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


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#376
Iron Spine

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@Timerider42

Good deal about v26B perhaps I have the last of the persistence bugs knocked out for now then.

Well Steam has some really kick ass features, especially beng able to instantly recover from corruption or just delete something to get space back and re-get any time on a whim. But for anything you mod you definitely need to keep explicit track of it yourself or it may go into the bit bucket like that.

But, it just gives you another reason to go digging back in the file again right :)

Modifié par Iron Spine, 23 février 2010 - 03:07 .


#377
Timerider42

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Iron Spine wrote...

@Timerider42

Good deal about v26B perhaps I have the last of the persistence bugs knocked out for now then.

Well Steam has some really kick ass features, especially beng able to instantly recover from corruption or just delete something to get space back and re-get any time on a whim. But for anything you mod you definitely need to keep explicit track of it yourself or it may go into the bit bucket like that.

But, it just gives you another reason to go digging back in the file again right :)


I did manage to save a copy of the modded ini. I just can't do anything with it now.

#378
Iron Spine

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Ahh ok gotcha. You have the file you're just not sure all the stuff you changed.



Hmm well, actually, since most of the changes to v1.01 are almost all in the BIOInput area hell you could just pull up both files in 2 instances of NP++, stack them vertically and then go apply the changes identified from v1.01 into your old file, and create a v1.01 that has your stuff in it.



Definitely backup both before but that's what I would do in your case. Far fewer changes in the new one,or at-least, the changes in the new one are identified.



My report may or may not be perfect I don't know I hammered that code out fast. So where it says 22 changes,some of those may or may not be new keys or vice versus not certain but at any rate it should be a snap to update your original file with the changes.



A couple ini version updates, 1 new editor entry (useless to us but do it for completeness / compatibility) and the rest were in BIOInput if I recall. That's definitely what I'd do first before trying to hunt down everything I may have changed in your situation I think.

#379
madmaxx007

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Anyone have a copy of the unmodded Coalesced Version 1.01 available for download? Thanks

#380
JFRICH

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DEFAULT COALESCED

If you find yourself in need of the original file look here:

Disk 2 in data01.rar/BioGame/Config/PC/Cooked

#381
Iron Spine

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Thanks for showing that some actually read the monster main page for info JFRICH! :)



But, madmax is talking about a clean v1.01 which would only be in the patch package.

#382
madmaxx007

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After using several types of Coalesced editors, I have concluded that Iron Spine's editor is the best out there. It's well put together, user friendly and most importantly, the author provides excellent support. Thank you for your program and the time that you've put into it, including assisting newbie users like myself.



@ JFRICH - Thanks for the message. I have a clean version of the original Coalesced but I didn't keep a copy of the clean patched version.

#383
Iron Spine

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@Madmax



Thanks I appreciate the good words. The editor has certainly come far from day 1 where it allowed editing mouse sensitivity and... well... that's about it :)



Now that there are enough major features working to a decent degree I've spent the last 2 versions minly focused on creating a faster editing experience, mostly through quick keys but certainly a number of other things have been done too. A goal is to make it as easy and fast as possible to edit stuff and move to something else to edit. I couldn't do that in the early stages because the features have to actually exist first. So I'm sure there are plenty that tried it in the early stage and thought "meh... I can do this faster with NP++ screw this" heh... and that's ok too. For those that have been sticking with it though I think (or hope so let me know if I'm wrong!) can see it progressing toward a better / faster / easier editing experience than it has been peviously. It's a fun project.


#384
Vladivindel

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Uh... Hello... Can you tell me ANYTHING about swapping textures and meshes? like a un harmed Garras. Or a shirtless taylor.

#385
Iron Spine

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@Vlad



If that question is directed at me the answer is no. My time is spent building the editor allowing others to use and dig, figuring out how to do various things. I have not had the time to also spend using it to its fullest to discover all the things that can be done.



However regarding textures and meshes, you will not just be dealing with Coalesced by any means. You will be dealng with PCC and other files the game uses. That's where the actual data for those are stored. I have a tools section listed on the main page of this thread with links to tools that can decompile / extract those files.



There is currently no known tool (yet) that can rebuild/repack them.

#386
Vladivindel

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Iron Spine wrote...

@Vlad

If that question is directed at me the answer is no. My time is spent building the editor allowing others to use and dig, figuring out how to do various things. I have not had the time to also spend using it to its fullest to discover all the things that can be done.

However regarding textures and meshes, you will not just be dealing with Coalesced by any means. You will be dealng with PCC and other files the game uses. That's where the actual data for those are stored. I have a tools section listed on the main page of this thread with links to tools that can decompile / extract those files.

There is currently no known tool (yet) that can rebuild/repack them.


What about swapping?

Can't you just swap and rename the texture and mesh files so that the desired effect occures?

#387
Iron Spine

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Maybe it depends on what ID's are actually used to identify textures and meshes and where the ID's are located. If they are inside the files then the files themselves would have to be edited to modify the ID's, since a simple file swap wouldn't resolve to the correct ID in the file. But I don't know what system the game uses to locate / ID those resources. If there are settings in Coal that are used, and only there, to tell it where to get / use resource x, y, z then sure that should work. Just don't know if that's the case nor the names or locations of them if it is the case.

#388
Whailor

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I just want to say this: damn fine work Iron Spine, damn fine. I am impressed and also thankful for this tool and your work. To some this is a cheating tool, to some this is a fine tuning tool, to some this is a tool to perfectly balance all aspects and settings of the game. Something for everyone and you don't see often so much offered in a single tool. Thank you again.

#389
Iron Spine

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@Whailor

That is extreme praise I do appreciate it. My intent after its early phases is actually what you describe which means a lot to me because it means it is successful to some degree in the attempt. It didn't start out in any way to be this. It was just a mouse tweak tool. If I had known or paid attention to where my head was taking me soon after I would have instead written it using WPF which I highly prefer but instead I wound up going into 1 coding frenzy after another and by the time it occured to me that "damn it... this is exploding" it was to late. Oh well! heh...

Right now I'm vacillating between giving the Quick Jump system or a new cutom Export Workflow priority. There is an existing mod tool that does a decent job with settings but it always uses a vanilla Coalesced file as the backbone of its work which I do not like because it means you still lose any changes you make that are not in one of the mods. My approach is to try and come up with a mechanism making it possible to work with your current file in its current form, adding or changing at-will, without affecting whatever else you may have done to the file related or unrelated to the current edit / mod. That's a lot more complicated to pull off due to the nature of the settings in the file but I'm still chewing it as a possibility.

UPDATE:
I'm going to focus for now on the Quick Jump system because that is totally inline with my intent, which is to provide a way for people to more easily and directly make their own edits and choices and not have to rely on something someone else created, which is where MOD's fall in. So the QJ wins for now.

Modifié par Iron Spine, 25 février 2010 - 05:41 .


#390
skan5

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Just dropping in with my support for this program, freaking awesome Iron Spine =)

Vladivindel wrote...
What about swapping?
Can't you just swap and rename the texture and mesh files so that the desired effect occures? 


@Vlad, you want this thread (warning, it's freaking huge). Mesh swapping/texture mods (and info) is littered throughout most of the pages: http://social.biowar.../index/889432/1

madmaxx007 wrote...

Anyone have a copy of the unmodded Coalesced Version 1.01 available for download? Thanks


@Madmax, here you go (near the bottom, 2nd to last): http://social.biowar...ect/2052/#files   Thank DemonSlayer_1, not me.

EDIT: Really wanting a "Post Preview" function ><

Modifié par skan5, 25 février 2010 - 08:21 .


#391
Iron Spine

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@skan5

Thanks it's definitely coming along / getting better.

Good deal with the file I'll throw a link to it on the main page near my info for v1.0 file. Think I'll throw a link to your main project files too looks like you're having some fun in there :)

UPDATE:
Actually I see it's not you but someone called DemonSlayer_1 but I'll go ahead and add it in a new MISC PROJECTS section. If folks let me know of some fun projects, goofy **** or anything else that's "good" and related to ME2 let me know and I'll throw them into this section after taking a look.

Modifié par Iron Spine, 25 février 2010 - 08:59 .


#392
skan5

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 Hey Iron Spine,

Yes, it's DemonSlayer_1's not mine, heh heh. I just linked it since MadMax needed the file and I don't have one uploaded myself.

If you go through the thread I linked for Vlad, there's tons of great stuff there. There's also a group for texture modders located here: http://social.bioware.com/group/1547/

Then there's also gibbed's save game editor along with other tweaked coalesced files over at masseffectsaves.com (direct link to their mods page is: http://masseffectsaves.com/mods.php)

#393
Iron Spine

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@skan5

Good stuff I'll try and spend a few minutes roaming those. Just finished taking a few minutes to browse the tech posts been awhile since did that too. Great to see the Remove Helmet post is still going like a freighttrain.

Edit:
Definitely want to drive some attention into the Texture Modders group I've linked to them on a new groups section. People come up with the craziest **** ever when they get a chance to mod graphcs and I love the results so I'm definitely for helping push anyone interested in modding textures straight to them no doubt.

Modifié par Iron Spine, 25 février 2010 - 09:59 .


#394
MrCairo

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Usually a lurker, but just had to say this is a great tool Iron Spine.

Thank you for your work on this.

I have found it really usefull.

#395
Timerider42

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Probably mentioned before but does anyone know exactly how to give yourself non-standard weapons? Like this:


Also, I've been unable to get the firing rate of the Cain to change. I tried changing RateofFire from 30 to 70 then to 120 with no results.

Modifié par Timerider42, 25 février 2010 - 11:15 .


#396
Iron Spine

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@Timerider42



Going to do a quick test in the class system regarding Oculus. Report back in a bit.

#397
Timerider42

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Full-auto FlakGun:

bIsAutomatic true

BurstRefireTime 0.0f

MagSize 10 (or whatever you see fit)

RateOfFire 160



Mwahahaha



Still no luck with Cain, however.

#398
Timerider42

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Just discovered the hard way that ship upgrades given through coalesced editing do nothing during the suicide mission. Lot of dead team members. :unsure:

#399
RiverRat

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Timerider42 wrote...

Just discovered the hard way that ship upgrades given through coalesced editing do nothing during the suicide mission. Lot of dead team members. :unsure:


Yeah... I rewrote that binding to give all upgrades except those gotten through party members such ship upgrades and party member specific upgrades IE: Mordin's omni tool, Jack's biotic amp upgrade, and Legion and Grunt's weapon upgrades.

Never looked into it, but I've been told weapons can be modified so they upgrade damage 49 times instead of 5? That sounds really, deliciously overpowered. But a definite use for extra resources if doable.

#400
SnakieHelah

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anyone know a way to open Mass effect 2 game files, those would be .afc ... A program maybe? heh.