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ME2 - Modding is Possible III (PC Only)


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#1351
KaleSake

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Hey if someone could help me out I would love you
Im trying to get both Miranda's face and her outfits for my femshep, Ive seen it done before by some people so I know its possible, first I tried downloading southbeatz1169' Miranda mod but his link seems to be broken, Also I see that with alot of mods that allow you to use miranda's face and body, you need t activate the mods by doing something like NUMPAD+9 or something, problem is I have a alienware m11x and this thing doesnt have a numpad or numlock key >:(
If someone could help me out, that would be great.
ThanksPosted Image

#1352
phoenixofthunder

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KaleSake wrote...

Hey if someone could help me out I would love you
Im trying to get both Miranda's face and her outfits for my femshep, Ive seen it done before by some people so I know its possible, first I tried downloading southbeatz1169' Miranda mod but his link seems to be broken, Also I see that with alot of mods that allow you to use miranda's face and body, you need t activate the mods by doing something like NUMPAD+9 or something, problem is I have a alienware m11x and this thing doesnt have a numpad or numlock key >:(
If someone could help me out, that would be great.
ThanksPosted Image

See my posts at the bottom of page 24 of this thread.

#1353
Patchwork

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I've been looking on youtube because the bypass (got the mini game names confused in my last post) game is still impossible to play even with the mouse changes. The real problem is that the symbols don't stay 'flipped'. Once I move my mouse it becomes blank again. I've tried clicking, double clicking, right clicking, pressing spacebar, the symbols just doesn't stay selected.

Is there a way to fix this? Or am I missing some really obvious and I'm going to feel a bit stupid for posting?

#1354
BlackHorde22

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Request for Liara's Outfit from Shadow Broker DLC - to show as Armour & Casual Wear.. Can anyone assist?
Oh.. can you please add the C.ini parts too? I don't have all the brains for this part..

After Serveral Attemps I just keep screwing up, I've got the Mod for Wardrobe, but they just come up blank in game when I cycle through..

:innocent: + :ph34r: = :?:whistle::o

Modifié par BlackHorde22, 24 juillet 2011 - 02:06 .


#1355
RGFrog

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Ser Bard wrote...

I've been looking on youtube because the bypass (got the mini game names confused in my last post) game is still impossible to play even with the mouse changes. The real problem is that the symbols don't stay 'flipped'. Once I move my mouse it becomes blank again. I've tried clicking, double clicking, right clicking, pressing spacebar, the symbols just doesn't stay selected.

Is there a way to fix this? Or am I missing some really obvious and I'm going to feel a bit stupid for posting?


Yeah, they're not supposed to stay flipped. The idea is that the gamer remember where each pair is.

I usually hover over the first, then move around until I find its match. Click on the match then the first and repeat for the rest. I don't ever bother with trying to memorize where they all are. I just focus in on one symbol pair at a time. I think the only time this failed me was the first time I played the game. It was the final door on horizon, so it was no biggie.

The more I do it the more I recognize also that the matching pairs do line up with the traces on the board. I've never been fast enough to use that method, though. 

#1356
phoenixofthunder

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BlackHorde22 wrote...

Request for Liara's Outfit from Shadow Broker DLC - to show as Armour & Casual Wear.. Can anyone assist?
Oh.. can you please add the C.ini parts too? I don't have all the brains for this part..

After Serveral Attemps I just keep screwing up, I've got the Mod for Wardrobe, but they just come up blank in game when I cycle through..

:innocent: + :ph34r: = :?:whistle::o


Bottom of page 24.

#1357
proboi

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 oh crap :?

Posted Image

#1358
MrChowderClam

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Just discovered the joys of modding ME2.

Does anyone know how to up the number of samples for motion blur, and if motion blur can be enabled permanently (i.e instead of when you're drunk/sprinting in combat)? I've tried opening up the MotionBlurShader.usf file to see if I can up the samples, but I can't make heads nor tails of anything in that file. heh

#1359
phoenixofthunder

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MrChowderClam wrote...

Just discovered the joys of modding ME2.

Does anyone know how to up the number of samples for motion blur, and if motion blur can be enabled permanently (i.e instead of when you're drunk/sprinting in combat)? I've tried opening up the MotionBlurShader.usf file to see if I can up the samples, but I can't make heads nor tails of anything in that file. heh


Change settings in the Coalesced.ini

under the sections:

[SystemSettings]
StaticDecals=True
DynamicDecals=True
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=True
DirectionalLightmaps=True
MotionBlur=True
DepthOfField=True
Bloom=True
QualityBloom=True
Distortion=True

[SFXGame.BioWorldInfo]
DefaultPostProcessSettings=(bEnableDOF=TRUE,bEnableSceneEffect=TRUE,
Bloom_Scale=-0.2,
DOF_BlurKernelSize=10.0,
DOF_MaxNearBlurAmount=0.1,
DOF_MaxFarBlurAmount=0.3,
DOF_FocusInnerRadius=1000.0)

[SFXGame.BioEvtSysTrackDOF]
m_fDOFDefaultBlurKernel=5.0
m_fDOFDefaultExponent=5.0
m_fDOFDefaultMaxNearBlur=0.9
m_fDOFDefaultMaxFarBlur=0.8

Set these:
[AppCompatBucket1]
...............
...............
MotionBlur=True
...............
...............

[AppCompatBucket2]
...............
...............
MotionBlur=True
...............
...............

[AppCompatBucket3]
...............
...............
MotionBlur=True
...............
...............

[AppCompatBucket4]
...............
...............
MotionBlur=True
...............
...............

[AppCompatBucket5]
...............
...............
MotionBlur=True
...............
...............

Modifié par phoenixofthunder, 25 juillet 2011 - 02:01 .


#1360
Wakizashi.Sabre

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 Hello,

does anybody know, how can I give Claymore shotgun to my Adept? When I tried that adding of new class weapon (changed just nane for Flakgun), the character ended with Assault Rifle, which even had not in the adept loadout description.

I also want to ask, if the way could be to have "loadouted" all kinds of weapons in ini, then start the new game and when on the collector quest, there will be option for Claymore?

*Oh well, this option works nicely, but is there a way, how to import it a character after the AWT phase?*

And by the way, I have seen some lines dedicated to Geth Plasma Shotgun in Coe.ini, but now having any DLC... 

Thanks and I am sorry, if the answer is somewhere else.

Modifié par Wakizashi.Sabre, 25 juillet 2011 - 06:34 .


#1361
RGFrog

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proboi wrote...

 oh crap :?

Posted Image


It's a what-if-they-mated warning!

#1362
RGFrog

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Wakizashi.Sabre wrote...
Hello,
does anybody know, how can I give Claymore shotgun to my Adept?..


under[SFXGame.SFXPlayerSquadLoadoutData] remove
bNotRegularWeaponGUI=true
from
Shotguns=(className="SFXGameContent_Inventory.SFXWeapon_FlakGun",bNotRegularWeaponGUI=true)

and add shotguns to the class loadout (in this case, adept)
PlayerLoadoutInfo=(className=SFXPawn_PlayerAdept,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols,
LoadoutWeapons_Shotguns,LoadoutWeapons_HeavyWeapons))


Save and cook the c.ini

You should now have access to shotguns with the Adept and be able to choose the Claymore at the Collector Ship.

If you want access to the claymore for the entire game then under [SFXGameContent_Inventory.SFXWeapon_FlakGun] change

bNotRegularWeaponGUI=TRUE

to
bNotRegularWeaponGUI=FALSE


save and cook c.ini, you should have claymore at the armory for any character with shotguns.

i may have missed something here. let us know if this doesn't work and I'll give it a bit more attention.

#1363
Guest_Inge Shepard_*

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All you need if you play as Adept is this:
Powers: Reave, Dominate and Cloak as extra powers and for weapon, you only need shotgun and heavyweapon. If you use your power right you doesn't need to fire your gun.

Modifié par Inge Shepard, 25 juillet 2011 - 07:46 .


#1364
Wakizashi.Sabre

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Inge Shepard wrote...

All you need if you play as Adept is this:
Powers: Reave, Dominate and Cloak as extra powers and for weapon, you only need shotgun and heavyweapon. If you use your power right you doesn't need to fire your gun.


It is not about the playing it wromg... I kick the game quite ok with some dying here and there, but no real problem at all. I just want to have some nice weapon. I do not need AR, cause I will have nice Tempest, I hate sniper scope during casting. So the shotgun is the favourite. And the most important fact, with it, I can change my playstyle dramatically *vanguard like*...


 

 

Shotguns=(className="SFXGameContent_Inventory.SFXWeapon_FlakGun",bNotRegularWeaponGUI=true)
and add shotguns to the class loadout (in this case, adept)
PlayerLoadoutInfo=(className=SFXPawn_PlayerAdept,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols,
LoadoutWeapons_Shotguns,LoadoutWeapons_HeavyWeapons))


Save and cook the c.ini

You should now have access to shotguns with the Adept and be able to choose the Claymore at the Collector Ship.

If you want access to the claymore for the entire game then under [SFXGameContent_Inventory.SFXWeapon_FlakGun] change

bNotRegularWeaponGUI=TRUE
to
bNotRegularWeaponGUI=FALSE

save and cook c.ini, you should have claymore at the armory for any character with shotguns.

i may have missed something here. let us know if this doesn't work and I'll give it a bit more attention.


Hello and thank you a lot. Works like charm. Too bad I tried that after the deletion of new save with 4h of gameplay after Collector's ship, when I tried the first method, which worked. Well, the Samara and Thane recruitement mission with Tempest will be repeated. Not a big deal.

Thanks once more. I tried that somewhere with change to to false, and was not working. I guess I did is somewhere else, where I should not do anything.=]

Modifié par Wakizashi.Sabre, 25 juillet 2011 - 08:14 .


#1365
Guest_Inge Shepard_*

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** double post **

Modifié par Inge Shepard, 26 juillet 2011 - 07:25 .


#1366
firewarrior101

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Great links, I was able to mod the dlc weapons and I'm very happy.

Only one thing. Well I followed the directions for modding the DLC content as best as I could and was able to get it to work. I modded the weapons pack that came with the laser pistol, geth shotgun, and the desert assault rifle. They are in game and they work except for one thing, the names and descriptions for the weapons are blank. Is this working as intended or did I miss something when editing the C.ini?

#1367
phoenixofthunder

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firewarrior101 wrote...

Great links, I was able to mod the dlc weapons and I'm very happy.

Only one thing. Well I followed the directions for modding the DLC content as best as I could and was able to get it to work. I modded the weapons pack that came with the laser pistol, geth shotgun, and the desert assault rifle. They are in game and they work except for one thing, the names and descriptions for the weapons are blank. Is this working as intended or did I miss something when editing the C.ini?


Don't move the DLC ini's from their folder just rename them, as stated on page one of MIP3 (This thread.)

#1368
phoenixofthunder

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RGFrog wrote...

proboi wrote...

 oh crap :?

Posted Image


It's a what-if-they-mated warning!


Or genetic engineering gone wrong.

#1369
firewarrior101

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phoenixofthunder wrote...

firewarrior101 wrote...

Great links, I was able to mod the dlc weapons and I'm very happy.

Only one thing. Well I followed the directions for modding the DLC content as best as I could and was able to get it to work. I modded the weapons pack that came with the laser pistol, geth shotgun, and the desert assault rifle. They are in game and they work except for one thing, the names and descriptions for the weapons are blank. Is this working as intended or did I miss something when editing the C.ini?


Don't move the DLC ini's from their folder just rename them, as stated on page one of MIP3 (This thread.)


Ahh thanks for pointing that out, thank you.

#1370
phoenixofthunder

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Wakizashi.Sabre wrote...

Inge Shepard wrote...

All you need if you play as Adept is this:
Powers: Reave, Dominate and Cloak as extra powers and for weapon, you only need shotgun and heavyweapon. If you use your power right you doesn't need to fire your gun.


It is not about the playing it wromg... I kick the game quite ok with some dying here and there, but no real problem at all. I just want to have some nice weapon. I do not need AR, cause I will have nice Tempest, I hate sniper scope during casting. So the shotgun is the favourite. And the most important fact, with it, I can change my playstyle dramatically *vanguard like*...


 

 

Shotguns=(className="SFXGameContent_Inventory.SFXWeapon_FlakGun",bNotRegularWeaponGUI=true)
and add shotguns to the class loadout (in this case, adept)
PlayerLoadoutInfo=(className=SFXPawn_PlayerAdept,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols,
LoadoutWeapons_Shotguns,LoadoutWeapons_HeavyWeapons))


Save and cook the c.ini

You should now have access to shotguns with the Adept and be able to choose the Claymore at the Collector Ship.

If you want access to the claymore for the entire game then under [SFXGameContent_Inventory.SFXWeapon_FlakGun] change

bNotRegularWeaponGUI=TRUE
to
bNotRegularWeaponGUI=FALSE

save and cook c.ini, you should have claymore at the armory for any character with shotguns.

i may have missed something here. let us know if this doesn't work and I'll give it a bit more attention.


Hello and thank you a lot. Works like charm. Too bad I tried that after the deletion of new save with 4h of gameplay after Collector's ship, when I tried the first method, which worked. Well, the Samara and Thane recruitement mission with Tempest will be repeated. Not a big deal.

Thanks once more. I tried that somewhere with change to to false, and was not working. I guess I did is somewhere else, where I should not do anything.=]


You aquired the weapon or the upgrade first right?:?

Modifié par phoenixofthunder, 27 juillet 2011 - 02:15 .


#1371
phoenixofthunder

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firewarrior101 wrote...

phoenixofthunder wrote...

firewarrior101 wrote...

Great links, I was able to mod the dlc weapons and I'm very happy.

Only one thing. Well I followed the directions for modding the DLC content as best as I could and was able to get it to work. I modded the weapons pack that came with the laser pistol, geth shotgun, and the desert assault rifle. They are in game and they work except for one thing, the names and descriptions for the weapons are blank. Is this working as intended or did I miss something when editing the C.ini?


Don't move the DLC ini's from their folder just rename them, as stated on page one of MIP3 (This thread.)


Ahh thanks for pointing that out, thank you.


No problem. Posted Image
I take it that doing that fixed it?:huh:

#1372
Guest_Inge Shepard_*

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Editor for Modding:
This is the best Editors to use: Notepad++, PSPad or Netbeans

#1373
RGFrog

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Prefer Notepad++ myself. Will have to give netbeans a try, though.

#1374
AVPen

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Just a quick question (cause I'm having a hard time finding the answer to this), but if you use Gibbed to modify elements of a particular ME2 save file, does those modifications affect only that save file or does it somehow affect/alter the saves of the entire career folder? (I'd think it'd only be the save file)

#1375
phoenixofthunder

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AVPen wrote...

Just a quick question (cause I'm having a hard time finding the answer to this), but if you use Gibbed to modify elements of a particular ME2 save file, does those modifications affect only that save file or does it somehow affect/alter the saves of the entire career folder? (I'd think it'd only be the save file)


I am assuming you are asking because you are concerned about your import into Mass Effect 3?:huh:

Editing/Modding Mass Effect 2 should not create an issue with importing the save into ME3-- just don't lazarus the Normandy's crew from the end mission. An ME3 import will take your last gameplay save in Mass Effect 2 as the import for Mass Effect 3 (so far as I know). So (corrrect me if I am wrong) long as that save remains unvexed things should go okay for its import into ME3.;)

Modifié par phoenixofthunder, 01 août 2011 - 06:47 .