I've been looking for somewhere to place a 'blanket' talent point value, for all henchmen. Is there one? Thanks.
How to mod ME2 for the Xbox 360 - updated 5/3/2011-
#3801
Guest_PriorMe_*
Posté 15 janvier 2012 - 06:11
Guest_PriorMe_*
I've been looking for somewhere to place a 'blanket' talent point value, for all henchmen. Is there one? Thanks.
#3802
Posté 15 janvier 2012 - 07:37
#3803
Posté 15 janvier 2012 - 11:33
Welcome. No, that isn't implemented that I recall. There is a refund all talent points that makes it easy to re-assign them though. Good idea, though. I'll put it on a list.PriorMe wrote... Been lurking... first post.
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I've been looking for somewhere to place a 'blanket' talent point value, for all henchmen. Is there one? Thanks.
Yeah, that's the best we get on xbox. The same headmorph looks fine on pc, though. idk of any solution to this, or even if it will ever be possible on xbox. Disappointing I know.VirtualAlex wrote...
I tried adding the alliance beret and it seemed to work except it doesn't have a texture. The beret just comes out a weird shiny white color. How do I make it have the alliance logo and the nice brown color?
#3804
Posté 16 janvier 2012 - 12:48
#3805
Guest_PriorMe_*
Posté 16 janvier 2012 - 12:57
Guest_PriorMe_*
Pordis Shepard wrote...
Welcome. No, that isn't implemented that I recall. There is a refund all talent points that makes it easy to re-assign them though. Good idea, though. I'll put it on a list.PriorMe wrote... Been lurking... first post.
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I've been looking for somewhere to place a 'blanket' talent point value, for all henchmen. Is there one? Thanks.
{Prune}
Thanks.
#3806
Posté 16 janvier 2012 - 05:17
I don't know of any that work, but I have only tried a couple personally.VirtualAlex wrote...
Do any of the other hat morphs looks ok? Or all they all broken?
@Priorme You are welcome. :-)
#3807
Posté 16 janvier 2012 - 04:58
#3808
Posté 16 janvier 2012 - 05:30
I believe so. Most of the romances you can "catch up" by talking more---unless you are saying you are up against the clock with the iff/collector ship mission. iirc it doesn't take much to lock them in as a romance option.... you can even do some of it after the main game has ended, which doesn't change much for Kelly, since there isn't much with her until afterwards iirc. Have you looked at the romance guide in the wiki?VirtualAlex wrote...
If I am mid game, and I missed a few chances to Romance Kelly. Can I fix that with a mod to make a romance with Kelly so I can romance her later?
#3809
Posté 16 janvier 2012 - 05:59
#3810
Posté 16 janvier 2012 - 06:55
Kelly is subordinate to any other romances. So you can have a main LI, and chat up Kelly as well. Then after all is done, you can break up with the main LI, and Kelly becomes an option to visit your quarters. If you want to do it that way. Yes, I admit... one of my sheps chatted up *everyone*... well almost. ;PVirtualAlex wrote...
I did not read that, thank you I did now. I stil have plenty of time to chat with her. I am just afraid I missed a key convo after the collector ship.
#3811
Posté 21 janvier 2012 - 03:32
#3812
Posté 22 janvier 2012 - 05:45
Pordis Shepard wrote...
Kelly is subordinate to any other romances. So you can have a main LI, and chat up Kelly as well. Then after all is done, you can break up with the main LI, and Kelly becomes an option to visit your quarters. If you want to do it that way. Yes, I admit... one of my sheps chatted up *everyone*... well almost. ;PVirtualAlex wrote...
I did not read that, thank you I did now. I stil have plenty of time to chat with her. I am just afraid I missed a key convo after the collector ship.
If you wait until after the main game is done & everyone survives, you can also do what I did. Everybody I could back to back to back. Was bored & decided to see what I could do. Miranda, then Tali, then Jack, & then back to Liara since Lair hadn't come out when I did my "gigolo run". And the whole time I had the option to invite Kelly up to the room for a dance, even though I was "dating" someone on the ship. Heh, I got lectured by Liara for sleeping with someone that had mental issues in Lair. Thought it was kinda funny. Tempted to go back to that one & see what she says if I sleep with Tali.
I'm playing through again, since ME3 is so close. Then I'll make a post game save to see what happens if I fool around, since this playthrough is one where I romanced Ash before.
Having the editor is nice though, since I'll admit I previously used the "timing glitch" to get unlimited points when raising skills & had *everyone* maxed out. I like the story, but sometimes I just want to have a "wrecking crew" with me & demolish anyone in my way. Usually when I'm playing a full on renegade, never use any paragon, & don't annoy me or you'll die style game.
#3813
Posté 22 janvier 2012 - 06:15
Modifié par Zacagawea, 22 janvier 2012 - 06:15 .
#3814
Posté 22 janvier 2012 - 08:00
Have you used it before, and now it has stopped? Is this the editor from my project? Or a different one? You might also check your Microsoft .Net install. This one requires .Net 3.5 or later (tested with 3.5).Zacagawea wrote...
Every time I try to launch the save editor it says it has stopped working and that windows is checking for a solution but it never does. I don't know what to do.
#3815
Posté 22 janvier 2012 - 08:49
Haven't ever used it, happened first time I started it up. It's your project and all the newest .Net stuff is downloaded.Pordis Shepard wrote...
Have you used it before, and now it has stopped? Is this the editor from my project? Or a different one? You might also check your Microsoft .Net install. This one requires .Net 3.5 or later (tested with 3.5).Zacagawea wrote...
Every time I try to launch the save editor it says it has stopped working and that windows is checking for a solution but it never does. I don't know what to do.
#3816
Posté 22 janvier 2012 - 10:25
I tried it and I followed all the instructions but my xbox said there was a file corrupted when i tried to play the modded saved game... So i basically have to start again, lol, somehow i messed up the backup i made for it and xbox doesnt take it either...
Any help?
p.s. i sent out a couple of msgs to a few people that i saw were active here asking the same question cuz i wasnt allowed to post on here, until now that i figured it out (sorry for the pm's)
#3817
Posté 23 janvier 2012 - 01:43
yeinel wrote...
Hey guys, I have been reading and reading but there are so many pages on this topic that i can't find my answer. Is the original post still working? What i mean by that is if the original modding of ME2 for xbox 360 thats posted here still working...
I tried it and I followed all the instructions but my xbox said there was a file corrupted when i tried to play the modded saved game... So i basically have to start again, lol, somehow i messed up the backup i made for it and xbox doesnt take it either...
Any help?
p.s. i sent out a couple of msgs to a few people that i saw were active here asking the same question cuz i wasnt allowed to post on here, until now that i figured it out (sorry for the pm's)
The most common reason for this type of issue is not "Resigning/Rehashing" the save before saving it back to your USB stick. Missing this step out would cause both modded and unmodded back-ups to appear corrupt.
If this is the issue and you still have your save it should still be recoverable by doing this.
#3818
Posté 23 janvier 2012 - 02:06
What system version are you using? Are there any messages from the program itself? I do recall one person having win7 and .Net4.x installed and having problems that was never resolved.... but I think others have successfully used it and .Net4.x should be backwards compatible.Zacagawea wrote...
Haven't ever used it, happened first time I started it up. It's your project and all the newest .Net stuff is downloaded.Pordis Shepard wrote...
Have you used it before, and now it has stopped? Is this the editor from my project? Or a different one? You might also check your Microsoft .Net install. This one requires .Net 3.5 or later (tested with 3.5).Zacagawea wrote...
Every time I try to launch the save editor it says it has stopped working and that windows is checking for a solution but it never does. I don't know what to do.
#3819
Posté 23 janvier 2012 - 02:09
Bioware has said on more than one occasion that we can not promise your save will work with Mass Effect 3.
You are changing the Data Chunks and it's increased by .68kbs.
#3820
Posté 23 janvier 2012 - 02:39
Edit: I should probably point everyone to Chris Priestly's comment about modding first.wolf99000 wrote...
ok I have been on another forum and a user asked about modding he wanted mod his me 1 histroy so I pointed him to gibbed but some guy posted this on modding me1 history any truth in it I was thinking with ng+ that what he is saying is not a problem as its a new game
Bioware has said on more than one occasion that we can not promise your save will work with Mass Effect 3.
You are changing the Data Chunks and it's increased by .68kbs.
Firstly, bioware has no control over the modding, and of course they can't guarantee it will work. Moreover, it would be silly for them to invest effort into making sure it does work. So I'm not surprised by their comments.
Secondly, I am sure you can change the file size depending on what you mod. Certainly adding a headmorph will increase the file size. Possibly adding weapons that weren't there before would as well. The game itself changes the file size based on what you have and especially what dlc is present. I looked back at one pt I did (and I have no idea at this point what I was modding), but here are a few samples (the first number is the size in bytes):
48039 Aug 26 2010 Save_0011.xbsav*
48044 Aug 26 2010 Save_0011.Modified.xbsav*
49914 Aug 26 2010 Save_0019.xbsav*
49914 Aug 26 2010 Save_0019.Mod.xbsav*
56284 Aug 26 2010 Save_0049.xbsav*
56284 Aug 26 2010 Save_0049.Modified.xbsav*
61455 Sep 11 2010 Save_0152.LOTSB-Hagalaz-Broker-Fight.xbsav*
61757 Sep 11 2010 Save_0152.ALT-Appearance-FlakGun.LOTSB-Hagalaz-Broker-Fight.xbsav*
The first one did change the file size by 5 bytes. The next two are exactly the same size. The third one I apparently changed appearance, and did something with the FlakGun and it changed by 302 bytes. (And yes, I did a lot of saving on that pt. I just didn't document it all that well.)
I personally feel comfortable that if it imports into me2 properly it should work on me3. I am also comfortable accepting any negative consequences from my modding. I hope this helps ppl decide for themselves.
Chris
Edit: I should mention that I'm not modding to max out my achievements, and certainly not in any multiplayer game. I mod for a more enjoyable play experience for myself. As others have said, it brings new life to a game that might otherwise be stale from being played so many times.
Modifié par Pordis Shepard, 27 janvier 2012 - 02:27 .
#3821
Posté 23 janvier 2012 - 03:05
Mark B wrote...
yeinel wrote...
Hey guys, I have been reading and reading but there are so many pages on this topic that i can't find my answer. Is the original post still working? What i mean by that is if the original modding of ME2 for xbox 360 thats posted here still working...
I tried it and I followed all the instructions but my xbox said there was a file corrupted when i tried to play the modded saved game... So i basically have to start again, lol, somehow i messed up the backup i made for it and xbox doesnt take it either...
Any help?
p.s. i sent out a couple of msgs to a few people that i saw were active here asking the same question cuz i wasnt allowed to post on here, until now that i figured it out (sorry for the pm's)
The most common reason for this type of issue is not "Resigning/Rehashing" the save before saving it back to your USB stick. Missing this step out would cause both modded and unmodded back-ups to appear corrupt.
If this is the issue and you still have your save it should still be recoverable by doing this.
Thanks Mark,
If i remember correctly i did save after signing/rehashing, but ill try it again tomorrow to see if maybe i missed a step. Also i saw that Modio has a new version too, should i use that one? but there is no button for rehashing..
#3822
Posté 23 janvier 2012 - 01:39
yeinel wrote...
Thanks Mark,
If i remember correctly i did save after signing/rehashing, but ill try it again tomorrow to see if maybe i missed a step. Also i saw that Modio has a new version too, should i use that one? but there is no button for rehashing..
I must admit I haven't seen the new version of Modio yet (this isn't my computer, so I won't try it here), but the rehash/resign function is required when modding any xbox save, not just ME2, so I would think this function must be available somewhere within Modio.
#3823
Posté 24 janvier 2012 - 03:26
#3824
Posté 24 janvier 2012 - 04:22
Have you read Javier's google-docs tutorial linked near the end of the OP? Also, these two posts by Mark B here and here should be useful.nukehugger wrote...
Trying to make a biotic/tech god character (no relation to that volus) but am having a hard time with setting different powers to the power wheel
btw for reference there is a file of interesting posts in my project containing many of these.
Modifié par Pordis Shepard, 24 janvier 2012 - 04:27 .
#3825
Posté 24 janvier 2012 - 07:06
Thanks





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