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Modding is possible (guide)


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#1876
cobalt38

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kenshin620 wrote...

southbeatz1169 wrote...

I can't remember if I put all of the bindings in the readme file, i'll have to check but just incase they were:

numpad 1 through 5 is fov 70 to 110 for the fov mod.
for the armor mods, numpad 6 toggles sound on and numpad 7 toggles it off. At any point if you want sounds on the normandy and toggle them back on and they don't work right, just quick save and quick load and they'll be normal.




hmm still doesnt work

I have
CasualAppearances
HSV SpecAppearances
Henchman & NPC Armor

mods on

I have the G15 logitech keyboard if that helps and I press 6 multiple times with only the loading screen sound going on in the normandy. numpad is fuctioning.





Yuup Nooot working for me either :(


And theres no binds in the read me either.

Modifié par cobalt38, 03 mars 2010 - 03:29 .


#1877
southbeatz1169

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I just tried out the mod manager and it isn't working even though it should but for some reason most of the strings i put in there are gone.  I'll look into it when I get a chance but for now, anyone that wants to use this, here's the ini file i'm using right now.  It does have the fov modified for a better 3rd person perspective and also all classes have 5 gun loadouts.

num6 toggles background sound to true, num7 toggles it to false.  num1 through 5 changes the fov from 70 up to 110.  the default fov is changed to 100 and for aiming is 40, which i think was the default for that.  I'll look into the me2mod ones, i've never used it before now so maybe I did something wrong but i did notice a lot of the strings i added aren't there anymore in it but the ini file is perfect.

Henchman & NPC Armor Ini

-Edit-
I'm going to be adding enemy bodies and armors as armor soon, also i'll be adding Miranda's outfit with the top down.  I probably won't get to it tonight but this week I will.

Modifié par southbeatz1169, 03 mars 2010 - 04:15 .


#1878
Ronin Rugani

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I tried to use mod manager but it did not work for me.

#1879
David Hingtgen

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Possibly stupid question, but has anyone tried fiddling around with lines 4202 or so? (at least that what they were in the original version of coalesced) They're in the SFXgame.SFXgame category. They're the "henchmen package map" lines. I would guess if there's a way to swap NPC appearance, it'd be there. I doubt it's as simple as swapping or renaming files, but I'm just wondering if anyone's experimented there already or if it'd be a waste of my time to investigate etc.

Modifié par David Hingtgen, 03 mars 2010 - 04:46 .


#1880
kenshin620

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southbeatz1169 wrote...

I just tried out the mod manager and it isn't working even though it should but for some reason most of the strings i put in there are gone.  I'll look into it when I get a chance but for now, anyone that wants to use this, here's the ini file i'm using right now.  It does have the fov modified for a better 3rd person perspective and also all classes have 5 gun loadouts.

num6 toggles background sound to true, num7 toggles it to false.  num1 through 5 changes the fov from 70 up to 110.  the default fov is changed to 100 and for aiming is 40, which i think was the default for that.  I'll look into the me2mod ones, i've never used it before now so maybe I did something wrong but i did notice a lot of the strings i added aren't there anymore in it but the ini file is perfect.

Henchman & NPC Armor Ini

-Edit-
I'm going to be adding enemy bodies and armors as armor soon, also i'll be adding Miranda's outfit with the top down.  I probably won't get to it tonight but this week I will.


ah thank you

works now and hope to see the armor

curious though can you make one *without* the camera angles?

dont mind them in combat. makes it seem alot fater actually!  its just that it messes up concversations for me in bizare perspectives

#1881
DemonSlayer_1

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Sorry for double post , the forum was having trouble updating

Modifié par DemonSlayer_1, 03 mars 2010 - 05:06 .


#1882
DemonSlayer_1

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Quick update on Black Weapon Mods - Assault Rifles and Sniper Rifles released

A few images for those following the project

Grab them at from my projects page
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All thats left is the shotguns, grenade launcher, and missile launcher

Have a good night!

#1883
southbeatz1169

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kenshin620 wrote...
ah thank you
works now and hope to see the armor
curious though can you make one *without* the camera angles?
dont mind them in combat. makes it seem alot fater actually!  its just that it messes up concversations for me in bizare perspectives


I made 4 versions of the ini file since it doesn't take long to do.  One has the mods I put in the first ini I posted, the next use is everything but uses the default FOV, the next one is everything but uses the default weapons loadouts and the last one is everything but uses the default FOV and default weapons loadouts.  I added the loadout options for those that may not want their loadouts changed.  Just copy the one you want and rename it and that's it.  For those that may want it, I added Miranda's top down outfit from her romance scene.  I'll be adding more as I find them, hopefully various enemy bodies as armor.

ME2 Henchman & NPC Armor, FOV & Loadouts

Modifié par southbeatz1169, 03 mars 2010 - 06:01 .


#1884
Valtonis

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tropicalwave wrote...

I think the Cain is special in its firing rate because of the animation that goes along with it. That may be hardcoded somewhere. None of the normal settings effect it at all. All I've been able to change so far is the damage and ammo specifically. Not even infinite ammo seems to work on it.

I haven't messed with an recoil or aim settings, mostly for fear of messing them up and having to reset up my whole .ini. LoL I'm playing slowly.


infinite ammo works on it.
i know for a fact since i have been using that since my first playthrough
you should also set the line for use ammo to false

#1885
tropicalwave

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"you should also set the line for use ammo to false" Will have to try that. I had never seen that one before. Changing to infinite never did anything for me but now mabye this will do it. Thanks Valtonis..



Oh and Demon loving the black weapons!!!!!!!!!!

#1886
southbeatz1169

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I made a couple of small changes to those mods, the file name is still the same so if anyone has download it already, just download it again. It's an improvement to the FOV and default FOV.

#1887
neok182

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bit of a request, mainly because i can't find the instructions on how to do it.



Just randomly decided to do a female playthrough and i wanted to set it up so i could romance miranda in the game. i know it's possible with all the videos and stuff but i honestly have no idea how it's actually done.



Also, i know that you can get miranda's outfit for a female shepard, if this is working without any sound issues then i'd like to know how to do that, if not then i'm not gonna bother. Sound > outfits in my opinion.



i haven't really paid much attention to these types of mods, and a search brought upon no real answers as i was probably searching for the wrong things. any help would be awesome.

#1888
KainrycKarr

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What line needs to edited in order to refill your heat sinks by double pressing R? Someone made an .ini file that does that but i cant remember what line needs to be added.

#1889
Kabeljau

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 Ähm hi,

I have a problem; I want to add an new FullBodyAppereance so I write this code under [SFXGame.SFXPawn_Player] in the Coalesced.ini:

FullBodyAppearances=(Id=0,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHg.HMM_ARM_CTHg_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_3a"),PlotFlag=-1)

My problem now is that there is this nerving breather noise, though I didn't wear a helmet... it's just because it's an FullBodyAppereance. Is there any way to disable this sound?

PS: Sry, for my bad english.  ^^

greetings from germany,
kandirake

#1890
giabread

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southbeatz1169 wrote...

kenshin620 wrote...
ah thank you
works now and hope to see the armor
curious though can you make one *without* the camera angles?
dont mind them in combat. makes it seem alot fater actually!  its just that it messes up concversations for me in bizare perspectives


I made 4 versions of the ini file since it doesn't take long to do.  One has the mods I put in the first ini I posted, the next use is everything but uses the default FOV, the next one is everything but uses the default weapons loadouts and the last one is everything but uses the default FOV and default weapons loadouts.  I added the loadout options for those that may not want their loadouts changed.  Just copy the one you want and rename it and that's it.  For those that may want it, I added Miranda's top down outfit from her romance scene.  I'll be adding more as I find them, hopefully various enemy bodies as armor.

ME2 Henchman & NPC Armor, FOV & Loadouts




This is great, thank you. I'd be grateful on an explanation or a link to an explanation about how to use them, actually.

#1891
Nyx2k

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KainrycKarr wrote...

What line needs to edited in order to refill your heat sinks by double pressing R? Someone made an .ini file that does that but i cant remember what line needs to be added.


At
[SFXGame.SFXGameModeBase]
change the line which says
Bindings=( Name="PC_Reload", Command="SwapWeaponIfEmpty | TryReload" )
to
Bindings=( Name="PC_Reload", Command="SwapWeaponIfEmpty | TryReload | initammo 999" )

There you go^_^

#1892
Phnx

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southbeatz1169 wrote...

Kenshin620, these mods require the me2 mod manager which can be found here.
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.

Thanks for the help! Actually I am looking for the ini entry that holds the value for camera distance. I want to keep the FOV because I don't like the fish-eye effect. :)

#1893
GenericPlayer2

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Does anyone know how to edit what powers are offered as bonus powers under 'Advanced Training'. Say I want to replace Neural Shock with Inendiary Ammo, can that be done? I have made a few attempts myself at changing what I thought would be the appropriate lines the ini file, but without success.

#1894
southbeatz1169

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Kandirake, the fullbodyappearance armors are intended to be ones that have helmets so the helmet sound cannot be removed yet, not that i'm aware of anyways.  I just use torsoappearance instead and the blank strings for shoulder, arms and legs so that when not wearing a helmet Shepard sounds normal but can wear a helmet.  The downside to this though is that you have to wear some form of head gear, anything other than the No Helmet option or it can be buggy.

Giabread, the key bindings are:
Num1 - FOV 70
Num2 - FOV 80
Num3 - FOV 90
Num4 - FOV 100
Num5 - FOV 110
Num6 - Toggle Background Sounds to True
Num7 - Toggle Background Sounds to False
Num8 - Forces game to load casual appearance away from the Normandy.
Num9 - Brings up the party selection screen anywhere.

Those are the bindings I put in for that.  I guess I forgot to put those in the readme file again, i'll do that next time I update the armors.  For anyone that needs these bindings or wants to look for updates, I update this for my forum before I get to this one.  It's usually a lot less effort to go there and modify the first post rather than go here and read a page or two then post.

Phnx, I haven't looked for camera distance yet but I can, it shouldn't be too hard to find in the ini file.  Personally I think the fov at 100 works best but I know that's going to be different for everyone.  I prefer the wider field of view and prefer being able to see the character so it feels more 3rd person to me.

Something interesting I noticed yesterday was that Jacob's armor works without having to toggle the background sounds but his armor is tagged as armor and not Jacob specific which is good but suck that the others aren't that way.  Since i'm using a femshep for now, that doesn't look too good with a female head lol, still I do like his armor for the male shepard.

GenericPlayer2, I tried swapping powers before and simply adding new powers but they didn't work for me either.  I've read on here before that you need to start a new game when adding new powers for them to work but i'm about halfway through my current play through so I can't test that.

#1895
Kabeljau

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Thank you, southbeatz. It works all great now...



Too bad, that there's now way to play without head gear. :-(

#1896
Timerider42

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Does the mod manager interfere with other ini editors?

#1897
NarfGarg

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The Smoking Man wrote...


NarfGarg, is there a command to set the rank of a power by any chance? (Or better yet, a list of all commands, at least the ones you know of?) Then at least I wouldn't have to give myself squad points (which has the side effect of also giving squad points to my henchmen) to retrain the added powers.


SetRank(String nmPawn, class<Object> Powerclass, float fRank)


Goddamn personalization has issues. It'll work fine on citadel but then on a mission the headgear doesn't want to work. Also if you mess up the button order you might not be able to move until you load a quicksave :P

#1898
Varenus Luckmann

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Currently trying to rebind spacebar into not choosing conversations, only skipping them, but it's all really wierd. SpaceBar is tied to a number of functions, including "SkipConversation", but "PC_ConvSelect" isn't one of them. Looking over the functions it -is- tied to, none of them includes "SelectResponse" either.

I wonder what got Bioware to create this issue -again-. Makes me wonder if they care about PC gamers or even play the game on PC at all.

Edit 1: This is getting more infuriating as I go on. Instead of trying to unhinge SelectResponse from space, I thought I'd reassign SkipConversation from spacebar. I find ( Name="Space",Command="PC_ConvSkip") and change it into ( Name="Enter",Command="PC_ConvSkip"). Suddenly it skips AND selects conversation on Enter instead. The issue probably lies with PC_ConvSkip then, which links to the SkipConversation function - which, contrary to what it's name implies, doesn't just skip convos, but also selects them.

Why someone made the decision to turn the SkipConversation  into both skip and select, I have no idea.

Someone needs to be beaten with a club.

Edit 2: I did manage to find a solution. Or at least a workaround. I wasn't able to find a solution for the issue of SkipConversation also choosing conversation, but an alternate way of skipping conversation, which you can tie to any button.

Add ( Name="Tab",Command="set BioConversation m_bSkipRequested true") under [SFXGame.SFXGameModeConversation] as a "Bindings". This will allow you to skip conversations by pressing Tab. Substitute Tab for any key you'd like that doesn't conflict with other keys (I couldn't find anything conflicting with Tab).

If you're not using the Coalesced.ini Editor (using something like Notepad++ instead) the entire section should look something like this:

[SFXGame.SFXGameModeConversation]
Bindings=( Name="LeftMouseButton",Command="PC_ConvSelect | Shared_ConvIntRenegade")
Bindings=( Name="RightMouseButton",Command="PC_ConvHilight | Shared_ConvIntParagon")
Bindings=( Name="SpaceBar",Command="PC_ConvSkip")
Bindings=( Name="Tab",Command="set BioConversation m_bSkipRequested true")

With the blue being your newfangled thingomajig for skipping convos.

:)

GenericPlayer2 wrote...
Does anyone know how to edit what powers are offered as bonus powers under 'Advanced Training'. Say I want to replace Neural Shock with Inendiary Ammo, can that be done? I have made a few attempts myself at changing what I thought would be the appropriate lines the ini file, but without success.

Does not appear to be possible through the means which we have at our disposal as of this moment, unfortunately. Swapping Cryo Ammo into Incendiary Ammo for Infiltrators or adding Incendiary Ammo as a bonus talent has been something I've been trying to find a way of doing since we started modding.

Sorry.

Modifié par Varenus Luckmann, 03 mars 2010 - 04:29 .


#1899
southbeatz1169

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I've updated my ini mods again with a few tweaks and changes. The sniper rifle zoom was going to the fov 40 which is for the other weapons aiming mode.  I cannot find where the game toggles this to serparate it.  I do know it toggles to sniperzoom but for some reason the FOV adjustments alter that and so far I haven't seen a way to correct that so I decided to change something but I think it's an improvement, however this can be a matter of opinion.

I added 2 extra FOV settings for the sniper rifle zoom so now the sniper rifles can actually zoom in even farther if you prefer that.  for the people using the default FOV, I removed the FOV adjustments completely because they cause the guns to aim slow and sometimes can affect the natural FOV without any specific settings teling the game otherwise.

I remembered to update the readme file with all of the key bindings this time.  The bindings for the enhanced sniper rifle zoom are listed in the readme file.  Just download this zip again and copy, rename to replace the one you were using.  Even if you are using the default FOV ones, replace the ini because I made changes to that also to help improve it.

ME2 Henchman NPC Armor & FOV Mods

#1900
NarfGarg

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Varenus Luckmann wrote...

Currently trying to rebind spacebar into not choosing conversations, only skipping them, but it's all really wierd. SpaceBar is tied to a number of functions, including "SkipConversation", but "PC_ConvSelect" isn't one of them. Looking over the functions it -is- tied to, none of them includes "SelectResponse" either.

I wonder what got Bioware to create this issue -again-. Makes me wonder if they care about PC gamers or even play the game on PC at all.

Edit 1: This is getting more infuriating as I go on. Instead of trying to unhinge SelectResponse from space, I thought I'd reassign SkipConversation from spacebar. I find ( Name="Space",Command="PC_ConvSkip") and change it into ( Name="Enter",Command="PC_ConvSkip"). Suddenly it skips AND selects conversation on Enter instead. The issue probably lies with PC_ConvSkip then, which links to the SkipConversation function - which, contrary to what it's name implies, doesn't just skip convos, but also selects them.

Why someone made the decision to turn the SkipConversation  into both skip and select, I have no idea.

Someone needs to be beaten with a club.

Edit 2: I did manage to find a solution. Or at least a workaround. I wasn't able to find a solution for the issue of SkipConversation also choosing conversation, but an alternate way of skipping conversation, which you can tie to any button.

Add ( Name="Tab",Command="set BioConversation m_bSkipRequested true") under [SFXGame.SFXGameModeConversation] as a "Bindings". This will allow you to skip conversations by pressing Tab. Substitute Tab for any key you'd like that doesn't conflict with other keys (I couldn't find anything conflicting with Tab).

If you're not using the Coalesced.ini Editor (using something like Notepad++ instead) the entire section should look something like this:

[SFXGame.SFXGameModeConversation]
Bindings=( Name="LeftMouseButton",Command="PC_ConvSelect | Shared_ConvIntRenegade")
Bindings=( Name="RightMouseButton",Command="PC_ConvHilight | Shared_ConvIntParagon")
Bindings=( Name="SpaceBar",Command="PC_ConvSkip")
Bindings=( Name="Tab",Command="set BioConversation m_bSkipRequested true")

With the blue being your newfangled thingomajig for skipping convos.

:)


Nice find. Especially since I posted it here yesterday.