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Modding is possible (guide)


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#2326
KRATOS FTW

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why would you mod a game that is too good and doesn't need changing??

#2327
Azureum

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Were not making the game more awesome we are making a persons experience more awesome :P

#2328
War-Neck

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KRATOS FTW wrote...

why would you mod a game that is too good and doesn't need changing??


They are expanding the game and adding new features. They are NOT replacing features...

#2329
southbeatz1169

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KRATOS FTW wrote...
why would you mod a game that is too good and doesn't need changing??


Every game that is made will have potentially millions of different opinions of it.  We all like different things and mods often can bring things to games that different people like.  The developers obviously cannot satisfy everyone and often seem to not even try to satisfy anyone but mods pick up the slack and allow people to have things or do things in games that they normally could not do.  This also can add replay value to a game.  How many times can someone play me2 with everything default before getting bored of it?  Create some mods, change some things and give the game a fresh feel again.

#2330
mxfox408

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Some of my friends like to think thier xbox is better than the pc as far as gaming goes but when they saw the custom hair glowing eyes and custom textures and higher/better resolution they wanted the pc version over the xbox. Mods are always a bonus and definatly increases the replay funny that they are already board of thier xbox version when they saw my nodded me2 they wished they had the pc version.

#2331
Suffragette

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manonyuf wrote...

Uh, Sorry in advance if I'm being really stupid, but can you please tell me how you got it to work? I managed to put Morinth's shoulder, arm and torso parts on Shepard, but the leg parts just don't show up. They stay the default one. Am I missing something? What should I do? Do I need Morinth in my party? :unsure: Any kind of help would be appreciated.


I used SouthBeatz mod. Load up his modded coaslesced.ini and start the game. His default setup requires you to press Numpad 3, wait a sec while nothing happens, then press Numpad 1. That brings up the armor locker screen (as well as the main menu--dunno why) and the outfit will appear on the armor line. Select it, hit apply, then press Esc to get rid of the main menu and there is your FemShep in the outfit.

This is the kind of baby-steps directions I was looking for when I asked for help, so it's what I'm giving you. It's about where I am when it comes to modding: clueless  No offense intended if I'm baby-talking to an expert.

This is all I know. Hope you get your issue fixed!

ETA: You have to reload the armor every time you change scenes. It's a pain in the tail, but at least it works. Nothing else worked for me. If you develop a solution that doesn't require constant reloading AND still has sound on the Normandy, I'm all ears.

Modifié par Suffragette, 15 mars 2010 - 06:16 .


#2332
Suffragette

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KRATOS FTW wrote...

why would you mod a game that is too good and doesn't need changing??


Please don't feed the trolls, folks. All it gets you is fat trolls.

Modifié par Suffragette, 15 mars 2010 - 06:18 .


#2333
Azureum

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I am in the process of combining a lot of npc and casual wears into a single mod complete with the armor locker launcher to simplify things a bit.



And it works with just one keybind ... providing you put a few txt files where you are supposed to that is :)

#2334
dilmonen

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Suffragette wrote...

 That brings up the armor locker screen (as well as the main menu--dunno why)


if you don't bring up the menu wheel, you can't see the armor sliders & clothing sliders correctly.

Still researching a method to bring up the armor locker without needing the menu wheel up at the same time.  Had a few ideas come to me while i was falling asleep last night, so I'm seeing if they're dead ends right now.

#2335
Azureum

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Dilmonen, I just had a breakthrough of my own, found out how to do the splitscreen thing NarfGarg teased us with and a bunch of other stuff I have yet to figure out how to take advantage of, hehe, except that I don't believe we can use splitscreen until we can set player 2 controls.

Just to give you a small teasing point, some extra commands we haven't heard of, such as EmptyInventory (working that into a loadouts mod now).

EDIT: Just kidding

If you extract the SFXGame.pcc file and take a look in the cheat manager folder, the folders in there are all named according to commands, you'll see opengui and closegui in there, along with all the rest.

Having trouble figuring out how some of these commands are used though, some don't appear to be just command based, got any ideas about them?

Modifié par Azureum, 15 mars 2010 - 09:45 .


#2336
ecobotstar

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Love you guys! keep modding.

#2337
Azureum

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*Awaits NarfGarg running in to say he released this info yesterday or something*

#2338
Azureum

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Ooops *ignore*

EDIT: Actually, I could use this even though it was a mistake...

Does anyone have a couple of spare google wave invites they can throw my and dilmonens way, we could then (or anyone else wanting to help for that matter) collaborate on our respective projects.

Modifié par Azureum, 15 mars 2010 - 10:21 .


#2339
dilmonen

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Azureum wrote...

If you extract the SFXGame.pcc file and take a look in the cheat manager folder, the folders in there are all named according to commands, you'll see opengui and closegui in there, along with all the rest.

Having trouble figuring out how some of these commands are used though, some don't appear to be just command based, got any ideas about them?


I've been digging through a lot of the PCC files actually.  SFXGame is where I started with to try & tease out some of the initial commands.

The personalization menu options were obviously stored in the BioD_Nor_000Cabin.pcc file, since we have to load it to even get to where we are now.

The background for the various menus is stored in BIOG_UIWorld.pcc in the GUI_UIWorld package.  Since there isn't a way to "decompile" the UnrealScript functions they're calling, it's pretty hard to figure out everything they're doing to draw the full menu.

I do think I have the general flow worked out, but it's isolating & executing the specific commands that's a headache.

- Cabin loads the map & various resources
- Armor customization is a POI with a handler to detect when it's passed the "Used" command
- This handler collects some player information & activates the sequence for displaying the personalization menu

It's figuring out what is being called during the activation sequence that is stumping me.  A lot of the commands don't simply execute when bound to a key, so either they're not tagged as "exec" functions or they're expecting some data that I'm not providing.

I'm trying to mess with some things related to the game's viewport settings & the HUD to see if that will load the menu background like the "showmenu" command.

RE:  Google Wave

I've actually got Wave linked to my gmail account, but I don't think I have any invites to hand out....

#2340
Azureum

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@Dilmonen



I just stumbled upon it today actually, saw the cheatmanager folder, looked inside, and noticed whilst I was scrolling down that I recognised some of the folder names.



Generally though those console commands only take boolean (true/false) int (1.0 etc) and strings, its just finding out how they are supposed to be written in the console.



Have you been able to use the set classname parameter value commands? I tried that for some of those folders to no success. At least we can really start getting somewhere.



Do you have any friends with spare wave invites?



Meh, ANYONE who has any spare Google wave invites, if you could send one to azureum -at- gmail.com, I would be immensely grateful!!!

#2341
RamsenC

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I'm curious how you would mod abilities. Wasn't any info on the front page other than it's not tested.

#2342
Azureum

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RamsenC wrote...

I'm curious how you would mod abilities. Wasn't any info on the front page other than it's not tested.


Well, consider it tested and working .... We can add powers on top (several infact) of the regular powers, havent found a good solid way to remove regular powers yet., they just refuse to die and come back in an unranked state.

So for example, I can give a soldier the assassin evolved power of the infiltrator (so time slows for a few seconds when you enter sniper scopes) and add tactical cloak, and power armor even, and fully evolve them with just a few commands.

I don't have time at the moment to go through it as I'm working on a weapons manager at the moment, once thats done no-one will want for anything when it comes to loadout selection, anywhere.  So no need for that weapon locker command Dilmonen! :)

#2343
RamsenC

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Nice, can't wait to see how it's done. Can you also change whether a move is qualified as a biotic or tech ability? I want to make a tech Vanguard and possibly some other classes.


#2344
Azureum

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I don't believe that will be editable, sorry!



Weapon Manager almost done!!

#2345
Azureum

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Correction: Weapon Manager complete, link on my signature/project page. Please try it out and let me know what you think!!

#2346
mxfox408

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does anyone kmow how to edit eye implant colors in the Gibbeds save editor??? i know how to make glowing eye but id rather know how to achive implants like the illusive mans and then edit those colors.

#2347
RamsenC

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Not sure if this is the best place to ask, but lets say I wanted to use the save editor to change Inferno ammo to Disruptor ammo on Vanguard. How would I do that?

I changed
SFXGameContent_Powers.SFXPower_InfernoAmmo_Vanguard
to
SFXGameContent_Powers.SFXPower_DisruptorAmmo_Vanguard
but that didn't work.

I also tried replacing Vanguard at the end with Soldier since they actually have Disrupter Ammo.

Modifié par RamsenC, 16 mars 2010 - 03:06 .


#2348
Lavans6879

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Is there any way to edit the coalesced.ini to allow the player to use binds during cutscenes, such as a screenshot/tiledshot key?

#2349
BaaduII

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southbeatz1169 wrote...

Here's my latest ini mod updates.  Be sure to read the readme for it or the readme information on the forum page.
ME2 Ini Mods v1.2
ME2 & PC Game Mods



Great mod man did you figure out how to get the other asari beside Samara and Morrinth to load ? 

#2350
BaaduII

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lol if you can figure out that your a modding god been trying to get the various NPC to load forever .

Modifié par BaaduII, 16 mars 2010 - 04:55 .