[mods] Tweak ME2 to your liking
#76
Posté 28 mars 2010 - 06:24
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
Posté 28 mars 2010 - 06:26
#78
Posté 28 mars 2010 - 10:41
#79
Posté 30 mars 2010 - 07:00
#80
Posté 03 avril 2010 - 03:19
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
Posté 03 avril 2010 - 06:35
#82
Posté 03 avril 2010 - 06:51
Modifié par Dudeman315, 03 avril 2010 - 06:52 .
#83
Posté 10 avril 2010 - 07:46
Can anyone help?
#84
Posté 10 avril 2010 - 08:25
#85
Posté 10 avril 2010 - 08:56
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
Posté 10 avril 2010 - 09:27
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
Posté 10 avril 2010 - 09:29
Flash_in_the_flesh wrote...
8.Solution:I don't like having an unfair advantage over the enemies. In ME1 enemies regenerated their shields. I wish they regenerate in ME2.
- 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
Posté 10 avril 2010 - 09:53
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
Posté 10 avril 2010 - 10:06
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
Posté 10 avril 2010 - 11:18
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.Flash_in_the_flesh wrote....
IMO modding support is the future standard for games. I hope that devs will include these options on consoles.
#91
Posté 19 avril 2010 - 06:39
#92
Posté 20 avril 2010 - 03:35
#93
Guest_gmartin40_*
Posté 20 avril 2010 - 03:39
Guest_gmartin40_*
#94
Posté 20 avril 2010 - 03:41
#95
Posté 20 avril 2010 - 04:13
#96
Posté 20 avril 2010 - 10:55
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
Posté 23 avril 2010 - 04:10
#98
Posté 23 avril 2010 - 04:14
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




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