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ME2 - Modding is Possible II (PC Only)


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#1301
Guest_Inge Shepard_*

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Inge Shepard wrote...

phoenixofthunder wrote...

Inge Shepard wrote...

Thanks..Didn't deleted Iris Color, but things change..:lol:


I made the same mistake too when experimenting with illusive man's eyes.

Well, Adam wasn't long in paradise.
I seems to have problem with the colour code since I'm not using an US keyboard.
R: 0.2 B: 0.2 G: 0.8 some tip? Where you have a dot on your keyboard I have a comma.

Edit: Jippi, change the regional settings and vups, you're flying..




#1302
phoenixofthunder

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Or use the on screen keyboard that comes with Windows OS (XP & on)

Modifié par phoenixofthunder, 17 août 2010 - 01:58 .


#1303
Kandid001

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ZephSunstrider wrote...

The slomo command works just fine for me, slowing everything (including Shep) down. But I have that cmd bound to separate keys, so maybe that's the reason. It does dilate sound too. Try binding it to a free key in immediate finger range, like F if you play WASD, or Num0 if you use the cursor keys. Or try editing the Shared_Aim cmd, and insert the Slomo cmd there. Or maybe try inserting a small delay before Slomo activates, by using OnHold 0.3 Slomo 0.5.

Or you can just add the Infiltrator's passive power to you, that'll give you the time dilation effect too.


Yeah, thanks, it worked when I bound it to a seperate key but this way it's quite inconvenient. I'll think of something...

#1304
phoenixofthunder

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Kandid001 wrote...

ZephSunstrider wrote...

The slomo command works just fine for me, slowing everything (including Shep) down. But I have that cmd bound to separate keys, so maybe that's the reason. It does dilate sound too. Try binding it to a free key in immediate finger range, like F if you play WASD, or Num0 if you use the cursor keys. Or try editing the Shared_Aim cmd, and insert the Slomo cmd there. Or maybe try inserting a small delay before Slomo activates, by using OnHold 0.3 Slomo 0.5.

Or you can just add the Infiltrator's passive power to you, that'll give you the time dilation effect too.


Yeah, thanks, it worked when I bound it to a seperate key but this way it's quite inconvenient. I'll think of something...


I'm working on it. I'm 50% there.
EDIT: Belay that 100% there.

Getting bullet time effect: 

Restore these code lines in [SFXGame.SFXGameModeDefault] to their default provided here :
[SFXGame.SFXGameModeDefault]
Bindings=( Name="LeftMouseButton", Command="Shared_Shoot" )
Bindings=( Name="RightMouseButton",Command="Shared_Aim" )

Then change the following binding under [SFXGame.SFXGameModeBase]:
[SFXGame.SFXGameModeBase]
Bindings=( Name="Shared_Aim",
Command="SwapWeaponIfEmpty | TightAim | SloMo 0.2 | OnRelease StopTightAim | OnRelease SloMo 1" ) 

Modifié par phoenixofthunder, 15 août 2010 - 04:01 .


#1305
Kandid001

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Thanks man. 0.2 was a bit too slow for my taste so I changed it to 0.5 but it works flawlessly now. :)

#1306
phoenixofthunder

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Kandid001 wrote...



Thanks man. 0.2 was a bit too slow for my taste so I changed it to 0.5 but it works flawlessly now. :)


No problem. ;)
I like to watch where the bullets fly, seeing them streak on by..... Even managed to side stepped a (non-tracking) missile!:o
Guess I have watched the Matrix too much.<_<

Modifié par phoenixofthunder, 15 août 2010 - 04:26 .


#1307
Turian Antiquarian

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phoenixofthunder wrote...

Getting bullet time effect: 

Restore these code lines in [SFXGame.SFXGameModeDefault] to their default provided here :
[SFXGame.SFXGameModeDefault]
Bindings=( Name="LeftMouseButton", Command="Shared_Shoot" )
Bindings=( Name="RightMouseButton",Command="Shared_Aim" )

Then change the following binding under [SFXGame.SFXGameModeBase]:
[SFXGame.SFXGameModeBase]
Bindings=( Name="Shared_Aim",
Command="SwapWeaponIfEmpty | TightAim | SloMo 0.2 | OnRelease StopTightAim | OnRelease SloMo 1" ) 



If you feel that this setup makes things to easy, use this:
Bindings=( Name="Shared_Shoot", Command="SwapWeaponIfEmpty | FireWeapon | OnRelease StopFiringWeapon | OnRelease SloMo 1" )
Bindings=( Name="Shared_Aim", Command="SwapWeaponIfEmpty | TightAim | SloMo 0.5 | OnRelease StopTightAim" )

This setup means slomo only applies to the initial "take aim"

However, this is still not as good as the "slowdowntimer" that comes with timedilation powers, so if anyone finds a way to time slomo, please share :) 

#1308
phoenixofthunder

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Turian Antiquarian wrote...

phoenixofthunder wrote...

Getting bullet time effect: 

Restore these code lines in [SFXGame.SFXGameModeDefault] to their default provided here :
[SFXGame.SFXGameModeDefault]
Bindings=( Name="LeftMouseButton", Command="Shared_Shoot" )
Bindings=( Name="RightMouseButton",Command="Shared_Aim" )

Then change the following binding under [SFXGame.SFXGameModeBase]:
[SFXGame.SFXGameModeBase]
Bindings=( Name="Shared_Aim",
Command="SwapWeaponIfEmpty | TightAim | SloMo 0.2 | OnRelease StopTightAim | OnRelease SloMo 1" ) 



If you feel that this setup makes things to easy, use this:
Bindings=( Name="Shared_Shoot", Command="SwapWeaponIfEmpty | FireWeapon | OnRelease StopFiringWeapon | OnRelease SloMo 1" )
Bindings=( Name="Shared_Aim", Command="SwapWeaponIfEmpty | TightAim | SloMo 0.5 | OnRelease StopTightAim" )

This setup means slomo only applies to the initial "take aim"

However, this is still not as good as the "slowdowntimer" that comes with timedilation powers, so if anyone finds a way to time slomo, please share :) 


Not my cup of tea. One aim vs Every aim. Every aim wins.

#1309
Turian Antiquarian

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Hi,


I can't seem to make the "MaleMaterialOverride=" thing to work with anything but CasualAppearances.

The HMM_ARM_MEDa_MDL has about 14 MATs for each gender, but i don't get anything but the default in the cabin closet.

Thanks :)

#1310
phoenixofthunder

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Turian Antiquarian wrote...

Hi,


I can't seem to make the "MaleMaterialOverride=" thing to work with anything but CasualAppearances.

The HMM_ARM_MEDa_MDL has about 14 MATs for each gender, but i don't get anything but the default in the cabin closet.

Thanks :)


WARNING! Prepare for long post!

MDL is under male/female?
Mat is under materialoverride?
right?


Armor goes like so:
TorsoAppearances=(Id=4,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_1a"),PlotFlag=-1)

Speaking of casual clothes here are mine:
CasualAppearances=(Id=0,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_1a"),PlotFlag=-1)

CasualAppearances=(Id=1,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_2a",
Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_2a"),PlotFlag=-1)

CasualAppearances=(Id=2,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_3a",
Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_3a"),PlotFlag=-1)

CasualAppearances=(Id=3,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_4a",
Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_4a"),PlotFlag=-1)

CasualAppearances=(Id=4,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_5a",
Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_5a"),PlotFlag=-1)

CasualAppearances=(Id=5,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_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_6a"),PlotFlag=-1)

CasualAppearances=(Id=6,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_2a",
Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_7a"),PlotFlag=-1)

CasualAppearances=(Id=7,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_3a",
Female="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_1a"),PlotFlag=-1)

CasualAppearances=(Id=8,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_4a",
Female="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_2a"),PlotFlag=-1)

CasualAppearances=(Id=9,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_5a",
Female="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_3a"),PlotFlag=-1)

CasualAppearances=(Id=10,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_6a",
Female="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_4a"),PlotFlag=-1)

CasualAppearances=(Id=11,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_5a"),PlotFlag=-1)

CasualAppearances=(Id=12,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MAT_1a",
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)

CasualAppearances=(Id=13,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MAT_2a",
Female="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_1a"),PlotFlag=-1)

CasualAppearances=(Id=14,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MAT_3a",
Female="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_2a"),PlotFlag=-1)

CasualAppearances=(Id=15,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MAT_4a",
Female="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_3a"),PlotFlag=-1)

CasualAppearances=(Id=16,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MAT_5a",
Female="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_4a"),PlotFlag=-1)

CasualAppearances=(Id=17,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHd.HMM_ARM_CTHd_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHd.HMM_ARM_CTHd_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_5a"),PlotFlag=-1)

CasualAppearances=(Id=18,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHd.HMM_ARM_CTHd_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHd.HMM_ARM_CTHd_MAT_2a",
Female="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_6a"),PlotFlag=-1)

CasualAppearances=(Id=19,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHd.HMM_ARM_CTHd_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHd.HMM_ARM_CTHd_MAT_3a",
Female="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MAT_1a"),PlotFlag=-1)

CasualAppearances=(Id=20,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHe.HMM_ARM_CTHe_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHe.HMM_ARM_CTHe_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MAT_2a"),PlotFlag=-1)

CasualAppearances=(Id=21,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHe.HMM_ARM_CTHe_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHe.HMM_ARM_CTHe_MAT_2a",
Female="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MAT_3a"),PlotFlag=-1)

CasualAppearances=(Id=22,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHe.HMM_ARM_CTHe_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHe.HMM_ARM_CTHe_MAT_3a",
Female="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MAT_1a"),PlotFlag=-1)

CasualAppearances=(Id=23,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MAT_2a"),PlotFlag=-1)

CasualAppearances=(Id=24,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MAT_2a",
Female="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MAT_1a"),PlotFlag=-1)

CasualAppearances=(Id=25,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MAT_3a",
Female="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MAT_2a"),PlotFlag=-1)

CasualAppearances=(Id=26,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MAT_4a",
Female="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MAT_3a"),PlotFlag=-1)

CasualAppearances=(Id=27,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHg.HMM_ARM_CTHg_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHg.HMM_ARM_CTHg_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MAT_4a"),PlotFlag=-1)

CasualAppearances=(Id=28,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHg.HMM_ARM_CTHg_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHg.HMM_ARM_CTHg_MAT_2a",
Female="BIOG_HMF_ARM_CTH_R.CTHg.HMF_ARM_CTHg_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHg.HMF_ARM_CTHg_MAT_1a"),PlotFlag=-1)

CasualAppearances=(Id=29,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHh.HMM_ARM_CTHh_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHh.HMM_ARM_CTHh_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_1a"),PlotFlag=-1)

CasualAppearances=(Id=30,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHh.HMM_ARM_CTHh_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHh.HMM_ARM_CTHh_MAT_2a",
Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_2a"),PlotFlag=-1)

CasualAppearances=(Id=31,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MAT_1b",
Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_3a"),PlotFlag=-1)

CasualAppearances=(Id=32,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDe.HMM_ARM_MEDe_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_MED_R.MEDe.HMM_ARM_MEDe_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_4a"),PlotFlag=-1)

CasualAppearances=(Id=33,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDe.HMM_ARM_MEDe_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_MED_R.MEDe.HMM_ARM_MEDe_MAT_2a",
Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_5a"),PlotFlag=-1)

CasualAppearances=(Id=34,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_6a"),PlotFlag=-1)

CasualAppearances=(Id=35,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_7a"),PlotFlag=-1)

Modifié par phoenixofthunder, 16 août 2010 - 02:25 .


#1311
phoenixofthunder

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If I go above 15 Torsos all of them disappear in the armor loadout selector.
Here are my Torsos:

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)

TorsoAppearances=(Id=1,Name=334438,Description=334437,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPb.HMM_ARM_SHPb_Tor_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPb.HMF_ARM_SHPb_Tor_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_CapacitorChestplate"),PlotFlag=4438)

TorsoAppearances=(Id=2,Name=334446,Description=334445,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPc.HMM_ARM_SHPc_Tor_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPc.HMF_ARM_SHPc_Tor_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_BodyArmor"),PlotFlag=4271)

TorsoAppearances=(Id=3,Name=334453,Description=334454,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPd.HMM_ARM_SHPd_Tor_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPd.HMF_ARM_SHPd_Tor_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_PowerBelt"),PlotFlag=4453)

TorsoAppearances=(Id=4,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_1a"),PlotFlag=-1)

TorsoAppearances=(Id=5,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_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_6a"),PlotFlag=-1)

TorsoAppearances=(Id=6,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MAT_1a",
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)

TorsoAppearances=(Id=7,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHd.HMM_ARM_CTHd_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHd.HMM_ARM_CTHd_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_5a"),PlotFlag=-1)

TorsoAppearances=(Id=8,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHe.HMM_ARM_CTHe_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHe.HMM_ARM_CTHe_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MAT_2a"),PlotFlag=-1)

TorsoAppearances=(Id=9,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MAT_2a"),PlotFlag=-1)

TorsoAppearances=(Id=10,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHg.HMM_ARM_CTHg_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHg.HMM_ARM_CTHg_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MAT_4a"),PlotFlag=-1)

TorsoAppearances=(Id=11,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHh.HMM_ARM_CTHh_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHh.HMM_ARM_CTHh_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_1a"),PlotFlag=-1)

TorsoAppearances=(Id=12,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MAT_1b",
Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_3a"),PlotFlag=-1)

TorsoAppearances=(Id=13,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDe.HMM_ARM_MEDe_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_MED_R.MEDe.HMM_ARM_MEDe_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_4a"),PlotFlag=-1)

Modifié par phoenixofthunder, 16 août 2010 - 02:30 .


#1312
phoenixofthunder

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Inge McDaniel wrote...

*Snip*

I take a break, and play :):):):)

Inge


I really need to do this. Haven't but got about 20 minutes in this whole weekend, I get messaged by email that someone is in need of assistance and sprout right to this thread. I need to ignore that email beep but  find it impossible to ignore. Guess you know the route I'm playing.:whistle:

#1313
HCS01

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I don't think the MaterialOverride command works for armor pieces. Those are supposed to be customizable, so a material override would never occur. At most, you would change your available tints

#1314
Guest_Inge Shepard_*

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phoenixofthunder wrote...

Inge McDaniel wrote...

*Snip*

I take a break, and play :):):):)

Inge


I really need to do this. Haven't but got about 20 minutes in this whole weekend, I get messaged by email that someone is in need of assistance and sprout right to this thread. I need to ignore that email beep but  find it impossible to ignore. Guess you know the route I'm playing.:whistle:


Yepp, the question now is. Blow up the Collector base or give the knowlegde to Illusive Man? Well, I go for blowing up the base..Booommm!! :ph34r:

And I going to buy Jeff (Joker) a gift, right a SoundRacer V10. :lol:
Inge


Modifié par Inge Shepard, 16 août 2010 - 06:02 .


#1315
Turian Antiquarian

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Thank you phoenixofthunder,

I adopted some of your casuals :)


My problem with armor persists, but i'll find a way.

To more interesting things: the Awsome blue PowerArmor is some kind of effect that does not appear to be power related.
"BLUE_ELT_HoloArmor_Dest_VFX"
"BLUE_ELT_Hvy_HMM_HoloArmor_VFX" Probably Human/Batarian Centurion/commander

1099 = "ELT_Hvy_HMM_HoloArmor_Chest_01"
1100 = "ELT_Hvy_HMM_HoloArmor_Chunk"
1101 = "ELT_Hvy_HMM_HoloArmor_ForeArm"
1102 = "ELT_Hvy_HMM_HoloArmor_Hand"
1103 = "ELT_Hvy_HMM_HoloArmor_Head"
1104 = "ELT_Hvy_HMM_HoloArmor_Ring"
1105 = "ELT_Hvy_HMM_HoloArmor_Shoulder"

Any texture pepole wanna do some diggin'?

Path for meshes

BioP_PrsCvA\\BioVFX_Crt_Mercs

How do they make it work??

Modifié par Turian Antiquarian, 16 août 2010 - 01:08 .


#1316
Guest_Inge Shepard_*

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Turian Antiquarian, something can't be done with textfile, and editing custume need to be done in the Coalesced.ini file. I haven't got it to work with just a text file. I have not tried a batch file if that will help. But, then you will doing all this editing without playing, for what reason??
I'm done editing so fare until the last DLC will be released.

- Shepard

#1317
Guest_Inge Shepard_*

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Question:

Is it any possibilities to use your own uploaded profile pictures?

Can't find any way to do changes.



- Shepard

#1318
phoenixofthunder

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HCS01 wrote...

I don't think the MaterialOverride command works for armor pieces. Those are supposed to be customizable, so a material override would never occur. At most, you would change your available tints



All of those armors/ torso's work for me. :unsure:
Posted Image

Modifié par phoenixofthunder, 16 août 2010 - 04:03 .


#1319
phoenixofthunder

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Turian Antiquarian wrote...

Thank you phoenixofthunder,

I adopted some of your casuals :)


My problem with armor persists, but i'll find a way.

To more interesting things: the Awsome blue PowerArmor is some kind of effect that does not appear to be power related.
"BLUE_ELT_HoloArmor_Dest_VFX"
"BLUE_ELT_Hvy_HMM_HoloArmor_VFX" Probably Human/Batarian Centurion/commander

1099 = "ELT_Hvy_HMM_HoloArmor_Chest_01"
1100 = "ELT_Hvy_HMM_HoloArmor_Chunk"
1101 = "ELT_Hvy_HMM_HoloArmor_ForeArm"
1102 = "ELT_Hvy_HMM_HoloArmor_Hand"
1103 = "ELT_Hvy_HMM_HoloArmor_Head"
1104 = "ELT_Hvy_HMM_HoloArmor_Ring"
1105 = "ELT_Hvy_HMM_HoloArmor_Shoulder"

Any texture pepole wanna do some diggin'?

Path for meshes

BioP_PrsCvA\\\\BioVFX_Crt_Mercs

How do they make it work??



No problem the more casuals the better.=]
:unsure:You lost me what you need help trying to do?

#1320
phoenixofthunder

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Inge Shepard wrote...

Question:
Is it any possibilities to use your own uploaded profile pictures?
Can't find any way to do changes.

- Shepard


You mean to change your current profile picture with one you have or plan to upload?

You tried looking in this area?
Profile>Edit Profile Information>Photo Tab?
Or
Profile>Change Profile Photo?

Modifié par phoenixofthunder, 16 août 2010 - 04:08 .


#1321
Guest_Inge Shepard_*

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phoenixofthunder wrote...

Inge Shepard wrote...

Question:
Is it any possibilities to use your own uploaded profile pictures?
Can't find any way to do changes.

- Shepard


You mean to change your current profile picture with one you have or plan to upload?

You tried looking in this area?
Profile>Edit Profile Information>Photo Tab?


Have looked all over there is no change possibilities.
It seems like players that have registered Dragon Age, can do so?
You can change, but you can't upload your own.

Not a big deal, just a question if you can.

*LOL* I see your player runs into fire, in a tuxedo..:P


Modifié par Inge Shepard, 16 août 2010 - 04:46 .


#1322
phoenixofthunder

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Inge Shepard wrote...

phoenixofthunder wrote...

Inge Shepard wrote...

Question:
Is it any possibilities to use your own uploaded profile pictures?
Can't find any way to do changes.

- Shepard


You mean to change your current profile picture with one you have or plan to upload?

You tried looking in this area?
Profile>Edit Profile Information>Photo Tab?


Have looked all over there is no change possibilities.
It seems like players that have registered Dragon Age, can do so?
You can change, but you can't upload your own.

Not a big deal, just a question if you can.

*LOL* I see your player runs into fire, in a tuxedo..:P



LOL I should have made him look like James Bond.

Possible theory on profile picture: probably because Dragon Age is moddible from the start, so players can upload their custom portraits of their Dragon Age persona and when they get Mass Effect 2 they can use those too. I personally never registered because the default picture(s) are too awsome!B)

Modifié par phoenixofthunder, 16 août 2010 - 05:21 .


#1323
Guest_Inge Shepard_*

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phoenixofthunder a last tip before I logout.
You must check the soundracer video, number two from top.
It's fun..

#1324
Turian Antiquarian

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phoenixofthunder wrote...

Turian Antiquarian wrote...

Thank you phoenixofthunder,

I adopted some of your casuals :)


My problem with armor persists, but i'll find a way.

To more interesting things: the Awsome blue PowerArmor is some kind of effect that does not appear to be power related.
"BLUE_ELT_HoloArmor_Dest_VFX"
"BLUE_ELT_Hvy_HMM_HoloArmor_VFX" Probably Human/Batarian Centurion/commander

1099 = "ELT_Hvy_HMM_HoloArmor_Chest_01"
1100 = "ELT_Hvy_HMM_HoloArmor_Chunk"
1101 = "ELT_Hvy_HMM_HoloArmor_ForeArm"
1102 = "ELT_Hvy_HMM_HoloArmor_Hand"
1103 = "ELT_Hvy_HMM_HoloArmor_Head"
1104 = "ELT_Hvy_HMM_HoloArmor_Ring"
1105 = "ELT_Hvy_HMM_HoloArmor_Shoulder"

Any texture pepole wanna do some diggin'?

Path for meshes

BioP_PrsCvA\\\\\\\\BioVFX_Crt_Mercs

How do they make it work??



No problem the more casuals the better.=]
:unsure:You lost me what you need help trying to do?


I want to be able to use the bluesuns holoarmor in some way. i want to know how

#1325
phoenixofthunder

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Inge Shepard wrote...

phoenixofthunder a last tip before I logout.
You must check the soundracer video, number two from top.
It's fun..


I be too tempted to floor it and then I end up being arrested.
I know it isn't ME2 but I just started a new ME1 playthrough. And look what happened on my way to save Tali:
Posted Image


But on topic:
I'll upload a project soon with my whole [SFXGame.SFXPawn_Player] section, since its 1182 code lines long are creating havok with these posts.

Modifié par phoenixofthunder, 16 août 2010 - 06:44 .