ME2 - Modding is Possible III (PC Only)
#1701
Guest_Inge Shepard_*
Posté 10 octobre 2011 - 06:41
Guest_Inge Shepard_*
Inge
#1702
Guest_Inge Shepard_*
Posté 10 octobre 2011 - 08:10
Guest_Inge Shepard_*
#1703
Posté 14 octobre 2011 - 04:30
#1704
Posté 14 octobre 2011 - 01:19
I don't think it is possible with Liara since she was designed for the Shadow Broker DLC:LOTSB only and not to be used for the whole game (though we can get around that hurdle now).
#1705
Posté 14 octobre 2011 - 06:31
#1706
Posté 15 octobre 2011 - 12:49
#1707
Posté 15 octobre 2011 - 06:04
I tried several methods. First I used this mod (http://social.biowar...t/3451/#details) along with the mod manager, it didn't work so...
I tried using the Coalesced Editor using instructions from: http://social.biowar...index/889432/28
and
http://www.gametouri...sual-wear.html.
Also didn't work. By didn't work, I mean it would appear that I have more casual outfit than usual (what I wanted) but when I try to select them, my femshep is still in the last vanilla casual outfit she was wearing. For example: there's five more extra outfits in the wardrobe. Problem is that I can only select the first four. The rest just looks like whatever vanilla outfit she was wearing at the time. When I went to the wardrobe to select outfits again, it actually jumps back the the first outfit but she still wears the same outfit in-game.
I suspect it might just be my computer's overzealous security measure but maybe not. Any help is appreciated. Sorry if I ask a stupid question but like I said, I'm new to this. Also if my description is confusing, I will try to put up some screenshots. Thanks, guys!
#1708
Posté 15 octobre 2011 - 07:02
Modifié par phoenixofthunder, 15 octobre 2011 - 07:06 .
#1709
Posté 15 octobre 2011 - 03:19
Here's the full link directly to the post phoenixofthunder is reffering:
Wear other squadmates' clothing/armor
Modifié par RGFrog, 15 octobre 2011 - 03:19 .
#1710
Posté 17 octobre 2011 - 12:06
Modifié par thewarden500, 17 octobre 2011 - 12:25 .
#1711
Posté 18 octobre 2011 - 05:57

Now following this I tried suggested methods such as deleting the headmorph, trying it as a fullbody appearance and have unfortunatly gotten no closer to my goal, any help is appreaciated
Also another problem occuring from this is the fact that I cannot change Shepards head while on the Normandy any help on that is appreciated as well.
*P.S it's only Liaras Head model that has this issue.
Modifié par DCopeland, 18 octobre 2011 - 06:00 .
#1712
Posté 18 octobre 2011 - 07:13
#1713
Posté 18 octobre 2011 - 08:21
#1714
Posté 19 octobre 2011 - 03:13
Has anyone managed to figure out how to get tech armor to stay on during cutscenes via .ini?
#1715
Posté 20 octobre 2011 - 06:51
DCopeland wrote...
In order for that I need a non default Head mesh, so in turn it makes the entire process frustrating long, not to mention that the Liara head mesh is still unable to be viewed as a casual outfit without making the head itself a Fullbody appearance which then in turn only shows the head itself.
Ok so let me understand: You want Liara's Armor with your shepard or here whole existance as your shepard? That is to be used on a default Shepard?
Also you tried the toggle for casual outside the ship?
Modifié par phoenixofthunder, 20 octobre 2011 - 06:52 .
#1716
Posté 20 octobre 2011 - 06:55
MACharlie1 wrote...
Sorry to detract from the current discussion but just a quick question before I start another Sentinel run and figured if anyone knows this it'd be you (and I don't want to create threads...):
Has anyone managed to figure out how to get tech armor to stay on during cutscenes via .ini?
I don't believe so. I think everyone I have heard from wants that armor to disappear at certain points not vice versa. Nevertheless it is a good idea, now if only someone could actually manage to do so that would be awesome.
Modifié par phoenixofthunder, 20 octobre 2011 - 06:56 .
#1717
Guest_Inge Shepard_*
Posté 20 octobre 2011 - 07:26
Guest_Inge Shepard_*
#1718
Posté 23 octobre 2011 - 04:27
Im hoping you can help me with a bit of modding in ME2. I have added the ability for sheppard to crouch but that was just by using a pre-edited .ini i found. Easy enough....
What I really want to do now is sepperate the "Shared_Actions" used by the spacebar.
I want to use middle mouse button as the "action" button
one random key as the "storm" button
one random key as the "use cover" / "vault" button
I dont want sheppard to use cover when holding sprint. it is annoying the heck outta me.
The action button is the only one where I want to use a specific button (middle Mouse), the other two dont really matter becasue im binding them to my gamepad anyway.
i can see the Spacebar shared_action in the Coalesced.ini but are the setting for what that shared action includes contained in the same file or are they elsewhere?
if you could give me a few pointers or point me to some material that might help me out it would be greatly appretiated.
Thanks for your time
Phil
#1719
Posté 23 octobre 2011 - 11:11
Or to use as the actual fire of the gun or weapon?
As for the other two it may be possible to use the same key but have the game ignore cover if "storming":
[SFXGame.BioPlayerController]
m_bEnableStormToCover=true
I can make no guarantee though.
#1720
Posté 23 octobre 2011 - 11:36
Modifié par phoenixofthunder, 24 octobre 2011 - 12:21 .
#1721
Posté 24 octobre 2011 - 03:11
[SFXGame.BioPlayerController]
m_bEnableStormToCover=false
Does in-fact remove the functionality of storming into cover. But now I cant use cover at all obviously. So is it possible to bind "use cover" to another key?
I did it for crouch so I'm assuming yes but I have no idea what I wold even put
The code i used for crouch was:
[SFXGame.SFXGameModeDefault]
Bindings= ( Name="g", Command="set SFXPawn_Player bWantsToCrouch true | OnRelease set SFXPawn_Player bWantsToCrouch false" )
Thanks for the help, appreciate it a lot!
#1722
Posté 24 octobre 2011 - 05:25
Are you refering to the point at which you stop storming and are near cover you can tap the key and enter cover anyway? If so then I understand what you mean.
Besides the already mentioned method; here is the only option I can give at current for storming and crouching to be split:
[SFXGame.SFXGameModeDefault]
Bindings= ( Name="g", Command="set SFXPawn_Player bWantsToCover true | OnRelease set SFXPawn_Player bWantsToCover false" )
[SFXGame.SFXGameModeDefault]
Bindings= ( Name="g", Command="set SFXPawn_Player bWantsToStorm true | OnRelease set SFXPawn_Player bWantsToStorm false" )
And for conversation all I can advise is to change the bindings under the following section:
[SFXGame.SFXGameModeConversation]
...
Modifié par phoenixofthunder, 24 octobre 2011 - 05:28 .
#1723
Posté 29 octobre 2011 - 06:11
Inge Shepard wrote...
Phoenix and RGFrog, I guess you both are ready to start a new thread when ME3 is released? It need to be someone with time and interest for modding. And I can't recommend someone better than you for that responsibility.
You humble me sir.
My reasoning for this is that though I don't remember where I saw it but I believe it was stated by someone from Bioware that ME2 modifications would need to be recreated for ME3.
Which at least tells me that it will possible to mod the game beyond what is capable in the game.
Modifié par phoenixofthunder, 30 octobre 2011 - 04:51 .
#1724
Guest_Inge Shepard_*
Posté 31 octobre 2011 - 09:04
Guest_Inge Shepard_*
phoenixofthunder wrote...
Inge Shepard wrote...
Phoenix and RGFrog, I guess you both are ready to start a new thread when ME3 is released? It need to be someone with time and interest for modding. And I can't recommend someone better than you for that responsibility.
You humble me sir.I will honor that very statement should a modding community develop for ME3. Though It will probably be more or less updates of current mods or at least probably conversions instead of new modding.
My reasoning for this is that though I don't remember where I saw it but I believe it was stated by someone from Bioware that ME2 modifications would need to be recreated for ME3.
Which at least tells me that it will possible to mod the game beyond what is capable in the game.
No worries! If there is a way, will we find it..
I may just buy the game for modding, maybe..
#1725
Posté 31 octobre 2011 - 10:36
Inge Shepard wrote...
phoenixofthunder wrote...
Inge Shepard wrote...
Phoenix and RGFrog, I guess you both are ready to start a new thread when ME3 is released? It need to be someone with time and interest for modding. And I can't recommend someone better than you for that responsibility.
You humble me sir.I will honor that very statement should a modding community develop for ME3. Though It will probably be more or less updates of current mods or at least probably conversions instead of new modding.
My reasoning for this is that though I don't remember where I saw it but I believe it was stated by someone from Bioware that ME2 modifications would need to be recreated for ME3.
Which at least tells me that it will possible to mod the game beyond what is capable in the game.
No worries! If there is a way, will we find it..
I may just buy the game for modding, maybe..
I have no doubts that if there is a way that it will surely be found.
I may indeed do the exact same thing.





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