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BioWare Russian Community
Jenya66

Моддинг и коды Mass Effect 2

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Резчица,

1. В Notepad++ напрямую добавить парагона\ренегада нельзя. Бинды на строчке 5336 (в вашем Coalesced может быть плюс-минус несколько строк), раздел [sFXGame.SFXGameModeDefault]

2. Дать, увы, эдитор не могу. Пользоваться относительно просто, особенно если знаете анг. яз. Полностью разбирать все сейчас не буду, для изменения ренегадства-

а) Запускаем сейв эдитор, ищем кнопочку "Open" . Выглядит эта кнопка, как папка (как бы дурдомно это не звучало).

б) Ищем нужный сейв. По умолчанию папка C:\Users\ваш пользователь\Documents\BioWare\Mass Effect 2\Save . Там найдете папки с сохранялками кампаний. Название каждой папки- имя Шепарда + дата начала.

в) Смотри пост выше.

Ариандр, Texmod+фотошоп

Texmod

Запускаем, жмем logging mode

1. Выбираем masseffect2.exe(В папке masseffect2/binaries)

2. Ставим все галки, кроме alternative и translucent, а Output Format выбираем DDS.

3. Output Folder - указываем папку, куда хотим скидывать текстуры.

4. По запуску игры нажимаем на кнопки +\-, чтобы выбрать текстуру (будет подсвечена зеленым цветом), enter-чтобы текстуру выдрать.

В фотошопе вам потребуется DDS плагин. А может и нет, я с фотошопом не очень.

Изменено пользователем Ref92

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Дайте мне текстуру визора и после 5 минут работы в фотошопе мод будет готов.

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Можете дать код на одежду Призрака?

Разочарую тебя, в "раздевалке" одежка выглядит нормально, но на деле, там просто здоровенная дырень на месте груди и это к сожалению никак не исправить, разве что сменить модельку Шепа на Призрака...так что я бы на твоем месте забил бы на нее=(

ЗЫ код дать не могу...

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Да дыру я бы закрасил, или просто насрал бы на неё. Мне просто код нужен, одёжка у него больно хороша по сравнению с дикарскими костюмами шепа)

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Да дыру я бы закрасил, или просто насрал бы на неё. Мне просто код нужен, одёжка у него больно хороша по сравнению с дикарскими костюмами шепа)

Ты можешь бегать в костюме из длц Касуми, тож неплохой такой костюмчик, а дыру ту не закрасить, т.к тут не в текстурах, а в мешах проблема, т.е та часть модели закрывающая грудь присобачена к голове Призрака, а та грудь, что прилеплена к голове Шепа только в гардеробе закрывает то место, но в итоге ты будешь созерцать здоровенную сквозную дырень, что совсем не айс=\ на youtube глянь, если не видел, что из себя это представляет.

ЗЫ сомневаюсь, что тут кто-нить даст те код, лучше сам скачай мод, который добавляет шмотки и через Mass Effect Mod Manager постепенно отсеивай коды пока не найдешь код этой шмотки, быстрее будет чем ждать пока те код этот дадут.

ЗЗЫ: если хочешь, создай мод с этим кодом и пошарься в гардеробе,вроде в этом моде был костюм Призрака

###FILE:BIOGame.ini

[sFXGame.SFXPawn_Player]

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_1a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_1a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_2a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_2a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_3a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_3a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_4a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_4a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_5a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_5a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_6a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_6a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_7a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_7a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_1a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_1a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_2a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_2a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_3a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_3a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_4a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_4a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_5a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_5a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_6a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_6a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_7a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_7a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_1a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_1a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_2a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_2a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_3a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_3a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_4a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_4a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_5a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_5a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_6a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_6a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MAT_1a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MAT_1a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MAT_2a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MAT_2a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MAT_3a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MAT_3a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MAT_1a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MAT_1a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MAT_2a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MAT_2a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MAT_3a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MAT_3a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MAT_1a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MAT_1a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MAT_2a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MAT_2a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MAT_3a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MAT_3a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MAT_4a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MAT_4a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHg.HMF_ARM_CTHg_MAT_1a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHg.HMF_ARM_CTHg_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHg.HMF_ARM_CTHg_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHg.HMF_ARM_CTHg_MAT_1a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHg.HMF_ARM_CTHg_MAT_2a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHg.HMF_ARM_CTHg_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHg.HMF_ARM_CTHg_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHg.HMF_ARM_CTHg_MAT_2a"),PlotFlag=-1)

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+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_7a",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_7a"),PlotFlag=-1)

+CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_CTH_R.CTHi.HMF_ARM_CTHi_MAT_1b",MaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHi.HMF_ARM_CTHi_MDL",Female="BIOG_HMF_ARM_CTH_R.CTHi.HMF_ARM_CTHi_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHi.HMF_ARM_CTHi_MAT_1b"),PlotFlag=-1)

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Т.к решил щас немножко поиграться в ME2, и, в связи с этим, обновить мануал, меня заинтересовал этот кусок:

тогда через NumPad попробую
Где можно увидеть полную инструкцию про добавление способности через бинд?

А, стоп, кажется нашёл.

Мануал обновлён до версии 1.0.23

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Ребят, а кто знает, как бонусы к броне менять???

НАПРИМЕР: шлем даёт 3% к здоровью! А я хочу, чтобы он давал 5 или 10%

кто знает, прошу ответить!

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Ребят, а кто знает, как бонусы к броне менять???

НАПРИМЕР: шлем даёт 3% к здоровью! А я хочу, чтобы он давал 5 или 10%

кто знает, прошу ответить!

Читаем вот тут:

Тыц сюды мышкой и тут все написано!

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а как оттенков костюмов больше добавить???

это уж наверняка возможно! Да и на балансе не отразится!!!

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это уж наверняка возможно!
Дык и проценты бонусов можно, я даже написал как их менять.

Только никто не удосужился сделать список эффектов от бонусов, а сами бонусы я написал(не факт что они там все, скорее даже так: там точно не все, есть ещё из DLC, но т.к никто не стал помогать мне с пониманием их эффектов, я на них забил, кому надо - сделает и напишет)

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у меня есть ещё вопрос:

как врагам прописать оружие???

ПРИМЕР: Роботам "ЛОКИ" прописать пистолет "фаланга", а синим светилам дать снайперские винтовки ИЛИ "мотыгу"

Я думаю, это вполне реально! да и разнообразия и сложности добавит!!!

Жду ваших ответов, ссылок и предложений!!! :)

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Да никто не спорит, это реально, но сделать это могут тока разрабы.

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у меня есть ещё вопрос:

как врагам прописать оружие???

ПРИМЕР: Роботам "ЛОКИ" прописать пистолет "фаланга", а синим светилам дать снайперские винтовки ИЛИ "мотыгу"

Я думаю, это вполне реально! да и разнообразия и сложности добавит!!!

Жду ваших ответов, ссылок и предложений!!! :)

По поводу предыдущего поста (извиняюсь, лень было раньше писать) - нигде про добавление абилок сопартийцам не сказано (из тех манов, что читал я, включая вашу ссылку). Как мне кажется-это потому, что для этого достаточно заменить слово self в бинде на нужного сопартийца. Однако это лишь догадки.

Оружие для врагов добавить как таковое нельзя, разве текстуры подменить. Но можно пойти и в обход (внимание, садомазоизвращения!) - пользуясь wiki правим модификаторы урона, скорострельности, очередей и т.д. и т.п. для AI .

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Что такое WIKI и как этим пользоваться??? :blink:

а так СПАСИБО! :good:

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Что такое WIKI и как этим пользоваться??? :blink:
Какая-либо база данных, пользоваться чтением.

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Что такое WIKI и как этим пользоваться??? :blink:

а так СПАСИБО! :good:

Значит WIKI --- это любая база данных! если это так, можно поподробнее???

пример такой базы данных???

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Значит WIKI --- это любая база данных! если это так, можно поподробнее???

пример такой базы данных???

Вот пример (для МЕ2)

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Вот пример (для МЕ2)

Ага понял! Спасибо!

НО то что искал, я не нашёл! :cray:

А как изменять с помощью редактора причёску Шепарда??? =@=@=@

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Ага понял! Спасибо!

НО то что искал, я не нашёл! :cray:

А как изменять с помощью редактора причёску Шепарда??? =@=@=@

Про прическу все очень хорошо и подробно написано в мануале.

Касательно Wiki - неожиданно! Честно, не ожидал совсем проблем. Ссылка на страницу о настройке Coalesced'a (на английском) http://masseffect.wikia.com/wiki/PC_Tweaks_%28Mass_Effect_2%29

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Пробовал смастерить свои субтитры (нарыл даже XML-файл), а засунуть обратно с помощю Mass Effect 2 TLK Tool у меня не получается, вот такая ошибка, Посоветуйте что нибудь, ато я в таких делах профан

вот она

post-23189-042643200 1294235887_thumb.jp

post-23189-042643200 1294235887_thumb.jp

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Тебе же написано, строка 7, позиция 15

К моддингу игры относится очень-очень отдалённо.

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Полученый файл надо править блокнотом, другие текстовые редакторы выдают такую ошибку.

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Всем привет! ;) У меня появился вопрос --- какой параметр регулирует густоту теней в файле Coalesced.ini ???

ГУСТОТА --- то есть, что бы тени темнее(чернее) были.

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Полученый файл надо править блокнотом, другие текстовые редакторы выдают такую ошибку.

Ето понятно, ошибка возникает при создании нового TLK-файла

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