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


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#326
Darth_Trethon

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Splinter Cell 108 wrote...

How come I can't copy my saves to another storage device? I don't want to end up with a corrupt save. Is there some way to make a copy in case anything happens.


Yeah save it in multiple places on your PC. Easy as cake.

#327
Lt. Morke

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Heh. I tryed to fix my problem of Horizon not firing, so I removed Legion (unchecked aquired and is selectable) from my backup. I go to the galaxy map to see that "Launch Suicide Mission" was added.



Rightfully named considering if was just Shepard, Miranda, and Jacob going on it a hour into the game...

#328
David Hingtgen

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Regarding RGB values:

Lips are the most "sensitive".   0.3 can be "too bright" for some hues.
Eyes are the least sensitive.   1.0 can be "too subtle" for some hues.
Hair is in between.

So, "1,1,0" is pure yellow, technically. Depending on if it's for eyes, lips, or hair, that value may be dim, bright, or neon-electric-glowy.

The fourth digit, Alpha, is technically transparency but may be more easily understood as "power" or "thickness". "1" is max for that. If you've got the hue correct, but it's too "overpowering" lower the alpha. Try .8 or .6. This is most useful for lips and hair.

Modifié par David Hingtgen, 18 avril 2010 - 04:40 .


#329
squidney2k1

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lawnmowercat wrote...

Splinter Cell 108 wrote...

Well this is what I want to do.


Changing Squad Weapon Loadouts
Coalesced.ini allows you to define which weapon classes are available to which player classes and companions. Below are some examples to help you get started. Say you want to give Jacob access to assault rifles:

This would remove the heavy weapon from Shepard, leaving him with small arms only. You can use the same principle to achieve any configuration, but don't try to add more than five weapons. See unlocking weapons on how to unlock Collector Ship weapons for squad members.

I noticed it said Coalesced.ini and that's PC stuff. I'm wondering if all this can also be done through the save editor. I don't know much about this stuff but you can give non soldier Shepard a revenant, taking away the heavy weapon can't be that hard. Although the revenant only works if you have assault rifles. If anyone can find out how to remove heavy weapons and how to give weapons skills to teamates I'd be grateful.


even if you can't get rid of it completely, you could just change the heavy weapon to a pistol and then it wouldn't look so large on shepard's back. what greenhelm is saying is that you can change a weapon class to a different weapon class like my example above even if shepard doesn't actually have access to that weapon class but it's at the expense of the weapon class being changed. so if you change your heavy weapon weapon to a pistol, you gain a pistol but completely lose out on the heavy weapon. and you could do this even if your shepard didn't normally have access to pistols.




Stil trying to clear up some of the issues with adding weapons to Shepard.

If you want to REPLACE a weapon for Shepard:
1a) Do I have to actually unlock it first or can I just input the code right when you get to Freedom's Progress
  B) If so, how do I unlock a weapon?
2a) Do you specifically add it to the Weapons Collection? Or do you have also have to add it to the loadout menu?
  B) If so, does it matter which slot?

How do we add weapons into our general inventory? For example, if I haven't done Thane's recruitment, but want to unlock the Viper Sniper rifle for everyone, how do I do that?

How do we add and/or change the weapon specialization class for Shepard? For instance, if I created a new Sentinel Shepard, but haven't yet done the Collector ship, can I force that weapon choice somehow?

#330
javierabegazo

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Darth_Trethon wrote...

Splinter Cell 108 wrote...

How come I can't copy my saves to another storage device? I don't want to end up with a corrupt save. Is there some way to make a copy in case anything happens.


Yeah save it in multiple places on your PC. Easy as cake.


Exactly, you can copy it as many times as you want on your PC, you just can't "COPY" the file to multiple sources while on the XBOX

#331
javierabegazo

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squidney2k1 wrote...


If you want to REPLACE a weapon for Shepard:
1a) Do I have to actually unlock it first or can I just input the code right when you get to Freedom's Progress
  B) If so, how do I unlock a weapon?
2a) Do you specifically add it to the Weapons Collection? Or do you have also have to add it to the loadout menu?
  B) If so, does it matter which slot?

How do we add weapons into our general inventory? For example, if I haven't done Thane's recruitment, but want to unlock the Viper Sniper rifle for everyone, how do I do that?

How do we add and/or change the weapon specialization class for Shepard? For instance, if I created a new Sentinel Shepard, but haven't yet done the Collector ship, can I force that weapon choice somehow?


Through the GIBBED Save Editor, you (as far as I know) CANNOT just simply add weapons to your loadout on the Normandy, but rather that you essentially "replace' whatever weapon you have equipped on any given "Weapons Training Slot", with another weapon of that SAME training.

So If I take my Infiltrator to the Collector Ship, and INSTEAD of choosing the Widow, I choose to add ASSAULT RIFLE TRAINING, then it's possible and very easy with the G.S.E. to give my Shepard both the Revenant Machine Gun (because I have AR Training) and the Widow Sniper Rifle, because the Infiltrator already has Sniper Rifle Training

Follow directions in the OP for how to do that, you'll need the code in two different areas

#332
Shotokanguy

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Err, I'm trying to change some of my ME1 outcomes, but I want to clarify - I just started the game, but any changes I make won't be made until I complete the game, right? I have to finish it once and then the choices will change if I do new game+?



If that's the case, I might as well just not change anything...I don't want to wait that long...but Feros should be doomed. She's a Renegade! I could have sworn I killed Shiala.

#333
Darth_Trethon

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javierabegazo wrote...

squidney2k1 wrote...


If you want to REPLACE a weapon for Shepard:
1a) Do I have to actually unlock it first or can I just input the code right when you get to Freedom's Progress
  B) If so, how do I unlock a weapon?
2a) Do you specifically add it to the Weapons Collection? Or do you have also have to add it to the loadout menu?
  B) If so, does it matter which slot?

How do we add weapons into our general inventory? For example, if I haven't done Thane's recruitment, but want to unlock the Viper Sniper rifle for everyone, how do I do that?

How do we add and/or change the weapon specialization class for Shepard? For instance, if I created a new Sentinel Shepard, but haven't yet done the Collector ship, can I force that weapon choice somehow?


Through the GIBBED Save Editor, you (as far as I know) CANNOT just simply add weapons to your loadout on the Normandy, but rather that you essentially "replace' whatever weapon you have equipped on any given "Weapons Training Slot", with another weapon of that SAME training.

So If I take my Infiltrator to the Collector Ship, and INSTEAD of choosing the Widow, I choose to add ASSAULT RIFLE TRAINING, then it's possible and very easy with the G.S.E. to give my Shepard both the Revenant Machine Gun (because I have AR Training) and the Widow Sniper Rifle, because the Infiltrator already has Sniper Rifle Training

Follow directions in the OP for how to do that, you'll need the code in two different areas


I thought the same but surprisingly you can put any weapon you want over another. On my infiltrator I just loaded the Krogan shotgun over my heavy weapon and it worked. No heavy weapon appeared on my Shepard and the Krogan shotgun appeared where it was supposed to be and functioned propperly as far as I can tell. Whe I went to the Normandy and looked in the weapon locker the training field hadn't changed and it was still the heavy weapon field but the equipped weapon on that field was the Krogan shotgun. I haven't noticed problems yet and will continue to test to see if the upgrades apply correctly.

#334
Splinter Cell 108

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I have a problem. I'm at the part where I'm supposed to extract my save. I click extract but it just says done. I don't see my file anywhere. Also since you've all figured out how to get rid of the heavy weapon by replacing it with another. Is it possible to just get rid of it without adding another weapon? Also if I start an NG+ game do I have to do this all over again or will the mods stay there?

EDIT: Actually never mind I just found out I had to click it. Mods are difficult.

Modifié par Splinter Cell 108, 18 avril 2010 - 06:00 .


#335
Shotokanguy

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I'm also not really sure how to change appearance either. Is there a more detailed set of instructions out there?

Edit: or why some of the ME1 things aren't checked, I've imported this character several times and Burns sent me an email, but nothing is checked for that quest...how come?

Modifié par Shotokanguy, 18 avril 2010 - 06:08 .


#336
Splinter Cell 108

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Which of the many files is the one I need to use from the GIbbed folder?

#337
JKoopman

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Just an FYI since I haven't seen anyone post this yet:

To change the color of the Illusive Man techno-irises...

On the Raw tab in Gibbed's editor, go to Squad > Player > Appearance > Morph Head > Vector Parameters

Now find the entry labeled "Emis_Color" (formerly "EYE_Iris_Colour_Vector")

Expand the Value column and you should see something like this:

A = 1
B = 0.???
G = 0.???
R = 0.???

B is Blue, G is Green and R is Red. The values seem to range from 0.0 to 1.0 (0 being no color and 1 being full color). Mostly you'll want to stay around 0.5 or lower (anything else gets too bright imo), but feel free to experiment.

As a rule of thumb...

Blue + Green = Aqua
Blue + Red = Purple
Green + Red = Yellow
Blue + Green + Red = White

From my own experimentation, I've found that a good Blueish color is (B) 0.5, (G) 0.25, ® 0.0 and a good Red color is (B) 0.075, (G) 0.125, ® 0.5.


Hope this helps a few people.

NOTE: This won't effect your character's base eye color.

Modifié par JKoopman, 18 avril 2010 - 09:12 .


#338
blackashes411

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David Hingtgen wrote...

Regarding RGB values:

Lips are the most "sensitive".   0.3 can be "too bright" for some hues.
Eyes are the least sensitive.   1.0 can be "too subtle" for some hues.
Hair is in between.

So,
"1,1,0" is pure yellow, technically. Depending on if it's for eyes,
lips, or hair, that value may be dim, bright, or neon-electric-glowy.

The
fourth digit, Alpha, is technically transparency but may be more easily
understood as "power" or "thickness". "1" is max for that. If you've
got the hue correct, but it's too "overpowering" lower the alpha. Try
.8 or .6. This is most useful for lips and hair.


Ok, I've haven't checked this thread thoroughly, but it seems that the people using the 360 Gibb's Editor were able to edit the eye color. How about the lips? Because 3 times I've changed the RGB levels even higher than 0.3 on my Shepard and nothing is changing, so I'm wondering if modifying lip colors even work. And yes, I'm changing the Lip_Tint values.

ANOTHER QUESTION: Is there a way to get some of Ashley's features and use them on Custom Shepard, namely her hair or eyebrows? Or are they glued to her head and are acting as one set with the head like Miranda's?

Modifié par blackashes411, 18 avril 2010 - 01:15 .


#339
KingsGambit

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Shotokanguy wrote...

Err, I'm trying to change some of my ME1 outcomes, but I want to clarify - I just started the game, but any changes I make won't be made until I complete the game, right? I have to finish it once and then the choices will change if I do new game+?

Just go this site, you'll thank me later :) Chances are there's a Shepard somewhere on there that made all the choices you'd like to. You get to repick appearance and class anyway so ignore those. Name can be changed with some work, instructions here. Gender, paragon/renegade, romance and choices made are the only thing you really need to consider. A lvl 60 Shepard gets a slightly bigger starting bonus than one of lower lvl.

But apart from the site, if you want to play thru ME1 again for a new save, yes you have to finish the game before you can import your Shepard into ME2. Easiest way to describe the system, is that for each ME1 game completion, you have a Shepard you can import, a snapshot of the choices made in that playthru. If you do a new game+ you'll have 2 Shepards to choose from (assuming you complete it 2nd time).

A list of choices which carry over can be found here [Potential ME1 Spoilers]

#340
Splinter Cell 108

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I removed the heavy weapon. I took it out from the weapons menu to see what would happen and it disappeared. It was either that or replacing it with an SMG at the Loadout. However I'm using an Adept so I already had an SMG. Now all I need to find out is how to get squadmates to use weapons they normally don't use.

#341
Splinter Cell 108

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Double Post

Modifié par Splinter Cell 108, 18 avril 2010 - 03:11 .


#342
AerynShep

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I have a problem and even with instructions I can't do anything. I moved my save to USB and when I bring it PC, I can't find it. My usb stick only contains the files that were made in the transformation of the storage device. Any of the editors can't locate it.



Am I missing some crucial thing? Please help me, I'm getting desperate.

#343
MarvG4

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Is it possible to change the eyepiece color of the Kuwashii Visor? I seriously do not like that blue color and want to change it to red.

#344
davidshooter

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Splinter Cell 108 wrote...

I removed the heavy weapon. I took it out from the weapons menu to see what would happen and it disappeared. It was either that or replacing it with an SMG at the Loadout. However I'm using an Adept so I already had an SMG. Now all I need to find out is how to get squadmates to use weapons they normally don't use.


Could you (or anyone else) outline how exactly you did this - it sounds like it was simple and this is exactly what I'm after.  I'm about to download the programs and try this myself.  Thanks to everyone that is contributing here, this thread is awesome.

#345
jpchipy2005

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does anyone know how to do this?











its a mod so as you can play as JACK!

#346
AnathamaDye

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jpchipy2005 wrote...

does anyone know how to do this?





its a mod so as you can play as JACK!


I'd like to know that too!!

#347
Splinter Cell 108

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davidshooter wrote...

Splinter Cell 108 wrote...

I removed the heavy weapon. I took it out from the weapons menu to see what would happen and it disappeared. It was either that or replacing it with an SMG at the Loadout. However I'm using an Adept so I already had an SMG. Now all I need to find out is how to get squadmates to use weapons they normally don't use.


Could you (or anyone else) outline how exactly you did this - it sounds like it was simple and this is exactly what I'm after.  I'm about to download the programs and try this myself.  Thanks to everyone that is contributing here, this thread is awesome.


Actually I didn't remove the heavy weapon completely I just replaced it with an SMG. Only one SMG will show up though. All you need to do is replace the heavy weapon in the loadout with any weapon you already have. I also removed the heavy weapon from the weapons menu on the editor. I'm not sure if that had anything to do with it. I know about coding but I'm new to modding so my explanation may not be so good.

#348
davidshooter

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Thanks.



I'm currently getting the failed to initialize problem with usb xtaf so I need to figure that out first and get that program to open so I can proceed.

#349
lawnmowercat

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AerynShep wrote...

I have a problem and even with instructions I can't do anything. I moved my save to USB and when I bring it PC, I can't find it. My usb stick only contains the files that were made in the transformation of the storage device. Any of the editors can't locate it.

Am I missing some crucial thing? Please help me, I'm getting desperate.


you have to use "USB Xtaf" and you just click file>open drive. then just keep clicking the plus signs until there aren't any more (4 in total i believe). the last thing should be something like 000001. highlight that and you should see your character appear in the right pane of the program. highlight your character file, right click, and select extract. then just choose a location on your harddrive to save it to. make a backup of the original and then you can continue on to the modio steps.

#350
Hadark

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A little help ? Gibbed 360 editor won't read save file

I keep getting this:

Unhandled excemption has occurred in application, click continue to ignore this error.

then it starts back from the begining?