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


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#226
Rez_O

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@Iron Spine

Thank you, I didn't notice the Bindings Manager at first. I've updated my instructions accordingly. I can see how that process is easier.



As for effects on the game scripting or sequencing, I've not encountered any problems. I can't say that I really understand what you mean by the negative effects, if you could clarify, please? Also, yes, I will work on creating an entry in your How-To topic.

#227
Iron Spine

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@Rez_o

Ok great.

As far as effects I am simply cautious in general when it comes to effects, good or bad, a change or set of changes may have on the game. For example the game may use a setting or set of settings in its scripting engine where it expects the value of the setting to be a specific default value or within a range of default values. There is only 1 example so far that I'm aware of where is appeared to be the case and caused the game to behave badly.

A user had used someones ammo mod which means they replaced their entire file with someone elses. They were level 5 in the game when they did this. They were in the early stages of the game where it was using its scripting to teach how to move and shoot. The shoot part drked up because it was expecting certain ammo types or ammo amounts that it didn't find because the ammo mod had changed those. The result was 2 fold. The user couldn't complete the shoot and reload part of the script, and then the game appeared to dork-up and reset their player level from 5 to 1.

I do not know if it was explicity the ammo changes that caused this for him, or if it was the fact he had entirely replaced his Coalesced.ini file with someone elses.

However, based on some of the things I've read in a number of places, as well as my own investigations into the files, I must highly recommend against anyone replacing their entire Coalesced.ini file with some elses file.

It is a bad and dangerous assumption for people to think that all Coalesced.ini files are equal regardless of game. That is just not going to be the case as far as I'm concerned because of various changes and versions of rhe embedded files based on a number of factors including possibly distribution type and I would think definitly based on country of origin / international versions. Basically to me it is asking for problems to replace your entire file with someone elses file instead of explicitly making the changes you want to your own file.

Sorry to be long winded but this particular file swapping issue is going to cause people more problems than they realize I think. But a Bio developer could chime in and say I'm wrong, which would be great :)

EDIT:
To be specific on what I was thinking regarding yours (got side tracked on the file swap thing) there may be cases where the sripting engine may fail or behave strangely i you already have an achievement it was expecting to award you. I simply don't know so I just fall on the side of caution.

EDIT:
heh... I wanted to check that it worked correctly so I pasted all that. Hadn't thought about the size. That is one gigantic confirmation box. At-least it handles it Image IPB

Modifié par Iron Spine, 11 février 2010 - 07:12 .


#228
x82nd

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Iron Spine wrote...

However, based on some of the things I've read in a number of places, as well as my own investigations into the files, I must highly recommend against anyone replacing their entire Coalesced.ini file with some elses file.


Is there truth in this?  I will admit having to use someone elses backup after I messed mine up during my experimenting early on.  Just curious if I should look to do a new install.

#229
Calle1620

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Anyone have an idea as to what setting or update could have caused my mouse to stop working in-game? Does not work at all while moving about or scanning planets. Otherwise works just fine and the mouse buttons work as well but the moving about not so much.



It is driving me crazy and I have re-installed a couple of times (Steam). Any hope for me in the editing of files department?

#230
Iron Spine

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x82nd wrote...

Iron Spine wrote...

However, based on some of the things I've read in a number of places, as well as my own investigations into the files, I must highly recommend against anyone replacing their entire Coalesced.ini file with some elses file.


Is there truth in this?  I will admit having to use someone elses backup after I messed mine up during my experimenting early on.  Just curious if I should look to do a new install.


The problem is none of us actually knows for sure yet as far as I'm aware, especially when it comes to international versions. It's because of the fact noone knows for sure that I have to fall on the side of caution. I may be totally wong about it, and if I am, great, but until that is confirmed in some way I think it's a bad idea to do.

I wouldn't do a reinstall if you are not experiencing problems. It's the people that -have- experienced significant or strange problems after using someone elses file that leads me in the direction I've stated in the 1st place.

#231
Iron Spine

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Calle1620 wrote...

Anyone have an idea as to what setting or update could have caused my mouse to stop working in-game? Does not work at all while moving about or scanning planets. Otherwise works just fine and the mouse buttons work as well but the moving about not so much.

It is driving me crazy and I have re-installed a couple of times (Steam). Any hope for me in the editing of files department?


Did you have a fully functioning game and the mouse was just fine and then suddenly it stopped working for moving around your character / view, or did it never move your view around correcly?

Have you edited anything? Have you replaced any files?

The default mouse is fine for -most- but is certainly not for all. There are a ton of people that have various issues with the default settings, ranging from way to slow, to so fast they spin around 10 times with a small wrist twitch.

In fact it's the mouse settings that prompted the creation of the editor in the first place. It was litteral a small interface that only edited the BIOInput section and just the mouse settings.

Please answer the questions above for more insight into your issue but as far as settings there are a few that will directly change your mouse behavior:

MouseSensitivity
bEnableMouseSmoothing
bUseMouseDampening

There are also video / framerate settings that effect your turn rate but that is not directly related to the mouse. From the sounds of it you are either not spinning the view around at all when moving the mouse or it's moving absurdly slow. Need a bit more details but check these settings and report their values too.

EDIT:
Sorry a bit bluried eyed bee drinking with the wife I see you've done multiple re-installs so unless there's an error it should be replacing all the files, unless it doesn't replace files that are modiied and you've modifed some. Definitely curious what your mouse settings are. If using the editor you can see them in the QJ panel under Mouse Tweaking. If manual you can find them in the embedded BIOInput file

Modifié par Iron Spine, 12 février 2010 - 12:45 .


#232
x82nd

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I have only had one odd side effect... On my second playthrough something odd happened when I hit the floatilla. The plot skipped from when we first arrived to Tali being shocked (over something spoilerish) and then we were off to the combat part of her mission. Never had the first meeting of the council or conversations.

#233
Iron Spine

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@x82nd

It sounds like you certainly have no reason to reinstall then, and btw thanks for not exposing to much. I and others have been trying to keep the thread focused on general editing, settings assistance, possible mod ideas and general help. This way we all share as much knowledge as possible without ruining the game for those of us that haven't completed it.

Modifié par Iron Spine, 12 février 2010 - 02:10 .


#234
zBobG

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Vanni127 wrote...
Hey Ironspine...is there any way to edit the amount of squad points for your team mates using this? I've been searching the lines and it's all starting to blur together for me.

There are two useful bindings for talent points:
Bindings=( Name="NumPadSeven", Command="GiveTalentPoints 1" )
Bindings=( Name="NumPadEight", Command="GiveTalentPoints -1" )

The first adds talent points, the second removes talent points. This command adds (or removes) talent points to the player character and whatever crew members are with the player character at the time. Recall that you can have crew members with you only when landed on a planet or other location. Using this command on the Normandy adds or removes talent points only for the player character.

If you want to add to the talent points of your non-player (crew) characters, you will need to go to a planet or other landable location, select two characters you want to upgrade, land there then add (or remove) talent points. To do all your crew members do them two at a time.

The remove talent points is useful because you may have upgraded one crew member and the other one or the player character may now have excess leftover talent points. After doing whatever upgrades you like, just remove talent points till zero or less are left. If the talent points goes below zero (negative) the game will adjust them back to zero.

No, I haven't fully tested this.

Modifié par zBobG, 12 février 2010 - 03:31 .


#235
Jedi_blues

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How do I use this to be able to recruit Tali earlier?

#236
Iron Spine

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@zBobG

social.bioware.com/forum/1/topic/106/index/834703/9#1111581

He was able to get that working but h's having an issue getting the shotgun to have infinite ammo. I haven't messed with the settings enough to know on that one. Have you? The short tracing I did through led to potential spoiler material so I just let it go.

#237
Rez_O

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Iron Spine wrote...

@zBobG

social.bioware.com/forum/1/topic/106/index/834703/9#1111581

He was able to get that working but h's having an issue getting the shotgun to have infinite ammo. I haven't messed with the settings enough to know on that one. Have you? The short tracing I did through led to potential spoiler material so I just let it go.

To whoever it is wanting the infinite ammo on the shotgun, I merely changed all infiniteammo values to true and haven't had any problems.

SFXHeavyWeapon_NukeLauncher does not have an "infiniteammo" so to speak, but you can change the "AmmoPerShot=1" to 0. There's also an AmmoPershot under SFXGame.SFXWeapon, and changing the value to 0 this way is infiniteammo to every weapon and never reloading. You can let an assault rifle rip wide open and never stop. Take note that changing SFXWeapon's AmmoPerShot value to 0 prevents you from completing the Reload checkpoint at the beginning of the game immediately after creating your character.

Modifié par Rez_O, 12 février 2010 - 08:29 .


#238
Calle1620

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Iron Spine wrote...

Did you have a fully functioning game and the mouse was just fine and then suddenly it stopped working for moving around your character / view, or did it never move your view around correcly?

Have you edited anything? Have you replaced any files?

T


Hi, yes fully functioning, if you count the default mouse settings as functioning :crying: then from one day to the other I had no mouse functionality. I did absolutely nothing but turn the computer off after playing, turning it on and starting to play the next day.

At first I thought that maybe some update could have changed the functionality of a driver, but no update was done by Steam in that time. No modification was done prior to this and I have altered sensibility and so forth since with no effect. I looked for some keyboard command that could maybe swith input method or some such, thinking it might have been a change to controller mode or some such but no luck.

Another change is that I can no longer scroll in menues, have to click further down. And I also have to double click on things to chose them. Most annoying.

#239
MaaZeus

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Has anyone figured out that can the vignetting effect be removed? You know, darkened corners on your screen. It isnt as pronounced as it was in ME1 (thank god) but I'd still rather see it gone completely.

#240
Voltronkun

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Iron Spine- Great Work. Now shotguns for my Vanguard can do really good damage :D. But I have question. I figured out how to unlock all armor pieces but can you explain how to add special weapons? I wish my Infiltrator have Widow sniper rifle when I start the game or unlock Claymore shotgun for my Vanguard. Can't find it.

And btw- How to change magazine's capacity in Claymore shotgun to...for example...8 rounds? Thx for help.

Modifié par Voltronkun, 12 février 2010 - 02:40 .


#241
Iron Spine

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Calle1620 wrote...
Hi, yes fully functioning, if you count the default mouse settings as functioning :crying: then from one day to the other I had no mouse functionality. I did absolutely nothing but turn the computer off after playing, turning it on and starting to play the next day.

At first I thought that maybe some update could have changed the functionality of a driver, but no update was done by Steam in that time. No modification was done prior to this and I have altered sensibility and so forth since with no effect. I looked for some keyboard command that could maybe swith input method or some such, thinking it might have been a change to controller mode or some such but no luck.

Another change is that I can no longer scroll in menues, have to click further down. And I also have to double click on things to chose them. Most annoying.


Ok some great detail you've added thanks. And tha's a reasonable thoery to the swap you had. To me what you describe almost sounds like your mouse is now being recognized as something else / a different (but wrong) mouse or input device. Are you in the USA / using a domestic or international version of the game?

When you say you can't scroll and have to double click things instead of single, are you specifically, and only, talking about when you're in the game or everywhere including Windows? This is turning into a real tech support situation and you should really create a dedicated suppot thread such as "ME2 Will no longer recognize my mouse HELP!" to try and get the attention of Bio staff. Just make sure to include all information requested in this thread:  social.bioware.com/forum/1/topic/106/index/773925#773925


They do roam these forums and they do respond and look into critical issues but there are so damn many threads they don't always catch/see them immediately. I'm just here trying to support the editor but I'll certainly keep trying to help you whittle down the culprit if possible.

What type of mouse is it? Are you using drivers specific to that mouse? Are you using anything that modifies, enhances or otherwise redirects mouse output "as" anything else like keystrokes etc? What mouse driver is Windows currently using for the mouse?

XP
My Computer->Properties->Hardware tab->Device Manager->Mice->What entries you have here. Are there more than 1 entry? If so are any of them with a yellow or red icon?
You can also press Windowskey+Pause/Break to immediately bring up the System Properties and then go to Hardware tab as just described.
Vista
My Computer->Properties->Device Manager->Mice
Winkey combo still applies to get here in Vista.

#242
Iron Spine

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Rez_O wrote...

Iron Spine wrote...
@zBobG
social.bioware.com/forum/1/topic/106/index/834703/9#1111581
...

To whoever it is wanting the infinite ammo on the shotgun, I merely changed all infiniteammo values to true and haven't had any problems.

The link I included is the link to the thread between us about it.

...There's also an AmmoPershot under SFXGame.SFXWeapon, and changing the value to 0 this way is infiniteammo to every weapon and never reloading...

Yes and just for clarity that's because the game appears to use a settings-based class system with base and sub classing which is why you can change some settings in a single place and have it propagate to multiple objects. You may already know that but others may not.

But anyway the basic issue for him is the specific sub class he was modifying the common infammo property was't reflected for his shotgun, though it did for everything else. He never actually said which shotgun it was which might be a clue into why it didn't work. He may have been editing the wrong place.

#243
Iron Spine

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MaaZeus wrote...

Has anyone figured out that can the vignetting effect be removed? You know, darkened corners on your screen. It isnt as pronounced as it was in ME1 (thank god) but I'd still rather see it gone completely.


I'm not precisely sure if I understood you there but if I remember (been awhle) one of the discussions about graphics was the dark / murky environment that some people experience, and turning off Depth of Field may have had a side effect of brightening it up but I don't remember exactly which one was identified to blast away the darkness that some see. You may have to just experiment unless someone else remembers.

You'll need to check the GamerSettings file and comment-out (just prefix with a semi-colon) any settings in there that you change in the following place or it will simply be overriden by GamerSettings. That file is in your documents folder under /BioWare/Mass Effect 2/BIOGame/Config

You can directly edit a substantial portion of defaul graphics related settings in the Coalesced file here:

If using the editor just go to quick jumps, BIOEngine, Frame Rate Tweaking, VSync and it'll take you to the SystemSettings section that has these, then you can scroll up and look at them al in that section.

If doing it manually it'll be in the BIOEngine embedded file in the SystemSettings section of that file.

#244
MaaZeus

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Iron Spine wrote...

MaaZeus wrote...

Has anyone figured out that can the vignetting effect be removed? You know, darkened corners on your screen. It isnt as pronounced as it was in ME1 (thank god) but I'd still rather see it gone completely.


I'm not precisely sure if I understood you there but if I remember (been awhle) one of the discussions about graphics was the dark / murky environment that some people experience, and turning off Depth of Field may have had a side effect of brightening it up but I don't remember exactly which one was identified to blast away the darkness that some see. You may have to just experiment unless someone else remembers.

You'll need to check the GamerSettings file and comment-out (just prefix with a semi-colon) any settings in there that you change in the following place or it will simply be overriden by GamerSettings. That file is in your documents folder under /BioWare/Mass Effect 2/BIOGame/Config

You can directly edit a substantial portion of defaul graphics related settings in the Coalesced file here:

If using the editor just go to quick jumps, BIOEngine, Frame Rate Tweaking, VSync and it'll take you to the SystemSettings section that has these, then you can scroll up and look at them al in that section.

If doing it manually it'll be in the BIOEngine embedded file in the SystemSettings section of that file.




I do not have a problem with darkness overall. I have fully hardware calibrated monitor and use gamma-value locker so black and white details are pretty much perfect. Its the intentional vignette effect that Bioware added to enhance "movie atmosphere". Vignette is an effect where corners of your screen have a dark shade.
Like this: http://reviews.photo...p2-vignette.jpg

You can spot it easily by having some bright blooming lightsource, and then move your camera so that the lightsource is in your monitors corner, any of them. You notice that it darkens. In ME1 its easy to notice in galaxy map. Take a glowing sun and move your camera so that the sun is in some corner of your monitor and voila, you can see the "lava texture" of the sun.

In ME1 you could disable it by editing some value to false, but it would also disable all bloom effects and such. All postprocessing effects I think. Im just wondering if ME2 behaves the same way.

#245
Iron Spine

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Voltronkun wrote...

Iron Spine- Great Work. Now shotguns for my Vanguard can do really good damage :D. But I have question. I figured out how to unlock all armor pieces but can you explain how to add special weapons? I wish my Infiltrator have Widow sniper rifle when I start the game or unlock Claymore shotgun for my Vanguard. Can't find it.

And btw- How to change magazine's capacity in Claymore shotgun to...for example...8 rounds? Thx for help.


I've not done it but I think it just involves changing or modifying something related to plot flags lemme check.

Do search on PlayerSpecialWeapons in the editor or manually. I have 3 entries for those. You'd need to replace I think the Wpn_x with Tec_x as described at this forum under All weapons permanently:

www.gamespot.com/pc/rpg/masseffect2workingtitle/show_msgs.php

As far as mag size it should either be in the specific sub class or the base class but changing the MagSize setting from say (X=24,Y=24) to (X=124,Y=124) should do it but I've only messed with the sniper rifle in this way so far.

#246
Iron Spine

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MaaZeus wrote...
...In ME1 you could disable it by editing some value to false, but it would also disable all bloom effects and such. All postprocessing effects I think. Im just wondering if ME2 behaves the same way.


Ahh ok gotcha  that's an interesting technique didn't know that. From the jpg it appears to give it some depth where it would otherwise seem flat.

But any way I'm not a vet of ME1 so no prior experience but there are settings in the location I specified related to what you tried in ME1. In addition to the Bloom there's also a QualityBloom as well as others. As long as they're not being overriden in GamerSettings you could just try them out and see which ones, if any, remove the effect you're after. As far as side-effects there definitely can be. The LensFlare is a perfect example. If you disable that, it -also- breaks the game because all interaction boxes disappear because they're apparently using that technique for spinning and glowing objects heavily and not just for traditional light source flares.

#247
Calle1620

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Hi, scrolling and double clicking is only an in-game problem. I am in Sweden using whatever version of the game Steam doles out.

I tried another input device, specifically a tablet, the results were just the same. No in-game movement of camera angle/aim or moving planet scan reticle. Otherwise it worked just as the mouse did. Almost like I somehow turned camera-pan w. mouse to off somehow. Is there even a setting for that? Having checked the coalesced.ini it all looked like it should what with mouse axis links etc.

I am taking this to tech support, since it is bugging me to pieces :blink:
(I did check the mouse drivers and even re-installed them on principle but no luck.)

Iron Spine wrote...

Ok some great detail you've added thanks. And tha's a reasonable thoery to the swap you had. To me what you describe almost sounds like your mouse is now being recognized as something else / a different (but wrong) mouse or input device. Are you in the USA / using a domestic or international version of the game?

When you say you can't scroll and have to double click things instead of single, are you specifically, and only, talking about when you're in the game or everywhere including Windows? This is turning into a real tech support situation and you should really create a dedicated suppot thread such as "ME2 Will no longer recognize my mouse HELP!" to try and get the attention of Bio staff. Just make sure to include all information requested in this thread:  social.bioware.com/forum/1/topic/106/index/773925#773925


What type of mouse is it? Are you using drivers specific to that mouse? Are you using anything that modifies, enhances or otherwise redirects mouse output "as" anything else like keystrokes etc? What mouse driver is Windows currently using for the mouse?



#248
Voltronkun

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Thx Iron Spine for help :). Another request: Health and Shields. I wish to increase the value of them for my Vanguard, but I have only found enemies helath value in difficult levels scripts. So, would you help me with that? ;)

#249
Iron Spine

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Voltronkun wrote...

Thx Iron Spine for help :). Another request: Health and Shields. I wish to increase the value of them for my Vanguard, but I have only found enemies helath value in difficult levels scripts. So, would you help me with that? ;)


You bet.

BIOWeapon->SFXGame.SFXShield_Player->MaxShields and other default shield settings.

For the Player health I didn't explicitly find a base health value although it must exist somewhere I just don't know where yet. But you should be able to modify the health multipliers to get the affect you're after here you just need to chose the difficultly level you're playing at and edit the values for that one, or all of them so it won't matter what dif level you're on for it to take affect.

From what I'm seeing here I assume changing the following would do what I said but it's a guess haven't tried it:

BIOGame->SFXGame.SFXDifficulty_Level#->PlayerHealthMultiplierHigh/Low

Just change them both to be the same number, and a higher number, than exits in there now. Again this is another guess but I assume it will take the (TBD where it is) base health value and multiply it againt the numbers specified here. The result would be the final total health value the player has in the game +/- any upgrade or bonus tech being applied to it.

EDIT:
Hey btw let me know if this does work and I'll create the 1st How-To using this one in the project boards.

Modifié par Iron Spine, 12 février 2010 - 06:31 .


#250
Iron Spine

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I'm addig new QJ entries for player health and shield base multiplier settings, player shield base strength and probably some other stuff so it can be found instantly. A lot of folks seem interested in this so QJ entries should help them get it done faster.