It doesn't work for me, Iron Spine. I changed value in: BIOGame->SFXGame.SFXDifficulty_Level#->PlayerHealthMultiplierHigh/Low
to such big value like:
PlayerHealthMultiplierLow=(X=5.888, Y=5.888)
PlayerHealthMultiplierHigh=(X=5.888, Y=5.888)
Random numbers. My Vanguard on 30 lvl (without upgrades) still had 261 Health. I changed values now to old ones and still 261, so nothing has changed.
And with Shields is the same in: BIOWeapon->SFXGame.SFXShield_Player->MaxShields. No matter what numbers I will put, I have still the same Shields. So this doesn't work.
Maybe there is some script with "PerLevel" or something like that. Or for each class (Soldier has more Hp than Vanguard for example etc.). Well, thats all . Maybe you will find right scripts .
Ok thanks for that update. I expected it to work just as you did. Not sure yet why it doesn't. I'll try to do a little experimenting and see if can track down what's up.
EDIT:
Nope no clue on this one yet. It may either only affect the game on new character / new game, or doesn't apply or do hat we would think it does. If someone does go deep on it and see the change take affect let us know the details and I'll update the QJ entries I made accordingly.
Iron Spine, on cheathappens they have (for a long time) Mega Trainer (like always, only for Unlimited members....), and you have health options there- Super Health, Super Squad Health. So they figured out how to change health. Dont know if it will help, but maybe u could get some info from them. There must be some health value. And also in Mass Effect 2 Trainer +11 v1.0 there is option Numpad 8 - Infinite Health. Not sure if it gives u health or just reduce damage/increase hp regen.
I GOT IT, Iron Spine. Everything you said was true. You were right with those scripts. I tried them again, remembering some game which I was modding long time ago (dont remeber title). In those game I could change some stats, but in game values was always the same, but they "work" like they were changed. The same here. In Squad menu in ME2 your Health and Shields do not change, but when I play I see BIG diffrence! I can take HUGE numbers of shots and my shields still dont go down. The same with HP. So everything is working, but you can not "see" this in game. Well, not in Squad menu .
Is there any way to edit the file to allow space bar to skip through dialogue like it usually does but not allow it to select the highlighted conversation option?
I GOT IT, Iron Spine. Everything you said was true. ...So You can Uptade QJ, Iron .
Hey excellent good deal. I made that assumption too. Since it wasn't actually reflecting the change directly in the numbers on the loadout screen I thought it wasn't either. But I -didn't- actually continue onto find out since that's all I was doing it for heh. So nice one.
It's also possible those numbers are not doing quite what we thought, too. Instead of directly applying to the actual health we (or the target) has, it may instead be some kind of -buffer or degredation- equation applied to incoming damage versus the actual players health. That's just another guess though.
I will update the new QJ's with this information. Also I was thinking I my finally implement a settings package IMPORT / EXPORT too. So we'll be able to say, select 1 to n settings from anywhere and "Add to memory package" in a context menu. And then when ready, Export everything sitting in memory to a special file. This file coud then be shared and imported. The importing user will ( A ) be able to import specific settings the exporting person intended without having to overwrite their entire file (with a bunch of stuff that didn't change and may only cause incompatible conflicts) and ( B ) the importing person could explicitly select 1 or more settings in the package and decide which ones to import.
Was in there trying to take a snooze but couldn't shut my brain off and this is what I was thinking about sooo... I think I'll do that next.
Is there any way to edit the file to allow space bar to skip through dialogue like it usually does but not allow it to select the highlighted conversation option?
I know what you mean on that. You can't just slam slam past something you've already listened to without having to worry about making a selection. I agree it's annoying. As complex and excellent as the multi-command system the game implements is, it also has a downside and this is one of them. The space bar is defined as a Shared_Action key. And there are a number of entries that is relates to obviously, not just the big command-chain attached to it when you're storming / taking cover / jumping cover / leavning cover.
But I haven't searched or tracked down everything explciitly related to the spacebar yet. So you'll need to do that and see if you can locate the specific binding or settings where it uses that specific shared action key in the dialogs and then you'll need to change that to something else. Once I'm done eating in a minute I'll have a quick look into that before I start on the big export/import feature just to see if I can give anything more precise.
UPDATE: Doing a quick look through the only thing that pops into my head is the Used part of the Exclusive Used command of that Shared_Action statement. However it's unclear if the Used part is actually part of the Exclusive funcion where it would block / lock the key down from being interpreted by anything else in code until the entire statement completes,or if the Used part is actually an explictly command called Used (instead of Use). If the latter is true then it would seem it's not granular enough to allow the spacebar to skip but not trigger things in the game that respond to it in a different context, like 'using' (selecting) a choice during dialog or in the game world generally like using doors. If you find away around it me know and I'll document it. There ae plenty of people irritated about the way the spacebar (and other things) are implemented.
After adding in binds such as +resources, +credits, and ghost, ratch on tuchanka's inventory is dubious. Stabilization gauntlets are listed but the description is for Heavy Damping Gauntlets.
I don't know which of those is the Widow, but it will give your player a full loadout (5 weapons). I haven't played ME2 enough to get all the weapons yet.
I don't know which weapon is the Claymore - too lazy to look it up either.
Note: Any DLC weapon CANNOT be modified, that means you cannot modify the ammo numbers, you cannot give infinite ammo, you cannot change the damage.
Regarding the ammo change wanted for a shotgun: Which shotgun? I would suggest changing all of them untill you luck on to the one you wanted changed, but that's already been suggested.
I'm sharing my time between playing ME2 and BS2. How about the rest of you?
Just have to find the right weapon. The name you see in game may not have bearing on what they actually call the thing in settings. The X-97D Viper Sniper Rifle is a good example. You won't fnd Viper anywhere in the file, but you will find AntiMatRifle... Currently goofing around seeing if I can make it fire warheads but we may not have that type of control with just this file.
anyone know where the additional clothing models and textures are? i want to do this
but i can't find the models
i think i can do it by adding entries to biogame using the 'casualappearances' template but i don't the additional model referances need to add npc clothing.
anyone know where the additional clothing models and textures are? i want to do this
but i can't find the models
i think i can do it by adding entries to biogame using the 'casualappearances' template but i don't the additional model referances need to add npc clothing.
This is so epic, you have no idea =D Been messing a lot with all my settings (and keeping appropriate backups) ^^
I've run into a few questions though. It's always irked me that the assault rifle has a scope but it's never used, so I set about to correct that. I got it to zoom in to the level I want, but I can't figure out how to get the scope graphic to appear. Is there any info on this?
I've also been playing with bCanDropAmmo and had a bit of fun with the Scion's gun when it dropped. However, the game has no idea where to assign it. I can figure out how to give it iconrefs and all that, but I don't know how to make it a permanent addition once picked up as a Heavy Weapon. I thought maybe adding bUpgradesBasicWeapon but looking at it, non of the Heavy Weapons have it, including the Flamer and the Beam, both of which are picked up and not researched. Any possible ideas?
And lastly, anyway to remove that graphic that comes up on your weapons when you use an ammo powerup? I hate it <.<
Also of note, I don't know if anyone's mentioned it. I found numerous entries pointing to overheating and heat dissipation. Playing with them has changed nothing. I wonder if there's another setting elsewhere that affects it or if it's simply not used...
Depends on where you are and what you're doing but the underlying save is the same which is a Rebuild.
The only time file changes occur is at Rebuild. As of v1.0.0.18( (upload is pending because I'm still working on a custom settings import/export) it adds more automated rebuilds, such as when pressing Enter in the settngs value entry box.
Previous versions may or do (depending on version) require you to click the Rebuild Coalesced command on the main interface to execute a Rebuild no matter where you are. Version 18B+ begins a more consistent approach, where pressing the Enter key in places that make sense (editing a value for an existing setting, or adding / updating a binding value) can be considered the same thing as clicking the Rebuild Coalesced command.
hmm, the reload, rebuild and those 3 other buttons are super skinny for me now. i just dropped the new files right over the old ones. vista 64
What resolution are you running? The interface requires a 1280x1024 desktop minimum to not be squished.
UPDATE: Try v1.0.0.19B. I added menu options for the commands so even if you are < 1280x1024 desktop res you can still use it. I may blow away the buttons later since Idid this but I created a quick fix with menu options and posted it.
I took a quick look at the pcc files. They ARE unreal upk files with a different extension. The format is pretty complex, so packing it will be a pain. Each resource has a GUID, and I'm not sure how they generate them. Replacing files within a package will probably be doable with some work - generating new pcc files will be harder.