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


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#651
Hadark

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Just wondering if a viewer will ever make it on the save editor, it would be a lot easier then transfering

saves back and forth until you get the right look or items you wanted

#652
SomethingStrange

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Hats and such act as replacements for the hair, and while the meshes do appear properly, they don't seem to call the corresponding texture files up. Kind of strange that just incorporating the MDL file without listing a texture works for the PC version and not the 360. Either we need to figure out how to call those strings, or find out what's interfering in the appearance section.



Later tonight, I'll post the variations on the code I've tried from the appearance section in Gibbed. Maybe someone can point out something I'm not seeing. Perhaps compare what they've got in their save files to what I've got.

#653
AnathamaDye

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javierabegazo wrote...

AnathamaDye wrote...

implodinggoat wrote...

AnathamaDye wrote...

Have we find out anything new to mod other than hair, skin, lips, hair, hats, ect?


We can mod hats now?


Not mod exactly but we can put them on.  I was just putting together things that can be changed/put on in the gibbed save editor. 


Wow, we CAN put hats on now..? When you get it all finished, can you post up a tutuorial for it?


We can put them on but they are white and shiny, we still have to find the right texture codes.

http://social.biowar...ssion/6852/&p=1

#654
Darth_Trethon

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javierabegazo wrote...



So Recently today when I tried to open USB Xtaf Version 27, I got this message, did anyone else?

I wasn't able to open v.27, but luckily I still had v.17 and it works just fine.

Does anyone know what this is?

Image IPB


XTAF v.27 works fine for me now. Not sure if something changed in the last two to three hours since you posted that but I'm not having any issues now.

Modifié par Darth_Trethon, 23 avril 2010 - 06:50 .


#655
Hadark

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Hmm, not really the problem i'm having.

I can't edit in the editor other than, money, minerals, and paragon/renegade points.

No other tabs are accessable

#656
squidney2k1

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I think that I have made a new discovery: You can actually REPLACE any current power with a squad loyalty power, thus giving you 3, 4, or even 5 bonus powers!!!


I was exprimenting with the powers and trying to get rid of the Sentinel's "Cryo Blast" with something more useful, like maybe the Soldier's Adrenaline Rush. You actually cannot do this since there is some kind of class check on that power that will not let you assign it to a Sentinel.

However, I then tried to change it to Reave. This was a success, although I still strangely had Cryo Blast available as well. Now, since the Wheel will only hold 8 powers, and I had already added 2 bonus powers (Armor Piercing Ammo & Inferno Grenade), the solution was to simply get rid of CryoBlast from the wheel. I simply edited that power to have ZERO points, and viola, and open slot. I then was able to put points into Reave and now on my Wheel, and then I had 3 bonus powers.


Since all powers are still present on the Squad screen, you can, in theory add as many bonus powers as you want, and by NOT PUTTING ANY POINTS INTO STANDARD POWERS, you can free up slots on the wheel in order to be able to use your bonus powers. Each time you add a bonus power, the Squad menu actually adjust to fit the power and the description, so you can easily see and add the powers.


So in short, you can add multiple powers, but you must ZERO OUT a normal power since you can only have 8 slots on the Wheel...This is about as close as you can get to having a custom class.

Right now, on my Sentinel, I have: Warp, Assault Armor, Overload, Raider, Reave, Inferno Grenade, Armor Piercing Ammo, and Slam. That's right--4 bonus powers! I added 2 that will fit, and then by changing Throw and Cryo Blast to ZERO, it created room for the other 2 bonus powers.

#657
SomethingStrange

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I'm running out of ideas, here.



I've tried adding _Stack, I've removed all the HAIR lines. I've adjusted the load order to match a sample female shep I creared. I've replaced Brt with Ber. I've changed my hairstyle code wherever it appeared in the texture parameters section to Beret/Brt/Ber as needed. I even tried using HAT_Norm/Diff instead of HAIR_Norm/Diff. No change at all. Still an untextured beret. Of course, I'm not even sure I'm calling the texture file by the right name...

#658
jpchipy2005

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just dream





#659
implodinggoat

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Quick question for anyone who's tried altering a squad member's weapon loadout. If you give them a weapon from a class they aren't trained in does it show up on their back (or hip)? Or does it magically appear when you order them to use it?

And a request for a clarification from Darth....

Darth_Trethon wrote...

and then after the initial part of
the suicide mission where ammo gets reset I mod my save for the third
and last time for that playthrough.....so I mod 3 times per playthrough
usually.


Does it reset my power cells?  Cause I'm
not interested in having infinite ammo on my normal weapons.

Modifié par implodinggoat, 24 avril 2010 - 02:22 .


#660
lawnmowercat

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SomethingStrange wrote...

I'm running out of ideas, here.

I've tried adding _Stack, I've removed all the HAIR lines. I've adjusted the load order to match a sample female shep I creared. I've replaced Brt with Ber. I've changed my hairstyle code wherever it appeared in the texture parameters section to Beret/Brt/Ber as needed. I even tried using HAT_Norm/Diff instead of HAIR_Norm/Diff. No change at all. Still an untextured beret. Of course, I'm not even sure I'm calling the texture file by the right name...


HelmetAppearances=(Id=8,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HIR_PRO_R.Beret.HMM_HAT_Brt_MDL",
Female="BIOG_HMF_HIR_PRO.Beret.HMF_HAT_Brt_MDL",bHideHair=True),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),"SFXGame.SFXGameEffect_Gear_Visor"),PlotFlag=-1)

not totally sure what accessory meshes is for but try adding that to accessory meshes and leave the hair stuff alone since it contains "hidehair=true."   it's under raw>player>appearance>morph head>accessory meshes
 
under accessory meshes, it says "one per line" so i would put all of that code on one line. i would try it first but i don't have access to my 360 right now cuz my wife is watching tv but if you think it might work and you decide to try it, let me know how it turns out.

Modifié par lawnmowercat, 24 avril 2010 - 01:21 .


#661
javierabegazo

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implodinggoat wrote...

Quick question for anyone who's tried altering a squad member's weapon loadout. If you give them a weapon from a class they aren't trained in does it show up on their back (or hip)? Or does it magically appear when you order them to use it?


Whenever I've tried that, it never works, just corrupts the save

#662
javierabegazo

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implodinggoat wrote...

Darth_Trethon wrote...

and then after the initial part of
the suicide mission where ammo gets reset I mod my save for the third
and last time for that playthrough.....so I mod 3 times per playthrough
usually.


Does it reset my power cells?  Cause I'm
not interested in having infinite ammo on my normal weapons.

No, as far as I know, I've never had my Heavy Weapon Ammo reset, ever, I think that is solid no matter what

#663
implodinggoat

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javierabegazo wrote...

implodinggoat wrote...

Quick question for anyone who's tried altering a squad member's weapon loadout. If you give them a weapon from a class they aren't trained in does it show up on their back (or hip)? Or does it magically appear when you order them to use it?


Whenever I've tried that, it never works, just corrupts the save


Thanks for the heads up.  You just saved me a headache.

#664
lawnmowercat

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javierabegazo wrote...

implodinggoat wrote...

Quick question for anyone who's tried altering a squad member's weapon loadout. If you give them a weapon from a class they aren't trained in does it show up on their back (or hip)? Or does it magically appear when you order them to use it?


Whenever I've tried that, it never works, just corrupts the save


are you changing the weapon name only in the code? someone said the only thing you change is the actual weapon name and leave the rest of the line of code alone.

#665
ChuckNorris18

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has anyone been able to make the beret mod available or found a way to implement the illusive man's clothing as casual clothing?

#666
Darth_Trethon

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javierabegazo wrote...

implodinggoat wrote...

Darth_Trethon wrote...

and then after the initial part of
the suicide mission where ammo gets reset I mod my save for the third
and last time for that playthrough.....so I mod 3 times per playthrough
usually.


Does it reset my power cells?  Cause I'm
not interested in having infinite ammo on my normal weapons.

No, as far as I know, I've never had my Heavy Weapon Ammo reset, ever, I think that is solid no matter what


There is one thing that reset my heavy weapon ammo.....Kasumi's mission.

#667
AnathamaDye

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squidney2k1 wrote...

[/b]I think that I have made a new discovery: You can actually REPLACE any current power with a squad loyalty power, thus giving you 3, 4, or even 5 bonus powers!!!


I was exprimenting with the powers and trying to get rid of the Sentinel's "Cryo Blast" with something more useful, like maybe the Soldier's Adrenaline Rush. You actually cannot do this since there is some kind of class check on that power that will not let you assign it to a Sentinel.

However, I then tried to change it to Reave. This was a success, although I still strangely had Cryo Blast available as well. Now, since the Wheel will only hold 8 powers, and I had already added 2 bonus powers (Armor Piercing Ammo & Inferno Grenade), the solution was to simply get rid of CryoBlast from the wheel. I simply edited that power to have ZERO points, and viola, and open slot. I then was able to put points into Reave and now on my Wheel, and then I had 3 bonus powers.


Since all powers are still present on the Squad screen, you can, in theory add as many bonus powers as you want, and by NOT PUTTING ANY POINTS INTO STANDARD POWERS, you can free up slots on the wheel in order to be able to use your bonus powers. Each time you add a bonus power, the Squad menu actually adjust to fit the power and the description, so you can easily see and add the powers.


So in short, you can add multiple powers, but you must ZERO OUT a normal power since you can only have 8 slots on the Wheel...This is about as close as you can get to having a custom class.

Right now, on my Sentinel, [b]I have: Warp, Assault Armor, Overload, Raider, Reave, Inferno Grenade, Armor Piercing Ammo, and Slam. That's right--4 bonus powers!
I added 2 that will fit, and then by changing Throw and Cryo Blast to ZERO, it created room for the other 2 bonus powers.


Thank you!  I need to try this out.

#668
Guest_Razor 310_*

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squidney2k1 wrote...

[/b]I think that I have made a new discovery: You can actually REPLACE any current power with a squad loyalty power, thus giving you 3, 4, or even 5 bonus powers!!!


I was exprimenting with the powers and trying to get rid of the Sentinel's "Cryo Blast" with something more useful, like maybe the Soldier's Adrenaline Rush. You actually cannot do this since there is some kind of class check on that power that will not let you assign it to a Sentinel.

However, I then tried to change it to Reave. This was a success, although I still strangely had Cryo Blast available as well. Now, since the Wheel will only hold 8 powers, and I had already added 2 bonus powers (Armor Piercing Ammo & Inferno Grenade), the solution was to simply get rid of CryoBlast from the wheel. I simply edited that power to have ZERO points, and viola, and open slot. I then was able to put points into Reave and now on my Wheel, and then I had 3 bonus powers.


Since all powers are still present on the Squad screen, you can, in theory add as many bonus powers as you want, and by NOT PUTTING ANY POINTS INTO STANDARD POWERS, you can free up slots on the wheel in order to be able to use your bonus powers. Each time you add a bonus power, the Squad menu actually adjust to fit the power and the description, so you can easily see and add the powers.


So in short, you can add multiple powers, but you must ZERO OUT a normal power since you can only have 8 slots on the Wheel...This is about as close as you can get to having a custom class.

Right now, on my Sentinel, [b]I have: Warp, Assault Armor, Overload, Raider, Reave, Inferno Grenade, Armor Piercing Ammo, and Slam. That's right--4 bonus powers!
I added 2 that will fit, and then by changing Throw and Cryo Blast to ZERO, it created room for the other 2 bonus powers.

yea already knew it but thanks, to bad we can't use regular powers

#669
Shotokanguy

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I do not freaking understand the eyes. I thought I'd figured out how to get a nice brown, but they won't change no matter how much I change the numbers they always come out as some weird brownish yellow green. I wish we could do the stuff the PC guys could do.

#670
Hadark

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Shotokanguy wrote...

I do not freaking understand the eyes. I thought I'd figured out how to get a nice brown, but they won't change no matter how much I change the numbers they always come out as some weird brownish yellow green. I wish we could do the stuff the PC guys could do.


Sad but true. We Console gamers may never get the same games or playability that PCers get.
I could only pray that one day a toolset disc will come for console games too.

#671
SomethingStrange

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lawnmowercat wrote...

SomethingStrange wrote...

I'm running out of ideas, here.

I've tried adding _Stack, I've removed all the HAIR lines. I've adjusted the load order to match a sample female shep I creared. I've replaced Brt with Ber. I've changed my hairstyle code wherever it appeared in the texture parameters section to Beret/Brt/Ber as needed. I even tried using HAT_Norm/Diff instead of HAIR_Norm/Diff. No change at all. Still an untextured beret. Of course, I'm not even sure I'm calling the texture file by the right name...


HelmetAppearances=(Id=8,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HIR_PRO_R.Beret.HMM_HAT_Brt_MDL",
Female="BIOG_HMF_HIR_PRO.Beret.HMF_HAT_Brt_MDL",bHideHair=True),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),"SFXGame.SFXGameEffect_Gear_Visor"),PlotFlag=-1)

not totally sure what accessory meshes is for but try adding that to accessory meshes and leave the hair stuff alone since it contains "hidehair=true."   it's under raw>player>appearance>morph head>accessory meshes
 
under accessory meshes, it says "one per line" so i would put all of that code on one line. i would try it first but i don't have access to my 360 right now cuz my wife is watching tv but if you think it might work and you decide to try it, let me know how it turns out.


Gave that a try, also just had the BIOG mesh by itself in there on a second save.  Just had normal hair, no beret.  For reference, I also put a beret on my femshep save, called the model instead of hair, replaced the norm/diff lines - got the beret, but no texture.

#672
implodinggoat

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Hey Darth...

I just did some modding on my laptop running the ungodly abomination which is Windows Vista and I had the problem where I couldn't drop files into Xport360 and I followed the directions in the youtube vid and it didn't solve the problem; but I found this vid some British kid made afterwards and managed to get it done.   I'd suggest you add the link in under the other video you posted.   The method is a pain in the ass since it requires you to turn off user account settings which will allow you to drag the files, restart the computer to do so, drag the files and finish your modding, then reactivate the user account settings and restart again since your computer will be much more vulnerable to viruses and spam and what not when they are turned off.

I'd reccommend you add the link to this vid into the OP under the other vid link you posted with the heading "if that still didn't work try this pain in the ass method" along with a warning to make sure people reactivate the user account controls so that they don't leave their PCs vulnerable.   Here's the vid link....



After I followed those instructions I finally got everything working though, and my Soldier with Revenant training is now rolling with a Widow and a Tempest as well as 5 million credits, half a million of every resource, 100 medigel, and an obscene amount of powercells.

Modifié par implodinggoat, 24 avril 2010 - 02:56 .


#673
Nokterne

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squidney2k1 wrote...

[/b]I think that I have made a new discovery: You can actually REPLACE any current power with a squad loyalty power, thus giving you 3, 4, or even 5 bonus powers!!!


I was exprimenting with the powers and trying to get rid of the Sentinel's "Cryo Blast" with something more useful, like maybe the Soldier's Adrenaline Rush. You actually cannot do this since there is some kind of class check on that power that will not let you assign it to a Sentinel.

However, I then tried to change it to Reave. This was a success, although I still strangely had Cryo Blast available as well. Now, since the Wheel will only hold 8 powers, and I had already added 2 bonus powers (Armor Piercing Ammo & Inferno Grenade), the solution was to simply get rid of CryoBlast from the wheel. I simply edited that power to have ZERO points, and viola, and open slot. I then was able to put points into Reave and now on my Wheel, and then I had 3 bonus powers.


Since all powers are still present on the Squad screen, you can, in theory add as many bonus powers as you want, and by NOT PUTTING ANY POINTS INTO STANDARD POWERS, you can free up slots on the wheel in order to be able to use your bonus powers. Each time you add a bonus power, the Squad menu actually adjust to fit the power and the description, so you can easily see and add the powers.


So in short, you can add multiple powers, but you must ZERO OUT a normal power since you can only have 8 slots on the Wheel...This is about as close as you can get to having a custom class.

Right now, on my Sentinel, [b]I have: Warp, Assault Armor, Overload, Raider, Reave, Inferno Grenade, Armor Piercing Ammo, and Slam. That's right--4 bonus powers!
I added 2 that will fit, and then by changing Throw and Cryo Blast to ZERO, it created room for the other 2 bonus powers.

Yeah, I added a bunch of powers to my inflitrator a few days ago, currently has Neural Shock, Flashbang Grenade, and Armor Piercing Ammo as additional powers, it's pretty awesome. :devil:

#674
implodinggoat

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javierabegazo wrote...

implodinggoat wrote...

Quick question for anyone who's tried altering a squad member's weapon loadout. If you give them a weapon from a class they aren't trained in does it show up on their back (or hip)? Or does it magically appear when you order them to use it?


Whenever I've tried that, it never works, just corrupts the save


How about giving a squad member one of the Collector Ship weapons from a weapon class they can use?  Giving Garrus a Widow, Grunt a Revenant, etc.?

#675
kregano

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implodinggoat wrote...

javierabegazo wrote...

implodinggoat wrote...

Quick question for anyone who's tried altering a squad member's weapon loadout. If you give them a weapon from a class they aren't trained in does it show up on their back (or hip)? Or does it magically appear when you order them to use it?


Whenever I've tried that, it never works, just corrupts the save


How about giving a squad member one of the Collector Ship weapons from a weapon class they can use?  Giving Garrus a Widow, Grunt a Revenant, etc.?

I've done that and given my Vanguard Shepard the Widow. You just need to paste the weapon code into the loadout tree in place of some other weapon they have. I've given Jacob the Vindicator in place of his pistol, the Widow in place of Kasumi and Mordin's pistols, and the Tempest in place of Tali's pistol.