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


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#176
blazin419

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Iron Spine wrote...

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.
------------------------------



Ugh, I didn't think about the NPCs. GAHHHHHHHHHHHHHHHH WhY DID THEY MAKE IT THIS WAY?!
I can't think of any other way to modify this weapon. Can you think of anything that might be possible?
BTW, I'm not a coder or anything like you are. I just downloaded coalesced like yesterday.



Edit : I GOT AN IDEA! Are the weapon models made in one package SFX file or is it in separate files? If they're separate would it be possible to make it as a DLC?


Edit : Forget what I said about the DLC part. I didn't read your posts clearly. So if I want to add onto the weapon's line with something like, "Damage=(x35,y35)" Would it work? I remember you saying that the weapon was tied in with the assaultrifle base SFX. So how would I add the damage if it's already tied in with the base line?

Modifié par blazin419, 07 février 2010 - 07:25 .


#177
Iron Spine

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No worries you don't have to be a programmer at all to try what you're trying to do. You just have to understand the basic concept of what you're trying to do and where to do it in the file.

blazin419 wrote...
....So if I want to add onto the weapon's line with something like, "Damage=(x35,y35)" Would it work?


In theory yes it should. If you add a Damage setting to the sub class, not the base class, the new setting in the sub class should override the setting in the base class. This is where, and why, the NPC part applies. If thats all you change, and it works (it should but I don't know that yet), you will see the change take affect for the weapon, and so will any NPC the code creates or assigns that weapon to. 

There are also settings prefixed, as wel as suffixed, with AI. It is assumed these settings explicitly apply to any NPC using that weapon, and are used to mitigate the effects of aggressive weapon damage or capabilities a weapon may have between the player and the computer. In other words, to dumb down (or ramp up depending on difficulty level) how stong the weapon is when in the hands of a computer controlled entity vs in the hands of the player. In this context a less than stellar player would enjoy the full potential of a weapon while not having to face an equally powerful version of that weapon in combat. It should also mean on higher difficulty settings the weapon will more closely resemble (or surpass) the weapon capablities the player enjoys when using the weapon.

Hope that made sense. Of course this is all just guessing and theory on my part I'm sure there are people that have already been trying and or succeeding or failing to do this. We just haven't heard from them here.

 blazin419 wrote...
I remember you saying that the weapon was tied in with the assaultrifle base SFX. So how would I add the damage if it's already tied in with the base line?


You're close to getting the concept. In this context, "tied" should be replaced by "inherits". The weapon inherits the settings from the base class. In effect it becomes a copy (sub class) of the weapon defined in the base class

At that point the new copy automatically has all the settings provided by the base class, so if you made no change what-ever to the new copy, then it is essentially identical (from a use perspective) to the base weapon.

Then, if you change 1 or more settings in the sub class (the new copy) those changes should override those same settings that exist in the base class. It's an organized way to create something as a base object and provide a way to create and modify or enhace versions of the object without having to rewrite / recreate / duplicate the same stuff over and over.

This is a basic principle of inheritence used in all kinds of coding regardless of 'what' the code is actually for.

So... try it. Try to add a Damage setting to the sub class and see if it works.

I don't even know if this is the right place but if it is then try this:

Using notepad++ open it and find this:

[SFXGameContent_Inventory.SFXWeapon_GethPulseRifle]

You'll notice it has DamageAI = 1..0f / DamageHench=0.5f.

It is assumed this means all NPC's that are not your buddies will do 100% of the damage as defined by the base class of the weapon, in this case a assault rifle. And your buddies will do 50% of the damage as defined by the base class.

It is also assume since there is no Damage setting, the player will simply do the damage defined in the base class.

If what I just said is correct, you -should- be able to add a new entry under them like this:

[SFXGameContent_Inventory.SFXWeapon_GethPulseRifle]
DamageAI=1.0f
DamageHench=0.5f
Damage=(X=365,Y=365)

and if I am right, the NPC will still do 100% of the base class damage, your buddies will still do 50% damage, and you'll do 365 damage per shot.

Just be caeful not to mess up formatting or add extra stuff to the file in the wrong places and it should rebuild correctly and then you can test it and see what happens.

If adding the new setting does not change the damage of the weapon then there's something else controlling it and it'll just have to be found out what.

EDIT: By the way try not to quote the entire gigantic contents in replies. You can just edit down stuff within the quote tags so you're replying to specific parts of it without reproducing the entire contents of what you're responding to. Just keeps the clutter down not a requirement or anything.

Modifié par Iron Spine, 07 février 2010 - 08:49 .


#178
ttestagr

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Question about the coalesced. The first time I edited mine, I did so while I already had a character started. Anyway, there was a problem and I had to restore the backup I made to continue. I made a mistake and didn't actually have to change it, but I noticed that in the process my imported character went from level 5 to level 1.



My question is if this happens if you just change the coalesced.ini during a game, or if it was because I put the original back in place.

#179
blazin419

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I'm having trouble installing notepad ++ in vista because of permissions and etc. I'm already on the administrator account and it still won't let me install it. Is it possible if you could edit the file and upload it? I'd very much appreciate it.

#180
Iron Spine

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ttestagr wrote...
Question about the coalesced. The first time I edited mine, I did so while I already had a character started. Anyway, there was a problem and I had to restore the backup I made to continue.


I have, as have others, repeatedly edited Coalesced over and over while having an existing game going. Apart from any really badly edited files with corrupt / loss of binary structure that cause the game to crash while loading (parsing) it on start up, I have not experienced what you describe in the following quoted segments.

What did you edit? If you changed something that caused a meltdown of an existing game that is something we all need to know so I can log it as a critical game breaker and to be avoided for existng games, though whatever it is might work fine for new games.

Also about restoring. I have restored my original Coalesced file countless times during the process of creating this editor, all with an existing game underway. The only effect it has ever had is the expected effect,which is to use new values for various settings, or to crash the game on load because the setting isn't suported, like AllowD3D10, or cause bad game environment  / glitches like turning LensFlare off = loss of interaction boxes etc etc.

 I made a mistake and didn't actually have to change it, but I noticed that in the process my imported character went from level 5 to level 1.


I'm not precisely sure I understand what you meant there. What 'mistake' did you make that you didn't have to undo?

My question is if this happens if you just change the coalesced.ini during a game, or if it was because I put the original back in place.


As far as I know (anyone that knows different please chime in and educate us / me) the Coalesced.ini file that comes with the game is not edited or changed by the game. It is a file containing default settings and values used by the game unless overriden by GamerSettings, other files, or by directly editing the file. So this by definition means restoring the original file simply restores the games default settings defined in the file, except any settings that are being overriden by other files. But the progression of the player wouldn't be related to that, because the game updates the save files (and maybe other files) with that information.

Modifié par Iron Spine, 07 février 2010 - 10:57 .


#181
Iron Spine

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blazin419 wrote...

I'm having trouble installing notepad ++ in vista because of permissions and etc. I'm already on the administrator account and it still won't let me install it. Is it possible if you could edit the file and upload it? I'd very much appreciate it.


Being logged in as an administrator in Vista doesn't mean what you think it would mean if you hace UAC turned on, which I assume you do. That's one of the points of UAC. So users that regularly log in with admin privs (not a great idea but lets not debate that here lol) do not expose themselves to nasty crap simply by virtue of being logged in as an administrator.

That's why there's an option in the shells context menu that says "Run as adminitrator".

Try right clicking the insaller or setup program and select that option. You should then see UAC freeze the machine while it prompts you to confirm you want to run the program wil full admin power applied. Once you do that, and confirm it, the program will have its execution privileges elevated and allow it to do its work, like modifying the registry if it needs to or do other things the OS considers dangerous (because they can be if the program is not what you think it is) .

#182
Glesson

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Has anyone been able to add class restricted skills (biotic charge, combat drone, tactical cloak) to another class? For now I haven't found a way past this. It appears Bioware really dropped the ball on this one.

#183
ttestagr

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Iron Spine wrote...

ttestagr wrote...
Question about the coalesced. The first time I edited mine, I did so while I already had a character started. Anyway, there was a problem and I had to restore the backup I made to continue.


I have, as have others, repeatedly edited Coalesced over and over while having an existing game going. Apart from any really badly edited files with corrupt / loss of binary structure that cause the game to crash while loading (parsing) it on start up, I have not experienced what you describe in the following quoted segments.

What did you edit? If you changed something that caused a meltdown of an existing game that is something we all need to know so I can log it as a critical game breaker and to be avoided for existng games, though whatever it is might work fine for new games.

Also about restoring. I have restored my original Coalesced file countless times during the process of creating this editor, all with an existing game underway. The only effect it has ever had is the expected effect,which is to use new values for various settings, or to crash the game on load because the setting isn't suported, like AllowD3D10, or cause bad game environment  / glitches like turning LensFlare off = loss of interaction boxes etc etc.



I put in dog kisser's ammo mod.  I wasn't thinking when you had to reload a clip for the first time to advance, so I went and put in the original ini to get past that point and then put the mod back in.  My character went back to level 1.

Modifié par ttestagr, 07 février 2010 - 11:33 .


#184
blazin419

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Iron Spine wrote...

blazin419 wrote...

I'm having trouble installing notepad ++ in vista because of permissions and etc. I'm already on the administrator account and it still won't let me install it. Is it possible if you could edit the file and upload it? I'd very much appreciate it.


Being logged in as an administrator in Vista doesn't mean what you think it would mean if you hace UAC turned on, which I assume you do. That's one of the points of UAC. So users that regularly log in with admin privs (not a great idea but lets not debate that here lol) do not expose themselves to nasty crap simply by virtue of being logged in as an administrator.

That's why there's an option in the shells context menu that says "Run as adminitrator".

Try right clicking the insaller or setup program and select that option. You should then see UAC freeze the machine while it prompts you to confirm you want to run the program wil full admin power applied. Once you do that, and confirm it, the program will have its execution privileges elevated and allow it to do its work, like modifying the registry if it needs to or do other things the OS considers dangerous (because they can be if the program is not what you think it is) .


I have UAC turned off as well. Everything that was annoying about Vista i have turned off. I don't understand why i don't have permission to alter system32.

#185
Iron Spine

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ttestagr wrote...
...
I put in dog kisser's ammo mod.  I wasn't thinking when you had to reload a clip for the first time to advance, so I went and put in the original ini to get past that point and then put the mod back in.  My character went back to level 1.


Ahhh ok that's starting to make  bit more sense. To me you're describing the fact the game has a particular scripted sequences early on related to teaching you how to do basic stuff like shooting and moving. So in that situation perhaps his modifications, whatever they are, simply broke the games logic because it found something it didn't anticipate finding (more ammo in the gun) or otherwise. Know whatta mean. If that's the case it would also be the conflict with the games scripting that caused a reset / odd game logic or outcome from that unexpected event in the code.

If that's correct then the edited file itself isn't broken per-say. But it broke the games sequencing logic that depended on a particular value or values at that early scripted moment in the game. That's not unreasonble although it would be nice if the game anticipated modding regardless of where the player is but we didn't get to sit in on the planning phase and make sure they did.

How many minutes into the game is level 5? I'd be concerned with other potential issues in that save if when the game busted at that point and wrote a wrog value, what else was written incorrectly that may bite you in the butt later? There is a save game editor out there which I'm sure you could use to edit your level, but if it were me I would restart that character to make sure there are no lingering issues in that save file. But that's just what I would do.

And of course I have to say this but I'm sure you've already smashed your had into the desk for not doing it. Make a named saved backup -before- installing anything anyone else creates and hands out to others as a "Here! Try this you'll love it!" mod...

The editor doesn't do anything you don't tell it to. But taking someone elses edited data puts you into the situation of havng to trust they knew what they were doing. But at any rate that's part of gaming and mods. I'm sure his mod is fine (I don't know one way or the other) I think it's the scripting in the game at that stage that made things go wonky.

#186
Iron Spine

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blazin419 wrote...
...I have UAC turned off as well. Everything that was annoying about Vista i have turned off. I don't understand why i don't have permission to alter system32.


But did you actually right click the installer / setup and Run As Administrator?

If you did, and it appeared to install correctly, all the way through with zero issues reported and a nice Finish at the end, and still doesn't work, you'l; need to try a restore point if you can't fully uninstall it, or other utilities to rip out whatever peices it left in there, or contact the author of the utility for support / suggestions.

I have never seen an official copy of the Notepad++ installation package fail in the manner you describe if the user Ran As Admin and actually had admin rights, or could correctly authenticate using admin credentials to provide the requsted rights. 

Where did you get the installer? 

Main site
notepad-plus.sourceforge.net/uk/site.htm

Direct installer package link from the forge.
downloads.sourceforge.net/project/notepad-plus/notepad%2B%2B%20releases%20binary/npp%205.6.6%20bin/npp.5.6.6.Installer.exe

#187
Iron Spine

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Trying to get to a point to release v12 here in a while. I beefed up the bndings manager automation a bit as wel as added new external logic so people that choose or want too can add their own reference material in files and have it brought into the editors controller bindings tabs. Just need to add that ability to the main editor interface. Think I'll post this in the project comments section too this thread is becoming a real monster with all kinds of topics.

#188
ttestagr

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Thanks Iron Spine. I've been worried about modifying the coalesced during my game for a while, and you've put my mind at ease.

#189
Iron Spine

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ttestagr wrote...

Thanks Iron Spine. I've been worried about modifying the coalesced during my game for a while, and you've put my mind at ease.


Well I'm no authority on what might cause the game to break if changed in the file by any means. From a few posts above it's obviously possible to break the game scripting in the wee early stages of the game by having modified ammo settings if my hunch is correct.

But, for general settings tweaking and changing things that are not related to the plot, or things the scripting engine doesn't -expect- to be in particular default state I don't imagine any troubles from it. But we're all risking the possibility by making any changes since the game has a few ... issues without anything being changed at all O.o

But that's what making named saves and file backups is for right. To help mitigate trouble we may encounter because we just can't friggin help but change stuff... too much fun to be had. Posted Image

#190
Iron Spine

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Ok v12 is up.

#191
Dayson_Dawn

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not sure if this has been mentioned..... has anyone found a way to toggle crouch on Shepard? It's good that my squadmates can crouch but not me

#192
ttestagr

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I have no luck with this program. Made my changes, now I'm getting an error message:



Unable to open coalesced.ini, please make sure no other programs are already accessing it.




#193
Iron Spine

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Dayson_Dawn wrote...

not sure if this has been mentioned..... has anyone found a way to toggle crouch on Shepard? It's good that my squadmates can crouch but not me


I don't think they implemented like a normal one just like the jump crap, or lack thereof. They tied it all to a big stream of logic so you do different things in relation to what you're near all with a single key press.

For example:
( Name="Shared_Action", Command="Exclusive Used | TryClimbOrMantleCover | Exclusive TryAcquireCover | OnRelease StormOff | OnHold 0.2 StormOn | OnTap 0.3 TryExitCover 1" )

That's the command for the action key you use to take cover, spin-vault over an object and storm. It's simply going to do one or more of those actions based on what you're near or not near. That's how they made it so you're pressing the key and storming toward somthing and while still pressing it you suddenly take cover at the object.

So in this case the critical part is the TryClimbOrMantleCover. I am not aware of any command yet that just lets you crouch whereever the hell you want to. But perhaps that annoys you as much as it annoys me not to be able to jump, unless I'm near an object that it decides I can, and then it's just to do their little vault animation. Posted Image

Modifié par Iron Spine, 08 février 2010 - 03:56 .


#194
Iron Spine

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ttestagr wrote...

I have no luck with this program. Made my changes, now I'm getting an error message:

Unable to open coalesced.ini, please make sure no other programs are already accessing it.


Did the editor crash at any point? Did something else have the file open? Something has it locked. If it's my program that locked it then that's a new bug unreported to this point. What version are you using?

There's also a program called UnLocker that can show you which process has file locked and provides a way to some times break the lock.

Also remember it's in Beta status for a reason. I've put in, and have been continuing to put in, tons of features but those features are not all 100% yet.

Modifié par Iron Spine, 08 février 2010 - 03:54 .


#195
Bryy_Miller

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Won't recognize the Coal.ini file even though I send it to the right root folder.

#196
Iron Spine

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Bryy_Miller wrote...

Won't recognize the Coal.ini file even though I send it to the right root folder.


k you're the 1st report of this nature. So it's asking you to browse for the file? Did it not detect the game path using the registry? What OS are you running. Are you logged in with minimal privs or an admin? Does it change the outcome if you Run as administrator via right click on the exe?

I will look into adding some disk logging in the next version so I can get a better picture of what the program is doing or seeing in these cases.

#197
Bryy_Miller

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Iron Spine wrote...

So it's asking you to browse for the file?


Yeah. Not much more I can elaborate on.

Did it not detect the game path using the registry?


Nope.

What OS are you running. Are you logged in with minimal privs or an admin?


Bootcamp, Mac OSX. Admin.

Does it change the outcome if you Run as administrator via right click on the exe?


No.

#198
Iron Spine

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Bryy_Miller wrote...
Bootcamp, Mac OSX. Admin.


k I assume that is the reason it doesn't get it from the reg, though I don't know the 1st thing abuot MO, but that shouldn't technically matter as long as whatever you're running (or is native to that OS) providing a W32 wrapper for the app.

Do you see this message when you launch it?

"Failed to open (or was denied access) the BioWare\\Mass Effect 2 key to get the game path."

If the registry operation trigger an exception that message should have shown.

Do you see this message prior to being given the chance to browes for the folder?

"ME2CE was unable to snatch the path to the game root folder, or had a problem confirming its own settings."

At that stage of execution, all the app is doing is using the native Folder Browser Dialog provided by W32. It then reads the selected folder property from the result of the browse dialog and executes an attempt to reach the file using the root folder as the base folder. The path retuned by the browse operation is combined with the following setting from the app settings file:

BioGame\\Config\\PC\\Cooked

using a .NET function call to combine then into a usable path, then the filename and so on. The result is a fully qualified path, built using .NET calls and finally the full path and filename are passed to a filesystem file exists check. If that check returns False, the operating system is telling the program it doesn't exist. All of these things are provided by .NET and W32. Pretty standard stuff. But I don't know how it translates to your world, good or bad. Not a clue on that one. I've given you all this informtion in case it rings a bell or causes you to think of something that might be causing it NOT to find it.

The only opton may be the logging option. When I work on the software again I will add some detailed logging to try and capture what the program is actually experiencing and seeing while failing in your environment.

#199
Bryy_Miller

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I'm getting the ME2CE message. Thanks though.

#200
Iron Spine

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Bryy_Miller wrote...

I'm getting the ME2CE message. Thanks though.


v13 will b released sooner rather than later with the only changes being the implementation of a disk logger to assist these issues. It won't initially be as comprehensive as I will make it over time but it should still help isolate a little further.