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ME2 - Modding is Possible II (PC Only)


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#1451
Turian Antiquarian

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phoenixofthunder wrote...

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:
Image IPB




phoenixofthunder

I think HCS01 was right. I tried to use MAT17a with HMF_ARM_MEDa_MDL and it worked perfectly as a casual, but not as armor !??

Would you take a look? :innocent:

#1452
HCS01

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Found out it is possible to define a weapon for more than one class, or simply redefine it for another class. My coalesced has as full auto Incisor that is selectable as an assault rifle or a sniper rifle. Has anyone else tried this?

#1453
phoenixofthunder

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YuriMk.III wrote...

Hey guys, does anyone have the coalesced.ini with all the casual clothing and other cool stuff that works on 1.02? I've tried editing that file with notepad+ but the game wouldn't load if I tried ADDING these clothes. So far I can only REPLACE one kind of clothing with another (e.g. cerberus uniform -> alliance captain's uniform), so I can only have 4 (or five after doing Kasumi's loyalty mission) kinds of casual clothes at the same moment.
Help me please! :D


Did you run the Fixer after editing with Notepad++?

#1454
phoenixofthunder

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Turian Antiquarian wrote...

phoenixofthunder wrote...

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:
Image IPB




phoenixofthunder

I think HCS01 was right. I tried to use MAT17a with HMF_ARM_MEDa_MDL and it worked perfectly as a casual, but not as armor !??

Would you take a look? :innocent:



Look at my Torso mesh line #12:
Compilation ME2 Mesh Codes for Added Armor Options and a few more Appearances. 

It is the code for the T.I.M. Suit.

#1455
phoenixofthunder

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HCS01 wrote...

Found out it is possible to define a weapon for more than one class, or simply redefine it for another class. My coalesced has as full auto Incisor that is selectable as an assault rifle or a sniper rifle. Has anyone else tried this?



Specify how you achieved this?:blink:
I like the sound of it.:D

#1456
HCS01

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phoenixofthunder wrote...

HCS01 wrote...

Found out it is possible to define a weapon for more than one class, or simply redefine it for another class. My coalesced has as full auto Incisor that is selectable as an assault rifle or a sniper rifle. Has anyone else tried this?



Specify how you achieved this?:blink:
I like the sound of it.:D


[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(className="SFXGameContentDLC_CER_02.SFXWeapon_IncisorSniperRifle_CER_02")
SniperRifles=(className="SFXGameContentDLC_CER_02.SFXWeapon_IncisorSniperRifle_CER_02")

Here it is for the Incisor.  AssaultRifles lists it as such in the loadout screen.
It still uses the same definition, so only the sniper rifle mods appear to take effect.  Checked with a Shuriken auto pistol that I made into a heavy pistol.  Going to try to make a hybrid definition similar to the armor pieces.  Use one map swith custom stats (including DamageType).  Will let you know how that turns out.

Modifié par HCS01, 22 août 2010 - 05:59 .


#1457
Guest_Inge Shepard_*

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HCS01 wrote...

phoenixofthunder wrote...

HCS01 wrote...

Found out it is possible to define a weapon for more than one class, or simply redefine it for another class. My coalesced has as full auto Incisor that is selectable as an assault rifle or a sniper rifle. Has anyone else tried this?



Specify how you achieved this?:blink:
I like the sound of it.:D


[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(className="SFXGameContentDLC_CER_02.SFXWeapon_IncisorSniperRifle_CER_02")
SniperRifles=(className="SFXGameContentDLC_CER_02.SFXWeapon_IncisorSniperRifle_CER_02")

Here it is for the Incisor.  AssaultRifles lists it as such in the loadout screen.
It still uses the same definition, so only the sniper rifle mods appear to take effect.  Checked with a Shuriken auto pistol that I made into a heavy pistol.  Going to try to make a hybrid definition similar to the armor pieces.  Use one map swith custom stats (including DamageType).  Will let you know how that turns out.

I think it's easier through a text file.
I'll try to see how it goes, then let ypu know how it went.

Or maybe since this is DLC guns it is best to do it in Coalesced.ini?
Is it something like this you mean, and for every squad??

Image IPB

Inge


Modifié par Inge Shepard, 22 août 2010 - 07:55 .


#1458
YuriMk.III

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phoenixofthunder wrote...

YuriMk.III wrote...

Hey guys, does anyone have the coalesced.ini with all the casual clothing and other cool stuff that works on 1.02? I've tried editing that file with notepad+ but the game wouldn't load if I tried ADDING these clothes. So far I can only REPLACE one kind of clothing with another (e.g. cerberus uniform -> alliance captain's uniform), so I can only have 4 (or five after doing Kasumi's loyalty mission) kinds of casual clothes at the same moment.
Help me please! :D


Did you run the Fixer after editing with Notepad++?


Nay, I didn't and that's where I've failed it seems.:whistle:
After all search actually helped me this time, but I'm still quite surprised there's no proper coalesced.ini download anywhere on these forums. In the end I've downloaded ME2CoalescedEditor thingy and manually added some 36 kinds of clothing. But I've also seen some people adding berets and other stuff as helmets, that sounds neat too.

#1459
Guest_Inge Shepard_*

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YuriMk.III wrote...

phoenixofthunder wrote...

YuriMk.III wrote...

Hey guys, does anyone have the coalesced.ini with all the casual clothing and other cool stuff that works on 1.02? I've tried editing that file with notepad+ but the game wouldn't load if I tried ADDING these clothes. So far I can only REPLACE one kind of clothing with another (e.g. cerberus uniform -> alliance captain's uniform), so I can only have 4 (or five after doing Kasumi's loyalty mission) kinds of casual clothes at the same moment.
Help me please! :D


Did you run the Fixer after editing with Notepad++?


Nay, I didn't and that's where I've failed it seems.:whistle:
After all search actually helped me this time, but I'm still quite surprised there's no proper coalesced.ini download anywhere on these forums. In the end I've downloaded ME2CoalescedEditor thingy and manually added some 36 kinds of clothing. But I've also seen some people adding berets and other stuff as helmets, that sounds neat too.

You can download my Coalesced.ini file and the ME2IniFixer, it's in my project.

Take a backup of your own file and try mine, and see if that work..



#1460
beastly_divizion

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Venomrain300 wrote...

phoenixofthunder wrote...

beastly_divizion wrote...

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?



How does this look:
*Snip*


?


friggin fantastic!!


Project Uploaded:
Default & Custom Male Blue Scars

Enjoy!;)


Cheers heaps for that. I'm sorry to be such a nitpicky, But my shep is ALMOST perfect 
- Is there ANY way at all, That you can make those blue scars bigger, heavier, Thicker 
and more pronounced (full renegade, no paragon scars, but blue instead of orange/red) - Almost like there's electricity flowing throuh the scars, 
Or flick me a PM with a guide on how to do it myself?

Again, Cheers for all your hard work phoenix.

Modifié par beastly_divizion, 22 août 2010 - 09:13 .


#1461
ZephSunstrider

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HCS01 wrote...

phoenixofthunder wrote...

HCS01 wrote...

Found out it is possible to define a weapon for more than one class, or simply redefine it for another class. My coalesced has as full auto Incisor that is selectable as an assault rifle or a sniper rifle. Has anyone else tried this?



Specify how you achieved this?:blink:
I like the sound of it.:D


[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(className="SFXGameContentDLC_CER_02.SFXWeapon_IncisorSniperRifle_CER_02")
SniperRifles=(className="SFXGameContentDLC_CER_02.SFXWeapon_IncisorSniperRifle_CER_02")

Here it is for the Incisor.  AssaultRifles lists it as such in the loadout screen.
It still uses the same definition, so only the sniper rifle mods appear to take effect.  Checked with a Shuriken auto pistol that I made into a heavy pistol.  Going to try to make a hybrid definition similar to the armor pieces.  Use one map swith custom stats (including DamageType).  Will let you know how that turns out.

That's (almost) exactly how I finally got my Revenant working fully as a Heavy Weapon without overriding the Assault Rifle slot.
If you keep the Incisor in the Sniper slot, though, it should theoretically overwrite the AR slot, leaving the SR slot empty even if you put another sniper rifle in there, OR it will stay in the Sniper slot, leaving the AR slot empty.
When I kept the Rev both in AR and HW slot, it stuck to being equipped in the AR slot, and the HW slot was empty, no matter if I equipped another HW. It only fully worked after removing the Rev from the AR loadouts.

Modifié par ZephSunstrider, 22 août 2010 - 09:22 .


#1462
HCS01

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ZephSunstrider wrote...

That's (almost) exactly how I finally got my Revenant working fully as a Heavy Weapon without overriding the Assault Rifle slot.
If you keep the Incisor in the Sniper slot, though, it should theoretically overwrite the AR slot, leaving the SR slot empty even if you put another sniper rifle in there, OR it will stay in the Sniper slot, leaving the AR slot empty.
When I kept the Rev both in AR and HW slot, it stuck to being equipped in the AR slot, and the HW slot was empty, no matter if I equipped another HW. It only fully worked after removing the Rev from the AR loadouts.

I have the Incisor appear in both the AR load outs and the SR loadouts.  I was able to have Zaeed with an Incisor and Widow as a test.  Had no loadout issues, though I will test a few more cases for loadout problems.

I think it's easier through a text file.
I'll try to see how it goes, then let ypu know how it went.

Or maybe since this is DLC guns it is best to do it in Coalesced.ini?
Is it something like this you mean, and for every squad??

Inge

I guess, but that depends on how you accomplishd that.  I currently have the Incisor listed as an AR and SR so that I could assign it to squadmembers when needed without having to further modify the Henchman loadouts.

#1463
Shimita

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I've messed with the adding lvl 4 powers problem, and I don't know if it has been fixed because I have only been looking at pages 34-37.
What I got to work, is by getting the names of the power scirpts in the ActiveclassRedirects area of the c.ini. then I made an exec file like Inge and it looked like this:
[SFXGame.SFXGameModeBase]
GivePower self SFXPower_Incinerate_Heavy
SetRank self SFXPower_Incinerate_Heavy 4
GivePower self SFXPower_ConcussiveShot_Radius
SetRank self SFXPower_ConcussiveShot_Radius 4
GivePower self SFXPower_AdrenalineRush_Evolved2
SetRank self SFXPower_AdrenalineRush_Evolved2 4
GivePower self SFXPower_PowerArmor_Evolved2
SetRank self SFXPower_PowerArmor_Evolved2 4

It works for me, and turns out you had to have the sufix for both give power and set power scripts, but have the 4 after the self power script as so above.... but for adrenaline rush, I just guessed what the name would be, it seems that status-affecting powers will usually have evolved1 or evolved2 as its sufix.
I don't know how to add powers to squad members, because frankly I don't think they're really needed. Just use them for extra "shooting help".
But this is what I got and it worked, I appologize if this is just a repeat.

#1464
Shimita

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also if this works for anyone else that has had this problem please input.



Thanks Inge and Zeph for the help an information, I learned it all from you.

#1465
Turian Antiquarian

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phoenixofthunder wrote...

Turian Antiquarian wrote...

phoenixofthunder wrote...

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:
Image IPB




phoenixofthunder

I think HCS01 was right. I tried to use MAT17a with HMF_ARM_MEDa_MDL and it worked perfectly as a casual, but not as armor !??

Would you take a look? :innocent:



Look at my Torso mesh line #12:
Compilation ME2 Mesh Codes for Added Armor Options and a few more Appearances. 

It is the code for the T.I.M. Suit.


I know your stuff works, but you're only using CTH_MDLs....

Here is the clearest way for me to present my problem:

why does:

CasualAppearances=(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_MED_R.MEDa.HMF_ARM_MEDa_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)

Looks as it should (Female Eclipse ARM) while:

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_MED_R.MEDa.HMF_ARM_MEDa_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)

Looks like the default (Black-Grey crap) . it's the same code, i only replaced "Casual" with "Torso"

#1466
phoenixofthunder

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Turian Antiquarian wrote...

phoenixofthunder wrote...

Turian Antiquarian wrote...

phoenixofthunder wrote...

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:
Image IPB




phoenixofthunder

I think HCS01 was right. I tried to use MAT17a with HMF_ARM_MEDa_MDL and it worked perfectly as a casual, but not as armor !??

Would you take a look? :innocent:



Look at my Torso mesh line #12:
Compilation ME2 Mesh Codes for Added Armor Options and a few more Appearances. 

It is the code for the T.I.M. Suit.


I know your stuff works, but you're only using CTH_MDLs....

Here is the clearest way for me to present my problem:

why does:

CasualAppearances=(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_MED_R.MEDa.HMF_ARM_MEDa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)

Looks as it should (Female Eclipse ARM) while:

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_MED_R.MEDa.HMF_ARM_MEDa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)

Looks like the default (Black-Grey crap) . it's the same code, i only replaced "Casual" with "Torso"



Do you also have this under [Engine.PackagesToAlwaysCook]:

SeekFreePackage=BIOG_HMM_ARM_CTH_R
SeekFreePackage=BIOG_HMF_ARM_CTH_R
?

Modifié par phoenixofthunder, 23 août 2010 - 03:55 .


#1467
Turian Antiquarian

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phoenixofthunder wrote...

Turian Antiquarian wrote...

phoenixofthunder wrote...

Turian Antiquarian wrote...

phoenixofthunder wrote...

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:





phoenixofthunder

I think HCS01 was right. I tried to use MAT17a with HMF_ARM_MEDa_MDL and it worked perfectly as a casual, but not as armor !??

Would you take a look? :innocent:



Look at my Torso mesh line #12:
Compilation ME2 Mesh Codes for Added Armor Options and a few more Appearances. 

It is the code for the T.I.M. Suit.


I know your stuff works, but you're only using CTH_MDLs....

Here is the clearest way for me to present my problem:

why does:

CasualAppearances=(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_MED_R.MEDa.HMF_ARM_MEDa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)

Looks as it should (Female Eclipse ARM) while:

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_MED_R.MEDa.HMF_ARM_MEDa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)

Looks like the default (Black-Grey crap) . it's the same code, i only replaced "Casual" with "Torso"



Do you also have this under [Engine.PackagesToAlwaysCook]:

SeekFreePackage=BIOG_HMM_ARM_CTH_R
SeekFreePackage=BIOG_HMF_ARM_CTH_R
?




You mean these?

BIOEngine
[Engine.PackagesToAlwaysCook]
SeekFreePackage=BIOG_HMM_ARM_HVY_R
SeekFreePackage=BIOG_HMF_ARM_HVY_R
SeekFreePackage=BIOG_HMM_ARM_SHP_R
SeekFreePackage=BIOG_HMF_ARM_SHP_R
SeekFreePackage=BIOG_HMM_HGR_SHP_R
SeekFreePackage=BIOG_HMF_HGR_SHP_R
SeekFreePackage=BIOG_HMM_ARM_CTH_R
SeekFreePackage=BIOG_HMF_ARM_CTH_R
SeekFreePackage=BIOG_HMM_ARM_MED_R
SeekFreePackage=BIOG_HMF_ARM_MED_R

These exist by default.

Try my example for yourself and tell me if you are able to make it work.... I just can't figure this out :unsure:

Modifié par Turian Antiquarian, 23 août 2010 - 04:56 .


#1468
HCS01

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ZephSunstrider wrote...

That's (almost) exactly how I finally got my Revenant working fully as a Heavy Weapon without overriding the Assault Rifle slot.
If you keep the Incisor in the Sniper slot, though, it should theoretically overwrite the AR slot, leaving the SR slot empty even if you put another sniper rifle in there, OR it will stay in the Sniper slot, leaving the AR slot empty.
When I kept the Rev both in AR and HW slot, it stuck to being equipped in the AR slot, and the HW slot was empty, no matter if I equipped another HW. It only fully worked after removing the Rev from the AR loadouts.

Aaarrggh!!!  You are correct.  When I had the Incisor as a SR and I assigned it to Zaeed as an AR, he only had the Incisor.  No secondary weapon was available for him.  Thanks for pointing that out, though.  I didn't catch it

Modifié par HCS01, 23 août 2010 - 05:03 .


#1469
minormiracle

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Turian Antiquarian wrote...

Here is the clearest way for me to present my problem:

why does:

CasualAppearances=(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_MED_R.MEDa.HMF_ARM_MEDa_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)

Looks as it should (Female Eclipse ARM) while:

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_MED_R.MEDa.HMF_ARM_MEDa_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)

Looks like the default (Black-Grey crap) . it's the same code, i only replaced "Casual" with "Torso"


The game doesn't load texture overrides in off ship combat armor. Whatever you use, even if it's a custom mesh, will always default to one particular texture. You can either play with set SFXPawn_Player bUseCasualAppearance true, in which case you'll get the right texture but won't see your guns in combat, or use texmod to capture the texture you want and apply it over the default texture, in which case everyone in game using that default texture will look like the override, but at least you'll look correct as well.

If you ever tried using NPC armors outside the ship you'd notice the same problem as well.

#1470
Rand0mNumbers

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Inge Shepard wrote...

I gues Mirandas outfit should be something like this, haven't tried myself, here is my suggestion..

CasualAppearances=(Id=501,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)
CasualAppearances=(Id=502,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL",FemaleMaleMaterialOverride="BIOG_
HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MAT_1a"),PlotFlag=-1)

I guess you also need to add this line as well..
FullBodyAppearances=(Id=501,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)
FullBodyAppearances=(Id=502,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)

Just a suggestion, can't say it will work..


I've already got Miranda's outfits working, but only with the locker bind. It is a nuisance (main menu overlays on the locker), so I'm not using it all the time.

I've already tried those lines as well. They don't work for me. I have to have the locker mod to get them working. Thanks though.

#1471
Guest_Inge Shepard_*

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HCS01 wrote...

ZephSunstrider wrote...

That's (almost) exactly how I finally got my Revenant working fully as a Heavy Weapon without overriding the Assault Rifle slot.
If you keep the Incisor in the Sniper slot, though, it should theoretically overwrite the AR slot, leaving the SR slot empty even if you put another sniper rifle in there, OR it will stay in the Sniper slot, leaving the AR slot empty.
When I kept the Rev both in AR and HW slot, it stuck to being equipped in the AR slot, and the HW slot was empty, no matter if I equipped another HW. It only fully worked after removing the Rev from the AR loadouts.

I have the Incisor appear in both the AR load outs and the SR loadouts.  I was able to have Zaeed with an Incisor and Widow as a test.  Had no loadout issues, though I will test a few more cases for loadout problems.

I think it's easier through a text file.
I'll try to see how it goes, then let ypu know how it went.

Or maybe since this is DLC guns it is best to do it in Coalesced.ini?
Is it something like this you mean, and for every squad??

Inge

I guess, but that depends on how you accomplishd that.  I currently have the Incisor listed as an AR and SR so that I could assign it to squadmembers when needed without having to further modify the Henchman loadouts.


Your suggestion is easier.



#1472
phoenixofthunder

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Turian Antiquarian wrote...

phoenixofthunder wrote...

Turian Antiquarian wrote...

phoenixofthunder wrote...

Turian Antiquarian wrote...

phoenixofthunder wrote...

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:





phoenixofthunder

I think HCS01 was right. I tried to use MAT17a with HMF_ARM_MEDa_MDL and it worked perfectly as a casual, but not as armor !??

Would you take a look? :innocent:



Look at my Torso mesh line #12:
Compilation ME2 Mesh Codes for Added Armor Options and a few more Appearances. 

It is the code for the T.I.M. Suit.


I know your stuff works, but you're only using CTH_MDLs....

Here is the clearest way for me to present my problem:

why does:

CasualAppearances=(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_MED_R.MEDa.HMF_ARM_MEDa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)

Looks as it should (Female Eclipse ARM) while:

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_MED_R.MEDa.HMF_ARM_MEDa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)

Looks like the default (Black-Grey crap) . it's the same code, i only replaced "Casual" with "Torso"



Do you also have this under [Engine.PackagesToAlwaysCook]:

SeekFreePackage=BIOG_HMM_ARM_CTH_R
SeekFreePackage=BIOG_HMF_ARM_CTH_R
?




You mean these?

BIOEngine
[Engine.PackagesToAlwaysCook]
SeekFreePackage=BIOG_HMM_ARM_HVY_R
SeekFreePackage=BIOG_HMF_ARM_HVY_R
SeekFreePackage=BIOG_HMM_ARM_SHP_R
SeekFreePackage=BIOG_HMF_ARM_SHP_R
SeekFreePackage=BIOG_HMM_HGR_SHP_R
SeekFreePackage=BIOG_HMF_HGR_SHP_R
SeekFreePackage=BIOG_HMM_ARM_CTH_R
SeekFreePackage=BIOG_HMF_ARM_CTH_R
SeekFreePackage=BIOG_HMM_ARM_MED_R
SeekFreePackage=BIOG_HMF_ARM_MED_R

These exist by default.

Try my example for yourself and tell me if you are able to make it work.... I just can't figure this out :unsure:


Because their two different meshes.
Maybe:
CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDa.HMM_ARM_MEDa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_MED_R.MEDa.HMM_ARM_MEDa_MAT_17a",
Female="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)

TorsoAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDa.HMM_ARM_MEDa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_MED_R.MEDa.HMM_ARM_MEDa_MAT_17a",
Female="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)
?

Modifié par phoenixofthunder, 23 août 2010 - 07:07 .


#1473
phoenixofthunder

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minormiracle wrote...

Turian Antiquarian wrote...

Here is the clearest way for me to present my problem:

why does:

CasualAppearances=(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_MED_R.MEDa.HMF_ARM_MEDa_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)

Looks as it should (Female Eclipse ARM) while:

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_MED_R.MEDa.HMF_ARM_MEDa_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)

Looks like the default (Black-Grey crap) . it's the same code, i only replaced "Casual" with "Torso"


The game doesn't load texture overrides in off ship combat armor. Whatever you use, even if it's a custom mesh, will always default to one particular texture. You can either play with set SFXPawn_Player bUseCasualAppearance true, in which case you'll get the right texture but won't see your guns in combat, or use texmod to capture the texture you want and apply it over the default texture, in which case everyone in game using that default texture will look like the override, but at least you'll look correct as well.

If you ever tried using NPC armors outside the ship you'd notice the same problem as well.


Then why does the captain uniform and T.I.M. suit work?
The clipping for one.

Modifié par phoenixofthunder, 23 août 2010 - 07:12 .


#1474
Turian Antiquarian

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phoenixofthunder wrote...

Because their two different meshes.
Maybe:
CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDa.HMM_ARM_MEDa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_MED_R.MEDa.HMM_ARM_MEDa_MAT_17a",
Female="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)

TorsoAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDa.HMM_ARM_MEDa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_MED_R.MEDa.HMM_ARM_MEDa_MAT_17a",
Female="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)
?


It Ain't workin'!!

If you find a way to solve this, you truly do rule.

#1475
phoenixofthunder

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Turian Antiquarian wrote...

phoenixofthunder wrote...

Because their two different meshes.
Maybe:
CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDa.HMM_ARM_MEDa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_MED_R.MEDa.HMM_ARM_MEDa_MAT_17a",
Female="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)

TorsoAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDa.HMM_ARM_MEDa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_MED_R.MEDa.HMM_ARM_MEDa_MAT_17a",
Female="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MAT_17a"),PlotFlag=-1)
?


It Ain't workin'!!

If you find a way to solve this, you truly do rule.


Let me make sure I am 100% sure about what your trying to get:
Blue Sun's armor for male right?

Modifié par phoenixofthunder, 23 août 2010 - 09:14 .