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


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#2376
Spartas Husky

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Man it has been ages since I been here. Ello again everyone. To be
completely honest I could not find it anywhere what I was looking for...
maybe I missed it... and reading through the  last 45 pages... in one
go maybe did not help :P
QUestions:

1st.Still no way to add normal powers to different classes.... to trace back to my ideal class.
Sentinel with both incendiary and disruptor ammo?
I know how to add bonus powers, still looking for how to add normal ones.

2nd. I know I read somewhere PC, can "turn off" shared power cooldowns so that all powers cooldown individually. forgot where I read this.... but I know I read it :P.

ANyways is there a way to turn this off in xbox too? so all powers dont just turn off at the same time... like ME1 really.

3rd ANy way to mod the actual size of the clip, making mattook have more than 16 rounds?. I know you can mod the clip carrying size to w/e you want. Looking to see if you can upgrade the size of the individual clip itself.

4th. Heard.... LONG time ago... february, then may, then august, that an upgraded version of the gibbed was on the works. Read this over at se7sins or w/e that website is :P gamespot etc etc. Still the same gibbed editor without power tabs and the like?

5th. Searched through the facial databases... coz I can for the love of your god to create a good looking shep... females I found plenty that lookg really nice... but males nuthin. ANyone has or seen one that looks close to the original but with a bee wee more hair.

To be honest all I want is to add short hair to the default sheps face, but I know you can not mod that default face so. anyhelp would be awesome.

Thanks again.

Modifié par Spartas Husky, 07 décembre 2010 - 03:58 .


#2377
davidshooter

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untoldsarcasm wrote...


I did it by mapping warp ammo to Y,


Just wanted to highlight this again as I don't think this is possible - but am hoping it is.  If this poster or anyone else could explain how anything could be mapped to Y I'd like to hear it.

#2378
Darth_Trethon

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Spartas Husky wrote...

Man it has been ages since I been here. Ello again everyone. To be
completely honest I could not find it anywhere what I was looking for...
maybe I missed it... and reading through the  last 45 pages... in one
go maybe did not help :P
QUestions:

1st.Still no way to add normal powers to different classes.... to trace back to my ideal class.
Sentinel with both incendiary and disruptor ammo?
I know how to add bonus powers, still looking for how to add normal ones.

2nd. I know I read somewhere PC, can "turn off" shared power cooldowns so that all powers cooldown individually. forgot where I read this.... but I know I read it :P.

ANyways is there a way to turn this off in xbox too? so all powers dont just turn off at the same time... like ME1 really.

3rd ANy way to mod the actual size of the clip, making mattook have more than 16 rounds?. I know you can mod the clip carrying size to w/e you want. Looking to see if you can upgrade the size of the individual clip itself.

4th. Heard.... LONG time ago... february, then may, then august, that an upgraded version of the gibbed was on the works. Read this over at se7sins or w/e that website is :P gamespot etc etc. Still the same gibbed editor without power tabs and the like?

5th. Searched through the facial databases... coz I can for the love of your god to create a good looking shep... females I found plenty that lookg really nice... but males nuthin. ANyone has or seen one that looks close to the original but with a bee wee more hair.

To be honest all I want is to add short hair to the default sheps face, but I know you can not mod that default face so. anyhelp would be awesome.

Thanks again.




1) Nope.....still no way.
2) You'd need access to the .ini files where all the info like damage/shot, cooldown times, run times and all the rest are located.....we still don't have access to the .ini files on the 360.
3) Most likely same as 2 but no.
4) Gibbed never did follow through with that so still the same save editor as in the beginning.
5) I don't know.....never had any personal interest in recreating the default shep appearence but maybe someone else knows.

Wcan do some new things with ME2 saves though not in Gibbed's save editor.....now we can give ourselves additional weapon class training, special weapons in the actual weapon locker of the SR2 and we can mod the quantity of numbered upgrades......all through hex editing. Details at the bottom of the opening post.

#2379
Spartas Husky

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for some reason can't edit my last post sorry :P.

Checked it, and ima try it out this afternoon. Came back to see if DLC's with any new modding might spark new interest in ME :P.... All my arguments before ... I apologize Bio, your DLC are worth every buck my roomates spent on you.... gota love license transfers lol

Questions regarding the hex editing on both the the adding of weapon specialties and the upgrades.

1st. When it comes to weapons, Sentinels only use SMG's and heavy pistols. Adding to that the Heavy weapons makes it 3. Is there a way to change the weapon specialty in hex editor so that instead of having SMG's I can have by default Assault Rifles.

Would like to have the soldier loadout but for sentinel, aka: Rifle, Shotgun, sniper, heavy pistol, heavy weapons..

2nd question regarding Upgrades. Ther eis something I dont understand:

Darth_Trethon wrote...

How to do it:

While playing your game make sure you know how many of each individual type of the numbered upgrades you have, write down the numbers if you need(like Assault Rifle Damage 2, Sniper Rifle Damage 3.....etc) and if you don't have any then go buy all the upgrades from the Citadel and Omega. If you need use Gibbed's Save Editor to give yourself credits to buy these.


What do you mean by knowing the numbered upgrades... ...

Coz there are alot.. do I write down all of them on a separate sheet of paper.
AP heavy Pistol:
AP Sniper Rifle
Assault Rifle Accuracy
Assault Rifle dmg 5/5
Assault rifle penetration
Biotic cooldown
Biotic dmg 6/6
Biotic Duraction
Bypass Module
Dmg protection 5/5
etcetcetc

I write down that stuff down? Count em up... or what. dont understand the instructions with the hex in front of me.

I guess the question would be... why exactly would this be applied. Since you said you have to buy em... I can't use them from the very beginning before buying them? so I can have all of them from the beginning?

Or if I have them all at the end of a game and then I import a character they carry over so the next guy doesn't have to purchase all of em???


PS: SOme other games have the feature or something in which PC users modify their games, the coding etc, and then they do something so console users can use that game file... not sure how the conversion would work. That can't be done with ME?. I know fallout does it... nto sure if is just talking apples and oranges here :P

Modifié par Spartas Husky, 07 décembre 2010 - 07:26 .


#2380
Darth_Trethon

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No you can't change the starting weapon classes like SMG, Pistol and Heavy weapons....these can't be removed. What you CAN do is add training for two more weapon classes and their special weapons whereas the game would normally only let you get one of these things. The only classes you can add/remove are AR, SR and SG...nothing else.

As for the instructions what's so hard to understand? If you as much as looked at the hex editing picture posted in the OP it would be obvious that we only edit the quantity of a speciffic upgrade so the unique ones can't be edited......simple common sense. Therefore anything that is NUMBERED can be edited......so what does numbered mean......well it means it has a bloody number next to it.....something like 1/5, 3/5, 6/6, 10/10 and so on.

But why edit if you buy them? Because when you have none of the upgrades in a specific area then its hex value will be 00 00 00 00 and therefore impossible to locate in the wall of zeroes you'll see all around it in the hex editor. Now if you buy ONE of those upgrades then its hex value changes to 00 00 00 01 and when you change three or more such upgrades that are located near one-another then the 1s at the end of each value become visible in the otherwise wall containing nothing but zeroes allowing you to change them to values you wouldn't normally be able to get in the game.....like 10/10.....right from the start of the game.

Those are nothing but simple, basic concepts that anyone who intends to hex edit needs to understand......or rather be able to figure out on your own I should probably say......especially given the pictures and such......the fact that I had to explain them probably means you should stay away from this kind editing.

Once you start hex editing you're strictly dealing with raw numbers that aren't straightforward once they go over 9......10 in hex is 00 00 00 0A.....then it is extremely easy to screw up because placing the A in the wrong place will mess it up big time. Typing 00 00 0A 00 will place the value 2560 instead of the intended 10 and you'll likely be blaming the game or the editor as it all to often happens. Then you need to be able what a byte is, where it starts and where it ends without any helpful hints beyond the limit of what you can find and track in it. Usually a general idea of how it works is required to do it. Then there's the checksum but Gibbed's takes care of that for you so that's one less pain for you to deal with.

Modifié par Darth_Trethon, 08 décembre 2010 - 06:10 .


#2381
Spartas Husky

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ooo ok I see... I been hex editing fallout and dragon age, and I still get by on luck to be honest pain in the ass. Calm down man. Dragon age is a lot simpler, there is a code for the effect or upgrade, followed by how many. But different games different rules, I guess dragona ge and fallout are a bit similar.... at least for me. Nevertheless been trying and freezes up a bit, ima keep trying see what I did wrong. :P



Thanks

#2382
Spartas Husky

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Thanks for the info here :P. Some new things to play with. Still working out the bugs but thanks.



One question. Why do some games allow pc gamers to give console gamers their saves?



Does it depend on the game or is it something else entirely?



Guess is two questions :P

#2383
Darth_Trethon

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Spartas Husky wrote...

Thanks for the info here :P. Some new things to play with. Still working out the bugs but thanks.

One question. Why do some games allow pc gamers to give console gamers their saves?

Does it depend on the game or is it something else entirely?

Guess is two questions :P


Bethesda uses a nearly identical save system for their RPGs on both the 360 and the PC so their games make it easy to port a game save cross platform. Now nearly every game(except for shooters) uses different engines to run them and most times the save system works in completely different ways across platforms making porting of saves impossible.

#2384
Commdor

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How can I alter the first names of a few of my Shepards (I didn't see a straightforward answer in the original post and the six pages of posts after it)? Is it as simple as changing a file name, or do I need to download all of this software and figure out how the modding process works? I've never modded anything before and I'm leery of anything complicated that can risk my files, so I hope it's the former. If someone can give precise instructions on how to make this change and this change only (from 360 to computer and back to 360), I'd appreciate it immensely.

#2385
Spartas Husky

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Darth_Trethon wrote...

Spartas Husky wrote...

Thanks for the info here :P. Some new things to play with. Still working out the bugs but thanks.

One question. Why do some games allow pc gamers to give console gamers their saves?

Does it depend on the game or is it something else entirely?

Guess is two questions :P


Bethesda uses a nearly identical save system for their RPGs on both the 360 and the PC so their games make it easy to port a game save cross platform. Now nearly every game(except for shooters) uses different engines to run them and most times the save system works in completely different ways across platforms making porting of saves impossible.


oh so bethesda follows the "work smart not hard" idea. Got you.

Just on the curious side. Any reason why that is done? It is easier to develop, the game I mean. Or any reason why would companies not make it similar for both pc and consoles?

#2386
Darth_Trethon

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Spartas Husky wrote...

oh so bethesda follows the "work smart not hard" idea. Got you.

Just on the curious side. Any reason why that is done? It is easier to develop, the game I mean. Or any reason why would companies not make it similar for both pc and consoles?


Well it's probably more complicated than I can explain but the basic idea is that 360s and PCs are vastly different with completely different hardware and software and PCs are all different from one another as well so stabilizing a game to run on different variations of hardware and software can make a different system preferable. Then the way the 360's profiles and console IDs are tracked and read are also different than PCs. And don't get me started on Sony's crap requireents that locks saves to platforms which has so far successully prevented modding.

For DAO I remember BioWare saying they had one engine that worked on all three platforms though the saves couldn't be ported as far as I know. Now regarding ME2, I'm not sure......the GUIs of the PC and 360 are extremely different so I'm not sure if they have the same game engine for both or if they use different(even if similar) engines.....then again this was the case for DA as well and they supposedly used the same engine. Ultimately I guess the answer is that it's complicated and what works best for the gamers isn't always what works best for developers.

#2387
Darth_Trethon

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Commdor wrote...

How can I alter the first names of a few of my Shepards (I didn't see a straightforward answer in the original post and the six pages of posts after it)? Is it as simple as changing a file name, or do I need to download all of this software and figure out how the modding process works? I've never modded anything before and I'm leery of anything complicated that can risk my files, so I hope it's the former. If someone can give precise instructions on how to make this change and this change only (from 360 to computer and back to 360), I'd appreciate it immensely.


Well most of the steps to modding your character's name are the same as the steps for modding in general provided in the opening post. If you were familiar with that process it would be a relatively minor thing to explain how to propperly change the name of your character but since you're not I won't make a tutorial specifically for modding your name when all the steps are mostly the same. So I say go ahead and try it out....see how modding works for you and once you've got the process down then we can talk.

#2388
Commdor

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Darth_Trethon wrote...

Commdor wrote...

How can I alter the first names of a few of my Shepards (I didn't see a straightforward answer in the original post and the six pages of posts after it)? Is it as simple as changing a file name, or do I need to download all of this software and figure out how the modding process works? I've never modded anything before and I'm leery of anything complicated that can risk my files, so I hope it's the former. If someone can give precise instructions on how to make this change and this change only (from 360 to computer and back to 360), I'd appreciate it immensely.


Well most of the steps to modding your character's name are the same as the steps for modding in general provided in the opening post. If you were familiar with that process it would be a relatively minor thing to explain how to propperly change the name of your character but since you're not I won't make a tutorial specifically for modding your name when all the steps are mostly the same. So I say go ahead and try it out....see how modding works for you and once you've got the process down then we can talk.


Righto. I'm mainly worried I'll mess up a file I change in such a way that it's rendered unplayable or something (50 hours of my life effectively gone forever). I find that the more complicated something involving a computer is, the more room there is for something to go wrong. But I've been looking into it, I'll give it a whirl.

#2389
Darth_Trethon

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That's why you should make copies of your saves on multiple storage devices before modding. Copy your ME2 saves to the hard drive and USB drive and your memory card or whatever you've got. Then if something goes wrong(which is possible and mistakes are easy to make when first starting to mod) you can just go back to the copies of your saves that weren't tempered with.

#2390
Commdor

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Things appear to have worked out on the trial run. I got it so that in-game the character name shows up as changed, but to my frustration I can't edit the actual save file's title to reflect this change (the file name still uses the old name, even though it has been altered). Unless you know of a remedy for this, I'll just have to get over it.



On the bright(er) side, when I imported the completed ME2 file I altered to start a new game with, the new save file created from that did have the new name in the title. Means I'll have to play another round or two of ME2 to quell my OCD, but that's not so wretched a fate as long as I can find the spare time.

#2391
Spartas Husky

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Darth_Trethon wrote...

Spartas Husky wrote...

oh so bethesda follows the "work smart not hard" idea. Got you.

Just on the curious side. Any reason why that is done? It is easier to develop, the game I mean. Or any reason why would companies not make it similar for both pc and consoles?


Well it's probably more complicated than I can explain but the basic idea is that 360s and PCs are vastly different with completely different hardware and software and PCs are all different from one another as well so stabilizing a game to run on different variations of hardware and software can make a different system preferable. Then the way the 360's profiles and console IDs are tracked and read are also different than PCs. And don't get me started on Sony's crap requireents that locks saves to platforms which has so far successully prevented modding.

For DAO I remember BioWare saying they had one engine that worked on all three platforms though the saves couldn't be ported as far as I know. Now regarding ME2, I'm not sure......the GUIs of the PC and 360 are extremely different so I'm not sure if they have the same game engine for both or if they use different(even if similar) engines.....then again this was the case for DA as well and they supposedly used the same engine. Ultimately I guess the answer is that it's complicated and what works best for the gamers isn't always what works best for developers.



Got you, so basically what I get from you is not as "easy" as I thought. Making games similar in all platforms requires a lot more effort that I once thought, even if save files could be ported it means more work for them.... which translates into money most likely. So in the end when time means money is better to make games adjust to their own platform rather than make a jack of all trades.

I guess in games is less hectic creating 3 smaller things than 1 big thing.

thanks for the info though :P

PS: I am so happy, found a old ipod on the road with the screen busted, but once opended the hardrive is still good.... got myself anotherh 16gb of xbox memory :P

Modifié par Spartas Husky, 11 décembre 2010 - 08:45 .


#2392
Darth_Trethon

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Commdor wrote...

Things appear to have worked out on the trial run. I got it so that in-game the character name shows up as changed, but to my frustration I can't edit the actual save file's title to reflect this change (the file name still uses the old name, even though it has been altered). Unless you know of a remedy for this, I'll just have to get over it.

On the bright(er) side, when I imported the completed ME2 file I altered to start a new game with, the new save file created from that did have the new name in the title. Means I'll have to play another round or two of ME2 to quell my OCD, but that's not so wretched a fate as long as I can find the spare time.


Right.....in order to get the character file to change you have a couple of options...

1) You can import the save with the changed name into a NG+ playthrough and then transfer the saves you arfe using now into that profile with the correct save file title without having to playthrough the whole game again. You'd just be transfering your saves from one character file to another......yes it works.

2) Play as you are now with the incorrect/undisired character sve file name.

Modifié par Darth_Trethon, 11 décembre 2010 - 06:54 .


#2393
Bourne Endeavor

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Is there any way to mod whether or not you have purchased upgrades for the Normandy? Essentially I have in one of my files and wish to mod it so I have not. Something tells me it cannot be done but hey, why not ask?

#2394
Mark B

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Bourne Endeavor wrote...

Is there any way to mod whether or not you have purchased upgrades for the Normandy? Essentially I have in one of my files and wish to mod it so I have not. Something tells me it cannot be done but hey, why not ask?

I'm sure it's there somewhere, but I haven't seen details I'm afraid.  The PC guys may be able to confirm this.  Sorry I couldn't be of help.

#2395
Darth_Trethon

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Mark B wrote...

Bourne Endeavor wrote...

Is there any way to mod whether or not you have purchased upgrades for the Normandy? Essentially I have in one of my files and wish to mod it so I have not. Something tells me it cannot be done but hey, why not ask?

I'm sure it's there somewhere, but I haven't seen details I'm afraid.  The PC guys may be able to confirm this.  Sorry I couldn't be of help.


Is there a way? Yes....the info is surely stored in the save file and I'm pretty sure the difference between having and not having the upgrade is a 0 changing to a 1.

Has anyone found the location of these values? Not that I know of.

Has anyone tried to find the locations of the values for the Normandy upgrades in the save file? Probably not....it's far easier to mod the mineral quantities to something like 900k in Gibbed's and buy the upgrades propperly.

Will I try to find the locations of the ship upgrades in the save file? Hell no......that would likely mean hours of work for me when it's all too easy to give yourself the minerals that will allow you to buy the upgrades effortlessly.

Modifié par Darth_Trethon, 12 décembre 2010 - 01:21 .


#2396
Mark B

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Darth_Trethon wrote...

Mark B wrote...

Bourne Endeavor wrote...

Is there any way to mod whether or not you have purchased upgrades for the Normandy? Essentially I have in one of my files and wish to mod it so I have not. Something tells me it cannot be done but hey, why not ask?

I'm sure it's there somewhere, but I haven't seen details I'm afraid.  The PC guys may be able to confirm this.  Sorry I couldn't be of help.


Is there a way? Yes....the info is surely stored in the save file and I'm pretty sure the difference between having and not having the upgrade is a 0 changing to a 1.

Has anyone found the location of these values? Not that I know of.

Has anyone tried to find the locations of the values for the Normandy upgrades in the save file? Probably not....it's far easier to mod the mineral quantities to something like 900k in Gibbed's and buy the upgrades propperly.

Will I try to find the locations of the ship upgrades in the save file? Hell no......that would likely mean hours of work for me when it's all too easy to give yourself the minerals that will allow you to buy the upgrades effortlessly.


Darth, this was my thought but the request was to remove the upgrades.  I'd say go to an earlier save  - you'll still have to play through a lot of the game though.

#2397
Darth_Trethon

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Mark B wrote...

Darth, this was my thought but the request was to remove the upgrades.  I'd say go to an earlier save  - you'll still have to play through a lot of the game though.


Strange people......why would anyone want that? It'll get your squad mates killed. Besides there are other, easier ways to get rid of the ones you don't like.....like assign them to something they can't do or leave/mod them unloyal. If your shep dies the playthrough is wasted and cannot be imported into ME3. If you must see the Shep dying ending might I suggest checking out youtube? That's what I did. Beyond that I usually let Mr. Taylor go through the ventilation shaft.

#2398
Mark B

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I think I'll try offing Jacob next time through - may even use that one for ME3. Really don't like him.

#2399
PrinceLionheart

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I was wondering if the facial textures, such as Kaidan's, worked on the 360 version. I wanted to experiement with it on my sheps.

Edit: Turns out it does. Right now I'm experimenting just to get the sideburns on my Shep.

Edit Edit: Nevermind completely. I can't do it without my Shep looking awkward since he's black. He'll end up having Black and white skin. :lol: I am playing around with Kaidan's texture/face wrinkles though on my Shep since it makes him look less "plasticy."

Modifié par PrinceLionheart, 13 décembre 2010 - 03:47 .


#2400
untoldsarcasm

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davidshooter wrote...

untoldsarcasm wrote...


I did it by mapping warp ammo to Y,


Just wanted to highlight this again as I don't think this is possible - but am hoping it is.  If this poster or anyone else could explain how anything could be mapped to Y I'd like to hear it.


Sorry for the late reply, but yes it's possible. It's done by changing "Mapped Power #3" (in the "Player" section) from "SFXPower_Singularity_Adept" to "SFXPower_WarpAmmo_Evolved2_Player" (or whatever power you want to change it to). 

Modifié par untoldsarcasm, 13 décembre 2010 - 10:17 .