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ME2 - Modding is Possible II (PC Only)


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#1351
JGDD

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That's the only thing I can think of. I didn't change anything with armor at all. That being ruled by the EMIS argument is the only thing I can see doing it.

Modifié par justgimmedudedammit, 17 août 2010 - 03:32 .


#1352
Repzik

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Anyone know which pcc contains Zaeed's armor?

Edit: Better yet, though this may sound incredibly lazy, could someone make the necessary Coalesced file to be able to wear it casual and as armor (either that, or tell me how), because that armor program the OP provided does not work and I honestly don't understand half of what he's saying.

Modifié par Repzik, 17 août 2010 - 07:04 .


#1353
phoenixofthunder

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Repzik wrote...

Anyone know which pcc contains Zaeed's armor?

Edit: Better yet, though this may sound incredibly lazy, could someone make the necessary Coalesced file to be able to wear it casual and as armor (either that, or tell me how), because that armor program the OP provided does not work and I honestly don't understand half of what he's saying.


Mass Effect 2\\BioGame\\DLC\\DLC_HEN_VT\\CookedPC


Will look in PCC's after I get some rest. Night owl here (7:25 A.M.:blink:)

#1354
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#1355
Repzik

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Thank you very much phoenix. I can't use the tools myself to open the pccs for some reason (it's probably due to the fact I set up the hard drives in a weird way). Again, thanks a lot.

#1356
LuxDragon

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I'm tying to modify the jump/thrust capabilites of the Hammerhead. Could someone help me translate what these varibles mean?



[SFXGame.SFXVehicleHover]

JumpForce=(X=200,Y=0,Z=2070)

OnGroundJumpMultiplier=1.0

MaxThrustJuice=0.6

BoostForce=(X=1000,Y=0,Z=0)

ThrustRegenerationFactor=0.55

SelfRepairRate=100

SelfRepairDelay=5

OffGroundForce=(X=0,Y=0,Z=-400)

ThrustRegenerationDelay=0.5

ForwardThrustBurnRate=0.1

VerticalThrustBurnRate=1.0

BurnOutPercentage=0.2

MaxPitchAngle=32

RadarRange=10000.0f

RadarFOV=45.0f

#1357
Turian Antiquarian

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phoenixofthunder wrote...

Michel1986 wrote...

Darman wrote...
I know this and added this long time before. But I never said somethin' about the armors, only about the helmets.


The helmet is located in BioD_ProNor.pcc, but we still dont know how to get it to work in the game it self. :pinched:



What's the mesh name or is it not known?


If anyone's interested :

The helmet in the LI/SHEP scene is a prop, that's why it's the only place where you see actors holding helmets.

In the "get Joker" part , since the armor is just one piece, the helmet is 3 separate meshes. one is unique - A no BRT/VSR N7 helmet with tubes. The HGR tubes concept for was later abandoned, so that's why it's one of the few meshes in the package that can't be foud elsewhere (AFAIK).

The BioD_Pronor is one of the largest packs in the game, and will crash it if attempted to load in background (or maybe it's the pronor loading seq).

However, if someone could texmod the vanilla N7 BRT Helmet (ID=2) To have a black visor, i should look about the same.




 

#1358
beastly_divizion

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ok, So after going through all 55 pages, I have been unable to find a definitive answer and guide to this question:



Is there any way at all, That I can alter the male shep's renegade scars AND eye color, From red, To, Say, Blue?

#1359
Brp650

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LuxDragon wrote...

I'm tying to modify the jump/thrust capabilites of the Hammerhead. Could someone help me translate what these varibles mean?

[SFXGame.SFXVehicleHover]
JumpForce=(X=200,Y=0,Z=2070)
OnGroundJumpMultiplier=1.0
MaxThrustJuice=0.6
BoostForce=(X=1000,Y=0,Z=0)
ThrustRegenerationFactor=0.55
SelfRepairRate=100
SelfRepairDelay=5
OffGroundForce=(X=0,Y=0,Z=-400)
ThrustRegenerationDelay=0.5
ForwardThrustBurnRate=0.1
VerticalThrustBurnRate=1.0
BurnOutPercentage=0.2
MaxPitchAngle=32
RadarRange=10000.0f
RadarFOV=45.0f


In the Hammer DLC file under biogame just change this............

[SFXGame.SFXVehicleHover]
ForwardThrustBurnRate=0
VerticalThrustBurnRate=0


gives unlimited foward and verticle thrust

#1360
ZephSunstrider

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LuxDragon wrote...
I'm tying to modify the jump/thrust capabilites of the Hammerhead. Could someone help me translate what these varibles mean?

[SFXGame.SFXVehicleHover]
JumpForce=(X=200,Y=0,Z=2070) ; This is the force and direction the Hammerhead jumps with. X is forward, Y is sidewards, Z is upwards. Positive values translate to forward/up, negatives to backwards/down. Havn't played with Y forces.
OnGroundJumpMultiplier=1.0 ; The multiplier to jump force if the Hammerhead is on the ground, as opposed to already hovering in the air.
MaxThrustJuice=0.6 ; I suppose this is the max duration of the forward thrusters
BoostForce=(X=1000,Y=0,Z=0) ; The thruster force, same as above with JumpForce
ThrustRegenerationFactor=0.55 ; The regeneration speed
SelfRepairRate=100 ; This controls the rate at which the Hammerhead repairs itself, higher means faster
SelfRepairDelay=5 ; This is the no-damage-taken delay before self-repair kicks in
OffGroundForce=(X=0,Y=0,Z=-400) ; No idea, I'd guess the force with which the tank's pulled back down (little less than actual gravity, since it's slowly gliding down as opposed to falling like a brick)
ThrustRegenerationDelay=0.5 ; The delay after the thrusters were engaged before they start refilling
ForwardThrustBurnRate=0.1 ; The speed at which the fwd thrusters burn up their "fuel"
VerticalThrustBurnRate=1.0 ; Same as above, for jump thrusters
BurnOutPercentage=0.2 ; No idea
MaxPitchAngle=32 ; No idea
RadarRange=10000.0f ; The Hammerhead radar range
RadarFOV=45.0f ; The field of view of the radar (the triangle)

Hope this helps :wizard:
Edit:

beastly_divizion wrote...
Is there any way at all, That I can alter the male shep's renegade scars AND eye color, From red, To, Say, Blue?

The scars themselves can only be altered via a texture mod. There's one here somewhere that alters them to blue.
The eyes can be changed with Gibbed's save editor, by changing their emissive glow color (under Vector stuff). Not sure if this works for the Renegade eyes, too.

Modifié par ZephSunstrider, 18 août 2010 - 08:07 .


#1361
Turian Antiquarian

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beastly_divizion wrote...

ok, So after going through all 55 pages, I have been unable to find a definitive answer and guide to this question:

Is there any way at all, That I can alter the male shep's renegade scars AND eye color, From red, To, Say, Blue?


1) In gibbed RAW Morph head, delete Eye_color_vector and Add EMISS_COLOR, edit RGB As you wish. Note that values represent %. E.G 100% = 255.

2) There are plenty of refs to this issue in this post. a few in the last 3 pages actually.....


Edit:

Please exscuse this earlier Bull***t. Tired, and using way too many texmods.

The orange color is indeed part of the texture.

However maybe i won't turn out to be completly useless:  If you are just bothered by the color mismatch of your face, edit the c.ini and change  every "Alignment.Emissive.Face_EmisScars_" entry to 01 value. The only light will be the one shining from your eyes :innocent: 

Modifié par Turian Antiquarian, 18 août 2010 - 10:37 .


#1362
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ZephSunstrider wrote...

LuxDragon wrote...
I'm tying to modify the jump/thrust capabilites of the Hammerhead. Could someone help me translate what these varibles mean?

[SFXGame.SFXVehicleHover]
JumpForce=(X=200,Y=0,Z=2070) ; This is the force and direction the Hammerhead jumps with. X is forward, Y is sidewards, Z is upwards. Positive values translate to forward/up, negatives to backwards/down. Havn't played with Y forces.
OnGroundJumpMultiplier=1.0 ; The multiplier to jump force if the Hammerhead is on the ground, as opposed to already hovering in the air.
MaxThrustJuice=0.6 ; I suppose this is the max duration of the forward thrusters
BoostForce=(X=1000,Y=0,Z=0) ; The thruster force, same as above with JumpForce
ThrustRegenerationFactor=0.55 ; The regeneration speed
SelfRepairRate=100 ; This controls the rate at which the Hammerhead repairs itself, higher means faster
SelfRepairDelay=5 ; This is the no-damage-taken delay before self-repair kicks in
OffGroundForce=(X=0,Y=0,Z=-400) ; No idea, I'd guess the force with which the tank's pulled back down (little less than actual gravity, since it's slowly gliding down as opposed to falling like a brick)
ThrustRegenerationDelay=0.5 ; The delay after the thrusters were engaged before they start refilling
ForwardThrustBurnRate=0.1 ; The speed at which the fwd thrusters burn up their "fuel"
VerticalThrustBurnRate=1.0 ; Same as above, for jump thrusters
BurnOutPercentage=0.2 ; No idea
MaxPitchAngle=32 ; No idea
RadarRange=10000.0f ; The Hammerhead radar range
RadarFOV=45.0f ; The field of view of the radar (the triangle)

Hope this helps :wizard:
Edit:

beastly_divizion wrote...
Is there any way at all, That I can alter the male shep's renegade scars AND eye color, From red, To, Say, Blue?

The scars themselves can only be altered via a texture mod. There's one here somewhere that alters them to blue.
The eyes can be changed with Gibbed's save editor, by changing their emissive glow color (under Vector stuff). Not sure if this works for the Renegade eyes, too.


Just add this changes also, then you're safe..

[SFXGameContent_Inventory.SFXHeavyWeapon_VehicleMissileLauncher]
Damage=(X=425,Y=425)
DamageAI=1.0f
DamageHench=0.35f
RateOfFire=(X=300,Y=300)



#1363
beastly_divizion

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the texture mod that alters the scars coloring isn't a true blue, and the one that does change them to a true blue, is female only.

Male shep colored scarring (wrong/incomplete):
http://social.biowar...m/project/2354/

female shep colored scarring (complete/female-only)
http://social.biowar...m/project/3163/

As for the eye color, I am well aware of how to do it using Gibbed's but that only applies to non-default appearance sheps.

I suppose it's my fault for not supplying enough information/examples regarding my question, But now I have.

I would like to be able to have those electric blue scars like in the female example, above, with electric blue eyes, for a default appearance, male, shep. Can it be done, Or am I asking too much?

Modifié par beastly_divizion, 18 août 2010 - 10:42 .


#1364
phoenixofthunder

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Repzik wrote...

Anyone know which pcc contains Zaeed's armor?

Edit: Better yet, though this may sound incredibly lazy, could someone make the necessary Coalesced file to be able to wear it casual and as armor (either that, or tell me how), because that armor program the OP provided does not work and I honestly don't understand half of what he's saying.


Hello all been too busy took the day off and wrote on my book some (when I'm done there be only three books longer: Bible, Dictionary & the Encyclopedia; 200 pages and not even 1/4th the way through).

I think I found Zaeed's meshes:
BIOG_HMM_HED_PROZaeed.Zaeed.HMM_HED_PROZaeed_MDL'
BIOG_HMM_HGR_ZAD_R.HGRa.HMM_HGR_ZAD_MDL'
BIOG_HMM_Zaeed_LGT_R.LGTa.HMM_Zaeed_LGTa_MDL'

BIOG_HMM_Zaeed_LGT_R.LGTa.HMM_Zaeed_LGTa_MAT_1a
BIOG_HMM_Zaeed_LGT_R.LGTb.HMM_Zaeed_LGTa_MAT_1b (probably loyal armor)

But they do not show up in game when input as below:
TorsoAppearances=(Id=8,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_HED_PROZaeed.Zaeed.HMM_HED_PROZaeed_MDL",
MaleMaterialOverride="BIOG_HMM_Zaeed_LGT_R.LGTa.HMM_Zaeed_LGTa_MAT_1a"),PlotFlag=-1)

TorsoAppearances=(Id=9,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_HGR_ZAD_R.HGRa.HMM_HGR_ZAD_MDL",
MaleMaterialOverride="BIOG_HMM_Zaeed_LGT_R.LGTa.HMM_Zaeed_LGTa_MAT_1a"),PlotFlag=-1)

TorsoAppearances=(Id=10,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_Zaeed_LGT_R.LGTa.HMM_Zaeed_LGTa_MDL",
MaleMaterialOverride="BIOG_HMM_Zaeed_LGT_R.LGTa.HMM_Zaeed_LGTa_MAT_1a"),PlotFlag=-1)

Guessing that I'd need to use:
load onlylevel BioH_Veteran_01.pcc or something like that.

Maybe those with more mesh coding expertise could chime in, ZephSunstrider & Inge what say you?



EDIT: For typos.

Modifié par phoenixofthunder, 18 août 2010 - 10:38 .


#1365
phoenixofthunder

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[quote]beastly_divizion wrote...
the texture mod that alters the scars coloring isn't a true blue, and the one that does change them to a true blue, is female only.
Male shep colored scarring (wrong/incomplete):
http://social.biowar...m/project/2354/
female shep colored scarring (complete/female-only)
http://social.biowar...m/project/3163/
As for the eye color, I am well aware of how to do it using Gibbed's but that only applies to non-default appearance sheps.
I suppose it's my fault for not supplying enough information/examples regarding my question, But now I have.
I would like to be able to have those electric blue scars like in the female example, above, with electric blue eyes, for a default appearance, male, shep. Can it be done, Or am I asking too much?
[/quote]


You try this for eyes:
[quote]phoenixofthunder wrote...
[quote]TheLonePolack wrote...
[quote]KTO E6AJI wrote...
[quote]ZephSunstrider wrote...
There's one way, more or less reliable and very temporary. Change it to
droppable in C.ini and you'll have one (for that mission) once you kill a
Prime. I don't know of a permanent way, though.[/quote]
Thanks. I'll give it a shot as soon as I can. Also, I found some ME2mods which include enemies weapons. Perhaps it is what I need.
[quote]TheLonePolack wrote...
I figure if anybody would know how to fix my problem it would be you guys, you have way more modding experience collectively than I do.
I'm trying to give my latest Shepard the Illusive Man's eyes, using this tutorial: http://me2mods.azure...an-s-Eyes/page1
No matter what I do, the eyes appear red. I followed that exact tutorial with a FemShep and it worked perfectly. So, does anybody know how to get TIM's eyes working on a MaleShep?[/quote]
I had the same problem with my male Shepard. Try reading comments on that tutorial, I'm sure there is a possible solution. Maybe this time you missed something.
[/quote]I looked through the thread, unfortunately there is nothing that works.  I wonder why.
[/quote]

To get this to work on a male Shepard it takes a different tact (excerpt from page 10):
[quote]Deebe wrote..
Open save in Save Editor.
Change to Raw tab.
Expand Squad > Player > Appearance > Morph Head > Texture Parameters.
Open the Texture Parameters list.
Add two new entries as follows:
code:
Name: EYE_Diff
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff
code:
Name: EYE_Spec
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec
[b] 
[/quote]

Here is the change:
There are two "eye" lines in Vector Parameters:
EYE_Iris_Colour_Vector
EYE_White_Colour_Vector

To get T.I.M. Eyes of any color:
DELETE >>>>>>>>EYE_Iris_Colour_Vector
CHANGE>>>>>>>>EYE_White_Colour_Vector to Emis_Color
Then Imput your RGB code:

Proof:
Image IPB
[/quote]
[/quote]
?

Do the default male & custom Shepard have the same or different scar textures? If they do or not I can easily recolor the male scars to blue.

#1366
BlackbirdSR-71C

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phoenixofthunder wrote...

Repzik wrote...

Anyone know which pcc contains Zaeed's armor?

Edit: Better yet, though this may sound incredibly lazy, could someone make the necessary Coalesced file to be able to wear it casual and as armor (either that, or tell me how), because that armor program the OP provided does not work and I honestly don't understand half of what he's saying.


Mass Effect 2\\\\BioGame\\\\DLC\\\\DLC_HEN_VT\\\\CookedPC


Will look in PCC's after I get some rest. Night owl here (7:25 A.M.:blink:)


You're not talking about re-packing them, are you?

And take your time! Better that then not getting enough sleep, now.

#1367
phoenixofthunder

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BlackbirdSR-71C wrote...

phoenixofthunder wrote...

Repzik wrote...

Anyone know which pcc contains Zaeed's armor?

Edit: Better yet, though this may sound incredibly lazy, could someone make the necessary Coalesced file to be able to wear it casual and as armor (either that, or tell me how), because that armor program the OP provided does not work and I honestly don't understand half of what he's saying.


Mass Effect 2\\\\\\\\BioGame\\\\\\\\DLC\\\\\\\\DLC_HEN_VT\\\\\\\\CookedPC
Will look in PCC's after I get some rest. Night owl here (7:25 A.M.:blink:)

You're not talking about re-packing them, are you?
And take your time! Better that then not getting enough sleep, now.


Can't repack PCC's only extract them and view them. I copy and place them on my desktop where I do the above. 

#1368
BlackbirdSR-71C

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phoenixofthunder wrote...

BlackbirdSR-71C wrote...

phoenixofthunder wrote...

Repzik wrote...

Anyone know which pcc contains Zaeed's armor?

Edit: Better yet, though this may sound incredibly lazy, could someone make the necessary Coalesced file to be able to wear it casual and as armor (either that, or tell me how), because that armor program the OP provided does not work and I honestly don't understand half of what he's saying.


Mass Effect 2\\\\\\\\\\\\\\\\BioGame\\\\\\\\\\\\\\\\DLC\\\\\\\\\\\\\\\\DLC_HEN_VT\\\\\\\\\\\\\\\\CookedPC
Will look in PCC's after I get some rest. Night owl here (7:25 A.M.:blink:)

You're not talking about re-packing them, are you?
And take your time! Better that then not getting enough sleep, now.


Can't repack PCC's only extract them and view them. I copy and place them on my desktop where I do the above. 


Almost thought so. A pity no one figured something out yet or will figure something out; Everyone capable probably doesn't think it would be worth the time.

#1369
LuxDragon

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About the Firepack DLC, is there anyway to increase the ROF of the Plasma Shotgun? Standard ways (Such as increasing the ROF) isn't working.

#1370
Killjoy Cutter

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I really wish we could search inside threads.



If someone has posted the location in .ini file where the extra outfits are added, I'd appreciate a pointer to that, or maybe even some directions for adding all the extra outfits that people like Strudelman have unlocked. I've read the added outfits don't work with the 1.02 patch unless you manually copy the extra lines into the .ini file with notepad++ or the like.


#1371
HCS01

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LuxDragon wrote...

About the Firepack DLC, is there anyway to increase the ROF of the Plasma Shotgun? Standard ways (Such as increasing the ROF) isn't working.


Once you increase the ROF, you must also lower MinRefireTime.  The default is 1.03

#1372
HCS01

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Killjoy Cutter wrote...

I really wish we could search inside threads.

If someone has posted the location in .ini file where the extra outfits are added, I'd appreciate a pointer to that, or maybe even some directions for adding all the extra outfits that people like Strudelman have unlocked. I've read the added outfits don't work with the 1.02 patch unless you manually copy the extra lines into the .ini file with notepad++ or the like.


I believe the sectioin you are looking for is [SFXGame.SFXPawn_Player].  It should be around line 4000

#1373
beastly_divizion

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phoenixofthunder wrote...

beastly_divizion wrote...
the texture mod that alters the scars coloring isn't a true blue, and the one that does change them to a true blue, is female only.
Male shep colored scarring (wrong/incomplete):
http://social.biowar...m/project/2354/
female shep colored scarring (complete/female-only)
http://social.biowar...m/project/3163/
As for the eye color, I am well aware of how to do it using Gibbed's but that only applies to non-default appearance sheps.
I suppose it's my fault for not supplying enough information/examples regarding my question, But now I have.
I would like to be able to have those electric blue scars like in the female example, above, with electric blue eyes, for a default appearance, male, shep. Can it be done, Or am I asking too much?


To get this to work on a male Shepard it takes a different tact (excerpt from page 10):

Deebe wrote..
Open save in Save Editor.
Change to Raw tab.
Expand Squad > Player > Appearance > Morph Head > Texture Parameters.
Open the Texture Parameters list.
Add two new entries as follows:
code:
Name: EYE_Diff
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff
code:
Name: EYE_Spec
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec
[b] 


Here is the change:
There are two "eye" lines in Vector Parameters:
EYE_Iris_Colour_Vector
EYE_White_Colour_Vector

To get T.I.M. Eyes of any color:
DELETE >>>>>>>>EYE_Iris_Colour_Vector
CHANGE>>>>>>>>EYE_White_Colour_Vector to Emis_Color
Then Imput your RGB code:

Proof:
Image IPB
?

Do the default male & custom Shepard have the same or different scar textures? If they do or not I can easily recolor the male scars to blue.


unfortunately, This still requires the use of Gibbed's, Which only applies to non-default appearance sheps, Due to the fact that You can not access "Morph Head" if you use the default male appearance, Which is what I want to modify...I take it therefore, That there is no way to do this for default appearance sheps?

The custom sheps have the same renegade scar textures as the default sheps, Unless you've imported a custom shep from ME1 that had a custom scar on it. For the purposes of my question, However, Yes, The textures are the same.

Modifié par beastly_divizion, 19 août 2010 - 02:59 .


#1374
Venomrain300

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beastly_divizion wrote...

ok, So after going through all 55 pages, I have been unable to find a definitive answer and guide to this question:

Is there any way at all, That I can alter the male shep's renegade scars AND eye color, From red, To, Say, Blue?


Using the save editor if you go to Player> Appearance> Morph Head and then open up the Texture Parameters section and add EYE_Diff for the name and BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_05 for the Value.

Then got to Vector Parameters and change EYE_Iris_Colour_Vector to Emis_Color.  You will be able to change the eye color.  I haven't figured out how to change the scar color at all.  You can try using the texmod to extract the texture and edit the color the way you want.  I have made one for Female Shepard with the default texture included.

It is here:  http://social.biowar...m/project/3163/

They only way you can edit the default Shepard's Renegade Eye and Scar color is by using Texmod.  I haven't figured out what texture is related to the red glow of the eyes as there are multiple layers of eye textures.  Maybe you will have better luck.  Good luck scrolling throught 2000+ textures one at a time.:D

Modifié par Venomrain300, 19 août 2010 - 05:05 .


#1375
phoenixofthunder

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Venomrain300 wrote...

beastly_divizion wrote...

ok, So after going through all 55 pages, I have been unable to find a definitive answer and guide to this question:

Is there any way at all, That I can alter the male shep's renegade scars AND eye color, From red, To, Say, Blue?


Using the save editor if you go to Player> Appearance> Morph Head and then open up the Texture Parameters section and add EYE_Diff for the name and BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_05 for the Value.

Then got to Vector Parameters and change EYE_Iris_Colour_Vector to Emis_Color.  You will be able to change the eye color.  I haven't figured out how to change the scar color at all.  You can try using the texmod to extract the texture and edit the color the way you want.  I have made one for Female Shepard with the default texture included.

It is here:  http://social.biowar...m/project/3163/




He is using the default male face which doesn't access the morph head feature.