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[mods] Tweak ME2 to your liking


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#76
geoffsbg

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I'm trying to make it so that armored/shielded people generally die when they're shot just a handful of times and unarmored people die when they're shot once or twice - that's pretty easy to do but it also makes heavy mechs and gunships blow up way too easy. It'd be great if you could make heavy mechs/gunships specifically really tough without making everyone with armor or shields require five seconds of close range full auto head shots to kill. There's just no finesse to that.



I never would have thought it possible, but I noticed a line in BIOAI.ini that is specific for 'LightMech'. Clearly it's possible to modify at least some values specific for a given 'pawn' type, but I have had no luck with armor or shields.

#77
Captain_Obvious_au

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Is there a way to ONLY change the amount of resources you get at the start of a playthrough?

#78
geoffsbg

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Assuming you're importing a ME1 character, or have beaten ME2 at least once, you can do so really easily. Look under "[SFXGameContent.SFXSeqAct_NewGameBonuses]" in BIOGame.ini. You can set the min/max requirements from your imported character to 1 and 60 and set a constant bonus for everyone, or leave it scaled to your character's level and just change the amounts. Below that there's a line for 'secondplaythrough_resourcebonus', as well as one for credits.

#79
Captain_Obvious_au

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Thanks geoff, no more planet scanning for me :-D

#80
Neccrid

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Okay this is getting annoying.



I edited my .ini in Notepad ++.. I have ruby installed with the script in the same file as the .ini



Everytime I edit the .ini I click on the script and wait for the fix_coalesced to appear it doesnt. I run the rb script in ++ and nothing happens. I run ME2 and it executes the program. Any ideas as to why this is happening? I dont really see whats going wrong and why im not getting a fixed .ini

#81
Flash_in_the_flesh

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You only need fix if your editing change the file size. If you just change the value without changing the number of digits in file you can safely run the game without the help of Ruby script.

#82
Dudeman315

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So where is the remove combat and add cut scenes/storyline mod????

Modifié par Dudeman315, 03 avril 2010 - 06:52 .


#83
WanderingOtaku

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I've been looking through the ini, and I just can not figure out where this part is. I am looking for where the face presets are so I can add some myself. Flash_in_the_Flesh mentioned he added some in his ini and I've been looking throuhg it, but can't find where it is.

Can anyone help?

#84
Biserthebomb

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Not the best place to post this but this is how the game deffinately should have been and I like every single change you have made VERY much. Unfortunately I own ME2 for 360.

#85
Flash_in_the_flesh

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WanderingOtaku wrote...

I've been looking through the ini,
and I just can not figure out where this part is. I am looking for
where the face presets are so I can add some myself. Flash_in_the_Flesh
mentioned he added some in his ini and I've been looking throuhg it, but
can't find where it is.
Can anyone help?


Look for  MalePregeneratedHeadCodes and FemalePregeneratedHeadCodes under [SFXGame.BioSFHandler_NewCharacter] section. You can add new face codes there or replace existing ones.

Biserthebomb wrote...

Not the best place to post this but this is how the game deffinately should have been and I like every single change you have made VERY much. Unfortunately I own ME2 for 360.


Thanks. I have finished the game twice with these tweaks and it was a great experience for me.
IMO modding support is the future standard for games. I hope that devs will include these options on consoles.

Modifié par Flash_in_the_flesh, 10 avril 2010 - 08:56 .


#86
WanderingOtaku

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Flash_in_the_flesh wrote...

Look for  MalePregeneratedHeadCodes and FemalePregeneratedHeadCodes under [SFXGame.BioSFHandler_NewCharacter] section. You can add new face codes there or replace existing ones.


Ahh! Thanks! I really dont know how I missed that new character section. Awesome.

#87
Raygereio

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Flash_in_the_flesh wrote...
8.

I don't like having an unfair advantage over the enemies. In ME1 enemies regenerated their shields. I wish they regenerate in ME2.

Solution:
- Search for [SFXGame.SFXShield_Base]
- Change bRechargeable=false, bFastCoverRegen=false and bAbsorbDamageOnBreak=false to true
- Add bRechargeable=false, bFastCoverRegen=false and bAbsorbDamageOnBreak=false to [SFXGame.SFXShield_GethEnergy] and [SFXGame.SFXShield_GethEnergy_Player] sections


A little heads up about this tweak. At a certain point in the game you're fighting a gunship while inside a building and the gunship alternates between hovering in front of two windows (i'm trying to be as spoiler free as possible, bear with me).
Using this tweak will make the gunship's armour have high chance of  regenerating every time he switches from one window to another, making that fight pretty much unbeatable if you're unlucky.
Let's just say it was an interesting 30 minutes, before I finally realised what was going on.

Modifié par Raygereio, 10 avril 2010 - 09:30 .


#88
Flash_in_the_flesh

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Awww. I forgot about armor in guide.

In my mod I've enabled shield and barriers regeneration leaving armor regeneration disabled. Enabling armor regeneration doesn't have any sense.

Thanks for pointing that out. I'll update the tutorial.

Modifié par Flash_in_the_flesh, 10 avril 2010 - 09:53 .


#89
Flash_in_the_flesh

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OK. This is the same way it works in my mod - shield and barrier regeneration enabled, armor regeneration disabled.

8.

I don't like having an unfair advantage over the enemies. In ME1 enemies regenerated their shields. I wish they regenerate in ME2.


Solution:
- Search for [SFXGame.SFXShield_Base] and change bRechargeable=false and bFastCoverRegen=false to true
- under [SFXGame.SFXShield_Base] add the line "DamageGateInterval=1.0f" without parenthesis
- Add "bRechargeable=false" line and "bFastCoverRegen=false" line (without parenthesis) to [SFXGame.SFXShield_Armour] section

Modifié par Flash_in_the_flesh, 10 avril 2010 - 10:07 .


#90
phordicus

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Flash_in_the_flesh wrote....
IMO modding support is the future standard for games. I hope that devs will include these options on consoles.

you'd think so but then they couldn't sell us things like simple texture swaps.  no, if anything publishers are going more the route of making pc games like consoles:  locked, encrypted, and unmoddable.

#91
Screech47

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Thanks man

#92
The Volus

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the only thing i don't understand is how do i heal with medigel? i could only revive fallen teammates with it so wtf?

#93
Guest_gmartin40_*

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Would do it but....I'm playing on 360.

#94
Captain_Obvious_au

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Question: I know how to edit the Revenant so that any Assault Rifle class can use it. But, how can I make it so that only Shep can use it, but it's available from the start?

#95
Esoteric_Monk

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Excellent work, thank you! They look like solid changes, and just what they game needed to give it a little something extra; now all we need are custom missions. ; )

#96
Flash_in_the_flesh

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Captain_Obvious_au wrote...

But, how can I make it so that only Shep can use it, but it's available from the start?


Try removing UnlockPlotName=Wpn_SuperAssaultRifle from PlayerSpecialWeapons under [SFXGame.SFXPlayerSquadLoadoutData] section. Haven't checked it myself so can't say for sure it will work.

#97
Euriphobia

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I try follow these steps but when I try to launch me2 it says mass effect 2 has stopped working?

#98
javierabegazo

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Closing this thread for the sake of one thread for one topic


For Modding ME2 Files with the PC
- ME2 - Modding is Possible II (PC Only) (Mass Effect - Mass Effect General Discussion (NO SPOILERS ALLOWED) | BioWare Social Network


For Modding ME2 Files with the XBOX 360
- How to mod the 360 version of ME2. (Mass Effect - Mass Effect General Discussion (NO SPOILERS ALLOWED) | BioWare Social Network