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ME2 - Modding is Possible II (PC Only)


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#2301
Chiyeko

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Question:



would it be possible to mod in that you can use that visor you can buy (standard one in game) but that it will look like the one garrus has?

#2302
Burdokva

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plspirit wrote...

is it in the meantime possible to edit DLC weapons?
i added some ammo to the weapons in the c.ini, but dlc weapons are in the dlc associated .inis which i cannot change without a masseffect ini fixer

ah and is there a tool to convert RGB codes like 255 0 0 for red into 1 0 0 for red (or html FF to 1) so that i do not have to use my calculator all the time i want to change colours


I suppose you don't have Photoshop, so try GIMP. It's a free graphics editing software. Besides being a powerful and easy free tool, there's an easy way you can check color codes - open any of the color palettes and pick something random, any color you like - next to it, you'll have a detailed graph with Brightness, Saturation etc. settings.

One of those is the code (US Federal Standart and RGB by default) for the color you picked up. There, easy way to generate whatever color you like. :) 

#2303
Chugster

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ok ive looked at the DLC modding post on pg45 but i cant understand it...im quite familiar with adding stuff to C.ini, but this just baffles me...could someone explain it a little better? step by step maybe?

#2304
LuxDragon

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Adding the .ini doesn't work. I still can't get Kasumi's powers on anyone else.

#2305
ConlanBeorn

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I am also having problems with the DLC modding on pg45 could someone make it a little more clear and easier to follow. Like step by step maybe if possible. With  thoughts towards the firepower pack in mind.

Modifié par ConlanBeorn, 22 septembre 2010 - 09:44 .


#2306
RGFrog

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Stephen226 wrote...
where do i add the code for wearing armor on the ship?
is it possible to change the blue lights on shepards armor to red if you chose to be renegade?


Some of the armor light's colors are the same as the eye glow color. Terminus armor lights change all blue if your paragon, etc. It's linked to that color setting.

This color can be changed in gibbed's with the Emis_Color value. If you've changed your character to use tim eyes, you'll also see that the lights on your suit (some, but not always all) will be the same color as you've set your tim eyes to. I've had my terminus armor and blood dragon armor with purple lights, green, etc.

plspirit wrote...
ah and is there a tool to convert RGB codes like 255 0 0
for red into 1 0 0 for red (or html FF to 1) so that i do not have to
use my calculator all the time i want to change colours.


If you have the RGB code you want to use, just divide each value by 255 to get the number you plug into the field.

Yes, there is a tool that will do it for you but it's clumsy to use and it's simply faster to just do it via windows calc.

Heres' the linky if you want to try, 3rd option first field.

#2307
Iwakura-Lain

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RGFrog wrote...

Some of the armor light's colors are the same as the eye glow color.

Yep. To wit, look at my fully color-coordinated Femshep Re-L:

Posted Image

Modifié par Iwakura-Lain, 22 septembre 2010 - 11:32 .


#2308
bottledwater

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can someone help me make shepard run around as a krogan? i used to have him run around as legion, here is the code i think:





Bindings=( Name="NumPadOne", Command="StreamLevelIn BioH_Geth_00 | StreamLevelIn BioD_Nor_000Cabin | OnTap 2.0 showmenu | OnTap 3.0 OpenGUI Personalization" )



and



< HelmetAppearances=(Id=99,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_GTH_HED_PROMorph.GTH_HED_PROLegion_MDL", Female="BIOG_GTH_HED_PROMorph.GTH_HED_PROLegion_MDL", bHasBreather=True,bHideHead=True,bHideHair=True),GameEffects=("SFXGame.SFXGameEffect_Gear_Visor"),PlotFlag=-1)

TorsoAppearances=(Id=99,Type=CustomizableType_Torso,Mesh=(Male="BIOG_GTH_LEG_NKD_R.NKDa.GTH_LEG_NKDa_MDL",Female="BIOG_GTH_LEG_NKD_R.NKDa.GTH_LEG_NKDa_MDL"),PlotFlag=-1)

ArmAppearances=(Id=99,Type=CustomizableType_Arms,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Arms"),PlotFlag=-1)

LegAppearances=(Id=99,Type=CustomizableType_Legs,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Legs"),PlotFlag=-1)

ShoulderAppearances=(Id=99,Type=CustomizableType_Shoulders,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Shoulders"),PlotFlag=-1)







this is from patch 1.01 (or is it 1.1?) im not sure if it will work now. anywho, does anyone have the codes for the krogan body parts? thats all i really need.

#2309
Guest_Inge Shepard_*

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LuxDragon wrote...

Adding the .ini doesn't work. I still can't get Kasumi's powers on anyone else.


I think we can conclude that it doesn't work. Best of luck.

-Inge



#2310
LuxDragon

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Oh well.

#2311
Iwakura-Lain

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Speaking of importing characters, come to think of it, come ME3, will we be able to import characters with modded features? Like my Re-L, see above, with the ''sexy' hair model. Bioware is under no obligation to export hair meshes for ME2 npc's, so the answer looks to be no. :(

#2312
Christmas Ape

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Re: modded features, we'll have to see what meshes become available with ME3. They may re-use the Jentha hair based on its popularity, they may wish to give a middle finger to modding and remove it. It's too early to say.

Quick question:
Does anyone know which of MCR_03 and MCR_05 is the Archon Visor and which is the Capacitor Helmet? Thanks!

#2313
ZephSunstrider

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Iwakura-Lain wrote...

RGFrog wrote...
Some of the armor light's colors are the same as the eye glow color.

Yep. To wit, look at my fully color-coordinated Femshep Re-L:

You mean you could actually have blood-red lights on the Kestrel armor?
So my renegade Shep could finally look like a SciFi-version of Bartuc?!

#2314
RGFrog

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Yep, I use green on my blood dragon armor. It makes it easier to blend in with christmas motifs.

#2315
Killjoy Cutter

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Sounds cool.



How, please?


#2316
RGFrog

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Gibbed>open save>raw tab>squad>player>appearance>morph head>Vector Parameters>collection button on right.

I change EYE_Iris_Colour_Vector to Emis_Color and change the RGB values.

I guess you could change any of the parameters to Emis_Color but I've not tested it.

I did try to add Emis_Color as a new parameter but I couldn't figure out how to add the values... if anyone knows how, that'd be keen.

Modifié par RGFrog, 23 septembre 2010 - 05:56 .


#2317
Killjoy Cutter

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Oh. I've done that with eye colors. I was confused and thought that someone had found a way to change the emitter colors on the armors (Kestrel in particular).


#2318
phoenixofthunder

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Chris Priestly wrote...

I have movied this to the characters and creations forum and stickied,

HOWEVER!!!

It is BioWare's policy that you DO NOT moddify our games. We are not responsible for any changes you make to our games and how they may or may not correctly work with future DLC or sequels.

And I know, I hear you say "Priestly, I only moddified the X" or "I only changed the Y, so that cannot hurt anything" or similar. THAT DOES NOT MATTER. Anytime you start mucking around in teh game and moddifying, adding credits, changing appearances, altering anything it MAY have an unexpected effect on future Mass Effect content.

You are welcome to do any modding you so choose, but you do it at your OWN RISK.
:devil:


Thank you.:innocent:
*Bows in respect & honor*

If I mod a game, I Backup, Backup, Backup & Backup.
To make sure I have an unaltered ME2 game for ME3.
Guess I'm trying to cover all bases.:police:

#2319
Burdokva

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Iwakura-Lain wrote...

Speaking of importing characters, come to think of it, come ME3, will we be able to import characters with modded features? Like my Re-L, see above, with the ''sexy' hair model. Bioware is under no obligation to export hair meshes for ME2 npc's, so the answer looks to be no. :(


Nothing prevents you from trying it out, doesn't it? Besides, in Mass Effect 2 you could change the look of your imported Shepard.

I'm betting they'll leave that feature for Mass Effect 3. 

#2320
phoenixofthunder

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Chugster wrote...

ok ive looked at the DLC modding post on pg45 but i cant understand it...im quite familiar with adding stuff to C.ini, but this just baffles me...could someone explain it a little better? step by step maybe?



ConlanBeorn wrote...

I am also having problems with the DLC modding on pg45 could someone make it a little more clear and easier to follow. Like step by step maybe if possible. With  thoughts towards the firepower pack in mind.


Okay I'll try to clear up confusion:
Each DLC has ini's

We are concerned with only BIOEngine.ini, BIOGame.ini & BIOWeapon.ini.

Each INI has sections:
Example:
[Section Header]
Section Code

In the Coalesced.ini a coresponding section may exist.
If a section exists in the DLC INI but doesn't exist in the Coalesced.INI FORGET THAT THE SECTION EVEN EXISTS!!!!!!!!!

A section example that  exists in most DLC ini's that the Coalesced.ini has as well is:
[Engine.PackagesToAlwaysCook]


In order to mod DLC you must open two Notepad++ windows and place side by side.
In the left open a DLC ini: BIOEngine.ini, BIOGame.ini or BIOWeapon.ini.
In the second open your Coalesced.INI.

Then go section by section of the DLC INI's and find which sections have a coresponding Coalesced.INI section. Then copy the section code from its DLC [Section Header] to its coresponding [Section Header] in the Coalesced.INI.

Two sidenotes:

1. For Weapons add the [Section Header] & Section Code after [SFXGame.SFXWeapon] and before [SFXGameContent_Inventory.SFXWeapon_AssaultRifle] 
DO NOT SEPERATE weapon data(Damage,Clip Size, ect. & HitReactions.

2. All "+" MUST be removed from transfered data.

Do this for BIOEngine.ini, BIOGame.ini & BIOWeapon.ini ONLY 

Once complete save the DLC modded Coalesced.INI & run The Fixer

Next locate BIOEngine.ini, BIOGame.ini & BIOWeapon.ini
and change BIOGame.ini & BIOWeapon.ini

To something like:
CoalBIOesGameced.ini & CoalBIOesWeaponced.ini

**This last step is required to fix the "not authorized" message and the DLC in-game info not displaying.


If anymore expounding is needed just let me know.




#2321
phoenixofthunder

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LuxDragon wrote...

Inge Shepard wrote...

LuxDragon, good to see you have taken the role and give great help. Would recommend everyone to read through the thread, and they will see that most part of modding is done.

- Inge


Thanks. Now if only someone can help me...Posted Image


What you need help with? I'll try to assist.

#2322
Chugster

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just wondering, did anyone crack the problem of helmet-less DLC armors yet?

#2323
phoenixofthunder

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Nulled.

Modifié par phoenixofthunder, 23 septembre 2010 - 09:00 .


#2324
Burdokva

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Chugster, you mean getting the DLC armors to work without helmets? No, sadly.



Guys, I've found a solution to the problem of Texmod causing excessive lag - all users of AVG Free and Full versions, add an exception for the entire folder where Texmod resides, as well as the masseffect2.exe file.



I saw the suggestion on another forum, tried it and I suddenly got a great framerate boost when using Texmod - average of 10fps, and more in some cases. So, from completely unplayable, Mass Effect 2 is now just slightly laggy during some cutscenes. And this with 8xAA / 16AF settings using a medium level HD4770...



Note that adding the executable also gave a performance boost. My suggestion: make a folder for the Texmod executable and place all textures there; add to exception (AVG -> Resident Shield -> Folder Exceptions). Follow the same with the .exe. Don't add exceptions through Windows Explorer, do it manually via AVG's menus.



I hope this helps any AVG users, I can certainly play with texture mods on Windows 7 again. :)



Which reminds me, any idea what happened to the "Cerberus Loyalty Project" retextures of the squad members? Those were amazing and I was hoping the author would finish the bunch...

#2325
Deebe

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Burdokva wrote...
Guys, I've found a solution to the problem of Texmod causing excessive lag - all users of AVG Free and Full versions, add an exception for the entire folder where Texmod resides, as well as the masseffect2.exe file.
I saw the suggestion on another forum, tried it and I suddenly got a great framerate boost when using Texmod - average of 10fps, and more in some cases. So, from completely unplayable, Mass Effect 2 is now just slightly laggy during some cutscenes. And this with 8xAA / 16AF settings using a medium level HD4770...
Note that adding the executable also gave a performance boost. My suggestion: make a folder for the Texmod executable and place all textures there; add to exception (AVG -> Resident Shield -> Folder Exceptions). Follow the same with the .exe. Don't add exceptions through Windows Explorer, do it manually via AVG's menus.

Which reminds me, any idea what happened to the "Cerberus Loyalty Project" retextures of the squad members? Those were amazing and I was hoping the author would finish the bunch...


Thanks Burdokva works well for avast, though i ended up adding exceptions and disabling the on access scanner, it gave me about a 7fps increase not much but no more slight stuttering aboard the normandy

http://social.biowar...p/1547/#members most of the textmods created for me2-------select projects tab


http://social.biowar...t/2405/#gallery great selection of textmods

Modifié par Deebe, 23 septembre 2010 - 08:35 .