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ME2 - Modding is Possible III (PC Only)


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#1901
chance52

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phoenixofthunder wrote...

chance52 wrote...

Is there a way to change what music audio files play in the captains cabin? Or at the Shadow Broker's ship? I don't know why techno is so popular in the future! haha


Directly? I do not believe so. At least not without figuring out a way to edit the AFC files. You could always nullify the ingame music if it is driving you up a wall and run your own in a media player in the background like Winamp. 

The music seems to me trying to bring the atmosphere of a big science fiction epic which is unfortunately sterotyped with electronic music (which I have no distain for- it works at least in the Mass Effect universe)

Also I noticed after listing to most of the music in Shepards' Cabin that the majority actually falls under three different categories in the field of electroinc music: Ambient, Drum & Bass and Progressive Trance.

Techno has a BPM (beats per minute) of about 110; while the others have a constant higher range:
Ambient-   115-125 BPM
Drum & Bass-   125-135 BPM
Progressive Trance-   130-145 BMP

Most of those songs get way beyond 110 when I use the creative wave studio and extract them and play them back in my media player and look at the BPM's that I am getting.


Thank you for your continuing help!  It's not so much that it is driving me up the wall, just that I thought it might be fun to hear music with lyrics in the game. But in science fiction it often seems like in the future 'vocalist' is no longer a profession. That and I think "Crazy Train" would work quite well blasting out of Shepard's radio! :lol:

As for my progress on the mini nuke I've only managed to alter the rate of fire after the initial shot, which doesn't help since it's mostly a 1-hit kill shot so being able to quickly fire 20 more rounds after the first charge doesn't make sense. I've tried dozens of ways and even looked at in other weapons with a load time BIOWeapon.ini files.  Nothing to suggest that initial delay can be altered through a single added line. I even tried completely swapping out an assault riffles info for the nuke in the hopes of being able to work backwards. (All that got me was a massively underpowered explosion that still had the initial load time. )  Many other attempts and internet searches later still the load time exists.  Unless one of the games developers shows up to say "you just need to add the line 'ChargeDelay=000'" I think further guessing will be fruitless. But maybe I will revisit this when I have more time and who knows? Maybe I will get lucky.

Also I haven't seen this in any search but I was wondering if visual effects can be swapped? For example instead of the barrier's subtle purple glow visuals you could see the 'biotic flames' when using that power. The flames that you would normally see in cut-scenes and during Samara's recruitment mission when you stand in the drug clouds.

#1902
phoenixofthunder

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chance52 wrote...

phoenixofthunder wrote...

chance52 wrote...

Is there a way to change what music audio files play in the captains cabin? Or at the Shadow Broker's ship? I don't know why techno is so popular in the future! haha


Directly? I do not believe so. At least not without figuring out a way to edit the AFC files. You could always nullify the ingame music if it is driving you up a wall and run your own in a media player in the background like Winamp. 

The music seems to me trying to bring the atmosphere of a big science fiction epic which is unfortunately sterotyped with electronic music (which I have no distain for- it works at least in the Mass Effect universe)

Also I noticed after listing to most of the music in Shepards' Cabin that the majority actually falls under three different categories in the field of electroinc music: Ambient, Drum & Bass and Progressive Trance.

Techno has a BPM (beats per minute) of about 110; while the others have a constant higher range:
Ambient-   115-125 BPM
Drum & Bass-   125-135 BPM
Progressive Trance-   130-145 BMP

Most of those songs get way beyond 110 when I use the creative wave studio and extract them and play them back in my media player and look at the BPM's that I am getting.


Thank you for your continuing help!  It's not so much that it is driving me up the wall, just that I thought it might be fun to hear music with lyrics in the game. But in science fiction it often seems like in the future 'vocalist' is no longer a profession. That and I think "Crazy Train" would work quite well blasting out of Shepard's radio! :lol:

As for my progress on the mini nuke I've only managed to alter the rate of fire after the initial shot, which doesn't help since it's mostly a 1-hit kill shot so being able to quickly fire 20 more rounds after the first charge doesn't make sense. I've tried dozens of ways and even looked at in other weapons with a load time BIOWeapon.ini files.  Nothing to suggest that initial delay can be altered through a single added line. I even tried completely swapping out an assault riffles info for the nuke in the hopes of being able to work backwards. (All that got me was a massively underpowered explosion that still had the initial load time. )  Many other attempts and internet searches later still the load time exists.  Unless one of the games developers shows up to say "you just need to add the line 'ChargeDelay=000'" I think further guessing will be fruitless. But maybe I will revisit this when I have more time and who knows? Maybe I will get lucky.

Also I haven't seen this in any search but I was wondering if visual effects can be swapped? For example instead of the barrier's subtle purple glow visuals you could see the 'biotic flames' when using that power. The flames that you would normally see in cut-scenes and during Samara's recruitment mission when you stand in the drug clouds.


Indeed.
I have disabled the ingame music (except for the galaxy music.... yep I am one of those.....:ph34r:) in favor of the method above in which I listen to music by Tiff Lacey as I play. The track "Don't be afraid" by Michael Badal that features her on the vocals seems to fit extremely well with the whole Mass Effect Universe in relation to Shepard.

The nuke may just be hard wired for the charge up, you could try PMing Epic Legion and see if he could add it to the PCC Patcher  (see the nuked saves link in my sig) but besides that I do not think that it may be a possiblity. I don't think that with the barrier is a possibility without the assistance of a Texmod modification but I know of none of those that do this except for one that does it to the engineers' armor I believe.

Modifié par phoenixofthunder, 11 février 2012 - 09:50 .


#1903
phoenixofthunder

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Dorryn wrote...

phoenixofthunder wrote...

Weird just stepped into the twilight zone. Just to confirm you are installing the DLC with the internet disabled?

Yes.


Is it possible to uninstall stream and leave ME2 installed or will doing the prior also do the latter?:huh::blink::unsure::?

#1904
chance52

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phoenixofthunder wrote...

Indeed.
I have disabled the ingame music (except for the galaxy music.... yep I am one of those.....:ph34r:) in favor of the method above in which I listen to music by Tiff Lacey as I play. The track "Don't be afraid" by Michael Badal that features her on the vocals seems to fit extremely well with the whole Mass Effect Universe in relation to Shepard.

The nuke may just be hard wired for the charge up, you could try PMing Epic Legion and see if he could add it to the PCC Patcher  (see the nuked saves link in my sig) but besides that I do not think that it may be a possiblity. I don't think that with the barrier is a possibility without the assistance of a Texmod modification but I know of none of those that do this except for one that does it to the engineers' armor I believe.


I'll send Epic a message, but the link in your sig has a www.http.com// at the start which prevents the page from loading. I just deleted it to get to the thread but I figured I'd let you know.

I've tried texmodding effects like that before and I have found it largely won't even pull those files. Things like the electric shock for mechs or Samara's biotic ball when she is meditating in the Normandy for example wouldn't even save.  I could see it in the file search but never succeed in pulling them with the rest of the files.  I have seen that mod you mentioned though with the tech armor and wondered how that was pulled but since I never play as an engineer I just figured that some visual effects could be pulled and others couldn't, I know I've been able to pull fire before but never got around to trying any changes with that.  But I don't think I've ever attempted to pull the biotic flames or the barrier in Texmod so I'll replay that level and see if I can.

----------------------------------------------------------UPDATE--------------------------------------------------

OK, the files for the biotic flames and the barrier are all pull-able in TexMod.  That's the good news.

The bad news is the Barrier files are 8 times smaller than the flames so there is a significant drop off in terms of sharpness and quality when I just swap the images with each other.  The other bad news is the Barrier's aura only lasts for about half a second after being cast so you are still left with only a suit tight layer for the duration of the spell.

But after the swap it is no longer the subtle purple haze so at the very least it does fix my major issue with the spell and the effect does stand out better.

Modding the game has really extended it's re-playability, I hope ME3 is a little more modder friendly than ME2.  I guess we will find out soon enough! I'm sure people will try to start modding the demo, at least they did briefly with the DA2 demo to see if it was possible.

Modifié par chance52, 12 février 2012 - 12:57 .


#1905
phoenixofthunder

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Thanks for the info.
Updated my sig. Should work now.
Let me know if it works.
I am off to finish 13 playthroughs of ME2 to get ready for ME3....

#1906
chance52

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phoenixofthunder wrote...

Thanks for the info.
Updated my sig. Should work now.
Let me know if it works.
I am off to finish 13 playthroughs of ME2 to get ready for ME3....


Ha! you just beat me, I updated my post right after your reply. Your sig link works fine now!

I have 1 of 4 different games ready for ME3 and the second will be done in a few hours. I would have done more but I figured I'd wait to see if the flags even import correctly and by the time I get a couple plays in hopefully there will be another Gibbed Save Generator that will fix any problems.  DA2 had import issues for about 4 months so the Gibbed Editors are great for correcting things like that.

#1907
pyr0m

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@phoenixofthunder

I've modded all of the weapons so that I can have the hybrid heat+clips system instead of just clips. Unfortunately, when copying over the Collector and Cerberus DLC files using your guide, I somehow broke something so that I can still see/equip the armor, but I can't see the item names or stats.

In place of the item names I see "$351309" for the Collector armor and "$351274" for the Cerberus armor; in both cases I see a blank box for the item stats.

Any thoughts on what I did wrong?

I also managed to completely disable the Kasumi DLC somehow. Thankfully a reinstall fixed that, and the Locust doesn't actually include the bInfiniteAmmo=false flag.

EDIT: The Collector/Cerberus weapons also have no name/info.  The Incisor/Arc Projector do have both info fields, though, and I did the exact same processes for all the DLC...

Modifié par pyr0m, 12 février 2012 - 03:01 .


#1908
Cynder2011

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Is there a way to add class powers from one class to another....for example...adding the Soldiers Adrenaline Rush power to the Infiltrator, while still keeping the cloak ability or replacing The Infiltrator's Incinerate ability with Concussive Shot?

Edit: I think I may have found a way, but its just a little confusing: http://social.biowar...6/index/2992808 and it seems to be a temporary addition, meaning that you would have to add the power whenever you do a mission.

and Also, Is it possible to adjust the cooldown times for individual powers?

Modifié par Cynder2011, 12 février 2012 - 08:11 .


#1909
Dorryn

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phoenixofthunder wrote...

Dorryn wrote...

phoenixofthunder wrote...

Weird just stepped into the twilight zone. Just to confirm you are installing the DLC with the internet disabled?

Yes.


Is it possible to uninstall stream and leave ME2 installed or will doing the prior also do the latter?:huh::blink::unsure::?

No I don't think so. I did try something similar to what you advised on ME1 though.

- Uninstall the game, kept the saves
- Reinstall it
- Try to launch a save before installing any update, got an error message saying BdtS was missing
- Install BdtS
- Launch save, worked this time
- Went to check on Tali : bug was still there.

So it doesn't look like it's patch-related. I just hope with all my heart that the bug won't be in ME3.

#1910
phoenixofthunder

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Dorryn wrote...

phoenixofthunder wrote...

Dorryn wrote...

phoenixofthunder wrote...

Weird just stepped into the twilight zone. Just to confirm you are installing the DLC with the internet disabled?

Yes.


Is it possible to uninstall stream and leave ME2 installed or will doing the prior also do the latter?:huh::blink::unsure::?

No I don't think so. I did try something similar to what you advised on ME1 though.

- Uninstall the game, kept the saves
- Reinstall it
- Try to launch a save before installing any update, got an error message saying BdtS was missing
- Install BdtS
- Launch save, worked this time
- Went to check on Tali : bug was still there.

So it doesn't look like it's patch-related. I just hope with all my heart that the bug won't be in ME3.


That issue is because the save you tried to load had the information about the Bring Down The Sky DLC already in it yet the game could not find that DLC. 

This is because the save stores information of what certain dlc are installed if you save after installing the DLC. You would need to load a save that you had saved before the initial install of the DLC.  

The only thing left that I can even offer is to try running in a window at different resolutions and taking a look at the distortion at each resolution and see how much more or less it is than in full screen and by how much. After which streching the game window till it disappears.... besides that...... all that I could or would even dare suggest would be a complete system wipe and to start completely over. :sick::pinched::sick::crying:

#1911
phoenixofthunder

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Cynder2011 wrote...

Is there a way to add class powers from one class to another....for example...adding the Soldiers Adrenaline Rush power to the Infiltrator, while still keeping the cloak ability or replacing The Infiltrator's Incinerate ability with Concussive Shot?

Edit: I think I may have found a way, but its just a little confusing: http://social.biowar...6/index/2992808 and it seems to be a temporary addition, meaning that you would have to add the power whenever you do a mission.

and Also, Is it possible to adjust the cooldown times for individual powers?



Do to the load procedure of the PCC files every load wipes your power editation. So they must be then reimplimented. 

As to your second question see the link in my sig concerning the nuking of the 50 saves limit since the program also eliminates the global power cooldown.

#1912
phoenixofthunder

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pyr0m wrote...

@phoenixofthunder

I've modded all of the weapons so that I can have the hybrid heat+clips system instead of just clips. Unfortunately, when copying over the Collector and Cerberus DLC files using your guide, I somehow broke something so that I can still see/equip the armor, but I can't see the item names or stats.

In place of the item names I see "$351309" for the Collector armor and "$351274" for the Cerberus armor; in both cases I see a blank box for the item stats.

Any thoughts on what I did wrong?

I also managed to completely disable the Kasumi DLC somehow. Thankfully a reinstall fixed that, and the Locust doesn't actually include the bInfiniteAmmo=false flag.

EDIT: The Collector/Cerberus weapons also have no name/info.  The Incisor/Arc Projector do have both info fields, though, and I did the exact same processes for all the DLC...


For the Locust that will need to be added to its information. As to the missing info lines see the quote below:

Inge Shepard wrote...
This is a overview of how you can edit your DLC Guns.
You don't need to do any changes for BIOEngine.ini file.
Hope I don't have to explain that you do make a backup of your files.
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


That should fix the missing information data.

Modifié par phoenixofthunder, 12 février 2012 - 07:06 .


#1913
phoenixofthunder

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chance52 wrote...

phoenixofthunder wrote...

Thanks for the info.
Updated my sig. Should work now.
Let me know if it works.
I am off to finish 13 playthroughs of ME2 to get ready for ME3....


Ha! you just beat me, I updated my post right after your reply. Your sig link works fine now!

I have 1 of 4 different games ready for ME3 and the second will be done in a few hours. I would have done more but I figured I'd wait to see if the flags even import correctly and by the time I get a couple plays in hopefully there will be another Gibbed Save Generator that will fix any problems.  DA2 had import issues for about 4 months so the Gibbed Editors are great for correcting things like that.

Image IPB

I agree. BSTS (Better safe than sorry.)  
I am about to do a ME1-ME2 playthrough (that against my very being will be unedited:crying: just to be safe for ME3.

#1914
Cynder2011

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phoenixofthunder wrote...

Cynder2011 wrote...

Is there a way to add class powers from one class to another....for example...adding the Soldiers Adrenaline Rush power to the Infiltrator, while still keeping the cloak ability or replacing The Infiltrator's Incinerate ability with Concussive Shot?

Edit: I think I may have found a way, but its just a little confusing: http://social.biowar...6/index/2992808 and it seems to be a temporary addition, meaning that you would have to add the power whenever you do a mission.

and Also, Is it possible to adjust the cooldown times for individual powers?



Do to the load procedure of the PCC files every load wipes your power editation. So they must be then reimplimented. 

As to your second question see the link in my sig concerning the nuking of the 50 saves limit since the program also eliminates the global power cooldown.


Alright, Thanks for the help.

#1915
Dorryn

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phoenixofthunder wrote...

The only thing left that I can even offer is to try running in a window at different resolutions and taking a look at the distortion at each resolution and see how much more or less it is than in full screen and by how much.

I did that already, the distortion is the same regardless of the resolution.

After which streching the game window till it disappears.... besides that...... all that I could or would even dare suggest would be a complete system wipe and to start completely over. :sick::pinched::sick::crying:

Over my dead body. Besides, like I said this issue is happening on my brand new computer, straight out of the box. This is pretty much the same as if I had done a system wipe on my old PC don't you think?m

The most irritating thing is that barely a few people have this issue, which Bioware isn't likely to ever investigate it, which mean I'll probably never have any solution.

#1916
pyr0m

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phoenixofthunder wrote...

pyr0m wrote...
*snip*


For the Locust that will need to be added to its information. As to the missing info lines see the quote below:

Inge Shepard wrote...
This is a overview of how you can edit your DLC Guns.
You don't need to do any changes for BIOEngine.ini file.
Hope I don't have to explain that you do make a backup of your files.
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


That should fix the missing information data.


After removing the lines copied over from BIOEngine.ini, I can no longer access the Cer/Col weapons at all.  Trying to switch to the armor shows me my current armor, minus colors, and minus my hair and head+hair respectively.  Needless to say, I'm rather lost on that end.

What I meant about the Locust was that it has infinite ammo if the *default* bInfiniteAmmo=true is set--it does not include a bInfiniteAmmo=false override in BIOWeapon.ini.  Looking at it again, though, the Cerberus Shotgun also has that; I'll try removing all of the Cerberus references and see if that fixes that at least before I tackle the Collector stuff.

#1917
Lurkily

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 Having an issue.  I'm sort of new to ME2 modding, so I'm using the tools available instead of ripping out wires with my bare hands.  Right now I'm using the RCW mod manager, but no keybinds seem to be effective.  Any keybinds that I attempt to add seem to be effective.  I've thrown three or four pre-made mods in there - Something by MATAX(?) with a bunch of cheatbinds, one from a set of mods called VLM to unlock weapons, RCW's screenshot binds, (packaged with the mod manager,) but they all seem to be 100% ineffective.

The content of one of these *.me2mod files is as follows:

###FILE:BIOGame.ini[SFXGame.SFXGameModeDefault]+Bindings=( Name="Multiply", Command="setintbyname Wpn_AssaultRifle2 1 | setintbyname Wpn_AutoPistol2 1 | setintbyname Wpn_GethPulseRifle 1 | setintbyname Wpn_HeavyPistol2 1 | setintbyname Wpn_Shotgun2 1 | setintbyname Wpn_SniperRifle2 1 | setintbyname Wpn_CryoBlaster 1 | setintbyname Wpn_GrenadeLauncher 1 | setintbyname Wpn_NukeLauncher 1 | setintbyname Wpn_ParticleBeam 1 | setintbyname Wpn_Flamethrower 1 | setintbyname Wpn_MissileLauncher 1" )+Bindings=( Name="Add", Command="setintbyname Wpn_SuperAssaultRifle 2 | setintbyname Wpn_SuperSniperRifle 2 | setintbyname Wpn_SuperShotgun 2" )

#1918
phoenixofthunder

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Dorryn wrote...

phoenixofthunder wrote...

The only thing left that I can even offer is to try running in a window at different resolutions and taking a look at the distortion at each resolution and see how much more or less it is than in full screen and by how much.

I did that already, the distortion is the same regardless of the resolution.

After which streching the game window till it disappears.... besides that...... all that I could or would even dare suggest would be a complete system wipe and to start completely over. :sick::pinched::sick::crying:

Over my dead body. Besides, like I said this issue is happening on my brand new computer, straight out of the box. This is pretty much the same as if I had done a system wipe on my old PC don't you think?m

The most irritating thing is that barely a few people have this issue, which Bioware isn't likely to ever investigate it, which mean I'll probably never have any solution.


One other thought going back to what you said some time back. Have you tried the onboard graphics of your motherboard and the same distortion applies?:huh:

#1919
phoenixofthunder

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pyr0m wrote...

phoenixofthunder wrote...

pyr0m wrote...
*snip*


For the Locust that will need to be added to its information. As to the missing info lines see the quote below:

Inge Shepard wrote...
This is a overview of how you can edit your DLC Guns.
You don't need to do any changes for BIOEngine.ini file.
Hope I don't have to explain that you do make a backup of your files.
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


That should fix the missing information data.


After removing the lines copied over from BIOEngine.ini, I can no longer access the Cer/Col weapons at all.  Trying to switch to the armor shows me my current armor, minus colors, and minus my hair and head+hair respectively.  Needless to say, I'm rather lost on that end.

What I meant about the Locust was that it has infinite ammo if the *default* bInfiniteAmmo=true is set--it does not include a bInfiniteAmmo=false override in BIOWeapon.ini.  Looking at it again, though, the Cerberus Shotgun also has that; I'll try removing all of the Cerberus references and see if that fixes that at least before I tackle the Collector stuff.


Make sure to rename the BIOWeapon.ini in the DLC folder to BIOWeapon.org.ini and then place the info from the file in the C.ini section directly after the: [SFXGameContent_Inventory.SFXWeapon_AssaultRifle] section and be sure to copy it as is and not seperate the weapon data and hit reactions or it will not work.

#1920
phoenixofthunder

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Lurkily wrote...

 Having an issue.  I'm sort of new to ME2 modding, so I'm using the tools available instead of ripping out wires with my bare hands.  Right now I'm using the RCW mod manager, but no keybinds seem to be effective.  Any keybinds that I attempt to add seem to be effective.  I've thrown three or four pre-made mods in there - Something by MATAX(?) with a bunch of cheatbinds, one from a set of mods called VLM to unlock weapons, RCW's screenshot binds, (packaged with the mod manager,) but they all seem to be 100% ineffective.

The content of one of these *.me2mod files is as follows:

###FILE:BIOGame.ini[SFXGame.SFXGameModeDefault]+Bindings=( Name="Multiply", Command="setintbyname Wpn_AssaultRifle2 1 | setintbyname Wpn_AutoPistol2 1 | setintbyname Wpn_GethPulseRifle 1 | setintbyname Wpn_HeavyPistol2 1 | setintbyname Wpn_Shotgun2 1 | setintbyname Wpn_SniperRifle2 1 | setintbyname Wpn_CryoBlaster 1 | setintbyname Wpn_GrenadeLauncher 1 | setintbyname Wpn_NukeLauncher 1 | setintbyname Wpn_ParticleBeam 1 | setintbyname Wpn_Flamethrower 1 | setintbyname Wpn_MissileLauncher 1" )

+Bindings=( Name="Add", Command="setintbyname Wpn_SuperAssaultRifle 2 | setintbyname Wpn_SuperSniperRifle 2 | setintbyname Wpn_SuperShotgun 2" )


I am not sure I understand you said that any bindings you add are effective and yet are not effective:huh:. I am a little confused. But if the latter indicating that they are not working is true make sure that none of the bindings of the mods are in conflict or overlaping.

#1921
Dorryn

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phoenixofthunder wrote...

Dorryn wrote...

phoenixofthunder wrote...

The only thing left that I can even offer is to try running in a window at different resolutions and taking a look at the distortion at each resolution and see how much more or less it is than in full screen and by how much.

I did that already, the distortion is the same regardless of the resolution.

After which streching the game window till it disappears.... besides that...... all that I could or would even dare suggest would be a complete system wipe and to start completely over. :sick::pinched::sick::crying:

Over my dead body. Besides, like I said this issue is happening on my brand new computer, straight out of the box. This is pretty much the same as if I had done a system wipe on my old PC don't you think?m

The most irritating thing is that barely a few people have this issue, which Bioware isn't likely to ever investigate it, which mean I'll probably never have any solution.


One other thought going back to what you said some time back. Have you tried the onboard graphics of your motherboard and the same distortion applies?:huh:

I don't think my motherboard has an onboard graphic adapter, I'll have to check it out.

#1922
Lurkily

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phoenixofthunder wrote...

Lurkily wrote...

 Having an issue.  I'm sort of new to ME2 modding, so I'm using the tools available instead of ripping out wires with my bare hands.  Right now I'm using the RCW mod manager, but no keybinds seem to be effective.  Any keybinds that I attempt to add seem to be effective.  I've thrown three or four pre-made mods in there - Something by MATAX(?) with a bunch of cheatbinds, one from a set of mods called VLM to unlock weapons, RCW's screenshot binds, (packaged with the mod manager,) but they all seem to be 100% ineffective.

The content of one of these *.me2mod files is as follows:

###FILE:BIOGame.ini[SFXGame.SFXGameModeDefault]+Bindings=( Name="Multiply", Command="setintbyname Wpn_AssaultRifle2 1 | setintbyname Wpn_AutoPistol2 1 | setintbyname Wpn_GethPulseRifle 1 | setintbyname Wpn_HeavyPistol2 1 | setintbyname Wpn_Shotgun2 1 | setintbyname Wpn_SniperRifle2 1 | setintbyname Wpn_CryoBlaster 1 | setintbyname Wpn_GrenadeLauncher 1 | setintbyname Wpn_NukeLauncher 1 | setintbyname Wpn_ParticleBeam 1 | setintbyname Wpn_Flamethrower 1 | setintbyname Wpn_MissileLauncher 1" )

+Bindings=( Name="Add", Command="setintbyname Wpn_SuperAssaultRifle 2 | setintbyname Wpn_SuperSniperRifle 2 | setintbyname Wpn_SuperShotgun 2" )


I am not sure I understand you said that any bindings you add are effective and yet are not effective:huh:. I am a little confused. But if the latter indicating that they are not working is true make sure that none of the bindings of the mods are in conflict or overlaping.

My mistake.  I intended that to read "Are not effective" and "ineffective".  Nothing works, basically.

I've pulled in some pre-made mod files and used them with the mod manager -- some of these files have multiple versions, so I have to assume any gross errors would have been caught in early versions, and that they work for SOMEBODY.  Just not for me, apparently.

EDIT: Let me clarify that this only seems to apply to keybinds.  Other mods apply fine, including those I've made myself.  (Strudelman's outfits, my own personal tweaks, (Longer power cooldowns due to no longer being a shared cooldown, 1/3rd ammo, since I personally feel ammo is too plentiful,) various tweaks like removing load movies and increasing graphics settings.

Modifié par Lurkily, 13 février 2012 - 08:29 .


#1923
phoenixofthunder

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Lurkily wrote...
My mistake.  I intended that to read "Are not effective" and "ineffective".  Nothing works, basically.

I've pulled in some pre-made mod files and used them with the mod manager -- some of these files have multiple versions, so I have to assume any gross errors would have been caught in early versions, and that they work for SOMEBODY.  Just not for me, apparently.

EDIT: Let me clarify that this only seems to apply to keybinds.  Other mods apply fine, including those I've made myself.  (Strudelman's outfits, my own personal tweaks, (Longer power cooldowns due to no longer being a shared cooldown, 1/3rd ammo, since I personally feel ammo is too plentiful,) various tweaks like removing load movies and increasing graphics settings.



This still sounds like a KB conflict. Do any of your own edits have keybindings?

Also it should be noted that both of those programs were never completed and were left in a beta state so bugs and glitches may be noticed. 

Worst case scenario: send me your C.ini and I will look it over.

#1924
minormiracle

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Going off topic here, but the ME3 demo seems to have changed the easy to edit Coalseced.ini to the compressed Coalseced.bin. Color me disappointed.

#1925
RGFrog

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Hopefully this is just for the demo.

Modifié par RGFrog, 15 février 2012 - 10:39 .