ME2 - Modding is Possible III (PC Only)
#1651
Guest_Inge Shepard_*
Posté 16 septembre 2011 - 09:19
Guest_Inge Shepard_*
#1652
Guest_Inge Shepard_*
Posté 16 septembre 2011 - 09:42
Guest_Inge Shepard_*
Here is a tip for you; how to improve tha tools that already exist. Like Gibbed Save Editor.
1. First will you need a developer software, like Visual Studio Express
2. When you have installed this, you make a folder where you can save Gibbed Save Editor.exe file
3. Then you run the Visual Studio Command Prompt from your start menu.
4. Go to the folder you made in the command window and type: ildasm gibbed save editor.exe
This give you access to the source code and then you have something to do the next few hour or days, making a new program ready for ME3.
Good luck.
#1653
Posté 16 septembre 2011 - 09:58
Inge Shepard wrote...
Thanks, Phoenix without you would this thread been dead a decade ago.

Still working on the save issue. I had a thought and if it works then I will feel stupid.
#1654
Posté 16 septembre 2011 - 10:40
Inge Shepard wrote...
Easier with text file, you can add and remove the weapons you want.
Just a example.
Doesn't work for your squad.
Full Auto:
Set SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun BurstRounds 0
Set SFXGameContentDLC_Pistol.SFXWeapon_LaserPistol BurstRounds 0
Set SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle BurstRounds 0
Set SFXGameContentDLC_HEN_MT.SFXWeapon_TacticalMachinePistol BurstRounds 0
Set SFXGameContent_Inventory.SFXWeapon_HeavyPistol BurstRounds 0
Set SFXGameContent_Inventory.SFXWeapon_HandCannon BurstRounds 0
Set SFXGameContent_Inventory.SFXWeapon_SMG BurstRounds 0
Burst Fire
Set SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun BurstRounds 3
Set SFXGameContentDLC_Pistol.SFXWeapon_LaserPistol BurstRounds 3
Set SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle BurstRounds 3
Set SFXGameContentDLC_HEN_MT.SFXWeapon_TacticalMachinePistol BurstRounds 3
Set SFXGameContent_Inventory.SFXWeapon_HeavyPistol BurstRounds 3
Set SFXGameContent_Inventory.SFXWeapon_HandCannon BurstRounds 3
Set SFXGameContent_Inventory.SFXWeapon_SMG BurstRounds 3
Edit:
Some example for bindings:
Bindings=( Name="NumPadSeven", Command="exec WeaponSingleFire.txt" )
Bindings=( Name="NumPadEight", Command="exec WeaponBurstFire.txt" )
Bindings=( Name="NumPadNine", Command="exec WeaponFullAuto.txt" )
this didn't work, do you have any other ideas?
#1655
Posté 16 septembre 2011 - 11:01
im playing with texmod, colouring things and what not
So a lab coat was simple enough to extract, highlighting green. But the others seem a lil more complicated. The clothing will highlight in a different way, maybe go all black or lose texture, these items seem to have 4 diff. textures accompanying it. Im wondering, what of these do i extract to actually change the colour of these particular items? If im making any sense...
#1656
Guest_Inge Shepard_*
Posté 17 septembre 2011 - 04:48
Guest_Inge Shepard_*
It work for player and player only. You need to add all DLC weapons into your C.ini file, Phoenix have a guide for how you do it. If not, can you tell what you have done exactly? And what weapons is't you're trying to add burst to?Stephen226 wrote...
Inge Shepard wrote...
Easier with text file, you can add and remove the weapons you want.
Just a example.
Doesn't work for your squad.
Full Auto:
Set SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun BurstRounds 0
Set SFXGameContentDLC_Pistol.SFXWeapon_LaserPistol BurstRounds 0
Set SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle BurstRounds 0
Set SFXGameContentDLC_HEN_MT.SFXWeapon_TacticalMachinePistol BurstRounds 0
Set SFXGameContent_Inventory.SFXWeapon_HeavyPistol BurstRounds 0
Set SFXGameContent_Inventory.SFXWeapon_HandCannon BurstRounds 0
Set SFXGameContent_Inventory.SFXWeapon_SMG BurstRounds 0
Burst Fire
Set SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun BurstRounds 3
Set SFXGameContentDLC_Pistol.SFXWeapon_LaserPistol BurstRounds 3
Set SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle BurstRounds 3
Set SFXGameContentDLC_HEN_MT.SFXWeapon_TacticalMachinePistol BurstRounds 3
Set SFXGameContent_Inventory.SFXWeapon_HeavyPistol BurstRounds 3
Set SFXGameContent_Inventory.SFXWeapon_HandCannon BurstRounds 3
Set SFXGameContent_Inventory.SFXWeapon_SMG BurstRounds 3
Edit:
Some example for bindings:
Bindings=( Name="NumPadSeven", Command="exec WeaponSingleFire.txt" )
Bindings=( Name="NumPadEight", Command="exec WeaponBurstFire.txt" )
Bindings=( Name="NumPadNine", Command="exec WeaponFullAuto.txt" )
this didn't work, do you have any other ideas?
Modifié par Inge Shepard, 17 septembre 2011 - 02:28 .
#1657
Posté 17 septembre 2011 - 05:18
#1658
Posté 17 septembre 2011 - 09:30
Set SFXGameContent_Inventory.SFXWeapon_AssaultRifle Damage=(X=37.5,Y=37.5) BurstRounds=3 BurstRefireTime=.625f RateOfFire=(X=1000,Y=1000) bIsAutomatic=true
Set SFXGameContent_Inventory.SFXWeapon_HeavyPistol Damage=(X=17,Y=17) BurstRounds=3 BurstRefireTime=.625f RateOfFire=(X=1000,Y=1000)
this is what i put in the text file.
EDIT: i linked a second button to revert the settings this is it
Set SFXGameContent_Inventory.SFXWeapon_AssaultRifle Damage=(X=75,Y=75) BurstRounds=1 BurstRefireTime=999f RateOfFire=(X=750,Y=750) bIsAutomatic=true
Set SFXGameContent_Inventory.SFXWeapon_HeavyPistol Damage=(X=37.5,Y=37.5) BurstRounds=1 BurstRefireTime=999f RateOfFire=(X=200,Y=200)
Modifié par Stephen226, 17 septembre 2011 - 10:19 .
#1659
Posté 17 septembre 2011 - 10:45
Tizerak wrote...
I'm trying to edit the damage on a weapon like the Geth Pulse Rifle but I don't see any line like "Damage=(X=368.3,Y=368.3)" in the C.ini
In theory all you should have to do is add the line to [SFXGameContent_Inventory.SFXWeapon_GethPulseRifle] make your changes and enjoy.
example, find the following heading and add the damage entry right after it to look something like:
[SFXGameContent_Inventory.SFXWeapon_GethPulseRifle] Damage=(X=20,Y=20)
Let us know what you end up with. And as an example the most OP weapon in game, the Mattock, is set to 50.4 and the Rev is set at
#1660
Posté 20 septembre 2011 - 07:20
#1661
Posté 20 septembre 2011 - 09:28
parasven wrote...
is it possible to mod in the powerwheel from the 360? when you use the modded c.ini for 360 controller support the powerwheel doesnt show up because its simply not present in the coresponding .pcc.
Do you mean to have the power wheel design from the 360 implimented into the PC version?
So you are trying to get full automatic on those two weapons?Stephen226 wrote...
i want to add it to the m8 avenger, and the heavy pistol
-Snip-
NamiraWilhelm wrote...
Hey guys,
im playing with texmod, colouring things and what not
So a lab coat was simple enough to extract, highlighting green. But the others seem a lil more complicated. The clothing will highlight in a different way, maybe go all black or lose texture, these items seem to have 4 diff. textures accompanying it. Im wondering, what of these do i extract to actually change the colour of these particular items? If im making any sense...
The lab coat texture should be the only one that is needed to be edited. The others consists of the normal, specularity and bump maps and are not usually can be or are available to be extracted with Texmod when concerning Mass Effect 2.
If you want a tutorial for Texmod here is one I find useful.
Modifié par phoenixofthunder, 20 septembre 2011 - 09:28 .
#1662
Posté 21 septembre 2011 - 12:42
#1663
Posté 21 septembre 2011 - 04:23
phoenixofthunder wrote...
parasven wrote...
is it possible to mod in the powerwheel from the 360? when you use the modded c.ini for 360 controller support the powerwheel doesnt show up because its simply not present in the coresponding .pcc.
Do you mean to have the power wheel design from the 360 implimented into the PC version?
yes thats what im talking about its annoying to have controller support but not being able to actually see the weapons and powers on the wheel
#1664
Posté 21 septembre 2011 - 07:08
Inge's method should work if you make a text file for each desired functionality:Stephen226 wrote...
at phoenix: through a text file push a key full auto, push another key burst fire (3rnd/5rnd) push another key semi-auto.
Text file #1-Full Auto.txt
Full Auto:
Set SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun BurstRounds 0
Set SFXGameContentDLC_Pistol.SFXWeapon_LaserPistol BurstRounds 0
Set SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle BurstRounds 0
Set SFXGameContentDLC_HEN_MT.SFXWeapon_TacticalMachinePistol BurstRounds 0
Set SFXGameContent_Inventory.SFXWeapon_HeavyPistol BurstRounds 0
Set SFXGameContent_Inventory.SFXWeapon_HandCannon BurstRounds 0
Set SFXGameContent_Inventory.SFXWeapon_SMG BurstRounds 0
Text file # 2- Semi Fire.txt
Semi Fire
Set SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun BurstRounds 2
Set SFXGameContentDLC_Pistol.SFXWeapon_LaserPistol BurstRounds 2
Set SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle BurstRounds 2
Set SFXGameContentDLC_HEN_MT.SFXWeapon_TacticalMachinePistol BurstRounds 2
Set SFXGameContent_Inventory.SFXWeapon_HeavyPistol BurstRounds 2
Set SFXGameContent_Inventory.SFXWeapon_HandCannon BurstRounds 2
Set SFXGameContent_Inventory.SFXWeapon_SMG BurstRounds 2
Text File #3- Burst Fire.txt
Burst Fire
Set SFXGameContentDLC_MCR_02.SFXWeapon_GethShotgun BurstRounds 3
Set SFXGameContentDLC_Pistol.SFXWeapon_LaserPistol BurstRounds 3
Set SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle BurstRounds 3
Set SFXGameContentDLC_HEN_MT.SFXWeapon_TacticalMachinePistol BurstRounds 3
Set SFXGameContent_Inventory.SFXWeapon_HeavyPistol BurstRounds 3
Set SFXGameContent_Inventory.SFXWeapon_HandCannon BurstRounds 3
Set SFXGameContent_Inventory.SFXWeapon_SMG BurstRounds 3
For bindings:
Bindings=( Name="NumPadSeven", Command="execFull Auto.txt" )
Bindings=( Name="NumPadEight", Command="exec Semi Fire.txt" )
Bindings=( Name="NumPadNine", Command="exec Burst Fire.txt" )
#1665
Posté 21 septembre 2011 - 07:12
Did you try replacing the PC version of the Startup_DEU.pcc with the 360's version?parasven wrote...
phoenixofthunder wrote...
parasven wrote...
is it possible to mod in the powerwheel from the 360? when you use the modded c.ini for 360 controller support the powerwheel doesnt show up because its simply not present in the coresponding .pcc.
Do you mean to have the power wheel design from the 360 implimented into the PC version?
yes thats what im talking about its annoying to have controller support but not being able to actually see the weapons and powers on the wheelive extracted Startup_DEU.pcc from 360 and pc the pc version doesnt have the powerwheel textures from the 360 version
#1666
Posté 21 septembre 2011 - 07:52
#1667
Posté 22 septembre 2011 - 05:56
I am affraid that is beyond my console skills which are very limited due to a promise I made at 12 to myself to never use a console again (I know it seems stupid but I keep my promises). I am truely sorry that I can't be of more assistance.
Here is the link to XBox modding section.
Modifié par phoenixofthunder, 22 septembre 2011 - 05:58 .
#1668
Posté 22 septembre 2011 - 10:24
#1669
Posté 22 septembre 2011 - 10:30
phoenixofthunder wrote...
Ok keep us updated.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.
Good news.
I retested my edit with a character I am absolutely certain is new and not NG+, and I got the "big weapon" / "new weapon skill" event on the Collector vessel.
To recap, the edit involved taking the "notregularweapongui" tag off the end of the Widow, the Revenant, and the Claymore lines in the loadout section of coalesced.ini, and the three "playerspecial weapon" lines completely out from the bottom of that section.
This allows any teammate to use any of the weapons special weapons as if they were normal.
It allows Shep to use any of the weapons if he has the appropriate skill, if you have them.
An additional edit is needed to get more than one of them on the same Shep.
#1670
Posté 25 septembre 2011 - 09:13
Killjoy Cutter wrote...
Good news.
I retested my edit with a character I am absolutely certain is new and not NG+, and I got the "big weapon" / "new weapon skill" event on the Collector vessel.
To recap, the edit involved taking the "notregularweapongui" tag off the end of the Widow, the Revenant, and the Claymore lines in the loadout section of coalesced.ini, and the three "playerspecial weapon" lines completely out from the bottom of that section.
This allows any teammate to use any of the weapons special weapons as if they were normal.
It allows Shep to use any of the weapons if he has the appropriate skill, if you have them.
An additional edit is needed to get more than one of them on the same Shep.
This being the addition of the weapon type to your character's weapon loadout...
This is good news indeed. No more true false true irritation then for alot of people- myself included. Good find Killjoy Cutter:wizard:.
Modifié par phoenixofthunder, 25 septembre 2011 - 09:14 .
#1671
Posté 25 septembre 2011 - 09:14
SFXGameModeBase & SFXGameModeDefault coalesced.ini sections.Stephen226 wrote...
it didn't work, is there somewhere i should place the bindings, i am using f8 as an add any power for tech armor, and adrenaline rush, i placed the bindings for the firemode in the same place as the add power bindings, if you have any advice pm me please
Also your text files are loacated in ME2's BINARIES folder?
#1672
Posté 25 septembre 2011 - 09:56
edit: can you email me the text files.
Modifié par Stephen226, 25 septembre 2011 - 09:58 .
#1673
Posté 25 septembre 2011 - 11:30
Stephen226 wrote...
at phoenix yes i did, and it still doesn't work
edit: can you email me the text files.
I can but don't know the method to employ to do so......
#1674
Posté 26 septembre 2011 - 06:27
phoenixofthunder wrote...
Killjoy Cutter wrote...
Good news.
I retested my edit with a character I am absolutely certain is new and not NG+, and I got the "big weapon" / "new weapon skill" event on the Collector vessel.
To recap, the edit involved taking the "notregularweapongui" tag off the end of the Widow, the Revenant, and the Claymore lines in the loadout section of coalesced.ini, and the three "playerspecial weapon" lines completely out from the bottom of that section.
This allows any teammate to use any of the weapons special weapons as if they were normal.
It allows Shep to use any of the weapons if he has the appropriate skill, if you have them.
An additional edit is needed to get more than one of them on the same Shep.
This being the addition of the weapon type to your character's weapon loadout...
This is good news indeed. No more true false true irritation then for alot of people- myself included. Good find Killjoy Cutter:wizard:.
Actually, you still only get access to the Widow, the Revy, or the Claymore, when you make your choice at the Collector Ship. In order to use more than one, even if Shep has the skill, you have edit in a keybinding that adds those weapons to Shep's inventory (seperate from their automatic availability as normal weapons for the squadies).
#1675
Posté 27 septembre 2011 - 08:13





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