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Modding is possible (guide)


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#1751
cruc1al

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planed scaped wrote...

I figured out what values to change to increase shotgun accuracy for those interested.

The Katana Shotgun's CrossHair range is X=60 Y=60. Change it to X=40 Y=40

Then find ZoomCrosshairRange and change it from X=60 Y=60 to X=25 Y=28

Doing that will make shotguns usable at ranges other then short it also makes the grouping tighter, you can't snipe with them or use them at long range but you can use them at moderate to moderately long range. Like ME1 shotguns.Now I just need to find out how to increase the amount of shots.


I'm afraid that won't make the shotgun any more accurate, it will only change the crosshair size as the name suggests.

To change accuracy, I believe you should modify these:

AccFirePenalty=
AccFireInterpSpeed=
ZoomAccFirePenalty=
ZoomAccFireInterpSpeed=

The Interp lines have something to do with how quickly the accuracy resets after shooting, not directly accuracy itself.

To change the amount of shots in a clip:

MagSize=(X=5,Y=5)
be sure to change

InitialMagazines=2
MaxSpareAmmo=(X=10,Y=10)

accordingly.

the RateOfFire line adjusts how fast you are able to fire shots, unless there's a BurstRefireTime line, which for shotguns there is. BurstRefireTime is the time you need to wait before you can fire another shot.

You can also make the shotgun fire in bursts by adding the line

BurstRounds=X with X being the amount of shots fired per attack. The spacing of the shots is controlled by RateOfFire, while the time before you can fire another burst is controlled by BurstRefireTime.

Modifié par cruc1al, 01 mars 2010 - 01:56 .


#1752
snowkel1

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Can I give out a suggestion? There should be a way to restart your companion's squad points without it being buggy like in the Gibbed Save Editor. Whenever I try restarting my companion skill points it always gives me a point or 2 less than what I should have.

#1753
planed scaped

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Modifying the fZoomAccuracyBonus from 0.75 to 0.45 or 35 significantly increases the clumping of the shots in conjunction with modifying the Crosshair's, therefore making it more accurate. That was what I was missing. I was sniping enemies across the map with my shotgun a 0.025. XD



about 80% of the shots are accurate, for some reason depending on where I fire it doesn't clump. Like if I fire at the wall of the map I am in it is not clumped, but if I fire at enemies or a shipping container it is clumped.



I am still missing something it seems.Maybe modifying the ranges?

#1754
planed scaped

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planed scaped wrote...

Modifying the fZoomAccuracyBonus from 0.75 to 0.45 or 35 significantly increases the clumping of the shots in conjunction with modifying the Crosshair's, therefore making it more accurate. That was what I was missing. I was sniping enemies across the map with my shotgun a 0.025. XD

about 80% of the shots are accurate, for some reason depending on where I fire it doesn't clump. Like if I fire at the wall of the map I am in it is not clumped, but if I fire at enemies or a shipping container it is clumped.

I am still missing something it seems.Maybe modifying the ranges?


*EDIT*

Actually I think it might be friction distances, min peak and max... I'll try that.

#1755
cruc1al

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you're allowed to edit your post, don't have to quote yourself for nothin'

#1756
planed scaped

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cruc1al wrote...

you're allowed to edit your post, don't have to quote yourself for nothin'


I know, I clicked quote instead of edit on accident.

I found out that the shotgun only clumps and becomes accurate if it is firing at or near an enemy or an object in the game. By object I mean, a med kit, a bypassible or hackible or activatible object, or an explosive container.

If you fire it elsewhere it is just as unaccurate. But... Since you usually fire your gun at enemies there is no problem.

So to increase shotgun accuracy/clumping modify your Crosshair X and Y values to be lower I use 25-35 instead of the default 60, also make the zoomcrosshairrange lower then your normal one.

And secondly lower your fZoomAccuracyBonus from 0.75 to 0.40 or 0.45. That will make shotguns about as accurate as they were in ME1. You might want to lower the damge slightly if you're killing to fast and quickly.

*EDIT* Also, you'll need at add a fZoomAccuracyBonus line to the Claymore and Scimitar, only the Katana has it default.

After a bit of tweaking and experimentation the values that give the best accuracy bonus's for moderate range combat, without being overpowered or ruin the shotgun at short range are as follows IMO.

Katana~
fZoomAccuracyBonus: 0.63f
Damage: X=24,5 Y=24.5
CrosshairRange: X=48 Y=48
ZoomCrosshairRange: X=29 Y=29

Scimitar~
fZoomAccuracyBonus:  0.69f
Damage: X=19.34 Y=19.34
CrosshairRange: X=53 Y=53
ZoomCrosshairRange: X=30 Y=36

Claymore~
fZoomAccuracyBonus: 0.67f
Damage: X=50.1 Y=50.1
CrosshairRange: X=50 Y=50
ZoomCrosshairRange: X=30 Y=35

Though really you can set them to whatever you want, or don't modify your shotgun accuracy if you don't want to use them at moderate range.

Now I just need to figure out how to give myself all the armor from the start of the game and why I can't edit the DLC guns without invalidating them, I am probably using the wrong program.

Modifié par planed scaped, 01 mars 2010 - 04:06 .


#1757
MordredSJT

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I just want to say that I am really enjoying following this thread and the great work that everyone is doing. I wish the game was a little more open and easy to work with.



I really love the look of the beret, but it doesn't work on my character...his hair sticks up through the top of the beret. I don't know if there is any solution to this problem.

#1758
tigimiop

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MordredSJT wrote...

I just want to say that I am really enjoying following this thread and the great work that everyone is doing. I wish the game was a little more open and easy to work with.

I really love the look of the beret, but it doesn't work on my character...his hair sticks up through the top of the beret. I don't know if there is any solution to this problem.

Just add bHideHair=true, most helmets use that to avoid hair clipping

#1759
Kurt M.

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tigimiop wrote...

MordredSJT wrote...

I just want to say that I am really enjoying following this thread and the great work that everyone is doing. I wish the game was a little more open and easy to work with.

I really love the look of the beret, but it doesn't work on my character...his hair sticks up through the top of the beret. I don't know if there is any solution to this problem.

Just add bHideHair=true, most helmets use that to avoid hair clipping


It already has that line (in my Coalesced), and it's still causing black spots to appear. Angelo is working on a definitive fix.

#1760
Ronin Rugani

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Thank you new complex


#1761
Superabound

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southbeatz1169 wrote...

DemonSlayer_1, modifying alpha
channels will not make the gray go away, it will just make that part of
the textures invisible which is not what you want.


This
is usually true for other games but not ME2. It uses some setup where
in some textures different values in the alpha channel affect shine and
specularity.

#1762
xxrufus7xx

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does anyone know if it is possible to keybind weapons so you equip them on missions also anyone know what the entries for the assaultrifles the collectors use are

Modifié par xxrufus7xx, 01 mars 2010 - 09:21 .


#1763
Dark Glasses

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DemonSlayer_1 wrote...

DemonSlayer_1, modifying alpha channels will not make the gray go away,
it will just make that part of the textures invisible which is not what
you want. I haven't looked at any of the textures yet for ME2 but most
games i've modded in the past use at least 3 sets of textures, what
most refer to as normal, diffuse and bump maps, but this can vary with
some games. One is used for brightness and shine and can be adjusted
accordingly and another smooths textures to mask certain things or
shows more.


I ready more on specular, diffuse, and normal maps this morning

Very interesting read

www.modwiki.net/wiki/Texturing

I have never seen a game before with 3 diff texture maps for each object - Ghost recon and rainbowsix used one basic texture to map each soldier, vehicle, and weapon.


Ah, that's why Beret hat color can't be changed. We need UnrealEd so we could open Material Editor.

#1764
southbeatz1169

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Superabound wrote...
This is usually true for other games but not ME2. It uses some setup where in some textures different values in the alpha channel affect shine and specularity.


Oh, I can't say myself regarding me2 textures since I haven't looked into them much yet.  The umodel program extracts very low resolution texture files so it's not of much use yet for that and I don't care for texmod too much.  I've looked into some things for me2 some more and it just doesn't look too good for modding except maybe simple texture or ini mods but most of those will not add that much replay value.

#1765
Nyx2k

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Is there a way to combine headgears? Like using the beret with a communicator?
I tried it in the c.ini for about a day now and still cant get both to show up. Its either the beret or the communicator.

I was looking for something like Holdgar made:

Holdgar wrote

Well, the least I could do for myself
journals.ru/attach/355/35406/888632.jpg
journals.ru/attach/355/35406/888634.jpg


Modifié par DJ_D, 01 mars 2010 - 11:40 .


#1766
Vastorode

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Im having some troubles adding Miranda's outfits for my fem Shepard. I was trying to add Miranda's black outfit but i just got the white one. I also tried the same code for my male Shepard and this time i got the black one (just testing :lol:).

I have been looking for but im not able to find the right code (or maybe im doing something wrong). So please, anyone who made them work could help me???

Im using ME2Coalesed.Editor.v1.0.0.29B and the next code: (Id=1061,Type=CustomizableType_Torso,Mesh(,Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL",FemaleMaterialOverride="BIOG_HMF_MIR_LGT_R.LGTb.HMF_MIR_LGTb_MAT_1a"),Plot Flag=-1)

#1767
leorage

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for my textmod for exemple there 3 textures for one model (or mesh):
1:Posted Image
the normal texture in dds 1 without alpha channel. Usualy the alpha channel in this kind of texture is used for transparency, like glass but the meshe must accept it so you cant add transparancy to all the texture without have acces to the meshe (edit it)


2:Posted Image
the normal map in dds 1 too, it's strange that there are no alpha channel. In all the other game that I have made some texturing job there were alpha channel on the normal map.
I think the job of the alpha channel is done by the 3rd texture :

3:Posted Image
in all green area the light will shine hard and in bleu nothing. as you can see all metal pieces are in green (shine) and the skin is in bleu (not shine)

sorry for my bad english, I hope it will help some

Modifié par leorage, 01 mars 2010 - 12:00 .


#1768
NarfGarg

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In action
Posted Image

Bind any button to splitscreen (note you won't be able to get rid of it until you restart the game)

Utterly useless too. Tested a few places and thats the first one I found where the other player spawns in view.

Used a command to kill the other one to see what happens, it's alive until you mess with it.

Modifié par NarfGarg, 01 mars 2010 - 02:49 .


#1769
Holdgar

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DJ_D



Beret for HelmetAppearances, as it should be. And I've added communicator to ShoulderAppearances, since this armor is already full as it is.

#1770
BiancoAngelo7

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Update:

I have finished work on a personal project. This mod
will effectively remove the red and black veins of death that appear
every time Shep takes health damage. This will allow you to actually
SEE whats happening when you get hit, as well as removing the sensation
that you stumbled into a Call of Duty game. lol

[IMG]http://i803.photobucket.com/albums/yy314/biancoangelo7/noveins.jpg

Notice the health bar, as I tried to take a screen shot of my Shep dead, but it wouldnt work, dont know why. :/

Once applied you will be able to do this:

http//i803.photobucket.com/albums/yy314/biancoangelo7/eyeveins2.jpg%5B/IMG%5D][IMG]http://i803.photobucket.com/albums/yy314/biancoangelo7/eyeveins2.jpg[/IMG]

Relax your eyes I mean...not the girl....geez.

Download Link is in my profile or on our group page:

Link: social.bioware.com/project/2161/#details

Group: social.bioware.com/group/1547/#projects

Enjoy!   [smilie]../../../images/forum/emoticons/angel.png[/smilie]

#1771
NarfGarg

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BiancoAngelo7 wrote...

Update:

I have finished work on a personal project. This mod
will effectively remove the red and black veins of death that appear
every time Shep takes health damage. This will allow you to actually
SEE whats happening when you get hit, as well as removing the sensation
that you stumbled into a Call of Duty game. lol

[img]http://i803.photobucket.com/albums/yy314/biancoangelo7/noveins.jpg

Notice the health bar, as I tried to take a screen shot of my Shep dead, but it wouldnt work, dont know why. :/

Once applied you will be able to do this:

http//i803.photobucket.com/albums/yy314/biancoangelo7/eyeveins2.jpg%5B/IMG%5D]

Relax your eyes I mean...not the girl....geez.

Download Link is in my profile or on our group page:

Link: social.bioware.com/project/2161/#details

Group: social.bioware.com/group/1547/#projects

Enjoy!   [smilie]../../../images/forum/emoticons/angel.png[/smilie]

Think there's a command to disable that.

Found out how to disable the selection thingie (though disabling that disabled the ability to select stuff, soooo)
[IMG]http://i49.tinypic.com/30ncchg.jpg[/IMG]

#1772
Nyx2k

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Holdgar wrote...

DJ_D

Beret for HelmetAppearances, as it should be. And I've added communicator to ShoulderAppearances, since this armor is already full as it is.


Thanks for the heads up. I figured that out myself a few minutes after posting, but still it kinda annoys me not beeing able to use multiple helmets at once. I guess I have to find more Armors for my Shepard to use in the meantime. Or Use the customisable one without shoulder pads.:crying:

#1773
Sgt.Roadkill

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so wait how is it possible to add beret and headpiece? any cahcn eo fsomeone releasing them as a ME2 mod manager mod?

#1774
DemonSlayer_1

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I have question for the texture experts

I recently ditched Paint Shop Pro and I am now using a trial of Photoshop CS4

When you export images to edit, what format are you exporting to?
I normally export to .bmp, but as I learned last night .bmp does not save alpha channels for later viewing.

When you are finally done modifying what format do you save that image as?
I normally saved as 24 bit 8/RGB bitmap, maybe that has something to do with it? Wrong format maybe?
I noticed this format eliminates alpha channels and layers

My last question
Are you only modifying the diffuse map or are you modifying the diffuse and normal?
The reason I ask is, because the decals "M8, Lock, Scope" only appear on the fourth map and the diffuse map.

Ini's are my strong suite.

Modifié par DemonSlayer_1, 01 mars 2010 - 05:15 .


#1775
LeOoX

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NarfGarg how is it going ? Have you been successfull to fix normandy sound issues yet?