Modding is possible (guide)
#1126
Posté 22 février 2010 - 11:57
coalsced has been re-written for new patch (started with a fresh new patch version coalsced and updated it)
Just incase something in the new patch needed to be in the new coalsced file I redid it from scratch
New version - For those using my coalsced mod and adept profile.
#1127
Posté 23 février 2010 - 01:29
i've try using your save game, and it work but it won't work when i edit my Vanguard character. i've try replacing Cryo Ammo with Overload, but it doesn't show up.
#1128
Posté 23 février 2010 - 01:50
(Edit) Also i appologise for the quality of the screenshot as it was somewhat hard to find a area to get a good one.
Modifié par Dark Muffin, 23 février 2010 - 01:51 .
#1129
Posté 23 février 2010 - 02:09
So I am putting it here: (Miranda Sealed and Jacob in Black)
Personally I prefer the logo versions
I finally got AA and HDR to function right in mass effect 2 (Excellent picture showing mass effect 2's engine)

Shepard definately needs a black uniform to match
Modifié par DemonSlayer_1, 23 février 2010 - 02:10 .
#1130
Posté 23 février 2010 - 02:12
Can somebody please post a tutorial or something?
Modifié par Arik7, 23 février 2010 - 02:16 .
#1131
Posté 23 février 2010 - 02:13
Modifié par Arik7, 23 février 2010 - 02:13 .
#1132
Guest_Guest12345_*
Posté 23 février 2010 - 02:33
Guest_Guest12345_*
Would it be possible to increase the blood splatter effect of the Tungsten ammo? Would it be possible to make it a constant effect, so when any enemy gets shot by any type of ammo it produces the animation? is there anyway to emphasize or exagerate the animation further (gorier/more blood) ?
secondly, has anyone posted a black and silver/steel outfit for miranda/garrus/grunt/samara ? i have not seen any. would anyone be interested in making some skins if not?
#1133
Posté 23 février 2010 - 02:39
I am guessing you haven't had luck adding any non bonus power skills to your players have you? You've mentioned it's possible but after extensive forum/Google searching as well as my own investigation of your Coalesced.ini... I see that it just seems you unlocked a Bonus power, which is knowledge that has been floating around.
I see that you modified the Soldiers abilities with Adept abilities? Did that work?
This post is not intended to sound hostile, there's just a LOT of people that are trying to accomplish this and you come out of nowhere saying it's possible and none of us have got your method to work and we just want some more info.
#1134
Posté 23 février 2010 - 02:45
Modifié par BaaduII, 23 février 2010 - 02:46 .
#1135
Posté 23 février 2010 - 03:12
I just looked at mass effect wikia adept and these are the default powers
- Throw
- Lift - unlocked when throw rank 6 is achieved.
- Warp
- Singularity - unlocked when warp rank 7 is achieved.
I'll give it a shot and report back in.
#1136
Posté 23 février 2010 - 03:16
DemonSlayer_1 wrote...
I finally got AA and HDR to function right in mass effect 2 (Excellent picture showing mass effect 2's engine)
Ooo, nice skins. How'd you get AA and HDR to get goin, though?
#1137
Posté 23 février 2010 - 03:21
Also, Shockwave is already a starting ability to Adepts, so I believe you've only added slam, Demon. (which is a bonus power)
Modifié par Xaphael, 23 février 2010 - 03:23 .
#1138
Posté 23 février 2010 - 03:24
This post is not intended to sound hostile, there's just a LOT of
people that are trying to accomplish this and you come out of nowhere
saying it's possible and none of us have got your method to work and we
just want some more info.
thats alright, its understandable.
I just tested concussive shot and tactical cloak and it turns out you are correct. Any specific class power cannot be given to another class, I was unaware of this to me it was just a power I never tested. I guess all the powers I added were bonus powers. Sorry for the misinformation, I had no idea they were bonus powers. All I knew is I was getting the "powers" I wanted for my character.
So the game has some limitations, but with bonus powers you can create a good soldier.
Modifié par DemonSlayer_1, 23 février 2010 - 03:26 .
#1139
Posté 23 février 2010 - 03:33
"Throw
Lift - unlocked when throw rank 6 is achieved.
Warp
Singularity - unlocked when warp rank 7 is achieved."
... ... those are the Adepts skills in Mass Effect 1. You need to scroll down on that page to see the skills for ME2.
The Adept in ME2 has Pull natively and can acquire Slam through Miranda as a Bonus Power.
Your save has all the regular skills and Adept has in ME2 with the exception of Slam which is considered your Bonus Power.
Sorry dude, I thought you had something with changing those lines in the Coalesced THEN starting a New Game... it sounded plausable.
I've used Gildor's PCC extractor to look into the Adepts, Sentinels, and other classes .PCC files. It appears that those files contain ALL the abilities, and their associated effects and physics files, that the particular class is able to use which are mostly just a collection of function files with no distinct configuration file. The .PCC extractor doesn't extract what appears to be the main loading file for the package so we have to wait on Gildor on that one... let alone recompiling the .PCC when complete.
No offense... but you all can go play house with your TexMod all you like, we won't see any significant modding until we get some programmers on the case. Shout outs go to Gibb for his Save Editor is the strongest thing we have right now,
#1140
Posté 23 février 2010 - 03:48
damn. i was really hoping to get throw onto my vanguard.
#1141
Posté 23 février 2010 - 04:14
#1142
Posté 23 février 2010 - 04:59
sp8cemonkey83 wrote...
neok182... Why would you want Throw instead of Pull? for your Vanguard? You can Pull (affecting an opponent with Biotics) and then Charge to combo for additional damage!
lol true. actually i was gonna ditch the cryo ammo and add throw. That way i could have Charge, Shockwave, Pull, Throw, and incendary. and warp ammo as my bonus
that way i could do the pull/charge como and the pull/throw combo
#1143
Posté 23 février 2010 - 05:12
#1144
Posté 23 février 2010 - 05:19
#1145
Posté 23 février 2010 - 05:23
I've completed my second reskin.This is one of Zaeeds loyalist armor
.It has a smooth black color style with prominent yellowish lines on its armament.
I've made two versions that each replace the badge,either with a proper Cerberus or an alternative Punisher logo.
The Cerberus Version:

The Punisher Version:

http://social.biowar...m/project/2069/
Modifié par MoneyDeluxe, 23 février 2010 - 05:25 .
#1146
Posté 23 février 2010 - 05:43
DemonSlayer_1 wrote...
1). C:\\\\Program Files (x86)\\\\Steam\\\\steamapps\\\\common\\\\mass effect 2\\\\BioGame\\\\DLC\\\\DLC_PRE_Cerberus\\\\CookedPC\\\\Bioweapon.ini
Don't forget you can use any of the weapon variables that are in the original coalsced in the DLC BioWeapon.ini
2). open notepad ++ and search coalsced for the tag 'cleanup' - relates to dead bodies
I normally do either 900 seconds or 3600 seconds
Are you actually getting this to work? Because I and other people have tried editing that variable and it hasn't seemed to make any difference whatsoever.
neok182 wrote...
is anyone able to extract normal maps
using texmod? i press enter but nothing saves and i'm trying to remove
the cerberus logo and replace jacks default and i need the bump maps.
tried making my own but they're not coming out too good.
Nope,
as far as I can tell it's completely incapable of doing it. You have to
cycle through the textures in logging mode and then take a screenshot
of the normal map and crop the image in whatever editing program youre
using. It's a pain in the ass.
#1147
Posté 23 février 2010 - 05:45
Superabound wrote...
neok182 wrote...
is anyone able to extract normal maps
using texmod? i press enter but nothing saves and i'm trying to remove
the cerberus logo and replace jacks default and i need the bump maps.
tried making my own but they're not coming out too good.
Nope,
as far as I can tell it's completely incapable of doing it. You have to
cycle through the textures in logging mode and then take a screenshot
of the normal map and crop the image in whatever editing program youre
using. It's a pain in the ass.
man that sucks. how can you take a screenshot? i've been trying printscreen and paste into photoshop/paint but i just get a black screen.
#1148
Posté 23 février 2010 - 05:54
neok182 wrote...
Superabound wrote...
neok182 wrote...
is anyone able to extract normal maps
using texmod? i press enter but nothing saves and i'm trying to remove
the cerberus logo and replace jacks default and i need the bump maps.
tried making my own but they're not coming out too good.
Nope,
as far as I can tell it's completely incapable of doing it. You have to
cycle through the textures in logging mode and then take a screenshot
of the normal map and crop the image in whatever editing program youre
using. It's a pain in the ass.
man that sucks. how can you take a screenshot? i've been trying printscreen and paste into photoshop/paint but i just get a black screen.
Huh, I haven't had any problems using the Prt Scrn button and pasting into Photoshop, but that might be due to different graphics cards. I know there's a keybind you can put into Coalesced.ini to take screenshots, but I don't know if it would be able to capture any of the output from Texmod. I'll try it in a minute and see.
#1149
Posté 23 février 2010 - 06:00
Any help would be greatly appreciated!
#1150
Posté 23 février 2010 - 06:02
Superabound wrote...
neok182 wrote...
Superabound wrote...
neok182 wrote...
is anyone able to extract normal maps
using texmod? i press enter but nothing saves and i'm trying to remove
the cerberus logo and replace jacks default and i need the bump maps.
tried making my own but they're not coming out too good.
Nope,
as far as I can tell it's completely incapable of doing it. You have to
cycle through the textures in logging mode and then take a screenshot
of the normal map and crop the image in whatever editing program youre
using. It's a pain in the ass.
man that sucks. how can you take a screenshot? i've been trying printscreen and paste into photoshop/paint but i just get a black screen.
Huh, I haven't had any problems using the Prt Scrn button and pasting into Photoshop, but that might be due to different graphics cards. I know there's a keybind you can put into Coalesced.ini to take screenshots, but I don't know if it would be able to capture any of the output from Texmod. I'll try it in a minute and see.
got it to work by putting the game into windows mode. is there anyway to remove the red text that texmod shows up or do i really have to just manually repaint all that area?
*edit* nevermind, i'm a ****** lol. unchecked the draw info and now i can get a clean capture. This is a bit of a pain, but not as annoying as other games
Modifié par neok182, 23 février 2010 - 06:03 .




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