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


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#1151
JKoopman

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UKillMeLongTime wrote...

hum, can you give a special adept power to a vanguard ?
I already have 8 as i added slam to my vanguard but can you say push or better yet singularity to a vanguard
adding a special power is not the same as just stealing a class specific skill so I am guessing it won't work


Nope. The only skills you can take are the established bonus skills (the ones that end in "_Player"). Anything that's class specific like Singularity or Push (ie: it ends in "_Adept") is hard locked to it's specific class.

Modifié par JKoopman, 08 mai 2010 - 05:01 .


#1152
UKillMeLongTime

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thanks!




#1153
implodinggoat

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Darth_Trethon wrote...

Why bother to add the upgraded version of any power in the save editor when it's a thousand times easier to just add the basic power, add squad points and then when you load the game on your 360 simply upgrade it the good ol fashioned way....by spending squad points. It makes no sense whatsoever to bother placing evolved versions of powers in the save editor....that's just a waste of time.


I can see only one possible application for adding a power in this manner rather than just giving yourself extra squadpoints.

Since the power wheel can only display 8 powers if you want to have more than two bonus powers you have to ensure that you leave one of your default class abilities without any points in it for each additional bonus power after the initial two.  So if you want more than two bonus powers you could use this method to gain access to a power which normally requires you first invest in another power that you don't want, while still leaving 0 points in the unwanted power so that you could replace it with an additional bonus power.  For example, you could use this method to say give your Vanguard access to Pull while still being able to replace Shockwave with an additional bonus power.

#1154
psyman

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I currenty have a post-suicide mission save as a level 30 Vanguard with the Claymore chosen as my special weapon. How would I go about starting a New Game+ as a level 30 Engineer with sniper rifle training?. The guide says that changing from a class with special weaps training and/or a superweapon (in the case of Vanguard; shotgun training with Claymore) to a class that doesn't start with that type of weapon training will prevent me from being able to choose shotgun/sniper/assault training on the collector ship once I get there with my Engineer.

Is there any way to get around that besides just starting from scratch as a new Engineer and modding from there?. I would lose all my heavy weapons wouldn't I?. Can I just remove the Claymore/shotgun training from my Vanguard before importing? Also, is it actually possible to add special weapons training to a class before the collector ship?

Modifié par wierzbowski88, 09 mai 2010 - 12:59 .


#1155
ChuckNorris18

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@implodinggoat



I'm still having trouble with my saves and when i keep them as they are now they don't show up corrupt on the 360, but when I delete a save from the file, they become corrupted

#1156
implodinggoat

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ChuckNorris18 wrote...

@implodinggoat

I'm still having trouble with my saves and when i keep them as they are now they don't show up corrupt on the 360, but when I delete a save from the file, they become corrupted


Well it sounds like your problem is a little different from mine, since deleting saves allowed me to reopen the game, although it eventually became corrupted again so I ended up deleting the career anyway (didn't really bother me that much since it was just one of several careeers an imported ME2 Soldier save).  I don't know what method you use; but its possible I might not have had this problem because I use a transfer kit instead of a USB stick for my modding.

Anyway, since I've never had the problem you're running into I can't say for certain what's wrong; but I do have a theory.  It seems to me that if deleting saves is causing problems it might be the case that your 360 and your PC aren't in agreement on which saves should be there and which should not.  Keep in mind there are no gurantees on whether this will work or not since its just a theory, so I'll leave it up to you to decide if trying to save the career is still worth the effort.

Anyway, here's what I'm thinking you might try...

Step 1:  Open a different career on the 360 and make a save so that the most
recent save is now associated with a career that isn't giving you
trouble. 

Step 2:  Make two backup copies of the career you're trying to salvage on your PC in different folders (put them in different folders so they can both have the same file name).

Step 3:
   Then on your 360 go into system settings and go into the memory settings menu and delete the career which is giving you trouble off the 360.  You could delete the saves off the hard drive through your PC using Xport 360; but since your 360 might be getting confused about what's going on with the career save, I'd use the 360's own software to delete the career so that the 360 will have no doubt about the fact that the carreer is gone.

Step 4:   If neccessary open the backup copy of your career in Modio and delete the most recent save file or two, then rehash and resign.  NOTE: I suggested making an extra backup copy of the career in step 2 so you can screw around with things in Modio and import the modded career without worrying about screwing the career up even more.

Step 5:   Import the backup copy of your career that you removed the saves from onto the 360 hard drive.

Step 6:   Load the career, make a new save and then try  to delete the save to see if the problem is still there.

Step 7:   Cross your fingers and start playing with the hope that it won't get corrupted again.

So Why Did I Just Do All that BS?

The theory behind this is that your 360 has a preconceived notion of what the saves on the career are supposed to be like, so when you delete a save or what not and try to open the career on the 360, it freaks out and decides that the career has been corrupted since the career its looking at now isn't the same as what it thinks it should be.  But; since you deleted the career entirely off the 360, the 360 can no longer have any preconceived notion of what the career is supposed to be like since all the data regarding the nature of the career was deleted from its hard drive.  Furthermore; since you opened a different carreer and made a save there shouldn't be anything in the 360 cache that could screw things up either since the most recent ME2 save is no longer associated with the corrupted carreer.  Thus, when you import the career back onto the 360 there is no way that the 360 could look into its memory and conclude the career is corrupted since when you deleted the career from the 360 you also deleted any data which defined what the career was supposed to look like.

If this doesn't work then it seems that there is some pretty severe corruption going on with your career and the reason the 360 keeps thinking the career is corrupted is because it really is and if thats the case I doubt it can be salvaged.  There might be a way; but for the moment I can't think of any new theories unless you run into something new that I can draw new conclusions from.

#1157
javierabegazo

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JKoopman wrote...

javierabegazo wrote...

I still can't get this to work, Perhaps I'm doing something wrong with the 'WHEEL POSITION" numbers on the skills.

Can you show a before and after screenshot?


It might be better if you post a screenshot of your powers list. Perhaps I can tell you what you're doing wrong.


Posted Image



There you go. The powers I want are
  • AI hacking Advanced
  • Area Incinerate
  • Squad Armor Piercing Ammo (bonus power #1)
  • Area Flashbang Grenade  (replace Cryo Ammo)
  • Advanced Dominate  (bonus power #2)
  • Squad disrupter ammo


#1158
JKoopman

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Hmm... it might have something to do with having two sets of powers with the same wheel display indexes. I see three powers in position 6 and two powers in position 2, so perhaps it's interefering somehow and overriding the power selection. You could also try raising the Current Rank of the powers you want; bonus powers usually start with 1 point already, so perhaps entering 0 points there causes them not to appear in your list.

Be aware that the the wheel display index alternates right to left going outward from the center; so position 1 is center right, position 2 is center left, position 3 is second to the right... the power at the far right would be 7 and far left would be 8.

And if you're trying to get Flashbang Grenade in place of Cryo Ammo, don't simply overwrite Cryo Ammo. Leave it set to "0 (0)" and just add Flashbang Grenade at the bottom like normal. As long as you don't put points into Cryo Ammo, it won't show up on your power display wheel.

Modifié par JKoopman, 08 mai 2010 - 07:23 .


#1159
javierabegazo

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JKoopman wrote...

Hmm... it might have something to do with having two sets of powers with the same wheel display indexes. I see three powers in position 6 and two powers in position 2, so perhaps it's interefering somehow and overriding the power selection. You could also try raising the Current Rank of the powers you want; bonus powers usually start with 1 point already, so perhaps entering 0 points there causes them not to appear in your list.

Be aware that the the wheel display index alternates right to left going outward from the center; so position 1 is center right, position 2 is center left, position 3 is second to the right... the power at the far right would be 7 and far left would be 8.

And if you're trying to get Flashbang Grenade in place of Cryo Ammo, don't simply overwrite Cryo Ammo. Leave it set to "0 (0)" and just add Flashbang Grenade at the bottom like normal. As long as you don't put points into Cryo Ammo, it won't show up on your power display wheel.

Well, actually what you're seeing is the Gibbed File after I've selected 'Reassign Powers" through the Upgrade Terminal on the Normandy.

Just to clarify, shouldn't I take all the powers I don't want to appear on the Power Wheel, and assign them both 0 in rank and 0 in Wheel Position. then just make sure that all my powers that I WANT to have on the wheel are numbered 1-8. Is that correct?

Modifié par javierabegazo, 08 mai 2010 - 07:33 .


#1160
JKoopman

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javierabegazo wrote...

JKoopman wrote...

Hmm... it might have something to do with having two sets of powers with the same wheel display indexes. I see three powers in position 6 and two powers in position 2, so perhaps it's interefering somehow and overriding the power selection. You could also try raising the Current Rank of the powers you want; bonus powers usually start with 1 point already, so perhaps entering 0 points there causes them not to appear in your list.

Be aware that the the wheel display index alternates right to left going outward from the center; so position 1 is center right, position 2 is center left, position 3 is second to the right... the power at the far right would be 7 and far left would be 8.

And if you're trying to get Flashbang Grenade in place of Cryo Ammo, don't simply overwrite Cryo Ammo. Leave it set to "0 (0)" and just add Flashbang Grenade at the bottom like normal. As long as you don't put points into Cryo Ammo, it won't show up on your power display wheel.

Well, actually what you're seeing is the Gibbed File after I've selected 'Reassign Powers" through the Upgrade Terminal on the Normandy.

Just to clarify, shouldn't I take all the powers I don't want to appear on the Power Wheel, and assign them both 0 in rank and 0 in Wheel Position. then just make sure that all my powers that I WANT to have on the wheel are numbered 1-8. Is that correct?


Yes, that sounds correct. If they're still not showing up in game then the only other possibility I can think of is that the class name is entered incorrectly or something.

Modifié par JKoopman, 08 mai 2010 - 07:49 .


#1161
javierabegazo

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It's really strange, whenever I get a bonus power, it doesn't show that empty second slot anymore. Does that happen with anyone else?

#1162
JKoopman

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Empty second slot?



Perhaps your character save is just acting weird. Try making a new character and adding a few extra bonus skills like we've discussed and see if it still won't give them to you.

#1163
IrishSpectre257

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I can't seem to get it to replace my Heavy weapon with a shotgun properly. The heavy weapon is gone, but there is no shotgun in its place. What exactly should the loadout and weapon codes look like for this to work?

Modifié par IrishSpectre257, 09 mai 2010 - 05:31 .


#1164
psyman

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wierzbowski88 wrote...

I currenty have a post-suicide mission save as a level 30 Vanguard with the Claymore chosen as my special weapon. How would I go about starting a New Game+ as a level 30 Engineer with sniper rifle training?. The guide says that changing from a class with special weaps training and/or a superweapon (in the case of Vanguard; shotgun training with Claymore) to a class that doesn't start with that type of weapon training will prevent me from being able to choose shotgun/sniper/assault training on the collector ship once I get there with my Engineer.

Is there any way to get around that besides just starting from scratch as a new Engineer and modding from there?. I would lose all my heavy weapons wouldn't I?. Can I just remove the Claymore/shotgun training from my Vanguard before importing? Also, is it actually possible to add special weapons training to a class before the collector ship?

Could anyone lend a hand with this?. I'm just worried I'll screw myself out of being able to pick weapons training for my Engineer.

#1165
javierabegazo

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JKoopman wrote...

Empty second slot?

Perhaps your character save is just acting weird. Try making a new character and adding a few extra bonus skills like we've discussed and see if it still won't give them to you.

I just did, every time I go to the SQUAD section of the Pause Menu, there is no empty space between the list of powers and the power description....


What the hell....?  And this is with a brand new shepard

#1166
JKoopman

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javierabegazo wrote...

JKoopman wrote...

Empty second slot?

Perhaps your character save is just acting weird. Try making a new character and adding a few extra bonus skills like we've discussed and see if it still won't give them to you.

I just did, every time I go to the SQUAD section of the Pause Menu, there is no empty space between the list of powers and the power description....


What the hell....?  And this is with a brand new shepard


http://www.megaupload.com/?d=3PRVIQJX

Try downloading that save game and opening it in your game. If it still shows extra bonus powers, open it up and you can use it as an example to maybe figure out what's wrong.

#1167
IrishSpectre257

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What is the code for the Eviscerator Shotgun?

Modifié par IrishSpectre257, 09 mai 2010 - 05:54 .


#1168
davidshooter

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@^

SFXGameContentDLC_PRE_Cerberus.SFXWeapon_CerberusShotgun

I've never tried to replace the heavy weapon with something else that I don't already have (which just makes The heavy weapon disappear) - the heavy weapon behaves a little differently from the others - that maybe why you are having trouble loading the shotgun.  I would put the shotgun over the pistol or another non heavy weapon I already had - that always works for me.

Modifié par davidshooter, 09 mai 2010 - 06:16 .


#1169
davidshooter

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Does anyone have a good code for a deep wine red hair color - kinda like Kasumi's alternate hood color? I don't want glowing just realistic. Everything I've tried has a redish orange or brown look to it. I've tried dividing some colors I've found online by the 255 number but I never get the right shade in game.

#1170
davidshooter

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Javier



I bookmarked a google doc you linked to a while ago with a whole bunch of codes. Under the hairmesh list there is a code for Ashley's hair. Do you know if that works the same way the "cyberbabe" and "sexy" meshes work? I recall someone saying they couldn't get Ash's hair to work and was wondering if you or anyone else has successfully equipped Ash's hair.

#1171
IrishSpectre257

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Yeah, I got the shotgun to load, but I didn't do anything differently. It just decided to work all of the sudden. Thanks for that code, didn't see it listed in any lists with all the other weapons.

#1172
David Hingtgen

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davidshooter wrote...
I recall someone saying they couldn't get Ash's hair to work and was wondering if you or anyone else has successfully equipped Ash's hair.


Her hair SHAPE works, it just shows up as a textureless white blob.   PS to anyone who may reply:  the texture listings at http://www.masseffec...torial=saveEdit are NOT correct for Ashley.  

#1173
davidshooter

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David Hingtgen wrote...

davidshooter wrote...
I recall someone saying they couldn't get Ash's hair to work and was wondering if you or anyone else has successfully equipped Ash's hair.


Her hair SHAPE works, it just shows up as a textureless white blob.   PS to anyone who may reply:  the texture listings at http://www.masseffec...torial=saveEdit are NOT correct for Ashley.  


Thanks,  I thought that might be the case.

#1174
UKillMeLongTime

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Anyone on the ME1 plot flags set it to ashley saved and kaiden saved or perhaps the romanced for both of them ?

I mean what happens on Horizon if you say you saved both of them ?



I probably overlooked someone already talking about this but I am assuming it takes some default like if sheps a male it's ashley or female kaiden

#1175
implodinggoat

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UKillMeLongTime wrote...

Anyone on the ME1 plot flags set it to ashley saved and kaiden saved or perhaps the romanced for both of them ?
I mean what happens on Horizon if you say you saved both of them ?

I probably overlooked someone already talking about this but I am assuming it takes some default like if sheps a male it's ashley or female kaiden


I'd guess it defaults to Ashley on Horizon if Shepard is Male, Kaiden if Shepard is female since thats what careers without an ME1 import do.  Still I don't see any point to screwing around with plot flags to create scenarios which shouldn't be possible.  You're not going to get anything out of it and it has the potential of screwing things up.