances=(Id=3005,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL"),GameEffects=("SFXGame.SFX,GameEffect_Gear_Visor","SFXGame.SFX,GameEffect_Gear_N7Torso","SFXGame.SFX,
GameEffect_Gear_AmplifierPads","SFXGame.SFX,GameEffect_Gear_StabilizationGauntlets",
"SFXGame.SFX,GameEffect_Gear_LifeSupportWebbing"),bHasBreather=False),PlotFlag=-1)

The result? I have a space in the scrollbar for the armor, but it doesn't load the armor. Looks just like whichever armor I was looking at prior to selecting it. What am I missing? :huh:

EDIT: Looks like the package isn't auto-cooking, thoughts?

Modifié par Blze001, 01 juillet 2011 - 12:56 .


#1298
phoenixofthunder

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Blze001 wrote...

Alright folks, this has probably been asked before, sifting through >300 pages to find the 3 different posts I need to put together to make it work isn't something I have time for.

I'm trying to get Vasir's armor to work. So far I have done the following:

In the Engine.PackagesToAlwaysCook I added this: SeekFreePackage=BioD_Exp1Lvl1_600LiaraReveal

And in SFXGame.Pawn_Player I added:
FullBodyAppearances=(Id=3005,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL"),GameEffects=("SFXGame.SFX,GameEffect_Gear_Visor","SFXGame.SFX,GameEffect_Gear_N7Torso","SFXGame.SFX,
GameEffect_Gear_AmplifierPads","SFXGame.SFX,GameEffect_Gear_StabilizationGauntlets",
"SFXGame.SFX,GameEffect_Gear_LifeSupportWebbing"),bHasBreather=False),PlotFlag=-1)

The result? I have a space in the scrollbar for the armor, but it doesn't load the armor. Looks just like whichever armor I was looking at prior to selecting it. What am I missing? :huh:

EDIT: Looks like the package isn't auto-cooking, thoughts?


Full Body Appearances fall under the "Type" selector at the top.

#1299
Fixers0

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 New update on NPC Armors

Shadow broker armor Human.

Posted Image


Posted Image

Shadow broker Batarian,

Posted Image


Shadow broker Salarian

Posted Image

#1300
SpaRR

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Hey , here is a problem from "The End1942" with the Pulled/bun hairstyle social.bioware.com/forum/1/topic/106/index/7771278

The End1942 wrote...

 WAIT, don't hit reply yet!

Yes, I already know how to use Gibbed's save editor to change hair meshes.

Here's my problem:
My femShep is imported from ME1, and she has a pulled/bun hairstyle; specifically, BIOG_HMF_HIR_PRO.HighBun.HMF_HIR_Hbn_MDL.
When
I switch to a different, non-pulled/bun hairstyle, the top of Shepard's
scalp shows a pulled hairstyle texture/mesh (I can't tell) clipping
through. 

The ME1 import defaulted to the following entries in "texture parameters" that seem to be causing the problems:
Hed_Scalp_Diff = BIOG_HMF_HIR_PRO.Pulled.HMF_HIR_SCP_Pll_DiffHed_Scalp_Norm = BIOG_HMF_HIR_PRO.Pulled.HMF_HIR_SCP_Pll_Norm
HED_Scalp_SpecShift = BIOG_HMF_HIR_PRO.Human.HMF_HIR_PROAll_SpecShift
HED_Scalp_SpecShift2 = BIOG_HMF_HIR_PRO.Human.HMF_HIR_PROAll_SpecShift
...
Hed_Scalp_Spec = BIOG_HMF_HIR_PRO.Pulled.HMF_HIR_SCP_Pll_MaskHed_Tang = BIOG_HMF_HIR_PRO.Pulled.HMF_HIR_SCP_Pll_Tang

I *think* that those are the problem entries...
Now,
I've looked at the same entries for savegames that have the hairstyle I
want (BIOG_HMF_HIR_PRO.PROCustomSexy.HMF_HIR_PROCustom_Sexy_MDL ie;
default femshep I *think*) and those entries are different:
Hed_Scalp_Diff

= BIOG_HMF_HED_PROMorph_R.Diffuse.HMF_HED_PROBase_Scalp_Bald_DiffHed_Scalp_Norm
= BIOG_HMF_HED_PROMorph_R.Normal.HMF_HED_PROBase_Scalp_Norm
HED_Scalp_SpecShift = None
HED_Scalp_SpecShift2 = None
...
Hed_Scalp_Spec = NoneHed_Tang = None

When I try these with my savegame, it just changes the clipping pulled style at the top of the head into a bald spot.

Does anyone have any ideas about how I can fix this?


No reply on his Thread , and i have the same problem than him , anyone ?

Modifié par SpaRR, 01 juillet 2011 - 05:27 .