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How to mod ME2 for the Xbox 360 - updated 5/3/2011-


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#2826
Pordis Shepard

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c3pu2 wrote...

wath exacly have you change in it


This tells most of it.  Although now I have easier access to the variables, and the IntVariables shouldn't be needed, unless I *** something up.  The project has a couple screen shots showing the cosmetic changes.

#2827
wolf99000

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Pordis Shepard wrote...

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.)


yea that face converter was a big help before I started modding but my problem is when I do hair mods it all works great untill you get to the part where you can change your face and class then unless I leave it alone and use the face from the base save I lose the hair mod

mark said that I could save later on in game then edit it but if I do that in modio on the file contents tab it just says the file can be used and if you enter the facecode in gibbed during modding it never seems to save in game

#2828
Dark Penitant

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This is damn good work, and AMAZINGLY useful. Incredible job.

#2829
Pordis Shepard

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wolf99000 wrote...
<snip>
yea that face converter was a big help before I started modding but my problem is when I do hair mods it all works great untill you get to the part where you can change your face and class then unless I leave it alone and use the face from the base save I lose the hair mod

mark said that I could save later on in game then edit it but if I do that in modio on the file contents tab it just says the file can be used and if you enter the facecode in gibbed during modding it never seems to save in game


I'm not sure I understand.   Recent Modio will explore your USB and open a career save in Resigner and allow you to extract individual ME2 game saves. If you have a game save with your face as you like it (if I understand you), then you can open that game save in Gibbed and export the headmorph from the toolbox.  This head morph should load onto any character of the proper gender (making sure the has headmorph box is checked).

Am I completely lost about what you're asking?

P.S.  Note that this is one important difference between my modified Gibbed and XanderChaos' version for the xbox.  Mine saves the headmorphs in pcsav format, which would not read into XC's version properly.  Mine should read the existing ones okay---and I have it on my TODO list to make changing a headmorph easier (for compatibility with XC's editor). [Currently, you can save the headmorph as blah.me2headmorph.xbsav <-- type on the .xbsav and I think this works.]

Modifié par Pordis Shepard, 20 avril 2011 - 01:47 .


#2830
wolf99000

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Pordis Shepard wrote...

wolf99000 wrote...
<snip>
yea that face converter was a big help before I started modding but my problem is when I do hair mods it all works great untill you get to the part where you can change your face and class then unless I leave it alone and use the face from the base save I lose the hair mod

mark said that I could save later on in game then edit it but if I do that in modio on the file contents tab it just says the file can be used and if you enter the facecode in gibbed during modding it never seems to save in game


I'm not sure I understand.   Recent Modio will explore your USB and open a career save in Resigner and allow you to extract individual ME2 game saves. If you have a game save with your face as you like it (if I understand you), then you can open that game save in Gibbed and export the headmorph from the toolbox.  This head morph should load onto any character of the proper gender (making sure the has headmorph box is checked).

Am I completely lost about what you're asking?

P.S.  Note that this is one important difference between my modified Gibbed and XanderChaos' version for the xbox.  Mine saves the headmorphs in pcsav format, which would not read into XC's version properly.  Mine should read the existing ones okay---and I have it on my TODO list to make changing a headmorph easier (for compatibility with XC's editor). [Currently, you can save the headmorph as blah.me2headmorph.xbsav <-- type on the .xbsav and I think this works.]


I mean when you are in raw tab there is facecode in there when I enter it in there it all looks good till I play the save when it just reverts back to default shepard the only way so far I have found to edit facecodes is when you wake up after you die in the game

#2831
c3pu2

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Pordis Shepard wrote...

c3pu2 wrote...

wath exacly have you change in it


This tells most of it.  Although now I have easier access to the variables, and the IntVariables shouldn't be needed, unless I *** something up.  The project has a couple screen shots showing the cosmetic changes.


HO thats nice didnt see the picture my badPosted Image

EDIT: that is great save us a ****load of hex headhache ill try it soon

also if you find out how to turn off heavy weapon training that would be very nice

Modifié par c3pu2, 20 avril 2011 - 02:13 .


#2832
Pordis Shepard

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c3pu2 wrote...
HO thats nice didnt see the picture my badPosted Image


I just put the 2nd one there---you didn't miss it :wizard:  [Does this smiley mean "It's magic!"???]

#2833
c3pu2

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Pordis Shepard wrote...

c3pu2 wrote...
HO thats nice didnt see the picture my badPosted Image


I just put the 2nd one there---you didn't miss it :wizard:  [Does this smiley mean "It's magic!"???]

well i did not know there was pictures

and the smiley i think its some kind of crazy wizard that kill peoplePosted ImagePosted Image

Modifié par c3pu2, 20 avril 2011 - 02:17 .


#2834
Pordis Shepard

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wolf99000 wrote...

<snip>

I mean when you are in raw tab there is facecode in there when I enter it in there it all looks good till I play the save when it just reverts back to default shepard the only way so far I have found to edit facecodes is when you wake up after you die in the game


Okay.  I haven't looked at facecodes in Gibbed's code, but I think the code in the string is just what was saved during face creation time.  I'm almost certain Gibbed doesn't do anything with the code except save it as a string.  I think the character creator uses this string to set parameters in the raw tab at creation time, and saves this string so you can view it on the console (I forget exactly where), and use it to create the same face for another career.

So, the easiest way I know is to extract the headmorph from a game save ME2 creates---this can then be imported into any game save later (although it doesn't work properly if the gender is different).

#2835
davidshooter

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Great work Pordis.

I just downloaded it and took a look, it has everything I used to hex edit!

Thanks for taking the time to make this I will definitely be using this on my next playthrough.

#2836
davidshooter

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Pordis Shepard wrote...

wolf99000 wrote...

<snip>

I mean when you are in raw tab there is facecode in there when I enter it in there it all looks good till I play the save when it just reverts back to default shepard the only way so far I have found to edit facecodes is when you wake up after you die in the game


Okay.  I haven't looked at facecodes in Gibbed's code, but I think the code in the string is just what was saved during face creation time.  I'm almost certain Gibbed doesn't do anything with the code except save it as a string.  I think the character creator uses this string to set parameters in the raw tab at creation time, and saves this string so you can view it on the console (I forget exactly where), and use it to create the same face for another career.

So, the easiest way I know is to extract the headmorph from a game save ME2 creates---this can then be imported into any game save later (although it doesn't work properly if the gender is different).


I think you're right about the face code too, there are even in game situations where the wrong code can be saved to an imported ME1 career so I can't see how the code could change anything if it can be the wrong code for the face with no other problems.

wolf99000:

If you have a facecode you want to use either start a new game (and enter it then) and keep playing or import the morph.  You can create or change anything with gibbed during a game but it's total pain and very time consuming, It's only worth it unless you want to do a few specific things.

#2837
Keyonie

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I have followed the guide to all locations on http://social.biowar...post/2277020/99 and I can't figure out how to give myself Unlimited ammo in HEX Editing or ME2 Edition. Or what is the max ammo of weapons? Also no matter how I try to add Heavy Ammo either through Gibben's ME2 Editor or HEX Editor it never stiks I never get any Heavy Ammo can somone please tell me how to turn on Unliited Ammo or what the Max Ammo is, Also how to give myself Heavy Ammo, preferablity alot of it?

Thank You
   -Keyonie

#2838
Mark B

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Keyonie wrote...

I have followed the guide to all locations on http://social.biowar...post/2277020/99 and I can't figure out how to give myself Unlimited ammo in HEX Editing or ME2 Edition. Or what is the max ammo of weapons? Also no matter how I try to add Heavy Ammo either through Gibben's ME2 Editor or HEX Editor it never stiks I never get any Heavy Ammo can somone please tell me how to turn on Unliited Ammo or what the Max Ammo is, Also how to give myself Heavy Ammo, preferablity alot of it?

Thank You
   -Keyonie


There is no way to get infinite ammo in ME2, not that I'm aware of anyway.
For heavy weapons, you change the AMMO USED to a minus number, say -9999 which will effectively give you unlimited HW ammo.
Only other thing you can do is up the number of extra rounds upgades for shotguns & smgs.

#2839
wolf99000

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davidshooter wrote...

Pordis Shepard wrote...

wolf99000 wrote...

<snip>

I mean when you are in raw tab there is facecode in there when I enter it in there it all looks good till I play the save when it just reverts back to default shepard the only way so far I have found to edit facecodes is when you wake up after you die in the game


Okay.  I haven't looked at facecodes in Gibbed's code, but I think the code in the string is just what was saved during face creation time.  I'm almost certain Gibbed doesn't do anything with the code except save it as a string.  I think the character creator uses this string to set parameters in the raw tab at creation time, and saves this string so you can view it on the console (I forget exactly where), and use it to create the same face for another career.

So, the easiest way I know is to extract the headmorph from a game save ME2 creates---this can then be imported into any game save later (although it doesn't work properly if the gender is different).


I think you're right about the face code too, there are even in game situations where the wrong code can be saved to an imported ME1 career so I can't see how the code could change anything if it can be the wrong code for the face with no other problems.

wolf99000:

If you have a facecode you want to use either start a new game (and enter it then) and keep playing or import the morph.  You can create or change anything with gibbed during a game but it's total pain and very time consuming, It's only worth it unless you want to do a few specific things.


so using the shepards on the face database with custom hair is a no go then on the 360

#2840
davidshooter

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wolf99000 wrote...


so using the shepards on the face database with custom hair is a no go then on the 360


You can use any Shep from the facecode database on the 360 and you can use any of the custom hair too.

You just can't change your Shep's face to a new one mid-game unless you import the new Shep as a head morph.  In order to do this you have to start a new game, make the face you have found on the database that you want to use and then save it so you can import it.

The hair style can be changed at any time during the game with Gibbed - instructions are on page 1

#2841
wolf99000

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so if I make a save enter the code in game save when you wake up then enter the hair style code in gibbed all should be good

#2842
davidshooter

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I'm having trouble following what you're asking.

You have a game in progress and you want to change your Shep's face to something you've seen on the facecode database - is that right?

Can you put up a link to the face you want to use from the facecode database as well.

#2843
Pordis Shepard

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wolf99000 wrote...
so if I make a save enter the code in game save when you wake up then enter the hair style code in gibbed all should be good


If you use the facecode to create a new character, then save it and export the headmorph with Gibbed, you can then use that headmorph on other saves (and modify hairstyles/colors, etc.)   Some of the masseffect faces also post their headmorphs and you can use them as a starting point also.  I already tried this to make sure it worked. (That was why I chose to export headmorphs in pc format, so they would be inter-changeable.)  [Now I have a Þórdís Anya Shepard---somehow she just doesn't look right :P.]

Right now I'm working on making the hairstyles/colors/skin/eyes more accessible.  But after that I'll take a look at the facecodes to see how hard it would be to support them.

#2844
davidshooter

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Pordis Shepard wrote...

wolf99000 wrote...
so if I make a save enter the code in game save when you wake up then enter the hair style code in gibbed all should be good


If you use the facecode to create a new character, then save it and export the headmorph with Gibbed, you can then use that headmorph on other saves (and modify hairstyles/colors, etc.)   Some of the masseffect faces also post their headmorphs and you can use them as a starting point also.  I already tried this to make sure it worked. (That was why I chose to export headmorphs in pc format, so they would be inter-changeable.)  [Now I have a Þórdís Anya Shepard---somehow she just doesn't look right :P.]

Right now I'm working on making the hairstyles/colors/skin/eyes more accessible.  But after that I'll take a look at the facecodes to see how hard it would be to support them.


If you could get some kind of color slider that would be visible in the editor (is that even possible?) it would make modding hair, skin, makeup, lipstick, eye color etc much easier with a lot less trial and error.

Great tool so far thanks again for putting this together.

#2845
Pordis Shepard

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davidshooter wrote...

If you could get some kind of color slider that would be visible in the editor (is that even possible?) it would make modding hair, skin, makeup, lipstick, eye color etc much easier with a lot less trial and error.


Yes. It will actually be the windows color picker.  I just haven't got it all together yet.

#2846
Sethtimus Prime

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Pordis 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.


Thank you for the work you have put into this.

Just looked at this one. Where you have it to unlock the Widow, Revenant, and Claymore, you say to set it to "1?" to enable. All the hex examples people have them set to 2 to unlock. I have mine set to 2 and I see the Revenant in my armory or whatever, but not the Widow. I've seen that other people have this problem. Could it be that it needs to be set to 1, or that I am just looking at the wrong thing on people examples? I would test it out but I'm not home at the moment.

Modifié par Sethtimus Prime, 20 avril 2011 - 05:43 .


#2847
Pordis Shepard

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Sethtimus Prime wrote...

Just looked at this one. Where you have it to unlock the Widow, Revenant, and Claymore, you say to set it to "1?" to enable. All the hex examples people have them set to 2 to unlock. I have mine set to 2 and I see the Revenant in my armory or whatever, but not the Widow. I've seen that other people have this problem. Could it be that it needs to be set to 1, or that I am just looking at the wrong thing on people examples? I would test it out but I'm not home at the moment.

Sorry.  I should have been clearer...I haven't done much with descriptions except cut/paste and if I didn't know I put question marks.  Unfortunately, I also put too many of my guesses.   The hex editing threads are correct I'm sure.  I just need to go through them and get the descriptions to match.  In hindsight, I probably shouldn't have put descriptions on them until I did that.  I'll make a note on the project.

Thanks for pointing out the errors.

Modifié par Pordis Shepard, 20 avril 2011 - 07:08 .


#2848
c3pu2

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Pordis Shepard wrote...

Sethtimus Prime wrote...

Just looked at this one. Where you have it to unlock the Widow, Revenant, and Claymore, you say to set it to "1?" to enable. All the hex examples people have them set to 2 to unlock. I have mine set to 2 and I see the Revenant in my armory or whatever, but not the Widow. I've seen that other people have this problem. Could it be that it needs to be set to 1, or that I am just looking at the wrong thing on people examples? I would test it out but I'm not home at the moment.

Sorry.  I should have been clearer...I haven't done much with descriptions except cut/paste and if I didn't know I put question marks.  Unfortunately, I also put too many of my guesses.   The hex editing threads are correct I'm sure.  I just need to go through them and get the descriptions to match.  In hindsight, I probably shouldn't have put descriptions on them until I did that.  I'll make a note on the project.

Thanks for pointing out the errors.


wen i open my save all weapon training and colector ship weapon have 2 as a value so if you put 2 you should have them

#2849
davidshooter

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Pordis Shepard wrote...

davidshooter wrote...

If you could get some kind of color slider that would be visible in the editor (is that even possible?) it would make modding hair, skin, makeup, lipstick, eye color etc much easier with a lot less trial and error.


Yes. It will actually be the windows color picker.  I just haven't got it all together yet.


That would be a real bonus thanks.

#2850
javierabegazo

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Pordis, I'm super excited about the finished work on Gibbed, :) :) :) A+++