Ah well, guess I should move it so people don't get confused. I'm honestly surprised at how long it lasted though, maybe I can make a new version if I only have to update it once a year.
Can anyone or the creator make a video guide on how to install this mod? i followed all the steps and the mod simply doesn't seem to work no matter what I do. i tested other mods by putting them in the mod folder in ME2 and they work flawlessly, I followed the second method to make sure my mods don't interfere with each other and it didn't work, so I thought "alright since this whole two mods thing isn't working ill try making this mod work alone and even without any interruption from other mods and following the first method the mod still doesn't work, please help I'm on my knees.
Is the game giving you any kind of error at all, or is the mod just not functioning in-game? If you want to try a video guide I recommend this one (timestamped to skip the first step as it's not needed), but it is pretty much the same as the first method I have in the install instructions.
You know, you can get rid of the color of your spirit summons without eliminating for all npcs. all you have to do is go into Smithbox, go to NpcParam, select the Summon you want to make normal, type sp into the summons search bar and remove the special effect that adds it. The one for Spirits is 295000, and the one for puppets is 295200.
As a side thing, if you want the Mausoleum soldiers/Lhutel to be ghostly, replace the spirit summon color ID with 10149. That's the effect that ghost soldiers have.
I'm aware, yes. I made the mod specifically in this way so that it's compatible with most modded spirit summons, since a lot of them use the vanilla spirit summon color SpEffects. Much simpler to remove the color from the SpEffect itself, rather than make a patch for every single mod that adds spirit summons (or have users do it themselves).
That was aggressive? How so? Genuine question, because I might have been being aggressive without knowing and I wish to understand that to not come across as aggressive, but I don't see the issue here.
What specifically came across as aggressive was the use of "every single" in that last sentence. I've only ever heard (or at least noticed) that used during angry rants.
Of course, it's worth keeping in mind that I unironically have autism, so there's at least a 50% chance I'm COMPLETELY misreading the sentence lol. Sorry if that's the case.
I see, thanks for pointing your view out. Maybe it's because English is not my first language and was ''self-taught" playing games (mostly Valkyrie Profile and Final Fantasy 7) that I may not grasp how it can be aggressive with my lack knowledge. Yet, I would not see the aggressiveness unless he was screaming at my face "EVERY. SINGLE. MOD!" xD
Nah I apologize, I can see how it comes across that way. The aggressiveness wasn't intentional (I use "every single" a lot normally), but I might've a bit peeved when I first read your comment.
In the past I've gotten comments telling me to remake things in a different way, without actually understanding my reasons for making it the way I did, which can get annoying. I interpreted your comment as that, but it being directed towards others as a secondary method to use is completely fine. Just a misunderstanding on my side.
6. Find the aforementioned number in the NPC's Special effect section, and replace it with -1 to remove it. (For spirits the number is 295000, for puppets it is 295200)
Optional: If you want it to look ghostly like the Mausoleum Knights, replace the number with 10149 instead of -1.
Finally, be sure to import the row names so the search function actually works. Unless you shifted your display around, it should be on the far right under "Tool Window"
If it's a Tarnished / puppet summon, it might be using 18672 instead of 295200. Fia's Champions use 18672 for their color which is identical to the puppet summon color.
Hey dude! First of all thanks for making and sharing this very cool mod! It appears I discovered it right as they updated the game :D Quick question, would the 2nd method work now or does it still have to be updated? Also, it's the first time I see an installation method like that with ME2! Cheers
Sorry, the way I worded that was a bit unclear. It doesn't allow you to use two regulation mods without merging them.
Method 2 has the same result as throwing all your mods into one folder (like method 1), but it keeps the files in separate folders so that they don't get overwritten if there's a conflict. I do that because it's useful for testing multiple mods that use the same files quickly, since you can just enable or disable each mod in the config without messing with the files.
It also lets you easily disable specific non-regulation mods without needing to hunt for the files, like armor or weapon replacement mods, but I suspect I'm one of very few people who are crazy enough to go through all the trouble just for that, haha.
Somehow someway this overrides animations when using the Carian Thrusting Shield causing your character to T-Pose whenever you walk while blocking. edit: nevermind the game cant make up its mind on which mod to break with, sorry
Method 2 seems to no longer work if you are using Seamless coop, despite putting the command line to enable it in the TOML it seems to do nothing now, In fact, doing anything to the mods section of the TOML always seems extremely finicky and unreliable if you're loading .dll mods in the external dll section above. Is prone to either break launching the dll, or just not register at all. Mod Engine 2's TOML file really can't handle two things at once it seems,
God I miss when Elden Mod Loader worked it made installation of mods like this on seamless much less of a headache than it is now, this config file ME2 wants us to use now is straight awful and is like stacking jenga blocks of syntax,
While I do share your frustrations with dll loading and such, I should probably clarify that this mod isn't working anymore because the game updated last night and I haven't fixed it for the new version yet.
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As a side thing, if you want the Mausoleum soldiers/Lhutel to be ghostly, replace the spirit summon color ID with 10149. That's the effect that ghost soldiers have.
Also, Duong, I don't quite understand. Could you reword it?
Of course, it's worth keeping in mind that I unironically have autism, so there's at least a 50% chance I'm COMPLETELY misreading the sentence lol. Sorry if that's the case.
Maybe it's because English is not my first language and was ''self-taught" playing games (mostly Valkyrie Profile and Final Fantasy 7) that I may not grasp how it can be aggressive with my lack knowledge. Yet, I would not see the aggressiveness unless he was screaming at my face "EVERY. SINGLE. MOD!" xD
In the past I've gotten comments telling me to remake things in a different way, without actually understanding my reasons for making it the way I did, which can get annoying. I interpreted your comment as that, but it being directed towards others as a secondary method to use is completely fine. Just a misunderstanding on my side.
But yeah, glad we're all squared up. 👍
2. Select "Param Editor" at the top
3. Search "NpcParam" in the search bar.
4. Search for your desired summon in the param.
5. Search "sp" in the summon's fields
6. Find the aforementioned number in the NPC's Special effect section, and replace it with -1 to remove it. (For spirits the number is 295000, for puppets it is 295200)
Optional: If you want it to look ghostly like the Mausoleum Knights, replace the number with 10149 instead of -1.
Finally, be sure to import the row names so the search function actually works. Unless you shifted your display around, it should be on the far right under "Tool Window"
Method 2 has the same result as throwing all your mods into one folder (like method 1), but it keeps the files in separate folders so that they don't get overwritten if there's a conflict. I do that because it's useful for testing multiple mods that use the same files quickly, since you can just enable or disable each mod in the config without messing with the files.
It also lets you easily disable specific non-regulation mods without needing to hunt for the files, like armor or weapon replacement mods, but I suspect I'm one of very few people who are crazy enough to go through all the trouble just for that, haha.
Somehow someway this overrides animations when using the Carian Thrusting Shield causing your character to T-Pose whenever you walkedit: nevermind the game cant make up its mind on which mod to break with, sorrywhile blocking.
In fact, doing anything to the mods section of the TOML always seems extremely finicky and unreliable if you're loading .dll mods in the external dll section above. Is prone to either break launching the dll, or just not register at all.
Mod Engine 2's TOML file really can't handle two things at once it seems,
God I miss when Elden Mod Loader worked it made installation of mods like this on seamless much less of a headache than it is now, this config file ME2 wants us to use now is straight awful and is like stacking jenga blocks of syntax,