ME 2 PC : Coalesced Editor v1.0.0.32 (B)
#326
Posté 19 février 2010 - 08:00
#327
Posté 19 février 2010 - 08:07
Modifié par Arashikaze, 19 février 2010 - 11:09 .
#328
Posté 19 février 2010 - 08:50
Deinonychus_Z wrote...
Are there any settings that you can change to be able to play as another character? I recall playing as Garrus or Wrex in ME 1 by editing an .ini file. Pretty cool.
This is what I've been looking for. Also, editing the magsize on the Claymore doesn't seem to do anything.
Been using your editor and love it.
A request: A way to edit DLC weapons. From what I hear it's just separate .ini files from the rest.
#329
Posté 20 février 2010 - 12:34
Arashikaze wrote...
Btw how do we save our changes so that they take effect in game? Ive edited the needler max size and dmg and hit rebuild but it changes nothing in game. Am I doing anything wrong?
Saving is done when a rebuild occurs. There is 1 remaining known persistence bug and should be resolved in 26B. A rebuild occurs during an automatic rebuild (pressing enter in a value box), one triggered by code as necessary or using Rebuild Coalesced command from the menu.
If the changed settings reflect (have persisted) in the file and they are not taking affect in the game the 2 most likely causes I'm aware of are ( 1 ) something is overriding them or ( 2 ) the location you modified isn't actually controlling the weapon you expect.
If the changes are not persisted in the file that's a bug and may be known.:
social.bioware.com/project/1854/discussion/1290/
There may be other causes known by the community.
#330
Posté 20 février 2010 - 12:59
Timerider42 wrote...
Deinonychus_Z wrote...
Are there any settings that you can change to be able to play as another character? I recall playing as Garrus or Wrex in ME 1 by editing an .ini file. Pretty cool.
This is what I've been looking for. Also, editing the magsize on the Claymore doesn't seem to do anything.
Been using your editor and love it.
Although they haven't updated the description of my tool in awhile this thread is a good source of tools coming up.
Link updated. Was stripped:
http://www.facepunch...ad.php?t=889301
Timerider42
A request: A way to edit DLC weapons. From what I hear it's just separate .ini files from the rest.
DLC's are explicitly validated by the game engine. To provide editig of those would require techniques to circumvent it, and that is not something I support or provide for.
If Bio removes, relaxes or modifies this in the future I will look at it again.
Modifié par Iron Spine, 20 février 2010 - 03:24 .
#331
Posté 20 février 2010 - 01:44
Thanks for making the tool, I have enjoyed using it. However, I was a moron and managed to edit my backup file, so I have lost the ability to go back to the 'original' settings. Could you please point me to a clean copy of Coalesced.ini? I know I have seen one somewhere, but an hour of searching hasn't let me find that post again.
Alternatively, if anyone has a clean file with the Miranda alternate costume added as armour/social wear, I would REALLY like to get my hands on that.
Cheers,
Pers.
#332
Posté 20 février 2010 - 02:04
PerseusNZ wrote...
...a clean file....
Try Disk 2 in data01.rar/BioGame/Config/PC/Cooked
#333
Posté 20 février 2010 - 02:53
Iron Spine wrote...
Timerider42 wrote...
Deinonychus_Z wrote...
Are there any settings that you can change to be able to play as another character? I recall playing as Garrus or Wrex in ME 1 by editing an .ini file. Pretty cool.
This is what I've been looking for. Also, editing the magsize on the Claymore doesn't seem to do anything.
Been using your editor and love it.
Although they haven't updated the description of my tool in awhile this thread is a good source of tools coming up.
www.facepunch.com/showthread.phpTimerider42
A request: A way to edit DLC weapons. From what I hear it's just separate .ini files from the rest.
DLC's are explicitly validated by the game engine. To provide editig of those would require techniques to circumvent it, and that is not something I support or provide for.
If Bio removes, relaxes or modifies this in the future I will look at it again.
Erm... link says no thread specified.
#334
Posté 20 février 2010 - 03:24
Link updated. Was stripped:
http://www.facepunch...ad.php?t=889301
Modifié par Iron Spine, 20 février 2010 - 03:24 .
#335
Posté 20 février 2010 - 04:28
#336
Posté 20 février 2010 - 05:34
#337
Posté 20 février 2010 - 06:52
#338
Posté 20 février 2010 - 07:22
There is no known setting (that I know) to affect it in the way you're thinking but you can directly change your current P/R in game by creating a binding or bindings.
You could add this in the Bindings Manager using Add New, paste it, hit Enter. Should show up in the list after the rebuild:
( Name="NumPadFive", Command="setparagon 1500 | setrenegage 1500" )
If you use this as-is, pressing 5 on NP with numlock on in game will set both to these values, or any you specify.
#339
Posté 20 février 2010 - 12:07
found it
Modifié par kmetek, 20 février 2010 - 12:31 .
#340
Posté 20 février 2010 - 04:19
Thanks!
Modifié par rorrim180, 20 février 2010 - 04:33 .
#341
Posté 20 février 2010 - 08:44
rorrim180 wrote...
...I really want the Widow Anti-Material Sniper Rifle instead. Would anyone mind helping me use the mod to swap the weapons please?...
Thanks!
In the editor (or manually) search for this:
Note these are broken apart to prevent forum page automatic expansion from trying to accomidate a continuous string it can not wrap:
(WeaponclassName=
"SFXGameContent_Inventory.SFXWeapon_MassCannon",
UnlockPlotName=Wpn_SuperSniperRifle)
Change the value to this:
(WeaponclassName=
"SFXGameContent_Inventory.SFXWeapon_MassCannon",
UnlockPlotName=Tec_SniperRifle)
;;WeaponclassName=
"SFXGameContent_Inventory.SFXWeapon_MassCannon"
,UnlockPlotName=Wpn_SuperSniperRifle)
This will comment out the existing value, leaving it in place if you want to come back later and undo it (applies to anything) and changes the trigger to unlock the Widow (MassCannnon) to be Tec_SniperRifle instead of Wpn_SuperSniperRifle. If you have unlocked the Tec_Sniperrifle upgrade (very likely) you will now suddenly see the Widow as a sniper rifle option in your loadout and weapons locker.
Note the double semi colon in front of the old value in the new replacement value. That's how you make a comment in the value portion of a setting. Any comment that is part of a value portion should be prefixed with double ;; for the game engine to correctly detect it as a comment within the value and not a part of the value thereby trying to use it as part of the value when it sets the setting. It will just ignore everything after ;; so the value is inclusive up to ;; and then truncates.
Hint: Use the clipboard workspace to paste them and edit them to be on 1 line each. Then you can directly search for it by copy and pasting the line into search.
Modifié par Iron Spine, 20 février 2010 - 09:15 .
#342
Posté 20 février 2010 - 10:44
It worked! Thank you so much!
Modifié par rorrim180, 20 février 2010 - 10:45 .
#343
Posté 20 février 2010 - 11:14
Been goofing around a bit more with weapons. Just made a Widow Sniper rifle shoot like a minigun from Terminator. Crazy stuff. Will be including settings in next release for fun / examples.
Modifié par Iron Spine, 20 février 2010 - 11:55 .
#344
Posté 21 février 2010 - 12:08
Please very much.
I need him, I am not him and I put the charges.
Who wants to give me the code I send email with subject naesiblonda@yahoo.com Mass Effect 2 code.
VERY VERY VERY MUCH WILL PLEASE Give me some CODE.
We wait.
#345
Posté 21 février 2010 - 12:56
I'm searching for a way to edit class or add new powers
I have been looking around :
[SFXGamePawns.SFXCharacterclass_Adept]
to edit it , no result in game
I have tryied to add a new bonus power via
[SFXGameContent.SFXGameChoiceGUIData_HenchmenPowers]
HenchmanPowerArray=(PowerclassName="SFXGameContent_Powers.SFXPower_Cloak",
ChoiceEntry=(srChoiceName=93973,srChoiceTitle=93973
,oChoiceImage=none,srChoiceImageTitle=93973,srChoiceDescription=155065),
AchievementID=12,PowerImage="GUI_Codex_Images.Barrier_512")
It only worked for the sentinel , and this bonus power disapear once you change move to a new location or mission
So does anyone have made some progress on that part?
Modifié par Neon3d67, 21 février 2010 - 03:17 .
#346
Posté 21 février 2010 - 02:14
Please edit your post and break up the continuous HenchmanPowerArray into multiple lines. The forum tries to accomidate it but since it can not wrap it,because it's 1 long string with no breaks, it stretches the page out and makes the entire thread hard to read. It's annoying the forum does this maybe they'll fix it some but. It's also equally annoying to read the thread with the page out of whack. Just do something like this to it and it'll fix the forum problem:
(WeaponclassName=
"SFXGameContent_Inventory.SFXWeapon_MassCannon",
UnlockPlotName=Wpn_SuperSniperRifle)
As far as the question itself there may be some that can answer it. I can not, yet. Once I finish working on v26B I will mess around with the technique and see what I find.
Modifié par Iron Spine, 21 février 2010 - 02:16 .
#347
Posté 21 février 2010 - 03:18
#348
Posté 21 février 2010 - 03:36
Excellent thanks much better.
I imagine the issue, especially the reset part, is related to ActiveclassRedirects and DynamicLoadMapping. As I said I can't break off from code right now to go experiment with that but if it's possible to do then it will either need to be done in a different location or multiple edits will need to be done to create a fully usable additional power for it. That's just a guess won't know until I personally try it.
#349
Posté 21 février 2010 - 04:50
Unlock weapons armor , get some extra cheat by bindng key is quite easy
#350
Posté 21 février 2010 - 05:17
I am personally curious if this will work or can be made to work. I do intend to mess around and investigate if I can make it happen. Currently checking the forums once an hour or so. Not sure the ETA on next release but it has had some significant improvements in certain areas and also some new broken areas as a result that I'm currently tracking down. But once I get v26 posted I will experiment with powers and see if can do what you're trying to do. If we can get it to work in a persistent way it would certainly be a popular change to some, although it would technically make character classes a little useless but who cares.





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