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


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#276
Konane117

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Voltronkun wrote...

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 :D :D.

So You can Uptade QJ, Iron :).


really? i increased my shields to 5000 and i didnt notice any change in-game. am i doing something wrong here?

#277
Iron Spine

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@Konane117

Yes and I confirmed our findings shortly after that and there's a QJ entry about it in the latest CED.

We weren't talking about the raw shield numbers though. We're talking about the health and shield multipliers.

The multipliers do work, they just don't directly (necessarily) reflect your change in the raw numbers you see at deployment. I initially thought they were applied directly to the base numbers but that is not the case. Instead they appear to be applied as a buffer or degredation equation against the incoming damage vs. the targets health and shields. In my experiments messing with the multipliers it is quite easy to make yourself immune or near immune to inbound damage from all sources in combat with them. This also means it's possible to use lesser numbers than this to just make yourself stronger but not a god, and if you really like to bleed you can lessen them past the defaults and be exceedingly weak if you are just too good for the game and need more challenge.

As far as the actual shields I've only messed with them briefly but I do know that at-least the values for maxshields are in fact being applied in the game and I can say this because of this: The default is 200 and the shield bars default to 40 points per bar. This means at default each section of the shield bar represents 40 out of 200 so when a chunk is lost that means another 40 points of shield is lost. Changing the max shield to 1200 but leaving the points per bar at 40 yields a much smaller decrease in the shield indicators on inbound damage.

So in this scenario that I did test, 200 / 40 = 5 total shield bar segments. 1200 / 40 = 30 total shield bar segments. With it at 1200, inbound damage clearly takes off a smaller perfentage which directly indicates the change is in effect.

At this time I think the actual issue is the type of inbound damage and how affective that damage type is against shields. If it's a type that is incredibly affective against shields then it's the damage type itself that is blasting your shields to **** and not the fact the shields are not techncally increased. A combintion of this + the multipliers would be how to make the change more apparent in combat, because an increase in the multipliers are what would directly degrade (or increase) the total amount of damage that inbound damage applies.

This is all just preliminary findings but is what I've experienced so far in messing around with these in combat.

Modifié par Iron Spine, 15 février 2010 - 06:14 .


#278
Thadar69

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How do I add a binding to say, Open the Squad menu with the U key? Or Journal with the J key?

#279
Iron Spine

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@Thadar69:



Looked for that right after installing the game. It uses what it calls a browser wheel to reach all those and doesn't provide any apparent command we can directly invoke to cause the Journal, or Squad menu to show up without going through the BW. At-least, not that I've found yet.



Instead of the normal command structure as for other things, those and the others on that BW are tied to HandlerLibrary. It attaches a Tag, such as Journal, Options etc, specifies a handler class and a resource for it. If we could figure out how to invoke these things with a console command then we could do them all from bindngs easily. I don't currently know what commands we could use (if it's even possible) to directly invoke them through console though. In my head what we need is to know a function name that accepts params in which we would pass the data for the handler.

#280
zBobG

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Found a minor bug, but it crashes the (v19) editor hard needing TaskManager to kill the process.

I was editing the Coalesced.ini file in my text editor and added (what I thought was) a comment line. Apparently a comment in ME2 consists of two semicolons (";;") while I am used to a single semicolon. I added a couple of spacer lines (just a blank line) with a single semicolon to indicate a comment. When run in the (v19) editor it caused a hard crash of the editor which needed TaskManager to kill the task. And don't worry - double semicolons don't cause a problem.

Interestingly, the same thing (a single semicolon) when used with the v12 editor just results in that comment line being removed. At least I think that's what happened in the v12 editor.

I've looked for a command to bring up the Journal but could not find anything. What worked in ME (1) has obviously been removed from ME2, possibly part of redoing the XBox support which clearly doesn't need a keyboard hotkey. It could probably be added back in a patch, there is obviously code for clicking the Journal and other "buttons".

I think this is just more evidence of rushing the PC release.

#281
kaff33nd

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Does anyone know where to find the Paragon/Renegade modifiers?

#282
Iron Spine

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@zBobG

Ok if it's a hard lock then that's very likely the initial parser thread encountering something it couldn't deal with and never returning, so it never releases the sync which the UI thread needs to proceed.

Tthe current parser would not like encountering unexpected line configurations, such as lines between settings entries, although if the comment is part of the setting value / on that line it shouldn't care. It does expect each line within the structure of each section to follow standard ini practice, which is SettingName=SettingValue. For empty lines I believe I have it simply skipping it which will cause it to be thrown away during recalc and rebuild. But if the line is not empty then it does expect it to be a valid entry. I will look at adding support for also skipping comment lines

In your scenario I assume you use a master file where you create yourself comments to keep track of things you want to denote or otherwise leave notes to yourself and then you are working on copies of those in the editor so you don't lose them.

And yeah most of us would be used to single ; for it. I assume they've done that so when they parse setting values they can more easily detect an entry that is actually a comment while allowing a value to have a semi-colon as part of the value.

UPDATE:
It's not a failure of the parser thread nor a bug in the code heh.... It's hitting a Stop statement in the catch block  I left in there and forgot to remove when it tries to create a CFE structure from invalid data it picks up because the comment line isn't a valid SettingName=SettingValue statement. A Stop (as you already know) will simply halt execution of the process. Since it's not in a debugger it'll just wait until the universe emplodes before it goes further.

Support has been added for comment lines. They will be ignored and thrown away in the final output just like empty lines are currently handled.

Modifié par Iron Spine, 16 février 2010 - 05:58 .


#283
Iron Spine

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kaff33nd wrote...
Does anyone know where to find the Paragon/Renegade modifiers?


No I've never found them from what I can tell they are probably embedded or part-of the script logic where it will simply bump the current P/R values when triggered, up to m_nMaxParagon/m_nMaxRenegade.

The bonus values when importing characters from ME1 appear to be in there though including the max it will allow increasing ME2 based on what it finds in ME1 record so in that situation it is probably possble to increase those to dramatically bump or change the results of P/R when importing.

Modifié par Iron Spine, 16 février 2010 - 05:21 .


#284
kaff33nd

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Okay, thanks Iron Spine. For now the only real workaround seems to be adding bindings. I'll keep looking through and see what I can find.

#285
SomeDOG-GY

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Having issues with texture resolutions. Attempted to fix by forcing ultra high settings in Coalesced. Nothing worked. Suggestions?

#286
Iron Spine

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@SomeDOG-GY

? are you referring to the fact some of the textures, like on Shep and others look like low-res-ASS dipped in a bucket of mud?... That's called lowest common denominator, or in technical terms... Consoles Posted Image

They have limited texture memory and bandwidth obviously. Of course Bio could have made nice HI Res versions 1st, for the PC, and then simply (and completely automated) ran those through a scrubber to get them down to managable console textures. But they did the reverse. They made them for the console from the begining it appears and don't have any (or not many) for the PC.

This fact alone is driving a number of folks around the globe to try and rip apart the game files so they can get at these nasty textures and do something about it. Until that happens, or until Bio takes a brush to them and gives us better ones in a patch, you'll just have to cringe and ignore them. For the record I haven't actually played the thing in low resolution so the may look ok at low res I don't know. But at 1920x1200+ they look real bad

Or if I misunderstood then disregard that rant and clarify.

Modifié par Iron Spine, 16 février 2010 - 08:02 .


#287
Guest_Guest12345_*

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i'm very new to PC game modding, mainly bc there are few PC games that inspire me to put in additional effort. Can someone answer me this, if I own a Steam version of ME2, i cannot edit the coalesced.ini, is that correct?

i have read a couple of pages of this thread and other FAQs for coalesced.ini editing and it seems that i am out of luck since i own the steam version.

confirm/deny?

#288
kaff33nd

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I'm running at 1920x1080 - maybe it looks better in 16:9? Anyway it's not too bad to my eye. In fact, given that ME2 is low-poly it looks about right. With no AA I'm not sure what to complain about first. Low poly count, lack of AA or low-res textures. I find it hard to believe this is UE3 to be honest. But oh well.

#289
Iron Spine

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scyphozoa wrote...

i'm very new to PC game modding, mainly bc there are few PC games that inspire me to put in additional effort. Can someone answer me this, if I own a Steam version of ME2, i cannot edit the coalesced.ini, is that correct?

i have read a couple of pages of this thread and other FAQs for coalesced.ini editing and it seems that i am out of luck since i own the steam version.

confirm/deny?


Unless Steam is imposing a CRC or other check on the file, you should be able to edit it just like anyone else.

The only check the game does on the file is to crash when the file has been modified and not correctly recalculated for data block lengths, which is what spawned CED and many other tools in the 1st place.

You should be able to run CED, point it to the game root so it can reach the Coalesced.ini file and then... use it. Let me know if you have trouble and I will assist through messaging. I do not have the Steam version but I haven't seen anyone saying they have trouble using ths with the Steam version.

#290
kaff33nd

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Edited because I'm too slow.

Modifié par kaff33nd, 16 février 2010 - 08:13 .


#291
Iron Spine

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kaff33nd wrote...

I'm running at 1920x1080 - maybe it looks better in 16:9? Anyway it's not too bad to my eye. In fact, given that ME2 is low-poly it looks about right. With no AA I'm not sure what to complain about first. Low poly count, lack of AA or low-res textures. I find it hard to believe this is UE3 to be honest. But oh well.


Maybe. And of course I was ranting a bit so it's a little over the top. Most textures are totally passable and some look just fine. But the model textures... oh man. Every time there's a close up of Shep in cutscenes, which is a **** load, I get distracted from what's being said because my eyes keep shifting to his armor with what looks like a 256x256 texture drapped over it and I just grumbling...

Are you using ATI? There's a fix for nVidia as far as profile. Think they wound up takng what was made for nHancer (1st) and then simply incorporated it and made an official profile release. I'm still using nHancer to force AA though since many of us were already waaay ahead of nVidia in that regard.

Even with a low poly count, the texture could (and should) still be a quality texture suitable for the PC. Low poly just means there will be less actual object complexity to render, and more fake complexity created in the texture to compensate if necessary.

Modifié par Iron Spine, 16 février 2010 - 08:17 .


#292
kaff33nd

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@Iron Spine - nVidia GTS250 here... I know the fix but I'm too lazy to go in and change the file. I'll get around to it eventually, but apparently it's not the best AA fix anyway. From what I've read, high contrast jaggies stay, and those are the jaggies I want removed. Just downloaded the 196.21 WHQL drivers so maybe it's gonna fix it without the hack? Anyway I'm not too fussed - didn't buy the game for the graphics. I have Crysis and COD4 for that.

#293
kaff33nd

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Anyway Iron Spine, saw this and thought you might like one (IIRC you were the one who said you like this stuff?)

Posted Image

#294
Iron Spine

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Approved.

Posted Image

#295
kaff33nd

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lol - I bet that's you, isn't it? By the way, try Beamish (red) if you can, and haven't already. I prefer it as it's much smoother than Guinness. Mmmm... Beamish!

#296
Iron Spine

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Yeah that's me goofin around from a couple years back.



Think I may have had Beamish before. Went and looked it up and the can looks familiar to me. Have had a few different reds. Dos Equis XX is not bad either. I'm pretty open to just about any beer, other than the domestic ****** that so many folks love. But hey if it doesn't taste like baking soda to them then swig away! Dark beer probably taste like Mud to them so it all equals out.

#297
x82nd

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I have looked for the answer through several threads and no one seems to have a definitive answer on this... What do you have to change in order to use crew members like Tali and Legion early? I would assume you couldn't take them along for their own recruitment missions later without the universe imploding, but are there other consequences?

#298
SomeDOG-GY

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Iron Spine wrote...

@SomeDOG-GY

? are you referring to the fact some of the textures, like on Shep and others look like low-res-ASS dipped in a bucket of mud?... That's called lowest common denominator, or in technical terms... Consoles Posted Image

They have limited texture memory and bandwidth obviously. Of course Bio could have made nice HI Res versions 1st, for the PC, and then simply (and completely automated) ran those through a scrubber to get them down to managable console textures. But they did the reverse. They made them for the console from the begining it appears and don't have any (or not many) for the PC.

This fact alone is driving a number of folks around the globe to try and rip apart the game files so they can get at these nasty textures and do something about it. Until that happens, or until Bio takes a brush to them and gives us better ones in a patch, you'll just have to cringe and ignore them. For the record I haven't actually played the thing in low resolution so the may look ok at low res I don't know. But at 1920x1200+ they look real bad

Or if I misunderstood then disregard that rant and clarify.

Sadly this is what I mean. It looks horrible at 1680x1050 as well. I hope we get a proper PC ME3

#299
Iron Spine

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x82nd wrote...

I have looked for the answer through several threads and no one seems to have a definitive answer on this... What do you have to change in order to use crew members like Tali and Legion early? I would assume you couldn't take them along for their own recruitment missions later without the universe imploding, but are there other consequences?


The closest anyone has come so far is this:

From Dioxin at Steampowered.
forums.steampowered.com/forums/showpost.php

Something for the Legion fans. To get him from the start of the game, go to [SFXGame.BioSFHandler_PartySelection] and under lstMemberInfo find InPartyLabel for one of your available NPCs and change it to =InSquadGeth. Once he's shown up for a mission, he'll show up on the ship too and you can revert the change and play with him normally. Surprisingly he has area specific dialogue for most of the missions before the Reaper IFF, which makes me think Bioware at one time meant for him to show up much earlier.

This also allows you to do fun things like bring a character to their own recruitment quest, playing solo (by replacing the InPartyLabel with a dummy entry) or replacing a character with someone else on their own loyalty quest (haven't tried this out yet). However the game checks for who's in your party already, so you can't get two of the same NPC.


I will do a quick test using this info and update on the results.

UPDATE:
This works perfectly. I will add this to the oher new QJ entries I've been adding as I roam around seeing the new stuff folks have discovered or implemented.

Details:
What's being done here is simple. The game appears to use the InPartyLabel to directly reference the Squad the character is flagged to own or be. Since they (the squad ID's) are all unique (that I see so far) that name seems misleading to me and can essentially be considered a direct unique ID for each NPC.

So in this case, find the one you want and don't have yet. In your case it's InPartyLabel=InSquadTali for her entry. Now pick an NPC that you already have on the ship. For my testing just now I chose Jacob. Replace his InPartyLabel=InSquadLeading with InPartyLabel=InSquadTali and rebuild, close, load game, dock on a planet, choose Jacob as one of the crew, arrive on the planet, viola... that' not Jacob. Tali is there. Leave the planet. Done. She's on the ship now, and shows up in the squad list now when you go planetside again. Reset Jacobs (or whomever you chose back to their default squad) and you should be set with what you wanted to do.

Modifié par Iron Spine, 16 février 2010 - 06:39 .


#300
kaff33nd

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Here in Australia we don't call it 'domestic' beer.... We cal it

Posted Image

Brewed in the bottle! mmm.... Coopers :P

Okay, okay. I'll stop with the pictures and beer talk now.