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Modding is possible (guide)


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#2676
Neccrid

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Each time I edit the ini file I dont get a fixed_coalesced.. and I run the ruby script.



I try and run mass effect and program fails. what gives??

#2677
phoenixofthunder

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Neccrid wrote...

Each time I edit the ini file I dont get a fixed_coalesced.. and I run the ruby script.

I try and run mass effect and program fails. what gives??



Try the fixer program.


By the way are you using Windows XP? It'll bomb (crash) if you don't have SP3.

Modifié par phoenixofthunder, 03 avril 2010 - 08:45 .


#2678
AilCross1912

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Hi I'm a ultra noob at modding and I was wondering that when the Xbox live update comes april 6 that lets you use external memory units and flash drives as game storage, can I use these same modding techniques on my saves on xbox or will I have to do something totally different?

#2679
Azureum

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Hmm, I didn't know about that .... that's something to look forward to

#2680
nofacej

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Anyone able to explain to me why my binds are not working?

###FILE:..\\\\BIOGame\\\\Config\\\\PC\\\\Cooked\\\\BIOInput.ini
[SFXGame.SFXGameModeBase]
+Bindings=( Name="NumPadOne", Command="GivePower self SFXPower_BioticCharge_Slam" )
+Bindings=( Name="NumPadTwo", Command="SetRank self
SFXPower_BioticCharge_Slam 4" )

and

###FILE:..\\\\BIOGame\\\\Config\\\\PC\\\\Cooked\\\\BIOInput.ini
[SFXGame.SFXGameModeDefault]
###crouching
+Bindings=( Name="C", Command="set SFXPawn_Player bWantsToCrouch true | OnRelease set SFXPawn_Player bWantsToCrouch false" )

neither work and I don't understand why. The crouch one was directly copied from this thread, and I followed a tutorial when adding the power binds. Any help would be appreciated.

Modifié par nofacej, 03 avril 2010 - 09:43 .


#2681
Neccrid

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phoenixofthunder wrote...

Neccrid wrote...

Each time I edit the ini file I dont get a fixed_coalesced.. and I run the ruby script.

I try and run mass effect and program fails. what gives??



Try the fixer program.


By the way are you using Windows XP? It'll bomb (crash) if you don't have SP3.

Whats the fixer program?

And no i'm running Vista.

#2682
illerianna

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Now that my scars are out of the way...



Any news on removing shared power cooldowns? Or is it in the .PCC files or something?

#2683
Ahalazar

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illerianna wrote...

Now that my scars are out of the way...

Any news on removing shared power cooldowns? Or is it in the .PCC files or something?


Yep. News: Can't be done.
There is only one way of completly ignoring cooldowns.
Use RoadCrewWorker's Coalesced Editor and search for "cooldown". (Don't change the one with "shared" in the name since it doesn't do what you think it does). I forgot the exact line since I don't have ME2 installed anymore. Search and you will find it.
It will make your powers usable right away, for all of them (works for enemies too).

phoenixofthunder wrote...

Azureum wrote...

Bomb on me?


Bomb=Crash.  

IE: When trying to open a ME1 or ME2 package.


Don't even try. Will crash ASAP. Been playing with the UDK for a month now and you can't do it.
It can't even open UT3 files without crashing ( You need to export and import for those).
Theoreticaly you can import textures and static/skel meshes from the decompressed .pcc files.
But I haven't tried it and won't re-install ME2 until Katsumi's (or however you spell her name... because right now it's a NSFW name :P ) DLC comes.

Been focusing on learning Maya / 3DSmax / ZBrush / UDK / UE3 anyways. Shep model for UT3 prob.

Modifié par Ahalazar, 03 avril 2010 - 03:59 .


#2684
SimonTheFrog

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So... uh... texmod is really the only way to get textures modded?


#2685
phoenixofthunder

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Neccrid wrote...

phoenixofthunder wrote...

Neccrid wrote...

Each time I edit the ini file I dont get a fixed_coalesced.. and I run the ruby script.

I try and run mass effect and program fails. what gives??



Try the fixer program.


By the way are you using Windows XP? It'll bomb (crash) if you don't have SP3.

Whats the fixer program?

And no i'm running Vista.



http://social.biowar...06/index/869923

Modifié par phoenixofthunder, 03 avril 2010 - 05:19 .


#2686
Azureum

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nofacej wrote...

Anyone able to explain to me why my binds are not working?

###FILE:..\\\\\\\\BIOGame\\\\\\\\Config\\\\\\\\PC\\\\\\\\Cooked\\\\\\\\BIOInput.ini
[SFXGame.SFXGameModeBase]
+Bindings=( Name="NumPadOne", Command="GivePower self SFXPower_BioticCharge_Slam" )
+Bindings=( Name="NumPadTwo", Command="SetRank self
SFXPower_BioticCharge_Slam 4" )

and

###FILE:..\\\\\\\\BIOGame\\\\\\\\Config\\\\\\\\PC\\\\\\\\Cooked\\\\\\\\BIOInput.ini
[SFXGame.SFXGameModeDefault]
###crouching
+Bindings=( Name="C", Command="set SFXPawn_Player bWantsToCrouch true | OnRelease set SFXPawn_Player bWantsToCrouch false" )

neither work and I don't understand why. The crouch one was directly copied from this thread, and I followed a tutorial when adding the power binds. Any help would be appreciated.


Are you checking if those are actually being added to the coalesced.ini, because as far as I know, your file declarations should follow the format as such:

###FILE:BIOInput.ini


Not

###FILE:..\\\\\\\\BIOGame\\\\\\\\Config\\\\\\\\PC\\\\\\\\Cooked\\\\\\\\BIOInput.ini



#2687
Noobius_Maximo

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[SFXGameContent_Inventory.SFXWeapon_FlakGun]



Am I right to guess that this is the Claymore? If not, could someone tell me how I can edit it?

#2688
Azureum

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Noobius_Maximo wrote...

[SFXGameContent_Inventory.SFXWeapon_FlakGun]

Am I right to guess that this is the Claymore? If not, could someone tell me how I can edit it?


Yes thats the claymore shotgun, the super weapon, or grunts signature weapon.

If you search for SFXWeapon_FlakGun you'll find it nearer bottom I think with all its variables.

#2689
Neccrid

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phoenixofthunder wrote...

Neccrid wrote...

phoenixofthunder wrote...

Neccrid wrote...

Each time I edit the ini file I dont get a fixed_coalesced.. and I run the ruby script.

I try and run mass effect and program fails. what gives??



Try the fixer program.


By the way are you using Windows XP? It'll bomb (crash) if you don't have SP3.

Whats the fixer program?

And no i'm running Vista.



http://social.biowar...06/index/869923

I'll give this a try later today.  Hopefully it works out.  Thanks for the help!

#2690
nofacej

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Azureum wrote...

nofacej wrote...

Anyone able to explain to me why my binds are not working?

###FILE:..\\\\\\\\\\\\\\\\BIOGame\\\\\\\\\\\\\\\\Config\\\\\\\\\\\\\\\\PC\\\\\\\\\\\\\\\\Cooked\\\\\\\\\\\\\\\\BIOInput.ini
[SFXGame.SFXGameModeBase]
+Bindings=( Name="NumPadOne", Command="GivePower self SFXPower_BioticCharge_Slam" )
+Bindings=( Name="NumPadTwo", Command="SetRank self
SFXPower_BioticCharge_Slam 4" )

and

###FILE:..\\\\\\\\\\\\\\\\BIOGame\\\\\\\\\\\\\\\\Config\\\\\\\\\\\\\\\\PC\\\\\\\\\\\\\\\\Cooked\\\\\\\\\\\\\\\\BIOInput.ini
[SFXGame.SFXGameModeDefault]
###crouching
+Bindings=( Name="C", Command="set SFXPawn_Player bWantsToCrouch true | OnRelease set SFXPawn_Player bWantsToCrouch false" )

neither work and I don't understand why. The crouch one was directly copied from this thread, and I followed a tutorial when adding the power binds. Any help would be appreciated.


Are you checking if those are actually being added to the coalesced.ini, because as far as I know, your file declarations should follow the format as such:

###FILE:BIOInput.ini


Not

###FILE:..\\\\\\\\\\\\\\\\BIOGame\\\\\\\\\\\\\\\\Config\\\\\\\\\\\\\\\\PC\\\\\\\\\\\\\\\\Cooked\\\\\\\\\\\\\\\\BIOInput.ini



I've been editing the ini using the mod editor and turning my changes into me2mods. most of my changes are working as intended; it's only the keybinds that do not. I will certainly try changing the file declarations though. Thanks for the reply.

#2691
Deebe

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Wondering if it is possible to modify the powers for certain classes. For example having a soldier with cloak and techarmor, these would need to replace default powers I think.

#2692
GunGrave TZA

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Nice find.

#2693
Redele

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Awesome thread but getting a lil out of hand..Not sure how long it will take but if even for my own use going to have to take some time to go through and try and condense some of the info into one doc. All contributors will be credited for their additions just want to try and come up with a code library that is easier to look through than a 108 page thread :D

Edit: OK nm.. This work is already being done at http://me2mods.azureum.com/forums Thanks to all the folks that took the time to do this work :kissing:

Modifié par Redele, 04 avril 2010 - 12:43 .


#2694
RShara

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Anyone manage to get bump maps to load correctly with TexMod? All other textures work, but bump info is coming from somewhere that TexMod isn't reading, for me (yes, I did screenshot the bump map, edit it, and load it in)

#2695
Azureum

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Redele wrote...

Awesome thread but getting a lil out of hand..Not sure how long it will take but if even for my own use going to have to take some time to go through and try and condense some of the info into one doc. All contributors will be credited for their additions just want to try and come up with a code library that is easier to look through than a 108 page thread :D

Edit: OK nm.. This work is already being done at http://me2mods.azureum.com/forums Thanks to all the folks that took the time to do this work :kissing:


Your welcome lol.

#2696
Azureum

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Deebe wrote...

Wondering if it is possible to modify the powers for certain classes. For example having a soldier with cloak and techarmor, these would need to replace default powers I think.


I've had a Solder with those powers ...

Only thing is I'm still working on a way to remove default powers, if you just remove them via console it just resets them to 0 rank.  Working on it though.

#2697
AilCross1912

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Hey I saw a vid where a female Shepard romanced Ashley with real dialog () in ME1 and it carried over in ME2 (). I was wondering how in the hell did he do this and what to do If you know how to....

#2698
Ahalazar

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AilCross1912 wrote...

Hey I saw a vid where a female Shepard romanced Ashley with real dialog () in ME1 and it carried over in ME2 (). I was wondering how in the hell did he do this and what to do If you know how to....


go here: How to romance same gender crew members NOT intended by Electronic Arts/BioWare

#2699
Azureum

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Ok, this might just be me, but has anyone been able to mod appearances with 1.1 from the DLC installed? Because everything I tried just wouldn't show, it had the extra slot, but original clothing was there instead.

#2700
Timerider42

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I've been playing ME1 as of late. Does anyone know how to change Shepard's model to an NPC's in that? I know I've seen it somewhere.
Edit: I stumbled apon this German site about it here. If anyone has any other info let me know.


@Azureum
Sorry, I never even tried modding appearances other than adding additional casual clothes. Is replacing Shepard with NPC models not working?

Modifié par Timerider42, 04 avril 2010 - 03:33 .