Razhathael wrote...
A long shot, but I've been thinking where do people ven get the mesh codes in the first place? I mean it's not like anyone would guess "hey, in order to get sunglasses, it's propably "BIOG...Moto...etc.". They have to come from somewhere.
Surely if one would find a way to access all these mesh files, shouldn't such pieces as Zaeed's breather helmet, Thane's breather helmet and all kinds of other armor pieces be easy to find and add to the ini?
So far all I see is the same berets and glasses as the only helmet mesh codes. But where do they come from? >_<
The PCC files.
The PCC files are the equivalent of the .ZIP's format for use in ME2. But opening them as .ZIP's and such corrupts them.
Post 3 on page #1 of this forumAzureum wrote...
******** EXPLORING ASSETS
By popular demand here we have a basic tutorial on how to explore PCC files to find references to outfits and other cool stuff.
I have made the vast majority of advances in the field of ME2 modding by exploring these files! Maybe you can make some advances as well.
Ok, so probably your only reason for looking into PCC files is to gather outfit information, we'll start with that shall we.
******** INSIDE THE LOOKING GLASS
You will need a couple of very important tools to take advantage of this procedure, Unreal Model Viewer, and Unreal Extractor.
Put both in a folder somewhere (maybe on your desktop for now, we'll need them in a moment).
What you need to do now is grab a PCC file from the Mass Effect 2 > BioGame > Cooked PC folder, and copy and paste it into the same folder as the Unreal Viewer and Extractor programs, for the sake of this example, grab BioP_QuaTlL.pcc.
From there you would drag and drop the PCC file onto Unreal Viewer, a bunch of codes will whiz by on a command prompt and then you will be presented with a box showing the contents (generally a material reference). Use the Page Up / Down keys to navigate through until you start to come across the Skeletal Mesh class. Find the one you like and note down it's MDL reference from Object section, for this example I used GTH_STP_NKDa_MDL.
Once you have that we need to extract the contents of that PCC file, so go ahead and drag and drop the PCC file onto Extract.exe. A few seconds later (depending on the size of the file) you will see a folder named the same as the PCC file.
Search the contents with Windows Search for the MDL reference you just picked up. Once you see it in the search results you should be able to right click on the folder in the search result and choose Open File Location. This will open a new explorer window right to the file.
Now, we need to discern the full reference for the outfit, if you look at the path (you may need to click inside the top address bar to see it, for the reference I picked it would be something like this:
D:\\\\\\\\PCC Tools\\\\\\\\BioP_QuaTlL\\\\\\\\BIOG_GTH_STP_NKD_R\\\\\\\\NKDa
Ok, so now we need to strip out the bits we don't need, like this:
BIOG_GTH_STP_NKD_R\\\\\\\\NKDa
We don't need backslashes, as ME2 doesn't like them, so we'd change it to a full stop:
BIOG_GTH_STP_NKD_R.NKDa
Ok so now inside the folder we opened from the search results, you will see a folder called GTH_STP_NKDa_MDL. We need to append that to the end of the previous reference with a full stop preceeding it, so we end up with this.
BIOG_GTH_STP_NKD_R.NKDa.GTH_STP_NKDa_MDL
There we now have a full reference ready to use within ME2! But first we need to decide on how we are going to make use of that reference.
There are several outfit types, CasualAppearances, FullBodyAppearances (for all intents and purposes those two are the same, DLC armors for example use full body appearances and are not pieces like arms shoulders legs etc) and TorsoAppearances.
Full Body is the armor equivalent of a casual appearance as it acts much the same way, a full body reference.
Casual means you can only use these on the Normandy and once on Omega I believe when you are going after Morinth.
The better option is to use the reference as a TorsoAppearance and use some empty references for your shoulders, arms and legs so that they are hidden from view.
My Armor Locker 2.0 mod has these already implemented and also contains a copy of the Viewer and Extractor.
The armor locker mod is split into 2 parts, C.ini contains a binding to load the PCC file the menu is from and then loads a file called loadseq.txt.
Loadseq.txt contains loading statements to load up specific files that in this example contain the Geth Juggernaut reference we found earlier.
We would add a line to it like so.
OnlyLoadLevel BioD_OmgGrA_113AlamoAssault
OnlyLoadLevel BioD_Nor_002CabinKelly
OnlyLoadLevel BioP_QuaTlL
// #### Load Armor Menu #### //
Exec gui_armor_menu.txt
The line I added is in bold above and loads the PCC file the outfit we need is in. Now all we need to do is add the correct reference to C.ini in the [SFXGame.SFXPawn_Player] section:
TorsoAppearances=(Id=4,Type=CustomizableType_Torso,Mesh=(Male="BIOG_GTH_STP_NKD_R.NKDa.GTH_STP_NKDa_MDL",
Female="BIOG_GTH_STP_NKD_R.NKDa.GTH_STP_NKDa_MDL"),PlotFlag=-1)
Note the line has the outfit reference we got our hands on earlier from inspecting the PCC file.
Now provided you added that line to C.ini and have the binding from the armor locker mod me2mod file (these are text files incase you weren't aware, you can right click and Open With Notepad++ for example) and have added the reference to loadseq.txt (the two text files included loadseq.txt and gui_armor_menu.txt can both be added by putting them into your My Documents > Bioware > Mass Effect 2 > Binaries folder).
Then all you need do is go in-game and hit Number Pad 9 to load the levels in which afterwards will spring up the menu to allow you to change your armor anywhere on any map.
There you go, start experimenting!
NOTE: Do not use any other appearance mods with mine as it can stop it from working, also if you set any streaming records in your save file with Gibbeds Save Editor, don't, that'll probably mess with it too. If you have any problems with it at all, start from a clean C.ini.
Thanks for reading!
Modifié par phoenixofthunder, 02 juin 2010 - 03:10 .