Modding is possible (guide)
#2601
Posté 28 mars 2010 - 05:23
#2602
Posté 28 mars 2010 - 05:26
CShep25 wrote...
neok182 wrote...
why the hell would you want to do this? she's in a grand total of about 5 minutes of a 15 hour+ long game.
Because I'm making a movie for Youtube and given that I switched out the awful Phoenix armour pretty early in the first game for Onyx, it doesn't make sense for her to jump right back into her old armour at the very start of the game.
Really, by that logic, why is there a mod for changing the wood finish of the briefing room table? Why is there a mod for Normandy floor tiles? Mods don't have to be huge.
Are you talking about my MODS?
I think you are... haha
you spend more time in the normandy then seeing ash but thanks for insulting my work...
#2603
Posté 28 mars 2010 - 05:32
neok182 wrote...
barbati99 wrote...
is there a way to stop the firewalker pack from adding the 1.01 patch and overwriting the coalesced file?
nope. it's hard coded into the EXE. not gonna happen.
Not true change EXE name of Masseffect2.exe to something else patch will not install and DLC not sure if game will work though I think Firewalker needs the 1.01 patch to work but patches won't install if you change the EXE name
#2604
Posté 28 mars 2010 - 05:37
#2605
Posté 28 mars 2010 - 05:41
#2606
Posté 28 mars 2010 - 05:52
#2607
Posté 28 mars 2010 - 06:07
#2608
Posté 28 mars 2010 - 06:27
You can only change the texture like i have donePhnx wrote...
Is there any way to define the scars' color?
#2609
Posté 28 mars 2010 - 06:40
Or maybe just get rid of it altogether, though I imagine that would be considerably harder.
Modifié par sherban1988, 28 mars 2010 - 06:41 .
#2610
Posté 28 mars 2010 - 06:53
#2611
Posté 29 mars 2010 - 04:04
#2612
Posté 29 mars 2010 - 08:02
First; someone mentioned being able to make the heavy weapons "invisible" when stored on your back, but still accessible in combat? Is this true? If so, how?
Second: Is there ANYWHERE I can find a compilation of all the extra full-body armors you can add into the INI file? (The spectre, original n7, and other ME1 armors for example)
Thanks!
#2613
Posté 29 mars 2010 - 08:50
xDarkicex wrote...
weird
Yes it was, got back in, had to delete my account via SQL, recreate it, re-admin it via SQL and then re-associate my posts with the correct user id, was annoying to say the least, and all that I was being given was invalid username password even though its the same one I've used a million times during the forums development, but the version I am using of vbulletin was a RC release, so not the actual gold version.
I'm going to work on installing a full gold version (attachments actually work properly lol).
#2614
Posté 29 mars 2010 - 08:52
Or post here, its up to you!
#2615
Posté 29 mars 2010 - 09:55
#2616
Posté 29 mars 2010 - 10:40
#2617
Posté 29 mars 2010 - 11:11
#2618
Posté 29 mars 2010 - 11:50
#2619
Posté 30 mars 2010 - 05:42
#2620
Posté 30 mars 2010 - 06:08
#2621
Posté 30 mars 2010 - 12:04
Bindings=( Name="T", Command="set SFXPawn_Player bWantsToCrouch true | OnRelease set SFXPawn_Player bWantsToCrouch true" )deathtard wrote...
Can someone tell me how to enable crouch?
Crouch toggle. For crouching, only when holding down the key, change the last "true" to "false".
Modifié par Phnx, 30 mars 2010 - 05:49 .
#2622
Posté 30 mars 2010 - 04:47
#2623
Posté 30 mars 2010 - 10:08
xDarkicex wrote...
CShep25 wrote...
Really, by that logic, why is there a mod for changing the wood finish of the briefing room table? Why is there a mod for Normandy floor tiles? Mods don't have to be huge.
Are you talking about my MODS?
I think you are... haha
you spend more time in the normandy then seeing ash but thanks for insulting my work...
Can you read slower please? I was justifying the availability of smaller mods like yours, not condemning them.
#2624
Posté 30 mars 2010 - 11:46
a. Edit the Claymore shotgun
b. Add the N7 armor from the beginning of the game
#2625
Posté 31 mars 2010 - 12:52
Sadly I have not found a way to increase health of the Tank. Since I upgraded the weapons and the enemies, it takes two shots from a geth to blow my tank to shreds.
[SFXGame.SFXVehicleHover]
JumpForce=(X=200,Y=0,Z=2070) <- pretty selfexplaining (I changed it to JumpForce=(X=500,Y=0,Z=5070) and figured that it was a mistake. I pressed the button and I hit the "roof" of the map the same second I jumped:lol:. Garrus was not amused I bet.
OnGroundJumpMultiplier=1.0 <- not really an idea what that does. I guess it does what it says.
MaxThrustJuice=0.6 <- unknown, seems to define the strenght of the thrusters.
BoostForce=(X=1000,Y=0,Z=0) <- pretty selfexplaining too.
ThrustRegenerationFactor=0.55 <- easy to figure what that is
SelfRepairRate=100 <- doesn´t seem to really do something
SelfRepairDelay=5 <- same here
OffGroundForce=(X=0,Y=0,Z=-400) <- unknown. no changes made here
ThrustRegenerationDelay=0.5 <- no effect noted (changes here could have an effect, but I didn´t notice anything)
ForwardThrustBurnRate=0.1 <- no changes made
VerticalThrustBurnRate=1.0 <- no changes made
BurnOutPercentage=0.2 <- no changes made
MaxPitchAngle=32 <- no changes made
RadarRange=10000.0f <- tried a few factors, but no difference noted.
RadarFOV=45.0f <- same as above
here are the Weapon stats. They work the same way as the normal weapons. Rate of fire is the only one interesting. I used RateOfFire=(X=625,Y=625) for testing. you can imagine what happened.
[SFXGameContent_Inventory.SFXHeavyWeapon_VehicleMissileLauncher]
Damage=(X=425,Y=425)
DamageAI=1.0f
DamageHench=0.35f
RateOfFire=(X=125,Y=125)




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