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ME2 - Modding is Possible III (PC Only)


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#1776
phoenixofthunder

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Arty The Poopie wrote...

Is there any way to add the fancy suit from the Kasumi DLC to the armor category? Also, is it possible to have the shoulders slot empty?


Are you using the Coalesced Editor beta program or the Notepad2 method + the FIXER?
Do you mean the loyality or non loyal outfit of Kasumi?
Either way both of your questions are indeed possible.

#1777
ItsFreakinJesus

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For some reason, I can't get the Liara Shadow Broker or Aria outfits to show up in my locker, either as casual outfits or as armor. I've used the codes from this thread, but I can't get them to appear. As a matter of fact, I can't even get them to work via the mod manager (not that I want to since I can't use texmod at the same time).

Does anyone have a working ini file with those pieces in them?

edit: I got Liara to show up as casual wear, but not as armor and Aria is still absent.  With Liara, I added an extra character on accident, and removed it.  No such mistake anywhere else.

Also, is there a database of mods and tweaks for ME2 like there is for DA2?  Things would be a lot easier if there was a one-stop repository for all of this stuff so the thread could be used for troubleshooting and new stuff instead of having people like me ask the same three questions 95 times.

Modifié par ItsFreakinJesus, 12 décembre 2011 - 04:25 .


#1778
phoenixofthunder

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You would need to use the casual toggle to be able to use Liara's armor on and off the Normandy. The toggle also usually fixes sound issues that some people have had. 

As to the outfit for Shepard using Aria as a template it can be affected by other mods that are in use. So if I may ask what other mods you are currently using?

Also as to a database of mods it is pretty much all located in my signature and on post one of page one of MIP3. You could also take a look at this thread on a Mass Effect fan-site.

Modifié par phoenixofthunder, 12 décembre 2011 - 06:40 .


#1779
ItsFreakinJesus

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I got the toggle to work, but only for on the Normandy.  The previous way I had it before I fixed it either had nothing register or caused the game to crash.  I used the Liara stuff from page 24, along with this:

Bindings=( Name="rightshift", Command="Onlyloadlevel BioH_Liara_00" )


I placed it in gamemodebase and gamemodedefault.

I assume I missed a step somewhere.

As for Aria, the only other things I did were change class loadouts to enable the ARs for all classes, and some full auto tweaks to the Vindicator. Everything else is just some texmod stuff that shows up fine.

Thanks for the links.

#1780
phoenixofthunder

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Hope the links are of assistance.

As to the other issues you are having: Did you add the armor locker code that was in the post with the squadmate codes to both gamemode sections?

Also are you using a default or custom Shepard and do you have TIM eyes enabled?

Modifié par phoenixofthunder, 12 décembre 2011 - 07:42 .


#1781
ItsFreakinJesus

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Are you talking about the text highlighted in green? If so, I don't think I added that.

I tested things on all of my female Shepard saves, some of which had custom hair and TIM eyes.


edit: I'm beginning to think it'd be easier to use an ini file from someone who has Liara/Aria armor/casual wear working and then readd all of the stuff that I did manage to get workinh, or at least copy/paste their SFXGame.SFXPawn_Player section.


edit 2: Okay, I managed to get both Aria and Liara outfits to boot up with the keybinds.  However, on the file I tested these on (vanilla custom Shepard with no appearance mods) in the beginning of the game (prior to the Freedoms Progress mission), the game glitches when wearing either Liara or Aria's outfit on the shuttle, making Shepard invisible.

Once the mission loads, Shepard is still invisible and is well beyond the loaded arena (looking down at the colony).  Eventually, this will lead to a crash.  Also, should Shepard die wearing these outfits, the above issue crops back up upon reloading.  Is there any way around this?

edit 3: Weapons end up invisible on occassion, also. 

edit 4:  Solved both of those issues by quickly changing into another set of armor and switching back.  So now, the only issue that needs to be addressed is the altered voices on the outfits that make it sound like I'm wearing a helmet when I'm not.

Modifié par ItsFreakinJesus, 14 décembre 2011 - 06:41 .


#1782
phoenixofthunder

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E2]
The reason it doesn't hardly work before or during F.P. is that the game has as of yet to load those PCC's for the first time. Don't mean to stray but when your Shepard sifted out into space it is rather likely that Shepard shifted to Aria's or Liara's position in the real in-game world. Trying to load the PCC via the binding negates this but it still takes time.

E3]
This comes I believe about due to using casual wear outside the Normandy.

E4] Have you tried using:
MDL",bHasBreather=True,bHideHead=True,bHideHair=True),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)

#1783
ItsFreakinJesus

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Do I add that string to a separate string or to the Aria/Liara strings?

#1784
phoenixofthunder

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Here is an example using Liara:

Body Appearence:
CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=
(Male="BIOG_ASA_ARM_LIAa_R.LGTa.ASA_ARM_LGTa_MDL",
Female="BIOG_ASA_ARM_LIAa_R.LGTa.ASA_ARM_LGTa_MDL",bHasBreather=True,bHideHead=True,
bHideHair=True),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1) 


TorsoAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=
(Male="BIOG_ASA_ARM_LIAa_R.LGTa.ASA_ARM_LGTa_MDL",
Female="BIOG_ASA_ARM_LIAa_R.LGTa.ASA_ARM_LGTa_MDL",bHasBreather=True,bHideHead=True,
bHideHair=True),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)

Modifié par phoenixofthunder, 14 décembre 2011 - 03:35 .


#1785
ItsFreakinJesus

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I followed your example and added the lines to what I was using, and I still have the helmet vocals.  These are the scripts I'm using (without the stuff added):


Liara:
CasualAppearances=(Id=2007,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_ARM_LIAa_R.LGTa.ASA_ARM_LGTa_MDL"),PlotFlag=-1)

FullBodyAppearances=(Id=3008,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_ARM_LIAa_R.LGTa.ASA_ARM_LGTa_MDL"bHasBreather=False),GameEffects=("SFXGame.SFX,GameEffect_Gear_Visor","SFXGame.SFX,GameEffect_Gear_PowerBelt","SFXGame.SFX,GameEffect_Gear_StrengthBoostPads","SFXGame.SFX,GameEffect_Gear_HeavyDampingGauntlets","SFXGame.SFX,GameEffect_Gear_StimulatorConduits",),PlotFlag=-1)


Aria:

FullBodyAppearances=(Id=2010,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL",Female="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL"),PlotFlag=-1)

#1786
Captain_Obvious_au

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Hi all,

Just wondering - is it possible to delay the trigger of the 'Arrival' DLC message until, say, after the suicide mission rather than straight after Horizon?

#1787
Guest_Inge Shepard_*

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Captain_Obvious_au wrote...

Hi all,

Just wondering - is it possible to delay the trigger of the 'Arrival' DLC message until, say, after the suicide mission rather than straight after Horizon?


Agree, will look into this.

#1788
phoenixofthunder

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ItsFreakinJesus wrote...

I followed your example and added the lines to what I was using, and I still have the helmet vocals.  These are the scripts I'm using (without the stuff added):


Liara:
CasualAppearances=(Id=2007,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_ARM_LIAa_R.LGTa.ASA_ARM_LGTa_MDL"),PlotFlag=-1)

FullBodyAppearances=(Id=3008,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_ARM_LIAa_R.LGTa.ASA_ARM_LGTa_MDL"bHasBreather=False),
GameEffects=("SFXGame.SFX,GameEffect_Gear_Visor",
"SFXGame.SFX,GameEffect_Gear_PowerBelt",
"SFXGame.SFX,GameEffect_Gear_StrengthBoostPads",
"SFXGame.SFX,GameEffect_Gear_HeavyDampingGauntlets",
"SFXGame.SFX,GameEffect_Gear_StimulatorConduits",),PlotFlag=-1)


Aria:

FullBodyAppearances=(Id=2010,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL",
Female="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL"),PlotFlag=-1)


You could try these:
Liara:
CasualAppearances=(Id=2007,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_ARM_LIAa_R.LGTa.ASA_ARM_LGTa_MDL",bHasBreather=True,bHideHead=True,
bHideHair=True),GameEffects=("SFXGame.SFX,GameEffect_Gear_Visor",
"SFXGame.SFX,GameEffect_Gear_PowerBelt",
"SFXGame.SFX,GameEffect_Gear_StrengthBoostPads",
"SFXGame.SFX,GameEffect_Gear_HeavyDampingGauntlets",
"SFXGame.SFX,GameEffect_Gear_StimulatorConduits"),PlotFlag=-1)

FullBodyAppearances=(Id=3008,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_ARM_LIAa_R.LGTa.ASA_ARM_LGTa_MDL",bHasBreather=True,bHideHead=True,
bHideHair=True),GameEffects=("SFXGame.SFX,GameEffect_Gear_Visor",
"SFXGame.SFX,GameEffect_Gear_PowerBelt",
"SFXGame.SFX,GameEffect_Gear_StrengthBoostPads",
"SFXGame.SFX,GameEffect_Gear_HeavyDampingGauntlets",
"SFXGame.SFX,GameEffect_Gear_StimulatorConduits"),PlotFlag=-1)


Aria:

FullBodyAppearances=(Id=2010,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL",
Female="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL",bHasBreather=True,bHideHead=True,
bHideHair=True),PlotFlag=-1)

#1789
phoenixofthunder

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Inge Shepard wrote...

Captain_Obvious_au wrote...

Hi all,

Just wondering - is it possible to delay the trigger of the 'Arrival' DLC message until, say, after the suicide mission rather than straight after Horizon?


Agree, will look into this.

Off Topic:
Till about Jan 20th I may be even more sporadic on these forums; SW:TOR has gripped my attention. But that aside lets stay on topic.

On Topic:
I don't know if this will work but in the Save Game editor try selecting "Miranda in alternate appearance".

I used this to unlock the galaxy and then recruited the four starting members.
Proceded to do horizion (triggers automatically if all four of  the 1st 4 are recruited) and I have as of yet to see the Arrival message.

Although made me concerned that it was not installed till I checked the Mass Effect 2 DLC directory to make sure it was there. 

Modifié par phoenixofthunder, 19 décembre 2011 - 01:48 .


#1790
Dr Taco

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I have been reading these modding threads for over a year and generally everything I apply works correctly, but recently I have been having some trouble with class weapons and I was hoping someone could help me out.

I have my class weapons modded for different class loadouts via a custom coalesced.ini I use. It's the simple addition of the weapon type codes to the [SFXGame.SFXPlayerSquadLoadoutData] section. Taking the Infiltrator class as an example:

PlayerLoadoutInfo=(className=SFXPawn_PlayerInfiltrator,Weaponclasses=(LoadoutWeapons_HeavyPistols,LoadoutWeapons_AssualtRifles,LoadoutWeapons_SniperRifles,
LoadoutWeapons_HeavyWeapons))


I have removed Submachine Guns from the class and replaced them with Assault Rifles as you can see above, however once I began a game using the Infiltrator class, I do indeed have an Assault Rifle in place of a submachine gun, but I do not appear to have access to Sniper Rifles or Heavy Weapons anymore. I only have two choices in the Armory to choose from, Assault Rifles and Heavy Pistols.

I have my weapons and DLC weapons modded to have different properties but I do not think that is the issue, I've had them modded for a while without any problems. I think I messed something up with the loadouts, if anyone has any ideas and might know a fix I'd appreciate it.

Modifié par Dr Taco, 22 décembre 2011 - 08:58 .


#1791
phoenixofthunder

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You could try this:
PlayerLoadoutInfo=(className=SFXPawn_PlayerInfiltrator,
Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_HeavyPistols,
LoadoutWeapons_SniperRifles,LoadoutWeapons_HeavyWeapons))

or

PlayerLoadoutInfo=(className=SFXPawn_PlayerInfiltrator,
Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles,
LoadoutWeapons_HeavyPistols,LoadoutWeapons_HeavyWeapons))

Sometimes it depends on the order of the weapons in the loadout.....

Modifié par phoenixofthunder, 22 décembre 2011 - 09:57 .


#1792
Captain_Obvious_au

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You spelled Assault Rifles wrong, maybe that's the problem.

#1793
Dr Taco

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Captain_Obvious_au wrote...

You spelled Assault Rifles wrong, maybe that's the problem.


Your name only makes the painful realization of my error that much worse.

#1794
Captain_Obvious_au

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lol :D. Did it help at all?

#1795
wolf99000

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Hi guys I am just starting modding on the pc version and I am trying to add mirandas black outfit and the alliance dress uniform and the black outfit on the left in this pic

http://image.all4all...rdwallpaper.jpg

I have been using something called mass effect2 ini mod manager but I keep getting this unhandled exception error after I try and add them plus when it asks for a folder in the mass effect program files not sure I giving it the right one hope someone can help me out here

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.UnauthorizedAccessException: Access to the path is denied.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.__Error.WinIOError()
   at System.IO.File.Move(String sourceFileName, String destFileName)
   at ModManager.ModManagerForm.ApplyAndSave(String filename, Boolean showMsgBox)
   at ModManager.ModManagerForm.autoApplyAndLaunchToolStripMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.MenuStrip.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4216 (VistaSP2GDR.050727-4200)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
RCW ME2 ModManager
    Assembly Version: 0.2.0.1
    Win32 Version: 0.2.0.1
    CodeBase: file:///C:/Users/Kate/Desktop/New%20Folder/New%20Folder/RCW%20ME2%20ModManager.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4214 (VistaSP2GDR.050727-4200)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4215 (VistaSP2GDR.050727-4200)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Modifié par wolf99000, 31 décembre 2011 - 09:41 .


#1796
phoenixofthunder

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I surmise that you are also using the ME2 Coalesced Editor as well as the INI Editor. Or are you just using the latter?

Also do you have a 32 or 64 bit operating system?

Modifié par phoenixofthunder, 01 janvier 2012 - 05:07 .


#1797
Guest_Inge Shepard_*

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Phoenix of Thunder
Ready for making ME3 - Modding is Possible ?

Inge

#1798
wolf99000

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phoenixofthunder wrote...

I surmise that you are also using the ME2 Coalesced Editor as well as the INI Editor. Or are you just using the latter?

Also do you have a 32 or 64 bit operating system?


I only used RCW ME2 ModManager and 32 bit operating system

#1799
phoenixofthunder

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Inge Shepard wrote...

Phoenix of Thunder
Ready for making ME3 - Modding is Possible ?

Inge


If it is possible sure.;)

#1800
phoenixofthunder

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wolf99000 wrote...

phoenixofthunder wrote...

I surmise that you are also using the ME2 Coalesced Editor as well as the INI Editor. Or are you just using the latter?

Also do you have a 32 or 64 bit operating system?


I only used RCW ME2 ModManager and 32 bit operating system


That could be the issue.
Did you check my videos on how to do this?