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ME2 - Modding is Possible III (PC Only)


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#1526
Guest_Inge Shepard_*

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RGFrog wrote...

Hey, Inge, I still have a copy of your rar file if you need it.


Hi, you.
No I don't need it maybe Killjoy will have it if he still need help with adding power to his player and squads.

I'm just waiting for ME3.
Take care.

Inge

Modifié par Inge Shepard, 24 août 2011 - 08:15 .


#1527
sharkboy421

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I have a question about modding the appearance of the different armor pieces. For example I like the look of the standard N7 pieces but prefer the stats on Kestrel armor. Is there a way to change the image/model of the Kestrel piece so that when I equip the piece it looks like the N7? I have been looking through the modding threads but so far have been unable to find any guides on how to do this. Thanks for anything information you may have :)

#1528
phoenixofthunder

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sharkboy421 wrote...

I have a question about modding the appearance of the different armor pieces. For example I like the look of the standard N7 pieces but prefer the stats on Kestrel armor. Is there a way to change the image/model of the Kestrel piece so that when I equip the piece it looks like the N7? I have been looking through the modding threads but so far have been unable to find any guides on how to do this. Thanks for anything information you may have :)


So what you are saying is that you would like the bonuses of the Kestrel Armor but with the N7 appearance?

Modifié par phoenixofthunder, 25 août 2011 - 02:08 .


#1529
sharkboy421

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Yes that is correct. I apologize if this has been covered before but I haven't found it yet.

#1530
phoenixofthunder

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sharkboy421 wrote...

Yes that is correct. I apologize if this has been covered before but I haven't found it yet.


You could try using the PCC Patcher to get the ingame property editor open and change the stats of the N7 to match that of the other armor. I say this since any other method of editing the PCC (game files) leads to a corrupt game and since the armor models are located in there it is physically impossible to edit an armor model. You could also place the game effects for the Kestrel armor and place them on the code lines for the N7 armor. Besides any of that I don't think there are many other options.

Modifié par phoenixofthunder, 25 août 2011 - 06:45 .


#1531
sharkboy421

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phoenixofthunder wrote...

sharkboy421 wrote...

Yes that is correct. I apologize if this has been covered before but I haven't found it yet.


You could try using the PCC Patcher to get the ingame property editor open and change the stats of the N7 to match that of the other armor. I say this since any other method of editing the PCC (game files) leads to a corrupt game and since the armor models are located in there it is physically impossible to edit an armor model. You could also place the game effects for the Kestrel armor and place them on the code lines for the N7 armor. Besides any of that I don't think there are many other options.


I see thank you.  I was hoping it was a simple as swapping a dat file like I've done in other games but oh well.  If I added the game affects to the N7 code lines is that all I need to do?  As in just copy and paste the game effects portion of the Kestrel code line into the N7 code line with no other pieces needed?

#1532
Killjoy Cutter

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OK, so serious problem, and I can't seem to fix it.

I have all the ship upgrades and all the loyalties on my current playthrough. And yet, Jack keeps dying when the first Occulous laser blast hits the ship during the run through the debris field during the opening part of the SM. I reloaded, and checked, and the armor (which is what I think applies to this) shows in the list of completed upgrades, and not in the list of available upgrades, and it's not a conversation option with Jacob.

Any ideas on how to fix this?

#1533
dstarfire

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Is there a thread or resource that shows the various ME2 console commands? I know some of the ones from ME1 still work, but all of those are just for affecting gameplay, and I'm looking for some stuff to get deeper 'under the hood' as it were. Specifically, I'd like to edit quest flags so I can fix that d*mn 'packages for Ish' bug.

#1534
phoenixofthunder

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sharkboy421 wrote...

phoenixofthunder wrote...

sharkboy421 wrote...

Yes that is correct. I apologize if this has been covered before but I haven't found it yet.


You could try using the PCC Patcher to get the ingame property editor open and change the stats of the N7 to match that of the other armor. I say this since any other method of editing the PCC (game files) leads to a corrupt game and since the armor models are located in there it is physically impossible to edit an armor model. You could also place the game effects for the Kestrel armor and place them on the code lines for the N7 armor. Besides any of that I don't think there are many other options.


I see thank you.  I was hoping it was a simple as swapping a dat file like I've done in other games but oh well.  If I added the game affects to the N7 code lines is that all I need to do?  As in just copy and paste the game effects portion of the Kestrel code line into the N7 code line with no other pieces needed?


It may only give you some of the options or bonuses that you want but better than nothing. I still think that the Patcher will be your best option.

Killjoy Cutter wrote...

OK, so serious problem, and I can't seem to fix it.

I have all the ship upgrades and all the loyalties on my current playthrough. And yet, Jack keeps dying when the first Occulous laser blast hits the ship during the run through the debris field during the opening part of the SM. I reloaded, and checked, and the armor (which is what I think applies to this) shows in the list of completed upgrades, and not in the list of available upgrades, and it's not a conversation option with Jacob.

Any ideas on how to fix this?

I take it you used the tech upgrade binding right? Try setting them all to 0 it may be a pain to reset them back to their state in game but it should work.

dstarfire wrote...

Is there a thread or resource that shows the various ME2 console commands? I know some of the ones from ME1 still work, but all of those are just for affecting gameplay, and I'm looking for some stuff to get deeper 'under the hood' as it were. Specifically, I'd like to edit quest flags so I can fix that d*mn 'packages for Ish' bug.


What quest flags in particular?
Have you tried the Ingame console available via the PCC PATCHER?

#1535
Epic Legion

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dstarfire wrote...

Is there a thread or resource that shows the various ME2 console commands? I know some of the ones from ME1 still work, but all of those are just for affecting gameplay, and I'm looking for some stuff to get deeper 'under the hood' as it were. Specifically, I'd like to edit quest flags so I can fix that d*mn 'packages for Ish' bug.


http://legion.cal24....ecFunctions.txt

SetBoolByID (plotId, true/false)
SetBoolByName (plotName, true/false)

I have no idea how to find names/ID's though. You should probably wait for ME3, because plot flags will be probably present in save importer.

Modifié par Epic Legion, 26 août 2011 - 09:11 .


#1536
Killjoy Cutter

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phoenixofthunder wrote...

Killjoy Cutter wrote...

OK, so serious problem, and I can't seem to fix it.

I have all the ship upgrades and all the loyalties on my current playthrough. And yet, Jack keeps dying when the first Occulous laser blast hits the ship during the run through the debris field during the opening part of the SM. I reloaded, and checked, and the armor (which is what I think applies to this) shows in the list of completed upgrades, and not in the list of available upgrades, and it's not a conversation option with Jacob.

Any ideas on how to fix this?

I take it you used the tech upgrade binding right? Try setting them all to 0 it may be a pain to reset them back to their state in game but it should work.


The only thing I've done to that save, other than tweak appearance and paragon/renegade, is use the "Jacob and Miranda in Alternate Outfits" switches, via Gibbed's editor, to open up recruiting for different squadmates.  The only thing I can think of is that I screwed that up somehow without realizing it, and it borked the post-Jacob-LM aquisition of the upgraded armor.

How would I reset the ship upgrades so that I can research them again?

Modifié par Killjoy Cutter, 26 août 2011 - 02:10 .


#1537
phoenixofthunder

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Killjoy Cutter wrote...

phoenixofthunder wrote...

Killjoy Cutter wrote...

OK, so serious problem, and I can't seem to fix it.

I have all the ship upgrades and all the loyalties on my current playthrough. And yet, Jack keeps dying when the first Occulous laser blast hits the ship during the run through the debris field during the opening part of the SM. I reloaded, and checked, and the armor (which is what I think applies to this) shows in the list of completed upgrades, and not in the list of available upgrades, and it's not a conversation option with Jacob.

Any ideas on how to fix this?

I take it you used the tech upgrade binding right? Try setting them all to 0 it may be a pain to reset them back to their state in game but it should work.


The only thing I've done to that save, other than tweak appearance and paragon/renegade, is use the "Jacob and Miranda in Alternate Outfits" switches, via Gibbed's editor, to open up recruiting for different squadmates.  The only thing I can think of is that I screwed that up somehow without realizing it, and it borked the post-Jacob-LM aquisition of the upgraded armor.

How would I reset the ship upgrades so that I can research them again?


Try this from MIP2.

#1538
dstarfire

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Phoenixofthunder:

dstarfire:
Is there a
thread or resource that shows the various ME2 console commands? I know some of the ones from ME1 still work, but all of those are just for affecting gameplay, and I'm looking for some stuff to get deeper 'under the hood' as it were. Specifically, I'd like to edit quest flags so I can fix that d*mn 'packages for Ish' bug.

What quest flags in particular?

Primarily I'm looking for the one that marks it as complete in your journal. This
particular quest can never be completed if you use one of the paragon
or renegade options in the dialogue

PhoenixofThunder:
Have you tried the Ingame console available via the PCC PATCHER?

I'm looking for a list of the commands you can enter at the console. For example, what options can you use with show? Are there any debug scripts we can access the via the console (similar to the ones in DA:O and DA2)?

Edit: Just noticed your post Legion. I'll see what I can discover playing around with those. Thanks.

Modifié par dstarfire, 26 août 2011 - 11:59 .


#1539
BongoTheBear

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Hello guys,

i would be very thankfull if somebody could give me a link to the exact instructions on "HOW TO PLAY AS GARRUS IN ME2".

I'm sure this is not the first time you read this but im desperatly looking for this instructions for days in this forums, on youtube, in google but i havn't found anything and im sorry but i just havn't the patience anymore to work through the hundreds of hundreds of pages of the Modding is Possible threads.

Please if somebody knows the answer please post it here or give me the link.

I have all necessary tools (notepad+++, coalsced.ini patcher etc.) i just need the exact instructions what to change in the inis etc.

Thank you!!!

#1540
phoenixofthunder

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BongoTheBear wrote...

Hello guys,

i would be very thankfull if somebody could give me a link to the exact instructions on "HOW TO PLAY AS GARRUS IN ME2".

I'm sure this is not the first time you read this but im desperatly looking for this instructions for days in this forums, on youtube, in google but i havn't found anything and im sorry but i just havn't the patience anymore to work through the hundreds of hundreds of pages of the Modding is Possible threads.

Please if somebody knows the answer please post it here or give me the link.

I have all necessary tools (notepad+++, coalsced.ini patcher etc.) i just need the exact instructions what to change in the inis etc.

Thank you!!!


If you mean to make Shepard into Garrus? Look at my last post on Page 24.

Modifié par phoenixofthunder, 27 août 2011 - 04:48 .


#1541
Never

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Hello!
I was wondering if anyone could point me in the direction of any info on Tesla Vasir's spectre armor. If I'm able to use it on my Shep anyways. I've driven myself crazy looking for the name, with no luck. Any help would be greatly appreciated!
Thanks

#1542
phoenixofthunder

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mynameisdanza wrote...

Hello!
I was wondering if anyone could point me in the direction of any info on Tesla Vasir's spectre armor. If I'm able to use it on my Shep anyways. I've driven myself crazy looking for the name, with no luck. Any help would be greatly appreciated!
Thanks


Use this model code:
BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL
And this package:
BioD_Exp1Lvl1_100Apartment

While following the instructions in my last post of page 24. 

#1543
Never

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I can't seem to get it to work. Can I use it as a torso, or do I need all those bindings and such?

#1544
phoenixofthunder

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mynameisdanza wrote...

I can't seem to get it to work. Can I use it as a torso, or do I need all those bindings and such?


All of those instructions are necessary (tedious I know).
It is not possible to use it directly as a torso.
HOWEVER using the casual wear toggle allows you to use the armor off the ship. 

Here is the Casual toggle:
[SFXGame.SFXGameModeBase]
Bindings=( Name="Keyboard Key", Command="set SFXPawn_Player bUseCasualAppearance false" )
Bindings=( Name="Keyboard Key", Command="set SFXPawn_Player bUseCasualAppearance true" )

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

Then you need to have the code for invisible body parts in the C.ini: 

HelmetAppearances=(Id=#,Type=CustomizableType_Helmet,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)

ShoulderAppearances=(Id=#,Type=CustomizableType_Shoulders,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Shoulders"),PlotFlag=-1)

ArmAppearances=(Id=#,Type=CustomizableType_Arms,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Arms"),PlotFlag=-1)

LegAppearances=(Id=#,Type=CustomizableType_Legs,GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Legs"),PlotFlag=-1)

Now add the following binding in this section:
[SFXGameModeDefault]
Bindings=( Name="NumPadOne" ,Command="OnlyLoadLevel BioD_Nor_000Cabin | OnTap 2.0 showmenu | OnTap 3.0 OpenGUI Personalization" )

Bindings=( Name="NumPadEight", Command="BioD_Exp1Lvl1_100Apartment" )

**************************************************************************************************************************
The game uses the MDL(model code) off the Normandy and uses both the MDL and the MAT(model texture) only on the Normandy (thus the reason for the casual toggle)

Modifié par phoenixofthunder, 28 août 2011 - 12:05 .


#1545
Never

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Thank you so much for the responses! I've got it working, but the breather is on. Is there anyway to avoid that?

#1546
BongoTheBear

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phoenixofthunder wrote...

If you mean to make Shepard into Garrus? Look at my last post on Page 24.


WOW THANK YOU VERY VERY MUCH phoenixofthunder !!! you made my day!!! This is exactly what i was looking for.

Do you also know the Code for Garrus undamaged Head and Armor and for his alternative appearance from the DLC where his armor isn't damaged?

Modifié par BongoTheBear, 28 août 2011 - 06:51 .


#1547
Killjoy Cutter

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I'm tired of not being able ot use the Widow on my first Infiltrator (on another playthrough of that character now), so I've been looking for a way to unlock it.  I found this on the Wiki and added it to the ini file. 

To unlock all Collector Ship weapons, add: Bindings=( Name="NumPadThree", Command="setintbyname Wpn_SuperAssaultRifle 2 | setintbyname Wpn_SuperSniperRifle 2 | setintbyname Wpn_SuperShotgun 2" )[/code]


The messages that I've aquired the weapons pop up, but they still are not selectable from the armory or the mission start. 

My search-fu is failing me, and I'm sure that I'm missing a step here.


EDIT:  I made a backup of the c.ini,  and then deleted the lines for "player special weapons" and removed the "notregularweapon" segments from the lines for those three weapons entirely.  It appears to have worked. We'll see what happens next time I get a non-NG+ character to that point in the CS mission.

Modifié par Killjoy Cutter, 29 août 2011 - 01:03 .


#1548
phoenixofthunder

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mynameisdanza wrote...

Thank you so much for the responses! I've got it working, but the breather is on. Is there anyway to avoid that?


Try adding this to the end of the code:
HelmetAppearances=....MDL",
bHasBreather=True,bHideHair=True),PlotFlag=-1)

BongoTheBear wrote...

phoenixofthunder wrote...

If you mean to make Shepard into Garrus? Look at my last post on Page 24.


WOW THANK YOU VERY VERY MUCH phoenixofthunder !!! you made my day!!! This is exactly what i was looking for.

Do you also know the Code for Garrus undamaged Head and Armor and for his alternative appearance from the DLC where his armor isn't damaged?


Don't quote me on this:
Head:
BIOG_TUR_HED_PROGarrus_ALT_R.Garrus.TUR_HED_Garrus_ALT_MDL
Body:
BIOG_TUR_GAR_ALT_R.Garrus.TUR_GAR_ALT_MDL
:unsure::?


Killjoy Cutter wrote...

I'm tired of not being able ot use the Widow on my first Infiltrator (on another playthrough of that character now), so I've been looking for a way to unlock it.  I found this on the Wiki and added it to the ini file. 

To unlock all Collector Ship weapons, add: Bindings=( Name="NumPadThree", Command="setintbyname Wpn_SuperAssaultRifle 2 | setintbyname Wpn_SuperSniperRifle 2 | setintbyname Wpn_SuperShotgun 2" )[/code]


The messages that I've aquired the weapons pop up, but they still are not selectable from the armory or the mission start. 

My search-fu is failing me, and I'm sure that I'm missing a step here.


EDIT:  I made a backup of the c.ini,  and then deleted the lines for "player special weapons" and removed the "notregularweapon" segments from the lines for those three weapons entirely.  It appears to have worked. We'll see what happens next time I get a non-NG+ character to that point in the CS mission.


Deleting the NotRegularWeaponGUI may keep them from even being loading in your next playthrough, if not a good find.;)

Just an afterthought: does this allow the weapons to be able to be upgraded? If so I will start citing this as the replacement method to replace the "NotRegularWeaponGUI=true becomes NotRegularWeaponGUI=false" procedure.B)

#1549
Killjoy Cutter

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phoenixofthunder wrote...

Killjoy Cutter wrote...

I'm tired of not being able ot use the Widow on my first Infiltrator (on another playthrough of that character now), so I've been looking for a way to unlock it.  I found this on the Wiki and added it to the ini file. 

To unlock all Collector Ship weapons, add: Bindings=( Name="NumPadThree", Command="setintbyname Wpn_SuperAssaultRifle 2 | setintbyname Wpn_SuperSniperRifle 2 | setintbyname Wpn_SuperShotgun 2" )[/code]


The messages that I've aquired the weapons pop up, but they still are not selectable from the armory or the mission start. 

My search-fu is failing me, and I'm sure that I'm missing a step here.


EDIT:  I made a backup of the c.ini,  and then deleted the lines for "player special weapons" and removed the "notregularweapon" segments from the lines for those three weapons entirely.  It appears to have worked. We'll see what happens next time I get a non-NG+ character to that point in the CS mission.


Deleting the NotRegularWeaponGUI may keep them from even being loading in your next playthrough, if not a good find.;)

Just an afterthought: does this allow the weapons to be able to be upgraded? If so I will start citing this as the replacement method to replace the "NotRegularWeaponGUI=true becomes NotRegularWeaponGUI=false" procedure.B)


Do you mean things like "Extra shotgun ammo" and "AR damage 5/5"?  

How can I tell?  I already have all the upgrades on this playthrough, so I won't be able to see any difference right now by getting upgrades...

#1550
phoenixofthunder

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Killjoy Cutter wrote...

Do you mean things like "Extra shotgun ammo" and "AR damage 5/5"?  

How can I tell?  I already have all the upgrades on this playthrough, so I won't be able to see any difference right now by getting upgrades...


That is indeed what I was referring too. 
You could try implimenting the tech upgrade binding but setting the codes in it all to zero to see if the guns can still be upgraded.