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ME2 - Modding is Possible III (PC Only)


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#1551
Killjoy Cutter

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phoenixofthunder wrote...

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. 


I'll see what I can come up with tonight. 

#1552
Killjoy Cutter

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Killjoy Cutter wrote...

phoenixofthunder wrote...

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. 


I'll see what I can come up with tonight. 


Didn't have time to mess around with the c.ini, but just based on how they feel in the game, I'd be surprised if the upgrades are not applying to the special weapons.

#1553
phoenixofthunder

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Did you delete that part of code before or after you got the weapon and upgrade it?

You could for testing purposes' load a save after you aquired the weapon but before you upgraded it and see if it still works.

#1554
Guest_Inge Shepard_*

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Killjoy Cutter wrote...

Killjoy Cutter wrote...

phoenixofthunder wrote...

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. 


I'll see what I can come up with tonight. 


Didn't have time to mess around with the c.ini, but just based on how they feel in the game, I'd be surprised if the upgrades are not applying to the special weapons.

You can send me your C.ini file for closer look and changes.

#1555
Killjoy Cutter

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phoenixofthunder wrote...

Did you delete that part of code before or after you got the weapon and upgrade it?

You could for testing purposes' load a save after you aquired the weapon but before you upgraded it and see if it still works.


I had to delete that part of the code to get the weapon, because on that character I originally chose the added assault rifle skill.  I did this after getting the upgrades.

#1556
phoenixofthunder

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Killjoy Cutter wrote...

phoenixofthunder wrote...

Did you delete that part of code before or after you got the weapon and upgrade it?

You could for testing purposes' load a save after you aquired the weapon but before you upgraded it and see if it still works.


I had to delete that part of the code to get the weapon, because on that character I originally chose the added assault rifle skill.  I did this after getting the upgrades.


You know that there is a way to get all weapons on a class that doesn't involve messing with the weapon skill?

I use this instead of messing with the weapon skill.

Modifié par phoenixofthunder, 31 août 2011 - 02:58 .


#1557
Killjoy Cutter

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phoenixofthunder wrote...

Killjoy Cutter wrote...

phoenixofthunder wrote...

Did you delete that part of code before or after you got the weapon and upgrade it?

You could for testing purposes' load a save after you aquired the weapon but before you upgraded it and see if it still works.


I had to delete that part of the code to get the weapon, because on that character I originally chose the added assault rifle skill.  I did this after getting the upgrades.


You know that there is a way to get all weapons on a class that doesn't involve messing with the weapon skill?

I use this instead of messing with the weapon skill.


Right, I've done that with both classes and with squadmates,

But what that doesn's seem to let me do is use the Widow in the NG+ replay of an Inflitrator that I chose the AR skill for on the CS mission, back when I first got ME2 and didn't know anything about modding.  

Image IPB

#1558
Eckswhyzee

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Perhaps you are after something like this?
This is directly copied and pasted from RCW's mod manager. Alternatively, you can look at the lines with a plus in front and change the appropriate lines in your coalesced.

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

###FILE:..\\BIOGame\\Config\\PC\\Cooked\\BIOGame.ini
[SFXGame.SFXPlayerSquadLoadoutData]
-AssaultRifles=(className="SFXGameContent_Inventory.SFXWeapon_MachineGun",bNotRegularWeaponGUI=true)
+AssaultRifles=(className="SFXGameContent_Inventory.SFXWeapon_MachineGun",bNotRegularWeaponGUI=false)
-Shotguns=(className="SFXGameContent_Inventory.SFXWeapon_FlakGun",bNotRegularWeaponGUI=true)
+Shotguns=(className="SFXGameContent_Inventory.SFXWeapon_FlakGun",bNotRegularWeaponGUI=false)
-SniperRifles=(className="SFXGameContent_Inventory.SFXWeapon_MassCannon",bNotRegularWeaponGUI=true)
+SniperRifles=(className="SFXGameContent_Inventory.SFXWeapon_MassCannon",bNotRegularWeaponGUI=false)

###FILE:..\\BIOGame\\Config\\PC\\Cooked\\BIOWeapon.ini
[SFXGameContent_Inventory.SFXWeapon_Machinegun]
-bNotRegularWeaponGUI=TRUE
+bNotRegularWeaponGUI=FALSE
[SFXGameContent_Inventory.SFXWeapon_FlakGun]
-bNotRegularWeaponGUI=TRUE
+bNotRegularWeaponGUI=false
[SFXGameContent_Inventory.SFXWeapon_MassCannon]
-bNotRegularWeaponGUI=TRUE
+bNotRegularWeaponGUI=false
-----------------------------------------------------------------------------------------------------------------------------

#1559
DCopeland

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Couldn't find when browsing the thread but how would i add more talent points and skills to other squadmates?

#1560
phoenixofthunder

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Eckswhyzee wrote...

Perhaps you are after something like this?
This is directly copied and pasted from RCW's mod manager. Alternatively, you can look at the lines with a plus in front and change the appropriate lines in your coalesced.

*Snip*


Sorry we got into my preception thinking and possiblity to prove or disprove my thoughts through some testing. As of current he doesn't have a save before the gun was upgraded so the testing is kinda pointless.

Killjoy Cutter completely removed the"not regular weapon gui" from the code (not advisable with the Iron Spine editor) to see if the gun would show up as it should- which it so far did.

What I proceded to ask was if the gun would still show up if the Gun was not upgraded first by deleting the GUI lines?


DCopeland wrote...

Couldn't find when browsing the thread but how would i add more talent points and skills to other squadmates?


Rather easy via text-files.

Modifié par phoenixofthunder, 01 septembre 2011 - 12:55 .


#1561
Killjoy Cutter

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phoenixofthunder wrote...

Eckswhyzee wrote...

Perhaps you are after something like this?
This is directly copied and pasted from RCW's mod manager. Alternatively, you can look at the lines with a plus in front and change the appropriate lines in your coalesced.

*Snip*


Sorry we got into my preception thinking and possiblity to prove or disprove my thoughts through some testing. As of current he doesn't have a save before the gun was upgraded so the testing is kinda pointless.

Killjoy Cutter completely removed the"not regular weapon gui" from the code (not advisable with the Iron Spine editor) to see if the gun would show up as it should- which it so far did.

What I proceded to ask was if the gun would still show up if the Gun was not upgraded first by deleting the GUI lines?


I also had to delete the three lines from c.ini that refer to "player special weapons", just below where the loadouts for each class and squadmate are listed.  Before I did that, removing or editing the "not regular weapon" lines would allow squadmates to use the three special weapons (Widow, Revenant, Claymore), but not Shep. 

I'm going to keep doing various playthroughs to test this out, see what kind of results I get.  It might take a week to get through and fully see how this works out. 

#1562
phoenixofthunder

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Killjoy Cutter wrote...

phoenixofthunder wrote...

Eckswhyzee wrote...

Perhaps you are after something like this?
This is directly copied and pasted from RCW's mod manager. Alternatively, you can look at the lines with a plus in front and change the appropriate lines in your coalesced.

*Snip*


Sorry we got into my preception thinking and possiblity to prove or disprove my thoughts through some testing. As of current he doesn't have a save before the gun was upgraded so the testing is kinda pointless.

Killjoy Cutter completely removed the"not regular weapon gui" from the code (not advisable with the Iron Spine editor) to see if the gun would show up as it should- which it so far did.

What I proceded to ask was if the gun would still show up if the Gun was not upgraded first by deleting the GUI lines?


I also had to delete the three lines from c.ini that refer to "player special weapons", just below where the loadouts for each class and squadmate are listed.  Before I did that, removing or editing the "not regular weapon" lines would allow squadmates to use the three special weapons (Widow, Revenant, Claymore), but not Shep. 

I'm going to keep doing various playthroughs to test this out, see what kind of results I get.  It might take a week to get through and fully see how this works out. 

Ok keep us updated.;)

#1563
Quething

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Killjoy Cutter wrote...

But what that doesn's seem to let me do is use the Widow in the NG+ replay of an Inflitrator that I chose the AR skill for on the CS mission, back when I first got ME2 and didn't know anything about modding.


Open the save in Gibbed and change the flags?

#1564
wadeconty7

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Hi, quick question, I'm hoping there is a solution to this but I don't see it on the first couple pages, and this forum doesn't seem to have a great search function.

Anyways, I'll copy paste my post from another forum.

I'm playing a pseudo NG+ for fun, giving myself full upgrades so the
difficulty curve stays constant throughout, mostly to enjoy the gameplay
more. Anyways, I want my squad mates to have their loyalty powers for
use, is their any way to edit that through either the coalesced file or
gibbed?

Note I'm not asking about using the powers for myself,
or making them loyal, simply unlocking the powers for use by the squad
mates.

I've tried editing flags in gibbed including making them
loyal, and ticking off the specialized tag, and neither of those did
the trick.

After messing around a bit...

I think I might be close...in the coalesced file, under the subject [SFXGameContent.SFXSeqAct_UnlockHenchmanPowers], it lists each teammate and the mission their loyalty power unlocks.

For example, HenchmanTags=(MissionName=CitGrL,HenchTag=hench_garrus) seems to refer to Garrus's loyalty mission, Cit being Citadel, Gr for Garrus, and L for loyalty.

I've
tried to change CitGrL to a mission already completed (ProFre, or
Freedom's Progress), no luck. Then I changed it to one I had yet to
complete, and did the mission to see if it changed anything (N7VIQ1, the
crashed ship with loki mechs mission), still no luck.

Going to
keep trying a few other things, but this is the closest I can see to
something that deals directly with teammates loyalty powers.

#1565
Quething

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@wadeconty:

That's actually fairly simple to do in Gibbed. What you'll want to do is go to the Raw tab, and under Henchmen, modify each of their individual power sets. You want one point in the Loyalty Requirement skill, and one point in the loyalty skill itself (should usually be pretty obvious which one it is). From there you can put points into them in-game as normal.

One warning, however: the script that fires when a squaddie becomes loyal automatically sets the rank of the loyalty skill to 1. This means that if you've put any points into developing it, all those points will be permanently lost after the loyalty mission. You can, of course, fix this with Gibbed as well, but just something to be aware of.

Modifié par Quething, 02 septembre 2011 - 08:13 .


#1566
phoenixofthunder

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Quething wrote...

@wadeconty:

That's actually fairly simple to do in Gibbed. What you'll want to do is go to the Raw tab, and under Henchmen, modify each of their individual power sets. You want one point in the Loyalty Requirement skill, and one point in the loyalty skill itself (should usually be pretty obvious which one it is). From there you can put points into them in-game as normal.

One warning, however: the script that fires when a squaddie becomes loyal automatically sets the rank of the loyalty skill to 1. This means that if you've put any points into developing it, all those points will be permanently lost after the loyalty mission. You can, of course, fix this with Gibbed as well, but just something to be aware of.


You do mean the modified version right?

#1567
Quething

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Well, I'm using the modified version currently, but I think you can do it in the original too. Hench powers have always been available to play with in Gibbed, haven't they?

#1568
phoenixofthunder

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Quething wrote...

Well, I'm using the modified version currently, but I think you can do it in the original too. Hench powers have always been available to play with in Gibbed, haven't they?


Yes. 
However the revision: 25 of the editor requires the actual knowledge of what the power is called and its coding. Unlike the modified version (which I also now use).

#1569
wadeconty7

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I'm using the modified version of Gibbed, I believe. The one that allows the Conrad Verner Paragon fix. Under which tab do I go to alter hench powers? The henchmen tab says not implemented, the powers tab under the players section says not implemented, and I see no other area to change it.

EDIT:  Nvm, figured it out, ty so much!  However, slight issue that I can hopefully solve, but Jack is not appearing for some reason for me.  I currently have Jacob/Miranda/Professor/Garrus/Jack (Jack is the most recent party member I've picked up), and it only shows the fist 4 along with Wilson as in my party. 

Double EDIT:  Nvm again, I figured it out, they don't show up in your party collection until you take them off the ship for the first time!

Thanks a lot everyone.  Last thing before I go, has anyone ever figured out a way to give Garrus his fixed armor without using Texmod?  I can't get the game to run without major lag with that program.

Modifié par wadeconty7, 03 septembre 2011 - 03:03 .


#1570
DragonIroh001

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I know that this question is more ME1 related, but it has elements of Mass Effect 2 in.

Has anyone tried to transfer the ME2 shaders over to ME1? If so have they had any effect on how the game looks?

Since they both run on the same engine I kinda expect something will happen.

Modifié par DragonIroh001, 03 septembre 2011 - 08:09 .


#1571
NamiraWilhelm

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Anyone know where i could find ALL of Kaidans appearance codes? Only have head and torso thus far (though not got torso working, d'oh).

#1572
phoenixofthunder

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wadeconty7 wrote...

I'm using the modified version of Gibbed, I believe. The one that allows the Conrad Verner Paragon fix. Under which tab do I go to alter hench powers? The henchmen tab says not implemented, the powers tab under the players section says not implemented, and I see no other area to change it.

EDIT:  Nvm, figured it out, ty so much!  However, slight issue that I can hopefully solve, but Jack is not appearing for some reason for me.  I currently have Jacob/Miranda/Professor/Garrus/Jack (Jack is the most recent party member I've picked up), and it only shows the fist 4 along with Wilson as in my party. 

Double EDIT:  Nvm again, I figured it out, they don't show up in your party collection until you take them off the ship for the first time!

Thanks a lot everyone.  Last thing before I go, has anyone ever figured out a way to give Garrus his fixed armor without using Texmod?  I can't get the game to run without major lag with that program.


I believe that would require directly editing the PCC files. I would PM Epic Legion and see if it would be possible to impliment into his PCC PATCHER.

DragonIroh001 wrote...

I know that this question is more ME1 related, but it has elements of Mass Effect 2 in.

Has anyone tried to transfer the ME2 shaders over to ME1? If so have they had any effect on how the game looks?

Since they both run on the same engine I kinda expect something will happen.


Yes someone did try this.
However I am unsure how successful they were since I never recieved a confromation about their work. You can PM them and check out the forum's they made on the ME2 shaders. 

Also there is the process of taking the ME2 Shaders from ME2' shader directory (#:\\Mass Effect 2\\Engine\\Shaders) and copying them over the ME1 shaders (#:\\Mass Effect\\Engine\\Shaders) overwriting the ME1 ones as necessary. 

I would advise backing up the whole shader folder for Mass Effect #1 first though. I can make no promises that it will work as desired since I have not done so.

NamiraWilhelm wrote...

Anyone know where i could find ALL of Kaidans appearance codes? Only have head and torso thus far (though not got torso working, d'oh).


ALL?
Do you mean the Horizon and SR-1 destruction scenes or others as well? 

Modifié par phoenixofthunder, 05 septembre 2011 - 03:10 .


#1573
Killjoy Cutter

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phoenixofthunder wrote...

Killjoy Cutter wrote...

phoenixofthunder wrote...

Eckswhyzee wrote...

Perhaps you are after something like this?
This is directly copied and pasted from RCW's mod manager. Alternatively, you can look at the lines with a plus in front and change the appropriate lines in your coalesced.

*Snip*


Sorry we got into my preception thinking and possiblity to prove or disprove my thoughts through some testing. As of current he doesn't have a save before the gun was upgraded so the testing is kinda pointless.

Killjoy Cutter completely removed the"not regular weapon gui" from the code (not advisable with the Iron Spine editor) to see if the gun would show up as it should- which it so far did.

What I proceded to ask was if the gun would still show up if the Gun was not upgraded first by deleting the GUI lines?


I also had to delete the three lines from c.ini that refer to "player special weapons", just below where the loadouts for each class and squadmate are listed.  Before I did that, removing or editing the "not regular weapon" lines would allow squadmates to use the three special weapons (Widow, Revenant, Claymore), but not Shep. 

I'm going to keep doing various playthroughs to test this out, see what kind of results I get.  It might take a week to get through and fully see how this works out. 

Ok keep us updated.;)


Well, it looks like this might be a bust, for anyone who wants to maintain the "new weapon skill" event in the Collector vessel.   With the changes I made to c.ini, on a new career, it didn't trigger, and I was given no chance to select a new skill.   I'll have to check a few more things. 

The good news is that the upgrades appear to be working for the special weapons.  For example, the Claymore has a base of 10+1 rounds, and has 20+1 rounds (one shot per "clip") with the sxtra shotgun rounds upgrade.

Modifié par Killjoy Cutter, 05 septembre 2011 - 05:14 .


#1574
NamiraWilhelm

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@Phoenix

sorry, by all i meant all the different pieces so torso, shoulder, leg etc. For the armor he wore on horizon

#1575
zingro

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Holy crap 60+ pages long um 2 questions for the ini experts.. searching this thread was a headache.

1) How to remove the renegade terminator eyes but keep the face scars?

I tried messing around with the ini. scars but no luck with the eyes... and NO I don't want TIM eyes I just want my default eyes back.

Scars=(Threshold=(X=1,Y=1),Emissive="BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_03",Normal="BIOG_HMM_HED_Alignment.Scar.Face_NormScars_03",EyeEmissive="BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_03",FemaleEmissive="BIOG_HMF_HED_Alignment.Emissive.HMF_Face_EmisScars_03",FemaleNormal="BIOG_HMF_HED_Alignment.Scar.HMF_Face_NormScars_03",FemaleEyeEmissive="BIOG_HMF_HED_Alignment.Eye.HMF_Eye_EmisScars_00",Color=(R=0,G=0,B=0,A=0))


2) I'm trying to change this armors color, its Vasirs armor. Unless someones made a texmod and changed the colors that way?

TorsoAppearances=(Id=5,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL",FemaleMaterialOverride="BIOG_ASA_HGR_HVY_R.HVYa.ASA_SPR_MASTER_MAT"),PlotFlag=-1)