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ME 2 PC : Coalesced Editor v1.0.0.32 (B)


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#1
Iron Spine

Iron Spine
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UPDATE 3-12-2010@7:07PM CST
I have a new 6+ month contract cranking up that takes me across the country, so v1.0.0.32B will likely be the last version of the editor. It is not fully where I wanted it to be, but I believe it is functional enough to be used as intended. It was a fun project and I enjoyed it a lot.

UPDATE 3-12-2010@7:55AM CST

v1.0.0.32B

- The stripped CR's produced by the native RTB control are now replaced on output so the mod file is notepad friendly.

- The main edit box has been slightly modified so it hopefully stands out more clearly as the main edit area.


Always check the bug posts for the latest known bugs or to post those you encounter:
http://social.biowar...iscussion/1290/



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CED
Project and Download can be found here:
social.bioware.com/project/1854/#details

Partial Features List can be found here:
social.bioware.com/project/1854/discussion/1388

A few screen shots can be found here:
social.bioware.com/project/1854/#gallery

How to start a new game as fast as possible:
social.bioware.com/project/1854/discussion/1358/

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DEBUG LOGS
For v13+, issues experienced with the application should use the following topic to post the contents of generated logs for troubleshooting.
social.bioware.com/project/1854/discussion/1339/

DEFAULT COALESCED
If you find yourself in need of the original v1.00 file look here:
Disk 2 in data01.rar/BioGame/Config/PC/Cooked

A default v1.01 Coalesced.ini can be found here:
http://social.biowar...ct_file_id=3037

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GROUPS
Groups that I become aware of related to ME2 and modding will be put here:

Mass Effect 2 - .ini Modders
http://social.bioware.com/group/1579/

Texture Modders Group
http://social.biowar...scussions#group

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ADDITIONAL TOOLS:

The following tools or code will be of interest to those looking to further disect or modify other aspects including models and graphics.

This one is in the early stages and in source-code form for those that wish to assist the author in analysis or just like looking at code.

Simple ME2 TLK dumper project can be found here:
social.bioware.com/project/1919/

These can be used to extract .PCC and possibly other files. There is (currently) no known repacker/rebuilder for PCC files. Let me know if you find or create one.

Unreal Package Extractor:
http://www.gildor.or...del/extract.zip
Unreal Package Decompressor:
http://www.gildor.or.../decompress.zip
Skeletal Mesh Editor:
http://www.gildor.or...mp/SkelEdit.rar

Dedicated Coalesced Fixer:
Useful to anyone that wants to edit the file manually, and would also be useful to anyone building automation scripts that need to insert a rebuild somewhere.
social.bioware.com/forum/1/topic/106/index/869923

REFERENCE MATERIALS

Driveninhifi wrote...
Here's some info about Unreal packages from Tim Sweeney (epic's lead programmer):
unreal.epicgames.com/Packages.htm
If the pcc are just these guys, this may help. Unfortunately the format seems to be quite complex, which will make packing them annoying without more documentation.
However, the free Unreal Dev Kit may help:
www.udk.com/download


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MISC USER PROJECTS
In this section I will post links to interesting projects related to ME2 that are brought to my attention. If you know of one or own one that you'd like listed shoot me a note and I'll check it out.

Thanks to user skan5 for the link to the project containing v1.01 ini file. The project space itself seemed interesting to me as well looks like DemonSlayer_1 is having a good time with ME2:
http://social.biowar...ect/2052/#files

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MANUAL OVERRIDES

If you don't want to use the editor, you can change some settings by using an override file GamerSettings.

You override some settings in Coalesced.ini by using (adding or changing) the options you want in GamerSettings.ini in your default location, such as:

U:/Users/YourUserName/Documents/BioWare/Mass Effect 2/BIOGame/Config/GamerSettings.ini
(Note this is a Vista location. Just find yours where good old XP kept them. Probably Documents and Settings been awhile would have to pull up a VM to look)

So, for example, if you want to change some of the settings in the Coalesed.ini file here's a procedure you can follow after backing up Coalesced.ini and GamerSettings.ini

( 1 ) Open Coalesced.ini in a Notepad++ tab
( 2 ) Open GamerSettings.ini in another Notepad++ tab.
( 3 ) You have 2 tabs open now that you can cycle between the files.
( 4 ) In Coalesced locate the following section: [SystemSettings]
( 5 ) You see a ton of settings.
( 6 ) Notice this same section in GamerSettings tab. It has a minimal list.
( 7 ) Locate the entries in Coalesced tab you want to change and copy the entire entry line.
( 8 ) Select GamerSettings tab and paste that line or lines under the last entry under [SystemSettings]
( 9 ) Do NOT duplicate any entries that already exist in GamerSettings. [SystemSettings] section.
( 10 ) Save GamerSettings.ini
( 11 ) No changes were made to Coalesced.ini
( 12 ) Run the game and see your new settings take affect.

And that's it.

What's being done here is very simple. The game uses all the settings from the Coalesced.ini file as default settings. However, you can simply override some of these settings by doing what I just described.

I have confimed the [SystemSettings] changes as described above works perfectly. I set UseVsync=False as well as the SmoothedFrameRate=False in GamerSettings.ini and upon loading my previously locked rate of 60 went to 400fps. So this procedure should work just fine.

Also note for your own experiments you can copy an entire section content into the GamerSettings.ini file and simply comment-out all the entries you just pasted into it and slowly uncomment the ones you want to change or play with. The only known (to me anyway) section that works for certain when overriding settings in this manner is [SystemSettings] because I use the Coalesced editor for most tasks now and it's growing so I no longer bother with GamerSettings at all.

To comment-out an entry in an ini file just prefix it with a semi-colon ;

Example:

[SystemSettings]
Resolution=_1920x1200
... other entries removed for clarity
UseVsync=False

would turn off VSync.

[SystemSettings]
Resolution=_1920x1200
... other entries removed for clarity
;UseVsync=False

would NOT turn off VSync because UseVsync is commented-out, and the default value for that key in Coalesced.ini is True, not False.

Ok enjoy hopefuly this will help some folks have an easier time at customizing their Mass Effect 2 experience as they see fit, for performance reasons or anything else.

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USER CONTRIBUTIONS:

I have been exploring potential commands and the FLY command is a better choice than Ghost in some cases, as it will allow the character to asend vertically over objects where as ghost will simply pass through objects. So it'll depend on why you're using it in the 1st place. If you're using it to get un-stuck then a combination of both should be able to get you out of just about any stuck condition, including toggling it off then back on after you fall for a bit if at a great height and trying to get down.
-Iron


An excellent workaround for the common issue of getting stuck inside / ontop of models and terrains.

zBobG wrote...

On the PC version of ME2 you can add a binding for a "noclip" function. I've used this a couple of times to rescue my player from floating.

[SFXGame.SFXGameModeDefault]
Bindings=( Name="NumPadFour", Command="Ghost" )
Bindings=( Name="NumPadFive", Command="Walk" )

"Ghost" allows the player to walk away from the area that has a floating error, "Walk" puts the player back on the ground when you get to a safe place.


And you can go further and make it a single key like this:

Iron Spine wrote...

Bindings=( Name="Add", Command="Ghost | OnRelease Walk")

Holding the key turns on noclip. Releasing the key turns it off.


And for some crazy fun, chew on this one:

Iron Spine wrote...

Look at this beauty.

( Name="Shared_Action", Command="Exclusive Used | TryClimbOrMantleCover | Exclusive TryAcquireCover | OnRelease StormOff | OnHold 0.2 StormOn | OnTap 0.3 TryExitCover 1" )

They have an excellent system. Based on my reading of this you can effectively chain together a litteral infinite number of functions or actions to a key. You simply need to know them, and if they have a result value returned or if not (void). Very nice.



The command for screenshot has been located. Note the following:

Emperor Iaius I wrote...

The binding for the screenshot feature is called "shot"--just set one of the keys to it.

nota bene: screenshots will not work while you are engaged in dialogue.


pyide wrote...

Oh nevermind. I can add new binds just fine to the ini in notepad++,
ex: Bindings=( Name="LeftControl", Command="shot" ) to take screenshots with left control under [Engine.PlayerInput], save, then open the ini in your program and rebuild and it works. Thanks man, this thing will come in handy!


Modifié par Iron Spine, 13 mars 2010 - 01:10 .


#2
Thomas_R_Roy

Thomas_R_Roy
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[SFXGame.SFXGameModemanager]
That just maps an alias name to the internal hex code for the key. You could possibly add some keys if you could figure out the internal hex code. Those codes don't look familiar to me though, it looks like they are hardcoded into the game code rather than being derived from standard Windows keyboard codes.


No, those are the translation IDs for the name of the key.

Modifié par Thomas_R_Roy, 05 février 2010 - 11:20 .


#3
Thomas_R_Roy

Thomas_R_Roy
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Also, I just looked around a bit and you won't be able to make an easy "ghost" toggle with a single key. You'll need 2 keys.



You should be able to rebind any keys you want, you just have to change it in the right places. However you may have to "reset to defaults" in the game to see some changes.