ME2 - Modding is Possible III (PC Only)
#376
Posté 19 décembre 2010 - 07:55
is anyone aware of which .pcc file i should be looking into for these? i've gone through dozens and can't find them.
thanks in advance
#377
Posté 19 décembre 2010 - 10:32
phoenixofthunder wrote...
After looking in Kasumi's PCC's I think this is because there is a mesh override function that literally strips the head ('beheaded') off the armor and replaces it with Shepard's actual head.
JKA_Nozyspy wrote...
Do you mean that in the sense that there is some code in one of the .ini files, ir is that function in the .pcc file as well?
phoenixofthunder wrote...
It is in one of the PCC's maybe more didn't get a chance to look at all the PCC's. But no where in any of the DLC's INI's. I could be mistaken but from its name it seems to override the head portion of the armor texture completely.......
Most interesting... so you mean there is something in there which simply disables the helmet textures, rather than there actually being a helmetless model somewhere in the game assets?
phoenixofthunder wrote...
That's a possibility or maybe its because the texture is tied to the Normal map and both need to be edited.....
Hmmm thanks for the suggestion mate, i will have to try that. I still have a sinking feeling that there is something in the game shaders which wont allow that though.
btlncn wrote...
I gotta figure out the structures inside before i make changes to them. I'm gonna try a simple texture2d change, after i figure the structure out. Supposedly it has file offset in the texture2d structure but i gotta look at them tonight.
Most exciting! Is there any way you could use this to disable or remove DLC armour helmet textures? If you succede with this, i will give you a billion dollars!
Modifié par JKA_Nozyspy, 19 décembre 2010 - 10:32 .
#378
Posté 19 décembre 2010 - 06:18
I managed to get the Quarian stuff working fine using Coalesced editor and some hotkey management. It operates using the "use anywhere" hotkey that pops your armor change screen up on the fly. The issue is that I also have to use another hotkey to load the correct .pcc file every time for the model to work...where would I go about changing what .pcc's load at what instances in the game? I figure if I tinker with the load commands I can make it load the correct file with every other load and avoid the hassle of having to hit the button each time.
#379
Posté 19 décembre 2010 - 08:44
I am NOT asking what software I can use to play with these modifications on (I already have TexMod), I just want to know how to create them. I'm fairly certain this has been asked, but searching through every page of three different threads is a bit unreasonable.
Thank you for taking the time to read this.
#380
Posté 19 décembre 2010 - 10:50
Stratgtar565 wrote...
I'm getting the PC version of ME2 this Christmas, and was wondering what software I could use to mod the textures already in the game and create my own.
I am NOT asking what software I can use to play with these modifications on (I already have TexMod), I just want to know how to create them. I'm fairly certain this has been asked, but searching through every page of three different threads is a bit unreasonable.
Thank you for taking the time to read this.
Photoshop is a great choice for texturing, but you have to get it as part of the Abobe Creative Suite, which costs a ton of money. If you're looking for something cheap and just as functional, you can use GIMP which is free to download online.
#381
Posté 19 décembre 2010 - 11:01
Teltaur wrote...
Stratgtar565 wrote...
I'm getting the PC version of ME2 this Christmas, and was wondering what software I could use to mod the textures already in the game and create my own.
I am NOT asking what software I can use to play with these modifications on (I already have TexMod), I just want to know how to create them. I'm fairly certain this has been asked, but searching through every page of three different threads is a bit unreasonable.
Thank you for taking the time to read this.
Photoshop is a great choice for texturing, but you have to get it as part of the Abobe Creative Suite, which costs a ton of money. If you're looking for something cheap and just as functional, you can use GIMP which is free to download online.
I recomend Photoshop, GIMP, Paint.NET,& CodedColorPro. For how to create TexMod's see here.
#382
Posté 19 décembre 2010 - 11:09
T4CT wrote...
Ok so I have a new question now, hopefully somebody here can help me out
I managed to get the Quarian stuff working fine using Coalesced editor and some hotkey management. It operates using the "use anywhere" hotkey that pops your armor change screen up on the fly. The issue is that I also have to use another hotkey to load the correct .pcc file every time for the model to work...where would I go about changing what .pcc's load at what instances in the game? I figure if I tinker with the load commands I can make it load the correct file with every other load and avoid the hassle of having to hit the button each time.
You could try merging a "Loadonly level" keybinding with the armor locker keybinding. Don't know if it will work though...
#383
Posté 19 décembre 2010 - 11:19
T4CT wrote...
I'm trying to swap my model to that of Kal'Reegar (although any default quarian that isn't Tali would work well
is anyone aware of which .pcc file i should be looking into for these? i've gone through dozens and can't find them.
thanks in advance
PCC's with the prefix:
BioA_QuaTlL_
BioD_QuaTlL_
BioA_SunTlA_
BioD_SunTlA_
#384
Posté 19 décembre 2010 - 11:23
Yep. You hit the nail on the head (that would hurt without a helmet........JKA_Nozyspy wrote...
phoenixofthunder wrote...
After looking in Kasumi's PCC's I think this is because there is a mesh override function that literally strips the head ('beheaded') off the armor and replaces it with Shepard's actual head.JKA_Nozyspy wrote...
Do you mean that in the sense that there is some code in one of the .ini files, ir is that function in the .pcc file as well?phoenixofthunder wrote...
It is in one of the PCC's maybe more didn't get a chance to look at all the PCC's. But no where in any of the DLC's INI's. I could be mistaken but from its name it seems to override the head portion of the armor texture completely.......
Most interesting... so you mean there is something in there which simply disables the helmet textures, rather than there actually being a helmetless model somewhere in the game assets?
My feeling as well.JKA_Nozyspy wrote...
phoenixofthunder wrote...
That's a possibility or maybe its because the texture is tied to the Normal map and both need to be edited.....
Hmmm thanks for the suggestion mate, i will have to try that. I still have a sinking feeling that there is something in the game shaders which wont allow that though.
JKA_Nozyspy wrote...
btlncn wrote...
I gotta figure out the structures inside before i make changes to them. I'm gonna try a simple texture2d change, after i figure the structure out. Supposedly it has file offset in the texture2d structure but i gotta look at them tonight.
Most exciting! Is there any way you could use this to disable or remove DLC armour helmet textures? If you succede with this, i will give you a billion dollars!
I agree; this will open up the modding world greatly.
Modifié par phoenixofthunder, 19 décembre 2010 - 11:40 .
#385
Posté 20 décembre 2010 - 02:09
phoenixofthunder wrote...
T4CT wrote...
I'm trying to swap my model to that of Kal'Reegar (although any default quarian that isn't Tali would work well
is anyone aware of which .pcc file i should be looking into for these? i've gone through dozens and can't find them.
thanks in advance
PCC's with the prefix:
BioA_QuaTlL_
BioD_QuaTlL_
BioA_SunTlA_
BioD_SunTlA_
This is fantastically helpful, the only ones I could find were BioP_QuaTlL and I couldn't get that to work for the life of me. I've been at it for the better part of today.
Is there a way to tell the game to keep these packages loaded the way it keeps other packages (i.e. the ones that control shepard's appearance normally) loaded? It seems like that's all you need to do and there's a bunch of references to streaming packages and cooking packages but I'm not sure in what way to go about it so I don't have to bind a hotkey to load the package every time.
e: Currently I have a loadonly level hotkey bound, which is what I had to hit every time to load the file from BioP_QuaTlL. I'm hoping there's a way to NOT have to have that hotkey bound and have the game do it itself; otherwise I end up with a headless shepard model at the start of every level.
Modifié par T4CT, 20 décembre 2010 - 02:10 .
#386
Posté 20 décembre 2010 - 06:26
#387
Posté 20 décembre 2010 - 11:24
T4CT wrote...
phoenixofthunder wrote...
T4CT wrote...
I'm trying to swap my model to that of Kal'Reegar (although any default quarian that isn't Tali would work well
is anyone aware of which .pcc file i should be looking into for these? i've gone through dozens and can't find them.
thanks in advance
PCC's with the prefix:
BioA_QuaTlL_
BioD_QuaTlL_
BioA_SunTlA_
BioD_SunTlA_
This is fantastically helpful, the only ones I could find were BioP_QuaTlL and I couldn't get that to work for the life of me. I've been at it for the better part of today.
Is there a way to tell the game to keep these packages loaded the way it keeps other packages (i.e. the ones that control shepard's appearance normally) loaded? It seems like that's all you need to do and there's a bunch of references to streaming packages and cooking packages but I'm not sure in what way to go about it so I don't have to bind a hotkey to load the package every time.
e: Currently I have a loadonly level hotkey bound, which is what I had to hit every time to load the file from BioP_QuaTlL. I'm hoping there's a way to NOT have to have that hotkey bound and have the game do it itself; otherwise I end up with a headless shepard model at the start of every level.
You could try adding the loadonly package to the C.ini section: [Engine.PackagesToAlwaysCook]
I think I remember NarfGarg getting it to work but don't quote me on that.
#388
Posté 20 décembre 2010 - 11:26
Aeowyn wrote...
Hello. I'm quite new to the whole modding thing and managed to mod in the Vasir armour so that my Shepard is able to use it. However, I have to reload the armour after each loading screen, and was wondering if there is a way to make it permanent (so I don't need to reload it).
Besides the above its tedious since at the moment there is no way to make it permanent.
#389
Posté 21 décembre 2010 - 09:14
#390
Posté 21 décembre 2010 - 10:55
Anyone?Captain_Obvious_au wrote...
Hi folks,
What lines do I need to add/change in order to add a new weapon? I want to add the M-7 Lancer, using the model of the M-8 Avenger.
Cheers :-)
#391
Posté 21 décembre 2010 - 12:52
Isn't that the same weapon (Assault Rifles)? Except the M-7 Lancer is from Mass Effect 1?Captain_Obvious_au wrote...
Anyone?Captain_Obvious_au wrote...
Hi folks,
What lines do I need to add/change in order to add a new weapon? I want to add the M-7 Lancer, using the model of the M-8 Avenger.
Cheers :-)
Well it is possible to change the M-8 Avenger to have the same reactions, firepower, ammo & recoil as the M-7 Lancer.
Although it will require a lot of trial & error to get it right.
It inolves modifing this C.INI subsection:
[SFXGameContent_Inventory.SFXWeapon_AssaultRifle]
Modifié par phoenixofthunder, 21 décembre 2010 - 12:55 .
#392
Posté 21 décembre 2010 - 12:52
SavageLycan wrote...
Ok, I know I am not the first one to come asking for help on this, but I really need some assistance in trying to play as Garrus. I've scrounged and sifted through these forums where I can, but whatever info I find have found has just landed me with empty shepherd heads as helmet options rather than a Garrus face, if there is any change at all. I remember there used to be a really straightforward tutorial on turning shepherd into a party member, but the forum it was on is no longer active. If anyone has a relatively simple method or tutorial for turning Shepherd into Garrus, please, lay it on me.
See this link.
And replace Miranda info with Garrus info:
Garrus body code:
CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_TUR_ARM_HVY_R.HVYb.TUR_ARM_HVYb_MDL",
Female="BIOG_TUR_ARM_HVY_R.HVYb.TUR_ARM_HVYb_MDL"),PlotFlag=-1)
TorsoAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_TUR_ARM_HVY_R.HVYb.TUR_ARM_HVYb_MDL",
Female="BIOG_TUR_ARM_HVY_R.HVYb.TUR_ARM_HVYb_MDL"),PlotFlag-1)
Garrus head code:
Non-Damaged:::: BIOG_TUR_HED_PROGarrus_ALT_R.Garrus.TUR_HED_Garrus_ALT_MDL
Damaged:::: BIOG_TUR_HED_PROMorph_R.PROGarrus.TUR_HED_PROGarrus_Damage_MDL
Modifié par phoenixofthunder, 21 décembre 2010 - 12:56 .
#393
Guest_Inge Shepard_*
Posté 21 décembre 2010 - 03:58
Guest_Inge Shepard_*
Included the Coalesced.ini file for the DLC [Shadowbroker, Kasumi and FirePack].
- Inge
Modifié par Inge Shepard, 21 décembre 2010 - 04:10 .
#394
Posté 21 décembre 2010 - 05:26
phoenixofthunder wrote...
SavageLycan wrote...
Ok, I know I am not the first one to come asking for help on this, but I really need some assistance in trying to play as Garrus. I've scrounged and sifted through these forums where I can, but whatever info I find have found has just landed me with empty shepherd heads as helmet options rather than a Garrus face, if there is any change at all. I remember there used to be a really straightforward tutorial on turning shepherd into a party member, but the forum it was on is no longer active. If anyone has a relatively simple method or tutorial for turning Shepherd into Garrus, please, lay it on me.
See this link.
And replace Miranda info with Garrus info:
Garrus body code:
CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_TUR_ARM_HVY_R.HVYb.TUR_ARM_HVYb_MDL",
Female="BIOG_TUR_ARM_HVY_R.HVYb.TUR_ARM_HVYb_MDL"),PlotFlag=-1)
TorsoAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIOG_TUR_ARM_HVY_R.HVYb.TUR_ARM_HVYb_MDL",
Female="BIOG_TUR_ARM_HVY_R.HVYb.TUR_ARM_HVYb_MDL"),PlotFlag-1)
Garrus head code:
Non-Damaged:::: BIOG_TUR_HED_PROGarrus_ALT_R.Garrus.TUR_HED_Garrus_ALT_MDL
Damaged:::: BIOG_TUR_HED_PROMorph_R.PROGarrus.TUR_HED_PROGarrus_Damage_MDL
I think i might be missing a step or something here. I can insert these entries through a coalesced editor or notepad++, but when I go to switch armor in game, the armor choices for these new entries either show up as Shepherd missing his head, or there being nothing different happening to him. Any ideas?
UPDATE: Ok, I suddenly remembered the "bUseBackgroundLevelStreaming=False" thing from getting this to work with miranda, and turned that on. Now, I can get Garrus' body to appear, but I'm still no go with getting his head(s) to show up as helmet choices.
Modifié par SavageLycan, 21 décembre 2010 - 05:32 .
#395
Guest_Inge Shepard_*
Posté 21 décembre 2010 - 06:30
Guest_Inge Shepard_*
phoenixofthunder wrote...
No problem.Mookeylama wrote...
thank you very much!
is there any way to negate the global cooldowns, for Shep & everyone or at least squadmates?
You mean non-existant?
Yes, but it requires modifying the Coalesced.ini:
Locate in the Coalesced.ini :
[SFXGame.BioActivePower]
m_bSkipPowerCooldown=FALSE-->>TRUE
m_fMaxWaitTimeForAnimation=5.0f-->>0.0f
or
[SFXGame.SFXConsole]
m_fCombatCooldownTime=5-->>0
Then Run "the fixer"
And enjoy ME2.
If none of that works then try this:
[SFXGame.SFXGameConfig]
UseSharedPowerCooldown=TRUE-->>FALSEMookeylama wrote...
how can i edit in some paragon and/or renegade points? how many do i need before getting dialog options?
You can either modify those by placing a key binding in the Coalesced.ini:
For full paragon:
[SFXGame.SFXGameModeBase]
Bindings=( Name="Keyboard Key#1", Command="setparagon 1957" ) or
Bindings=( Name="Keyboard Key#2", Command="setrenegade 0" )
[SFXGame.SFXGameModeDefault]
Bindings=( Name="Keyboard Key#1", Command="setparagon 1957" ) or
Bindings=( Name="Keyboard Key#2", Command="setrenegade 0" )
For full renegade:
[SFXGame.SFXGameModeBase]
Bindings=( Name="Keyboard Key#1", Command="setparagon 0" ) or
Bindings=( Name="Keyboard Key#2", Command="setrenegade 1900" )
[SFXGame.SFXGameModeDefault]
Bindings=( Name="Keyboard Key#1", Command="setparagon 0" ) or
Bindings=( Name="Keyboard Key#2", Command="setrenegade 1900" )
or the following:
G.M.E.2.S.E.
See here for tutorial.
From the C.ini:
[SFXGame.BioSFHandler_CharacterRecord2]
m_nMaxRenegade=1900
m_nMaxParagon=1957
The dialog checks seem to only be a problem with NG+ games. I'd advise 50-100 point increments till the dialog option would be unlocked.Mookeylama wrote...
also is there a way to search through individual threads on this board? would keep my questions down lol. i bet the answers i seek are in these 3 looong threads
thanks for any help!
Go to google and input this in the search box:
For M.I.P.1:
***Search criteria*** http://social.biowar...8/index/2338026
For M.I.P.2:
***Search criteria*** http://social.biowar...28/index/889432
For M.I.P.3:
***Search criteria*** http://social.biowar...8/index/5055832
If you will fix the powercooldown, you should use my upgrades file, all tech upgrades to level 10.
It seems to fix all powercooldown. Or make a binding at your own in the Coalesced.ini file, like this:
( Name="F11", Command="SetIntByName Tec_BioticUpgrade 10 | SetIntByName Tec_BioticR1 10 | SetIntByName Tec_BioticR2 10 | SetIntByName Tec_HeavyAmmo 10 | SetIntByName Tec_MediGel 10 | SetIntByName Tec_MediGelR1 10 | SetIntByName Tec_MediGelR2 10 | SetIntByName Tec_MiniGameDecrypt 1 | SetIntByName Tec_MiniGameHack 1 | SetIntByName Tec_ShepardHealth 10 | SetIntByName Tec_ShepardR1 10 | SetIntByName Tec_ShepardR2 10 | SetIntByName Tec_Shield 10 | SetIntByName Tec_ShieldR1 10 | SetIntByName Tec_ShieldR2 10 | SetIntByName Tec_TechUpgrade 10 | SetIntByName Tec_TechR1 10 | SetIntByName Tec_TechR2 10 | SetIntByName Tec_BovineFortitude 10 | SetIntByName Tec_QuarianShields 10" )
#396
Posté 21 décembre 2010 - 09:02
#397
Posté 21 décembre 2010 - 09:43
Another Update: Doh. I forgot about the problem of getting Garrus' face to work properly on the Normandy. It's just a tangle mess of awfulness. Any suggestions on how to tackle that?
Modifié par SavageLycan, 21 décembre 2010 - 11:30 .
#399
Posté 22 décembre 2010 - 04:27
"Go into the ME2 Mod Manager and then Miranda's Locker; find the outfit you want to fix and add ,bHasBreather=False), right before PlotFlag=-1"
I located [SFXGame.SFXPawn_Player] section in the Coalesced.ini and found lines such as:
CasualAppearances=(Id=2001,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)
(Miranda's Normal Uniform)
so if I understand it correctly it should be like this to get normal voice, right?
CasualAppearances=(Id=2001,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),bHasBreather=False),PlotFlag=-1)
But it did not help. Is there any other way to get "proper" voice while using outfits which are linked to the full-body armor?
Thanks for the advice.
Modifié par M0rf3usTHEbEST, 22 décembre 2010 - 04:29 .
#400
Posté 22 décembre 2010 - 04:34
I want to add some music to the Normandy in ME 2, I always felt it's a bit too silence aboard.





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