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


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#1076
ernie1959

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Thanks Darth for the detailed tutorial.  I had a few things that didn't work as expected and wondered if these are normal.

I modded the ammo counts on all of my weapons to sometthing like 999999, but they ended up in game at the max normal levels (24 hand cannon, 15 shotgun, etc).  For Ammo Used, I just set them to zero.  Do they not go higher or did I do something wrong?

I followed and double-checked your mods for adding a 2nd special power, but it doesn't show up in the power wheel.  I'm a Vanguard (does it matter), level 16, and added Crush per the instructions.  I assigned it to Wheel position 8.  Suggestions?

Thanks!

#1077
Darth_Trethon

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ernie1959 wrote...

Thanks Darth for the detailed tutorial.  I had a few things that didn't work as expected and wondered if these are normal.

I modded the ammo counts on all of my weapons to sometthing like 999999, but they ended up in game at the max normal levels (24 hand cannon, 15 shotgun, etc).  For Ammo Used, I just set them to zero.  Do they not go higher or did I do something wrong?

I followed and double-checked your mods for adding a 2nd special power, but it doesn't show up in the power wheel.  I'm a Vanguard (does it matter), level 16, and added Crush per the instructions.  I assigned it to Wheel position 8.  Suggestions?

Thanks!


For ammo you need to make sure that if you changed the weapon you change the weapon in BOTH the weapon AND loadout menus or the weapon and ammo won't change. For the regular weapon classes that use heat sinks simply change the ammo count to 999999 and it should work fine but for the heavy weapon ONLY.......


I'll say that again....ONLY for the heavy weapon.....change the USED ammo count to a NEGATIVE number like -999999.

As for the power.....it likely doesn't work because you "assigned" it in the save editor to a power slot. DON'T do that. Just add it, add squad points and when you load the game make sure to put some squad points in it(preferably max it) and the game will assign it just fine by itself.

Also the codes needed for powers and weapons are VERY speciffic.....misspell something and it won't work.

Modifié par Darth_Trethon, 04 mai 2010 - 04:05 .


#1078
JKoopman

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Darth_Trethon wrote...

ernie1959 wrote...

Thanks Darth for the detailed tutorial.  I had a few things that didn't work as expected and wondered if these are normal.

I modded the ammo counts on all of my weapons to sometthing like 999999, but they ended up in game at the max normal levels (24 hand cannon, 15 shotgun, etc).  For Ammo Used, I just set them to zero.  Do they not go higher or did I do something wrong?

I followed and double-checked your mods for adding a 2nd special power, but it doesn't show up in the power wheel.  I'm a Vanguard (does it matter), level 16, and added Crush per the instructions.  I assigned it to Wheel position 8.  Suggestions?

Thanks!


For ammo you need to make sure that if you changed the weapon you change the weapon in BOTH the weapon AND loadout menus or the weapon and ammo won't change. For the regular weapon classes that use heat sinks simply change the ammo count to 999999 and it should work fine but for the heavy weapon ONLY.......


I'll say that again....ONLY for the heavy weapon.....change the USED ammo count to a NEGATIVE number like -999999.

As for the power.....it likely doesn't work because you "assigned" it in the save editor to a power slot. DON'T do that. Just add it, add squad points and when you load the game make sure to put some squad points in it(preferably max it) and the game will assign it just fine by itself.

Also the codes needed for powers and weapons are VERY speciffic.....misspell something and it won't work.


Assigning wheel positions in the editor has no negative effect. I've assigned wheel positions for all of my powers - normal and bonus - to keep everything nice and tidy and grouped and it hasn't given me any problems in-game, so I would think it's something else; likely either a misspelling or something else is already assigned to that wheel position.

#1079
ernie1959

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Hmmm... The only weapon I changed was adding the Revenant in place of the pistol, and it worked perfectly, only like the other 3 weapons that I did not change, it has only the standard amount of ammo (like 600 rounds?). Now in the Weapon section, I set the Ammo Total to 999999 (assuming that this sets the capacity) and left the Ammo Used Count at zero (assuming that this is how many rounds of the total capacity have been used, which I would always want to be zero, leaving the full capacity available). So I take it my assumptions are incorrect? What values do you put in these fields to end up with 999999 available ammo?



You're right about the power. I entered an "8" in the Wheel Display Index field. You're saying I should just leave this field blank and it will assign a position by itself? I also set it at a Current Rank of 4. Do you leave that blank also and just assign points manually?



Thanks!

#1080
thepiebaker

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ChuckNorris18 wrote...

SpectreWarden91 wrote...

Is there any way to get the Conrad NPC Spiked in the front hair style ?


Here's the code:

BIOG_HMM_HIR_PRO_R.Short02.HMM_HIR_PROShort02_MDL


is there a database with all the hair codes?

#1081
Guest_7S Razor_*

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thepiebaker wrote...

ChuckNorris18 wrote...

SpectreWarden91 wrote...

Is there any way to get the Conrad NPC Spiked in the front hair style ?


Here's the code:

BIOG_HMM_HIR_PRO_R.Short02.HMM_HIR_PROShort02_MDL


is there a database with all the hair codes?

There are some over at docs.google.com/View not sure if it has all the codes though

#1082
thepiebaker

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7S Razor wrote...

thepiebaker wrote...

ChuckNorris18 wrote...

SpectreWarden91 wrote...

Is there any way to get the Conrad NPC Spiked in the front hair style ?


Here's the code:

BIOG_HMM_HIR_PRO_R.Short02.HMM_HIR_PROShort02_MDL


is there a database with all the hair codes?

There are some over at docs.google.com/View not sure if it has all the codes though


thanks

anyone have screenshots of these two?
BIOG_HMF_HIR_PRO.PROCustomSexy.HMF_HIR_PROCustom_Sexy_MDL
BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_MDL

#1083
Guest_7S Razor_*

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thepiebaker wrote...

7S Razor wrote...

thepiebaker wrote...

ChuckNorris18 wrote...

SpectreWarden91 wrote...

Is there any way to get the Conrad NPC Spiked in the front hair style ?


Here's the code:

BIOG_HMM_HIR_PRO_R.Short02.HMM_HIR_PROShort02_MDL


is there a database with all the hair codes?

There are some over at docs.google.com/View not sure if it has all the codes though


thanks

anyone have screenshots of these two?
BIOG_HMF_HIR_PRO.PROCustomSexy.HMF_HIR_PROCustom_Sexy_MDL
BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_MDL

Posted Image
BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_MDL

BIOG_HMF_HIR_PRO.PROCustomSexy.HMF_HIR_PROCustom_Sexy_MDL is the default sexy look here img186.imageshack.us/img186/9558/ahotshepard.jpg

not my pics, found at masseffect2faces.com

Modifié par 7S Razor, 04 mai 2010 - 07:04 .


#1084
Darth_Trethon

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ernie1959 wrote...

Hmmm... The only weapon I changed was adding the Revenant in place of the pistol, and it worked perfectly, only like the other 3 weapons that I did not change, it has only the standard amount of ammo (like 600 rounds?). Now in the Weapon section, I set the Ammo Total to 999999 (assuming that this sets the capacity) and left the Ammo Used Count at zero (assuming that this is how many rounds of the total capacity have been used, which I would always want to be zero, leaving the full capacity available). So I take it my assumptions are incorrect? What values do you put in these fields to end up with 999999 available ammo?

You're right about the power. I entered an "8" in the Wheel Display Index field. You're saying I should just leave this field blank and it will assign a position by itself? I also set it at a Current Rank of 4. Do you leave that blank also and just assign points manually?

Thanks!


the ammo sounds like it should work.

For the power you don't leave the field blank, you put in a zero and you shouldn't try to put in level 4 because that's just NOT going to work. The game creates a new entry when you upgrade a power and treats it as an entirely new power so there is no such thing as level 4 for any non upgraded power. Now I suppose you could enter the entry for the upgraded entry of that power but I won't waste time explining it because it's not neccessary. The best thing to enter for the power level when you add it is either a 0 or a 1 and then the rest will take care of itself when you spend squad points on it in-game.

#1085
Gundar3

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Is there a site with pictures of all the hair styles and hats? The only site I found only had 3 extra hair designs.

#1086
thepiebaker

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i'm having a problem, when i open up a save in the editor, go to player>appearance all it says in the box is "not implemented yet" and i've tried multiple saves with two different profiles



help?

#1087
ernie1959

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Darth, is it possible that the game won't accept an ammo total over a certain amount? Maybe my 999999 is just too high. What's the largest number that you know works? (I'll try it tonight)



And what's the point of saying that you must you a negative number for Heavy weapon Ammo Used Count? Wouldn't you want that number to always be zero? (I interpret, right or wrong, the Ammo Used Count to mean how many of the Total Ammo Count have been used, and are thus not available, which I would want to be zero.)



Thanks!

#1088
ernie1959

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Sorry, meant...

And what's the point of saying that you must use a negative number for Heavy weapon Ammo Used Count? Wouldn't you want that number to always be zero? (I interpret, right or wrong, the Ammo Used Count to mean how many of the Total Ammo Count have been used, and are thus not available, which I would want to be zero.)



Thanks!

#1089
Gets Shot

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After a few weeks of investigation I've come to the unfortunate conclusion that it's currently not possible to ini mod the xbox version without having a mod chip installed in your xbox, every avenue to get at coalesced.ini I thought of is protected by currently unbroken encryption. Unless something changes it just isn't going to work.

#1090
thepiebaker

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thepiebaker wrote...

i'm having a problem, when i open up a save in the editor, go to player>appearance all it says in the box is "not implemented yet" and i've tried multiple saves with two different profiles

help?


ok have it sorted out but now i cant figure out how to change the hairstyle

#1091
Xephyr829

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Is there anyway to keep the Lazarus Scars on Shep ? because I'm a Paragon but i like the way they look and I don't want them heal.

#1092
Guest_7S Razor_*

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thepiebaker wrote...

thepiebaker wrote...

i'm having a problem, when i open up a save in the editor, go to player>appearance all it says in the box is "not implemented yet" and i've tried multiple saves with two different profiles

help?


ok have it sorted out but now i cant figure out how to change the hairstyle

masseffect2faces.com/index.php

#1093
thepiebaker

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:bandit:

7S Razor wrote...

thepiebaker wrote...

7S Razor wrote...

thepiebaker wrote...

ChuckNorris18 wrote...

SpectreWarden91 wrote...

Is there any way to get the Conrad NPC Spiked in the front hair style ?


Here's the code:

BIOG_HMM_HIR_PRO_R.Short02.HMM_HIR_PROShort02_MDL


is there a database with all the hair codes?

There are some over at docs.google.com/View not sure if it has all the codes though


thanks

anyone have screenshots of these two?
BIOG_HMF_HIR_PRO.PROCustomSexy.HMF_HIR_PROCustom_Sexy_MDL
BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_MDL

Posted Image
BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_MDL

BIOG_HMF_HIR_PRO.PROCustomSexy.HMF_HIR_PROCustom_Sexy_MDL is the default sexy look here img186.imageshack.us/img186/9558/ahotshepard.jpg

not my pics, found at masseffect2faces.com


now i need the texture perameter code<_<

#1094
King_Asta

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BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_Diff

BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_Norm

BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_Tang

BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_Mask

#1095
thepiebaker

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ok it's starting to ****** me off because it still wont let me bring the save back into modio saying it's invalid packaging

i changed the mesh to
BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_MDL


HAIR_Diff
BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_Diff

HAIR_Norm
BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_Norm

HAIR_Tang
BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_Tang

HAIR_ Mask
BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_Mask

what else am i missing?

Modifié par thepiebaker, 05 mai 2010 - 03:45 .


#1096
Guest_justinnstuff_*

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thanks for the tips everybody!

#1097
David Hingtgen

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Piebaker---that's not the issue. "incomplete" hair changes work just fine (some of them can't be complete as we haven't found all the parts yet)



It's got to be something else, something to do with saving in gibbed/rehashing itself etc.

#1098
subby19

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Hi, if i want to rename the career of my shep is there a way to do this? If i rename in Gibbed's It only changes the name of the saves inside the career.

#1099
Darth_Trethon

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subby19 wrote...

Hi, if i want to rename the career of my shep is there a way to do this? If i rename in Gibbed's It only changes the name of the saves inside the career.


Only way I know of and I constantly use it all the time is to change the name in Gibbed's right before importing into NG+ which causes the actual files of your new carrer to have the new name.....beyond that I don't know.

#1100
subby19

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Darth_Trethon wrote...

subby19 wrote...

Hi, if i want to rename the career of my shep is there a way to do this? If i rename in Gibbed's It only changes the name of the saves inside the career.


Only way I know of and I constantly use it all the time is to change the name in Gibbed's right before importing into NG+ which causes the actual files of your new carrer to have the new name.....beyond that I don't know.


Damn, Ok.
One more question if i change the part about wheather i died or not in the suicide mission to not completed can i redo the mission. If so that would be very cool:police: