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ME2 - Modding is Possible III (PC Only)


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#1676
phoenixofthunder

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Killjoy Cutter wrote...
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). 

My mistake.

nightshadowzx wrote...

does anyone know how to play as garrus if so id like to know how :D

See my post near the bottom of page 24 of MIP3.

#1677
Stephen226

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still cant switch fire modes, help please

#1678
phoenixofthunder

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Stephen226 wrote...

still cant switch fire modes, help please


Stephen226 wrote...

at phoenix yes i did, and it still doesn't work

edit: can you email me the text files.


phoenixofthunder wrote...
I can but don't know the method to employ to do so......


Modifié par phoenixofthunder, 28 septembre 2011 - 02:09 .


#1679
Guest_Inge Shepard_*

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Stephen226 wrote...

still cant switch fire modes, help please


Go to my project left-over and download my files.

Inge

#1680
Killjoy Cutter

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phoenixofthunder wrote...

Killjoy Cutter wrote...
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). 

My mistake.


Well, there was a lot of back and forth about figuring that out, so no worries. 

I think the link to the needed keybinding actually was suggested by you. 

#1681
phoenixofthunder

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Inge Shepard wrote...

Stephen226 wrote...

still cant switch fire modes, help please


Go to my project left-over and download my files.

Inge

The link is directing to each persons' own project page.

Killjoy Cutter wrote...

phoenixofthunder wrote...

Killjoy Cutter wrote...
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). 

My mistake.


Well, there was a lot of back and forth about figuring that out, so no worries. 

I think the link to the needed keybinding actually was suggested by you. 


Glad I could be of help.
Enjoy railroading enemies......:bandit:;)=]

#1682
Killjoy Cutter

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(Not to start a debate, but of the three, I personally only find the Widow useful anyway.)

#1683
Patchwork

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I'm having problems using Gibbs to switch Shepard's eyes to TIM's.

I type the codes in to textures and load the save but Shepard's eyes don't change. When I check Gibbs the SPEC line has become blank.

By the by is there anything I can tweak so biotic powers are more effective?

Modifié par Ser Bard, 30 septembre 2011 - 09:07 .


#1684
Stephen226

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just a way out there question, can someone reskin the collector armor to look like a nano suit, they are very similar in design?

#1685
phoenixofthunder

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Killjoy Cutter wrote...

(Not to start a debate, but of the three, I personally only find the Widow useful anyway.)

Ditto though I like to use the Revnant as well....;)

Ser Bard wrote...

I'm having problems using Gibbs to switch Shepard's eyes to TIM's.

I type the codes in to textures and load the save but Shepard's eyes don't change. When I check Gibbs the SPEC line has become blank.

By the by is there anything I can tweak so biotic powers are more effective?

For the TIM eyes which method are you using to achieve it?
For powers what are you looking forward in having? 

Stephen226 wrote...

just a way out there question, can someone reskin the collector armor to look like a nano suit, they are very similar in design?

Have you checked the texture modders group?

Modifié par phoenixofthunder, 01 octobre 2011 - 10:19 .


#1686
Patchwork

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This one-
# Open save in Save Editor.
# Change to Raw tab.
# Expand Squad > Player > Appearance > Morph Head > Texture Parameters.
# Open the Texture Parameters list.
# Add two new entries as follows:
Name: EYE_Diff
Value:BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff
Name: EYE_Spec
Value:BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec

Maybe it doesn't work with the updated Gibbs?

#1687
phoenixofthunder

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Ser Bard wrote...

This one-
# Open save in Save Editor.
# Change to Raw tab.
# Expand Squad > Player > Appearance > Morph Head > Texture Parameters.
# Open the Texture Parameters list.
# Add two new entries as follows:
Name: EYE_Diff
Value:BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff
Name: EYE_Spec
Value:BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec

Maybe it doesn't work with the updated Gibbs?

I can confirm that it does work with the modified gibbed build 7 save editor.
That is only part of the procedure. Try this tutorial.

Modifié par phoenixofthunder, 01 octobre 2011 - 06:00 .


#1688
Aisynia

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wonder if anyone can help me. I had my hard drive wiped a while back and while my save games were backed up, my coalesced was not. My only real change was adding in Jedore's little headset in as head armor that I could wear on missions. I'm scouring multiple mods trying to figure this out, but I just cannot find this model name any longer. Can anyone here help me out? It would be really appreciated.

#1689
phoenixofthunder

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Aisynia wrote...

wonder if anyone can help me. I had my hard drive wiped a while back and while my save games were backed up, my coalesced was not. My only real change was adding in Jedore's little headset in as head armor that I could wear on missions. I'm scouring multiple mods trying to figure this out, but I just cannot find this model name any longer. Can anyone here help me out? It would be really appreciated.


I believe that the following is the code for that headset:

ShoulderAppearances=(Id=(insert your # here),Type=CustomizableType_Shoulders,Mesh=(Male="BIOG_HMM_HIR_PRO_R.Moto.HMM_HAT_MTR_MDL",
Female="BIOG_HMF_HIR_PRO.Moto.HMF_HAT_MTR_MDL"),PlotFlag=-1)

Modifié par phoenixofthunder, 02 octobre 2011 - 05:26 .


#1690
RGFrog

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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


It doesn't work for every weapon. Some weapons also need other settings changed.

Also, each set of burstrounds commands must be in a different txt file. If you put them all in one then only the last setting gets used as all exec commands in a single text file are executed with the keystroke.

#1691
BobT36

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Hmm I've been trying to edit the Firepower pack DLC weapons (Phalanx pistol, Geth Shotgun, Mattock assault rifle), in accordance with the post here. However I've had no joy. Basically I didn't get an error or anything, but the changes were not taken into account.

Basically I followed the post, opening coalesced.ini and the DLC's BioWeapon, BioGame and BIOEngine files in Notepad ++, then copying each of the lines of code from the 3 DLC files into the respective sections in coalesced.ini. (Removing +'s, comments and whitespace). I then opened and rebuilt the ini using Iron Spine's ME2CoalescedEditor. (I can see the DLC weapon sections in there, and the settings I wanted are correct). 

However the only 3 lines I didn't copy because I couldn't find anywhere for them to go are:

[SFXGame.BioGlobalVariableTable]
TimedPlotUnlocks=(PlotBool=6873,UnlockDay=0)
TimedPlotUnlocks=(PlotBool=6875,UnlockDay=0)
TimedPlotUnlocks=(PlotBool=6872,UnlockDay=0)

Those 3 were from the DLC's BioGame.ini, are they significant?

Basically all I'm trying to do is increase the ammo counts a tad, and  give the Phalanx unlimited ammo. These settings worked perfectly for me with the normal (stock) weapons (unlimited pistol ammo, slightly increased ammo on the other weps), but porting the code for the DLC weapons to coalesced.ini  with my custom settings in doesn't seem to have any effect whatsoever, the ammo counts and usage is still the default.

Here's an example of my changes, (I put infinite ammo on the phalanx, and just edited the magsize / spare ammo for the other 2 weps in the pack:

bInfiniteAmmo=true
MagSize=(X=8,Y=8)
MaxSpareAmmo=(X=48,Y=48)


Are the settings in Coalesced.ini being overridden by the ones in the DLC folder maybe? (Which would make this pointless) as I didn't edit the DLC files themselves whatsoever, as I've heard there's version checks.

Can anyone help? I can provide a copy of my Coalesced.ini if necessary. :) 

Modifié par BobT36, 03 octobre 2011 - 11:16 .


#1692
phoenixofthunder

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@BobT36 wrote...

There is a fix for that issue with the Firepower pack:
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

The [SFXGame.BioGlobalVariableTable] section goes between the:
[SFXGame.BioWorldInfo]& [SFXGame.SFXPlayerSquadLoadoutData]
Section.

Modifié par phoenixofthunder, 03 octobre 2011 - 11:30 .


#1693
phoenixofthunder

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BobT36 wrote...
....Snip......
To hijack just a tad, has anyone found a way to remove skills (as asked), or even better, have it so the proper "minimap" radar is displayed (that shows your squadmates, as seen from the Command HUD), rather than that daft ObjectiveMap that only flashes up for a second?

BobT36 wrote...
I've managed to get the ObjectiveRadarDisplay to stay on by setting up a bind that just says:
Bindings=( Name="L", Command="OnTap 0.3 TurnObjectiveRadarDisplayOn")

But still that's the crappy version, and I haveto then hide it again to see the "Proper" minimap in the Command HUD (as the daft one covers it up). Anyone know how to enhance this? The dumbed-down UI is REALLY annoying me with not being able to see health bars and the proper minimap, two very basic and important UI functions, grr.


Oh I'm missing my old "SuperSpeed" button from ME1 too heh, I assume there would be a way to edit it into ME2 with changing the runspeed on button push / release? If the command isn't already in there.

Ditto. Plus good find with the Radar.

For super speed try:
Bindings=( Name="Q", Command="OnTap 0.3 SloMo 1.8 | SloMo 1.0 ")

Modifié par phoenixofthunder, 23 octobre 2011 - 11:38 .


#1694
goofyomnivore

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Could anyone direct me on how to mod myself to where my Shepard can wear the N7 suit from the opening Normandy blowing up scene? I think it looks much better than the in game N7 armor.

#1695
phoenixofthunder

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strive wrote...

Could anyone direct me on how to mod myself to where my Shepard can wear the N7 suit from the opening Normandy blowing up scene? I think it looks much better than the in game N7 armor.


No promises:
ME1 MEDIUM N7 ARMOR:
FullBodyAppearances=(Id=13,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDb.HMM_ARM_MEDb_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_MED_R.MEDb.HMM_ARM_MEDb_MAT_1a",
Female="BIOG_HMF_ARM_MED_R.MEDb.HMF_ARM_MEDa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDb.HMF_ARM_MEDb_MAT_1a"),PlotFlag=-1)


ME1 Heavy N7 ARMOR:
FullBodyAppearances=(Id=14,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MAT_1a"),PlotFlag=-1)
Female="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MAT_1a"),PlotFlag=-1)

#1696
BobT36

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phoenixofthunder wrote...

@BobT36 wrote...

There is a fix for that issue with the Firepower pack:
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

The [SFXGame.BioGlobalVariableTable] section goes between the:
[SFXGame.BioWorldInfo]& [SFXGame.SFXPlayerSquadLoadoutData]
Section.


Ooh thankyou sir.
I had no idea it was different for just the firepower pack heh. Thanks for the superspeed too. :)

Last question: Giving squadmates both Heavy Pistols and AutoPistols in their weapon loadouts, why can I only select the Autopistol for them? It shows up fine in the weapon config screen, but when I open the command UI and click on the weapon graphic, it only switches between other guns, and the Autopistol, and never lets them use the Heavy.

Basically I tried to give Both Heavy and Autopistols to Miranda, as well as the Assault rifle.



HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_AutoPistols,LoadoutWeapons_HeavyPistols,LoadoutWeapons_AssaultRifles))

The Assault rifle and Autopistol work fine, I can tell her to select and use those, but the Heavy Pistol is never cycled when clicking in the command HUD, (rearranging the order doesn't seem to make a difference either. Now if I take out the Autopistol, the Heavy Pistol is selectable again and they use it. Very strange.

Modifié par BobT36, 05 octobre 2011 - 10:39 .


#1697
phoenixofthunder

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@BobT36
That trick was found out during the initial modding of Firepower Pack DLC modding I believe. The trick worked so well that it was implimented for ALL DLC and thus it became a mainstay of the DLC modding method instead of moving the DLC files.

The game only reads two weapon codes for squadmates and if you have two different types of pistols it will default to first one in the list.

In order to get both pistol types you would probably have to do this:
HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_AutoPistols,LoadoutWeapons_HeavyPistols))

Modifié par phoenixofthunder, 06 octobre 2011 - 01:02 .


#1698
boxian

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How would I use the save game editor or something else in order to essentially create a new class from a fresh save so that I could use certain abilities already in game?

I saw one thread that made it sound like I'd have to reload a txt file after every load screen or something? That's not really what I want. I want to play the game with Powers of my choosing.

I think that I'd like Adrenaline Rush, Tech Armor, Flashbang Grenade, Geth Shield Boost, Unity, and Cryo Ammo as a minimum (but if I could also add some more class specific stuff (Tech Mastery and Assault Mastery) I would be okay with that. I just figure that the maximum number is 6).

Thanks

#1699
BobT36

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Ahh right thanks Phoenix. Yeah I've just tested this. It seems she always defaulted to Assault / Autopistol if I kept all 3 in, regardless of what order they were in though. Both work fine if I ONLY have those two as you put there.

Bit crap you can only have 2 weapons per character tbh as it limits the amount of configurations you can do, I was going to have Zaeed be my heavy weapons guy with grenade launcher, assault, heavy pistol and shotgun, Garrus keep his old weapon loadout with sniper, assault and pistol, and so on, but will just haveto limit them to two now.
Bit silly when you can see that they actually have the weapons equipped, you just can't tell them to use it, grr.


Also I'm wondering if it would be possible to edit in the old Normandy theme? (The one that plays when you're walking round the ship). The new one just feels so...empty heh. The new one doesn't seem to have any music at all so there shouldn't be an overlap, but I've no idea how to tell it to play a track just in a certain area, while keeping all the ambience and sound effects, hmm.


boxian wrote...

How would I use the save game editor or something else in order to essentially create a new class from a fresh save so that I could use certain abilities already in game?

I saw one thread that made it sound like I'd have to reload a txt file after every load screen or something? That's not really what I want. I want to play the game with Powers of my choosing.

I think that I'd like Adrenaline Rush, Tech Armor, Flashbang Grenade, Geth Shield Boost, Unity, and Cryo Ammo as a minimum (but if I could also add some more class specific stuff (Tech Mastery and Assault Mastery) I would be okay with that. I just figure that the maximum number is 6).

Thanks


Its not that much of an issue, once you've set it all up you just haveto remember to hit a button that's all, and it will instantly give you the skill and put it in your hotbar. I was going to modify it to give me more skills but just settled for Throw. I'm not sure if you can REMOVE skills though and its advised you don't add too many since you only have so much UI space, so I'd keep the ones you know to a minimum unless someone replies different. (I currently only add two at a time).

http://social.biowar...index/2992808/1

There's the instructions I followed, and it works pretty well. My post is at the end of page 2 that lists what I put into the textfile to give myself the AOE Rank 4 of Throw, and also Concussive Shot with a press of a button. You can add other skills to that textfile (and comment them out with //) and swap / change them for different missions, which is actually an advantage of having to press the button to reload the file each mission.

Modifié par BobT36, 09 octobre 2011 - 09:12 .


#1700
RGFrog

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boxian wrote...

How would I use the save game editor or something else in order to essentially create a new class from a fresh save so that I could use certain abilities already in game?

I saw one thread that made it sound like I'd have to reload a txt file after every load screen or something? That's not really what I want. I want to play the game with Powers of my choosing.

I think that I'd like Adrenaline Rush, Tech Armor, Flashbang Grenade, Geth Shield Boost, Unity, and Cryo Ammo as a minimum (but if I could also add some more class specific stuff (Tech Mastery and Assault Mastery) I would be okay with that. I just figure that the maximum number is 6).

Thanks


You can't change the base powers of any class. You can only add powers. The easiest way to do that is via a key bind that executes a .txt file. The text file can be edited, changed, added to, etc. while in game.

Some additional powers will stay with your Shep until you change his bonus powers or redistribute points. Some will have to be added every time.