ME2 - Modding is Possible II (PC Only)
#101
Posté 29 avril 2010 - 09:38
#102
Posté 30 avril 2010 - 03:05
#103
Posté 30 avril 2010 - 04:11
Andaius20 wrote...
no modder's know where those files are located?
In one of the pcc files maybe?
Modifié par phoenixofthunder, 30 avril 2010 - 04:23 .
#104
Posté 30 avril 2010 - 06:16
I'm trying to make the Revenant a normal Assault Rifle, but it's just not working. I edited two lines (honestly forget which) that are mentioned in the 'ME2 PC Tweaks' article on the ME wiki site. The end result is that, as a Soldier, my Assault Rifle-capable squadmates can select the Revenant, but my Shep cannot.
Why is this?
#105
Posté 30 avril 2010 - 07:23
phoenixofthunder wrote...
Andaius20 wrote...
no modder's know where those files are located?
In one of the pcc files maybe?But I would not even want to hazzard a guess as to what pcc file.
Yeah that what he said "that they seem to be well hidden" I just was wondering if a modder thats fond of poking about the files and happen to see's it drop me a PM or something?
#106
Posté 30 avril 2010 - 08:56
Thanks.
#107
Guest_Guest12345_*
Posté 01 mai 2010 - 07:40
Guest_Guest12345_*
#108
Posté 01 mai 2010 - 02:54
I want to ask something plz.
I started messing with gibbed save editor and i saw the ME1 plot choises you can make.Since my ME saves are old and i dont want to play ME1 again is it possible to just "make" a new save with the editor with the class,name,choices etc and import it somehow to ME2 and play?
For rpg issues xexexe!!!
#109
Posté 01 mai 2010 - 08:12
Yes it is possible.Seph696 wrote...
Hi
I want to ask something plz.
I started messing with gibbed save editor and i saw the ME1 plot choises you can make.Since my ME saves are old and i dont want to play ME1 again is it possible to just "make" a new save with the editor with the class,name,choices etc and import it somehow to ME2 and play?
For rpg issues xexexe!!!
Don't kill me for this post Azureum.:innocent:
From Azureum's post in the original Modding Is Possible forum. On page 119.
Azureum wrote...
After you start your new game, save and then open Gibbed's editor.
Then,
change the ME1 plot information making sure to check the "Played ME1"
box.
After setting the plot variables, switch to the RAW tab and
find "Endgamestate," then change that to one of the two Finished
options.
This will flag your ME2 save as complete and allow you
to import it to start a New Game.
Modifié par phoenixofthunder, 01 mai 2010 - 08:17 .
#110
Posté 01 mai 2010 - 08:22
phoenixofthunder wrote...
Yes it is possible.Seph696 wrote...
Hi
I want to ask something plz.
I started messing with gibbed save editor and i saw the ME1 plot choises you can make.Since my ME saves are old and i dont want to play ME1 again is it possible to just "make" a new save with the editor with the class,name,choices etc and import it somehow to ME2 and play?
For rpg issues xexexe!!!
Don't kill me for this post Azureum.:innocent:
From Azureum's post in the original Modding Is Possible forum. On page 119.Azureum wrote...
After you start your new game, save and then open Gibbed's editor.
Then,
change the ME1 plot information making sure to check the "Played ME1"
box.
After setting the plot variables, switch to the RAW tab and
find "Endgamestate," then change that to one of the two Finished
options.
This will flag your ME2 save as complete and allow you
to import it to start a New Game.
Nice thx for the reply.
Fortunately i remember the first games story (played both para and rene) and i have read masseffect wikki for missing info...now i can represent my both chars again based on the choises i did back then.
Thanx again
#111
Posté 01 mai 2010 - 11:25
Seph696 wrote...
phoenixofthunder wrote...
Yes it is possible.Seph696 wrote...
Hi
I want to ask something plz.
I started messing with gibbed save editor and i saw the ME1 plot choises you can make.Since my ME saves are old and i dont want to play ME1 again is it possible to just "make" a new save with the editor with the class,name,choices etc and import it somehow to ME2 and play?
For rpg issues xexexe!!!
Don't kill me for this post Azureum.:innocent:
From Azureum's post in the original Modding Is Possible forum. On page 119.Azureum wrote...
After you start your new game, save and then open Gibbed's editor.
Then,
change the ME1 plot information making sure to check the "Played ME1"
box.
After setting the plot variables, switch to the RAW tab and
find "Endgamestate," then change that to one of the two Finished
options.
This will flag your ME2 save as complete and allow you
to import it to start a New Game.
Nice thx for the reply.
Fortunately i remember the first games story (played both para and rene) and i have read masseffect wikki for missing info...now i can represent my both chars again based on the choises i did back then.
Thanx again
No Problem.
I played Mass Effect 9 times before I found out about this trick from Azureum.
Modifié par phoenixofthunder, 01 mai 2010 - 11:26 .
#112
Posté 02 mai 2010 - 01:21
#113
Posté 02 mai 2010 - 05:04
I imagine since you said "tuxedo" that you want the male suit.scyphozoa wrote...
can anyone tell me if Shep can wear the Kasumi formal wear (tuxedo) as armor? I'd like to wear the tuxedo into combat, any way to do this?
In BIOGame under SFXGame.SFXPawnPlayer, create a new Setting for TorsoAppearances (all one word). Write (all one line and give "#" a number):
(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_SHP_CTH_R.CTHa.HMM_ARM_CTHa_Tux_MDL"),PlotFlag=-1
I used Mass Effect 2 Coalesced Editor for this. Don't forget to rebuild the file under Commands.
To get it so you are wearing nothing but the suit, create three Settings called ArmAppearances, LegAppearances, and ShoulderAppearances that read (where XXX is either Arms, Legs, or Shoulders):
(Id=#,Type=CustomizableType_XXX,PlotFlag=-1)
This should work. Haven't tested it.
#114
Posté 02 mai 2010 - 05:07
You CAN do it with Gibbed Editor, just go to RAW > SQUAD > HENCHMEN > LOADOUT and swap out any weapon with a different one using some codes.Andaius20 wrote...
Does giving squadmates weapons involve Ini editing or can it be done in gibbed? Like if I want to give Tali a Claymore or Revvy to Garrus.
http://docs.google.c...xshh_96kfg2dwgn
But keep in mind, you can't have two weapons that stem from the same Weapons Training Tree.
The 6 trees are
Heavy Pistol
SMG
AR
Shotgun
Sniper Rifle
HW
#115
Posté 02 mai 2010 - 06:39
#116
Posté 02 mai 2010 - 08:54
#117
Posté 02 mai 2010 - 09:33
Andaius20 wrote...
I have a question about hats, I'm trying to add the beret with the Gibbed editor, but it's not working, is there something special I need to do?
Under [SFXGame.SFXPawn_Player] section Add the following to Coalesced.ini:
-------------------------------------------------------------------------------------------------------------
HelmetAppearances=(Id=7,Type=CustomizableType_Shoulders,Mesh=(Male="BIOG_HMM_HIR_PRO_R.Beret.HMM_HAT_Brt_MDL",
Female="BIOG_HMF_HIR_PRO.Beret.HMF_HAT_Brt_MDL",bHideHair=True),PlotFlag=-1)
-------------------------------------------------------------------------------------------------------------
Id=# Make sure it doesn't match any other Id line; like this:
HelmetAppearances=(Id=12,Type=CustomizableType_Shoulders,Mesh=(Male="BIOG_HMM_HIR_PRO_R.Beanie02.HMM_HAT_Bn2_MDL",
Female="BIOG_HMF_HIR_PRO.Beanie02.HMF_HAT_Bn2_MDL",bHideHair=True),PlotFlag=-1)
*****ADDED LINE*****
HelmetAppearances=(Id=7,Type=CustomizableType_Shoulders,Mesh=(Male="BIOG_HMM_HIR_PRO_R.Beret.HMM_HAT_Brt_MDL",
Female="BIOG_HMF_HIR_PRO.Beret.HMF_HAT_Brt_MDL",bHideHair=True),PlotFlag=-1)
*****ADDED LINE*****
HelmetAppearances=(Id=5,Type=CustomizableType_Shoulders,Mesh=(Male="BIOG_HMM_HIR_PRO_R.Cap.HMM_HAT_Cap_MDL",
Female="BIOG_HMF_HIR_PRO.Cap.HMF_HAT_Cap_MDL",bHideHair=True),PlotFlag=-1)
Modifié par phoenixofthunder, 02 mai 2010 - 09:52 .
#118
Guest_Guest12345_*
Posté 02 mai 2010 - 09:35
Guest_Guest12345_*
TheBelgianGuy wrote...
I imagine since you said "tuxedo" that you want the male suit.scyphozoa wrote...
can anyone tell me if Shep can wear the Kasumi formal wear (tuxedo) as armor? I'd like to wear the tuxedo into combat, any way to do this?
In BIOGame under SFXGame.SFXPawnPlayer, create a new Setting for TorsoAppearances (all one word). Write (all one line and give "#" a number):
(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_SHP_CTH_R.CTHa.HMM_ARM_CTHa_Tux_MDL"),PlotFlag=-1
I used Mass Effect 2 Coalesced Editor for this. Don't forget to rebuild the file under Commands.
To get it so you are wearing nothing but the suit, create three Settings called ArmAppearances, LegAppearances, and ShoulderAppearances that read (where XXX is either Arms, Legs, or Shoulders):
(Id=#,Type=CustomizableType_XXX,PlotFlag=-1)
This should work. Haven't tested it.
hey i just saw this, thank you very much, i am going to test it out!
#119
Posté 03 mai 2010 - 04:42
#120
Posté 03 mai 2010 - 06:57
#121
Posté 04 mai 2010 - 02:01
I've never done it myself so I don't know if it is possible or even works, but Gibbed's save editor has options available for changing squad abilities and levels in those abilities.Andaius20 wrote...
another Question, can you add/ swap powers on henchmen? For instance, could you swap out Tali's energy drain for say Tech Armor or just add it on without and swapping?
Under Raw, click on Henchmen and then the ellipsis to the right. There will be a list of party members that you have recruited in that save. Click on Powers and another ellipsis will appear. Click on that.
Now this is where I don't know really what to do. You can add and remove powers but as to what the names are I don't know. But I tried to do some exploring.
By clicking on Jacob (hench_leading), he has "Pull = 0 (0)" at the top. The class name for Jacob's Pull is "SFXGameContent_Powers.SFXPower_Pull_Jacob". So, if you have access to the Coalesced file, I imagine you could give him anything under the "SFXGameContent_Powers" label. I would imagine that if you create your own item in the list, it must match the name of the ability. Like, for example, you can't change Jacob's Pull ability to "Scorpion_Get_Over_Here".
I would be very interested to find out if this actually works.
#122
Posté 05 mai 2010 - 07:14
My question is as this, I'm using Strudelmans outfit mod and there is a particular casual outfit I would like to use outside the Normandy but it only exist in the "Casual" department in the locker.
Now I don't know if this is even possible, but if someone here knows if it is possible for this particular outfit to be used as an actual armor instead like some of the others that would be nice. I'm currently using the one that is almost the same that I think Kelly is also using, but I don't like the white on that particular outfit.
So if someone knows IF it is possible and then HOW I would be eternally grateful. I would like to know the actual parameters to change in the coalesced, and to what.
This is the outfit I'm talking about:

Sorry if I'm being a noob:P
#123
Posté 06 mai 2010 - 11:51
Any assistance would be highly appreciated.
#124
Posté 06 mai 2010 - 08:43
Great work Azureum, this was very much needed! Even though I still cant mod it properly, this is a good start for people like me! So once again, thanks!
#125
Posté 06 mai 2010 - 09:06




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