How to mod ME2 for the Xbox 360 - updated 5/3/2011-
#2801
Guest_Midey_*
Posté 17 avril 2011 - 05:08
Guest_Midey_*
#2802
Posté 17 avril 2011 - 08:02
Midey wrote...
I cannot be banned from Xbox Live for modding my game, right?
Can you? - yes.
Will you? - V. unlikely. You're modding a save on a single player game, not something that they seem too concerned with, and I haven't heard of anyone getting banned so far.
#2803
Posté 18 avril 2011 - 03:48
Mark B wrote...
Midey wrote...
I cannot be banned from Xbox Live for modding my game, right?
Can you? - yes.
Will you? - V. unlikely. You're modding a save on a single player game, not something that they seem too concerned with, and I haven't heard of anyone getting banned so far.
neither did i
#2804
Posté 18 avril 2011 - 03:11
#2805
Posté 18 avril 2011 - 03:41
Sethtimus Prime wrote...
Is there a way to unlock the AR weapon training at the beginning of the game for my Sentinel?
You need to hex edit the save to give yourself this (or any other training), details are in the OP.
Alternativley you can replace one of your existing weapons with an AR in gibbeds, however this means you cannot change it without re-modding the save and each time you get a new weapon of the type overwritten, it will reset to what it should be - so I'd recommend replacing the pistol as you only get one new version in game and that's early on.
Modifié par Mark B, 18 avril 2011 - 03:41 .
#2806
Posté 18 avril 2011 - 04:03
Mark B wrote...
Sethtimus Prime wrote...
Is there a way to unlock the AR weapon training at the beginning of the game for my Sentinel?
You need to hex edit the save to give yourself this (or any other training), details are in the OP.
Alternativley you can replace one of your existing weapons with an AR in gibbeds, however this means you cannot change it without re-modding the save and each time you get a new weapon of the type overwritten, it will reset to what it should be - so I'd recommend replacing the pistol as you only get one new version in game and that's early on.
Thanks so much, that's exactly what I needed. Don't know how I missed it.
#2807
Posté 18 avril 2011 - 09:05
Sethtimus Prime wrote...
Mark B wrote...
Sethtimus Prime wrote...
Is there a way to unlock the AR weapon training at the beginning of the game for my Sentinel?
You need to hex edit the save to give yourself this (or any other training), details are in the OP.
Alternativley you can replace one of your existing weapons with an AR in gibbeds, however this means you cannot change it without re-modding the save and each time you get a new weapon of the type overwritten, it will reset to what it should be - so I'd recommend replacing the pistol as you only get one new version in game and that's early on.
Thanks so much, that's exactly what I needed. Don't know how I missed it.
[Disclaimer: I'm not suggesting this is ready for prime time. I have just been slower getting used to C# and Windows Forms (and putting in the time), than I originally planned. That said, if brave individuals want to give it a try, go for it. And keep backups. It also means, I may not be responsive to change requests until I come out with the next version---and if you lose your favorite save/headmorph XX hours of gameplay---my response is limited to sorry. However, if you think you found a bug please let me know---I'm probably the one who introduced it. ]
I've been very slow getting an update to this project I'm working on (a modification of Gibbed's editor), but it does have the weapon DMG accessible under the raw->ME2 plot table. You are welcome to try it---and please let me know if you run into any problems with it.
Other than a little formatting and accessibility to a few more things it should be just like the Gibbed/XanderChaos editor with the following exceptions:
1) It can read/save xbsav and pcsav formats (currently determined by filename extension).
2) Headmorphs are saved in little-endian pcsav format to allow exchange between the two. (It should notice
and allow you to read in big-endian headmorphs from XanderChaos' version, but it will complain. Please let me know if there are any problems with this. Don't overwrite your favorite headmorphs with this until you are comfortable it will work for you.
3) The shepard name uses windows default encoding rather than ascii. I did this because I was tired of the
version I was using changing all my accented characters in Þórdís to question marks.
4) The IntVariables in ME2 plot is a raw array into all the integer settings (including those already accessible like Paragon/Renegade, etc.) This was not originally available so be careful playing around with the values---you might ruin your save.
See the readme.txt for more detail.
Constructive feedback is welcome. (I hope I'm not asking for Mass Headache.)
Þórdís
Modifié par Pordis Shepard, 18 avril 2011 - 09:11 .
#2808
Posté 18 avril 2011 - 09:27
Pordis Shepard wrote...
Snip....
Very nice work.
I've had a look at it and the plot tab addition seems straightforward with the DMG being the number of upgrades and training being off (0) or on (1). This will save a good amount of time hex editting and make it much easier for the less experienced guys to get some of the more advanced stuff done without as much hassle.
I'll give it a good testing over the next day or so and will give you some feedback.
Again, thanks for your efforts.
#2809
Posté 18 avril 2011 - 11:16
Mark B wrote...
I'll give it a good testing over the next day or so and will give you some feedback.
Thanks. At this point, since I haven't added much of significance---I'm mainly interested in bugs I've introduced
or for the few formatting things whether it is good/bad. In particular, if I have introduced any bugs into the save process that would ruin the game saves. Also, a test of the pcsav format if you or someone else can.
#2810
Posté 19 avril 2011 - 01:27
#2811
Posté 19 avril 2011 - 01:42
Splinter Cell 108 wrote...
I have a question. What exactly can be done through hex editing, aside from XP, money and talent points.
You don't need to hex edit for any of that, gibbeds will do it.
Hex editting allows you to unlock weapons training and change your upgrades - page 99 has a full list.
Pordis Shepard has made a new version of the gibbeds editor (see above on this page) which inlcudes the weapons training and damage upgrades removing the need to hex edit for these. I would say that this version of the editor has not been out long and as Pordis states, there may be unknown issues, so make back ups before trying it out.
If you do use this version, please do come back and let us know how it worked for you.
#2812
Posté 19 avril 2011 - 04:46
Mark B wrote...
Splinter Cell 108 wrote...
I have a question. What exactly can be done through hex editing, aside from XP, money and talent points.
You don't need to hex edit for any of that, gibbeds will do it.
Hex editting allows you to unlock weapons training and change your upgrades - page 99 has a full list.
Pordis Shepard has made a new version of the gibbeds editor (see above on this page) which inlcudes the weapons training and damage upgrades removing the need to hex edit for these. I would say that this version of the editor has not been out long and as Pordis states, there may be unknown issues, so make back ups before trying it out.
If you do use this version, please do come back and let us know how it worked for you.
One more thing. Can we remove weapons permanently with that version? Like removing heavy weapons for example.
#2813
Posté 19 avril 2011 - 05:37
Splinter Cell 108 wrote...
One more thing. Can we remove weapons permanently with that version? Like removing heavy weapons for example.
I don't know. I do want to clarify that this is giving you access to Nu Titan's hex locations on p 99 ---some are listed explicitly as for the weapons training, but all are available in the IntVariables (see the readme for mapping between Nu Titan's offsets and the location in the IntVariables). So if people know how to disable them in hex (I'm not sure of this), you should be able to do it with this editor.
I apologize for this confusion, but my intent was to have things more properly accessible from the player tabs rather than the raw tab, so I didn't put them all in. My learning curve has just been a bit longer than I planned.
The IntVariables was something Gibbed had internally for reading/writing the file. It just was not available on the raw tab. I made it available in this version so people could more easily access the hex locations and possible search for or test new items more easily.
#2814
Posté 19 avril 2011 - 10:02
my question is when mass effect 3 comes out will any mods we have made still work or will the saves reset to base or even not work at all
#2815
Posté 19 avril 2011 - 10:10
I took a stab at reasonable descriptions for the variables, but I haven't checked through this forum or really checked all my descriptions yet. Let me know if you see anything really off.
Modifié par Pordis Shepard, 19 avril 2011 - 10:25 .
#2816
Posté 19 avril 2011 - 10:21
wolf99000 wrote...
Hi guys I am new at modding mass effect but thanks to a bunch of help from mark b I am going good now
my question is when mass effect 3 comes out will any mods we have made still work or will the saves reset to base or even not work at all
Yeah, Mark B has been a great help to all here (Thanks!).
I don't think anyone knows for sure, but my understanding of the consensus is that anything that is not violating the normal game rules should be okay. I can see that giving Shepard weapons/powers outside the class might cause import problems, but I suppose one could always mod the save back first.
Wait, maybe I misunderstood. Are you asking if the modded saves can be imported? (What I answered) Or if the mods will carry over into ME3? (I would think the story line, and *maybe* the headmorph.)
Modifié par Pordis Shepard, 19 avril 2011 - 10:29 .
#2817
Posté 19 avril 2011 - 10:32
Look at this guy
www.masseffect2faces.com/index.php
Modifié par Splinter Cell 108, 19 avril 2011 - 11:57 .
#2818
Posté 19 avril 2011 - 10:50
Pordis Shepard wrote...
wolf99000 wrote...
Hi guys I am new at modding mass effect but thanks to a bunch of help from mark b I am going good now
my question is when mass effect 3 comes out will any mods we have made still work or will the saves reset to base or even not work at all
Yeah, Mark B has been a great help to all here (Thanks!).
I don't think anyone knows for sure, but my understanding of the consensus is that anything that is not violating the normal game rules should be okay. I can see that giving Shepard weapons/powers outside the class might cause import problems, but I suppose one could always mod the save back first.
Wait, maybe I misunderstood. Are you asking if the modded saves can be imported? (What I answered) Or if the mods will carry over into ME3? (I would think the story line, and *maybe* the headmorph.)
yea that mostly answered what I was asking in my case I have just made more shepards with me1 history and changed the hair a few times I am guessing that maybe me1 history will be ok
#2819
Posté 19 avril 2011 - 11:09
As far as talents, weapons training, etc - I doubt these will be carried over as the skill/talent/weapon system is going to change.
PS. Thanks for the props, but I'm just trying to help by answering questions where I can. Full props should be going to the guys who make the tools we use, like Pordis, who has taken the time to improve things for us all.
Modifié par Mark B, 19 avril 2011 - 11:14 .
#2820
Posté 19 avril 2011 - 11:16
nice il try that eventually on da2 nowPordis Shepard wrote...
FYI. Just posted a newer version here with all of Nu Titan's items on a Player->Skills/Upgrades tab. It's a little more organized, but still not complete.
I took a stab at reasonable descriptions for the variables, but I haven't checked through this forum or really checked all my descriptions yet. Let me know if you see anything really off.
wath exacly have you change in it
Modifié par c3pu2, 19 avril 2011 - 11:22 .
#2821
Posté 19 avril 2011 - 11:21
#2822
Posté 19 avril 2011 - 11:24
wolf99000 wrote...
not really messed with headmorphs yet I know there are some in gibbed and some of the faces on face database have them do they really make that much of difference
to me yes because wen using the in game face morphing i allways end up with an ugly shep
#2823
Posté 19 avril 2011 - 11:55
c3pu2 wrote...
wolf99000 wrote...
not really messed with headmorphs yet I know there are some in gibbed and some of the faces on face database have them do they really make that much of difference
to me yes because wen using the in game face morphing i allways end up with an ugly shep
Snap!
#2824
Posté 19 avril 2011 - 11:57
I know I was worried about custom hair and I do have to say the new hair look amazing it makes my shepards look so much better my only problem is getting the mod to save after I enter a facecode as I cannot get the facecode to save when entered in gibbed
Modifié par wolf99000, 19 avril 2011 - 11:58 .
#2825
Posté 20 avril 2011 - 12:36
wolf99000 wrote...
will have to try it which head morph would you guys recommend
I know I was worried about custom hair and I do have to say the new hair look amazing it makes my shepards look so much better my only problem is getting the mod to save after I enter a facecode as I cannot get the facecode to save when entered in gibbed
I'm not sure exactly how the game uses the facecodes, but davidshooter posted this a couple pages back that also has a link to an ME1 to ME2 facecode converter. All I have done is use the game's editor at the beginning of the game and then export that headmorph to use where I want. [Well that and play around with IM eyes, weird skin/hair colors.]
The facecodes may only be used by the game at character creation time. I think what happens is on character creation you can enter a facecode and it will create the settings in the raw variables related to that facecode.
Hmm. I think that reference by davidshooter has enough info I could modify Gibbed to set them from the facecode. (But don't hold your breath. Right now I'm working on selecting hair styles, various colors, etc. to make that a simple drop down menu choice.)





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