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Modding is possible (guide)


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#1901
Varenus Luckmann

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NarfGarg wrote...
Nice find. Especially since I posted it here yesterday.

Oh, sorry. Didn't see it anywhere after you said that you "weren't at liberty to say" after I asked how you did it, so I went ahead and did it myself. As they say, a good man takes care of himself.

B)

Modifié par Varenus Luckmann, 03 mars 2010 - 04:40 .


#1902
NarfGarg

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Varenus Luckmann wrote...

NarfGarg wrote...
Nice find. Especially since I posted it here yesterday.

Oh, sorry. Didn't see it anywhere after you said that you "weren't at liberty to say" after I asked how you did it, so I went ahead and did it myself. As they say, a good man takes care of himself.

B)

And pray how did you find out the command since its not out anywhere?

Also when I said that it was already released. Guess I won't be releasing any more stuff.

Modifié par NarfGarg, 03 mars 2010 - 04:55 .


#1903
Varenus Luckmann

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NarfGarg wrote...

Varenus Luckmann wrote...

NarfGarg wrote...
Nice find. Especially since I posted it here yesterday.

Oh, sorry. Didn't see it anywhere after you said that you "weren't at liberty to say" after I asked how you did it, so I went ahead and did it myself. As they say, a good man takes care of himself.

B)

And pray how did you find out the command since its not out anywhere?

I am not at liberty to say, as they say. :P

NarfGarg wrote...
Also when I said that it was already released. Guess I won't be releasing any more stuff.

Wow, is that some copious amounts of butthurt I am hearing? Get over yourself.

Modifié par Varenus Luckmann, 03 mars 2010 - 04:58 .


#1904
kanjoo13

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Is there any possibility to hide the heavy weapons if they are put away? I dont want to see them on my back...

Sorry for my bad English ... :pinched:

Modifié par kanjoo13, 03 mars 2010 - 05:38 .


#1905
LeOoX

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I just got one question to you Narfgang. If you have a solution to this. When using

Bindings=( Name="NumPadEight", Command="set SFXPawn_Player bUseCasualAppearance true" )



I can wear my casual outfit outside normandy. However all my guns are invisible. Is there a way to make them visible again with this code?

#1906
Jeridal

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What about an alliance crew ?

Replacing Cerberus crew uniforms with blue alliance crew uniform ?

We could even replace the Cerberus logo on wall...

#1907
minormiracle

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NarfGarg wrote...

Varenus Luckmann wrote...

NarfGarg wrote...
Nice find. Especially since I posted it here yesterday.

Oh, sorry. Didn't see it anywhere after you said that you "weren't at liberty to say" after I asked how you did it, so I went ahead and did it myself. As they say, a good man takes care of himself.

B)

And pray how did you find out the command since its not out anywhere?

Also when I said that it was already released. Guess I won't be releasing any more stuff.

And pray how did you find out the command in the first place?

#1908
The Smoking Man

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NarfGarg wrote...

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.

Although, in [SFXGame.SFXGameModeBase], you might want to add "set BioConversation m_bSkipRequested false | " to the Command= part of Bindings=( Name="Shared_Action" [...] line. Unless you want greetings to be autoskipped if you press the custom skip key at the end of a previous conversation.

#1909
BiancoAngelo7

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Hello everyone, Im hard at work on other mods, I just wanted to say that I have updated my "Firestorm Recolor" Project. I made the noob mistake of making the black one not available to public users. :( Sorry!

it is now available and downloadable in red and black here: social.bioware.com/project/2060/#files

Sorry, I can't believe I didnt realize this sooner ...I was wondering why it had 0 downloads when it was even requested....sorry again!!!  [smilie]../../../images/forum/emoticons/whistling.png[/smilie]

#1910
sp8cemonkey83

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With the help of NarfGarg and TheSmokingMan, a method has been developed to "temporarily" add additional powers to your character. However, any time you encounter a map transition or save the game and exit, you'll lose your power and will have to reload it.

You can find the names of the powers by either looking at the ActiveclassRedirect section of the Coalesced.ini (though there are some talents that are not in the game listed here that you cannot use) or if you're familiar with Gildor's PCC extractor, you can extract the files contained in the BioP_Char.pcc file located in the Mass Effect 2\\BioGame\\CookedPC folder and examine the contents of the SFXGameContent_Powers folder to display all the power names.

This procedure assumes you know how to edit the Coalesced.ini properly and know a little bit about the function of PCC files.

Procedure

1.) Under [SFXGame.SFXEngine]
Add Line:
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_(Name of Power)",SeekFreePackageName="(Name of .pcc file that has the power.)")

Example: DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Singularity",SeekFreePackageName="SFXCharacterclass_Adept")

2.) Under [SFXGame.SFXGameModeBase]
Add the following two lines:
Bindings=( Name="NumPadOne", Command="GivePower self (Name of Power)" )
Bindings=( Name="NumPadTwo", Command="SetRank self (Name of Power) #" )

Example:
Bindings=( Name="NumPadOne", Command="GivePower self SFXPower_Singularity" )
Bindings=( Name="NumPadTwo", Command="SetRank self SFXPower_Singularity 3" )

NOTE! I have not been able to use SetRank to make a power Rank 4 due to how Power Evolution is handled. If you want a Rank 4 skill, I'm assuming you'll have to utilize the name of the power's evolved version (for example: SFXPower_Singularity_Heavy).

That's it folks. In game, just press NumPad1 to unlock the power and NumPadTwo to set it's rank.

Let me know if any of you have any questions. :wizard:

Modifié par sp8cemonkey83, 03 mars 2010 - 08:42 .


#1911
Dark Glasses

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NarfGarg wrote...
Guess I won't be releasing any more stuff.

If you stop releasing, then our small modding community dies. I'm serious <_<

#1912
snowkel1

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Can someone send me an upload of a Vanguard romancing Jack right before the Omega 4 Relay? Or just any Vanguard will do. 

Thanks!

Modifié par snowkel1, 03 mars 2010 - 09:42 .


#1913
BiancoAngelo7

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@Narfgarg



Please dont stop your high quality modding solutions and efforts.



I wasnt following the argument very well, but lets all just try and get along eh? We owe much to Narfgarg so whoever was botherin him, please stop.

#1914
BiancoAngelo7

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Update:

I have completed a request for different colors for
crosshairs. I have completed Black, Blue and Magenta crosshairs. (for
dem ladiez) ;) 

[IMG]http://i803.photobucket.com/albums/yy314/biancoangelo7/4.jpg

http//i803.photobucket.com/albums/yy314/biancoangelo7/1-1.jpg%5B/IMG%5D][IMG]http://i803.photobucket.com/albums/yy314/biancoangelo7/1-1.jpg[/IMG]

http//i803.photobucket.com/albums/yy314/biancoangelo7/8.jpg%5B/IMG%5D][IMG]http://i803.photobucket.com/albums/yy314/biancoangelo7/8.jpg[/IMG]

Download here: social.bioware.com/project/2180/#files

There
are currently the three colors to choose from. The color change will
affect the standard crosshair, sniper rifle crosshair, and the heavy
weapon crosshair.

I am open to doing other colors on request.

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

#1915
The Natoorat

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Guys... do what Wrex said: "Make love, not war!"(or sth like that)



Now... I may have a 'request' of sorts. There is something that bugged me since first ME and it's carried over to ME2:

Darkened corners of the screen.

I don't know if it's sth that can be 'fixed' in c.ini, or is it some sort of semi-transparent texture or god knows what else. I'd like it GONE. No more darken corners.



Any ideas?

#1916
BiancoAngelo7

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@Natoorat



I shall investimagate! To the modmobile! nanananananan NA NAAAAA....wait..wrong game universe...



im lookin into it lol

#1917
neok182

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neok182 wrote...

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.


just quoting myself here because i never got an answer. :innocent:

#1918
Varenus Luckmann

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sp8cemonkey83 wrote...
With the help of NarfGarg and TheSmokingMan, a method has been developed to "temporarily" add additional powers to your character. However, any time you encounter a map transition or save the game and exit, you'll lose your power and will have to reload it.

You can find the names of the powers by either looking at the ActiveclassRedirect section of the Coalesced.ini (though there are some talents that are not in the game listed here that you cannot use) or if you're familiar with Gildor's PCC extractor, you can extract the files contained in the BioP_Char.pcc file located in the Mass Effect 2\\\\\\\\\\\\\\\\BioGame\\\\\\\\\\\\\\\\CookedPC folder and examine the contents of the SFXGameContent_Powers folder to display all the power names.

This procedure assumes you know how to edit the Coalesced.ini properly and know a little bit about the function of PCC files.

Procedure
1.) Under [SFXGame.SFXEngine]
Add Line:
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_(Name of Power)",SeekFreePackageName="(Name of .pcc file that has the power.)")

Example: DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Singularity",SeekFreePackageName="SFXCharacterclass_Adept")

2.) Under [SFXGame.SFXGameModeBase]
Add the following two lines:
Bindings=( Name="NumPadOne", Command="GivePower self (Name of Power)" )
Bindings=( Name="NumPadTwo", Command="SetRank self (Name of Power) #" )

Example:
Bindings=( Name="NumPadOne", Command="GivePower self SFXPower_Singularity" )
Bindings=( Name="NumPadTwo", Command="SetRank self SFXPower_Singularity 3" )

NOTE! I have not been able to use SetRank to make a power Rank 4 due to how Power Evolution is handled. If you want a Rank 4 skill, I'm assuming you'll have to utilize the name of the power's evolved version (for example: SFXPower_Singularity_Heavy).

That's it folks. In game, just press NumPad1 to unlock the power and NumPadTwo to set it's rank.

Let me know if any of you have any questions. :wizard:

That's somewhat amazing. I'm writing an article at the moment and have a bunch of work that needs doing, but I'll try it out as soon as I have time. Just one question, though; Is there a way to remove a power?

Such as RemovePower self SFXPower_CryoAmmo_Infiltrator? :happy:

Edit: It just occured to me that it should be possible to add this to something you always use all the time, anyway. For example, shouldn't it be possible to add the function to "W", doing something like assigning the talent, giving it the amount of points it should have and removing whatever talent you want to have removed every time you press "W"? That way, you could probably play a full game without even remembering that you have to reinitialize after each transfer, since you press "W" all the time anyway.

Just a thought.

Modifié par Varenus Luckmann, 03 mars 2010 - 11:24 .


#1919
The Smoking Man

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Varenus Luckmann wrote...
That's somewhat amazing. I'm writing an article at the moment and have a bunch of work that needs doing, but I'll try it out as soon as I have time. Just one question, though; Is there a way to remove a power?

Such as RemovePower self SFXPower_CryoAmmo_Infiltrator? :happy:

Edit: It just occured to me that it should be possible to add this to something you always use all the time, anyway. For example, shouldn't it be possible to add the function to "W", doing something like assigning the talent, giving it the amount of points it should have and removing whatever talent you want to have removed every time you press "W"? That way, you could probably play a full game without even remembering that you have to reinitialize after each transfer, since you press "W" all the time anyway.

Just a thought.

For whatever reason, GivePower and seemingly SetRank don't like being piped with other commands. Which means you have to bind individual keys for each power to be given and power rank change, not one key that can do all.
Wait. Maybe using the exec command and having it exec a text file with the GivePower/SetRank commands might work, assuming this command is in ME2 like it was in ME1. I'll experiment with it later.

Oh, and to be able to set a power to rank 4, the power has to be its evolved form first. Like GivePower self SFXPower_Cloak_Damage (assassination cloak, one of the evolved versions of cloak), and then SetRank self SFXPower_Cloak_Damage 4. If you just give the evolved power to yourself without changing its rank, it'll only be rank 1, and the rank still seems to have an effect even though the power is intended to be used as rank 4 only.

Modifié par The Smoking Man, 04 mars 2010 - 01:30 .


#1920
sp8cemonkey83

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Quick Update for GivePower usage:

When using DynamicLoadMapping, you can utilize BioP_Char for the package name for almost any power in the game, with the exception of...

SQUADMATE PASSIVE abilities!!! To achieve this, utilize the squadmate .PCC file that has the passive ability you want.

Example: DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_SamaraPassive",SeekFreePackageName="BioH_Mystic_00")
My Sentinel now get's some pretty nice additional bonuses!!! :wizard:

Edit: Why is it when I post on a thread, it never looks like it's supposed to. I seriously have to re-edit my post like 6-7 times before it looks right. Is it just me?

Modifié par sp8cemonkey83, 04 mars 2010 - 02:18 .


#1921
Varenus Luckmann

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Thanks for the heads up, both of you. Hopefully I'll have time to try all of this out soon.

sp8cemonkey83 wrote...
[...]

Edit: Why is it when I post on a thread, it never looks like it's supposed to. I seriously have to re-edit my post like 6-7 times before it looks right. Is it just me?

No, it's not just you. I almost always have to edit my posts. The forum software is pretty horrendous and there's no preview function.

#1922
snowkel1

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snowkel1 wrote...

Can someone send me an upload of a Vanguard romancing Jack right before the Omega 4 Relay? Or just any Vanguard will do. 

Thanks!


Oh, and the Vanguard can be either male or female. I don't really mind.

#1923
Ronin Rugani

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Who is Vanguard?


#1924
Chala

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vanguard is a character class

#1925
Ronin Rugani

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oh that's right, thanks. I am have asleep