ME2 - Modding is Possible III (PC Only)
#2176
Posté 29 août 2012 - 08:43
I'm trying to add it to one of my bindings but I can't find it :/
#2177
Guest_MrSomeone_*
Posté 30 août 2012 - 01:15
Guest_MrSomeone_*
I tried using this line: "Bloom_Scale=-1.0" but it does not have effect. D:
#2178
Posté 30 août 2012 - 07:31
Glad I could help.
@NASHtheVAMPYRE
I would check the Citadel PCC's
Example: BioD_CitAsL.PCC
@MrSomeone
Try setting these to the below:
[SystemSettings]
Bloom=False
QualityBloom=False
Modifié par phoenixofthunder, 30 août 2012 - 07:34 .
#2179
Guest_MrSomeone_*
Posté 30 août 2012 - 08:16
Guest_MrSomeone_*
The line "Bloom_Scale=0.2" do have effect, but with the number I used it was not notable. Now I changed to -10.0 and the bloom is much less visible.
And thank you for the effort, phoenix.
Modifié par MrSomeone, 30 août 2012 - 08:17 .
#2180
Posté 30 août 2012 - 08:47
#2181
Posté 31 août 2012 - 01:36
Glad I could assist getting you going in the right direction.
@NASHtheVAMPYRE
Those contain Thane's information so it could be a possibility.
#2182
Posté 04 octobre 2012 - 02:06
I decided to compile all the footage I've recorded recently using the tweaks and mods from this forum and came up with this:
It's a trailer for Fleet and Flotilla...
Hope you enjoy. And a big thank you to PhoenixOfThunder and Jessica1995 for their advice.
Cheers guys.
#2183
Posté 06 octobre 2012 - 12:19
Houzi77 wrote...
Hi guys. Haven't posted here for a looong time.
I decided to compile all the footage I've recorded recently using the tweaks and mods from this forum and came up with this:
It's a trailer for Fleet and Flotilla...
Hope you enjoy. And a big thank you to PhoenixOfThunder and Jessica1995 for their advice.
Cheers guys.
F*ck man that is truly impressive, sheesh I want to see the movie
Seriously very nice job
#2184
Posté 13 octobre 2012 - 10:27
Thank you. It was fun to do.ddraigcoch123 wrote...
Houzi77 wrote...
Hi guys. Haven't posted here for a looong time.
I decided to compile all the footage I've recorded recently using the tweaks and mods from this forum and came up with this:
It's a trailer for Fleet and Flotilla...
Hope you enjoy. And a big thank you to PhoenixOfThunder and Jessica1995 for their advice.
Cheers guys.
F*ck man that is truly impressive, sheesh I want to see the movie
Seriously very nice job
#2185
Posté 15 octobre 2012 - 07:26
I have customised the Mattock from the Weapon Pack the way phoenixofthunder described it in the ME2 - Modding is Possible II (Page 45). Works perfectly well, but there is one thing I must have done wrong and I cant figure out what.
I can change everything I need and use the weapon normaly, but there is no weapon description text|name in the menus. This includes the weapon locker menues where I change weapons for my squad and in the HUD.
I guess I have missed a line or two in the C.file. Doubble checked the instruction and it seems fine for me. I'm sorry for I have not read the whole 88pages of this ME2 - Modding is Possible III yet - I needed an hour to get through ME2 - Modding is Possible I & II and will read the post later.
Could somebody give me an advice for what I might have done wrong?
#2186
Posté 26 octobre 2012 - 12:38
I was wondering if anyone here knows how to go to a mission with all the squadmates? I have used one of the mods from here to bring Liara Along as a squadmate. In fact now I play with three squadmates. In this case I only add the line >> Bindings=(Name="NumPadOne", Command="StreamLevelIn BioH_Liara_00" ) and keep everything else unchanged. In this way although I can’t give Liara any command during combat or change her weapon loadout, at least she’s there and fighting like the other squadmates. But I can assign her talent points in this method.
So I was wondering, if for example I am playing with Garrus, Tali and Liara, could I be able to bring along other squadmates I’ve already recruited by using a binding command? So I started with Miranda. I’ve added >> Bindings=(Name="NumPadNine", Command="StreamLevelIn BioH_Vixen_00" ) but it didn’t work. So I’ve changed the BioH_Vixen_00 part with BioH_Vixen_01 and later with BioH_Vixen_02 but neither is working!! I’ve tried this with all the other squadmates, even Wilson but it just doesn’t seem to work!! So what am I doing wrong? Please help!
Also has anyone here tried to play Arrival with squadmates?
Modifié par n.a.z.i.a, 26 octobre 2012 - 12:46 .
#2187
Posté 02 novembre 2012 - 10:51
This is normal with the method on pg 45. There has been an update that does not seem to get noticed that should fix that issue.
The link and the last line is the important information:
http://social.biowar...832/87#13663493
@n.a.z.i.a
I think that the game may be hardcoded to not let anymore than three squadmates on the same map at the same time. I tried to add more than three via the Save Editor and the game just goes black and freezes.
The only option that may possibly work to override this (going out on a limb here) but is to try and write the binding for all squadmates as a single binding....
IE:>>
Bindings=(Name="NumPadOne", Command="StreamLevelIn BioH_Liara_00 | StreamLevelIn BioH_Vixen_00 | StreamLevelIn BioH_Vixen_00 | BioH_Garrus_00 | BioH_Grunt_00 | BioH_convict_00 | BioH_Leading_00 | BioH_Geth_00 | BioH_Professor_00 | BioH_Mystic_00 | BioH_Tali_00 | BioH_Assassin_00 | BioD_Nor_231Morinth")
Also to note that the two numbers at the end of each squadmate name are usually in relation to their outfit:
00=Normal
01=Loyalty
Though sometimes it may randomly give the other.
#2188
Posté 02 novembre 2012 - 08:52
Thank You phoenixofthunder.
#2189
Posté 26 novembre 2012 - 10:10
#2190
Posté 02 décembre 2012 - 03:57
#2191
Posté 23 décembre 2012 - 05:50
#2192
Posté 30 décembre 2012 - 06:30
#2193
Posté 12 février 2013 - 12:24
phoenixofthunder wrote...
It is possible to mod the cooldown to be seperated instead of being shared.
Do I understand you correctly, that it is possible to get rid of the global cooldown and instead have individual ones for every power? Last time I checked, that was considered impossible ..
A search didn't get me any answers, so would you be so kind and point me toward the post(s) that explain(s) the correct procedure?
Another question:
When I last played ME2, I enabled shield regeneration for the AI for some time; IIRC, it worked pretty well on Insanity, except for Atlases that became a real pain (I think there were some more enemy types that also became almost impossible to beat, but I can't quite remember).
Is there any way to exclude certain types of AI-controlled enemies from shield-regen?
And a final question:
Did anyone experiment with a shorter global cooldown for the squad (if possible) + AI-shield-regen + more AI-weapon-power (if possible) to add even more action to the game?
A fine balance is quite likely difficult to achieve but it might be fun to try it out. And if someone has already figured it out (if it is possible to do so), I'd love to hear how you did it and what worked well or not at all ..
#2194
Posté 13 février 2013 - 04:30
Also asking here since i can't find a thread referring to these changes.
Cheers!
#2195
Posté 18 février 2013 - 09:57
I must retract my previous statement on this- for IT IS indeed possible.n.a.z.i.a wrote...
Hello, everyone! From the first modding thread to this one you people have come up with quite a lot of amazing mods. I've tried out almost all of them.
I was wondering if anyone here knows how to go to a mission with all the squadmates?
***Snip***
Also has anyone here tried to play Arrival with squadmates?
It however takes a two part procedure:
1.Add this under [SFXGame.SFXGameModeBase]
Bindings=( Name="Q", Command="StreamLevelIn BioH_Liara_00" )
Bindings=( Name="W", Command="StreamLevelIn BioH_Garrus_01" )
Bindings=( Name="E", Command="StreamLevelIn BioH_Tali_01" )
Bindings=( Name="R", Command="StreamLevelIn BioH_Leading_01" )
Bindings=( Name="T", Command="StreamLevelIn BioH_Vixen_01" )
Bindings=( Name="Y", Command="StreamLevelIn BioH_Mystic_01" )
Bindings=( Name="U", Command="StreamLevelIn BioH_Grunt_01" )
Bindings=( Name="I", Command="StreamLevelIn BioH_Geth_01" )
Bindings=( Name="O", Command="StreamLevelIn BioH_Professor_01" )
Bindings=( Name="P", Command="StreamLevelIn BioH_veteran_01" )
-
The final step requires the use of the save editor (G.M.E.2.S.E.-r1.0.9.2):
Open the save you want to have this ability on:
Then go to:
Plot>Henchmen>Flags
and make sure that these flags are set on: "aquired" "in squad" for all of those you
want to be active and on. Then save and run.
Proof below:
http://www.4shared.c...hole_Squad.html
Other than the Morph Features, Scalar Parameters and Offset Bones under the Morph Head subsection under the RAW tab of the save editor I am afraid I do not know of any other way.BlazeLeeDragon wrote...
is there a way to adjust the y axis of the hair mesh? to move the entire mesh? or expand it? when I put long hair on male shepard his scalp pokes out the top.
The only thing that I think would be possible is to modify the GameEffects located at the end of the each armor code in the [SFXGame.SFXPawn_Player] section.Chashan wrote...
Don't know if it was brought up before: can the benefits of the weapon upgrades be altered in any way? If so, where could their entries be found, couldn't locate anything within the Coalesced file thus far.
I believe that this page would best assist you.animedreamer wrote...
hello what is the the address the for the "Onlyload" for Liara's head and outfit? Also whats the address for Kasumi's outfit, and accompaning code.. thanks.Also whats the code i need to make Aria's head the head for Shepard.
http://social.biowar...5832/24#5804929
I unfortunately do not have the code for the Eclipse armor....Splinter Cell 108 wrote...
Does anyone know how to get the Eclipse/Blue Suns helmet with the mask and all? I'd like to use it if possible.
However this should be the Blue Suns armor:
TorsoAppearances=(Id=15,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYa.HMM_ARM_HVYa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_HVY_R.HVYa.HMM_ARM_HVYa_MDL_MAT_1a",
Female="BIOG_HMF_ARM_HVY_R.HVYa.HMF_ARM_HVYa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_HVY_R.HVYa.HMF_ARM_HVYa_MDL_MAT_1a"),PlotFlag=-1)
FullBodyAppearances=(Id=777,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYa.HMM_ARM_HVYa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_HVY_R.HVYa.HMM_ARM_HVYa_MDL_MAT_2a",
Female="BIOG_HMF_ARM_HVY_R.HVYa.HMF_ARM_HVYa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_HVY_R.HVYa.HMF_ARM_HVYa_MDL_MAT_2a"),PlotFlag=-1)
Don't qoute me on it but I think that the AI may all be locked together so that would probably be impossible to seperate one enemys defense from another... at least not with out severe PCC editng.Planck-Quadrat wrote...
I am currently replaying the trilogy and was about to start ME2. While browsing this thread to see what new ways were found to adapt the game to our liking (great work, guys!), I came upon this statement:Do I understand you correctly, that it is possible to get rid of the global cooldown and instead have individual ones for every power? Last time I checked, that was considered impossible ..phoenixofthunder wrote...
It is possible to mod the cooldown to be seperated instead of being shared.
A search didn't get me any answers, so would you be so kind and point me toward the post(s) that explain(s) the correct procedure?
Another question:
When I last played ME2, I enabled shield regeneration for the AI for some time; IIRC, it worked pretty well on Insanity, except for Atlases that became a real pain (I think there were some more enemy types that also became almost impossible to beat, but I can't quite remember).
Is there any way to exclude certain types of AI-controlled enemies from shield-regen?
And a final question:
Did anyone experiment with a shorter global cooldown for the squad (if possible) + AI-shield-regen + more AI-weapon-power (if possible) to add even more action to the game?
A fine balance is quite likely difficult to achieve but it might be fun to try it out. And if someone has already figured it out (if it is possible to do so), I'd love to hear how you did it and what worked well or not at all ..
As to you other question about the cooldown, see the below link:
http://social.biowar...8175387#8175387
I do not believe that the promotional items for ME2 are actually on the disk. I have not seen them when I have looked through the disks. Though I could be wrong, I have as of yet to really get into Mass Effect 3.EnvyTB075 wrote...
Hi, new to the ME2 side of things, and all i'm really looking for is how to unlock stuff like the Dr Pepper promotions, pre-order bonuses and whatnot on the assumption that they are on the disk. I'm making that assumption based on the fact that the N7 weapons, the special armour pieces and the hoodie/jacket in ME3 were also unlockable via the save game editor.
Also asking here since i can't find a thread referring to these changes.
Cheers!
Modifié par phoenixofthunder, 18 février 2013 - 09:58 .
#2196
Posté 19 février 2013 - 12:05
I've noticed you haven't included Thane, Jack, Kasumi, Wilson and Kenson in your example. They can be brought into battle along with the others too, right (crosses fingers)? And by G.M.E.2.S.E.-r1.0.9.2 you mean the gibbed savegame editor don't you?
.
Thanks so much for this!! I really appreciate it!
#2197
Posté 19 février 2013 - 06:44
n.a.z.i.a wrote...
@phoenixofthunder
I've noticed you haven't included Thane, Jack, Kasumi, Wilson and Kenson in your example. They can be brought into battle along with the others too, right (crosses fingers)? And by G.M.E.2.S.E.-r1.0.9.2 you mean the gibbed savegame editor don't you?
.
Thanks so much for this!! I really appreciate it!I'll try it out soon.
Well it seems that my previous statement WAS indeed true (that it will load black screen and crash game) except for Arrival and maybe the other DLC's.... so theoretically this method may only work with DLC's for ME2 and that is only the DLC's that probably add locations. Don't quote me on that though; I could turn out to be incorrect.
Sorry for not including them.
I could not get them to load in Arrival.
Modifié par phoenixofthunder, 19 février 2013 - 06:45 .
#2198
Posté 22 février 2013 - 08:04
Want to cover up the back of his head for a video.
#2199
Posté 23 février 2013 - 03:02
Thanks to anyone who replies
Modifié par Phalanx-a-Ware, 23 février 2013 - 03:05 .
#2200
Posté 24 février 2013 - 09:31
If I can't do it in ME1, ME2 footage on the Normandy would work OK.





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