Modding is possible (guide)
#1376
Posté 25 février 2010 - 05:52
Now removes icons for special ammo on players and the AI
The older version only supported the AI henchmen
Grab it here...
Old version is obsolete
#1377
Posté 25 février 2010 - 06:05
#1379
Posté 25 février 2010 - 06:38
#1380
Posté 25 février 2010 - 07:24
DemonSlayer_1 wrote...
Transparent Ammo Icons Updated
Now removes icons for special ammo on players and the AI
The older version only supported the AI henchmen
Grab it here...
Old version is obsolete
You sir, are freaking epic. Thank you so insanely much
EDIT: It works on ever y ammo power except Armor Piercing, that one still shows the holo.
Modifié par skan5, 25 février 2010 - 09:04 .
#1381
Posté 25 février 2010 - 07:31
NarfGarg wrote...
hey whats this thing
Audio ducks because I alt-tabbed for a sec.
Awesome.
how'd you pull it off?
#1382
Posté 25 février 2010 - 09:05
You need to enable all of the mods that are included in that one file. I made the loading one optional since there should be a huge armor+casual one coming soon.cobalt38 wrote...
Hey NarfGarg, When i installed your new mod with teammates armor/casual when i went to the cabin to switch between them they don't show up the slider moves but the casual wear/armor doesn't change where the new stuff would be any tips on figuring how to fix that?
#1383
Posté 25 février 2010 - 09:42
What do you mean "Icons"? The only one that ever had a Ammo Icon when the ammos were activated were Shepard. Does this remove the entire Ammo Effect?DemonSlayer_1 wrote...
Transparent Ammo Icons Updated
Now removes icons for special ammo on players and the AI
The older version only supported the AI henchmen
Grab it here...
Old version is obsolete
Because I'd love something that -just- removes the Icon. It's constantly in my viewfield.
#1384
Posté 25 février 2010 - 09:54
Is that the command line for adding crouching? Because as neat as I'm sure NarfGarg's mods are, his organizational skills leave something to be desired.Dark Glasses wrote...
Interesting and THANK YOU!NarfGarg wrote...
Updated my projects to have CROUCHING.
Bindings=( Name="C", Command="set SFXPawn_Player bWantsToCrouch true | OnRelease set SFXPawn_Player bWantsToCrouch false" )
Too bad I just finished my 5th playthrough and I don't feel like playing Mass Effect for a while.
#1385
Posté 25 février 2010 - 10:34
Thanks, two more questions: Where exactly am I supposed to put that line in the Coalesced.ini file or it does not matter? Do I have to, along with that, install the content of the "Things.zip" package with the mentioned ME2CoalescedEditor and if so, what to do first? Secondly, will crouching enhance weapon accuracy and is it possible to modify it? Thanks again.
#1386
Posté 25 février 2010 - 10:53
#1387
Posté 25 février 2010 - 12:00
#1388
Posté 25 février 2010 - 12:01
My mistake, I screwed this command as I didn't paste it from ini but wrote from memory. It should be:cruc1al wrote...
The Natoorat wrote...
If you want to make 'nice' screenshots, you can put sth like this under [SFXGame.SFXGameModeDefault]:
Bindings=( Name="NumPadTwo", Command="ToggleFlyCam" | Command="ToggleHUD" )
Did this in 1.01 but couldn't get it working properly - I mean, the fly cam works (though it's zoomed for some reason) but the HUD doesn't disappear. Any idea why
Bindings=( Name="NumPadTwo", Command="ToggleFlyCam | ToggleHUD" )
However it doesn't work well either, even after 'ToggleHUD' you still see 'quick slot bar' and 'brackets' around your target. I have no idea how to turn them off.
Modifié par The Natoorat, 25 février 2010 - 12:11 .
#1389
Posté 25 février 2010 - 12:01
The me2mod in the zip is for the mod manager, with it you just select the mods you want and press a button to save and launch the game. Nothing else.Martanek wrote...
Die Varieties:
Thanks, two more questions: Where exactly am I supposed to put that line in the Coalesced.ini file or it does not matter? Do I have to, along with that, install the content of the "Things.zip" package with the mentioned ME2CoalescedEditor and if so, what to do first? Secondly, will crouching enhance weapon accuracy and is it possible to modify it? Thanks again.
Re: Organizational skills, if you are a moron I guess I could make you one with only crouching but it's trivial to use the modmanager to edit the mod file to have only that.
I couldn't get toggle crouch to work and the G button is not really ideal. Not sure if the command to bind a button inside a bind is setbind or set bind or set input or what since none of them seemed to work.
#1390
Posté 25 février 2010 - 12:28
#1391
Posté 25 février 2010 - 12:33
That's not the point. The point is that your project page is a mess and with little-to-no information.NarfGarg wrote...
The me2mod in the zip is for the mod manager, with it you just select the mods you want and press a button to save and launch the game. Nothing else.Martanek wrote...
Die Varieties:
Thanks, two more questions: Where exactly am I supposed to put that line in the Coalesced.ini file or it does not matter? Do I have to, along with that, install the content of the "Things.zip" package with the mentioned ME2CoalescedEditor and if so, what to do first? Secondly, will crouching enhance weapon accuracy and is it possible to modify it? Thanks again.
Re: Organizational skills, if you are a moron I guess I could make you one with only crouching but it's trivial to use the modmanager to edit the mod file to have only that.
[...]
#1392
Posté 25 février 2010 - 12:45
I'd like to know this too. Does it go into the Coalesced somewhere (if so, where?) or into the .ini with the keybindings?kaprielle wrote...
pls where in Bindings i have to place Bindings=( Name="C", Command="set SFXPawn_Player bWantsToCrouch true | OnRelease set SFXPawn_Player bWantsToCrouch false" )
That said, I'm obviously blind here, but what file contains the keybindings?
#1393
Posté 25 février 2010 - 12:51
pls where in Bindings i have to place Bindings=( Name="C", Command="set
SFXPawn_Player bWantsToCrouch true | OnRelease set SFXPawn_Player
bWantsToCrouch false" )
The bindings (as well as all key bindings for the game) are inserted within the [SFXGame.SFXGameModeDefault] under BIOInput section of the coalesced.ini file.
@ronin4444:
anyway to toggle the crouch instead of having it to be kept down?
Yes, the crouching can be toggled but it would require using two separate binding commands and therefore two separate keys. Following would be an example illustration:
Bindings=( Name="G", Command="set SFXPawn_Player bWantsToCrouch true" )
Bindings=( Name="J", Command="set SFXPawn_Player bWantsToCrouch false" )
In the above case pressing the key "G" will put Shepard in the crouch position and he will remain in that position. You can press any of the movement keys (W,S,A,D) and Shepard will continue to move very slowly in the crouched mode. Then pressing the key "J" Shepard returns to his normal standing position.
#1394
Posté 25 février 2010 - 12:54
Is it possible to add the line only with Notepad++ and if so does the line "Bindings=( Name="C", Command="set SFXPawn_Player bWantsToCrouch true | OnRelease set SFXPawn_Player bWantsToCrouch false" )" fall under the "[SFXGame.SFXGameModeBase]" category where PC controls are apparently mapped or should I add the line elsewhere? Is it possible to alter the G key to another button that suits me better? Thanks in advance again.
#1395
Posté 25 février 2010 - 01:23
Martanek wrote...
Is it possible to add the line only with Notepad++ and if so does the line "Bindings=( Name="C", Command="set SFXPawn_Player bWantsToCrouch true | OnRelease set SFXPawn_Player bWantsToCrouch false" )" fall under the "[SFXGame.SFXGameModeBase]" category where PC controls are apparently mapped or should I add the line elsewhere? Is it possible to alter the G key to another button that suits me better? Thanks in advance again.
Yes, using Notepad++ will work. Yes, you can use any key that you want (as long as it's free/available to use). In my above post I only used the (for example purposes only) "G" key and "J" keys for separate commands. Or you can just toggle one specific key if you combine the two commands together with the multi-command "OnRelease" part added to the command. The binding command(s) is/are inserted in the [SFXGame.SFXGameModeDefault] section.
I use the Coalesced Editor v1.0.0.0.27(
But Notepad++ as you mentioned will also do the job for you.
Another interesting command that can help out players that sometimes accidentally get stuck (a bug in the game) in a corner or find theirselves stuck on top of a ledge and can't move is the "teleport" command. This command simply will move Shepard to where your crosshair is pointing. Example binding below:
Bindings=( Name="NumPadZero", Command="teleport" )
In the above example pressing the key NumPadZero will move Shepard to the position your crosshair is pointing. Make sure you are not pointing off into some far distance or out in space somewhere and you will find yourself really stuck and/or crash the game.
#1396
Posté 25 février 2010 - 01:25
Aaah, yes, of course. I should've remembered since I've already been there before and mucked about. Thanks for reminding me, though.Die Varieties wrote...
The bindings (as well as all key bindings for the game) are inserted within the [SFXGame.SFXGameModeDefault] under BIOInput section of the coalesced.ini file.
#1397
Posté 25 février 2010 - 01:28
Could you please update your Projects to include a bit more description of what the mods actually do? .txt files inside your .zips would be nice. I have no idea what each of your mods do, and I don't really feel like wading through the 56-page thread. Thanks
#1398
Posté 25 février 2010 - 01:32
[SFXGameContent_Inventory.SFXWeapon_MassCannon] is the Widow Anti-Material Sniper Rifle
soooo which rifle is this one?
[SFXGameContent_Inventory.SFXWeapon_AntiMatRifle]
Legion's rifle?
#1399
Posté 25 février 2010 - 01:33
cruc1al wrote...
NarfGarg,
Could you please update your Projects to include a bit more description of what the mods actually do? .txt files inside your .zips would be nice. I have no idea what each of your mods do, and I don't really feel like wading through the 56-page thread. Thanks
Download her/his me2mods and use notepad++ to see the changes. You don't need much knowledge to figure out what they do.
#1400
Posté 25 février 2010 - 01:50
Ahalazar wrote...
Hey guys, small question before I post a big one (if I do):
[SFXGameContent_Inventory.SFXWeapon_MassCannon] is the Widow Anti-Material Sniper Rifle
soooo which rifle is this one?
[SFXGameContent_Inventory.SFXWeapon_AntiMatRifle]
Legion's rifle?
MassCannon = M-98 Widow Anti-Material Rifle
AntiMatRifle = M-97 Viper Sniper Rifle




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