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ME2 - Modding is Possible II (PC Only)


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#451
phoenixofthunder

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Reuben702 wrote...

phoenixofthunder wrote...

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.


I mean the heads of the characters.
some poeple just put on the armor and not the head.
Thanks:)



You mean like wearing Grunt's head & Garrus' armor?

#452
phoenixofthunder

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droid105 wrote...
Hi All: I am very interested in this mod but what is the full code to add in my ini file - (
BIOG_HMF_ARM_KSM_R.LGTa.HMF_KSM_LGTa_MDL) How do I get a copy for casual and combat? Plus
 where do I add this code (Binding Command="Onlyloadlevel BioH_Thief_01") 

TorsoAppearances=(Id=15,Name=339522,Description=339529,Type=CustomizableType_Torso,Mesh=
(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Tor_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Tor_MDL"),GameEffects=
("SFXGame.SFXGameEffect_Gear_N7Torso"),PlotFlag=-1)


You forgot the Casual Appearences.
Plus need the the MaterialOverride for both. More like this:

TorsoAppearances=(Id=15,Name=339522,Description=339529,Type=CustomizableType_Torso,Mesh=
(Female="BIOG_HMF_ARM_KSM_R.LGTa.HMF_KSM_LGTa_MDL",
FemaleMaterialOverride="BIOG_HMF_HGR_KSM_R.HGRa.HMF_HGR_KSM_MAT_1a"),PlotFlag=-1)
==or==
TorsoAppearances=(Id=15,Name=339522,Description=339529,Type=CustomizableType_Torso,Mesh=
(Female="BIOG_HMF_ARM_KSM_R.LGTa.HMF_KSM_LGTa_MDL",
FemaleMaterialOverride="BIOG_HMF_HGR_KSM_R.HGRa.HMF_HGR_KSM_MAT_1b"),PlotFlag=-1)

CasualAppearances=(Id=36,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_ARM_KSM_R.LGTa.HMF_KSM_LGTa_MDL",
FemaleMaterialOverride="BIOG_HMF_HGR_KSM_R.HGRa.HMF_HGR_KSM_MAT_1a"),PlotFlag=-1)
==or==
CasualAppearances=(Id=36,Type=CustomizableType_Torso,Mesh=
(Female="BIOG_HMF_ARM_KSM_R.LGTa.HMF_KSM_LGTa_MDL",
FemaleMaterialOverride="BIOG_HMF_HGR_KSM_R.HGRa.HMF_HGR_KSM_MAT_1b"),PlotFlag=-1)

Which is to be added under [SFXGame.SFXPawn_Player] section in the coalesced.ini
For casual it needs to be under CasualAppearances subsection. For armor it needs to be under the
TorsoAppearances subsection. 

droid105 wrote...
Also has anyone try to recolor Aria's outfit to all black and fill up the blue part with black outfit? I try using Aria outfit
 for my female Shepard but it wont load, FullBodyAppearances=(Id=2010,
Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL",
Female="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL"),PlotFlag=-1). Do I have to use another
program to see it, really interested in finding out :)?

After looking in the pcc files I found these not sure which is the code for Aria though.

To get Aria try the following lines using the template below.
===============   A   ================
BIOG_WPN_ASL_R.ASLa.WPN_ASLa_MDL
BIOG_WPN_ASL_R.ASLc.WPN_ASLc_MDL
BIOG_WPN_PST_R.PSTa.WPN_PSTa_MDL
BIOG_WPN_PST_R.PSTb.WPN_PSTb_MDL
BIOG_WPN_PST_R.PSTc.WPN_PSTc_MDL
==================================

===============   B   ==================
BIOG_WPN_ASL_R.ASLa.WPN_ASLa_Mat_1a
BIOG_WPN_ASL_R.ASLc.WPN_ASLc_MAT_1a
BIOG_WPN_PST_R.PSTa.WPN_PSTa_Mat_1a
BIOG_WPN_PST_R.PSTb.WPN_PSTb_MAT_1a
BIOG_WPN_PST_R.PSTc.WPN_PSTc_MAT_1a
=====================================
CasualAppearances=(Id=# to be determined,Type=CustomizableType_Torso,Mesh=(
(Female="PLACE A HERE",
FemaleMaterialOverride="PLACE B HERE"),PlotFlag=-1)

TorsoAppearances=(Id=# to be determined,Type=CustomizableType_Torso,Mesh=(
(Female="PLACE A HERE",
FemaleMaterialOverride="PLACE B HERE"),PlotFlag=-1)


When you get the Aria code working I'll retexure it to all black if you want.

How to find meshes (outfits/armor):
Excerpt from Page 117 Post 6 of Modding is Possible

*****Irrelevant Data removed*****

RoadCrewWorker wrote...

Right, found both Garrus' (undamaged armor, new headgear) and Kasumi's (body, breather, head) stuff, and it
works with streaming disabled. For some reason it won't load the alternative material though. Pity, Garrus DLC
texture is pretty great. Gonna have a further look into it.


Ray Joel Oh wrote...
Ah, okay, real noob question--I get the textdump, but I can only scroll up to a certain point. How do I scroll up
further in the cmd window?

Right click on the top window bar, select properties, go to layout and set the buffer width and size to something
bigger. Why windows won't save it is beyond me.

Anyway, you shouldnt be using umodel to look for stuff, use extract.exe with a short batch file. Simply copy the pcc
files in question and "extract.exe" into their own directory, create an empty text file and paste this:
@echo off
for %%a in (*.pcc) do extract "%%a"
SET /P exit=Press key to exit.
into it and save it as extractall.bat or something. Run this file to extract all pcc files in the same directory (Doing
this in the CookedPC folder of Mass Effect 2 will extract >20GB in 80000 files, so bad idea).
Then in each folder and look for "ExportTable.txt", search it either for "= SkeletalMesh'" to find model names or "=
MaterialInstanceConstant'" to find alternative Textures.

For example, it's how i found Garrus and Kasumis stuff in less than 5 minutes:

Garrus:
7592 = SkeletalMesh'BIOG_CBT_IVS_NKD_R.NKDb.CBT_IVS_NKDb_MDL'
7593 = SkeletalMesh'BIOG_TUR_ARM_HVY_R.HVYb.TUR_ARM_HVYb_MDL'
7594 = SkeletalMesh'BIOG_TUR_ARM_HVY_R.HVYc.TUR_ARM_HVYc_MDL'
7595 = SkeletalMesh'BIOG_TUR_HED_PROGarrus_ALT_R.Garrus.TUR_HED_Garrus_ALT_MDL'
7596 = SkeletalMesh'BIOG_TUR_HED_PROMorph_R.PROGarrus.TUR_HED_PROGarrus_Damage_MDL'
7597 = SkeletalMesh'BIOG_TUR_HGR_HVY_R.HVYb.TUR_HGR_HVYb_MDL'
3842 = MaterialInstanceConstant'BIOG_TUR_ARM_HVY_R.HVYb.TUR_ARM_HVYb_MAT_1a'
3843 = MaterialInstanceConstant'BIOG_TUR_ARM_HVY_R.HVYc.TUR_ARM_HVYc_MAT_1a'
3844 = MaterialInstanceConstant'BIOG_TUR_GAR_ALT_R.Garrus.TUR_GAR_ALT_MAT_1a'
3845 = MaterialInstanceConstant'BIOG_TUR_HED_PROGarrus_ALT_R.Garrus.TUR_HED_Garrus_ALT_MAT_1a'
3846 = MaterialInstanceConstant'BIOG_TUR_HED_PROMorph_R.Garrus.TUR_EYE_PROGarrus_Mat_1a'
3847 = MaterialInstanceConstant'BIOG_TUR_HED_PROMorph_R.PROGarrus.TUR_HED_PROGarrus_Damage_MAT_1a'
3848 = MaterialInstanceConstant'BIOG_TUR_HGR_GAR_ALT_R.HGR.TUR_HGR_GAR_ALT_MAT_1a'
3849 = MaterialInstanceConstant'BIOG_TUR_HGR_HVY_R.HVYb.TUR_HGR_HVYb_MAT_1a'
3850 = MaterialInstanceConstant'BIOG_TUR_HGR_HVY_R.HVYc.TUR_VSR_HVYc_MAT_1a'
3851 = MaterialInstanceConstant'BIOG_TUR_HIR_PRO_R.VSRa.TUR_HIR_VSRa_MAT_1a'

Kasumi:
5543 = SkeletalMesh'BIOG_CBT_IVS_NKD_R.NKDb.CBT_IVS_NKDb_MDL'
5544 = SkeletalMesh'BIOG_HMF_ARM_KSM_R.LGTa.HMF_KSM_LGTa_MDL'
5545 = SkeletalMesh'BIOG_HMF_HED_PROKasumi_R.Head.HMF_HED_PROKasumi_MDL'
5546 = SkeletalMesh'BIOG_HMF_HGR_KSM_R.HGRa.HMF_HGR_KSM_MDL'
2250 = Material'BIOG_HMF_ARM_KSM_R.LGTb.HMF_ARM_KSM_MAT_1b'
2251 = Material'BIOG_HMF_HGR_KSM_R.HGRa.HMF_HGR_KSM_MAT_1a'
2814 = MaterialInstanceConstant'BIOG_HMF_HED_PROKasumi_R.Head.HMF_HED_PROKasumi_Eye_MAT_1a'

2815 = MaterialInstanceConstant'BIOG_HMF_HED_PROKasumi_R.Head.HMF_HED_PROKasumi_Face_MAT_1a'
2816 = MaterialInstanceConstant'BIOG_HMF_HED_PROKasumi_R.Head.HMF_HED_PROKasumi_Lashes_MAT_1a'
2817 = MaterialInstanceConstant'BIOG_HMF_HED_PROKasumi_R.Head.HMF_HED_PROKasumi_Scalp_MAT_1a'
2818 = MaterialInstanceConstant'BIOG_HMM_HED_PROMorph.Average.HMM_HED_Lash_Mat_1a'


Modifié par phoenixofthunder, 09 juin 2010 - 05:03 .


#453
Chugster

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phoenixofthunder wrote...

Chugster wrote...

c'mon guys..please...ive almost got this game set up exactly as I want, all i need is ME1 Spectre armor and a way to
modify the muzzle flashes....im pretty sure the latter is out but the former isnt, there have to be other Spectre variants
ingame, the code i was given unlocked a green camo version (Freedom Armor) and i know the Blue/Red (Partisan
armor) is ingame as well.

So can someone please see what other versions are hidden away?


What pcc's should I look in? The ones relating to the Normandy or Illium?:unsure:


well seeing as tweaking the C.ini is as far as my modding skills go im not sure, maybe both...I dont even know where the green armor came from (someone else gave me the code line), i dont remember seeing it ingame...which is why im hoping the standard Spectre armor is in there

edit: oh and whilst im making excessive requestsPosted Image, if you look in the Illum section, see if you cant find the original N7 armor that Conrad Verner is wearing...might be cool to use that as wll

Modifié par Chugster, 09 juin 2010 - 05:55 .


#454
Eliyan

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for Aria's body you need the following line

(Id=2010,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL"),PlotFlag=-1)

to get it loaded outside Omega you also need to add a keybind with "onlyloadlevel BioD_OmgHub_220DenBar" of course

I made a black retexture myself aswell. Will upload it later

Modifié par Eliyan, 09 juin 2010 - 06:10 .


#455
Chugster

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I would look for these armor codes myself, but firstly i dont have a clue which PCC files to look in and secondly, when i try to use the extractor or model viewer i get a MSVCR71.dll error message :(

#456
Eliyan

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another possibility would be retexturing the green camo version with TexMod. The glowing parts would stay green thou... afaik...

maybe I could try porting the ME1-texture over to ME2 with texmod

uploaded the black aria mod aswell: social.bioware.com/project/2858/
 

#457
Chugster

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Eliyan wrote...

another possibility would be retexturing the green camo version with TexMod. The glowing parts would stay green thou... afaik...

maybe I could try porting the ME1-texture over to ME2 with texmod

uploaded the black aria mod aswell: social.bioware.com/project/2858/
 


that would be very cool, , i know Pheonix is trying to retexture it as well, but the best solution would be if the armor iteslf was ingame, then i wouldnt have to use Texmod every time i start the game...if someone can figure out my DLL error i can look for the armor myself...there has to be more in there, seeing as the code found give the green version there must be codes for the other two that have been seen ingame and maybe even all the other versions from ME1 as well

Modifié par Chugster, 09 juin 2010 - 06:32 .


#458
droid105

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Cool mod Eliyan (Black Aria outfit)


Updated:   Hi Guys:  I added the files to my ini (Aria & Kamiro armor mods) but for the rest I dont know where to add the codes so the armor will work, sorry I feel so stupid about this (dont a modder), I dont want to wreck the ini file if I dont know where the code go
.
1)Plus need the the MaterialOverride for both and 
where do I add this code (Binding Command="Onlyloadlevel BioH_Thief_01") 


2) add a keybind with "onlyloadlevel BioD_OmgHub_220DenBar" - where do I add this go in ini (For Aria outfit to work on Shepard ship and else where.

Please let me know and thank you so much for your help :)

Modifié par droid105, 10 juin 2010 - 02:08 .


#459
phoenixofthunder

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@Eliyan
Good going on the Aria retexture. And thanks for finding the code.

Chugster wrote...

I would look for these armor codes myself, but firstly i dont have a clue which PCC files to look in and secondly, when i try to use the extractor or model viewer i get a MSVCR71.dll error message :(



That sounds like a Java related error try updating Java.

Modifié par phoenixofthunder, 09 juin 2010 - 06:44 .


#460
djh_

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Can anyone shed light on how this works and why it's not working for me? It's one of the features of RoadCrewWorker's Mod Manager.

"Free camera movement during conversations/Galaxy views (included)"

I can't find anything that would obviously enable this in his mods, only a few keybindings like PC_StrafeLeft and such. I've tried those in game and they apparently do nothing. Has anyone gotten this feature to work?

Modifié par djh_, 09 juin 2010 - 06:56 .


#461
Eliyan

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the PC_ binds are added to the general keybinds to allow movement control in other game-modes
without these you can't control the camera in the galaxy-view

there should also be another keybind to toggle the freecam-mode

Modifié par Eliyan, 09 juin 2010 - 07:04 .


#462
Chugster

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phoenixofthunder wrote...

@Eliyan
Good going on the Aria retexture. And thanks for finding the code.

Chugster wrote...

I would look for these armor codes myself, but firstly i dont have a clue which PCC files to look in and secondly, when i try to use the extractor or model viewer i get a MSVCR71.dll error message :(



That sounds like a Java related error try updating Java.




nope, still missing that dll file

#463
MoonChildTheUnholy

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Hello, i dunno if this has been asked, but can we mod the game so that we can add armor customization for our squad? taking the principal from Shepards armor screen but having a selector where we could change the character we would like to change armor.



Thank you.

#464
Eliyan

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MoonChildTheUnholy wrote...

Hello, i dunno if this has been asked, but can we mod the game so that we can add armor customization for our squad? taking the principal from Shepards armor screen but having a selector where we could change the character we would like to change armor.


nope

#465
MoonChildTheUnholy

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Eliyan wrote...

MoonChildTheUnholy wrote...

Hello, i dunno if this has been asked, but can we mod the game so that we can add armor customization for our squad? taking the principal from Shepards armor screen but having a selector where we could change the character we would like to change armor.


nope

Ah bummer, thank you anyway.=]

#466
Chugster

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ok, ive got the viewer working, but im not sure what files to look in, ive looked in all the BIOG_HMF_ARM files, found the opening scene N& armor (may have to try that later), but i dont know what sort of files to look in for NPC armors?

I found the Blue Suns armor and some weird bright green and orangey versions of the Spectre armor, but not the NPC versions

edit: ok now im really confused, im looking at the pcc file for the green camo armor that I already have, but i cant see the green camo skin, the skin reference in the code line is for a bright orange skin, so how does this result in the ingame model having the green camo?

Modifié par Chugster, 09 juin 2010 - 10:53 .


#467
David Hingtgen

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Eliyan--there's pics of the Black Aria mod, but not the actual texmod file.

#468
Crunchyinmilk

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djh_ wrote...
 only a few keybindings like PC_StrafeLeft and such. I've tried those in game and they apparently do nothing. Has anyone gotten this feature to work?


Example:

[SFXGame.SFXGameModeBase]
Bindings=(name="Zero",Command="ShowHud | shot | OnRelease ShowHud")
Bindings=(Name="Up",Command="ToggleFlyCam")
Bindings=(Name="Left",Command="PlayersOnly")
Bindings=(Name="Right",Command="Exclusive SkipMovie | SloMo 8 | OnRelease SloMo 1")

[SFXGame.SFXGameModeConversation]
;EDIT -- Add controls for moving flying camera during conversations.
;-- New binds
Bindings=(Name="MoveForward",Command="Axis aBaseY Speed=0.1" )
Bindings=(Name="MoveBackward",Command="Axis aBaseY Speed=-0.1")
Bindings=(Name="StrafeLeft",Command="Axis aStrafe Speed=-0.1")
Bindings=(Name="StrafeRight",Command="Axis aStrafe Speed=+0.1")
Bindings=(Name="W",Command="MoveForward" )
Bindings=(Name="S",Command="MoveBackward")
Bindings=(Name="A",Command="StrafeLeft")
Bindings=(Name="D",Command="StrafeRight")
Bindings=(Name="MouseX",Command="Count bXAxis | Axis aMouseX")
Bindings=(Name="MouseY",Command="Count bYAxis | Axis aMouseY")
;--

Explanation:

-Pressing 0 (zero) will take a screenshot, the above version hides the HUD, takes the shot then shows the HUD in one click.  Showhud will NOT hide either the hot key bar at top left of your window during combat, nor does it hide the conversation wheel.  

If you pause during conversation,you can click a response on the dialog wheel to hide it, the conversation wont continue until you unpause (PlayersOnly) again.

-Pressing left arrow will pause the game.  During conversation Shepard's body will stop moving but their face will always complete the line of dialog and animation, then pause.  NPCs stop right away.

-Pressing up arrow will activate flying camera mode.  

-Pressing right arrow will fast forward, game time increases x8 while held, and returns to normal on release.

-The binds listed under GameModeConversation are so that you can move the flying camera around (during conversation). I also have these same movement binds in GameModeCinematic so I can use fly camera during cinematics too. Obviously you must activate the flying camera (up arrow), for them to work.

Modifié par Crunchyinmilk, 10 juin 2010 - 02:08 .


#469
Reuben702

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phoenix please make me a coalesced with npc armor and collector ship weapons please.

#470
Chugster

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ok can someone explain how this model & skin thing works?



Im assuming they dont have separate skeletal meshes for players & NPCs, so that means the the one in the Biog Armor files is the one that Liara and Wasea use, which means there are 2 other skins ingame.



Now ive looked at the texture files for the green camo, but all i see are a load of textures (from Mat 1a to 6A etc) and they all look the same, this bright orange, so somehow this green camo comes from that, and therefore the other two (blue/red & white red) must also come from that...all the blue suns & eclipse have their correct skins



So how do all those orange skins turn into the various armors?



This is really annoying me now, i feel that im so close but have run into a wall that doesnt make any sense

#471
Eliyan

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David Hingtgen wrote...

Eliyan--there's pics of the Black Aria mod, but not the actual texmod file.


Have a look at the files-tab. Should be 2 tpfs there

#472
droid105

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Thank You Eliyan for this mod, mod works great :), here a pic

Posted Image

Plus the Kamiro outfit is working too (thanks phoenixofthunder), all I did is install java. The only thing is if I dont have Kamiro in party the outfit wont show up, any suggestion?   Here a pic

Posted Image


 

Modifié par droid105, 10 juin 2010 - 02:32 .


#473
Eliyan

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simple



add "OnlyLoadLevel BioH_END_Thief_00" to your armor locker shortcut

#474
Chugster

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ok, im gonna try once more to get the answers im looking for, I know i keep going on about this but ive just quit smoking and this is adding to my frustrations...

right, i have a code that uses this skeletal mesh of the ME1 spectre armor:

Posted Image
and this skin (i tried using mat_6a and got the same effect) :
Posted Image

which gives this effect ingame:
Posted Image

and this (from ME1) is what i really want in ME2:

Posted Image

now as we can see in the next 2 pics this armor has 2 other color schemes ingame:
Posted Image
and
Posted Image

What i want to know is why is the green camo version the one that shows up when it isnt even seen ingame and where are the other 2 skins?

The way i see it, this green camo is one of a few hidden versions or i just dont know how the meshes sync up with the textures...either way I really need some clarity on this...i see other people adding armors they want, like BS or Eclipse stuff, but its frustrating

EDIT: ive found the pcc file with Captain Wasea, BioD_TwrMwA_401BossFight.pcc,and Liara in the opening scene, BioD_ProNor.pcc and bothshow the texture as mat_7a (still showing in the viewer as an orange skin), so i changed my C.ini line from 3a to 7a but still get the green camo...what am i doing wrong?

Im thinking there must be another reference somewhere that decides how the skin is shown (colors & patterns), could this be right? if so how do you change it?

Modifié par Chugster, 10 juin 2010 - 07:48 .


#475
Chugster

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oh and on a slightly different note, can someone use these 2 images to give me a command line to add this armor to the 'TorsoAppearance' section:

mesh

Posted Image

skin

Posted Image



i tried making the code myself but it wouldnt show up