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.
Azureum wrote...
I said using NPC/Squad models, not changing them or swapping them, just to clarify lol.
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.
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
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
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.
Modifié par Azureum, 21 avril 2010 - 09:45 .
Modifié par Darman, 21 avril 2010 - 01:38 .
Darman wrote...
THANK YOU GUY
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
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 fasterCan 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.
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...
2pac Shakur wrote...
can I mod female hair onto a male head?
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 ?
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.
Michel1986 wrote...
Azureum is it already possible to use the N7 helmet from the first mission (normandy sr1 ?)
Modifié par Azureum, 21 avril 2010 - 09:15 .
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?
javierabegazo wrote...
Does anyone know if it's possible to add powers to your squadmates?
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.
Modifié par sherban1988, 22 avril 2010 - 07:32 .
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
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.
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?
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
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?
Modifié par Azureum, 22 avril 2010 - 09:36 .
javierabegazo wrote...
Does anyone know if it's possible to add powers to your squadmates?
Azureum wrote...
Try changing it completely to the main menu one.phoenixofthunder wrote...
Yes, any ideas?Azureum wrote...
Probably because the splash doesn't actually contain any load code, your identifying it by tag as splash...
Modifié par phoenixofthunder, 22 avril 2010 - 11:47 .