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Modding is possible (guide)


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#2601
valiala

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how does one play as Kolyat?

#2602
xDarkicex

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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
xDarkicex

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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
Azureum

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Is anyone registered at http://me2mods.azureum.com/forums able to log in?

#2605
xDarkicex

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I am

#2606
Azureum

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Thats weird then, somethings messed up my account, I'll examine further lol

#2607
xDarkicex

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weird

#2608
Yuri_ii

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Phnx wrote...

Is there any way to define the scars' color?

You can only change the texture like i have done ;)

#2609
sherban1988

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Sorry if this was asked before, but is it possible to make Jack's visor from the Alternate Looks pack transparent/semitransparent, sort of like Garus' visor, or the Sentry Interface?
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
xDarkicex

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I tryed making the Texture transparent but I may have done it wrong..

#2611
BiancoAngelo7

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Hello everyone :) Its been a while since my PC broke, I finally got it working again, and I just wanted to say that I am happy to be working on new and old mods again :) Also, I wonder what that countdown is for? lol

#2612
KainrycKarr

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Hi, I had two questions.



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
Azureum

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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
Azureum

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Anyone who hasn't already (I know its blatent spam lol) please register on me2mods.azureum.com/forums, as thats our new modding specific forum.



Or post here, its up to you! :)

#2615
Canderous87

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anyone know of a way to add/change powers with the gibbed editor?

#2616
We Are Harbinger

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I WANT TO MAKE COOKIES ON NORMANDY NEAOW Q.Q Q.Q Q.Q

#2617
Azureum

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Changing powers is not as simple as using Gibbed's editor unfortunately, but its not impossible, the information is in this thread, if you want to find it. I plan on getting that info on the forum in my previous post, just need time.

#2618
deathtard

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Can someone tell me how to enable crouch?

#2619
EthrenDiak

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Forgive my intrusion, oh modding masters. Is it possible for this humble beginner to add completely new weapons to Mass Effect 2?

#2620
deathtard

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Not to my knowledge.

#2621
Phnx

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deathtard wrote...

Can someone tell me how to enable crouch?

Bindings=( Name="T", Command="set SFXPawn_Player bWantsToCrouch true | OnRelease set SFXPawn_Player bWantsToCrouch true" )

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
deathtard

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Thank you

#2623
CShep25

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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
Noobius_Maximo

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May someone tell me how to



a. Edit the Claymore shotgun

b. Add the N7 armor from the beginning of the game

#2625
Nyx2k

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Since I found out, that the stats for the hammerhead and the Weapon from the Hammerhead are stored in the c.ini, I was playing around with them a bit.
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. :devil:

[SFXGameContent_Inventory.SFXHeavyWeapon_VehicleMissileLauncher]


Damage=(X=425,Y=425)

DamageAI=1.0f

DamageHench=0.35f

RateOfFire=(X=125,Y=125)