ME 2 PC : Coalesced Editor v1.0.0.32 (B)
#26
Posté 30 janvier 2010 - 02:23
anyways i am hoping that this will work the only time i have any lag is when im hacking...really frustrating.
#27
Posté 30 janvier 2010 - 06:55
#28
Posté 30 janvier 2010 - 07:16
#29
Posté 30 janvier 2010 - 07:28
#30
Posté 30 janvier 2010 - 07:31
#31
Posté 30 janvier 2010 - 07:55
#32
Posté 30 janvier 2010 - 08:06
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.
Not sure. If it's something the game stores a setting to indicate (likely), and the setting or combination of settings can be located then probably. I'm sure there are a number of people chewing the files for modding potential.
Right now my focus is on providing the ability to easily edit really critical settings for people that are having some issues. Namely, mouse sensitivity and / or need the ability to heavily tweak system settings to get their performance up to a playable rate. I've just finished adding alot of final application logic for game locations and restore files and once I have a place to dump it so folks can download I'll move on to stage 2, which is adding directy editing of system / graphics settings in addition to the existing mouse settings.
As far as traditional modding goes that's not my focus right now but again I'm sure there are some out there going through the data for that purpose and will post their findings.
#33
Posté 30 janvier 2010 - 08:07
uuufffttaa wrote...
Why does DA O's work fine and ME2 doesn't?
Not sure what problems you're having but it sounds like you need a technical support hread. This thread is focused on editing some settings for folks that have an already-functional game.
#34
Posté 30 janvier 2010 - 08:21
#35
Posté 30 janvier 2010 - 09:29
chillinvillain wrote...
hey man, anything for adding a screenshot binding?
No but working on the Coalesced Editor took over all time so no further research went into hunting for that stuff. Have you tested the editor yet? I'll be needing feedback on it to trck down any glitches that I may not be aware of.
Hell I need to create some kind of readme for it too I guess. It requires dotNET 3.5 Framework of course.
#36
Posté 30 janvier 2010 - 09:46
#37
Posté 30 janvier 2010 - 09:53
OGarvey wrote...
Errr... Where's the download link?
Use this link to go to the project site. This link is posted in the updates section at the begining of this thread.
social.bioware.com/project/1854/#details
Then select the Files tab next to the Project Details tab -> Download File.
A direct link to the project file is:
social.bioware.com/bw_projects_file_download.php
#38
Posté 30 janvier 2010 - 10:00
The direct link just gives a 403 error. Do I need a certain kind of account to access it?
#39
Posté 30 janvier 2010 - 10:02
OGarvey wrote...
Hmmm, for some reason when I click the files tab it says, there are no files :S
The direct link just gives a 403 error. Do I need a certain kind of account to access it?
Well I don't actually know this is the 1st time I've used their project system. I'll try and do a little research real quick.
#40
Posté 30 janvier 2010 - 10:03
nota bene: screenshots will not work while you are engaged in dialogue.
#41
Posté 30 janvier 2010 - 10:05
Iron Spine wrote...
Well I don't actually know this is the 1st time I've used their project system. I'll try and do a little research real quick.
Cheers
#42
Posté 30 janvier 2010 - 10:07
Emperor Iaius I wrote...
The binding for the screenshot feature is called "shot"--just set one of the keys to it.
nota bene: screenshots will not work while you are engaged in dialogue.
Nice find I'm going to post that on the main thread page.
#43
Posté 30 janvier 2010 - 10:13
OGarvey wrote...
Iron Spine wrote...
Well I don't actually know this is the 1st time I've used their project system. I'll try and do a little research real quick.
Cheers
Hmm I don't see anything that would prevent you from accessing this. The only thing it appears to require is that you are a registered user, and you wouldn't be able to post here if you weren't right?
Very strange. Maybe someone that has experience with their project system can shed some light for us? I don't see what would prevent you from downloading it at the moment
Are you able to post a comment or create a topic in the project space? Try it and let me know.
Modifié par Iron Spine, 30 janvier 2010 - 10:15 .
#44
Posté 30 janvier 2010 - 10:21
#45
Posté 30 janvier 2010 - 10:24
#46
Posté 30 janvier 2010 - 10:27
IKe0s wrote...
manage file > Visibility: DOT Everyone
Excellent thanks for that. It appears the default is set to group members only which explains it. Try it again.
The main thread page has been updated to reflect that change for those (as in everyone that's tried I assume) failed to be able to get it before.
Modifié par Iron Spine, 30 janvier 2010 - 10:31 .
#47
Posté 30 janvier 2010 - 10:38
#48
Posté 30 janvier 2010 - 10:47
OGarvey wrote...
Yeah that's got itNow to check it out
Ok great let me know.
It should automatically configure itself for you game path regardless of where you unzip, and if it doesn't find it it should prompt for the path and use what you select once it confirms it can reach the required file from the root you select. Just let me know any results, whether it works, blows up, behaves odd etc.
Always back up your Coalesced.ini file before doing anything but I'm sure you've already done that long ago.
UPDATE:
The monster-size BIOEngine data is being added and should be available for editing and testing in the next release for performance, visual and other tweaking at a very granular level.
Modifié par Iron Spine, 31 janvier 2010 - 01:23 .
#49
Posté 31 janvier 2010 - 01:52
Neat program though, thanks!
#50
Posté 31 janvier 2010 - 02:00
pyide wrote...
Will it be possible to add new entries? I'd like to be able to add my own custom bindings for example, right now you can only edit what is already there.
Neat program though, thanks!
That's possible I could probably add a feature for that but right now I want to squarely focus on stability, testing and bug hunts. I just finished making it possible to edit the BIOEngine data... man, there is a GIGANTIC amount in there. For people that need or want to edit/tweak performance and other stuff,. that's going to be the place. Just need to finalize rebuilding in memory of it so it can be dumped back out but the next release should have BIOEngine editing ready for testing. It'll just be another tab next to the Mouse Settings editor but with an absurd more amount of entries to review and tweak.





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