ME2 - Modding is Possible II (PC Only)
#776
Posté 11 juillet 2010 - 12:26
#777
Posté 11 juillet 2010 - 02:43
Anyway, i've been trying for so long to replace my default hair with another default hair style. By default i mean the hair the game provides, not mods. I used to Save Editor and changed all the bits i thought i was supposed to, but i guess i'm missing a key part - and i have NO idea what it could be.
Here is my current Sheppard:
http://i29.tinypic.com/bj6a6t.jpg
This is the hair i want(older game):
http://i32.tinypic.com/n5q6i1.jpg
This is what i get when i try to input all the stuff i think i'm supposed to:
http://i29.tinypic.com/2hegcci.jpg
As you can see there are two issues. The colour is changing to a brownish colour(although the bun remains the right colour), but more importantly, the hair is flat and stuck to the scalp as opposed to lifted. I was going to post all the places i've altered the code in the save editor, but to be honest, i'm pretty sure i altered all the hair codes, but i can't get the hair to "lift" properly, or i can't fix the colour.
Any help?
#778
Posté 11 juillet 2010 - 03:32
Girl.Crush wrote...
I was told i should probably ask this here...
Anyway, i've been trying for so long to replace my default hair with another default hair style. By default i mean the hair the game provides, not mods. I used to Save Editor and changed all the bits i thought i was supposed to, but i guess i'm missing a key part - and i have NO idea what it could be.
As you can see there are two issues. The colour is changing to a brownish colour(although the bun remains the right colour), but more importantly, the hair is flat and stuck to the scalp as opposed to lifted. I was going to post all the places i've altered the code in the save editor, but to be honest, i'm pretty sure i altered all the hair codes, but i can't get the hair to "lift" properly, or i can't fix the colour.
Any help?
To get the right female hair & color follow the tutorial here:
Piraticalx's Female Custom Hair Guide using Gibbed's Mass Effect 2 Save Editor
The style of hair you want I believe is this:
BIOG_HMF_HIR_PRO.Iconbun.HMF_HIR_IBun_MDL
Modifié par phoenixofthunder, 11 juillet 2010 - 03:45 .
#779
Posté 11 juillet 2010 - 04:08
One more thing... if i wanted to experiment with making my shep look like(but not exactly like) Kasumi, will i be able to locate some info in this thread? I don't mind searching for it, but knowing it's here and even possible would be a great start.
Thanks again!
ps - more specifically; i want kasumi's body/outfit, and her hood, but my face i guess. lol.
Modifié par Girl.Crush, 11 juillet 2010 - 04:16 .
#780
Posté 11 juillet 2010 - 04:40
Girl.Crush wrote...
Great, thanks a lot phoenix, i will check that out.
One more thing... if i wanted to experiment with making my shep look like(but not exactly like) Kasumi, will i be able to locate some info in this thread? I don't mind searching for it, but knowing it's here and even possible would be a great start.
Thanks again!
ps - more specifically; i want kasumi's body/outfit, and her hood, but my face i guess. lol.
Yes it is possible:
phoenixofthunder wrote...
Noble 6 wrote...
Could some please tell me how to have Kasumi available to "wear" (body and head) as a casual appearance & armor appearance for my MaleShep & FemShep.
Or if anyone could upload a modded Coalesced.ini with Kasumi already available as Casual / Armor appearance option, I
would be very grateful ../../../images/forum/emoticons/grin.png.
Found this which may be of more help.
Modding is possible Page 115, 9th post down:minormiracle wrote...
Residentz wrote...
Possible to get the new casual wears from the Kasumi DLC in normal gameplay?
Tux: BIOG_HMM_SHP_CTH_R.CTHa.HMM_ARM_CTHa_Tux_MAT_1a
Dress: BIOG_HMF_SHP_CTH_R.CTHa.HMF_ARM_CTHa_Tux_MDL
Kasumi armor: BIOG_HMF_ARM_KSM_R.LGTa.HMF_KSM_LGTa_MDL (with Binding Command="Onlyloadlevel BioH_Thief_01", defaults to loyal red. Haven't tried finding the other texture yet.)
Kasumi head: Idunnolol.jpg
PC heads will likely not look right with Kasumi's armor since the hood size is set for her head mesh, and unlike her head Shepard's won't have the proper forehead shading. Editing a helmet with bHideHair=True solves the hair clipping but it still looks weird. Here's a picture.
#781
Posté 11 juillet 2010 - 04:58
#782
Posté 11 juillet 2010 - 06:24
Of course it's only temporary, like with Shepard's new skills. Next time you load a new level/save, the powers are gone. Still it's nice to play around with it, and there are workarounds for that, too.
Attached two screenshots as proof, Tali with Disruptor Ammo


Edit: We didn't know that yet, did we? I'm not sure, but I think we didn't.
Modifié par ZephSunstrider, 11 juillet 2010 - 06:25 .
#783
Posté 11 juillet 2010 - 06:38
#784
Posté 11 juillet 2010 - 08:49
Personally, I'd be glad if I could replicate your problem and permanently replace some textures - my guess is that in your case it somehow got permanently loaded into the game, and not temporarily replaced using additional memory.
Could you provide more information - what programs you had running in the background, what (if any) other texture mods etc.?
Modifié par Burdokva, 11 juillet 2010 - 08:51 .
#785
Posté 11 juillet 2010 - 09:14
Burdokva wrote...
madmaxx, does the framerate still suffer, as with TexMod enabled, or is it smooth?
Personally, I'd be glad if I could replicate your problem and permanently replace some textures - my guess is that in your case it somehow got permanently loaded into the game, and not temporarily replaced using additional memory.
Could you provide more information - what programs you had running in the background, what (if any) other texture mods etc.?
Yes please.
#786
Posté 11 juillet 2010 - 09:20
ZephSunstrider wrote...
Just found out that adding abilities via Keybind (see earlier in this thread, around page 29-30) works for the squadmates too. So we CAN add new abilities to the squadmates.
Of course it's only temporary, like with Shepard's new skills. Next time you load a new level/save, the powers are gone. Still it's nice to play around with it, and there are workarounds for that, too.
Attached two screenshots as proof, Tali with Disruptor Ammo
Edit: We didn't know that yet, did we? I'm not sure, but I think we didn't.
:blink:No one in Modding Is Possible 2 has brought this up before but it is definitely a good find. :oWhat code for Binding and Dynamic Loading allows this?
Really want to give Legion the Throw ability!
Modifié par phoenixofthunder, 11 juillet 2010 - 09:20 .
#787
Posté 11 juillet 2010 - 09:26
I've tried copying a few of the default N7 variations etc, none really work right--including copying the first "no helmet" option.
#788
Posté 11 juillet 2010 - 11:11
**** Fighter wrote...
hi, is there any fix for the hole at the chest part of shepard when wearing illusive man's suit?
also, is there a mod or an addon which could remove the helm when talking to someone? i dont like it how in dialogue scenes you wont be able to see shepards full face. the recon hood and other headgears that cover your entire face or almost are really cool, especially i like the archon visor very much, but problem is i wont be able to see sheps face when talking to someone. twas pretty weird when i was wearing the recon hood and i saw tali for the first time in freedom progress, and recognizes me
thanks
#789
Posté 11 juillet 2010 - 11:20
#790
Posté 11 juillet 2010 - 12:02
#791
Posté 11 juillet 2010 - 12:35
Burdokva wrote...
madmaxx, does the framerate still suffer, as with TexMod enabled, or is it smooth?
Personally, I'd be glad if I could replicate your problem and permanently replace some textures - my guess is that in your case it somehow got permanently loaded into the game, and not temporarily replaced using additional memory.
Could you provide more information - what programs you had running in the background, what (if any) other texture mods etc.?
#792
Guest_Inge McDaniel_*
Posté 11 juillet 2010 - 02:43
Guest_Inge McDaniel_*
phoenixofthunder wrote...
ZephSunstrider wrote...
Just found out that adding abilities via Keybind (see earlier in this thread, around page 29-30) works for the squadmates too. So we CAN add new abilities to the squadmates.
Of course it's only temporary, like with Shepard's new skills. Next time you load a new level/save, the powers are gone. Still it's nice to play around with it, and there are workarounds for that, too.
Attached two screenshots as proof, Tali with Disruptor Ammo
Edit: We didn't know that yet, did we? I'm not sure, but I think we didn't.
:blink:No one in Modding Is Possible 2 has brought this up before but it is definitely a good find. :oWhat code for Binding and Dynamic Loading allows this?
Really want to give Legion the Throw ability!
This work, but I guess you need to write for every squad member.
[SFXGame.SFXGameModeBase]
Bindings=( Name="PageUp", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower Jacob SFXPower_PowerArmor" )
Have tested this tried with more than one squad member and it seems to work with only one squad members for every bindings you make.
What you need is an overview over letter that you game don't use and make bindings for your squad members you want give extra power to.
If there is another way to do this let us know..
Inge
Modifié par Inge McDaniel, 11 juillet 2010 - 03:27 .
#793
Posté 11 juillet 2010 - 03:03
I'm a noob, but i was just wondering if you tried disabling or removing the miranda mod and running TexMod to see if it goes away? I'm sure you've tried that but it's the only thing i could think of atm. Also, you could try running TexMod with a different Miranda hair mod instead of the blonde one, then removing that one to see if it resets it back to default.madmaxx007 wrote...
Ran into a problem with texmod. I was using the Blonde Miranda mod and now, can't seem to disable it. Running ME2 without texmod still show Blonde Miranda. Any suggestions on how to resolve the problem?
Modifié par Girl.Crush, 11 juillet 2010 - 03:08 .
#794
Guest_Inge McDaniel_*
Posté 11 juillet 2010 - 03:42
Guest_Inge McDaniel_*
Inge McDaniel wrote...
phoenixofthunder wrote...
ZephSunstrider wrote...
Just found out that adding abilities via Keybind (see earlier in this thread, around page 29-30) works for the squadmates too. So we CAN add new abilities to the squadmates.
Of course it's only temporary, like with Shepard's new skills. Next time you load a new level/save, the powers are gone. Still it's nice to play around with it, and there are workarounds for that, too.
Attached two screenshots as proof, Tali with Disruptor Ammo
Edit: We didn't know that yet, did we? I'm not sure, but I think we didn't.
:blink:No one in Modding Is Possible 2 has brought this up before but it is definitely a good find. :oWhat code for Binding and Dynamic Loading allows this?
Really want to give Legion the Throw ability!This work, but I guess you need to write for every squad member.
[SFXGame.SFXGameModeBase]
Bindings=( Name="PageUp", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower Jacob SFXPower_PowerArmor" )
Have tested this tried with more than one squad member and it seems to work with only one squad members for every bindings you make.
What you need is an overview over letter that you game don't use and make bindings for your squad members you want give extra power to.
If there is another way to do this let us know..
IngeFinally, this work. This is what I did.
[SFXGame.SFXGameModeBase]
Bindings=( Name="J", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower Jacob SFXPower_PowerArmor" )
Bindings=( Name="Z", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower Zaeed SFXPower_PowerArmor" )
Bindings=( Name="N", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower Miranda SFXPower_PowerArmor" )
Just remember to have enough point to give them full power.
Enjoy :-)
Modifié par Inge McDaniel, 11 juillet 2010 - 05:31 .
#795
Posté 11 juillet 2010 - 04:25
#796
Posté 11 juillet 2010 - 07:34
Thanks
#797
Guest_Inge McDaniel_*
Posté 11 juillet 2010 - 08:00
Guest_Inge McDaniel_*
**** Fighter wrote...
Well it seems that nobody knows the answer for my first question. Anyway, could someone tell me or give me guide on how to add power/skills? Also how do I edit my shield value? I'd like to make it higher but not godly.
Thanks
I have wrote that several times here.
If you take a look from page 24 and out you will find the answer.
Inge
#798
Posté 11 juillet 2010 - 08:15
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor",SeekFreePackageName="SFXCharacterclass_Sentinel")
Bindings=( Name="PageUp", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower self SFXPower_PowerArmor" )
Thanks
Modifié par Cock Fighter, 11 juillet 2010 - 09:22 .
#799
Posté 11 juillet 2010 - 09:28
Inge McDaniel wrote...
Inge McDaniel wrote...
phoenixofthunder wrote...
:blink:No one in Modding Is Possible 2 has brought this up before but it is definitely a good find. :oWhat code for Binding and Dynamic Loading allows this?
Really want to give Legion the Throw ability!This work, but I guess you need to write for every squad member.
[SFXGame.SFXGameModeBase]
Bindings=( Name="PageUp", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower Jacob SFXPower_PowerArmor" )
Have tested this tried with more than one squad member and it seems to work with only one squad members for every bindings you make.
What you need is an overview over letter that you game don't use and make bindings for your squad members you want give extra power to.
If there is another way to do this let us know..
IngeFinally, this work. This is what I did.
[SFXGame.SFXGameModeBase]
Bindings=( Name="J", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower Jacob SFXPower_PowerArmor" )
Bindings=( Name="Z", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower Zaeed SFXPower_PowerArmor" )
Bindings=( Name="N", Command="SetRank self SFXPower_PowerArmor_Heavy | GivePower Miranda SFXPower_PowerArmor" )
Just remember to have enough point to give them full power.
Enjoy :-)
Thanks! Throw 'em Legion!
Modifié par phoenixofthunder, 11 juillet 2010 - 09:31 .
#800
Posté 11 juillet 2010 - 09:28
Alexine wrote...
Just a question, I was wondering if it is possible to remove the pumping red veins from the screen when your health is low in the Coalesced.ini? I'm going through a second insanity playthrough (on Soldier) and they are started to get really annoying. I started digging through the first thread, but it was too overwhelming so I just gave up.
No Red Veins of Death




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