Modding is possible (guide)
#1826
Posté 02 mars 2010 - 01:06
I managed to do it (accidentally) with heavy weapons. I saved a game while carrying the black hole generator, then reinstalled ME2 without reinstalling the Terminus pack and then I noticed I wasn't carrying any heavy weapon...
#1827
Posté 02 mars 2010 - 01:11
edit PlayerLoadoutInfo=(className=SFXPawn_PlayerEngineer,Weaponclasses=Gladiador2 wrote...
Back on the work...is there any way to unselect some weapon types so you don't carry them around during missions? I mean, I don't want to carry any heavy weapon or a shotgun when I'm on missions, and similar...
I managed to do it (accidentally) with heavy weapons. I saved a game while carrying the black hole generator, then reinstalled ME2 without reinstalling the Terminus pack and then I noticed I wasn't carrying any heavy weapon...
(LoadoutWeapons_AssaultRifles,LoadoutWeapons_HeavyPistols,LoadoutWeapons_AutoPistols,LoadoutWeapons_HeavyWeapons))
to only have the loadouts you'd want. Or add weapons to other loadouts so you can have more of one kind.
HeavyWeapons=(classname="SFXGameContent_Inventory.SFXweaponname")
#1828
Posté 02 mars 2010 - 01:22
southbeatz1169 wrote...
I've finished the first revision of a mod for henchman and npc armors and also finished up a FOV mod.
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
sounds cool but what do I do with that. I dont really feel like reading the whole topic
#1829
Posté 02 mars 2010 - 01:42
The Smoking Man earlier posted a method of adding Non-class powers as Bonus powers. It works on the first mission and on the Normandy if you use Advanced Training but the power disappears if you encounter any kind of transition.
1.) SFXGame.SFXEngine, add:
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_(Any Power)",SeekFreePackageName="SFXCharacterclass_(class Name") or SeekFreePackageName="BioP_Char")
In my findings, I've discovered that BioP_Char.pcc holds all the power information as well... and for all classes.
2.) SFXGame.BioSFHander_NewCharacter, add:
any of the BonusTalents= lines to have PowerclassName="SFXGameContent_Powers.SFXPower_(Any Power)"
I usually copy the line info for Dominate as I've never unlocked it, remove the Morinth flag, and change the achievement required to someone elses.
3) SFXGameContent.SFXGameChoiceGUIData_HenchmenPowers, add:
Similar to Step 2 but add it to the HenchmanPowerArray= lines this time.
I can confirm that this also works with a multitude of powers. I've tried Cloak, Pull, and Singularity on my Sentinel. All of them show up listed as a bonus power. You can put points into it, evolve it, but it disappears with any transition.
I tried to add the package name to the PackagesToAlwaysCook as well as the one specific for the Bonus powers. No dice.
I tried changing bUseBackgroundLevelStreaming to FALSE thinking that would help. Nothing.
It seems that at the beginning of the first mission or during the advanced training... the game does something special. Any help would be much appreciated.
Modifié par sp8cemonkey83, 02 mars 2010 - 01:45 .
#1830
Posté 02 mars 2010 - 02:21
giffn wrote...
Heavy helmet can be found in BioD_ProNor, i've added it to cooked packages but still cannot make it work. Should be either BIOG_HMM_HGR_HVY_R.HVYb.HMM_HGR_HVYb_MDL or BIOG_HMM_HGR_MED_R.Cinematic.HMM_CINEPROP_WORLD
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merc helmet is there too
Modifié par Michel1986, 02 mars 2010 - 02:22 .
#1831
Posté 02 mars 2010 - 02:32
is there a way how to train more than only 1 power through Advanced Training? I'd personally prefer 2–3 powers to further deepen character customisation, which unfortunately lacks in ME2. Is this kind of a thing adjustable via ini files or can this be done with a mod? Thx in advance for anybody's reply.
#1832
Posté 02 mars 2010 - 02:53
You'll have to do a little digging but Rev25 is on there.
http://twitter.com/gibbed
Modifié par sp8cemonkey83, 02 mars 2010 - 02:54 .
#1833
Posté 02 mars 2010 - 03:00
It sucks ass, but that's the way it is until we get any kind of modding support whatsoever. Still pining for that Infiltrator with Incendiary Ammo.
#1834
Posté 02 mars 2010 - 03:03
That would be really neat to have
#1835
Posté 02 mars 2010 - 03:20
#1836
Posté 02 mars 2010 - 03:40
NEED.LeOoX wrote...
NarfGarg can you tell us how you achieved this?
That would be really neat to haveNo need to run to normandy to change outfits anymore.
#1837
Posté 02 mars 2010 - 03:42
- Is there any way to fix Normandy's sound issue while using a teammates outfit as FullBodyAppearance???
- Its possible to fix female Shepard's neck transparency problem while wearing Miranda's outfit???
I also would like to add Miranda's black outfit and Aria T´Loak's outfit to FullBodyAppearances, so can anyone tell me the codes???
#1838
Posté 02 mars 2010 - 03:46
Holy Crap! How did you do that. If I could access the Advanced Training menu from inside a level, I could manual add the altered Bonus Power to give any single ability to any class
Nice find, inquiring minds wanna know!
#1839
Posté 02 mars 2010 - 03:55
Try stuff with "GivePower(String nmPawn, String PowerclassName)", use like "GivePower pawn power"sp8cemonkey83 wrote...
powerrrr
.
I haven't tried looking at it more than that so nmpawn is possibly SFXPawn_Player or player or something.
Michel1986 wrote...
@NarfGarg, did you get those helmets
to work ????giffn wrote...
No? Try replacing an existing helmet with those values and using it with any of the working methods of loading all stuff.
LeOoX wrote...
NarfGarg can you tell us how you achieved
this?
That
would be really neat to haveNo need to run to normandy to change
outfits anymore.
It's currently anywhere from 6-12 steps to do it. I'll see about cutting it down and releasing it.
#1840
Posté 02 mars 2010 - 04:10
I remember in the first Mass Effect you could use playersonly and flycam during realtime cutscenes. You can't do it in Mass Effect 2 - or at least it isn't so easy. Any ideas?
#1841
Posté 02 mars 2010 - 05:11
Yay! You use it as "GivePower self SFXPower_Cloak_Infiltrator" or whatever. It'll work as a ghetto solution until something can be done about extra powers being removed on load.NarfGarg wrote...
Try stuff with "GivePower(String nmPawn, String PowerclassName)", use like "GivePower pawn power"sp8cemonkey83 wrote...
powerrrr
.
I haven't tried looking at it more than that so nmpawn is possibly SFXPawn_Player or player or something.
#1842
Posté 02 mars 2010 - 05:30
#1843
Posté 02 mars 2010 - 05:53
social.bioware.com/project/1998/
Phnx, one of the mods I posted last night has a fov mod. It's for the mod manager but of course anyone that prefers the ini to be editied can simply copy and paste and also remove the + at the beginning of each line. The fov mod I made changes the default to 100 instead of 70 but I put in 5 variations numpad 1 through 5 for people to switch through if they can and if anyone wants a fov other than 100 for combat, that is easily changed as well.
#1844
Posté 02 mars 2010 - 06:21
Vastorode wrote...
- Its possible to fix female Shepard's neck transparency problem while wearing Miranda's outfit???
I ask the same but for male Illusive Man's outfit.
#1845
Posté 02 mars 2010 - 06:26
Gladiador2 wrote...
Vastorode wrote...
- Its possible to fix female Shepard's neck transparency problem while wearing Miranda's outfit???
I ask the same but for male Illusive Man's outfit.
I can't say for sure but I doubt that will be fixed. It's a clipping issue due to the mesh of miranda's outfit being intended for miranda who has a short neck. If there were any programs to export and import the models and meshes, it'd be easy to fix but I don't have any programming knowledge so I doubt this will be fixed unless someone creates a program to extract and recompile pcc files.
#1846
Posté 02 mars 2010 - 06:30
#1847
Posté 02 mars 2010 - 06:49
Modifié par BaaduII, 02 mars 2010 - 06:51 .
#1848
Posté 02 mars 2010 - 06:50
southbeatz1169 wrote...
I just added all of the party member's heads and armors and they work but there is still the issue of the loyalty ones not showing up in the armor category but the non-loyalty armors are good. All of them show up for casual attire also. I just tried it a bit more but I need to remove some later on tonight, just the ones that will not show up until one of us can figure out why the loyalty armors won't show up. Odd thing is that jack's loyalty shows up but not her regular outfit so i'm assuming her loyalty this is just something bioware did hoping that nobody would make nude mods of jack lol, doesn't matter to me really though.
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.
Hm about your henchman could you look into seeing how to add different variations of NPC head ? been trying to add the Asari head forever and always get the generic looking without texture head and can't seem to load the other variations of NPC head . Henchman can get work . But never been able to get things like Aira to work lol. Just a request
#1849
Posté 02 mars 2010 - 06:50
Modifié par Holdgar, 02 mars 2010 - 07:44 .
#1850
Posté 02 mars 2010 - 07:03




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