Modifié par Andaius20, 01 mars 2010 - 10:32 .
Modding is possible (guide)
#1801
Posté 01 mars 2010 - 10:32
#1802
Posté 01 mars 2010 - 10:33
#1803
Posté 01 mars 2010 - 10:43
#1804
Posté 01 mars 2010 - 10:46
BiancoAngelo7 wrote...
OK Modders, I have my first official request to make of you.
When I complete a playthrough and select the "New Game Plus" option, I am supposed to be able to carry over the upgrades I have gotten throughout the game. Unfortunately this is not the case. Either by mistake or devious purpose, currently in the game every time you start a new game plus you have to keep your upgrades checklist next to you so you dont miss any EVERY TIME you do a new game + and planet scan AGAIN for EVERYTHING.
So my request is this:
Can someone please find a way to make either all upgrades or at least those that apply to everything except the ship persistent?
This would make it infinitely more enjoyable to play new game plus, not to mention actually give me a reason to actually START a new game plus.
Again, I dont mind if my ship upgrades carry over, just as long as all of the other weapon/armor/biotics etc upgrades carry over on a new game + as well.
I would love to know that while Im hard at work finishing up more texture mods that others are trying to make this a reality. Especially given the nature of the change, i would assume it shouldnt be too hard.
Pretty pretty please with a cherry on top? :innocent:
Put this in your coalesced.ini under [SFXGame.SFXGameModeDefault]
Bindings=( Name="NumPadOne", Command="setintbyname Tec_AutoPistol 5 | setintbyname Tec_AutoPistolR1 1 | setintbyname Tec_AutoPistolR2 1 | setintbyname Tec_AssaultRifle 5 | setintbyname Tec_AssaultRifleR1 1 | setintbyname Tec_AssaultRifleR2 1 | setintbyname Tec_BioticUpgrade 5 | setintbyname Tec_BioticR1 1 | setintbyname Tec_BioticR2 1 | setintbyname Tec_FaceLift 1 | setintbyname Tec_GruntUpgrade 2 | setintbyname Tec_GruntShotgun 2 | setintbyname Tec_HeavyAmmo 5 | setintbyname Tec_HeavyPistol 5 | setintbyname Tec_HeavyPistolR1 1 | setintbyname Tec_HeavyPistolR2 1 | setintbyname Tec_JackUpgrade 1 | setintbyname Tec_LegionSniper 2 | setintbyname Tec_LegionUpgrade 2 | setintbyname Tec_MediGel 5 | setintbyname Tec_MediGelR1 1 | setintbyname Tec_MediGelR2 1 | setintbyname Tec_MiniGameDecrypt 1 | setintbyname Tec_MiniGameHack 1 | setintbyname Tec_MordinUpgrade 1 | setintbyname Tec_ShepardHealth 5 | setintbyname Tec_ShepardR1 1 | setintbyname Tec_ShepardR2 1 | setintbyname Tec_Shield 5 | setintbyname Tec_ShieldR1 1 | setintbyname Tec_ShieldR2 1 | setintbyname Tec_ShipArmor 1 | setintbyname Tec_ShipFuel 1 | setintbyname Tec_ShipGun 1 | setintbyname Tec_ShipProbes 1 | setintbyname Tec_ShipScanner 1 | setintbyname Tec_ShipShield 1 | setintbyname Tec_Shotgun 5 | setintbyname Tec_ShotgunR1 1 | setintbyname Tec_ShotgunR2 1 | setintbyname Tec_SniperRifle 5 | setintbyname Tec_SniperRifleR1 1 | setintbyname Tec_SniperRifleR2 1 | setintbyname Tec_TechUpgrade 5 | setintbyname Tec_TechR1 1 | setintbyname Tec_TechR2 1 | setintbyname Wpn_AssaultRifle2 1 | setintbyname Wpn_AutoPistol2 1 | setintbyname Wpn_CryoBlaster 1 | setintbyname Wpn_GethPulseRifle 1 | setintbyname Wpn_GrenadeLauncher 1 | setintbyname Wpn_HeavyPistol2 1 | setintbyname Wpn_MissileLauncher 1 | setintbyname Wpn_NukeLauncher 1 | setintbyname Wpn_ParticleBeam 1 | setintbyname Wpn_Shotgun2 1 | setintbyname Wpn_SniperRifle2 1 | setintbyname Wpn_SuperAssaultRifle 2 | setintbyname Wpn_SuperShotgun 2 | setintbyname Wpn_SuperSniperRifle 2 | setintbyname Wpn_Flamethrower 1 | setintbyname Tec_BovineFortitude 1 | setintbyname Tec_QuarianShields 1" )
Go start new game + and press numpad one. Voila all upgrades:)
Modifié par LeOoX, 01 mars 2010 - 10:47 .
#1805
Posté 01 mars 2010 - 10:58
haha awsome lol Im really feeling the love right now hahaha This was bothering me sooo much now I can finally enjoy my new game plus!
Thank you, its so nice that even with limited resources (no dev tool) this modding community looks out for each other in such a manner. Its almost enough to bring a single tear to my eye lol
Thanks again bud!
#1806
Posté 01 mars 2010 - 10:59
haha
#1807
Posté 01 mars 2010 - 11:31
You known equipping Sheppard with the blue suns armors and other NPC armor, or stuff like that.
#1808
Posté 01 mars 2010 - 11:49
To get cloak and tech armor (and, with modification of my instructions, any class ability) semi-working-but-not-really for any class:
1) In Coalesced.ini, under SFXGame.SFXEngine, add:
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Cloak_Infiltrator",SeekFreePackageName="SFXCharacterclass_Infiltrator")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor_Sentinel",SeekFreePackageName="SFXCharacterclass_Sentinel")
Not having these lines is why cloak and power armor couldn't be added to say, Adepts, at all before. As I mentioned previously, cloak working for sentinels earlier without these lines is an isolated case, as the sentinel class's package just happened to have definitions for the cloak power.
2) Under SFXGame.BioSFHander_NewCharacter, change any of the BonusTalents= lines to have PowerclassName="SFXGameContent_Powers.SFXPower_Cloak_Infiltrator" or PowerclassName="SFXGameContent_Powers.SFXPower_PowerArmor_Sentinel" instead of PowerclassName="SFXGameContent_Powers.SFXPower_X_Player". You could also try adding new entries instead of cannabalizing existing ones, but I haven't been able to get that to work.
3) Do something similar as in step 2, except under SFXGameContent.SFXGameChoiceGUIData_HenchmenPowers for the HenchmanPowerArray= lines this time.
Enjoy your additional bonus powers (albeit only during the first level)! When you choose a bonus power, just select the one that you haxed to give you the cloak/tech armor/whatever. And be prepared to lose the power, without any refund of talent points, as soon as a new area loads. But the powers, including the evolved versions of them, do indeed function properly while you're able to use them.
I may have an idea to work around how the powers reset during load, but we need a tool to repack pcc files first. Looking very quickly at a few of the SFXGameContent_Powers\\SFXPower_xxxx.class files in the SFXCharacterclass_xxxx.pcc and SFXPower_xxxx_Player.pcc packages, it's looking like you would have to use a hex editor and change the byte at offset 0x05 to 00 and the byte at 0x48 to 01. Perhaps that should flag it as a bonus power rather than a class power. But then, after making the edits, you would have to repack the .pcc... which is something we can't do yet. And no, you can't use UDK to remake the .upk (which is the same thing as .pcc). Adding new MappedPowers= lines to Coalesced doesn't change anything either.
Edit: A ghetto workaround was found. You can bind something like "GivePower self SFXPower_Cloak_Infiltrator" and "GiveTalentPoints 9" to a couple keys and use them after every load.
Modifié par The Smoking Man, 02 mars 2010 - 07:57 .
#1809
Posté 02 mars 2010 - 01:07
if someone was kind to point to a page where I can get the various mercenary armor that would be wonderful
#1810
Posté 02 mars 2010 - 01:07
Modifié par kenshin620, 02 mars 2010 - 01:07 .
#1811
Posté 02 mars 2010 - 01:38
Nice find. I've been dissecting the .PCC files and Coalesced.ini for awhile now trying to figure out a way to do this. I am gonna try your method and see if I can make any improvements. I'll post my findings ;D
Edit 1:
I can confirm this works in New Games as well as with using Advanced Training in Mordin's Lab. Once you leave the first level or leave the Normandy, you lose it.
I attempted to add the package name to Engine.PackagesToAlwaysCook to see if I could lock it in but that didn't work. I added Cloak to my Sentinel, saved the game, and viewed it under Gibbed's editor. It's in there just as if it was a regular skill. It looks to be the same issues people have with taking Casual outfits off the Normandy. If this is the case, I may use that command that hoses the sound on the Normandy and see if that helps.
Edit 2: bUseBackgroundLevelStreaming=False did not help. Anybody have any suggestions?
Modifié par sp8cemonkey83, 02 mars 2010 - 02:21 .
#1812
Posté 02 mars 2010 - 04:10
I just toggled the bUseBackgroundLevelStreaming=False from true to false while on the normandy in the section where you select the galaxy map. When toggling, it might appear to freeze up the game for anywhere between 2 to 10 seconds depending on your computers specs but it did work. After the couple of seconds of the game appearing to freeze, it went back to normal, I went to the galaxy map, chose a location and landed and Shepard was wearing Miranda's outfit still so i'm hoping it works for the other npc's as well.
I haven't tried going back to the normandy from a planet yet but it should work the same, toggle it from false back to true and the sounds should return to the normandy. You can toggle it anytime on the normandy without any issues, at least I didn't have any but I don't know if it would have issues outside of the normandy, at worst i'll assume toggling it outside of the normandy will not show any changes until you go to an area transition and then most likely you'll be wearing the default n7 armor until you go back to the normandy and toggle and change outfits.
If anyone is already using these 2 keys as bindings, just change them to 2 keys that you are not using, I used these 2 on the numpad since nothing was mapped to them on mine. This needs to be edited with notepad++ and the section these two bindings should go in is [SFXGame.SFXGameModeDefault] and it shouldn't matter what part of that they're in, I just put mine at the bottom of that section. Again, this isn't a real solution but it is a fix for now, so that we can wear these npc outfits and still have sound on the normandy. I haven't noticed any sound issues outside of the normandy except for the collector guns.
Since these strings are longer than what will display correct on this forum, you may need to check them in notepad++ after pasting to make sure there are no gaps in the strings. For those that prefer the mod manager, i'll put this together in that later tonight and post a link for the me2mod version of this, with the npc armors, outfits and heads added. I'll also go ahead and include another with around 10 or so perfectly working armors and outfits for the custom torso section of armor and around 170 or so casual outfits, male and female. I know that has been done already but I haven't seen a mod that includes all of it.
I'll separate the male and female pieces for those that prefer femshep or maleshep. I tweaked the fov also to be more like it was for me1 and that will be added separately as well with the aiming fov corrected also.
Bindings=( Name="NumPadSix", Command="set Engine.Engine bUseBackgroundLevelStreaming True | OnRelease set Engine.Engine bUseBackgroundLevelStreaming True" )
Bindings=( Name="NumPadSeven", Command="set Engine.Engine bUseBackgroundLevelStreaming False | OnRelease set Engine.Engine bUseBackgroundLevelStreaming False" )
Modifié par southbeatz1169, 02 mars 2010 - 04:19 .
#1813
Posté 02 mars 2010 - 04:25
southbeatz1169 wrote...
I found somewhat of a solution for now at least for the issue with getting certain npc armor and clothing to work on Shepard. It still uses the bUseBackgroundLevelStreaming=False but I just created a toggle bind for it to toggle it true and false. I tested it once and it worked fine so i'm about to play me2 some and see how stable it is. I wanted to share this incase anyone else wanted to try it out as well.
I just toggled the bUseBackgroundLevelStreaming=False from true to false while on the normandy in the section where you select the galaxy map. When toggling, it might appear to freeze up the game for anywhere between 2 to 10 seconds depending on your computers specs but it did work. After the couple of seconds of the game appearing to freeze, it went back to normal, I went to the galaxy map, chose a location and landed and Shepard was wearing Miranda's outfit still so i'm hoping it works for the other npc's as well.
I haven't tried going back to the normandy from a planet yet but it should work the same, toggle it from false back to true and the sounds should return to the normandy. You can toggle it anytime on the normandy without any issues, at least I didn't have any but I don't know if it would have issues outside of the normandy, at worst i'll assume toggling it outside of the normandy will not show any changes until you go to an area transition and then most likely you'll be wearing the default n7 armor until you go back to the normandy and toggle and change outfits.
If anyone is already using these 2 keys as bindings, just change them to 2 keys that you are not using, I used these 2 on the numpad since nothing was mapped to them on mine. This needs to be edited with notepad++ and the section these two bindings should go in is [SFXGame.SFXGameModeDefault] and it shouldn't matter what part of that they're in, I just put mine at the bottom of that section. Again, this isn't a real solution but it is a fix for now, so that we can wear these npc outfits and still have sound on the normandy. I haven't noticed any sound issues outside of the normandy except for the collector guns.
Since these strings are longer than what will display correct on this forum, you may need to check them in notepad++ after pasting to make sure there are no gaps in the strings. For those that prefer the mod manager, i'll put this together in that later tonight and post a link for the me2mod version of this, with the npc armors, outfits and heads added. I'll also go ahead and include another with around 10 or so perfectly working armors and outfits for the custom torso section of armor and around 170 or so casual outfits, male and female. I know that has been done already but I haven't seen a mod that includes all of it.
I'll separate the male and female pieces for those that prefer femshep or maleshep. I tweaked the fov also to be more like it was for me1 and that will be added separately as well with the aiming fov corrected also.
Bindings=( Name="NumPadSix", Command="set Engine.Engine bUseBackgroundLevelStreaming True | OnRelease set Engine.Engine bUseBackgroundLevelStreaming True" )
Bindings=( Name="NumPadSeven", Command="set Engine.Engine bUseBackgroundLevelStreaming False | OnRelease set Engine.Engine bUseBackgroundLevelStreaming False" )
Awesome investigating!
#1814
Posté 02 mars 2010 - 04:54
When I finish up this stuff and post the mods, the sounds on the normandy will be off by default but can be toggled back on and it's live so once the few seconds of the game trying to freeze, the sound will return. I'm making this toggled to false by default so that when you travel to planets, you'll keep the armor you wanted on. If it isn't toggled to false before equipping the armor, then you have to go back and equip what you want.
When you toggle it back to true, the armor won't go away until you go to an area transition like a different level area on the normandy. Since i'm taking a break from modding dragon age origins until the expansion comes out for it, I figured why not see what can be done with me2. Unless there is a program made that can extract the textures properly and recompile pcc files, some of the modding is going to be limited to ini editing and texmod but if enough people try things, I believe we can get a reasonable amount of mods out of me2 still.
I'll try and put together these tonight sometime but first I need to spend a few hours playing me2, testing out things and i'm also on my hardcore run, next is insanity lol. If I don't have time to put them all together in me2mod format, i'll at least post the ini file with everything. I know some people like certain things modded but I prefer not to mod the guns but I did change all of the loadouts so that each class can have 5 weapon slots.
Modifié par southbeatz1169, 02 mars 2010 - 04:56 .
#1815
Posté 02 mars 2010 - 05:07
#1816
Posté 02 mars 2010 - 05:42
#1818
Posté 02 mars 2010 - 08:37
BiancoAngelo7 wrote...
@Leeox
haha awsome lol Im really feeling the love right now hahaha This was bothering me sooo much now I can finally enjoy my new game plus!
Thank you, its so nice that even with limited resources (no dev tool) this modding community looks out for each other in such a manner. Its almost enough to bring a single tear to my eye lol
Thanks again bud!
I have an Updated Line here for you. Seeing as the one Leeox postet also adds the ship upgrades, youll get some issues when asking a squadmember for Upgrades. The game doesnt recognises that you already have them and thinks you dindnt ask them for upgrades at all. That gave me some serious trouble in the endgame.
And you can imagine what happened there since I did not ask for any upgrades.
With this line here, you wont experience the issues, but still have to ask your crew members for their ship upgrades.
Bindings=( Name="F10", Command="setintbyname Tec_AutoPistol 5 | setintbyname Tec_AutoPistolR1 1 | setintbyname Tec_AutoPistolR2 1 | setintbyname Tec_AssaultRifle 5 | setintbyname Tec_AssaultRifleR1 1 | setintbyname Tec_AssaultRifleR2 1 | setintbyname Tec_BioticUpgrade 5 | setintbyname Tec_BioticR1 1 | setintbyname Tec_BioticR2 1 | setintbyname Tec_HeavyAmmo 5 | setintbyname Tec_HeavyPistol 5 | setintbyname Tec_HeavyPistolR1 1 | setintbyname Tec_HeavyPistolR2 1 | setintbyname Tec_MediGel 5 | setintbyname Tec_MediGelR1 1 | setintbyname Tec_MediGelR2 1 | setintbyname Tec_MiniGameDecrypt 1 | setintbyname Tec_MiniGameHack 1 | setintbyname Tec_ShepardHealth 5 | setintbyname Tec_ShepardR1 1 | setintbyname Tec_ShepardR2 1 | setintbyname Tec_Shield 5 | setintbyname Tec_ShieldR1 1 | setintbyname Tec_ShieldR2 1 | setintbyname Tec_Shotgun 5 | setintbyname Tec_ShotgunR1 1 | setintbyname Tec_ShotgunR2 1 | setintbyname Tec_SniperRifle 5 | setintbyname Tec_SniperRifleR1 1 | setintbyname Tec_SniperRifleR2 1 | setintbyname Tec_TechUpgrade 5 | setintbyname Tec_TechR1 1 | setintbyname Tec_TechR2 1 | setintbyname Tec_BovineFortitude 1" )
EDIT:// One cool thing you get as a side effect is, that if you pick up the weapon and shield upgrades throughout the game, they add up. Since you already have 5/5 AR Damage upgrades for example and pick up another one, the damage still increases, since you now have 6/6 Upgrades. That keeps on going until you stop picking up upgrades in missions or none are left.
I had 325% Ammo for the Cain at the end
Modifié par DJ_D, 02 mars 2010 - 08:43 .
#1819
Posté 02 mars 2010 - 08:49
oh wow lol thanks for that, I wouldnt want to think I had my shipi all maxed out only to go wtf? and die lol Also, epic lulz on a 325 Cain haha
#1820
Posté 02 mars 2010 - 09:18
This won't be perfect but it uses a toggle option to toggle normandy sounds on and off so that you can get to use henchman and npc armor and outfits and not have to deal with no sounds on the normandy. For this to work the best just toggle it back on before returning to the normandy and toggle it off before going to Shepard's cabin to change armors. I set the sounds to be off by default since the normandy is usually the place shepard is at the least but the toggle option makes that ok.
Numpad 6 will toggle normandy sounds on and numpad 7 toggles them off. More information can be found either in the readme files or on my forum. I prefer hosting all of my mods myself on my own site. This is a v1.0 mod for the armors because I intend to go through them 1 by 1 and remove ones that are not working correctly because those don't show up and instead it just displays the last armor selected but there are very few of these so it isn't a big deal right now. I've played for about 3 hours using this toggle option and it's worked perfected, no issues nor crashes.
When toggling the sound on, it's instant but when toggling the sound off it will appear as if the game freezes up but be patient, it's not frozen, it's just going crazy I guess lol. Depending on the PC, it could take between 2 seconds and up to 10 or 15 seconds to toggle. For me it usually takes 2 or 3 seconds so either way it shouldn't be bad and it seems to be the best option for now. Anyone that tries this out, let me know how it works. I don't use the mod manager myself, I prefer the ini editing but the mod manage is simple so to use so everything should be good.
hollowportblog.com/forum/index.php
Modifié par southbeatz1169, 02 mars 2010 - 10:30 .
#1821
Posté 02 mars 2010 - 11:28
Not sure if I posted about this already, but if you want to record conversations or other stuff you can disable the thingie and other stuff by adding this bind
[SFXGame.SFXGameModeBase]
Bindings=( Name="NumPadZero", Command="show scaleform" )
works any time anywhere, will also disable most of the UI except for the selection thing which is a **** to get off. It's also a toggle so you can get it back by pressing it again.
#1822
Posté 02 mars 2010 - 11:34
First of all - EPIC LULZ
Second of all - ew >.<
#1823
Posté 02 mars 2010 - 11:36
Oh Man, Oh God, Oh Man!NarfGarg wrote...
Some new hot romance action
Modifié par Dark Glasses, 02 mars 2010 - 11:36 .
#1824
Posté 02 mars 2010 - 11:48
NarfGarg wrote...
Some new hot romance action
Not sure if I posted about this already, but if you want to record conversations or other stuff you can disable the thingie and other stuff by adding this bind
[SFXGame.SFXGameModeBase]
Bindings=( Name="NumPadZero", Command="show scaleform" )
works any time anywhere, will also disable most of the UI except for the selection thing which is a **** to get off. It's also a toggle so you can get it back by pressing it again.
This was epic even since when it was -1 seconds from existence.
Ahh, love...
Modifié par Gladiador2, 02 mars 2010 - 11:50 .
#1825
Posté 02 mars 2010 - 11:56
NarfGarg wrote...
Some new hot romance action
Not sure if I posted about this already, but if you want to record conversations or other stuff you can disable the thingie and other stuff by adding this bind
[SFXGame.SFXGameModeBase]
Bindings=( Name="NumPadZero", Command="show scaleform" )
works any time anywhere, will also disable most of the UI except for the selection thing which is a **** to get off. It's also a toggle so you can get it back by pressing it again.
Disgusting




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