Hello, not sure if this thread is still active; but I'm trying to edit ME2 Legendary Edition armor effects like this mod did for the original ME2. However; going through this mod's files; I cannot see how you edited the effects. I see the calls for the SFXGameEffect(s), but no where can I find the actual values/edits to the effect variables. Where/how were the actual effects (like changing the n7 helmet to give more %health) edited?
Two bonus with differentnames but same intensity will still stack, but if you have two armor part with the same bonus (same name), only one will apply.
I installed "all in one" version following all instructions, but I see no changes in armor description, so I can't tell if armors are really changed. Any idea what causes it and how it can be fixed? Strangely enough, overheat mechanic on weapons works as intended...
In ME2 and ME3 armor as a concept is separated in several components: model, texture, animation, stats (bonuses), UI description etc. In this particular case most important for us is that stats (mechanics) isn't linked to description (display text) directly - ie text won't change dynamically when you'll change stats (! except for health and shields). All content stored in different file types: stats in .pcc files, configuration in Coalesced.ini and the description in .TLK files. ME2-3 not designed for editing armors, this mod changes armor mechanics, not the description because: - I don't have all available localizations .TLK files - I have only: English (INT) and Russian (RU). INT is basic and present in all localized game versions. I could upload these modded .TLK files, but replacing entire localization file (with all ingame text) by new with only changed small amount of text is pointless in my opinion. Even if you'll gonna use modded INT file for FR (French) game version, edited text won't be displayed, because game will not use different localization file for your current localization - ie: launching game > what language set in sku.ini? > load .TLK localization file for that language. I'll reconsider this matter in future when I'll have time to release mod in DLC format - only there particular modified text can be added on top of any localization file without replacing it. - You can easily change armor description by yourself, even create new armors! - all details in readme file (ME2 AT README.txt), copy-paste:
Spoiler:
Show
======== Armor stats display information ======== You can change armor stats and descriptions displayed text, by editing .TLK files: - All ME2 text strings are stored in TLK files - ME3 Explorer can convert TLK to .xml files - edit them with Notepad++; - Each ME2 localization has its own BIOGame_AAA.tlk files, where AAA is your language;
* Each armor .TLK files are files stored in: - base game - BIOGame_INT.tlk (INT - english) - edit .tlk files for your localization; - DLC - in its corresponded folder; * Move default .tlk file from folder as backup file;
* ME3 Explorer > ME3 + ME2 TLK Editor > Load TLK file tab > choose folders: - Current path to TLK file - select file to load from; - Current path to output text file - select folder where to create .xml file, set any name; - Start!
* Open converted .xml file with Notepad++ > search for text for armor description that displayed in armor locker > > use armor Description=<number> to search corresponded string ID number in .TLK file; > edit armor description text > save file; note: maximum characters in armor locker's descriptions are capped, if edited description text is larger - last strings won't be displayed;
* ME3 Explorer > ME3 + ME2 TLK Editor > Create TLK file tab > choose folders: - Current path to XML file - select your edited file; - Current path to output TLK file - select folder where to create .TLK file, set exact original .TLK file name; - Start!
* Place created .TLK file into its corresponded folder > Done!
- Armor stats, health and shields displayed correctly ONLY in combat mode locations - when Shep can wear armor and use weapons; It is such game mechanic - there is nothing could be done with it. Here is an example of edited armor - Kestrel Recon Hood - changed name, stats and description. So, edit stats and descriptions as you see fit!
I'm using the all-in-one version of ME2 Tweaks along with the DLC armor/weapons files and there seem to be a few issues.
First, switching to certain armor pieces in a locker lists the armor as $3xxxxx with no stats, and second, pressing HOME to open the "anywhere" armor locker also opens the ESC menu. Oh, and the default mouse sensitivity is ridiculously low and changing it doesn't help in menus, so there's that, too.
The only other things I am using are Remove Shared Cooldown and Vignette Remover, so it seems odd that these issues exist.
First I must thank you for the time you've put into offering these excellent tweaks, especially the all-in-one version it really helps to keep the game feeling fresh and refining what's there. Secondly I know it's a long shot but even with your detailed instructions I found combining your settings with other mods that edit the coalesced quite troublesome and I apologize for my ineptitude so I would like to ask if it's possible to offer a version that has the controller edits put in so I know It wouldn't be broken.
Unfortunatelly, I cannot help with that - thats huge amount of work (upload 8 separate compatibility mods) plus for now I dont have xbox controller and so much time to test all this; And all features for PC controls obviously won't work with controller. Here is some instructions to make compatibility patch by yourself:
Spoiler:
Show
// If you want to use several .ini mods, create merged file: // [ making backup and copy ] - move your current (moded) .ini file from: Mass Effect 2\BioGame\Config\PC\Cooked\ to any folder (as backup) and make a copy; [ figuring out what mod file changes are ] - open 3 files in Notepad++ (right mouse button click on file > Edit with Notepad++ or drag & drop file to program window) 1) default; 2) mod; 3) copy of your current file; - compare default file and mod file: use Compare plugin > find differences (ignore iniversion strings); [ adding changes to your file ] switch to your file > copy code from mod file to your file; [ notes ] > if mod adds new stuff > use mod values instead of yours; > if mod is require specific code to run properly - that code takes priority over the code from another mod; > if some setting has greater/lesser value in compare to your file > read mod description about this value > choose one variant (not both); [ finalizing ] - save your file > launch launch ME2IniFixer > done!
Notes: > default Coalesced.ini stored in Coalesced - default.7z for each mod; > If mods are edit the same strings - compare first: Controller Coalesced.ini with default Coalesced.ini > find differences and second compare my mod Coalesced.ini-s with default Coalesced.ini; select code to use in compatibility file, the rule for selection will be: if mod is require specific code to run properly - that code takes priority over the code from another mod; In case controller mode, anything related to Xbox will take priority; > All DLC weapons and armor (BIOWeapon.ini and BIOGame.ini files) - full compatible, install as usual;
* ME2 Gameplay tweaks - download version: ME2_Gameplay_tweaks (not with PC controls: ME2_Gameplay_tweaks_controls) compare files > copy all code from ME2 GT to Controller Coalesced.ini when you edit Coalesced.ini exclude: all code in sections: [SFXGame.SFXGameModeBase], [SFXGame.SFXGameModeDefault], [SFXGame.SFXGameModeConversation] and [SFXGame.SFXGameModeGUI]; - exclude code in sections above and in result, mods code combined will work without conflicts;
* ME2 Weaponry tweaks - use any version, DLC weapons - full compatible; compare files > copy all code from ME2 WT to Controller Coalesced.ini - mods code combined will work without conflicts;
* ME2 Armory tweaks - compare files > copy all code from ME2 AT to Controller Coalesced.ini - mods code combined will work without conflicts;
Thanks for the information, I attempted to make it myself with no luck I just can't get it to work. Thanks for taking the time to reply and thanks for the awesome tweaks.
This is an amazing mod, but because I've already edited several things in my Coalesced.ini file, I'd prefer to change settings myself. However, when I use the ME2 Coalesced editor and search for things relating to 'armor' (like 'Inferno', 'armor' and 'death_mask'), I cannot find anything even remotely related.
May I humbly ask how you edited armor stats, so that people like me who have pre-edited .ini files can do the same thing, or even change things to our liking? Thank you in advance.
Take a look in readme file: ME2 AT README.txt and same file in mod page > DOCS tab > View as plain text There you'll find all edit instructions and armor parts names. And, as advice, use Notepad++ for direct file editing instead ME2 Coalesced editor. About combining mods:
Spoiler:
Show
// If you want to use several .ini mods, create merged file: // [ making backup and copy ] - move your current (moded) .ini file from: Mass Effect 2\BioGame\Config\PC\Cooked\ to any folder (as backup) and make a copy; [ figuring out what mod file changes are ] - open 3 files in Notepad++ (right mouse button click on file > Edit with Notepad++ or drag & drop file to program window) 1) default; 2) mod; 3) copy of your current file; - compare default file and mod file: use Compare plugin > find differences (ignore iniversion strings); [ adding changes to your file ] switch to your file > copy code from mod file to your file; [ notes ] > if mod adds new stuff > use mod values instead of yours; > if mod is require specific code to run properly - that code takes priority over the code from another mod; > if some setting has greater/lesser value in compare to your file > read mod description about this value > choose one variant (not both); [ finalizing ] - save your file > launch launch ME2IniFixer > done!
No, this is custom texture I create for personal use, because I'm tired a bit to see same background in 7+ playthrough. I can upload this background and several UI related textures replacements - codex/squad selection images, notifications, scopes/crosshairs and game monitors tweak. And as always, I'll write tutorial how to add your custom textures. Transparent background in skills menu is part of ME2 Gameplay tweaks > ME1 separate menus call restoration.
22 comments
(Несовместимы если кому интеерсно)
- I don't have all available localizations .TLK files - I have only: English (INT) and Russian (RU). INT is basic and present in all localized game versions. I could upload these modded .TLK files, but replacing entire localization file (with all ingame text) by new with only changed small amount of text is pointless in my opinion. Even if you'll gonna use modded INT file for FR (French) game version, edited text won't be displayed, because game will not use different localization file for your current localization - ie: launching game > what language set in sku.ini? > load .TLK localization file for that language.
I'll reconsider this matter in future when I'll have time to release mod in DLC format - only there particular modified text can be added on top of any localization file without replacing it.
- You can easily change armor description by yourself, even create new armors! - all details in readme file (ME2 AT README.txt), copy-paste:
======== Armor stats display information ========
You can change armor stats and descriptions displayed text, by editing .TLK files:
- All ME2 text strings are stored in TLK files - ME3 Explorer can convert TLK to .xml files - edit them with Notepad++;
- Each ME2 localization has its own BIOGame_AAA.tlk files, where AAA is your language;
* Each armor .TLK files are files stored in:
- base game - BIOGame_INT.tlk (INT - english) - edit .tlk files for your localization;
- DLC - in its corresponded folder;
* Move default .tlk file from folder as backup file;
* ME3 Explorer > ME3 + ME2 TLK Editor > Load TLK file tab > choose folders:
- Current path to TLK file - select file to load from;
- Current path to output text file - select folder where to create .xml file, set any name;
- Start!
* Open converted .xml file with Notepad++ > search for text for armor description that displayed in armor locker >
> use armor Description=<number> to search corresponded string ID number in .TLK file;
> edit armor description text > save file;
note: maximum characters in armor locker's descriptions are capped, if edited description text is larger - last strings won't be displayed;
* ME3 Explorer > ME3 + ME2 TLK Editor > Create TLK file tab > choose folders:
- Current path to XML file - select your edited file;
- Current path to output TLK file - select folder where to create .TLK file, set exact original .TLK file name;
- Start!
* Place created .TLK file into its corresponded folder > Done!
- Armor stats, health and shields displayed correctly ONLY in combat mode locations - when Shep can wear armor and use weapons;
It is such game mechanic - there is nothing could be done with it.
Here is an example of edited armor - Kestrel Recon Hood - changed name, stats and description. So, edit stats and descriptions as you see fit!
First, switching to certain armor pieces in a locker lists the armor as $3xxxxx with no stats, and second, pressing HOME to open the "anywhere" armor locker also opens the ESC menu. Oh, and the default mouse sensitivity is ridiculously low and changing it doesn't help in menus, so there's that, too.
The only other things I am using are Remove Shared Cooldown and Vignette Remover, so it seems odd that these issues exist.
And all features for PC controls obviously won't work with controller.
Here is some instructions to make compatibility patch by yourself:
// If you want to use several .ini mods, create merged file: //
[ making backup and copy ]
- move your current (moded) .ini file from: Mass Effect 2\BioGame\Config\PC\Cooked\ to any folder (as backup) and make a copy;
[ figuring out what mod file changes are ]
- open 3 files in Notepad++ (right mouse button click on file > Edit with Notepad++ or drag & drop file to program window)
1) default; 2) mod; 3) copy of your current file;
- compare default file and mod file: use Compare plugin > find differences (ignore iniversion strings);
[ adding changes to your file ]
switch to your file > copy code from mod file to your file;
[ notes ]
> if mod adds new stuff > use mod values instead of yours;
> if mod is require specific code to run properly - that code takes priority over the code from another mod;
> if some setting has greater/lesser value in compare to your file > read mod description about this value > choose one variant (not both);
[ finalizing ]
- save your file > launch launch ME2IniFixer > done!
Notes:
> default Coalesced.ini stored in Coalesced - default.7z for each mod;
> If mods are edit the same strings - compare first: Controller Coalesced.ini with default Coalesced.ini > find differences and second compare my mod Coalesced.ini-s with default Coalesced.ini;
select code to use in compatibility file, the rule for selection will be: if mod is require specific code to run properly - that code takes priority over the code from another mod;
In case controller mode, anything related to Xbox will take priority;
> All DLC weapons and armor (BIOWeapon.ini and BIOGame.ini files) - full compatible, install as usual;
* ME2 Gameplay tweaks - download version: ME2_Gameplay_tweaks (not with PC controls: ME2_Gameplay_tweaks_controls)
compare files > copy all code from ME2 GT to Controller Coalesced.ini
when you edit Coalesced.ini exclude: all code in sections: [SFXGame.SFXGameModeBase], [SFXGame.SFXGameModeDefault], [SFXGame.SFXGameModeConversation] and [SFXGame.SFXGameModeGUI];
- exclude code in sections above and in result, mods code combined will work without conflicts;
* ME2 Weaponry tweaks - use any version, DLC weapons - full compatible;
compare files > copy all code from ME2 WT to Controller Coalesced.ini
- mods code combined will work without conflicts;
* ME2 Armory tweaks -
compare files > copy all code from ME2 AT to Controller Coalesced.ini
- mods code combined will work without conflicts;
However, when I use the ME2 Coalesced editor and search for things relating to 'armor' (like 'Inferno', 'armor' and 'death_mask'), I cannot find anything even remotely related.
May I humbly ask how you edited armor stats, so that people like me who have pre-edited .ini files can do the same thing, or even change things to our liking? Thank you in advance.
There you'll find all edit instructions and armor parts names. And, as advice, use Notepad++ for direct file editing instead ME2 Coalesced editor. About combining mods:
// If you want to use several .ini mods, create merged file: //
[ making backup and copy ]
- move your current (moded) .ini file from: Mass Effect 2\BioGame\Config\PC\Cooked\ to any folder (as backup) and make a copy;
[ figuring out what mod file changes are ]
- open 3 files in Notepad++ (right mouse button click on file > Edit with Notepad++ or drag & drop file to program window)
1) default; 2) mod; 3) copy of your current file;
- compare default file and mod file: use Compare plugin > find differences (ignore iniversion strings);
[ adding changes to your file ]
switch to your file > copy code from mod file to your file;
[ notes ]
> if mod adds new stuff > use mod values instead of yours;
> if mod is require specific code to run properly - that code takes priority over the code from another mod;
> if some setting has greater/lesser value in compare to your file > read mod description about this value > choose one variant (not both);
[ finalizing ]
- save your file > launch launch ME2IniFixer > done!
I can upload this background and several UI related textures replacements - codex/squad selection images, notifications, scopes/crosshairs and game monitors tweak.
And as always, I'll write tutorial how to add your custom textures.
Transparent background in skills menu is part of ME2 Gameplay tweaks > ME1 separate menus call restoration.