Modding is possible (guide)
#2326
Posté 15 mars 2010 - 03:00
#2327
Posté 15 mars 2010 - 03:06
#2328
Posté 15 mars 2010 - 03:13
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
Posté 15 mars 2010 - 03:15
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
Posté 15 mars 2010 - 04:20
#2331
Posté 15 mars 2010 - 06:13
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?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
Posté 15 mars 2010 - 06:17
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
Posté 15 mars 2010 - 06:26
And it works with just one keybind ... providing you put a few txt files where you are supposed to that is
#2334
Posté 15 mars 2010 - 07:30
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
Posté 15 mars 2010 - 09:01
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
Posté 15 mars 2010 - 09:54
#2337
Posté 15 mars 2010 - 10:09
#2338
Posté 15 mars 2010 - 10:10
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
Posté 15 mars 2010 - 10:44
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
Posté 15 mars 2010 - 10:58
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
Posté 15 mars 2010 - 11:42
#2342
Posté 15 mars 2010 - 11:59
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
Posté 16 mars 2010 - 12:04
#2344
Posté 16 mars 2010 - 12:22
Weapon Manager almost done!!
#2345
Posté 16 mars 2010 - 01:18
#2346
Posté 16 mars 2010 - 03:05
#2347
Posté 16 mars 2010 - 03:05
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
Posté 16 mars 2010 - 03:43
#2349
Posté 16 mars 2010 - 04:24
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
Posté 16 mars 2010 - 04:27
Modifié par BaaduII, 16 mars 2010 - 04:55 .




Ce sujet est fermé
Retour en haut




