Modding is possible (guide)
#1201
Posté 23 février 2010 - 08:37
AssaultRifles=(className="SFXGameContent_Inventory.SFXWeapon_MachineGun")
Works fine for me.
#1202
Posté 23 février 2010 - 08:47
#1203
Posté 23 février 2010 - 08:50
It fixes the issue, the game will launch after that (without it its a looping crash)
Edit:Nvm, "those I had before" so you already knew that... disreguard
Modifié par DemonSlayer_1, 23 février 2010 - 08:53 .
#1204
Posté 23 février 2010 - 08:53
Have you used the me2.ini fixer?
If not you can't modify the coalesced without using that after you've made the changes.
You can get the ini.fixer here:
http://www.megaupload.com/?d=H1A7TN50
Edit:just put it in the "Cooked folder" for convenience sake.
Modifié par MoneyDeluxe, 23 février 2010 - 09:00 .
#1205
Posté 23 février 2010 - 08:56
also where do i put the fixer?
or anywhere is fine?
#1206
Posté 23 février 2010 - 08:59
#1207
Posté 23 février 2010 - 09:01
C:\\\\Program Files (x86)\\\\Steam\\\\steamapps\\\\common\\\\mass effect 2\\\\BioGame\\\\Config\\\\PC\\\\Cooked
I put my texmods in
C:\\\\Program Files (x86)\\\\Steam\\\\steamapps\\\\common\\\\mass effect 2\\\\Binaries\\\\Mods
i put texmod.exe in
C:\\\\Program Files (x86)\\\\Steam\\\\steamapps\\\\common\\\\mass effect 2\\\\Binaries
This helps keep my folder structures clean and uncluttered.
Modifié par DemonSlayer_1, 23 février 2010 - 09:02 .
#1208
Posté 23 février 2010 - 09:08
Thanks again
#1209
Posté 23 février 2010 - 09:22
#1210
Posté 23 février 2010 - 09:31
Update!
Theres a reason this is my first one today...
I have completed my project "Renegade TIM Eyes"
This
will give your Shep, whether its a he or a she, the holo pattern that
TIM has. This version was tailor made for renegades and has a red glow
to the hologram in the eyes. I am working on a "Paragon" version of it
to look just like the original TIM eyes.
http://i803.photobuc...ss='bbc_img' />
http://i803.photobuc...ss='bbc_img' />
Download link: social.bioware.com/project/2074/#files
Oh and by the way, this one was a pain in the quads to do, so you all BETTER enjoy it!
[smilie]../../../images/forum/emoticons/angel.png[/smilie]
#1211
Posté 23 février 2010 - 09:37
Steam updated, and I lost my (heavily) edited Coalesced.ini - the last backup I made missed pretty much every weapon edit I had made.
So, I toiled, and fixed, and it is as it was. However, now certain alterations I made to weapons are not taking effect in-game, though others are - altered ammo reserve and damage work, though it's ignoring clip size, accuracy and crosshair values. Anyone got the skinny here?
Also, I managed to unlock all the bonus weapons by adding the plotflag wpn_heavypistol2 to them, so they all unlock as soon as you speak to Mordin (which, best I can tell, is the quickest available unlock in the game - you only have to run a mission and a half without the bonus weapons).
However, I'm also completely stuck on altering skillsets for my player. I've been mucking around with Gibbed's editor and the mappings themselves, but I got no-where. Can someone give the low-down on where we are with that? I'd be exceptionally grateful, it's the final thing that I really wanted to reconfigure and I'm at a total impasse.
Cheers folks.
#1212
Posté 23 février 2010 - 09:39
Modifié par Starbuck5000, 23 février 2010 - 09:40 .
#1213
Posté 23 février 2010 - 09:46
#1214
Posté 23 février 2010 - 09:46
nofacej wrote...
Not sure if anyone else has stumbled across this, but it's possible to give yourself more than the default number of powers:
The way I did it was by using the save editor to give me a point in 1 of the talents I'd already evolved. In this case the armor piercing ammo talent.
On another note, is it possible to get another class' talent onto an existing character? I know you can do it with a new character, but I don't want to abandon my current character.
Huh? I don't get it. I did the exact same thing as you, gave myself a talent in something I already evolved...then...nothing.
#1215
Posté 23 février 2010 - 09:51
lol
The Illusive man never stays still in a cutscene while looking at you (showing his eyes) So instead of searching for the textures to modify the usual way, (blasting through them until the eyes turn green indicating that is the required texture) I had to go through over 5000, yes you read that right 5000 textures one by one to find his eye pattern texture and it was somewhere around 4200 that I found it.
Ironically MY eyes were starting to feel like TIM's after staring at all those textures one by one
And on top of everything Im still modifying stuff because for some reason making it blue instead of red is giving me trouble. >:|
But dont worry, Im gonna figure it out! >
Also, I didnt mean to sound like I was saying "look at how good I am", it was just a really tedious process. >.<
#1216
Posté 23 février 2010 - 10:00
#1217
Posté 23 février 2010 - 10:07
BiancoAngelo7 wrote...
@Starbuck5000
lol
The Illusive man never stays still in a cutscene while looking at you (showing his eyes) So instead of searching for the textures to modify the usual way, (blasting through them until the eyes turn green indicating that is the required texture) I had to go through over 5000, yes you read that right 5000 textures one by one to find his eye pattern texture and it was somewhere around 4200 that I found it.
Ironically MY eyes were starting to feel like TIM's after staring at all those textures one by one
And on top of everything Im still modifying stuff because for some reason making it blue instead of red is giving me trouble. >:|
But dont worry, Im gonna figure it out! >
Also, I didnt mean to sound like I was saying "look at how good I am", it was just a really tedious process. >.<
What you using to edit, if you don't mind can you upload the texture?
Also did you try playing with the Channels?
Modifié par Starbuck5000, 23 février 2010 - 10:08 .
#1218
Posté 23 février 2010 - 10:15
Im sry I couldnt find the post where you said what your problem was. Could you please explain it to me?
@Starbuck5000
yeah modifying using the channels and the layers, but its really an issue with the glow that comes from the scars that are programmed into Sheps face, not really the textures. However, Im close to having a working loophole to this and will upload it soon no worries.
#1219
Posté 23 février 2010 - 10:18
#1220
Posté 23 février 2010 - 10:28
Giving permanent evil-terminator glowy eyes(and scars) to Shep can be done in ini. Maybe combining your textures with 'evil' eyes could help you in some way.(If you need that kind of help)
#1221
Posté 23 février 2010 - 10:32
Im not sure what you mean, are you trying to wear Mirandas outifts as armor? If thats the issue then thats more a question for the ini modders, im really on the texture side. :/
@Natoorat
Thanks
#1222
Posté 23 février 2010 - 10:54
Awesome job on those eyes, hopefully getting blue to work will not turn you renegade. Hopefully eventually there´ll be the options for different colors, acid-green would just be too awesome.
Noticed a bug however, doubt it´s something you can do much about but a certain NPC on a certain Biotic Convicts loyalty mission also had them (spoilers), I had yet to remove my old scars and eyes so dont know if that´s a factor. Might just be good to know and possibly put in a disclaimer in your mod description if you feel it necessary.
Modifié par wollert, 23 février 2010 - 10:55 .
#1223
Posté 23 février 2010 - 10:56
Only one scar done yet and more to come.
edit: 2 more of them are up, and I didn't test them with a renegade character yet.
Modifié par l0stl0rd, 23 février 2010 - 11:13 .
#1224
Posté 23 février 2010 - 11:28
Your mod replaces all human eyes in the game.(although not Miranda's which is obvious, because she is a potato)
#1225
Posté 23 février 2010 - 11:34
l0stl0rd wrote...
I started a new project, check my signature for more info.
Only one scar done yet and more to come.
edit: 2 more of them are up, and I didn't test them with a renegade character yet.
Gimme 5min to download and test them and I'll let you know




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