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ME2 - Modding is Possible II (PC Only)


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#1476
minormiracle

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phoenixofthunder wrote...

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

The TIM suit is a unique mesh. You'll notice that no other armor in the game has the open collar that TIM has. In fact default shepard and any other NPC's head isn't even built for it and will have a transparent chunk below the neckline where his chest is exposed.

The cerberus captain's uniform is the default texture for the "suit" casual. You won't be able to load the black tux texture for it the same way you can't load any other textures for it like army green/brown and navy blue.

#1477
HCS01

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Inge Shepard wrote...

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.


Zeph brought up some circumstances to test, and I have been doing just that.  I have found that this method does not work with most weapons I have tested.  The only one that is 100% functional is the Locust.  Otherwise if I use the Incisor for example, I cannot have Garrus equip it as a Sniper Rifle and someone else as an Assault Rifle.  The person who has it as a Sniper rifle
will also have it equiped as the Assault rifle as well, regardless of
the fact that the Incisor is already equiped.  This will limit certain
crew members to one weapon depending on the circumstances.
I am determined to test more and see if there is a work around.

#1478
phoenixofthunder

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minormiracle wrote...

phoenixofthunder wrote...

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

The TIM suit is a unique mesh. You'll notice that no other armor in the game has the open collar that TIM has. In fact default shepard and any other NPC's head isn't even built for it and will have a transparent chunk below the neckline where his chest is exposed.

The cerberus captain's uniform is the default texture for the "suit" casual. You won't be able to load the black tux texture for it the same way you can't load any other textures for it like army green/brown and navy blue.


This is the captain uniform (Alliance not Cerberus) I ment.

#1479
phoenixofthunder

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ME1 N7 Casual/Armor wear for ME2:

CasualAppearances=(Id=36,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDb.HMM_ARM_MEDb_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_MED_R.MEDb.HMM_ARM_MEDb_MAT_1a",
Female="BIOG_HMF_ARM_MED_R.MEDb.HMF_ARM_MEDb_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDb.HMF_ARM_MEDb_MAT_1a"),PlotFlag=-1)

TorsoAppearances=(Id=13,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDb.HMM_ARM_MEDb_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_MED_R.MEDb.HMM_ARM_MEDb_MAT_1a",
Female="BIOG_HMF_ARM_MED_R.MEDb.HMF_ARM_MEDa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_MED_R.MEDb.HMF_ARM_MEDb_MAT_1a"),PlotFlag=-1)

Modifié par phoenixofthunder, 23 août 2010 - 10:11 .


#1480
minormiracle

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phoenixofthunder wrote...

minormiracle wrote...

phoenixofthunder wrote...

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

The TIM suit is a unique mesh. You'll notice that no other armor in the game has the open collar that TIM has. In fact default shepard and any other NPC's head isn't even built for it and will have a transparent chunk below the neckline where his chest is exposed.

The cerberus captain's uniform is the default texture for the "suit" casual. You won't be able to load the black tux texture for it the same way you can't load any other textures for it like army green/brown and navy blue.


This is the captain uniform (Alliance not Cerberus) I ment.


Does it work on Shepard and not just NPCs? Then it's probably a separate mesh with its own default texture. Look, you can either believe me or not, but I've already told you why. Use a Command="set SFXPawn_Player bUseCasualAppearance true" keybind to check if you got the right MaterialOverride under casual. If it works with the keybind toggle, then the game is defaulting without it and nothing either of us say will change that.

#1481
phoenixofthunder

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minormiracle wrote...

phoenixofthunder wrote...

minormiracle wrote...

phoenixofthunder wrote...

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

The TIM suit is a unique mesh. You'll notice that no other armor in the game has the open collar that TIM has. In fact default shepard and any other NPC's head isn't even built for it and will have a transparent chunk below the neckline where his chest is exposed.

The cerberus captain's uniform is the default texture for the "suit" casual. You won't be able to load the black tux texture for it the same way you can't load any other textures for it like army green/brown and navy blue.


This is the captain uniform (Alliance not Cerberus) I ment.


Does it work on Shepard and not just NPCs? Then it's probably a separate mesh with its own default texture. Look, you can either believe me or not, but I've already told you why. Use a Command="set SFXPawn_Player bUseCasualAppearance true" keybind to check if you got the right MaterialOverride under casual. If it works with the keybind toggle, then the game is defaulting without it and nothing either of us say will change that.


I know what your saying. Yet for some reason it worked on my Shepard alone and not NPC's.:blink:
and no keybind selected.:huh: How did I get this.:unsure:
Maybe I can figure it out when I get up tomorrow.

Modifié par phoenixofthunder, 23 août 2010 - 10:26 .


#1482
minormiracle

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Navy blue and army green captain's uniforms do not work off the ship. Here's a demonstration showing the same three codes being selected in casual wear and armor wear.

Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_5a"
Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_4a"
Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_2a"

My mistake about the tux. It works off the ship, but only because it's a separate mesh code from the cerberus captain's suit. BIOG_HMM_SHP_CTH_R.CTHa.HMM_ARM_CTHa_Tux_MDL. The game still doesn't read material override codes for off ship armor.

Modifié par minormiracle, 23 août 2010 - 10:38 .


#1483
phoenixofthunder

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minormiracle wrote...

Navy blue and army green captain's uniforms do not work off the ship. Here's a demonstration showing the same three codes being selected in casual wear and armor wear.

Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_5a"
Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_4a"
Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_2a"

My mistake. The tux works off the ship since it's a separate mesh code from the cerberus captain's suit. BIOG_HMM_SHP_CTH_R.CTHa.HMM_ARM_CTHa_Tux_MDL




:blink:Well somehow I got the coding for those badly jumbled with theT.I.M. code. Guess that explains why they worked off the ship. Did you try FullbodyAppearance by chance is it the same result?


Till tomorrow hitting the hay.-_-

Modifié par phoenixofthunder, 23 août 2010 - 10:42 .


#1484
minormiracle

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phoenixofthunder wrote...


Image IPBWell somehow I got the coding for those badly jumbled with theT.I.M. code. Guess that explains why they worked off the ship. Did you try FullbodyAppearance by chance is it the same result?


Till tomorrow hitting the hay.Image IPB


They don't work off the ship even if you jumbled TIM's mesh codes with those materialoverrides, since the game never loads materialoverrides anywhere except on the Normandy and the Samara loyalty mission. FullbodyAppearance has the exact same limitation since it's all off ship armor. If you've managed to bypass this engine limitation somehow I'd be very interested in seeing your code, since nobody else has managed to accomplish this so far and actually making it work would be a real breakthrough.

#1485
Turian Antiquarian

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minormiracle wrote...

phoenixofthunder wrote...


Image IPBWell somehow I got the coding for those badly jumbled with theT.I.M. code. Guess that explains why they worked off the ship. Did you try FullbodyAppearance by chance is it the same result?


Till tomorrow hitting the hay.Image IPB


They don't work off the ship even if you jumbled TIM's mesh codes with those materialoverrides, since the game never loads materialoverrides anywhere except on the Normandy and the Samara loyalty mission. FullbodyAppearance has the exact same limitation since it's all off ship armor. If you've managed to bypass this engine limitation somehow I'd be very interested in seeing your code, since nobody else has managed to accomplish this so far and actually making it work would be a real breakthrough.


I really hope that something could be done to get this effect, but I'm starting to get the impression that this may be another case where a tiny debug script actively prevents certain classes of MDLs to load A material override. probably a remnant from the original concept for PC armor, before the Arms/Legs/Torso Butcher shop we have now.

#1486
Turian Antiquarian

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phoenixofthunder wrote...

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?


Nope, that would be easy, it's the default texture for the male HVYa armor.
I'm trying to get free access to the 18(!) different variants of the female MEDa armor. MAT17a is Eclipse MAT3a is a nice purple something.

#1487
RideTSW

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Hey guys sorry for the posible noob question, I have registered a few days ago.



The question/request is.. Is It posible make invisible via texmod the mouse icons that appears during interrupts & planet scanning? I've seen mods that make invisible the RedVeinsOfDeath and the selection boxes, so the same might applies to mouse icons



Someone with the skills interested in this request?

#1488
MaaZeus

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Everyone, does the ammo regen mod (from masseffectsaves website) work at all with Geth Shotgun and M5 Phalanx? They dont seem to regenerate their ammo. Mattock instead does. :unsure: Havent tried Incisor and other DLC weapons yet.

Modifié par MaaZeus, 23 août 2010 - 04:12 .


#1489
ZephSunstrider

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HCS01 wrote...
Zeph brought up some circumstances to test, and I have been doing just that.  I have found that this method does not work with most weapons I have tested.  The only one that is 100% functional is the Locust.  Otherwise if I use the Incisor for example, I cannot have Garrus equip it as a Sniper Rifle and someone else as an Assault Rifle.  The person who has it as a Sniper rifle
will also have it equiped as the Assault rifle as well, regardless of
the fact that the Incisor is already equiped.  This will limit certain
crew members to one weapon depending on the circumstances.
I am determined to test more and see if there is a work around.

Good luck with that, let me know if you find anything useful. The only workaround I found was to remove the Incisor from the Sniper Rifle slot, and use it only as an assault rifle.

MaaZeus wrote...
Everyone, does the ammo regen mod (from
masseffectsaves website) work at all with Geth Shotgun and M5 Phalanx?
They dont seem to regenerate their ammo. Mattock instead does. [smilie]../../../images/forum/emoticons/unsure.png[/smilie] Havent tried Incisor and other DLC weapons yet.

The Phalanx and Geth Shotgun both have the flag bInfiniteAmmo set to false, which prevents them from regenerating ammo. The Mattock doesn't have that flag set for some reason, which is why it regenerates, and the others don't.

#1490
MaaZeus

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ZephSunstrider wrote...

The Phalanx and Geth Shotgun both have the flag bInfiniteAmmo set to false, which prevents them from regenerating ammo. The Mattock doesn't have that flag set for some reason, which is why it regenerates, and the others don't.



And being DLC weapon I presume this flag cannot be changed? Darn. Well, atleastt Eviscerator and Locust also work.

#1491
Burdokva

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Anyone has any idea what this line does?



BIOEditor.ini/BioPlaypen/UnchartedWorldMode = FALSE ?



I tried setting it to true, nothing changed, but I did load a mid-game save file (I didn't have earlier on board the SR-2 to see if affected the galaxy map).

#1492
ZephSunstrider

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MaaZeus wrote...

ZephSunstrider wrote...
The Phalanx and Geth Shotgun both have the flag bInfiniteAmmo set to false, which prevents them from regenerating ammo. The Mattock doesn't have that flag set for some reason, which is why it regenerates, and the others don't.

And being DLC weapon I presume this flag cannot be changed? Darn. Well, atleastt Eviscerator and Locust also work.

The last few pages contain varying instructions on how to make DLC stuff moddable. Just browse through.

#1493
phoenixofthunder

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minormiracle wrote...

phoenixofthunder wrote...


Image IPBWell somehow I got the coding for those badly jumbled with theT.I.M. code. Guess that explains why they worked off the ship. Did you try FullbodyAppearance by chance is it the same result?


Till tomorrow hitting the hay.Image IPB


They don't work off the ship even if you jumbled TIM's mesh codes with those materialoverrides, since the game never loads materialoverrides anywhere except on the Normandy and the Samara loyalty mission. FullbodyAppearance has the exact same limitation since it's all off ship armor. If you've managed to bypass this engine limitation somehow I'd be very interested in seeing your code, since nobody else has managed to accomplish this so far and actually making it work would be a real breakthrough.


Humbug! seems your undoubtly right. I rebooted and it has not worked since! Errrrrrrrrrrr   Uggghhhhhhhh!!:pinched::(:bandit::crying:<_<<_<<_<<_<<_<



Anyway here is what I was trying:
TorsoAppearances=(Id=15,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",GameEffects=(MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_1a),PlotFlag=-1)

Modifié par phoenixofthunder, 23 août 2010 - 08:38 .


#1494
phoenixofthunder

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Turian Antiquarian wrote...

phoenixofthunder wrote...

Turian Antiquarian wrote...

phoenixofthunder wrote...

Because their two different meshes.
*Snip*
?


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?


Nope, that would be easy, it's the default texture for the male HVYa armor.
I'm trying to get free access to the 18(!) different variants of the female MEDa armor. MAT17a is Eclipse MAT3a is a nice purple something.


What?:blink:

#1495
phoenixofthunder

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Burdokva wrote...

Anyone has any idea what this line does?

BIOEditor.ini/BioPlaypen/UnchartedWorldMode = FALSE ?

I tried setting it to true, nothing changed, but I did load a mid-game save file (I didn't have earlier on board the SR-2 to see if affected the galaxy map).


Unlock the N7 missions maybe? Checking now.

Modifié par phoenixofthunder, 23 août 2010 - 08:48 .


#1496
Deebe

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just a bump if anyone knows the code for the face place liara wears in the intro scene
Image IPB

Modifié par Deebe, 23 août 2010 - 10:02 .


#1497
Tommy6860

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phoenixofthunder wrote...

Tommy6860 wrote...

Tommy6860 wrote...

phoenixofthunder wrote...

Tommy6860 wrote...

Tommy6860 wrote...

phoenixofthunder wrote...
snipped


My eyes hurt reading so many updates, anyway, doesn't work for me. but I have been able to change Kasumi's weapons loadout to anything I like (as well as any of the other henchmen.).


OK, I got it to work, in a way. The weapons are there, and I get the DLC not loaded warning, but it loads anyway. The interesting part is, I cannot set the ammo amounts (as just an example of making a change), but the amounts are not the normal amounts, weird. Also, in the list where I choose my weapons, either from the weapons kiosk on the ship, or at the beginning of a mission, the names are blank.


More detail please.
This is normal with this method.


If it is normal with this method, then it seems it would be OK. I thought I gave the details I needed to give, so I don't know how much more I need to offer as those were the only issues I have.  Anyway, I have been able to make some changes where the ammo amounts can be changed in the shotty and the laser pistol, but it won't change in the Mattock rifle. Not really a big deal as that gun is way overpowered on its own. To make the geth shotty show more ammo, I change the ammo amounts under the shotgun section in the weapons list and it took. Same with the pistol. Not so with the Mattock rifle. It's cool though, having Kasumi use the Arc Projector and the Mattock Heavy Rifle.



Oh sorry misunderstood your issue. Its only the Mattock rifle? If you want you can email me your coalesced.ini and DLC ini's and I'll take a look.

EDIT: Left out email:
phoenixofthunder@yahoo.com


Email with file sent. I appreciate the help. I am pretty good at doing mods and being able to manipulate files like these, but this one part has me stumped. It was so easy to change Kasumi's and Zaeed's weapons, and I was surprised how deep this was considering they all are DLC.

#1498
TheBelgianGuy

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Is there a way to start the game with all upgrades unlocked? I imagine there's something inside the .ini that'll do it but I don't know where to start. Thanks in advance.

#1499
phoenixofthunder

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TheBelgianGuy wrote...

Is there a way to start the game with all upgrades unlocked? I imagine there's something inside the .ini that'll do it but I don't know where to start. Thanks in advance.


phoenixofthunder wrote...

Dracotamer wrote...

Are there any tutorials on how to use Azurem's Tech Manager mod? I can't figure out how to set it up and do the
key bindings etc.


I looked at his tech text file mod info and found that this maybe more helpful:

From Page 91, Post 5 of Modding is possible

Gets Shot wrote...

MIlkman88 wrote...

I managed to make it to page 46 without finding what I was looking for. Was hoping to find a way to unlock all
research/upgrades from game start. I noticed "UnlockId" in the tech and research listings but was not sure if
setting this to -1 would have the same effect as setting plotflag's did for gear.


Bindings=( Name="F10", Command="setintbyname Tec_AutoPistol 5 | setintbyname
 Tec_AutoPistolR1 1 | setintbyname Tec_AutoPistolR2 1 | setintbyname Tec_AssaultRifle 5 |
 setintbyname Tec_AssaultRifleR1 1 | setintbyname Tec_AssaultRifleR2 1 | setintbyname
 Tec_BioticUpgrade 5 | setintbyname Tec_BioticR1 1 | setintbyname Tec_BioticR2 1 |
 setintbyname Tec_HeavyAmmo 5 | setintbyname Tec_HeavyPistol 5 | setintbyname
 Tec_HeavyPistolR1 1 | setintbyname Tec_HeavyPistolR2 1 | setintbyname Tec_MediGel 5 |
 setintbyname Tec_MediGelR1 1 | setintbyname Tec_MediGelR2 1 | setintbyname
 Tec_MiniGameDecrypt 1 | setintbyname Tec_MiniGameHack 1 | setintbyname Tec_ShepardHealth
 5 | setintbyname Tec_ShepardR1 1 | setintbyname Tec_ShepardR2 1 | setintbyname
 Tec_Shield 5 | setintbyname Tec_ShieldR1 1 | setintbyname Tec_ShieldR2 1 | setintbyname
 Tec_Shotgun 5 | setintbyname Tec_ShotgunR1 1 | setintbyname Tec_ShotgunR2 1 |
 setintbyname Tec_SniperRifle 5 | setintbyname Tec_SniperRifleR1 1 | setintbyname
 Tec_SniperRifleR2 1 | setintbyname Tec_TechUpgrade 5 | setintbyname Tec_TechR1 1 |
 setintbyname Tec_TechR2 1 | setintbyname Tec_BovineFortitude 1" )

Add that line to your coalesced.ini and press F10 ingame to get every tech and research unlocked except for the
upgrades squadmates give you.


SovereignT wrote...

Looking good people..

Just
wanted to know if its possible to change the heavy weapon restriction on
PC and make it where other members of squad can use the HW as
well..?


HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=
(LoadoutWeapons_HeavyWeapons,LoadoutWeapons_AutoPistols))

Heres the line I used to give Miranda access to heavy weapons instead of smgs, you would have to modify it for
whatever squadmate and second weapon you wanted.



#1500
LuxDragon

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Is there any way to keep the laser on instead of crosshairs with the Phalanx Pistol? I mean just using it, not zooming in.