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RepugnantPear

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RepugnantPear

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About this mod

Improvements in LE2 necessary for certain mods to function and serving as a resource for other mod developers.

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Improvements in LE2 necessary for certain mods to function and serving as a resource for other mod developers.

This mod will serve as my repository for any LE2 specific requirements that universally track across my mods. It will be a required install for certain mods as well as resource for other mod developers who wish to use it.

Implementations so far:

1) Hiding hair on henchmen with helmets. - This function is included in the LE2 Unofficial Patch

Problem:
LE2's code does not support removing the hair mesh of henchmen when they wear helmets. This is because the vanilla game uses face breathers for some henchmen and most do not even have a hair mesh.

Solution:
2 mergemods installed, the first is bHelmetHidesHair.m3m which adds a custom config bool to SFXPawn_Henchman. The second is ShowHelmet.m3m which updates the ShowHelmet function in SFXPawn_Henchman to use the bHelmetHidesHair bool in determining if a henchman should remove their hair mesh if wearing a helmet. The bHelmetHidesHead functionality is unaffected.

The function will determine first if bHelmetHidesHead is TRUE if so use that process. If FALSE then it will move on to bHelmetHidesHair and use that process if TRUE. If FALSE the function will move on accordingly.

How to use:
After install you can add the bool bHelmetHidesHair = TRUE directly to the BioH default properties and/or include a BIOGame.ini coalesced file to control that pawn's bool state. Example:

[SFXGamePawns.SFXPawn_Miranda]
+bHelmetHidesHair=TRUE

2) Arc Projector CTD with SFXGame recompilation. -This function is included in the LE2 Unofficial Patch

Problem:
When mods recompile the SFXWeapon class in LE2 the game will freeze/ctd when selecting the Arc Projector. This is because the PSC_ShellCasing is set to null on the AP's default properties. This does not affect the vanilla game and I do not currently understand why not.

Solution:
A corrected version of the Arc Projector is included in this mod that sets the AP's PSC_ShellCasing property to its correct component thereby stopping freeze/ctd issues with a modded game.

3) Editing Powers within a coalesced file.

This component will eventually allow editing the numerical values in many of the SFXPowers of the game. The currently supported variables are below:

Add to BIOGame.ini

[SFXGameContent_Powers.SFXPower_VorchaRegen]
HealPerSecond=(X=0,Y=0)

[SFXGameContent_Powers.SFXPower_KroganPassiveRegen]
HealPerSecond=(X=0,Y=0)

[SFXGameContent_Powers.SFXPower_KroganMelee]
DamageNPC=(X=0,Y=0)

[SFXGameContent_Powers.SFXPower_KroganCharge]
DamageNPC=(X=0,Y=0)





-Future improvements will be added here when completed.

Permissions are open to all mod developers. The only requirement is credit on your mod page.

Mount: 31997

Reporting Bugs:
Report bugs in the Bug reporting section. When reporting upload a log of your current installation. Do not make any changes before uploading a log.
Click here to see how to create and post a log link for bugs.

Support can be found at the ME3Tweaks discord.
Click here to visit the ME3Tweaks discord.
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