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ME2 - Modding is Possible II (PC Only)


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#26
David Hingtgen

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Azureum wrote...
I said using NPC/Squad models, not changing them or swapping them, just to clarify lol.


I was actually replying to teltaur, who seemed to be talking about changing NPC stuff on NPC's.  

#27
Azureum

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implodinggoat wrote...

Thanks for the response Azureum.  Out of curiousity has anyone considered trying to add weapons (as opposed to overwriting previous ones)  by trying to trick the game into thinking that the added weapon is a new piece of DLC?  The game clearly has some means of adding weapons and I wonder if there is something unique about the files for DLC weapons like the Eviscerator, Collector Rifle, Blackstorm, Incisor, and Locust which triggers the game to add them.


The only problem with adding new weapons is one, we can't do anything with .PCC files yet, and weapons are referenced from inside them. In Coalesced.ini they are referenced in such a way throughout the ini that you cannot clone a weapons use of a .PCC file so as to create a new one.

So at this time, I'm afraid not.


MarsMan61 wrote...

Do you know the section of code where we can modify the mini game time delay to give those of us with mousefailatopia a glimmer of a chance of getting by the connect the dot game? I don't want to bypass it, just give me a bit more time to complete it. (I'm old and mouse impaired.) Yes, I know there is an upgrade I can buy somewhere down the line, but I've just started the game and hit the wall.

Thanks!

Mars
/dons flame retardant suit


The mini game hack you obtain via research gives you more than enough
time, you just need to set a binding to give yourself it, such as:


Bindings=( Name="NumPadZero", Command="SetIntByName Tec_MiniGameHack
1" )


Put that in the section [SFXGame.SFXGameModeBase] and just press
number pad 0 in-game and you shall have a longer time to click those symbols.

Darman wrote...

Hey guys and girls I'm modding for ME2 - but I've teached myself all the stuff, so I have just two questions for Azureum or someone who knows:
1.Could you give me the code for the blue suns armor (and/or maybe also the one for the eclipse armor) like it is shown as screenshot in Azureums Project - (strange - if I download there's only a tec-unlocker...)
2. Is it possible to make the SMG hanging on your back like an AssaultRifle?

Thnx !D


1. Well, the tec-unlocker isn't an armor manager, the armor locker mod in my project however is.

I believe the references I used for the blue armor and helmet were:

Blue Suns uniform: BIOG_HMM_ARM_HVY_R.HVYa.HMM_ARM_HVYa_MDL
Blue Helmet: BIOG_HMM_HGR_MED_R.BRTb.HMM_BRTb_MED_MDL
Yellow Helmet: BIOG_HMM_HGR_MED_R.BRTc.HMM_BRTc_MED_MDL

2. In a word, nopes ... sorry.

David Hingtgen wrote...

Azureum wrote...
I said using
NPC/Squad models, not changing them or swapping them, just to clarify
lol.


I was actually replying to teltaur, who seemed
to be talking about changing NPC stuff on NPC's.  


Ooops, used to seeing quotes when people are responding to eachother, my bad :)

Modifié par Azureum, 21 avril 2010 - 09:45 .


#28
Darman

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THANK YOU GUY :D

The armor (without helmet)  works fine, but the helmets don't. I just copied the lines from death mask, changed the id number and pasted your codes. But now I've got a normal head without any helmet. (???)

Is there a way to add the helmet to the blue suns uniform (perhaps to choose like the hemets of the n7-armor) ?

PS: Are there more interesting armors one could add? or, no- how did you find out the codes for the blue suns uniform? - same way I could find more on myself

Thnx

Modifié par Darman, 21 avril 2010 - 01:38 .


#29
Whailor

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Just to add, I would really suggest to use Coalesced editor by Ironspine. This Notepad++ way and then messing with Ruby script is.. old, editor what Ironspine made makes things much more easier and faster :) Can find it here:



http://social.biowar...m/project/1854/



Should make things safer and easier as well. Other then that, good topic. I wish someone would post more data on shields, what does every setting stand for, in which way shields are affected when some values are changed and so on. Most of the date is pretty self explanatory but there's also some data what I don't know.

#30
Darman

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I'm already working with this

But It isn't that easy to add the helmets like the rest of the stuff and I also would like to add a changeble helmet to a full body appearance...


#31
2pac Shakur

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can I mod female hair onto a male head?

#32
Fixers0

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The masks work only the:BIOG_HMM_HGR_MED_R.BRTb.HMM_BRTb_MED_MDL is the eclipse one and the BIOG_HMM_HGR_MED_R.BRTc.HMM_BRTb_MED_MDL is the blue suns one. also is there way to get mask works in combination with helmets ?


#33
Kikaimegami

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I was wondering if anyone could give me a rundown of how to import a model from Mass Effect 2. Like, what steps I need to take, what programs I need. I ultimately would like to be able to import it into Blender with the skeleton and rigging intact if at all possible.

#34
MarsMan61

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Thanks, Azureum. Appreciate your help.

#35
Michel1986

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Azureum is it already possible to use the N7 helmet from the first mission (normandy sr1 ?)

#36
Azureum

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Darman wrote...

THANK YOU GUY :D

The armor (without helmet)  works fine, but the helmets don't. I just copied the lines from death mask, changed the id number and pasted your codes. But now I've got a normal head without any helmet. (???)

Is there a way to add the helmet to the blue suns uniform (perhaps to choose like the hemets of the n7-armor) ?

PS: Are there more interesting armors one could add? or, no- how did you find out the codes for the blue suns uniform? - same way I could find more on myself

Thnx


I'm such an idiot, I forgot to include that you need to load a pcc file, I was rushing because I had to leave but if you use my armor locker mod in conjunction with those references you need to add a command to loadseq.txt with the following:

OnlyLoadLevel BioD_OmgHub_450Market

Once you load up the armor locker in-game then you should be able to change to the helmet references without any issue.

Finding these references is actually not TOO complex it's just a chore so I will write a tutorial for that when I get to appearances.

Whailor wrote...

Just to add, I would really suggest to use Coalesced editor by Ironspine. This Notepad++ way and then messing with Ruby script is.. old, editor what Ironspine made makes things much more easier and faster :) Can find it here:

http://social.biowar...m/project/1854/

Should make things safer and easier as well. Other then that, good topic. I wish someone would post more data on shields, what does every setting stand for, in which way shields are affected when some values are changed and so on. Most of the date is pretty self explanatory but there's also some data what I don't know.


To be honest you don't need ruby, just ME2IniFixer which is linked to in my very first tutorial in this thread. I looked at the ini editor and to be honest it's easier to edit it into C.ini.

Darman wrote...

I'm already working with this
But It isn't that easy to add the helmets like the rest of the stuff and I also would like to add a changeble helmet to a full body appearance...


You can't add a helmet to a full body appearance because they arent in parts, they are full models. Hence why we can't edit the DLC armor to remove the helmets.

You can only change helmets when using armor because thats in parts (helmet, torso, shoulders, arms, legs).

2pac Shakur wrote...

can I mod female hair onto a male head?


You could but it looks silly. Just change the hair mesh to one of the female ones in Gibbed's Save Editor. You can find the custom hair references on this page.

Fixers0 wrote...

The masks work only the:BIOG_HMM_HGR_MED_R.BRTb.HMM_BRTb_MED_MDL is the eclipse one and the BIOG_HMM_HGR_MED_R.BRTc.HMM_BRTb_MED_MDL is the blue suns one. also is there way to get mask works in combination with helmets ?


I haven't figured that part out yet, for now it's a mask.

Kikaimegami wrote...

I was wondering if anyone could give me a rundown of how to import a model from Mass Effect 2. Like, what steps I need to take, what programs I need. I ultimately would like to be able to import it into Blender with the skeleton and rigging intact if at all possible.


That I can't help with, I don't do modelling lol.

Michel1986 wrote...

Azureum is it already possible to use the N7 helmet from the first mission (normandy sr1 ?)


Probably if we load the pcc file they come from and use the armor references. Haven't looked at any particular part of modding ME2 in great detail as I'm still finding things to mod.

PS: My time is a little limited at the moment because my working hours have increased again, I've been ill so I've been around a lot due to part-time hours, so forgive late replies.

Modifié par Azureum, 21 avril 2010 - 09:15 .


#37
2pac Shakur

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Ive tried to directly import the female hair onto the male, but the male head is too large. You see hair coming out from inside the head.



How can I resize the hair or the head?

#38
Azureum

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2pac Shakur wrote...

Ive tried to directly import the female hair onto the male, but the male head is too large. You see hair coming out from inside the head.

How can I resize the hair or the head?


You can't re-size the head to any sort of scaling. But you can shrink it with gibbed's save editor.

#39
Kryyptehk

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Is there any way to keep the scarring on Shepard's face from changing depending on her para/ren score? Like, keep it how it is at the beginning of the game? I like the scars and don't like losing them when I play paragon characters.

#40
javierabegazo

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Does anyone know if it's possible to add powers to your squadmates?

#41
Vegielamb

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Man, now we need a color chart for customization. I wonder why they just didn't allow people to pick whatever colors they wanted?

#42
cachx

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javierabegazo wrote...

Does anyone know if it's possible to add powers to your squadmates?


I want to know this too ! :wizard:

awesome thread.

#43
sherban1988

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Kryyptehk wrote...

Is there any way to keep the scarring on Shepard's face from changing depending on her para/ren score? Like, keep it how it is at the beginning of the game? I like the scars and don't like losing them when I play paragon characters.


I can help with this :D

Ok, so, open Coalesced.ini with Notepad++ and search for this  "Scars=(Threshold=(X=-10,Y=-2)"   (without the quotes).

The first line will be this

Scars=(Threshold=(X=-10,Y=-2),Emissive="BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_05",
Normal="BIOG_HMM_HED_Alignment.Scar.Face_NormScars_05",
EyeEmissive="BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_05",
FemaleEmissive="BIOG_HMF_HED_Alignment.Emissive.HMF_Face_EmisScars_05",
FemaleNormal="BIOG_HMF_HED_Alignment.Scar.HMF_Face_NormScars_05",
FemaleEyeEmissive="BIOG_HMF_HED_Alignment.Eye.HMF_Eye_EmisScars_05",Color=(R=0,G=0,B=0,A=0))

Simply change all the   05   to   03, if you want to keep the scarring you have at the beginning of the game, so your line will look like this

Scars=(Threshold=(X=-10,Y=-2),Emissive="BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_03",
Normal="BIOG_HMM_HED_Alignment.Scar.Face_NormScars_03",
EyeEmissive="BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_03",
FemaleEmissive="BIOG_HMF_HED_Alignment.Emissive.HMF_Face_EmisScars_03",
FemaleNormal="BIOG_HMF_HED_Alignment.Scar.HMF_Face_NormScars_03",
FemaleEyeEmissive="BIOG_HMF_HED_Alignment.Eye.HMF_Eye_EmisScars_03",Color=(R=0,G=0,B=0,A=0))

Note that there are 4 more lines to change, right under the first. Simply change the numbers in each (04 for the second, the third is allready 03 so leave it, 02 for the fourth and 01 for the fifth) to 03. Now, no matter what paragon/renegade scores you have, your shep will always have the scars he/she has when he/she wakes up.

Modifié par sherban1988, 22 avril 2010 - 07:32 .


#44
Kryyptehk

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sherban1988 wrote...

Kryyptehk wrote...

Is there any way to keep the scarring on Shepard's face from changing depending on her para/ren score? Like, keep it how it is at the beginning of the game? I like the scars and don't like losing them when I play paragon characters.


I can help with this :D

Ok, so, open Coalesced.ini with Notepad++ and search for this  "Scars=(Threshold=(X=-10,Y=-2)"   (without the quotes).

The first line will be this

Scars=(Threshold=(X=-10,Y=-2),Emissive="BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_05",
Normal="BIOG_HMM_HED_Alignment.Scar.Face_NormScars_05",
EyeEmissive="BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_05",
FemaleEmissive="BIOG_HMF_HED_Alignment.Emissive.HMF_Face_EmisScars_05",
FemaleNormal="BIOG_HMF_HED_Alignment.Scar.HMF_Face_NormScars_05",
FemaleEyeEmissive="BIOG_HMF_HED_Alignment.Eye.HMF_Eye_EmisScars_05",Color=(R=0,G=0,B=0,A=0))

Simply change all the   05   to   03, if you want to keep the scarring you have at the beginning of the game, so your line will look like this

Scars=(Threshold=(X=-10,Y=-2),Emissive="BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_03",
Normal="BIOG_HMM_HED_Alignment.Scar.Face_NormScars_03",
EyeEmissive="BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_03",
FemaleEmissive="BIOG_HMF_HED_Alignment.Emissive.HMF_Face_EmisScars_03",
FemaleNormal="BIOG_HMF_HED_Alignment.Scar.HMF_Face_NormScars_03",
FemaleEyeEmissive="BIOG_HMF_HED_Alignment.Eye.HMF_Eye_EmisScars_03",Color=(R=0,G=0,B=0,A=0))

Note that there are 4 more lines to change, right under the first. Simply change the numbers in each (04 for the second, the third is allready 03 so leave it, 02 for the fourth and 01 for the fifth) to 03. Now, no matter what paragon/renegade scores you have, your shep will always have the scars he/she has when he/she wakes up.



Huh. Does this affect Shepards that already lost their scars due to high paragon score? Because I figured the code out and put in what should have been the correct code, and her scars were still gone. Is it not retroactive?

#45
Azureum

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Kryyptehk wrote...

Huh. Does this affect Shepards that already lost their scars due to high paragon score? Because I figured the code out and put in what should have been the correct code, and her scars were still gone. Is it not retroactive?


Well I imagine that once you become fully paragon its effectively the same as being fully healed, so you'd need to change that whilst you still have scars for that to work. Although if you go into gibbed's save editor under plot > player, if cosmetic surgery is ticked then untick it, other than that I guess you'd need to go back to an earlier save, or possibly change your paragon to a lower level.

#46
sherban1988

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Kryyptehk wrote...

sherban1988 wrote...

Kryyptehk wrote...

Is there any way to keep the scarring on Shepard's face from changing depending on her para/ren score? Like, keep it how it is at the beginning of the game? I like the scars and don't like losing them when I play paragon characters.


I can help with this :D

Ok, so, open Coalesced.ini with Notepad++ and search for this  "Scars=(Threshold=(X=-10,Y=-2)"   (without the quotes).

The first line will be this

Scars=(Threshold=(X=-10,Y=-2),Emissive="BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_05",
Normal="BIOG_HMM_HED_Alignment.Scar.Face_NormScars_05",
EyeEmissive="BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_05",
FemaleEmissive="BIOG_HMF_HED_Alignment.Emissive.HMF_Face_EmisScars_05",
FemaleNormal="BIOG_HMF_HED_Alignment.Scar.HMF_Face_NormScars_05",
FemaleEyeEmissive="BIOG_HMF_HED_Alignment.Eye.HMF_Eye_EmisScars_05",Color=(R=0,G=0,B=0,A=0))

Simply change all the   05   to   03, if you want to keep the scarring you have at the beginning of the game, so your line will look like this

Scars=(Threshold=(X=-10,Y=-2),Emissive="BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_03",
Normal="BIOG_HMM_HED_Alignment.Scar.Face_NormScars_03",
EyeEmissive="BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_03",
FemaleEmissive="BIOG_HMF_HED_Alignment.Emissive.HMF_Face_EmisScars_03",
FemaleNormal="BIOG_HMF_HED_Alignment.Scar.HMF_Face_NormScars_03",
FemaleEyeEmissive="BIOG_HMF_HED_Alignment.Eye.HMF_Eye_EmisScars_03",Color=(R=0,G=0,B=0,A=0))

Note that there are 4 more lines to change, right under the first. Simply change the numbers in each (04 for the second, the third is allready 03 so leave it, 02 for the fourth and 01 for the fifth) to 03. Now, no matter what paragon/renegade scores you have, your shep will always have the scars he/she has when he/she wakes up.



Huh. Does this affect Shepards that already lost their scars due to high paragon score? Because I figured the code out and put in what should have been the correct code, and her scars were still gone. Is it not retroactive?


Tehnically it should, unless there's some flag check or something that once you reach high paragon or renegade your scars are locked in place.

Try putting 05 everywhere, see if that does anything, cause those scars are much more noticeable, the ones on 03 aren't always visible, depending on the lighting and the angle, and if the game feels like it.

#47
Azureum

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UPDATE

Added some information for Windows Vista / 7 users to my first post.

Modifié par Azureum, 22 avril 2010 - 09:36 .


#48
Azureum

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javierabegazo wrote...

Does anyone know if it's possible to add powers to your squadmates?


This I am working on at the moment, haven't found a way just yet though!

#49
Kryyptehk

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@Sherdan, I did that and it didn't change. You're probably right about the flag thing. I'm not playing that Shep anymore though, so it doesn't really matter for her (I finished the game with her already). Thanks for confirming my thoughts on the code.

#50
phoenixofthunder

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Azureum wrote...

phoenixofthunder wrote...

Azureum wrote...
Probably because the splash doesn't actually contain any load code, your identifying it by tag as splash...

Yes, any ideas?

Try changing it completely to the main menu one.


Launched ME2 but only showed the splash screen. Nothing else. 

img40.imageshack.us/img40/6425/75769504.png

Modifié par phoenixofthunder, 22 avril 2010 - 11:47 .