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ME2 - Modding is Possible II (PC Only)


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#326
Burdokva

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Would anyone be interested in an edited coalesced.ini file that aims to replicate Mass Effect's (the original) weapons as best as possible?



I've removed ammo drops, and I've set henchmen damage, heat dissipation and magazine sizes to try to bring back the overheat systems - reloading works as before, only this time you'll have to find stashes of "new" and unused power cells and heatsinks, rather than random drops (there are enough spread out amongst the levels).

#327
Chugster

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I tried to access the pcc files with the Unreal viewer but unsurprisingly got an error message,(i seemd fated with ME2 modding) hence my asking about the Spectre armor variations, I know there are 2 ingame but seeing as I cant access these file myself I hoped someone would be able to tell me if any other versions were in game and how I would add them to the 'casual armor' parts that Strudelmans mod added

#328
Chugster

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Burdokva wrote...

Would anyone be interested in an edited coalesced.ini file that aims to replicate Mass Effect's (the original) weapons as best as possible?

I've removed ammo drops, and I've set henchmen damage, heat dissipation and magazine sizes to try to bring back the overheat systems - reloading works as before, only this time you'll have to find stashes of "new" and unused power cells and heatsinks, rather than random drops (there are enough spread out amongst the levels).


I dont suppose you tweaked the RoFs at all, I tried to get the Geth gun to be like the ME1 version but I cant reduce the RoF of the muzzle flash along with the RoF of the weapon

#329
Antioch0074

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phoenixofthunder wrote...

Antioch0074 wrote...

I still haven't been able to figure out how to get black eclipse outfits from kasumi's loyalty mission onto shepard, I guess the files are in a non pcc file?




Probably in one of these PCC files located here:
Mass Effect 2\\\\BioGame\\\\DLC\\\\DLC_HEN_MT\\\\CookedPC


Well I found it in BioD_PtyMtL_103Ledge.pcc - gonna try this out

edit: whats going on here? The model doesn't wanna show up... :S

TorsoAppearances=(Id=1000,Type=CustomizableType_Torso,Mesh=(Male="BioD_PtyMtL_103Ledge.BIOG_HMM_Ecilpse_HVY_R.HVYa.HMM_ECP_HVYa_MDL",
Female="BioD_PtyMtL_103Ledge.BIOG_HMM_Ecilpse_HVY_R.HVYa.HMM_ECP_HVYa_MDL"),PlotFlag=-1)

Modifié par Antioch0074, 03 juin 2010 - 12:55 .


#330
Deebe

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edit: whats going on here? The model doesn't wanna show up... :S

try it for casual appearances some of the ids don't seem to work for the armor selection part or for male shepards

#331
phoenixofthunder

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Chugster wrote...

I tried to access the pcc files with the Unreal viewer but unsurprisingly got an error message,(i seemd fated with ME2 modding) hence my asking about the Spectre armor variations, I know there are 2 ingame but seeing as I cant access these file myself I hoped someone would be able to tell me if any other versions were in game and how I would add them to the 'casual armor' parts that Strudelmans mod added



What is the error?

#332
Antioch0074

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Deebe wrote...

edit: whats going on here? The model doesn't wanna show up... :S
try it for casual appearances some of the ids don't seem to work for the armor selection part or for male shepards


But I don't wanna wear it on the normandy :P

So I switched back to blue suns outfit and tried giving myself the eclipse texture by doing this:

TorsoAppearances=(Id=1000,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYa.HMM_ARM_HVYa_MDL",MaleMaterialOverride=
"BIOG_HMM_ARM_HVY_R.HVYa.HMM_ARM_HVYa_MAT_17a"

Notice the materialOverride part... does it have to refer to a material3? Because the MAT_17a is a material instance constant.

Modifié par Antioch0074, 03 juin 2010 - 02:36 .


#333
phoenixofthunder

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Antioch0074 wrote...

phoenixofthunder wrote...

Antioch0074 wrote...

I still haven't been able to figure out how to get black eclipse outfits from kasumi's loyalty mission onto shepard, I guess the files are in a non pcc file?




Probably in one of these PCC files located here:
Mass Effect 2\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\BioGame\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\DLC\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\DLC_HEN_MT\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\CookedPC


Well I found it in BioD_PtyMtL_103Ledge.pcc - gonna try this out

edit: whats going on here? The model doesn't wanna show up... :S

TorsoAppearances=(Id=[color=#FF0000]1000[/color],Type=CustomizableType_Torso,Mesh=(Male="[color=#00FF00]BioD_PtyMtL_103Ledge.[/color]BIOG_HMM_Ecilpse_HVY_R.HVYa.HMM_ECP_HVYa_MDL",
Female="[color=#00FF00]BioD_PtyMtL_103Ledge.[/color]BIOG_HMM_Ecilpse_HVY_R.HVYa.HMM_ECP_HVYa_MDL"),PlotFlag=-1)

The part in green may not be needed. The part in red should be the next free id number IE>> for me 14


Missing the MaleMaterialOverride & FemaleMaterialOverride section of code. Also change from HMM to HMF for the female portion of code.


Typical torso code line in the Coalesed.ini:
TorsoAppearances=(Id=9,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MAT_2a"),PlotFlag=-1)

Modifié par phoenixofthunder, 03 juin 2010 - 02:43 .


#334
DemonSlayer_1

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Looking for a quick example of properly working helmets with eclipse or blue suns armor.

I am starting a fresh coalesced.ini and I am working on adding armors into it.
I got the armors to work, but I am unable to get the helmets to work. Please tell me what is wrong

Here is my code:
Directory structure is BioD_ProNor\\\\BIOG_HMM_HGR_MED_R\\\\Cinematic
Filename: HMM_HGRPROP_Skin_World.skeletalmesh

BIOG_HMM_HGR_MED_R.Cinematic.HMM_HGRPROP_Skin_World

Normally there is 3 sub-directories, but in this case there was only two off of the main package file and all that is in that final directory is the skeletal meshes, not the material instances.

HelmetAppearances=(Id=113,Name=335470,Description=335471,Type=CustomizableType_Helmet,Mesh=(Male="BioD_ProNor.BIOG_HMM_HGR_MED_R.Cinematic.HMM_CineProp_World",bHasBreather=True,bHideHair=True),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)


Nothing shows up on shepard's head in the game itself.

Modifié par DemonSlayer_1, 03 juin 2010 - 03:51 .


#335
Antioch0074

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Well I give up for the regular eclipse part. MaleMaterialOverride doesn't seem to work when I reference it to the material instance that's in the BIOG_HMM_ARM_HVY_R file which has the blue suns too. It just wants to stay as blue suns.

#336
Danja91

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Is it at all possible to swap companion head morphs the way you can swap Shep's in the save game editor?

#337
droid105

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Hi Everyone: I like to asked what the code for Samara's all black loyal outfit for casual and for combat? (updated - added code but I only getting her red armor and not her black one?)





PS: Just asking for help on adding this to my Coalesced.ini file (taking screencaps) - Got this to work :)




#338
Antioch0074

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Did you try doing a female materialoverride?

#339
Reuben702

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All of them.

And not just armor, the heads to.

And don't make it that females can only use female npc armors, make it that all genders can use all armor and heads.

#340
Antioch0074

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Yeah I guess just with my issue trying to use a materialoverride on the blue suns outfit, some of them just won't work I guess.

#341
Reuben702

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All of them.

And not just the armor, the heads too.

And make it that all genders can use all armors.

#342
Reuben702

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Pheonix can you please make me an coalesced.ini.

with all the npc armor and heads.

And all genders can use all armor and heads.

#343
Burdokva

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Chugster wrote...

I dont suppose you tweaked the RoFs at all, I tried to get the Geth gun to be like the ME1 version but I cant reduce the RoF of the muzzle flash along with the RoF of the weapon


No, though a proper heat-based system would require tweaking the RoF and "Ammo per Shot" values as well - I just don't have enough free time to test it. By the way, I don't think the muzzle flash is connected to the rate of fire setting. 

#344
Reuben702

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Pheonix can you please make me an coalesced.ini.



with all the npc armor and heads.



And all genders can use all armor and heads.

#345
christianlian

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#346
Chugster

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phoenixofthunder wrote...

Chugster wrote...

I tried to access the pcc files with the Unreal viewer but unsurprisingly got an error message,(i seemd fated with ME2 modding) hence my asking about the Spectre armor variations, I know there are 2 ingame but seeing as I cant access these file myself I hoped someone would be able to tell me if any other versions were in game and how I would add them to the 'casual armor' parts that Strudelmans mod added


What is the error?



its a DLL error, on the laptop right now so I cant give the exact error, but tbh im not too confident digging through model files, tweaking the C.ini is one thing, just changing numbers/words, but all this deeper stuff is beyond me, I dont even know what file im supposed to be looking in, hence my request for help from someone who does know what they are doing, ive found the section on the C.ini that has all the outfits so i just need the lines that would add the Spectre Armors

edit: incase anyone is unsure of what armor im on about:
Posted Image

and here masseffect.wikia.com/wiki/Captain_Wasea

Now im hoping that, like ME1, there are other colourschemes for this armor ingame...so please someone help me

Modifié par Chugster, 03 juin 2010 - 12:29 .


#347
droid105

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Hi All: Just asking how do I make this armor into a combat armor I can use? I have it for casual but I like to use it for combat too, could anyone help me please? The code for the armor is



Id=17,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_13a"),PlotFlag=-1

#348
phoenixofthunder

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droid105 wrote...

Hi All: Just asking how do I make this armor into a combat armor I can use? I have it for casual but I like to use it for combat too, could anyone help me please? The code for the armor is

Id=17,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_13a"),PlotFlag=-1




Do you have it under CasualAppearances= or TorsoAppearances=?

#349
phoenixofthunder

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Reuben702 wrote...

Pheonix can you please make me an coalesced.ini.

with all the npc armor and heads.

And all genders can use all armor and heads.




And all heads? Clarify.

#350
phoenixofthunder

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Chugster wrote...

phoenixofthunder wrote...

Chugster wrote...

I tried to access the pcc files with the Unreal viewer but unsurprisingly got an error message,(i seemd fated with
ME2 modding) hence my asking about the Spectre armor variations, I know there are 2 ingame but seeing as I
cant access these file myself I hoped someone would be able to tell me if any other versions were in game and
how I would add them to the 'casual armor' parts that Strudelmans mod added


What is the error?



its a DLL error, on the laptop right now so I cant give the exact error, but tbh im not too confident digging through
model files, tweaking the C.ini is one thing, just changing numbers/words, but all this deeper stuff is beyond me,
I dont even know what file im supposed to be looking in, hence my request for help from someone who does
know what they are doing, ive found the section on the C.ini that has all the outfits so i just need the lines that
would add the Spectre Armors

edit: incase anyone is unsure of what armor im on about:
Posted Image

and here masseffect.wikia.com/wiki/Captain_Wasea

Now im hoping that, like ME1, there are other colourschemes for this armor ingame...so please someone help
me



Isn't that the Colossus armor from ME1? I wanted my Colossus armor back too.
But that armor is from the ME2 pregame {Normandy SR-1 Attacked part}.

If so there is trouble getting it to load beyond the pregame.
 I have heard someone did get it to load but currently I have no idea how to. 

If you get it to work let me know for I'd like it back too. I suggest PMing Azureum.

Modifié par phoenixofthunder, 03 juin 2010 - 05:31 .