ME 2 PC : Coalesced Editor v1.0.0.32 (B)
#151
Posté 05 février 2010 - 11:30
You should be able to rebind any keys you want, you just have to change it in the right places. However you may have to "reset to defaults" in the game to see some changes.
#152
Posté 05 février 2010 - 11:37
Thomas_R_Roy wrote...
Also, I just looked around a bit and you won't be able to make an easy "ghost" toggle with a single key. You'll need 2 keys.
You should be able to rebind any keys you want, you just have to change it in the right places. However you may have to "reset to defaults" in the game to see some changes.
Actually I was thinking we might be able to do this but I don't know yet:
( Name="Add", Command="Ghost | OnRelease Walk")
No clue if that will apply or work yet but if it does then it should have noclip until the key is released and return to walk.
UPDATE:
That works perfectly.
Bindings=( Name="Add", Command="Ghost | OnRelease Walk")
Holding the key turns on noclip. Releasing the key turns it off.
UPDATE:
This should or likely will apply to many,many things because of the very interesting way (seems pretty flexible) they have implemented the command system.
I've updated the main page in the community section with this.
Modifié par Iron Spine, 05 février 2010 - 11:53 .
#153
Posté 06 février 2010 - 12:24
zBobG wrote...
...
Various utilities that may be used to edit the coalesced.ini file MAY add an additional null or even add an additional line-feed...
The code has been updated to detect garbage trailing the correct file terminator and truncates anything else now wihout complaint. Thanks for the suggestion this will make the editor a bit more friendly to files where code or tools have added junk. This will be available in v1.0.0.11
Modifié par Iron Spine, 06 février 2010 - 12:25 .
#154
Posté 06 février 2010 - 01:38
Catscratcher wrote...
...Probably SkipCinematic and SkipMovie engine commands are not in effect, now if I could just reach console and test them out...
Maybe but maybe not. Maybe instead they have a bug in the way they handle certain actions at certain times related to Shared_Action keys.
The default command for the Spacebar is simply a "Shared_Action", and not an explicit shared action like Shared_Shoot, which indicates to me it flags the Spacebar for special handling in code based on the mode the game is in.
So this leads me to think it's going to be processed in a special way for branching,. Maybe that' simply broken or not working fully in a particular branch. The branch for conversation works but not te other etc. Just a guess but the Shared_Action part seems particularly important in relation to this.
Update:
Look at this beauty.
( Name="Shared_Action", Command="Exclusive Used | TryClimbOrMantleCover | Exclusive TryAcquireCover | OnRelease StormOff | OnHold 0.2 StormOn | OnTap 0.3 TryExitCover 1" )
They have an excellent system. Based on my reading of this you can effectively chain together a litteral infinite number of functions or actions to a key. You simply need to know them, and if they have a result value returned or if not (void). Very nice.
Modifié par Iron Spine, 06 février 2010 - 02:03 .
#155
Posté 06 février 2010 - 06:38
I'm thinking those "written as skippable" but "unskippable movies" are meant to be hardcoded as you can skip almost anything else. Thou simple commenting out gets rid of the opening biks to "Hit any key" screen.
However, it's always considered those opening credits/movies are played only once or skippable after watching once in about every game. Maybe they wanted to do that and simply and utterly failed somewhere.
#156
Posté 06 février 2010 - 08:53
(I love how Bioware made the Vindicator an uber ass weapon compared to all the other assault rifles even when you get it at the beginning of the game)
#157
Posté 06 février 2010 - 09:03
zBobG wrote...
...Well, this is very strange. I have a copy of the original coalesced.ini file and in my copy the hex count...IS CORRECT.
Yeah for still having retard moments after all these years... I located the culprit. Was a code issue on my part specifically because of the length of that one. That issue is finally fixed and will be in the next release 11.
#158
Posté 06 février 2010 - 09:07
blazin419 wrote...
Can someone help me mod the Geth Pulse Rifle?)
Hello. Taking a look real quick will update back in a sec. Think editing the penetration type would only affect the strength of targets it can go through or damage but not the damage itself. Back in a few while looking.
UPDATE:
I have explored very little of the actual settings I'm exposing with the editor because I've been so busy writing the thing. So I dont have a ton of knowledge yet about actal modifications in this regard yet. However, the tool is certainly useful at tracking down stuff and following chains of logic the game uses heh.
To me it appears that particular weapon is simply going to use the damage variable from the base weapon class which appears to be this:
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]
And I think this because of 2 things at the moment. It's missing an explicit damage setting (as you already know) and this line:
(ObjectName="SFXGameContent_Inventory.SFXWeapon_GethPulseRifle",SeekFreePackageName="SFXWeapon_AssaultRifles")
So if I am correct (I don't know if I am here) that this line tells the game to instantiate a package of SFXWeapon_AssaultRifle when it creates the GetPulseRifle, this by definition means the gun is going to have the settings specified in the assault rile base class, and since there is no damage setting override in the actual pulse rifle entry then it should just be using the setting from assault rifle.
But of course you would NOT want to modify the base class because then all weapons (there are definitely a few) that derrive from it will also have the changes take affect (unless they are overriden in an explicit class for that weapon.
This is all theory but it's what I think at the moment sorry if it doesn't help.
Modifié par Iron Spine, 06 février 2010 - 09:39 .
#159
Posté 06 février 2010 - 09:18
Iron Spine wrote...
blazin419 wrote...
Can someone help me mod the Geth Pulse Rifle?)
Hello. Taking a look real quick will update back in a sec. Think editing the penetration type would only affect the strength of targets it can go through or damage but not the damage itself. Back in a few while looking.
Thanks for the help. BTW, I tried creating a damage line manually by opening the file with notepad. It didn't work.
#160
Posté 06 février 2010 - 09:43
blazin419 wrote...
...
Thanks for the help. BTW, I tried creating a damage line manually by opening the file with notepad. It didn't work.
Read my edited reply above too but...
?
Do you mean with Notepad ++ or windows notepad?
Don't use regular notepad. Use Notepadd ++ because you MUST keep all embedded nulls intact and I think normal notepad will simply strip them so saving the result would be a trash file.
Try using Notepad ++ to do it and then rebuild the file and check again.
If you used normal notepad and not NP++ for your test then that might be why it didn't take effect.
Modifié par Iron Spine, 06 février 2010 - 09:47 .
#161
Posté 06 février 2010 - 10:15
I do not have the GethPulseRifle yet. I would like to change the damage for it, it does appear weak if left stock. It does appear to inherit the damage from a stock Assault rifle.
I think you just need to add a Damage line like this: Damage=(X=85.4f,Y=85.4f)
You don't have to use those particular numbers.
The question is: Is somebody going to use a GethPulseRifle to shoot at me? Do I want to wait until I actually get the rifle before I make any changes?
Please don't post any spoilers, just reply with something like: "Yes, wait."
Modifié par zBobG, 06 février 2010 - 10:16 .
#162
Posté 06 février 2010 - 10:36
zBobG wrote...
Please don't post any spoilers, just reply with something like: "Yes, wait."
This statement is extremely supported by me and I will be pretty annoyed if it's not respected please.
I've spent all this time on the editor. The game is waiting for me after I get the editor to a more finished state where most can use t (it's very close now). I relly want to enjoy the game and have specifically tried to balance the act of building this editor while not accidently or otherwise uncover critical plot and other information that would ruin it. Obviously I've found out a couple things but overall I've been very successful and the game will be fresh and unknown to me when I get a chance to get back to it. zBobG may also be in this situation. Working on code / tools / changes with a fresh game waiting.
Ok with that crap out of the way yes I'm wondering if the reason it didn't work for him is because of a bad edit and not a failure of the game to use the setting for the weapon but he hsn't responded so don't know what he actually wound up doing. But from logic and what I've seen of the game settings and classes it sure seems like it would / should be that simple. If the setting exists, it'll override the base class. If not, it'll use the base class setting.
By the way version 11 is posted. Adds a new bindings manager. Just a 1st draft but it appears to work fine here. Needs heavily tested.
#163
Posté 06 février 2010 - 10:46
zBobG wrote...
The question is: Is somebody going to use a GethPulseRifle to shoot at me?
...there are Geth in the game.
This is not a secret.
#164
Posté 07 février 2010 - 01:04
SPOILERZ
>(
#165
Posté 07 février 2010 - 05:04
[SPOILER]
SetSaveGameDisplayRawName TRUE
SetSaveGameDisplayRawName FALSE
RestrictNumberOfSaves TRUE
RestrictNumberOfSaves FALSE
FLY
GHOST
WALK
initprobes 999
initammo 999
initmedigel 999
SetPlayerSquadMin1Health TRUE
SetPlayerSquadMin1Health FALSE
ce hench_pickany
ce hench_picksquad
ce hench_empty
GiveXP 1000
GiveXP 5000
GiveXP 10000
DisplayActorInfo
Showlocation
Hidelocation
SloMo 0.1
SloMo 0.5
SloMo 1
SloMo 2
SloMo 3
GiveSuperGun
God
INITAMMO 1000
GIVEITEM SELF ASSAULTRIFLE
GIVEITEM SELF NEEDLER
GIVEITEM SELF MACHINEGUN
GIVEITEM SELF AUTOPISTOL
GIVEITEM SELF SMG
GIVEITEM SELF HEAVYPISTOL
GIVEITEM SELF HANDCANNON
GIVEITEM SELF SNIPERRIFLE
GIVEITEM SELF ANTIMATRIFLE
GIVEITEM SELF MASSCANNON
GIVEITEM SELF SHOTGUN
GIVEITEM SELF HEAVYSHOTGUN
GIVEITEM SELF FLAKGUN
GIVEITEM SELF GRENADELAUNCHER
GIVEITEM SELF NUKELAUNCHER
GIVEITEM SELF MISSILELAUNCHER
GIVEITEM SELF PARTICLEBEAM
GIVEITEM SELF SCIONGUN
GIVEITEM SELF REPULSORBEAM
GIVEITEM TARGET ASSAULTRIFLE
GIVEITEM TARGET NEEDLER
GIVEITEM TARGET MACHINEGUN
GIVEITEM TARGET AUTOPISTOL
GIVEITEM TARGET SMG
GIVEITEM TARGET HEAVYPISTOL
GIVEITEM TARGET HANDCANNON
GIVEITEM TARGET SNIPERRIFLE
GIVEITEM TARGET ANTIMATRIFLE
GIVEITEM TARGET MASSCANNON
GIVEITEM TARGET SHOTGUN
GIVEITEM TARGET HEAVYSHOTGUN
GIVEITEM TARGET FLAKGUN
GIVEITEM TARGET GRENADELAUNCHER
GIVEITEM TARGET NUKELAUNCHER
GIVEITEM TARGET MISSILELAUNCHER
GIVEITEM TARGET PARTICLEBEAM
GIVEITEM TARGET SCIONGUN
GIVEITEM TARGET REPULSORBEAM
SKYNETTOGGLEVERBOSEMODE
SKYNETTOGGLESESSIONDISPLAY
ENABLEDAMAGE 1
ENABLEDAMAGE 0
ENABLEPOWERCOOLDOWN 1
ENABLEPOWERCOOLDOWN 0
TOGGLEHUD
TOGGLERENDERINGTHREAD
PERFHUD
STAT DESIGN
STAT ENGINE
STAT FPS
STAT AUDIO
STAT COLLISION
STAT PARTICLES
STAT STREAMING
STAT MEMORY
STAT PHYSICS
STAT LEVELS
PROFILE SYSDESIGN SELF
PROFILE TREASURE SELF
PROFILE POWER TARGET
PROFILE POWER SELF
PROFILE COMBAT TARGET
PROFILE COMBAT SELF
PROFILE PAWN TARGET
PROFILE PAWN SELF
PROFILE CONVERSATION
PROFILE ANIM TARGET
PROFILE ANIM SELF
PROFILE ANIMTREE TARGET
PROFILE ANIMTREE SELF
PROFILE LOOKAT
PROFILE GESTURES TARGET
PROFILE GESTURES SELF
PROFILE NONE
SHOW PATHS
SHOW COLLISION
DisplayStringID TRUE
DisplayStringID FALSE
EnableBleedOut TRUE
EnableBleedOut FALSE
[SPOILER]
Modifié par IKe0s, 07 février 2010 - 05:30 .
#166
Posté 07 février 2010 - 08:46
#167
Posté 07 février 2010 - 01:13
MrTroubleMaker wrote...
Is there a way to enable the console? So that I could just type in some of those dev commands like in ME1? thanks
It may have been disabled in this release. So far noone has discovered a way to open it if it's not disabled.
But console commands are fully pocessed by the game. The only issue is actually accessing it. That's one of the reasons the latest release of the editor has console commands files along with it as examples that many Mass Effect 1 console commands work in the game if you bind keys to them. And since the binding system is very flexible and allows any number of commands to be chained together, you could create a single key bind that triggers 15 console commands if you so chose.
#168
Posté 07 février 2010 - 01:19
IKe0s wrote...
Enabled dev command list
...
I'll add these commands to a dynamic reference file for the editor. Looks like a more complete list.
These can then be pulled to a combo box to automate the process for those like I currently have the key commands.
But these will mostly be used for cheating I guess, which is fine I don't give a flip what someone does with their own game, however we definitely need a more comprehensive list of general game commands themselves. The 1st tab in the new bindings manager are pulled (searched and then processed in code to strip off editor and some other useless commands) and presented as a reference.
However if we actually had a complete list or fairly complete list then those could also be added to a combo which would more fully automate the binding gui.
Since this is currently dynamic / being built, I've alread modifed the interface for v12 to fully offload the console reference files as dynamic data which means people can actually add their own reference material by using a simple file list. Though that would probably be more used by modding generally but it now exists regardless.
What I'll do is add entries for console and game commands that can be pulled in for the combos I just described. Don't really have any for the game commands yet suitable for that, but the console command list is suitable for it.
Modifié par Iron Spine, 07 février 2010 - 01:45 .
#169
Posté 07 février 2010 - 04:12
Iron Spine wrote...
blazin419 wrote...
Can someone help me mod the Geth Pulse Rifle?)
Hello. Taking a look real quick will update back in a sec. Think editing the penetration type would only affect the strength of targets it can go through or damage but not the damage itself. Back in a few while looking.
UPDATE:
I have explored very little of the actual settings I'm exposing with the editor because I've been so busy writing the thing. So I dont have a ton of knowledge yet about actal modifications in this regard yet. However, the tool is certainly useful at tracking down stuff and following chains of logic the game uses heh.
To me it appears that particular weapon is simply going to use the damage variable from the base weapon class which appears to be this:
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]
And I think this because of 2 things at the moment. It's missing an explicit damage setting (as you already know) and this line:
(ObjectName="SFXGameContent_Inventory.SFXWeapon_GethPulseRifle",SeekFreePackageName="SFXWeapon_AssaultRifles")
So if I am correct (I don't know if I am here) that this line tells the game to instantiate a package of SFXWeapon_AssaultRifle when it creates the GetPulseRifle, this by definition means the gun is going to have the settings specified in the assault rile base class, and since there is no damage setting override in the actual pulse rifle entry then it should just be using the setting from assault rifle.
But of course you would NOT want to modify the base class because then all weapons (there are definitely a few) that derrive from it will also have the changes take affect (unless they are overriden in an explicit class for that weapon.
This is all theory but it's what I think at the moment sorry if it doesn't help.
Is there any way of separating the gethpulserifle from the base SFX? Can't I just tell it not to take the data from the base line and add the necessary data it needs to work in game? Please, I really want to modify this gun.
#170
Posté 07 février 2010 - 04:16
#171
Posté 07 février 2010 - 04:40
#172
Posté 07 février 2010 - 05:02
blazin419 wrote...
...
Is there any way of separating the gethpulserifle from the base SFX? Can't I just tell it not to take the data from the base line and add the necessary data it needs to work in game? Please, I really want to modify this gun.
Any setting in the sub class should always override the same setting defined in the base class, so adding the setting as both myself and zBobG have theorized should do it, as long as the change is well-formed. I.e the addition of the setting entry should precisely match other entries of its kind as seen throughout the classes. Then a rebuild and check the results in game.
Do not use regular notepad, wordpad or any other editor that doesn't fully support leaving the binary data as-is in the file. That's why Notepad++ is the prefer method of externally editing the file. It will leave the formatting structures alone (nulls and other binary data describing the contents of the file to the game parser, and to my editor for that matter).
Just remember though any place were the game instantiates the weapon, either be it for you, or for any NPC, those settings will apply. So if you do this, and it wors, and the game creates that weapon for an NPC, and you don't change anything to prevent that like I describe in the big ass text at the bottom here,then you will face that weapon in battle.
------------------------------
***
I think I initially misread your question and I typed all this junk out and then reread what you asked. Leaving it here as possibly useful info to someone else:
***
Probably. If I read you correctly, what you're wanting to do is not just add a Damage setting to the weapons subclass to override the base class value, but to create a new base / subclass entirely?
If that's the case I can imagine a few ways to do it but I'll not try to theorize to much about that since it will likely be very wrong and missing chunks that would cause the game to puke badly until it's figured out.
But a general theory probably applies. The game appears to define a generic base class lets say assault rifle. It also defines explicit sub classes that inherit from the base class. Any setting name in the sub class matching a setting name in the base class should necessarily override the base class setting returning the sub class settings value instead.
If that is true, and if I understand your intent (not just modifying the existing sub class for that weapon), then you would have to create a new base class and a new sub class, althought you could just use the base class if no other weapon will be modified to use this new class.
You'll also need tell (change settings where it instantiates the weapon) the game to use this new base class when it creates that particular weapon.
There's still a problem here (if not more than 1...) though. Even if you do this, unless you go through and reassign any NPC that gets that weapon a different weapon, then any NPC that normally gets that weapon will still get it because the code will simply be assigning a new base class (and potentially new sub class if you create that too) when it creates the weapon .But in this case your should be able to just change the weapon for any NPC that normally gets that weapon to another weapon.
Or, leaving the original base / sub class assigned as it is now and figure out where to change it so when the game creates a weapon specifically for the player it uses the new base / sub class instead of the original. But I don't know if that exsts to that degree. If the game has different logic to assign a weapon to NPC -and- logic to explicitly assign a weapon to the player then you could change it.
But I have not, in any way, thoroughly explored the minutiae of game logic involved in doing this and there's also plenty of chance the game will actually expect a particular type of weapon for some task or scripting so who knows.
But if you or anyone else does attempt it keep us informed how it goes. That'll be an essential part of any real modding projects that might crank up for the game at some point.
------------------------------
#173
Posté 07 février 2010 - 05:15
Dayson_Dawn wrote...
holy cow great job iron spine. Definitely a big improvement from when you started. keep up the good work!
lol... where it started.... it was just a friggin tool to help people tweak their mouse settings easier... I certainly wasn't planning or imagining doing what's been done to it but the natural progression of having to create 1 peice fo code to -do- something always spawned another idea that could also use that piece of code to do something else, so I just did it as those things occured to me. And this monster is the result.
It's been an interesting project. I don't know how much more it will expand I just want to finish up the latest ideas and then see where it's at I guess.
#174
Posté 07 février 2010 - 05:37
#175
Posté 07 février 2010 - 05:46
Peep Williams wrote...
Using the editor is there any way to create new armor/weapons into the game?
Currently the editor only supports "adding/deleting" entries related to controller bindings. However you can always manually edit the file using Notepad++ and do whatever you want with it and then just reload the editor to have the file rebuilt or rebuild it with another tool and check your results in the game.
Based on the apparent object class system I see defined in the settings it should absolutely be possible to add weapons and armor. At-least, definitions of them. But that will also involve textures, models and possibly other data to create it. But tools are being developed by others with all types of goals so I won't be surprised if this is possible sooner rather than later. Someone I'm chatting with is already working on a tool for unpacking textures and as soon as he officially creates a project for that and it's a go I'll link information to it in 1st page of this thread.





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