ME2 - Modding is Possible II (PC Only)
#976
Posté 28 juillet 2010 - 07:02
#977
Posté 28 juillet 2010 - 11:47
Because the thing is i am making a little mod and i want to make that the look of a character will mean something in the battlefield not just how it looks like i have noticed it on the mission "Hugo crash site" where you help jacob
The enemy werent armored they where wearing only cloth and it took 3-4 shots from a pistol to take them out.
Secondly i played a mission where you have to retake a ship and fight with mercenary from the model look(the troopers without shields and that bonus armor) they are wearing soldier uniforms whit armor peaces helmets body armor and it also takes only 3-4 shots to take them out and i realy hate that because it makes soldier gear ussles why the additional weight?
So i want to make that character wearing clothe would die from 1 shot and characters that have armored modles would only fall after a full clip. just incresing health would be enough.
Because now only bosses seems to have that bonus armor and shields
Thank you for reading
#978
Posté 28 juillet 2010 - 01:41
I found both a male and female model in BioP_QuaTlL, which resulted in the following:

However, I am looking for another quarian, Admiral Daro'Xen, to be precise.
Any idea where I might find her?
EDIT:
Hmm, I've found several Material references in BioD_QuaTlL_310AgriDomeExp, any idea how I could bind these to my current mesh? (By the way, my Shepard's male, and I'm not quite sure how FemaleMaterialOverride works)
Modifié par Thundertactics, 28 juillet 2010 - 02:46 .
#979
Posté 28 juillet 2010 - 07:09
Oddly enough I can't seem to get all .tpfs running, but just a few (for example the black avenger skin works but the sealed suits do not).1) Run texmod
2) Click on "Package Mode"
3) Upper left
corner for "target application" choose your ME2 .exe file (it should be
in your binaries folder in the game folder)
4) Click on folder icon in the middle and load the ".tpf" file you want to use. (the mod you want)
5) Add any others you may want and click "run" on the bottom.[/i]
I was suspecting download-related CRC-issues but I'm not sure how Texmod could possibly react on those.
Any kind of heads-up would be extremely appreciated.
#980
Posté 28 juillet 2010 - 10:31
aapiix wrote...
Great work @everyone! I'm having trouble to enjoy it, though... So this is all I need to do (?):Oddly enough I can't seem to get all .tpfs running, but just a few (for example the black avenger skin works but the sealed suits do not).1) Run texmod
2) Click on "Package Mode"
3) Upper left
corner for "target application" choose your ME2 .exe file (it should be
in your binaries folder in the game folder)
4) Click on folder icon in the middle and load the ".tpf" file you want to use. (the mod you want)
5) Add any others you may want and click "run" on the bottom.[/i]
I was suspecting download-related CRC-issues but I'm not sure how Texmod could possibly react on those.
Any kind of heads-up would be extremely appreciated.
What version OS and what version of TexMod you using?
#981
Posté 28 juillet 2010 - 10:41
Thundertactics wrote...
Anyone managed to find the models/materials of any of the other quarians?
I found both a male and female model in BioP_QuaTlL, which resulted in the following:
However, I am looking for another quarian, Admiral Daro'Xen, to be precise.
Any idea where I might find her?
EDIT:
Hmm, I've found several Material references in BioD_QuaTlL_310AgriDomeExp, any idea how I could bind these to my current mesh? (By the way, my Shepard's male, and I'm not quite sure how FemaleMaterialOverride works)
All meshes go here:
[SFXGame.SFXPawn_Player]
And depending on its function (Head, body, ect) it goes under certain areas.
For Normandy Casual ware:
CasualAppearances=(Id=0,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MAT_7a",
Female="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_6a"),PlotFlag=-1)
For armor:
TorsoAppearances=(Id=0,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)
For the shoulder guards (or lack of
ShoulderAppearances=(Id=0,Name=339528,Description=339523,Type=CustomizableType_Shoulders,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Sld_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Sld_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Shoulders"),PlotFlag=-1)
ArmAppearances=(Id=0,Name=339526,Description=339527,Type=CustomizableType_Arms,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Slv_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Slv_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Arms"),PlotFlag=-1)
LegAppearances=(Id=0,Name=339525,Description=339524,Type=CustomizableType_Legs,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Leg_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Leg_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Legs"),PlotFlag=-1)
And for facial ware:
HelmetAppearances=(Id=1,Name=335468,Description=335469,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HGR_SHP_R.SHPa.HMM_HGR_SHPa_MDL",
Female="BIOG_HMF_HGR_SHP_R.SHPa.HMF_HGR_SHPa_MDL",bHideHair=True),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)
As well as the binding:
Bindings=( Name="*KEY*", Command="Onlyloadlevel BioH_BioP_QuaTlL" )
Like:
Bindings=( Name="F9", Command="Onlyloadlevel BioH_BioP_QuaTlL" )
Modifié par phoenixofthunder, 28 juillet 2010 - 10:47 .
#982
Posté 28 juillet 2010 - 10:50
mxfox408 wrote...
Nvm I found it.....Anyhow anyone figure out how to add music to the SR2???
Since we can't put music files into the pcc's I'm sorry but no. You could run the music you want through a media player like WinAmp and run it in the background as you play.
#983
Posté 28 juillet 2010 - 10:58
Change the appropriate code lines under these sections:Justinas91 wrote...
Is it possible to edit every character in game like change there health make them have armor or shields
Because the thing is i am making a little mod and i want to make that the look of a character will mean something in the battlefield not just how it looks like i have noticed it on the mission "Hugo crash site" where you help jacob
The enemy werent armored they where wearing only cloth and it took 3-4 shots from a pistol to take them out.
Secondly i played a mission where you have to retake a ship and fight with mercenary from the model look(the troopers without shields and that bonus armor) they are wearing soldier uniforms whit armor peaces helmets body armor and it also takes only 3-4 shots to take them out and i realy hate that because it makes soldier gear ussles why the additional weight?
So i want to make that character wearing clothe would die from 1 shot and characters that have armored modles would only fall after a full clip. just incresing health would be enough.
Because now only bosses seems to have that bonus armor and shields
Thank you for reading
[SFXGame.SFXDifficulty]
[SFXGame.SFXDifficulty_Level1]
[SFXGame.SFXDifficulty_Level2]
[SFXGame.SFXDifficulty_Level3]
[SFXGame.SFXDifficulty_Level4]
[SFXGame.SFXDifficulty_Level5]
[SFXGame.SFXDifficulty_Level6]
#985
Posté 29 juillet 2010 - 12:03
#986
Posté 29 juillet 2010 - 03:36
Sorry if this question has been asked before but the search function was not coming up with anything.
Is it possible to edit the color of the Renegade scars in either the Coalesced INI or Gibbed's Save editor? I am guessing it isn't since I have not seen a mod of it anywhere. If not, does anyone have a Texmod of it? Thank you for your time.
#987
Posté 29 juillet 2010 - 07:28
#988
Posté 29 juillet 2010 - 09:28
phoenixofthunder wrote...
Change the appropriate code lines under these sections:Justinas91 wrote...
Is it possible to edit every character in game like change there health make them have armor or shields
Because the thing is i am making a little mod and i want to make that the look of a character will mean something in the battlefield not just how it looks like i have noticed it on the mission "Hugo crash site" where you help jacob
The enemy werent armored they where wearing only cloth and it took 3-4 shots from a pistol to take them out.
Secondly i played a mission where you have to retake a ship and fight with mercenary from the model look(the troopers without shields and that bonus armor) they are wearing soldier uniforms whit armor peaces helmets body armor and it also takes only 3-4 shots to take them out and i realy hate that because it makes soldier gear ussles why the additional weight?
So i want to make that character wearing clothe would die from 1 shot and characters that have armored modles would only fall after a full clip. just incresing health would be enough.
Because now only bosses seems to have that bonus armor and shields
Thank you for reading
[SFXGame.SFXDifficulty]
[SFXGame.SFXDifficulty_Level1]
[SFXGame.SFXDifficulty_Level2]
[SFXGame.SFXDifficulty_Level3]
[SFXGame.SFXDifficulty_Level4]
[SFXGame.SFXDifficulty_Level5]
[SFXGame.SFXDifficulty_Level6]
Those lines change all enemy health at one i want to change the individual
#989
Posté 29 juillet 2010 - 11:58
healthmultiplier low
healthmultiplier high
#990
Posté 29 juillet 2010 - 12:10
Well, obviously I already got that part, otherwise I wouldn't have been able to get this far in the first place.phoenixofthunder wrote...
All meshes go here:
[SFXGame.SFXPawn_Player]
-duhsnip-
Not to mention, that's not exactly how it worked either, as the quarian is a single mesh, hence, I had to use a FullBodyAppearance addition.
What I'm trying to find out, is how to bind a different material to my mesh. (I've already tried binding a different key to OnlyLoad "BioD_QuaTlL_310AgriDomeExp", making my Shepard female, and adding FemaleMaterialOverride to it, and binding that to another material located in the aforementioned. However, the textures remain the same.
#991
Posté 29 juillet 2010 - 02:19
Thundertactics wrote...
Well, obviously I already got that part, otherwise I wouldn't have been able to get this far in the first place.phoenixofthunder wrote...
All meshes go here:
[SFXGame.SFXPawn_Player]
-duhsnip-
Not to mention, that's not exactly how it worked either, as the quarian is a single mesh, hence, I had to use a FullBodyAppearance addition.
What I'm trying to find out, is how to bind a different material to my mesh. (I've already tried binding a different key to OnlyLoad "BioD_QuaTlL_310AgriDomeExp", making my Shepard female, and adding FemaleMaterialOverride to it, and binding that to another material located in the aforementioned. However, the textures remain the same.
LOL
Hmmmm maybe something like this:
Bindings=( Name="F9", Command="Onlyloadlevel BioH_BioP_QuaTlL.FullBodyAppearance=(Id=0,Type=CustomizableType_Torso,Mesh=BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_6a" )
Doubt it will work like that though.
#992
Posté 29 juillet 2010 - 02:25
Justinas91 wrote...
and what is the diference between
healthmultiplier low
healthmultiplier high
Guess when its high (their health/armor/shields are high) they focus on attacking you and when its low they worry about staying alive. Just a guess though.
#993
Posté 29 juillet 2010 - 02:33
aapiix wrote...
I'm using the version provided here. The OS is an x86 one (XP with SP3).phoenixofthunder wrote...
What version OS and what version of TexMod you using?
Hmmm could your TexMod be corrupt? Try downloading again.
Or you could try using my program "Texture Bypass" (in sig). It comes with a working TexMod.exe just replace yours with it. If applied correctly it will Autoload ALL your mods with only button click after manual configuration.
#994
Posté 29 juillet 2010 - 03:14
I'm gonna give it a try, thanks...phoenixofthunder wrote...
Hmmm could your TexMod be corrupt? Try downloading again.
Or you could try using my program "Texture Bypass" (in sig). It comes with a working TexMod.exe just replace yours with it. If applied correctly it will Autoload ALL your mods with only button click after manual configuration.
#995
Posté 29 juillet 2010 - 04:36
Anyways, I'm happy now.
Props to you for your help.
#996
Posté 29 juillet 2010 - 04:55
Glad you got it working.aapiix wrote...
I found the problem. Strangely, texmod won't load the textures if I add more than a single one to the list. But if I'm [adding one by one], it works just fine.
Anyways, I'm happy now.![]()
Props to you for your help.
[adding one by one]
The whole reason for the bypass:D.
It anoyed me so adding .tpf's one by one<_<.
.
#997
Posté 29 juillet 2010 - 06:53
#998
Posté 29 juillet 2010 - 07:27
CShep25 wrote...
How easy is it to Texmod Mass Effect 1? I want to put the Cerberus tshirt on Shepard in ME1 and went through the usual motions; I switched out the target application for ME1, set up the mods/out folder and extracted the tshirt textures for ME1 and 2. Then I took the name of the ME1 texture and copied it to the ME2 texture, made sure the Texmod was set including the directories it linked to and built the .tpf but it still doesn't work. Can ME1 be texmodded because this isn't working at all...
Did you forget to resize the ME2 texture to match the size of the texture in ME1 that is to be replaced? My info on texture sizes (which maybe wrong) is that the outfits in ME1 were 128x128 or 256x256 pixels. While in ME2 they are 512x512 or 1023x1023 pixels.
#999
Posté 30 juillet 2010 - 12:57
#1000
Posté 30 juillet 2010 - 01:45
Magimel wrote...
Has anyone found a way to successfully turn off the global power cool down without turning off cool downs entirely?
What global power cooldown? I see nothing like that in the Coalesced.ini
Please elaborate.




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