Modding is possible (guide)
#3126
Posté 27 mai 2010 - 11:56
#3127
Posté 28 mai 2010 - 01:58
phoenixofthunder wrote...
Discussion on modding has moved:
Modding is possible 2
Discussion on modding has moved:
Modifié par phoenixofthunder, 28 mai 2010 - 01:59 .
#3128
Posté 30 mai 2010 - 07:24
#3129
Posté 31 mai 2010 - 08:21
Modding is possible 2
Discussion on modding has moved:
Modifié par phoenixofthunder, 31 mai 2010 - 08:21 .
#3130
Posté 02 juin 2010 - 03:54
like make Jack a full body apperance for a casual outfit and armor?
ps: if you could make a youtube video it would be much easier.
#3131
Posté 02 juin 2010 - 04:08
L_Lunatic wrote...
hello everyone could you explain me step by step how to use a collector instead of Shepard? thanks!!!!!! For example : http://i47.tinypic.com/jzfk1i.jpg
Reuben702 wrote...
How do you play as other charcters?
like make Jack a full body apperance for a casual outfit and armor?
ps: if you could make a youtube video it would be much easier.
Discussion on modding has moved:
Modding is possible 2
Discussion on modding has moved:
Modifié par phoenixofthunder, 02 juin 2010 - 04:08 .
#3132
Posté 03 juin 2010 - 12:23
The Natoorat wrote...
techpriest1
You changed 'Bloom_Scale' in Coalesced.ini. That changes bloom 'strength' and works quite nice, but you can also try 'DOF_BlurKernelSize'(same line in ini) which alters the size of bloom 'halo'. Here are some pics:
1 pic default(bloom_scale =0.2 DOF_BlurKernelSize=10); 2 pic bloom your setting(bloom=-1 kernel=10); 3 pic my setting (bloom=0.2 kernel=1)![]()
![]()
bonus pic bloom 0.2 kernel 50
another set: def setting; your setting; my setting![]()
![]()
3rd set: def setting; your setting; my setting![]()
![]()
Please help me.. Is it possible to do both fixes? 1 and 2? I can't see
the difference between DOF_BlurKernelSize=10 vs 1. And Bloom_Scale=0.2
vs -1. I think somethings wrong with my Engine because it seems my tweaking isn't taking effect.. I use Notepad++ and
MEiniFixer.
#3133
Posté 03 juin 2010 - 05:14
i_tarroja wrote...
The Natoorat wrote...
techpriest1
You changed 'Bloom_Scale' in Coalesced.ini. That changes bloom 'strength' and works quite nice, but you can also try 'DOF_BlurKernelSize'(same line in ini) which alters the size of bloom 'halo'. Here are some pics:
1 pic default(bloom_scale =0.2 DOF_BlurKernelSize=10); 2 pic bloom your setting(bloom=-1 kernel=10); 3 pic my setting (bloom=0.2 kernel=1)![]()
![]()
bonus pic bloom 0.2 kernel 50
another set: def setting; your setting; my setting![]()
![]()
3rd set: def setting; your setting; my setting![]()
![]()
Please help me.. Is it possible to do both fixes? 1 and 2? I can't see
the difference between DOF_BlurKernelSize=10 vs 1. And Bloom_Scale=0.2
vs -1. I think somethings wrong with my Engine because it seems my tweaking isn't taking effect.. I use Notepad++ and
MEiniFixer.
I'm the only one who still visits this forum
And I can't figure out your problem exactly.
Discussion on modding has moved:
Modding is possible 2
Discussion on modding has moved:
Modifié par phoenixofthunder, 03 juin 2010 - 05:20 .
#3134
Posté 06 juin 2010 - 05:31
phoenixofthunder wrote...
I'm the only one who still visits this forum
And I can't figure out your problem exactly.
Discussion on modding has moved:
Modding is possible 2
Discussion on modding has moved:
Im mean, when I decrease the Bloom_Scale to -1, I still get the exagerated bloom on the tech armor. I think it isnt taking effect. Some people who did this fix posted some screen shots and it seemed to work for them. Sadly not for me. Im beggining to doubt if the DOF_BlurKernelSize=10 to 1 isnt working as well.
#3135
Posté 12 juin 2010 - 09:45
I would like Grunt to be able to use the heavy weapon Firestorm. I have tried to add heavy weapon in the coalesced
SFXGame.SFXPlayerSquadLoadoutData
HenchLoadoutInfo=(className=SFXPawn_Grunt,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_Shotguns,LoadoutWeapons_HeavyWeapons))
But this doesn't work. The heavy weapon of choise is present in Grunt's bagpack, but he can't use it. So what am I doing wrong? My guess is that Bioware won't allow squad mates the use of heavy stuff - but I really would like to see Grunt appear with a Firestorm in his hands.
Enjoy Gaming - Exile
Modifié par ExileDenmark, 12 juin 2010 - 09:46 .
#3136
Posté 12 juin 2010 - 02:51
ExileDenmark wrote...
Coalesced Firestorm for Grunt
I would like Grunt to be able to use the heavy weapon Firestorm. I have tried to add heavy weapon in the coalesced
SFXGame.SFXPlayerSquadLoadoutData
HenchLoadoutInfo=(className=SFXPawn_Grunt,Weaponclasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_Shotguns,LoadoutWeapons_HeavyWeapons))
But this doesn't work. The heavy weapon of choise is present in Grunt's bagpack, but he can't use it. So what am I doing wrong? My guess is that Bioware won't allow squad mates the use of heavy stuff - but I really would like to see Grunt appear with a Firestorm in his hands.
Enjoy Gaming - Exile
Don't bother. For some reason, Grunt lacks the proper animations for using a heavy weapon. Already tried this.
#3137
Posté 13 juin 2010 - 01:01
Modding is possible 2
Discussion on modding has moved:
Modifié par phoenixofthunder, 13 juin 2010 - 01:02 .
#3138
Posté 26 juin 2010 - 08:38
#3139
Posté 26 juin 2010 - 12:56
Wolfbane79 wrote...
I can't seem to get Infinite ammo to work i have follow all proceedures and nothing. Any clues?
Did you place Infiniteammo under:
[SFXGame.SFXWeapon]
or
[SFXGame.SFXHeavyWeapon]
or you could just set to 9999 and/or set AmmoPerShot=0
[SFXGame.SFXWeapon]
MagSize=(X=34,Y=34) - (X=9999,Y=9999)
MaxSpareAmmo=(X=250,Y=250) - (X=9999,Y=9999)
AmmoPerShot=1-0
bInfiniteAmmo=false-true
I hardly check this forum anymore and I'm one of a select few who do.
If the above doesn't work ask here:
Modding is possible 2
#3140
Posté 26 juin 2010 - 01:00
Modding is possible 2
Discussion on modding has moved:
Modding is possible 2
Discussion on modding has moved:
Modding is possible 2
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Modding is possible 2
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#3141
Posté 01 juillet 2010 - 08:32
#3142
Posté 01 juillet 2010 - 10:27
Petrin0 wrote...
anyway i can ass resources with this? scanning and probing is a ****...
Question answered at Modding is possible 2
Discussion on modding has moved:
Modding is possible 2
Discussion on modding has moved:
Modding is possible 2
Discussion on modding has moved:
Modding is possible 2
Discussion on modding has moved:
Modding is possible 2
Discussion on modding has moved:
Modifié par phoenixofthunder, 01 juillet 2010 - 10:37 .
#3143
Posté 02 juillet 2010 - 05:58
#3144
Posté 03 juillet 2010 - 12:36
Michel1986 wrote...
Stop spamming that crap you idiot....ask a moderator to lock this thread instead.
Just PM them?
#3145
Posté 03 juillet 2010 - 01:52
This is a code for normal outfit Miranda:
(Id=1060,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_L GTa_MDL",Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)
I'am a search a black loyal outfit Miranda Code. Someboady know this code ? (sorry for my enhlish)
#3146
Posté 17 juillet 2010 - 10:19
(i have try many link but none of it work for me)
Modifié par Josslyn, 18 juillet 2010 - 12:17 .
#3147
Posté 18 juillet 2010 - 11:48
#3148
Posté 18 juillet 2010 - 04:30
can someone post it sir?
#3149
Posté 18 juillet 2010 - 04:36
Josslyn wrote...
just normal Coalesed.ini with Miranda's black latex outfit... that's all i beg for
can someone post it sir?
Sorry I know not. Everyone who would know have moved to a new thread (in my signature).
I suggest asking Inge McDaniel there.
#3150
Posté 18 juillet 2010 - 04:40
huh... deja vu
Modifié par FuturePasTimeCE, 18 juillet 2010 - 04:44 .




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