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


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#301
Iron Spine

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@kaff33nd:
Well it's appropriate since the 1st comment in the thread for this project is about beer and the next few....  Image IPB

BUT... yes I'd appreicate an end to the pictures for awhile it just expands the pages. Let a few pages of content show up again first Image IPB

#302
mdunn1066

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Would it be possible to use this to remove the DLC armor helmets? And if so, how?

#303
Iron Spine

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mdunn1066 wrote...
.Would it be possible to use this to remove the DLC armor helmets? And if so, how?


This software does not edit DLC content.

#304
BitFaze

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Hey Iron Spire,

I just tried the new Custom Setting you released with v1.0.0.20B called IronSpine_MoreCasualOutfits.ME2CEDX.

I had tried myself to edit the settings to get all outfits, without any success (missed a few and the order was messed up). So I wanted to try out this file you made. To prepare, I deleted all CasualApprearences entries.

After the import ("Import Settings">select file>"Confirm Import) I only saw 1 CasualAppearences entry (id=39). So i thought the importer couldn't handle importing multiple entries with the same name. Therefore I copy pasted the list of entries from the .ME2CEDX file to a new file in NP++. There I replace the following string: "BIOGame²[SFXGame.SFXPawn_Player]²CasualAppearances²(" with this string: "CasualAppearences=(". I then copied the modified list, deleted the single CasualAppearences entry, oped <new settings batch> from the current "folder", pasted the list and clicked OK. New I got all 40 entries listed below each other.

Am i doing anything wrong, or is it the import tool that isn't fully developed yet?

#305
Iron Spine

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@BitFaze
Hmm strange. No, importing the file should import all the entries in the file. It's a brand new feature and still needs hammered to get results, but noone was actually using it to give results so I only have my local testing to go by. But it's important feature since it isolates to a set of specific settings without affecting other settings and I want to get it squared away.

What are your results when importing to a clean copy of Coalesced? In my testing I've used it with the rogiinal as well as multiple different that were modified in various ways and didn't have an issue.. However I didn't delete any Casualapperenace entries. The default 4 (ID0 to 3) were in the fles when I imported the settings, which contain ID 0 to 39. The end result is 0-3 are skipped because it detects those exact values already in place and simply creates the other 36 entries fo a total of 40 CasualAppearance entries after import.

Try again without deleting the default entries and see if there's a change in outcome. Also create a shortcut to the program and add -log to it so it creates a disk log of what it's doing. Then post the contents of that log in this topic so I can get a better view of what it's doing there:

social.bioware.com/project/1854/discussion/1339/

EDIT:
While waiting for you to do that I will delete the existing entries in coalesced and try to duplicate what you described.

UPDATE:
Ok deleting the existing settings prior to importing causes the problem you describe. I wound up with a single entry just as you. I will post this in the bugs section of the project and investigate. The workaround for this is to not delete the existing default settings prior to importing these.
 

Modifié par Iron Spine, 17 février 2010 - 01:43 .


#306
mdunn1066

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Ah i see, which is why we probably havent seen a helmet removal mod for the armors as of yet then as well. Any plans on including DLC in the future? As of right now my collectors armor and others etc sit unused because it basically ruins half of the game for me.

#307
Iron Spine

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@mdunn1066



Yeah there are a bunch of us that agree about the helmet issue. That post to get Bio to change it so we can toggle the helmets off got a huge number of +1.



As far as the DLC those are purchased packages and the game does CRC checks on them. Only hacking them, discovering the CRC alg and spoofing that as well as potentially hacking the EXE would allow this. And that is not what my editor does, or will ever do in any way. This topic has been covered a few times in various forms including a number of times in this thread and another user while invetigating other files is the one that discovered the CRC checks and so far.



I intend to keep what my editor does 100% legal in every regard. Unless something if officially posted or confimed that states we can freely modify official DLC packages, doing it otherwise would not in my head be legal and will therefore not be supported by me. I'm sure there will be some that could give 2 ****s about that and just do it anyway, but I will not.

#308
BitFaze

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I ran into a few problems.

First off it seems like the Coalesced commands > Restore Coalesced feature overwrites the wrong way (current file over writes backup). I get to this conclusion because i didn't see any change in the editor and the timestamps of the files were almost the same. Luckily I had made a manual backup and a few CustomBackups.

After I had a vanilla copy loaded, it worked fine with the import. Even though i don't know how your source code is written, I'm puzzled at how it can create 36 entries when 4 exists (id=0-3), but not when 1 (id=39) or 0 exists.

I tried to make a log but got no file (at least where I would expect to find it). I used a shortcut with this path: "D:\\Programs\\ME2 Coalesced Editor\\ME2CoalescedEditor.exe" -log

It's getting late here and I'm getting tired. So a retry will have to wait for tomorrow. I might add some details when I return from slumber -_-

#309
Iron Spine

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@BitFaze



No need to b puzzeled. It's preliminary code that tries to account for a number of dfferent possibilities due to non unique settings and it's broken. I'm currently staring at the culprit in code working around a solution to it.



That's not a bug as far as the file. It's written in the dialog you see when you load new versions of the edior. It says a backup of the current Coalesced.ini file will automatically be created. If you have a modified Coalesced file when you're viewing that dialog, that's the file that becomes the backup and is why the warning is there. To make sure you have a fully functioning Coalesced before doing it.



Not sure what's up with the -log you've got it correctly spaced and outside the quotes. when I use it and when anyone else so far uses it a disk log is created and used.

#310
mdunn1066

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Thats understandable Iron Spine, I wouldn't ask you to do something you do not wish to, though I am sure there is someone else out there who will have no problem hacking the files then uploading it as a mod. Either way thanks for the program, keep up the good work

#311
Iron Spine

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@mdunn1066



Thanks it's a fun project and folks all over the place are having a go at doing all kinds of stuff, and more tools show up every day as well as more complex modifications. Good stuff. I'm currently working on v2 of the import logic and the next release will pretty much be dedicated to the import itself so we can get that working better and more consistent. Then we'll be able to import and export specific sets of settings that are isolated to a particlar type of change without affecting other things in the file. In this way the community could produce very specific sets of settings to do things that don't affect other unrelated things. This is something replacing the entire file with another file can not do and is a reason some folk have problems after doing that. We'll see how it goes.

#312
MrTroubleMaker

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Is there a way to turn off vignetting? Thanks



sorry if this has been answered already, I must have missed it when I looked though the thread

#313
Iron Spine

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@MrTroubeMaker



Yeah there was a fella asking that the other day I don't believe anyone has reported success on that yet. Pretty sure he tried a number of cmbinations of turning off QBloom and other things in there to try nd get rid of it but no luck. There still may be a setting or settings in there that would affect, just don't know what it is yet.

#314
kaff33nd

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Edit: Image link isn't working

Modifié par kaff33nd, 17 février 2010 - 08:08 .


#315
kaff33nd

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MrTroubleMaker wrote...

Is there a way to turn off vignetting? Thanks


As far as I can tell, the vignetting is actually a shader which has its own texture that is mapped onto the GUI.  This is shared by the 'bloodshot' effect when you're health is low.  The only way that I think you can remove it is to edit the alpha of that texture file. You'd need an unpacker for that though.
Anyone else have any ideas?

#316
BitFaze

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Wow a v1.0.0.22B already (I'm guessing B=Beta). The more I use this program the more I like it. Keep up the good work. If you need more details about my previous problem, just ask. I don't know which details to add.
Oh by the way, a feature request: make an option to append to the log or create a new one with an increasing number.

Lately I've been using the tool to tweak the keybindings a lot and come up with a few ways to circumvent the "one-button-does-all" shared_action key, shared_melee asks user to leave world, hold RMB to scan planet, map key must be hold down to keep objective-radar up and a few others. Unfortunately I've run into a few problems when binding LeftControl, LeftShift and a few other default keys (either nothing happens, or the default bound action happens). I'm guessing it's because I've made some changes to the key-mapping in-game, which is saved in another file.

I'm still looking for a way to show the radar that shows up in the in-fight pause menu with the blue and red dots, but I'm guessing it will require some scripting and UI calls. It would be neat though, to have the good ol' 40m radar from ME1 (which I recall is 69m/59m in this game).

EDIT: I just saw my requested feature was already in v1.0.0.22B (and perhaps also previous versions). So it's withdrawn.

Modifié par BitFaze, 18 février 2010 - 12:51 .


#317
Law_28

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I'm not great with stuff like this so im still trying to figure out a way to be able to take screen shots. Without having to open the dialog box as well.



Is there a line i can type into the .INI so that i have press one button and have the screenshot save to the screenshots folder in ME?

#318
Iron Spine

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@BitFaze

Yep B = Beta, in a big way. There's a lot of features but none of them are 100% and I just keep adding more to it's just a big giant testbed at the moment. The recent Import/Export feature definitely has holes (or craters...) but I'm chewing it over.

Actually the log mechanism already opens for append. You can tell seperate executions in it with Stating Up / Shutting Down entries.

Modifié par Iron Spine, 18 février 2010 - 12:14 .


#319
Iron Spine

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Law_28 wrote...
...Is there a line i can type into the .INI so that i have press one button and have the screenshot save to the screenshots folder in ME?


In the editor click on Bindings Manager.
Click Add New
Type the word shot into the highlighted area
Click the Game Keys combo and select NumPadZero
Put the cursor back into the textbox with the command in it and press Enter.
You've just created a binding, activated with the 0 key on the numpad keys (numlock must be on to use). When you press this in game it will take screen shots.

You can also just paste this  after clicking Add New but I wanted to describe another way to do it too.

Click Add New
Paste this in there:  ( Name="NumPadZero", Command="shot" )
Press Enter so it rebuids. Same result.

The game keeps the screenshots it makes off your documents folder in: /BioWare/Mass Effect 2/BIOGame/Screenshots

#320
RiverRat

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Hey Iron Spine... I was curious about using this to edit henchman combat behavior... is that possible? I've noticed most of the henchies behave differently... sometimes counter productive to their continued existence. I thought the BIOGame-> [SFXGame.SFXGame]\\HenchmanPackageMap entries might have something to do with the individual AI packages for the squaddies. But I'm a little in over my head. BIOAI seemed to be a dead end in this respect...

#321
MrTroubleMaker

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@Iron Spine and kaff33nd



thanks for the info, it is a little disappointing that it wasn't a simple switch to turn off. I really don't like the tunnel vision it introduces and makes the TiledShot 2 command useless for wallpaper generation because it leaves the vignetting tiled across the image :(

#322
Iron Spine

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@RiverRat

I haven't looked for that but I will skim around a bit and report if I find anything that might be useful. Yes there are times a mate will do incredibly suicidal things. My biggest gripe is the fact they don't immediately and without haste stop what they're doing and obey my Move orders. That would save their life quite often.

UPDATE:
Curious what this does if anything. Haven't toggled it. Currently working on code but:

BIOUI [SFXGameContent.SFXGameChoiceGUIData_HenchmenPowers] m_ShowOptionalPane=false

Looks like we could also change the weapons they're allowed to carry fairly easily with this:
BIOGame [SFXGame.SFXPlayerSquadLoadoutData] HenchLoadoutInfo

This one might be interesting to make them more (or less) effective in combat:
BIOGame [SFXGame.BioActorBehavior] m_fHenchAimLagFactor=0.25

So far I haven't found any definitive settings that explicitly control their overall behavior though. It may not be available via settings, or it may and I've just not found it yet.


@MrTroubleMaker

I guess at this point only Bio can give a definite answer on how to do it or if it's possible. But, like I said before people are uncovering / discovering stuff every day. If it is possible to turn it off, it's only a matter of time before its found.

Modifié par Iron Spine, 18 février 2010 - 03:24 .


#323
Hoax86

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Where are the values that determine wepon models/meshes?



I'd like to do a little fiddling around with the different weapon appearances.

#324
Iron Spine

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@Hoax86



The info that I've seen for that type of thing so far indicates a much more involved modification than you might expect. This is due to many factors but one of them is the fact the game dynamically loads and unloads package data when it transitions from area to area and this causes changes related to these things, as well as character models and probably others, to simply be lost / reset to their defaults.

#325
Vladivindel

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I could not help but notice a harsh lack of options.



Having Jacob Taylor shirtless by default while in a firefight is just as important to me as having all the other characters wearing the outfits worn in the romance scenes in typical gameplay.





There must be a way to do this by swapping textures and meshes. Could somebody figure that out?