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


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#1226
implodinggoat

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davidshooter wrote...

Any class can carry any weapon - if the class has the training paste the weapon you want over the same family weapon. If you don't have the training paste the weapon over a weapon you already have access to.


Putting a weapon in place of a weapon class you don't have access to works; but it has been known to corrupt save games.  I had my Soldier rolling with a Widow, a Vindicator, an Eviscerator and the Tempest SMG in place of my pistol and my game got corrupted though it strangely didn't become corrupted until I was very far into the campaign (after the Collector Cruiser and several Loyalty Missions) even though I had modded in the Tempest very early on.

Modifié par implodinggoat, 15 mai 2010 - 09:59 .


#1227
implodinggoat

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Hey Guys, a good guy or girl (hard to know on the internet) named ELE08 helped me out in my quest for a bald hairstyle on the ME2 Face Code's Database thread, so I figured I'd share the love.

ELE08 wrote...

implodinggoat wrote...

Hey guys has anyone, figured out the file name the game uses for the bald hairstyle that Navigator Pressly and Mess Sergeant Gardner use? I'm trying to make a perfect Jean Luc Shepard and the hair is still my biggest stumbling block.

Posted Image


This is a scalp texture.  In gibbed for "Hair Mesh" type None.

In Texture Parameters:

HED_Scalp_Diff: BIOG_HMM_HIR_PRO_R.Geezer.HMM_HIR_Gez_Diff
HED_Scalp_Norm: BIOG_HMM_HIR_PRO_R.Geezer.HMM_HIR_Gez_Norm
HED_Scalp_Spec: BIOG_HMM_HIR_PRO_R.Geezer.HMM_HIR_Gez_Mask
HED_Tang: BIOG_HMM_HIR_PRO_R.Geezer.HMM_HIR_Gez_Tang


PS:  If any of you guys want to try out the hairstyle, and you're Star Trek: TNG fans you might give it a whirl on my Jean Luc Shepard model which I spent a ton of time on and finally got looking pretty damn good.

The Face Code for Jean Luc Shepard is:
643.8WQ.QGW.K21.F1W.W99.UGI.5EW.HL7.1W8.132.5

Add the hair mesh file names in under texture paramaters in the RAW tab and set the hair color to grey and it looks pretty awesome.  The Color Code I used for grey hair is:  B: 0.2431  G: 0.2627  R: 0.3137 with A(transparency): set to 0.6 so that the hair looks like its thining a little bit.

Oh and if anyone would be willing to take a screenshot of Jean Luc in action, I'd appreciate it.  I want to upload it to the Face Codes Database; but using my Canon to try and take a snapshot of my low def TV isn't cutting it.

Modifié par implodinggoat, 15 mai 2010 - 10:55 .


#1228
davidshooter

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I've never had any trouble pasting a weapon I don't have access to over another - and I've done it many times - but I guess there is always the possibility of corruption.

#1229
davidshooter

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implodinggoat wrote...

Hey Guys, a good guy named ELE08 helped me out in my quest for a bald hairstyle on the ME2 Face Code's Database thread, so I figured I'd share the love.

ELE08 wrote...

implodinggoat wrote...

Hey guys has anyone, figured out the file name the game uses for the bald hairstyle that Navigator Pressly and Mess Sergeant Gardner use? I'm trying to make a perfect Jean Luc Shepard and the hair is still my biggest stumbling block.

Posted Image


This is a scalp texture.  In gibbed for "Hair Mesh" type None.

In Texture Parameters:

HED_Scalp_Diff: BIOG_HMM_HIR_PRO_R.Geezer.HMM_HIR_Gez_Diff
HED_Scalp_Norm: BIOG_HMM_HIR_PRO_R.Geezer.HMM_HIR_Gez_Norm
HED_Scalp_Spec: BIOG_HMM_HIR_PRO_R.Geezer.HMM_HIR_Gez_Mask
HED_Tang: BIOG_HMM_HIR_PRO_R.Geezer.HMM_HIR_Gez_Tang


PS:  If any of you guys want to try out the hairstyle, and you're Star Trek: TNG fans you might give it a whirl on my Jean Luc Shepard model which I spent a ton of time on and finally got looking pretty damn good.

The Face Code for Jean Luc Shepard is:
643.8WQ.QGW.K21.F1W.W99.UGI.5EW.HL7.1W8.132.5

Add the hair mesh file names in under texture paramaters in the RAW tab and set the hair color to grey and it looks pretty awesome.  The Color Code I used for grey hair is:  B: 0.2431  G: 0.2627  R: 0.3137 with A(transparency): set to 0.6 so that the hair looks like its thining a little bit.

Oh and if anyone would be willing to take a screenshot of Jean Luc in action, I'd appreciate it.  I want to upload it to the Face Codes Database; but using my Canon to try and take a snapshot of my low def TV isn't cutting it.


"Geezer"?  I always get a kick out of the names they use in the codes.

#1230
Bugsie

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Ok I'm new to all this modding - but I'm not technically illiterate - but have hit the first hurdle - I have a formatted USB but it wont let me copy any of my ME2 saved games, I tried with a few other games even ME1 - and no problems. Can anyone tell me why this is the case?



ta

BG

#1231
CHT87

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@Buggirl70:



You can not "Copy" the careerfiles of ME2 only "Move" works with them.

Make a backupfile on your PCs harddrive.

#1232
ChuckNorris18

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does anyone know what the facial hair code for navigator Pressly is?

#1233
ChuckNorris18

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WTF?^^

#1234
JKoopman

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Ad-bot... just report it and move on.

#1235
ChuckNorris18

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as i said earlier:

does anyone know what the facial hair code for navigator Pressly is?


#1236
UKillMeLongTime

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playing as femshep wearing kellys stripper outfit would be....well, friggin' epic

#1237
Bugsie

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CHT87 wrote...

@Buggirl70:

You can not "Copy" the careerfiles of ME2 only "Move" works with them.
Make a backupfile on your PCs harddrive.


Thanks.

#1238
Darth_Trethon

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Buggirl70 wrote...

CHT87 wrote...

@Buggirl70:

You can not "Copy" the careerfiles of ME2 only "Move" works with them.
Make a backupfile on your PCs harddrive.


Thanks.


I don't know why this is.....I and some other can make copies of ME2 saves on the 360 just fine. On the other hand I ound myself in yout position regarding other games where others could copy them just fine. As far as I can tell the ability/inability to copy the saves of any given game on the 360 is random or I haven't been able to find any information about what, if anything, determines this.

#1239
Bugsie

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I've had a few issues with my Xbox360 - but its pretty old (first generation) so it could just be that - might be time for investing in a new one! I thought it was the USB that I was using so I formatted another one but had the same problem. I had a look around on the web and it seems lots of people had the same issue. I'll just try and move it (making sure I keep a backup copy).

#1240
Gundar3

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Any news on getting the texture correct for the berret? I still want it for my femshep lol.

#1241
implodinggoat

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A Theory On How We Might Add New Weapons And Armor To ME2.

Okay, since we can't edit the game data files like PC users can, we can't mod a lot of things; but maybe we can add things if we can trick the game into thinking that what we're adding is new DLC so that we don't need to screw with the data (this would actually be helpful for PC modders too since they currently can't add extra weapons, only mod the ones they have).

Finding The DLC Files on the 360 Hard Drive

After I came up with this theory, I opened up my 360 hard drive and found where the game stores its DLC.  The DLC is located in the Content (user profiles, saves, etc.) partition; but is found under the first partition down (named 0000000000000000 on my 360) as opposed to the third partition down (named E00001EE5AB04F56 on my 360) where the career saves we've been modding are located.  Once you get into that first partition under the content partition you'll see a whole bunch of partitions relating to Xbox Live content including things like whole games you downloaded over Xbox Live (Mega Man 9, Shadow Complex, etc.), dashboard themes as well as the partitions which hold the DLC for all the games you own including ME2.  Look towards the bottom and you'll find a partition labeled Mass Effect 2 - Xbox Live Content (named 454108CE on my 360) and within that partition you should look into the top partition (named 00000002 on my 360).  Inside that partition you'll find a bunch of files with labeled with nondescript names each consiting of a series of 42 numbers and letters which are in fact the ME2 DLC files you've downloaded over the 360.

Now I'd imagine you're wondering how I deduced that all these files with nondescriptive names are in fact the ME2 DLC files.  First, it makes sense that they would be here since the files are located under a partition labeled Mass Effect 2 Xbox Live Content; but more definitively if you look at the file sizes for all the files you will notice that they correspond to the size of the ME2 DLC files you downloaded and by looking at the file size you can actually deduce which file corresponds to which piece of DLC.  For example I can see that the largest of these files on my 360 is 802 megabytes which correspond to the size of the Kasumi DLC, the second largest is 442 megabytes which corresponds to the size of the Zaeed DLC and the third largest DLC is 370 megabytes which corresponds to size of the Firewalker DLC. 

Theory On Adding Mod Content Under the Guise of "New" DLC

So now that we know where the DLC is, here's what I was thinking we might try to add new mod content.

1: Copy one of the smaller DLC files (like the Sentry Interface for example) to your PC and change the file name to a new file name which resembles the original and still consists of a series of 42 numbers and letters.

2:
   Use some of the PC modders existing modding programs to open the file and delete the unwanted data so that we now have a blank psuedo DLC file.

3:
  Use existing PC modding programs to edit our new file pseudo DLC file so it contains the appropriate data for whatever we want to add.  Clearly knowing exactly what sort of data we'd need to add to have the game recognize the data is the trickiest part of the process; but fortunately the PC modding community has already done a lot of the ground work for us.  So in many cases finding the appropriate text would simply be a matter of searching around some of the PC modding threads and forums and downloading the data.

4:   Inject the new pseudo DLC file we created back into the 360 hard drive, fire up the game, cross your fingers and hope for the best.

Banhammer Concerns.


I don't think corrupting the game by adding a pseudo DLC file should be a major concern since we could just delete the pseudo DLC file if it screws things up; but I am somewhat concerned about how Microsoft or EA might react to this sort of thing.  As I see it there are a number of potential issues....

1:  Either the structure of the seemingly arbitrary 42 character long file name or some other element of the DLC file may be involved in telling the game that the file is new DLC so that the game might still fail to read the file even if the data contained within the file is readable. 

2:  Either the structure of the seemingly arbitrary 42 character long file name or some other element of the DLC file may be tied in with the DLC file's registration on the EA servers (the Cerberus Network) and/or the Microsoft Servers (Xbox Live) and if those servers don't think the DLC should be there then there could be issues.  Unlike the modded save files, modded DLC files seem like the sort of thing that Microsoft or EA might be able to detect on your hard drive and if they did they might throw the banhammer at your ass and they might even have good reason to, because...

3:  While my intent is solely to find a means to import user created mods using this method could theoretically allow one to acquire liscensed DLC they didn't pay for.  So, even though the method itself isn't inherently nefarious, the potential for piracy is the sort of thing that might set off alarm bells. 

Research Question.

In order to determine whether the file names on the DLC files are related to registration we should investigate if the file names are the same on every console or if each player is assigned their own unique one.  If the filenames for a specific piece of DLC is the same across consoles then it would seem that the file itself isn't involved in telling the game and/or the console and/or the Cerberus Network and/or Xbox Live that the DLC is legit; but if it differs then it seems likely that the DLC's authentication assigns each user a particular file name and if you entered one which wasn't on file with EA and/or Microsoft it might raise some eyebrows.  Furthermore, since there are 3.6 X10 to the 43rd power different permutations of a 42 character file name using letters and numbers, it seems unlikely that you'd be able to guess a legit filename.  

So, for anyone with the Kasumi DLC, a transfer kit, and some free time you might try booting up Xport 360 looking in the partition I mentioned and post whether the complete file name of
the largest file (the 800 megabyte one) is the same as mine which is....

5BBB11E23527D5993527D3C8C431D55A759AD02945

Modifié par implodinggoat, 17 mai 2010 - 08:05 .


#1242
Darc_Requiem

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Hey anyone have the file names for the Mini Fro hair style for male Shepards? One of Cathka's goons has it and one of the NPCs in Donovan Hock's place has it as well. I want to make Shepard that looks like Black Dynamite and that's the perfect hair style. The default hair option closest to it isn't long enough.

#1243
UKillMeLongTime

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they did a update today and wonder how it might affect edited files

So far I loaded mine up and it's still maxed out, lol

So their skillz glitch fix is not that good at 'fixing' things or it's just there to prevent future A+B glitching

I think it resets your squad too but I did not even bother to check that.



Yet, i read that me3 might not import your eidted me2 game. But right now me2 will import tweaked saves so I really don't buy that info.

#1244
Darth_Trethon

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UKillMeLongTime wrote...

they did a update today and wonder how it might affect edited files
So far I loaded mine up and it's still maxed out, lol
So their skillz glitch fix is not that good at 'fixing' things or it's just there to prevent future A+B glitching
I think it resets your squad too but I did not even bother to check that.

Yet, i read that me3 might not import your eidted me2 game. But right now me2 will import tweaked saves so I really don't buy that info.


BioWare isn't bethesda.....they are exremely unlikely to even get close to touching unharmful glitches or mods. Whatever the update was about I can guarantee you it had nothing to do with fixing exploits and/or mods. It's likely just a preparation for future DLC since we're sure to get a bunch of smaller packs, at least a few more substantial DLCs and maybe even an expansion.

If they were going to patch the ability to mod and exploits they wouldn't have allowed this thread to be a sticky and then soon enough someone would have figured out a new exploit or how to mod with the patch installed so they'd just be wasting their time anyway if they were going to start hunting exploits and mods.

EDIT: Hahahaha....they actually fixed the X+A glitch or at least that's what they claim anyway but everyone will just mod squad points anyway ROFL.

Modifié par Darth_Trethon, 18 mai 2010 - 12:41 .


#1245
davidshooter

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The official update thread says "Fixed an issue with crosshairs" does anyone know what that means? I'm hoping they've done something with the ridiculous sniper auto aim that can't be shut off.

Is there anything in the update that is noticeable in terms of gameplay?  I mod my minerals so I couldn't care less about the scanner - I guess I'll have to get it before the next DLC but is there any reason to download it sooner rather than later?

Modifié par davidshooter, 18 mai 2010 - 01:12 .


#1246
Darth_Trethon

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davidshooter wrote...

The official update thread says "Fixed an issue with crosshairs" does anyone know what that means? I'm hoping they've done something with the ridiculous sniper auto aim that can't be shut off.


Allright modding still works just fine....as expected since patches don't affect saves....gave my Shepard a nice and overly unneccessary 2000 squad points ROFL.

As for the crosshairs that is indeed what it appears they are talking about but I haven't tested it yet so if anyone does leave a note.

#1247
UKillMeLongTime

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Mass Effect 2 Xbox 360 patch changelog:



- Scanning for minerals has been optimized

- Fixed an issue with marking all entries as viewed in the Journal

- Fixed an issue relating to text and the menu screen

- Fixed an issue relating to players starting a new game and loading a save

- Fixed multiple issues when loading a save containing DLC when DLC isn't present

- Fixed an issue with ammo flashing when it can't be picked up

- Fixed an issue with crosshairs

- Fixed an issue with Grunt's Fortification power

- Fixed an issue with enemies and cover

- Fixed an issue where players could receive additional talent points

- Fixed an issue where squad members would overwrite ammo powers the player had assigned them




#1248
UKillMeLongTime

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lol, almost thought it says Grunts fornification power, lol

and with a quad I really don't need to know about that power

#1249
davidshooter

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Sniper auto aim is still there, I can't tell if they tweaked it a bit but if you put the crosshairs off to the side of an enemy and scope the gun you end up looking right at the enemy. There are a couple parts in the game where it is unbelievably annoying (like the final room in Jack's recruitment where you can't scope the shield generators without the gun locking onto the nearest enemy instead) so maybe/hopefully it has been tweaked there but it appears to be untouched so far.

#1250
implodinggoat

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Personally, I'm damn pleased that they fixed the way the Squad AI handles Ammo Powers, since I've been ****ing about that for a long time.

I just don't get why they felt the need to get rid of the X+A infinite squad point glitch. For that matter, I don't get why cheat codes have gone out of style in gaming. I mean sure, sometimes I want a challenge; but sometimes I just want to screw around and play the game on my own terms.

My suspicion is that they got rid of the X+A glitch so they can release some future DLC that ups the level cap without making the change to the level cap seem pointless. Doesn't matter to me now though since I can just mod in what I please.

Modifié par implodinggoat, 18 mai 2010 - 08:07 .