Modifié par Inge Shepard, 04 septembre 2010 - 08:55 .
ME2 - Modding is Possible II (PC Only)
#1751
Guest_Inge Shepard_*
Posté 04 septembre 2010 - 08:22
Guest_Inge Shepard_*
#1752
Posté 04 septembre 2010 - 08:35
phoenixofthunder wrote...
Turian Antiquarian wrote...
that would be illegal.
Game & DLC owners who make changes to their own INI files to allow modding of DLC content, can prove that it wasn't used to mount content that they were not entitled to use. This cannot be said if giving this modded file for someone else to use.
Sorry, i think you know that it won't help...
In ME1 There was no checksum for configuraton files, but they added it to ME2, So we need to use a tool that makes the checksum return a valid value. This is NOT a crack, and cannot be compared to a crack, but it is still not the open door we got on ME1.
So, we thank EA and Bioware for hosting this discussion of modding enthusiasts, and will stay away as far as possible from anything that even smells like Copyright violation. Example:
Uploading a texmod that uses textures extracted from DLC is illegal and not welcome here.
Uploading a texmod that uses custom textures made by the modder in a graphic editor, that may or may not be inspired artistically by copyrighted material, is welcome, and has same purpose as fan art.
The latter contradicts your eariler statement. Unless you mean DLC textures that are retexured are allowed?
So are these:
Black Phalanx Heavy Pistol
Black Mattock Assault Rifle
Black Collector Beam Weapon
Black Locust SMG
Mass Effect 2: Incisor Sniper Rifle Re-skins
Mass Effect 2: Mattock Rifle Re-skins
Terminus Weapon - Cerberus Colors
Black Collector Armor
Recon Hood added scanlines
Cerberus camo
Assassin Steel Inferno Armor Retexture
Black Blood Dragon Armor
Mass Effect 2: Zaeed Re-skins
ME2 Kasumi new alternate loyal clothing
Cerberus Loyalty Project: Zaeed
Ninja Kasumi
illegal or am I totally confused and off my rocker?
You are confused because i did not use an example, as i should have.
1) My "red" statement is not self-contradiction. you can extract textures from the main game database, not all textures come from DLC.
2) you brought examples of retextures that use DLC textures only with DLC meshes - one cannot work without the other, so this would be legit. here's an example for a non-legit mod:
A Mod that replaces the texture of the male casual appearance ID=1, with the texture of male shep's tux from DLC_MT, would be non-legit, because it gives players who have not purchased the DLC, access to some of it's content.
This was a MAJOR issue in the fallout3 modding community.
Modifié par Turian Antiquarian, 04 septembre 2010 - 08:44 .
#1753
Posté 04 septembre 2010 - 08:40
Inge Shepard wrote...
This is an idea that bioware can think of!!
Since bioware uses celebrities, so should they give this girl a role.
This is Canada's number 1 girl.
Sorry, for the derailed!
All kinds of "wishlist" threads exist for this exact purpose. why spam a modding thread with unrelated pics?
At least use a regular link and not [img] tag
#1754
Posté 04 septembre 2010 - 08:44
Turian Antiquarian wrote...
phoenixofthunder wrote...
Turian Antiquarian wrote...
that would be illegal.
Game & DLC owners who make changes to their own INI files to allow modding of DLC content, can prove that it wasn't used to mount content that they were not entitled to use. This cannot be said if giving this modded file for someone else to use.
Sorry, i think you know that it won't help...
In ME1 There was no checksum for configuraton files, but they added it to ME2, So we need to use a tool that makes the checksum return a valid value. This is NOT a crack, and cannot be compared to a crack, but it is still not the open door we got on ME1.
So, we thank EA and Bioware for hosting this discussion of modding enthusiasts, and will stay away as far as possible from anything that even smells like Copyright violation. Example:
Uploading a texmod that uses textures extracted from DLC is illegal and not welcome here.
Uploading a texmod that uses custom textures made by the modder in a graphic editor, that may or may not be inspired artistically by copyrighted material, is welcome, and has same purpose as fan art.
The latter contradicts your eariler statement. Unless you mean DLC textures that are retexured are allowed?
So are these:
Black Phalanx Heavy Pistol
Black Mattock Assault Rifle
Black Collector Beam Weapon
Black Locust SMG
Mass Effect 2: Incisor Sniper Rifle Re-skins
Mass Effect 2: Mattock Rifle Re-skins
Terminus Weapon - Cerberus Colors
Black Collector Armor
Recon Hood added scanlines
Cerberus camo
Assassin Steel Inferno Armor Retexture
Black Blood Dragon Armor
Mass Effect 2: Zaeed Re-skins
ME2 Kasumi new alternate loyal clothing
Cerberus Loyalty Project: Zaeed
Ninja Kasumi
illegal or am I totally confused and off my rocker?
You are confused because i did not used an example, as i should have.
1) My "red" statement is not self-contradiction. you can extract textures from the main game database, not all textures come from DLC.
2) you brought examples of retextures that use DLC textures only with DLC meshes - one cannot work without the other, so this would be legit. here's an example for a none legit mod:
A Mod that replaces the texture of the male casual appearance ID=1, with the texture of male shep's tux from DLC_MT, would be non-legit, because it gives players who have not purchased the DLC, access to some of it's content.
This was a MAJOR issue in the fallout3 modding community.
Ok I understand better.
But now another question: If they don't have a DLC how could it even be an issue. Since DLC PCC data is located seperate from main game PCC data. Wouldn't the editing not even work then?
Modifié par phoenixofthunder, 04 septembre 2010 - 09:02 .
#1755
Posté 04 septembre 2010 - 08:51
Turian Antiquarian wrote...
Inge Shepard wrote...
This is an idea that bioware can think of!!
Since bioware uses celebrities, so should they give this girl a role.
This is Canada's number 1 girl.
Sorry, for the derailed!
All kinds of "wishlist" threads exist for this exact purpose. why spam a modding thread with unrelated pics?
At least use a regular link and not [img] tag
*Salute* Turian Antiquarian:police:
***Grabs the derailed train and replaces it on the track***
Modifié par phoenixofthunder, 04 septembre 2010 - 08:52 .
#1756
Guest_Inge Shepard_*
Posté 04 septembre 2010 - 08:51
Guest_Inge Shepard_*
Modifié par Inge Shepard, 07 septembre 2010 - 06:37 .
#1757
Posté 04 septembre 2010 - 08:56
Inge Shepard wrote...
Turian, please stop behaving so sensible, as a law protecter, people have their own conscience. and a little humour injuries no ones.
Point accepted. Apologization in order, I give mine. BTW she looks alot like Yvonne Strahovski (whose in game already). Just my two cents.:innocent:
Modifié par phoenixofthunder, 04 septembre 2010 - 08:58 .
#1758
Posté 04 septembre 2010 - 09:02
Inge Shepard wrote...
Turian, please stop behaving so sensible, as a law protecter, people have their own conscience. and a little humour injuries no ones.
Inge, in English "sensible" has a meaning more similar to "reasonable". In french, it means "overly sensitive".
This is the first and only time since i registered, that i made a remark of this nature. This is only due to the fact that pics inflate the thread, and also hamper browser performance for those who use low bandwidth for HTTP.
There is no "law" here, and if we will create a need for one, this thread will be locked. I would back down from every argument before risking that.
Modifié par Turian Antiquarian, 04 septembre 2010 - 09:08 .
#1759
Guest_Inge Shepard_*
Posté 04 septembre 2010 - 09:03
Guest_Inge Shepard_*
#1760
Posté 04 septembre 2010 - 09:03
I would like one of my characters to have glowing white eyes much like Samara when she activates a biotic power. I've gotten the irises/pupils to glow white by adding EYE_Diff = BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_05 in Texture Parameters with an Emis_Color of 15,15,15, but the actual whites of the eyeballs look funky next to that, especially depending on the lighting. I'm wondering if there's a texture parameter I can set to have it use the same texture as Samara's glowing eyes for the whites of my Shep's eyes.
#1761
Posté 04 septembre 2010 - 09:08
@Turian Antiquarian you posted earlier a promo for your machine gun mod, can i ask what it does exactly. I assume it modifies the revenant?
#1762
Posté 04 septembre 2010 - 09:32
Avrithor wrote...
Hey modding thread,
I would like one of my characters to have glowing white eyes much like Samara when she activates a biotic power. I've gotten the irises/pupils to glow white by adding EYE_Diff = BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_05 in Texture Parameters with an Emis_Color of 15,15,15, but the actual whites of the eyeballs look funky next to that, especially depending on the lighting. I'm wondering if there's a texture parameter I can set to have it use the same texture as Samara's glowing eyes for the whites of my Shep's eyes.
How is this:

Here is how:
That in green was changed:
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 one new entry as follows:
code:
Name: EYE_Diff
Value: BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_05
code:
Here is the change:
There are two "eye" lines in Vector Parameters:
EYE_Iris_Colour_Vector
EYE_White_Colour_Vector
To get this:
DELETE >>>>>>>>EYE_Iris_Colour_Vector
CHANGE>>>>>>>>EYE_White_Colour_Vector to Emis_Color
Then Input your RGB code:
Modifié par phoenixofthunder, 04 septembre 2010 - 09:40 .
#1763
Posté 04 septembre 2010 - 09:51
Avrithor wrote...
Hey modding thread,
I would like one of my characters to have glowing white eyes much like Samara when she activates a biotic power. I've gotten the irises/pupils to glow white by adding EYE_Diff = BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_05 in Texture Parameters with an Emis_Color of 15,15,15, but the actual whites of the eyeballs look funky next to that, especially depending on the lighting. I'm wondering if there's a texture parameter I can set to have it use the same texture as Samara's glowing eyes for the whites of my Shep's eyes.
Ha! I played a whole game with a fem adept shep with the eye setup you are referring to. Who is your favorite hench?
here's how:
In texture parameters:
Change to EYE_Diff = BIOG_HMF_HED_PROMorph_R.Base.HMF_HED_PROCustom_Blank_White
Add EYE_Spec = BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec
In the C.ini:
Go to Pawn_player and in "scars", change every Eye_EmisScars_01, 02, 03 ,04 to "Eye_EmisScars_05"
This will make your eyes glow brightest regardless of your karma/
#1764
Posté 04 septembre 2010 - 10:21
Deebe wrote...
I have the s.t.a.l.k.e.r. mod for fallout3 and damn its good ;p( i bought both games so you can't really fault me on that, plus fallout3 is so boring anyway)
@Turian Antiquarian you posted earlier a promo for your machine gun mod, can i ask what it does exactly. I assume it modifies the revenant?
There is an incomplete reference in the default c.ini to a weapon that's inside The assault rifles PCC. it looks and sounds like the weapon used by Geth Prime (Larger mesh of the revenant, YMIR mech minigun).
I added configurations in order to make it available in the locker, like any other stock weapon.
I did test it myself for a whole playthrough, in order to balance it and QA.
Only one bug: in the 2 scenes that feature shep using his his actual in-game assault rifle, the sound of the minigun will persist through the rest of the scene during dialog, and will stop only upon firing it again as soon as you get control of shep back.
It is to be used with the "state-of-mind" of a PC heavy weapon, but it WILL take up your assault rifle slot. If you try to use it as a main weapon like a normal AS, You WILL die, since it requires for player to lean out of cover for more time. Great against minibosses, and melee NPCs.
If this weapon won't deliver an insane zombie mayhem & carnage experience, you'll get your money back and a public apology
#1765
Posté 04 septembre 2010 - 10:43
phoenixofthunder wrote...
Ok I understand better.
But now another question: If they don't have a DLC how could it even be an issue. Since DLC PCC data is located seperate from main game PCC data. Wouldn't the editing not even work then?
Think about it.
texmodd TPF files are awfully large to consist only of A few code lines for pcc path redirection....
#1766
Posté 04 septembre 2010 - 11:22
Turian Antiquarian wrote...
phoenixofthunder wrote...
Ok I understand better.
But now another question: If they don't have a DLC how could it even be an issue. Since DLC PCC data is located seperate from main game PCC data. Wouldn't the editing not even work then?
Think about it.
texmodd TPF files are awfully large to consist only of A few code lines for pcc path redirection....
Have you ever messed with Texmod enough to know its intricacies?
PCC's CAN'T be referenced in a .tpf file.
A TPF only consists of a text config file and a picture file [.bmp,.jpeg ect.].
For info on using TexMod see here & here
Like so:
A Garrus retexture TPF would look like this inside the TPF:
MASSEFFECT2.EXE_0x6CD2B8F2.jpg
And in the TexMod.log text file would a line like this be:
0x6CD2B8F2|C:\\Program Files\\Mass Effect 2\\Binaries\\Out\\MASSEFFECT2.EXE_0x6CD2B8F2.jpg
As for TPF file size its all relative to picture format saved to. My own loyalty project is 8MB because I was stupid and used .bmp instead of .jpeg which would have knocked it to 4MB.
Modifié par phoenixofthunder, 04 septembre 2010 - 11:35 .
#1767
Posté 04 septembre 2010 - 11:45
Turian Antiquarian wrote...
phoenixofthunder wrote...
Ok I understand better.
But now another question: If they don't have a DLC how could it even be an issue. Since DLC PCC data is located seperate from main game PCC data. Wouldn't the editing not even work then?
Think about it.
texmodd TPF files are awfully large to consist only of A few code lines for pcc path redirection....
Furthermore what difference would "redirrection" matter if the DLC pcc needed has not been installed since the DLC data would not exist in the main-game pcc's then there could NOT be a reference to it since it didn't exist elsewhere.
Point into point:
(say Kasumi's outit) was located here:
C:\\\\Program Files\\Mass Effect 2\\BioGame\\DLC\\DLC_HEN_MT\\CookedPC
and all other PCC'slocated here:
C:\\Program Files\\Mass Effect 2\\BioGame\\CookedPC
And you don't have Kasumi DLC installed so it would not exist so this line becomes void:
How could you take texture/mesh from an area that doesn't exist aka not installed?
Modifié par phoenixofthunder, 04 septembre 2010 - 11:53 .
#1768
Posté 04 septembre 2010 - 11:57
You would use JPEGs as textures?! Go pick dds or png, but by all that's holy, not jpegs.phoenixofthunder wrote...
As for TPF file size its all relative to picture format saved to. My own loyalty project is 8MB because I was stupid and used .bmp instead of .jpeg which would have knocked it to 4MB.
You do seem a little more... direct than other people here, speaking out when something bothers you.Turian Antiquarian wrote...
This is the first and only time
since i registered, that i made a remark of this nature. This is only
due to the fact that pics inflate the thread, and also hamper browser
performance for those who use low bandwidth for HTTP.
There is no
"law" here, and if we will create a need for one, this thread will be
locked. I would back down from every argument before risking
that.
I think it is used ingame, since both YMIRs and Primes drop it when you set the bCanDropWeapon bool to 1.Turian Antiquarian wrote...
There is an incomplete reference
in the default c.ini to a weapon that's inside The assault rifles PCC.
it looks and sounds like the weapon used by Geth Prime (Larger mesh of
the revenant, YMIR mech minigun).
If this weapon won't deliver an
insane zombie mayhem & carnage experience, you'll get your money
back and a public apology.
Now the only thing needed for the Insane Zombie Mayhem are the zombies in an appropiate number. The closest I ever came to having a "zombie rush feeling" was the one scene in the collector ship, with lotsa zombies'n'stuff. But that's it.
Modifié par ZephSunstrider, 05 septembre 2010 - 02:13 .
#1769
Posté 05 septembre 2010 - 12:03
ZephSunstrider wrote...
phoenixofthunder wrote...
As for TPF file size its all relative to picture format saved to. My own loyalty project is 8MB because I was stupid and used .bmp instead of .jpeg which would have knocked it to 4MB.
You would use JPEGs as textures?! Go pick dds or png, but by all that's holy, not jpegs.
I don't have software that supports .dds editing (or I'd use it). And the only color editing program I have is: ColorCodedPro.
Modifié par phoenixofthunder, 05 septembre 2010 - 12:04 .
#1770
Posté 05 septembre 2010 - 12:06
phoenixofthunder wrote...
Have you ever messed with Texmod enough to know its intricacies?
PCC's CAN'T be referenced in a .tpf file.
I know. From your question i figured that you thought that. I apologize.
If we could override PCC refs from an outside source, I would build a village of midget krogan in the bathroom of Shepard's cabin, and make the spacehamster clan chief (HA! I bet that if someone in bio-dev would ever read this, they'll have diet-soda coming out of their nose) .
phoenixofthunder wrote...
A TPF only consists of a text config file and a picture file [.bmp,.jpeg ect.].
For info on using TexMod see here & here
Like so:
A Garrus retexture TPF would look like this inside the TPF:
MASSEFFECT2.EXE_0x6CD2B8F2.jpg
And in the TexMod.log text file would a line like this be:
0x6CD2B8F2|C:\\\\Program Files\\\\Mass Effect 2\\\\Binaries\\\\Out\\\\MASSEFFECT2.EXE_0x6CD2B8F2.jpg
As for TPF file size its all relative to picture format saved to. My own loyalty project is 8MB because I was stupid and used .bmp instead of .jpeg which would have knocked it to 4MB.
So? If you know this, why did you ask what you did before?
If you take textures from a DLC, and rename to apply to a compatible mesh in the original game PCC, You won't need the DLC to use this modd wouldn't you?
Know the modd that applies the ME2 texture of Garuss' face to the ME1 Garrus?
You don't have to know ME2 even exists, just texmod, tpf file and a legally acquired copy of ME1.
#1771
Posté 05 septembre 2010 - 12:14
Because your statements were confusing to my analytical mind.Turian Antiquarian wrote...
So? If you know this, why did you ask what you did before?
If you take textures from a DLC, and rename to apply to a compatible mesh in the original game PCC, You won't need the DLC to use this modd wouldn't you?
Turian Antiquarian wrote...
Know the modd that applies the ME2 texture of Garrus' face to the ME1 Garrus?
You don't have to know ME2 even exists, just texmod, tpf file and a legally acquired copy of ME1.
Yes I know it. It involves a retexturing and croping of Garrus' ME2 scarless texture to his ME1 texture which ironically enough is the same sized texture that seems to have been carried over from ME1 to ME2.
Modifié par phoenixofthunder, 05 septembre 2010 - 12:25 .
#1772
Posté 05 septembre 2010 - 12:17
ZephSunstrider wrote...
I think it is used ingame, since both YMIRs and Primes drop it when you set the bCanDropWeapon bool to 1.Turian Antiquarian wrote...
There is an incomplete reference
in the default c.ini to a weapon that's inside The assault rifles PCC.
it looks and sounds like the weapon used by Geth Prime (Larger mesh of
the revenant, YMIR mech minigun).
If this weapon won't deliver an
insane zombie mayhem & carnage experience, you'll get your money
back and a public apology.
Now the only thing needed for the Insane Zombie Mayhem are the zombies in an appropiate number. The closest I ever came to having a "zombie rush feeling" was that one scene in the collector ship, But that's it.
It is/was a spoiler!
I advise editing your post to make it the way i quoted It.
And to now to address your undead complaint: Aequitas, you noob!
#1773
Posté 05 septembre 2010 - 12:20
Turian Antiquarian wrote...
Know the modd that applies the ME2 texture of Garuss' face to the ME1 Garrus?
You don't have to know ME2 even exists, just texmod, tpf file and a legally acquired copy of ME1.
That one's particularly interesting, actually; I can't speak for any other NPCs, but having modded Liara's face in both ME1 and ME2, the ultra-high res ME1 tex is identical to the ME2 tex, right down to the very last hex byte. It strikes me as quite likely that the same is true for Garrus, and that the ME2 pre-scarring Garrus tex was lifted directly from the ME1 resources (I can tell you for sure that the mapping is exactly the same, at least); ergo, if you're using that fix, you're using a texture you have, in fact, already paid for. (The face bug, if you're wondering, isn't a missing texture, it's the fact that no matter what resolution you set the game at, it calls the minimum-res texture for Garrus' headmesh. The other resolutions are on the disk somewhere, you just can't get to them.)
Modifié par Quething, 05 septembre 2010 - 12:24 .
#1774
Posté 05 septembre 2010 - 12:29
I believe it should be: Veritas AequitasTurian Antiquarian wrote...
ZephSunstrider wrote...
I think it is used ingame, since both YMIRs and Primes drop it when you set the bCanDropWeapon bool to 1.Turian Antiquarian wrote...
There is an incomplete reference
in the default c.ini to a weapon that's inside The assault rifles PCC.
it looks and sounds like the weapon used by Geth Prime (Larger mesh of
the revenant, YMIR mech minigun).
If this weapon won't deliver an
insane zombie mayhem & carnage experience, you'll get your money
back and a public apology.
Now the only thing needed for the Insane Zombie Mayhem are the zombies in an appropiate number. The closest I ever came to having a "zombie rush feeling" was that one scene in the collector ship, But that's it.
It is/was a spoiler!
I advise editing your post to make it the way i quoted It.
And to now to address your undead complaint: Aequitas, you noob!
Latin translation:
Truth and fairness
And also ZephSunstrider isn't a noob by any means he has been here since the early 20's-30's pages if memory serves.
Modifié par phoenixofthunder, 05 septembre 2010 - 12:31 .
#1775
Posté 05 septembre 2010 - 12:49
Quething wrote...
Turian Antiquarian wrote...
Know the modd that applies the ME2 texture of Garuss' face to the ME1 Garrus?
You don't have to know ME2 even exists, just texmod, tpf file and a legally acquired copy of ME1.
That one's particularly interesting, actually; I can't speak for any other NPCs, but having modded Liara's face in both ME1 and ME2, the ultra-high res ME1 tex is identical to the ME2 tex, right down to the very last hex byte. It strikes me as quite likely that the same is true for Garrus, and that the ME2 pre-scarring Garrus tex was lifted directly from the ME1 resources (I can tell you for sure that the mapping is exactly the same, at least); ergo, if you're using that fix, you're using a texture you have, in fact, already paid for. (The face bug, if you're wondering, isn't a missing texture, it's the fact that no matter what resolution you set the game at, it calls the minimum-res texture for Garrus' headmesh. The other resolutions are on the disk somewhere, you just can't get to them.)
You are speculating heavily here... and you also imply that the dude who made this modd isn't telling the truth. read description in project page.
If it's a bug that degrades any texture assigned to Garruss' face, How was it fixed using texmod and a puny tpf file?
This is what Jack Lamden from bioware QA said about this matter.
I would rather that we don't make remarks about what he wrote in this thread. this is for reference only, you understand why.




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