How to mod ME2 for the Xbox 360 - updated 5/3/2011-
#1251
Posté 18 mai 2010 - 03:23
#1252
Posté 18 mai 2010 - 03:47
#1253
Posté 18 mai 2010 - 04:40
#1255
Posté 18 mai 2010 - 08:24
Shotokanguy wrote...
This doesn't have anything to do with modding really, come on! Someone find out if implodinggoat is onto something with the DLC idea!
It would be hard to confirm my suspicion about Bioware patching the X+A glitch to help justify the relase of DLC which ups the level cap unless Bioware announces such DLC on their own. It would seem the most likely conclusion to me though, since...
A: I've seen a number of people requesting a higher level cap on the forums.
B: Fallout 3's Broken Steel DLC which upped its level cap sold very well.
C: What other reason could there be to fix the glitch? Since it doesn't break the game or corrupt saves there's no programming reason to fix it. Furthermore there's no gameplay reason to fix it since no player would possibly complain about it since players that don't want to take advantage of it can simply abstain from using it.
The only other possible reason I can think of to fix the glitch is if it would somehow interfere with importing an ME2 save into ME3. While I don't really object to an increase to the level cap it just seems that upping the level cap on ME2 would never be as interesting as the level increase that came along with Fallout 3's Broken Steel, since that increase granted access to new perks. Regardless, so long as any increase to the level cap is released along with some substantial new missions, I'd be open to it; but if they try to release some BS DLC which just ups the level cap and does nothing else, then I'll feel ripped off.
Modifié par implodinggoat, 18 mai 2010 - 08:26 .
#1256
Posté 18 mai 2010 - 08:28
#1257
Posté 18 mai 2010 - 08:55
#1258
Posté 18 mai 2010 - 08:56
Shotokanguy wrote...
I was talking about your idea for inserting files into the place DLC is stored to improve modding, dude...
Ahh, yeah. I was thinking about screwing around a little with that later. If anyone else wants to give it a go, I'd recommend disconnecting your Xbox from Xbox live when you first try importing something because even if it doesn't work, it could still ring alarm bells on the EA or MS servers.
I just don't have time to pursue it right now, since the file modding itself would recquire me to learn how to use a lot of the modding software for ME2 on PC.
Since I first proposed it I've recalled someone mentioning that the 360 and the PC versions use different filetypes though and that might make the whole endeavor impossible.
For starters someone could just copy a 360 file and see if some of the PC modding software even recognizes it. If not that would invalidate the theory then and there.
Modifié par implodinggoat, 18 mai 2010 - 08:56 .
#1259
Posté 18 mai 2010 - 11:51
To run this application, you first must install one of the following versions of the .NET framework:
v2.0.50727
Contact publisher.. bla bla bla.
ANy pointers?
Modifié par Spartas Husky, 19 mai 2010 - 12:18 .
#1260
Posté 19 mai 2010 - 12:21
Spartas Husky wrote...
I already downloded all of them. But the only one I can open is Xport. THe rest say:
To run this application, you first must install one of the following versions of the .NET framework:
v2.0.50727
Contact publisher.. bla bla bla.
ANy pointers?
Go to www.windowsupdate.com and update your .NET drivers.
#1261
Posté 19 mai 2010 - 12:25
Modifié par Spartas Husky, 19 mai 2010 - 03:16 .
#1262
Posté 19 mai 2010 - 04:13
One the Raw tab ...O cant get "morph head" open, there is no + sign next to it or what not. I got the hang of somethings, but can't figure this one out.
#1263
Posté 19 mai 2010 - 04:30
Spartas Husky wrote...
Can anyone help me change my eye colors.
One the Raw tab ...O cant get "morph head" open, there is no + sign next to it or what not. I got the hang of somethings, but can't figure this one out.
Go to RAW > PLAYER > APPEARANCE > HEADMORPH > VECTOR PARAMETERS
Note, you cannot edit this if you are using Default Shepard
#1264
Posté 19 mai 2010 - 04:31
Spartas Husky wrote...
I already downloded all of them. But the only one I can open is Xport. THe rest say:
To run this application, you first must install one of the following versions of the .NET framework:
v2.0.50727
Contact publisher.. bla bla bla.
ANy pointers?
You DON"T NEED Xport any more. You just simply need the newest version of MODIO
#1265
Posté 19 mai 2010 - 04:55
javierabegazo wrote...
Note, you cannot edit this if you are using Default Shepard
that would have been a nice footnote before I got a bruise when I hit the wall in anger and my "ignorance"... lol
OK so...default shepherd can't have kool eyes??
sucks.
Thanks, I already got the hang of it.
ANother question.
I am going around and making adjustments.
ALl the way at the beginning in the medbay, you can't modify what weapons you have then?
Specifying: you only get the predator pistol, is there a way for me to start with full humpin revenant? I keep following the instructions changing other things, I got most of the other stuff down to memory, but can't get the weapon modifications to work.
Trying to see if I can carry the revenant and the widow at the same time, if so, ima try to do th same with my squadies.
#1266
Posté 19 mai 2010 - 05:15
If you already have an assault rifle equipped, you can't have Shepard holding two different AR's.
#1267
Posté 19 mai 2010 - 05:16
EDIT : and what Javier said too, can only equip one weapon from each class at a time but you CAN have both the Reverant and the Widow because they are different classes of weapons....one is a AR and the other is a SR.
Modifié par Darth_Trethon, 19 mai 2010 - 05:19 .
#1268
Posté 19 mai 2010 - 05:26
I have the revenant as class training, just trying to switch the mantis for the widow nothing more.
My thought was, at the beginning of the game. Where you only get a.... predator pistol from the locker?
I was trying to edit the same after I got that pistol. SO that sheperd would have all his normal weapons during the lazarus station, that was my idea at least.
ANd yes your instruction say to change both, weapons, and loadout respectively.
Odd, I changed both, but maybe I miss something. Ima start from square one see if I miss anything, thanks a bunch.
Modifié par Spartas Husky, 19 mai 2010 - 05:28 .
#1269
Posté 19 mai 2010 - 06:20
Because for me there isn't a code at the top left corner of the status screen.
My ME1->ME2 character has the code.
My brand new ME2 character has the code too.
Finally, I made another new ME2 character, extracted its first save which is at the medical station in the beginning, modded ME1 decisions, put it back to Xbox 360. This save has the face identity code.
I then imported this ME2 character to start a new career with the paragon ME1 decisions, but now the code's missing!
Anyone know what causes this? Thanks all!
#1270
Posté 19 mai 2010 - 06:41
BTW... anyone knows exactly how to modify magazine amunition, total ammunition, and ammunition use?
Can't get the weapons to have more/less ammo
Been playing with the numbers on those two slots (ammo total, amo usage) and nothing same thing no matter how wild I go with the numbers....
2nd thing.
Is there a way to have the accuracy upgrades already frmo the beginning. Damn revenant bugs me the hell out during first quarter of the game.
3th. Anywway to reduce the spinning time of the SFXWeapon_MiniGun warm up.
...I fell in love with that thing....but I dont like it in insanity by the time it spins I am mostly in near coma
Modifié par Spartas Husky, 19 mai 2010 - 07:09 .
#1271
Posté 19 mai 2010 - 01:35
The best you can do with upgrades that I know of is to put Miranda and Jacob in alternate appearance. This will open the whole galaxy map and the game will think you have already done the collector ship. You can then buy every upgrade at every store - install them in Mordin's lab. then uncheck the alternate appearance tabs and the game will go back to normal but you will keep the upgrades. I've done this several times with no problems.
Modifié par davidshooter, 19 mai 2010 - 01:36 .
#1272
Posté 19 mai 2010 - 03:36
implodinggoat wrote...
It would be hard to confirm my suspicion about Bioware patching the X+A glitch to help justify the relase of DLC which ups the level cap unless Bioware announces such DLC on their own. It would seem the most likely conclusion to me though, since...
Call me cynical, but I expect that the fix for the X+A glitch is more at the request of Microsoft. It could be argued that the glitch makes it too easy for any player to "cheat" and get the Insanity achievement more easily.
Which would be my biggest concern with any modding of savegames on the XBOX - making it too easy to get achievements that show up in your gamer profile.
#1273
Posté 19 mai 2010 - 05:27
n3tmnky wrote...
implodinggoat wrote...
It would be hard to confirm my suspicion about Bioware patching the X+A glitch to help justify the relase of DLC which ups the level cap unless Bioware announces such DLC on their own. It would seem the most likely conclusion to me though, since...
Call me cynical, but I expect that the fix for the X+A glitch is more at the request of Microsoft. It could be argued that the glitch makes it too easy for any player to "cheat" and get the Insanity achievement more easily.
Which would be my biggest concern with any modding of savegames on the XBOX - making it too easy to get achievements that show up in your gamer profile.
And why would that be a concern exactly? People are ALWAYS 100%(no exceptions) going to find workarounds for what they don't like and more often than not they'll get away with it......especially in single player games. After the patch I made a new save and gave one of my sheps 2000 squad points I'd never be able to spend because everything was already maxed out ROFL. In games like Fallout 3 and Oblivion I have saves that are extremely heavily modded with items and maxed stats and even altered NPC status like where and NPC is and which ones are immune to damage. And NOBODY has ever been banned for the mods I mentioned.
Modifié par Darth_Trethon, 19 mai 2010 - 05:38 .
#1274
Posté 19 mai 2010 - 05:42
wampa wrote...
Does anyone know if messing with the mod would make your face identity code go away?
Because for me there isn't a code at the top left corner of the status screen.
My ME1->ME2 character has the code.
My brand new ME2 character has the code too.
Finally, I made another new ME2 character, extracted its first save which is at the medical station in the beginning, modded ME1 decisions, put it back to Xbox 360. This save has the face identity code.
I then imported this ME2 character to start a new career with the paragon ME1 decisions, but now the code's missing!
Anyone know what causes this? Thanks all!
Are you sure your ME1>ME2 character import has a face code? Because my understanding of it was that it doesn't generate a face code for you when you import a character... only when you actually use the character creation tool to make a face does it give you one (because when you import a character it uses the vectors of your "morph head" to duplicate the face, and not a code).
None of the characters that I've imported either from ME1>ME2 or from NewGame+ have had face codes. But if you're a little OCD like me and want to have them back, just edit the save and under the Appearance section look for the blank entry labeled "Face Code" and enter the code you had before. Then it'll show up in the Squad screen in-game.
#1275
Posté 19 mai 2010 - 06:29
davidshooter wrote...
You only need to change one ammo field. I always put 999999 and have no problems. This won't change the clip size though so you still only get 20 rounds in the locust before a reload animation or 1 round in the widow etc etc.
First:....could you specify which part?
I go into.
Raw tag>Squad>Player> Weapons (collection)
THen the weapon has multiple slots
I have changed both(and on at the time) :
Ammo Total, and ammo used count.
Or is in in somewhere else completely?
davidshooter wrote...
The best you can do with upgrades that I know of is to put Miranda and Jacob in alternate appearance. This will open the whole galaxy map and the game will think you have already done the collector ship. You can then buy every upgrade at every store - install them in Mordin's lab. then uncheck the alternate appearance tabs and the game will go back to normal but you will keep the upgrades. I've done this several times with no problems.
ooh.. is that in
PLot>henchmen>tabs
with all those checkmarks?
if so, THANKY OU. now I dont need to use that godlike minigun, and dont gota wait so much with a musket like machine gun





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