Aller au contenu

Photo

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


  • Veuillez vous connecter pour répondre
4530 réponses à ce sujet

#876
Darth_Trethon

Darth_Trethon
  • Members
  • 5 059 messages

AnathamaDye wrote...

Darth_Trethon wrote...

AnathamaDye wrote...

Anyone know how I can get a minigun in here?
I am an adept with a heavy pistol and SMG. Where would I put the codes?


You can replace either your pistol or your SMG with the minigun in the save editor.


That's awesome!  Thanks.  Is it just the minigun or can I replace them with any weapon? 


Any weapon as long as you don't try using two from the same class like two rifles....etc.

#877
squidney2k1

squidney2k1
  • Members
  • 1 445 messages
I have tried out a few of the accessories on a MaleShelp. They appear both in the Squad menu, and in-game. Of course, as of right now, they are all textureless & white; perhaps someone will be kind enough to point us in the right direction in order to get the textures to appear.


MotoGlasses
Posted Image
Posted Image

Visor
Posted Image
Posted Image

Cyclops
Posted Image
Posted Image

#878
JKoopman

JKoopman
  • Members
  • 1 441 messages

Shotokanguy wrote...

Say...while I've been working on making the best face I could, I was thinking to myself, "Jeez, it's annoying to get the game started and then immediately break the flow by saving and going to mod it". So I was wondering if it was possible to have your face modded before gameplay actually starts, so you don't have to save and quit.

If I do my thing and get a face I like, then do what you said I could do, JKoopman, I'll start the New Game+ with that modded face and I'll be able to start playing immediately, huh?


Yes BUT you'll have to re-mod for things like morality, money, minerals, bonus weapons, etc if you want them as starting a "new" career resets them.

#879
Guest_gmartin40_*

Guest_gmartin40_*
  • Guests
Could anyone tell me if this messes up your Xbox360? Or will it be okay?

#880
Darth_Trethon

Darth_Trethon
  • Members
  • 5 059 messages

gmartin40 wrote...

Could anyone tell me if this messes up your Xbox360? Or will it be okay?


Hahahahaha....... The most you can screw up with this is a character save hence why it is highly recommended to back up your saves before modding. Corrupted saves happen but they don't affect your 360 in any way.

#881
JKoopman

JKoopman
  • Members
  • 1 441 messages
Has anyone definitively figured out what the "A" value affects for color values? I've tried setting it to 0.5 and 2.0 and haven't noticed any discernible difference.

#882
Gs09GTR

Gs09GTR
  • Members
  • 62 messages

JKoopman wrote...

Has anyone definitively figured out what the "A" value affects for color values? I've tried setting it to 0.5 and 2.0 and haven't noticed any discernible difference.


I think it depends on the color... i did purple TIM eyes and used an A value of 2 and it didnt look any different but then i tried green with the A value still at 2 and they were much brighter....

#883
Gs09GTR

Gs09GTR
  • Members
  • 62 messages

Darth_Trethon wrote...

AnathamaDye wrote...

Darth_Trethon wrote...

AnathamaDye wrote...

Anyone know how I can get a minigun in here?
I am an adept with a heavy pistol and SMG. Where would I put the codes?


You can replace either your pistol or your SMG with the minigun in the save editor.


That's awesome!  Thanks.  Is it just the minigun or can I replace them with any weapon? 


Any weapon as long as you don't try using two from the same class like two rifles....etc.

 

so the only wepon that is a no go is the Incisor yes? ive tried changing the codes but i get nothing

#884
Darth_Trethon

Darth_Trethon
  • Members
  • 5 059 messages

Gs09GTR wrote...

so the only wepon that is a no go is the Incisor yes? ive tried changing the codes but i get nothing


Your save only references the weapon files, it does not contain them. The game does not contain the incisor files because it is DOWNLOADABLE CONTENT and if you didn't download it your save can't reference nonexistent files....as far as your 360 is concerned. It would work if you had the Incisor DLC.

Please for the love of god use a tiny ounce of common sense....I am tired of explaining why nobody can get the Incisor for the trillionth time.

Modifié par Darth_Trethon, 28 avril 2010 - 08:43 .


#885
Gs09GTR

Gs09GTR
  • Members
  • 62 messages

Darth_Trethon wrote...

Gs09GTR wrote...

so the only wepon that is a no go is the Incisor yes? ive tried changing the codes but i get nothing


Your save only references the weapon files, it does not contain them. The game does not contain the incisor files because it is DOWNLOADABLE CONTENT so your save can't reference nonexistent files....as far as your 360 is concerned. It would work if you had the Incisor DLC.

Please for the love of god use a tiny ounce of common sense....I am tired of explaining why nobody can get the Incisor for the trillionth time.


Relax man, thats what i figured but we also thought we couldnt mod 360 to begin with a few months ago haha so you never know, just wanted to confirm is all...

#886
lawnmowercat

lawnmowercat
  • Members
  • 73 messages
i can tell you why you can't add certain textures. the files aren't in the same directory as the mesh file. normally there's a .mdl, .norm, and .diff in the same folder. with something like the beret, it has a folder with the .mdl and in the parent directory is a file named beret.package. i'm fairly certain the .package file contains the textures but it has it's own extension and i don't think there's a way to reference it in GSE. there's no .norm or .diff files for the beret. i imagine that goes for everything else that's showing up white too.

i learned how to look through and extract the pcc files in the pc version so if anyone wants a code found/verified, let me know. i'll also be ble to tell you if the mesh has norm and diff files to go with it.

i also inadvertantly discovered that you can play your saves off th usb drive so there's no need to transfer them back the the 360 hdd. i don't even quit the game anymore. i just quit to main menu, yank the usb drive,go to my pc and make the changes, then reinsert the drive into the 360 and select resume. so the only time you really have to accessthe dashboard is when you initially move the save file to the usb drive. this has saved me a decent amount of time when having to make little tweak after litle tweak to get something just right.

Modifié par lawnmowercat, 28 avril 2010 - 04:07 .


#887
Neji_Hyuga_kun

Neji_Hyuga_kun
  • Members
  • 170 messages
thank you for this topic.



I already tested a lot of modding but I want to ask if it's possible to exchange a weapon training with another, because in the first post it's explained how to add a single weapons (in spite of which category you want to put it) or how to withdraw a weapon to our equipment.



For example if I want to give to my infiltrator the ability to use assault rifle in exchange of smg, is it possible? That way when we go to the armory you can see that the weapon training has changed, and you can choose the assault rifle that you want among all of them.

I tried to do it but I haven't succeded.

#888
lawnmowercat

lawnmowercat
  • Members
  • 73 messages

Neji_Hyuga_kun wrote...

thank you for this topic.

I already tested a lot of modding but I want to ask if it's possible to exchange a weapon training with another, because in the first post it's explained how to add a single weapons (in spite of which category you want to put it) or how to withdraw a weapon to our equipment.

For example if I want to give to my infiltrator the ability to use assault rifle in exchange of smg, is it possible? That way when we go to the armory you can see that the weapon training has changed, and you can choose the assault rifle that you want among all of them.
I tried to do it but I haven't succeded.


that takes more editing than the save editor is currently capable of so we can't add whole training categories. we can only do it the way you've been doing it by overwriting one weapon with another. maybe in the next version of gibbed's save editor he'll add some more indepth options. i heard he's currently working on the next version, so who knows? maybe eventually.

Modifié par lawnmowercat, 28 avril 2010 - 05:28 .


#889
Neji_Hyuga_kun

Neji_Hyuga_kun
  • Members
  • 170 messages
Thank you, I will wait for the next version

I'm already glad to don't have to scan the planets ^^.

#890
JKoopman

JKoopman
  • Members
  • 1 441 messages
I've got some questions about the Mass Effect 1 values, if anyone knows the answers.



For the "Old Friends" Earthborn origin mission, there are flags for "Met Finch" and "Killed Finch" but nothing as far as I can see for successfully persuading him to leave you alone. Does it simply not distinguish between a persuasion and a normal ending?



For "Citadel: The Fan" my imported Shepard has both "Got him killed" and "Intimidated him" checked. Is this normal, and how is this possible? Should I uncheck "Got him killed" or will that screw up the game?



For "Citadel: The Fourth Estate" there are flags for "Excused themself (looked good)", "Punched her" and "Refused interview (looked bad)". I'm assuming these reference stopping the interview midway through and walking away, knocking her on her ass, and refusing to do the interview entirely but what about completing the whole interview with persuasion/intimidate and being praised by Hackett afterward? (NOTE: I've got another import Shepard that did this so I may simply load up her save and see what flags are checked)



There's a flag for "Citadel: Released Fist" but none that I can see to distinguish between Shepard/Wrex killing him. Does it simple not care who kills Fist?



For the "Feros" mission, there are FIVE separate outcome flags: "Give_Fail", "Give_Good", "Give_Good_Plus", "Renegade" and "Too many colonists killed". Anyone know which outcome each is referencing?

#891
Shotokanguy

Shotokanguy
  • Members
  • 1 111 messages
I was wondering about those for when I went to change them too.



It's really weird, and it makes it look like BioWare didn't really do much at all in terms of making your decisions carry over to the sequel.

#892
implodinggoat

implodinggoat
  • Members
  • 1 822 messages

JKoopman wrote...

I've got some questions about the Mass Effect 1 values, if anyone knows the answers.

For "Citadel: The Fan" my imported Shepard has both "Got him killed" and "Intimidated him" checked. Is this normal, and how is this possible? Should I uncheck "Got him killed" or will that screw up the game?


I'd imagine, that intimidated him refers simply to how you generally treated him and is tracked regardless of whether he was killed or not, although him getting killed renders that choice inconsequential.   Regardless if you import a ME1 save then you can be certain its right the way it is.  If its a custom save you downloaded it might be a screw up; but if it loads I doubt it would matter.  Regardless I'd uncheck got him killed since Conrad's appearance in ME2 is pretty humorous.

UPDATE:  I just looked at my file and I have charmed him and intimidated him checked.  I'd imagine this might be why Conrad always claims that "you shoved a gun in my face" even if you didn't.  Someone might try unchecking it and see if Conrad's behavior changes. 

 but what about completing the whole interview with persuasion/intimidate and being praised by Hackett afterward? (NOTE: I've got another import Shepard that did this so I may simply load up her save and see what flags are checked)


Excused themself (looked good), is recorded for succeeding with either persuade or intimidate.

There's a flag for "Citadel: Released Fist" but none that I can see to distinguish between Shepard/Wrex killing him. Does it simple not care who kills Fist?


Yes, as is often the case the specifics of how something occurs don't always import.  If Fist is dead, he won't show up; but since ME2 doesn't even mention his death if he got killed the game doesn't need to import any info on who killed him.

For the "Feros" mission, there are FIVE separate outcome flags: "Give_Fail", "Give_Good", "Give_Good_Plus", "Renegade" and "Too many colonists killed". Anyone know which outcome each is referencing?


My current Shepard who was based on my level 60 paragon soldier has,  "Give_Good_Plus" checked (along with "Released Shiala" and "Convinced Ethan Jeong" since I persuaded him to have Exogeni support the colony).

So my guess would be "Give" refers to whether you gave the anti thorian gas to the colonists, so Give_fail means you ordered your team to hold their fire on the Colonists so that you could knock them out with the anti thorian gas; but you still ended up shooting most of the Colonists,  Give_good means you took the gas and used it to knock out most of the Colonists; but still may have gotten one or two killed and Give_good_plus means you took the gas and managed to keep from killing any of the Colonists (thats what I did in ME1 and thats what I have checked.)  and finally Renegade means you never even tried to incapacitate the colonists with the Thorian gas since you ordered your team to fire at will.

And finally, "Too many colonists killed" doesn't have the word "outcome" attached to it so I'd imagine its a seperate variable, like whether you killed so many colonists that the colony didn't survive, my paragon doesn't have it checked.

Modifié par implodinggoat, 28 avril 2010 - 06:47 .


#893
implodinggoat

implodinggoat
  • Members
  • 1 822 messages
A few interesting observations on my ME1 plot flags. I've been looking at these and I've notice a few oddities.

1: In ME1 I was nice to Conrad and persuaded him to go back to his family and next to "the fan" (IE Conrad Verner) I have both charmed him and intimidated him checked. This may explain why Conrad always claims you shoved a gun in his face even if you didn't. Someone might try unchecking intimidated him and see if his behavior changes. Although if it was a fault in ME1 that always recorded "intimidated him" then there might not even be any recorded dialogue for "charmed him" since they knew no one would get it.

2: There is an option for choose Udina or Choose Anderson for the council although neither one is checked, though I choose Anderson in ME1.

3: There is a box for contracts and licenses which records that I got the Elkoss Combine License which seems an odd thing to carry over from ME1 and I have no clue what difference it makes if any in ME2. All I can figure is that it might give you a bonus in ME3 for playing ME1.

Modifié par implodinggoat, 28 avril 2010 - 07:01 .


#894
JKoopman

JKoopman
  • Members
  • 1 441 messages

implodinggoat wrote...

JKoopman wrote...

I've got some questions about the Mass Effect 1 values, if anyone knows the answers.

For "Citadel: The Fan" my imported Shepard has both "Got him killed" and "Intimidated him" checked. Is this normal, and how is this possible? Should I uncheck "Got him killed" or will that screw up the game?


I'd imagine, that intimidated him refers simply to how you generally treated him and is tracked regardless of whether he was killed or not, although him getting killed renders that choice inconsequential.   Regardless if you import a ME1 save then you can be certain its right the way it is.  If its a custom save you downloaded it might be a screw up; but if it loads I doubt it would matter.  Regardless I'd uncheck got him killed since Conrad's appearance in ME2 is pretty humorous.


But my Renegade Shepard intimidated him into going home and successfully completed Conrads quest chain. At no point should Conrad have died.

For the "Feros" mission, there are FIVE separate outcome flags: "Give_Fail", "Give_Good", "Give_Good_Plus", "Renegade" and "Too many colonists killed". Anyone know which outcome each is referencing?


My current Shepard who was based on my level 60 paragon soldier has,  "Give_Good_Plus" checked (along with "Released Shiala" and "Convinced Ethan Jeong" since I persuaded him to have Exogeni support the colony).

So my guess would be "Give" refers to whether you gave the anti thorian gas to the colonists, so Give_fail means you ordered your team to hold their fire on the Colonists so that you could knock them out with the anti thorian gas; but you still ended up shooting most of the Colonists,  Give_good means you took the gas and used it to knock out most of the Colonists; but still may have gotten one or two killed and Give_good_plus means you took the gas and managed to keep from killing any of the Colonists (thats what I did in ME1 and thats what I have checked.)  and finally Renegade means you never even tried to incapacitate the colonists with the Thorian gas since you ordered your team to fire at will.

And finally, "Too many colonists killed" doesn't have the word "outcome" attached to it so I'd imagine its a seperate variable, like whether you killed so many colonists that the colony didn't survive, my paragon doesn't have it checked.


That's probably true of the "Too many colonists killed" flag, but I have another theory about the "Give_Good_Plus" outcome: it may be saving all/enough of the colonists AND completing all of their secondary missions (restoring the water, killing the alpha varren, finding power cells, etc). Both my ME1 Shepards saved all the colonists but only my FemShep did the secondaries, so I'm going to import her in a moment and see what's flagged. My Renegade Shepard saved all the colonists as well but didn't do the secondaries and only "Give_Good" was checked for him.

#895
implodinggoat

implodinggoat
  • Members
  • 1 822 messages
Quick question guys.



I haven't tried changing any of the plot flags; before and I'm wondering if mark a henchman as loyal so that I can get them to use their bonus power, will doing so entail that the game thinks I completed their loyalty mission?



For example Tali is much more useful once you unlock her energy drain ability; but her loyalty mission is also one of the most interesting missions in the game and I wouldn't want to skip it.

#896
JKoopman

JKoopman
  • Members
  • 1 441 messages

implodinggoat wrote...

Quick question guys.

I haven't tried changing any of the plot flags; before and I'm wondering if mark a henchman as loyal so that I can get them to use their bonus power, will doing so entail that the game thinks I completed their loyalty mission?

For example Tali is much more useful once you unlock her energy drain ability; but her loyalty mission is also one of the most interesting missions in the game and I wouldn't want to skip it.


Yes, if you check a squadmember as loyal it counts their loyalty mission as complete. It may also screw with certain plot missions like Horizon and the Reaper IFF mission.

#897
implodinggoat

implodinggoat
  • Members
  • 1 822 messages

JKoopman wrote...

But my Renegade Shepard intimidated him into going home and successfully completed Conrads quest chain. At no point should Conrad have died. 


Are you sure you didn't get him killed in ME1?  Cause if so that's really wierd.  Although I do have a theory...  

It makes me wonder on the save in question did Conrad show up for you on Illium in ME2?  And if so, Did you get him killed on Illium by telling him to get lost?

If the answer to both questions is "yes"  and if you did indeed keep Conrad alive through ME1 then it would seem that ME2 alters the ME1 flag marker to reflect the fact that Conrad is now dead, which would of course indicate that if he's not Conrad will make yet another appearance in ME3.  If this isn't the case then I'm stumped, and all I can figure is that maybe you checked the got him killed flag by accidednt and didn't notice.

#898
implodinggoat

implodinggoat
  • Members
  • 1 822 messages

JKoopman wrote...

Yes, if you check a squadmember as loyal it counts their loyalty mission as complete. It may also screw with certain plot missions like Horizon and the Reaper IFF mission.


Thanks, I'm not gonna screw with it now.  If I have to miss out on the loyalty mission then I'd rather just wait for their bonus power.  Besides Tali and Samara are the only one's who's bonus power is really vital for them (though you could make a case for Grun't fortification power since he's basically a tank).

#899
JKoopman

JKoopman
  • Members
  • 1 441 messages

implodinggoat wrote...

JKoopman wrote...

But my Renegade Shepard intimidated him into going home and successfully completed Conrads quest chain. At no point should Conrad have died. 


Are you sure you didn't get him killed in ME1?  Cause if so that's really wierd.  Although I do have a theory...  

It makes me wonder on the save in question did Conrad show up for you on Illium in ME2?  And if so, Did you get him killed on Illium by telling him to get lost?

If the answer to both questions is "yes"  and if you did indeed keep Conrad alive through ME1 then it would seem that ME2 alters the ME1 flag marker to reflect the fact that Conrad is now dead, which would of course indicate that if he's not Conrad will make yet another appearance in ME3.  If this isn't the case then I'm stumped, and all I can figure is that maybe you checked the got him killed flag by accidednt and didn't notice.


This is off of a fresh import so this character hasn't even been to Illium yet. In ME1 I did tell Conrad to "****** off" the first two times and he stormed off but then he was back in his usual spot after Virmire when I talked to him for the third and final time (and promptly shoved my gun in his face).

It's wierd. It's like it counts that he died since he stormed off but then he was back and I finished his mission so it has both that I intimidated him AND that he was killed.

Glitchy quest is glitchy, apparently.

Modifié par JKoopman, 28 avril 2010 - 07:22 .


#900
AnathamaDye

AnathamaDye
  • Members
  • 485 messages
My current Shepard headmorph

cid-e2b4cd15cff1a7e4.skydrive.live.com/browse.aspx/.Public

Modifié par AnathamaDye, 28 avril 2010 - 07:24 .