How to mod ME2 for the Xbox 360 - updated 5/3/2011-
#2151
Posté 26 septembre 2010 - 02:06
#2152
Posté 26 septembre 2010 - 02:41
Darth_Trethon wrote...
God of Lemmings wrote...
First of all, THANK YOU. I've finally sorted out all the superficial problems I had with all my Sheps (i.e. back stories, missed quests in ME1 etc - I'm too honest to mod any of the weapons or anything like that)
Basically, I'm trying to get TIM's eyes onto my infiltrator, and I'm halfway there. I've got the eyes themselves on, but for some reason whatever I do to the colour values they're coming up red. I'm aiming for a sort of dark royal blue colour (the values I got from Paint were B250, G20, R1) but I can't work out how to translate that into the values on Gibbed. Help please? Much appreciated
That happens when you forget this part: Change "EYE_Iris_Colour_Vector" name to "Emis_Color" (without the quotes) and then change the colour values
NOTE that it goes from saying "Colour" to saying "Color"......it's tricky but spelling it correctly is extremely important or it won't work.
Still no luck. I'd noticed that all the other colour values were between 0 and 1 so I tried just changing blue to 1 and the others both to 0... still didn't work
#2153
Posté 26 septembre 2010 - 02:47
#2154
Posté 26 septembre 2010 - 11:59
I'm on Freedon's Progress if that means anything. My other two edits (TIM's eyes and custom hair) are showing up properly, as is my reduced level count (went from 4 to 1 to make things a bit harder). Anyone know what I'm doing wrong?
#2155
Posté 26 septembre 2010 - 12:48
The loadout/weapons section should not be blank - you should have to paste this over a weapon you already have access to. Otherwise this should work OK, don't see why there would be any issue unless you are RIGHT at the beginning of the level where it assigns you the weapons which would overwrite your edit. If this is the case I would suggest making a new save, maybe after you've gone through the first few mechs.ItsFreakinJesus wrote...
I'm having an issue getting added weapons to show up properly. I'm trying to replace the machine pistol with the Avenger, and copied the stuff into the weapon section correctly. But when I boot up the game with the edited save, it defaults back to the machine pistol. The loadout section was blank before I started editing, so I did the process one more time, this time filling a loadout slot with the necessary info (SFXGameContent_Inventory.SFXWeapon_AssaultRifle) as well as making sure the info in the weapon subsection was correct, I saved, booted the game back up, and I still lack the AR.
I'm on Freedon's Progress if that means anything. My other two edits (TIM's eyes and custom hair) are showing up properly, as is my reduced level count (went from 4 to 1 to make things a bit harder). Anyone know what I'm doing wrong?
If you can, I would suggest hex editing the save (details a few pages back) to give yourself the assault rifle training permanently.
#2156
Posté 26 septembre 2010 - 01:09
I'll try my hand in hex editing. If not, I'll just try to use the save editor once I complete the mission.
#2157
Posté 26 septembre 2010 - 03:57
ItsFreakinJesus wrote...
I started editing the file immediately after arriving on Freedom's Progress. I assume I should've waited for all of the popups to appear and moved a bit further ahead before I started editing?
I'll try my hand in hex editing. If not, I'll just try to use the save editor once I complete the mission.
Sometimes when you save near the autosave point the autosave overides your modded numbered save. You don't need to finish Freedom's Progress - just move a little further into the level and try again and it should work. The loadout is always empty at that point too - not sure when the game actually fills those fields in but it shouldn't matter if you do it manually.
#2158
Posté 26 septembre 2010 - 04:15
I'll try it again at a later date, or I'll see if I can get someone to mod it for me.
Though I may just end up taking one of my completed saves and butcher the talent points, exp, and whatnot and go that route if I can't figure this out completely.
#2159
Posté 26 septembre 2010 - 04:29
I think the problem is to do with being freedoms progress as this level gives the weapons at the start. I'd finish this, get the Normandy and then try Gibbed's again. One mission with a crappy shuriken is a pain, but afterwoods you shouldn't have any issues.ItsFreakinJesus wrote...
I attempted it again, but I couldn't manage to get it to work. Same with the hex editor. No idea what I'm doing wrong in gibbed since everything else I change works fine, and I can easily assume that my minimal experience in hex editing, coupled with the fact I haven't dabbled in it in years, lead to me screwing up on that front, too.
I'll try it again at a later date, or I'll see if I can get someone to mod it for me.
Though I may just end up taking one of my completed saves and butcher the talent points, exp, and whatnot and go that route if I can't figure this out completely.
EDIT: One other thing, enemies are keyed against the players level, so starting an insanity run on NG+ at level 30 is harder than starting a new game at level 1.
Modifié par Mark B, 26 septembre 2010 - 04:31 .
#2160
Posté 27 septembre 2010 - 12:05
So no idea how me3 will treat my game having a two female options and one that's kinda not a real option.
Titan how did you get it to trigger both as romanced in me1 and it carry into me2 ?
#2161
Posté 27 septembre 2010 - 01:17
#2162
Posté 27 septembre 2010 - 06:44
Now, my next question is, how do I properly apply extra powers to squadmates? They have four slots available, and I intend on filling them up.
#2163
Posté 27 septembre 2010 - 10:15
As far as we know, you can't do it with Gibbed or Hex editing. That's something we need a modded coalesced.ini file for, which we can't do right now.ItsFreakinJesus wrote...
Now, my next question is, how do I properly apply extra powers to squadmates? They have four slots available, and I intend on filling them up.
#2164
Posté 28 septembre 2010 - 01:30
What is taking them so long? Obviously people really want more choices .. have they said why they're being stubborn here?
Modifié par X-Frame, 28 septembre 2010 - 01:30 .
#2165
Posté 28 septembre 2010 - 02:00
X-Frame wrote...
Can someone tell me why Bioware hasn't already released all these mods in an update or patch or on the Cerberus network or something already?
What is taking them so long? Obviously people really want more choices .. have they said why they're being stubborn here?
Mods are mods....they are available to all who care for free. The tools and knowledge are free so it's not a smart decission business wise to invest time, money and effort to create something that won't sell and they'd catch heavy criticism for trying to sell. So basically this is what you can do if you care enough to learn how to mod but are extremely unlikely to ever see brought to you officially by BioWare.
#2166
Posté 29 septembre 2010 - 08:08
#2167
Posté 29 septembre 2010 - 12:08
ItsFreakinJesus wrote...
I've successfully managed to give my Adept Shepard an assault rifle. For some reason the shotgun won't apply, but whatever, that's not a biggie. I've also managed to give Miranda an AR as well.
Now, my next question is, how do I properly apply extra powers to squadmates? They have four slots available, and I intend on filling them up.
I had the same problem on one of my characters, turned out the weapon was just in the wrong slot on the loadout. It's harder to tell which weapon will be in which number of the loadout if it'sblank, easy enough though once you see what weapon is in what spot.
#2168
Posté 29 septembre 2010 - 05:18
AnathamaDye wrote...
Haven't been on in months and was wondering if you guys found out anything new we can do with modding the 360?
Indeed we have. Look a few pages back for a description of how to hex edit your weapon training for the three classes the collector ship offers, how to add all 3 special weapons to the SR2's locker and how to hex edit the value of your research upgrades to 10/10 and higher.
I have to get around to writing a hex editing explanation and add that to the opening post.
Modifié par Darth_Trethon, 29 septembre 2010 - 05:19 .
#2169
Posté 29 septembre 2010 - 05:28
13Dannyboy13 wrote...
ItsFreakinJesus wrote...
I've successfully managed to give my Adept Shepard an assault rifle. For some reason the shotgun won't apply, but whatever, that's not a biggie. I've also managed to give Miranda an AR as well.
Now, my next question is, how do I properly apply extra powers to squadmates? They have four slots available, and I intend on filling them up.
I had the same problem on one of my characters, turned out the weapon was just in the wrong slot on the loadout. It's harder to tell which weapon will be in which number of the loadout if it'sblank, easy enough though once you see what weapon is in what spot.
There's an easy fix to the blank loadout problem.....just use the Normandy's weaponlocker to equip the weapons you want even if it means re-selecting what you already have equipped and that will solve it. I always wait untill I get to the Normandy before modding weapons but with the latest hex editing options that let us have all the special weapons from the collector ship and up to 2 more weapon trainings from the collector ship depending on your class(adepts and engineers can get 2 more, the other classes just one more) there's no reason left for me to further mod weapons in Gibbed's.....just ammo and that's it for weapons.
#2170
Posté 29 septembre 2010 - 07:06
It's not the files themselves as i modded them after they corrupt back to normal then hexed my creds (to see if it was the hex editor) but it loaded fine.
#2171
Posté 29 septembre 2010 - 09:49
NatPro38 wrote...
I just cannot give my sentinel shotgun training or the widow as actual in game choices. at the collector ship i took sniper training. I tried hexing a save straight after you first wake up, the game says it's corrupt after hexing. the same happens on freedoms progress. I've followed the screenshot and instructions perfectly.
It's not the files themselves as i modded them after they corrupt back to normal then hexed my creds (to see if it was the hex editor) but it loaded fine.
Did you fix the checksum? You can't just change values and plug the save back in without fixing the checksum. That's not going to help. You need to fix the checksum.
Modifié par Darth_Trethon, 29 septembre 2010 - 09:50 .
#2172
Posté 29 septembre 2010 - 10:39
In this case, I'm trying to give an Adept the Mattock.
Loadout
Unknown #6 SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle
Weapons
class Name SFXWeapon_DesertAssaultRifle
That's ALL I have to change, right?
#2173
Posté 30 septembre 2010 - 12:24
IrishSpectre257 wrote...
Does anyone else sometimes have this problem? I usually replace my heavy weapon when I start a new game, but sometimes I can't get it to work. I do everything the same.
In this case, I'm trying to give an Adept the Mattock.
Loadout
Unknown #6 SFXGameContentDLC_Desert.SFXWeapon_DesertAssaultRifle
Weapons
class Name SFXWeapon_DesertAssaultRifle
That's ALL I have to change, right?
Why not give your adept the Assault Rifle training and equip it propperly? It should be fine as long as you don't have BOTH sniper and shotgun training....if you do have both sniper and shotgun training then just remove one of them and add assault rifle training and all shoul be fine. Personally I like having sniper and assault rifle training for my adepts but you can certainly go with shotguns instead of the other classes.
#2174
Posté 30 septembre 2010 - 12:27
Darth_Trethon wrote...
Why not give your adept the Assault Rifle training and equip it propperly? It should be fine as long as you don't have BOTH sniper and shotgun training....if you do have both sniper and shotgun training then just remove one of them and add assault rifle training and all shoul be fine. Personally I like having sniper and assault rifle training for my adepts but you can certainly go with shotguns instead of the other classes.
Well, I actually do this mostly for the purpose of getting rid of the heavy weapon. I don't like how it looks, and I never use it, lol.
Is it possible to add proper training through the save editor, though? Not just replace a weapon?
#2175
Posté 30 septembre 2010 - 02:16
IrishSpectre257 wrote...
Darth_Trethon wrote...
Why not give your adept the Assault Rifle training and equip it propperly? It should be fine as long as you don't have BOTH sniper and shotgun training....if you do have both sniper and shotgun training then just remove one of them and add assault rifle training and all shoul be fine. Personally I like having sniper and assault rifle training for my adepts but you can certainly go with shotguns instead of the other classes.
Well, I actually do this mostly for the purpose of getting rid of the heavy weapon. I don't like how it looks, and I never use it, lol.
Is it possible to add proper training through the save editor, though? Not just replace a weapon?
Not through the save editor....you have to use a hex editor for this one.





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