ME2 - Modding is Possible III (PC Only)
#501
Posté 04 janvier 2011 - 01:22
#502
Posté 04 janvier 2011 - 03:20
yeah, i was looking in the c.ini file for some info earlier and though that "pretty name" may be the model number but didn't try it yet.phoenixofthunder wrote...
Sommyboy wrote...
Is it possible to change weapon models? Like switching the Mantis model with Viper?
Epic Legion may soon have a way to do so. But all I can advise is try switching around the Sniper weapon info in the C.INI:::::
PrettyName=
M-92 Mantis:
[SFXGameContent_Inventory.SFXWeapon_SniperRifle]
PrettyName=209737>>>>Switch >>>>PrettyName=209738
M-97 Viper:
[SFXGameContent_Inventory.SFXWeapon_AntiMatRifle]
PrettyName=209738>>>>Switch>>>>PrettyName=209737
M-98 Widow:
[SFXGameContent_Inventory.SFXWeapon_MassCannon]
PrettyName=209739
EDIT:
Didnt work, nothing seems to change
Modifié par Sommyboy, 04 janvier 2011 - 03:30 .
#503
Posté 04 janvier 2011 - 09:40
In "SFXGameModeDefault" add the following:
Bindings=( Name="NumPadOne" ,Command="OnlyLoadLevel BioD_Nor_000Cabin | OnTap 2.0 showmenu | OnTap 3.0 OpenGUI Personalization" )
Then, you add more bindings that have the levels where that character's model is located. Some of my main ones are:
Bindings=( Name="NumPadTwo", Command="Onlyloadlevel BioH_vixen_00 | Onlyloadlevel BioH_vixen_01 " )
Bindings=( Name="NumPadThree", Command="Onlyloadlevel BioH_convict_00 | Onlyloadlevel BioH_Mystic_00 | Onlyloadlevel BioH_Mystic_01" )
Bindings=( Name="NumPadFour", Command="Onlyloadlevel BioH_Tali_00 | Onlyloadlevel BioH_Tali_01" )
And then you can load whoever, whenever, with perfect sound and appearances at all locations. No save editing etc required, do it all on the fly. Change face and armor 20 times per mission if you want, in 1 sec. Do it on the Normandy, or in the middle of reloading during a fight.
Only real issue is that if that person is already on-screen, and you "load" them to use their armor--they'll disappear. So basically, if you want to wear someone's armor, don't bring them along.
Now, you still need all the "Casual Armor ID=3333" and "packages to always cook"* etc stuff in the .ini file, but this is a much better way to actually load/use all those armors. Hit the key that you have assigned to armor/level you want to wear (you should see a very brief "loading" notice on screen) then hit "1" to bring up the armor selection screen. You can actually put a LOT of levels/armors on one key, but I split mine up a lot to make sure loading never takes more than half a sec, and to make sure no one "disappears" by over-riding their own loading.
Note---if it doesn't seem to work immediately for armor parts etc, try fiddling around for a second or two with casual appearance---that'll always "kick-start" the N7 armor section.
*actually, I don't think you do, as I load many armors that I don't have listed in that section. I think it may be a party member vs other NPC thing possibly. It sure doesn't hurt to put them in, IMHO.
Modifié par David Hingtgen, 04 janvier 2011 - 11:25 .
#504
Posté 04 janvier 2011 - 10:53
phoenixofthunder wrote...
:O:O:O:OHe has actually done it!!! Modding breakthrough! Less than a year after ME2 was released; the modding of PCC's is now possible!!!
:O:O:O:O
Seriously, haven't been checking the modding in a while... but now we can edit .pcc's? Or was that a joke?
Because if we can... that would be awesome. Helmetless DLC armor, here they come!
Modifié par Burdokva, 04 janvier 2011 - 10:53 .
#505
Posté 05 janvier 2011 - 01:05
Changing stuff's scale is something you can already do with ingame binds and pawn-attributes, but it's incredibly wonky and either mostly has no effect or quickly resets (probably due to animation keyframes).Burdokva wrote...
Seriously, haven't been checking the modding in a while... but now we can edit .pcc's? Or was that a joke?
Because if we can... that would be awesome. Helmetless DLC armor, here they come!![]()
On first glance that looks like dll injection on the actual game executable. Either that or it's trainer-style memory address fiddling. Potentially allows on the fly alterations of as many attributes as you can reverse engineer - i personally found the UE3 documentation match the ME2 effects rather loosely.
Modifié par RoadCrewWorker, 05 janvier 2011 - 01:06 .
#506
Posté 05 janvier 2011 - 04:14
Sommyboy wrote...
yeah, i was looking in the c.ini file for some info earlier and though that "pretty name" may be the model number but didn't try it yet.phoenixofthunder wrote...
Sommyboy wrote...
Is it possible to change weapon models? Like switching the Mantis model with Viper?
Epic Legion may soon have a way to do so. But all I can advise is try switching around the Sniper weapon info in the C.INI:::::
PrettyName=
M-92 Mantis:
[SFXGameContent_Inventory.SFXWeapon_SniperRifle]
PrettyName=209737>>>>Switch >>>>PrettyName=209738
M-97 Viper:
[SFXGameContent_Inventory.SFXWeapon_AntiMatRifle]
PrettyName=209738>>>>Switch>>>>PrettyName=209737
M-98 Widow:
[SFXGameContent_Inventory.SFXWeapon_MassCannon]
PrettyName=209739
EDIT:
Didnt work, nothing seems to change
Ok try these:
M-92 Mantis:
[SFXGameContent_Inventory.SFXWeapon_SniperRifle]
IconRef=2>>>>Switch >>>>11
If nothing try:
GeneralDescription=338222>>>>Switch >>>>338223
If nothing try:
ShortDescription=339320>>>>Switch >>>>339322
M-97 Viper:
[SFXGameContent_Inventory.SFXWeapon_AntiMatRifle]
IconRef=11>>>>Switch >>>>2
If nothing try:
GeneralDescription=338223>>>>Switch >>>>338222
If nothing try:
ShortDescription=339322>>>>Switch >>>>339320
#507
Posté 05 janvier 2011 - 04:16
David Hingtgen wrote...
Re: "no sound on Normandy" armor selection. There is a much better method that was discovered months ago--I don't know why the old version with "background streaming" etc is still cited all the time to newbies--it's got many major flaws. The following method is so much better:
In "SFXGameModeDefault" add the following:
Bindings=( Name="NumPadOne" ,Command="OnlyLoadLevel BioD_Nor_000Cabin | OnTap 2.0 showmenu | OnTap 3.0 OpenGUI Personalization" )
Then, you add more bindings that have the levels where that character's model is located. Some of my main ones are:
Bindings=( Name="NumPadTwo", Command="Onlyloadlevel BioH_vixen_00 | Onlyloadlevel BioH_vixen_01 " )
Bindings=( Name="NumPadThree", Command="Onlyloadlevel BioH_convict_00 | Onlyloadlevel BioH_Mystic_00 | Onlyloadlevel BioH_Mystic_01" )
Bindings=( Name="NumPadFour", Command="Onlyloadlevel BioH_Tali_00 | Onlyloadlevel BioH_Tali_01" )
And then you can load whoever, whenever, with perfect sound and appearances at all locations. No save editing etc required, do it all on the fly. Change face and armor 20 times per mission if you want, in 1 sec. Do it on the Normandy, or in the middle of reloading during a fight.
Only real issue is that if that person is already on-screen, and you "load" them to use their armor--they'll disappear. So basically, if you want to wear someone's armor, don't bring them along.
Now, you still need all the "Casual Armor ID=3333" and "packages to always cook"* etc stuff in the .ini file, but this is a much better way to actually load/use all those armors. Hit the key that you have assigned to armor/level you want to wear (you should see a very brief "loading" notice on screen) then hit "1" to bring up the armor selection screen. You can actually put a LOT of levels/armors on one key, but I split mine up a lot to make sure loading never takes more than half a sec, and to make sure no one "disappears" by over-riding their own loading.
Note---if it doesn't seem to work immediately for armor parts etc, try fiddling around for a second or two with casual appearance---that'll always "kick-start" the N7 armor section.
*actually, I don't think you do, as I load many armors that I don't have listed in that section. I think it may be a party member vs other NPC thing possibly. It sure doesn't hurt to put them in, IMHO.
How did I goof like that? David is right, its much better this way.
Modifié par phoenixofthunder, 05 janvier 2011 - 04:17 .
#508
Posté 05 janvier 2011 - 04:17
Burdokva wrote...
Seriously, haven't been checking the modding in a while... but now we can edit .pcc's? Or was that a joke?
Because if we can... that would be awesome. Helmetless DLC armor, here they come!![]()
Or even mixed Helmet-Torso Appearences....... I'd just love that.
RoadCrewWorker wrote...
Changing stuff's scale is something you can already do with ingame binds and pawn-attributes, but it's incredibly wonky and either mostly has no effect or quickly resets (probably due to animation keyframes).
On first glance that looks like dll injection on the actual game executable. Either that or it's trainer-style memory address fiddling. Potentially allows on the fly alterations of as many attributes as you can reverse engineer - i personally found the UE3 documentation match the ME2 effects rather loosely.
Hello RCW long time no see. Epic Legion has tried hard to help me get this working so I could help test it yet all I have had happen is that it just causes my game to launch then crash to desktop (probably due to his Windows 7 & my XP 32-bit SP3).
Could that be the issue? I'm sorry I'm not very knowledgeable about creating exe's (simple ones I can do) or creating dll's (haven't even tried-don't know where to begin).
Modifié par phoenixofthunder, 05 janvier 2011 - 04:21 .
#509
Posté 05 janvier 2011 - 07:46
#510
Posté 05 janvier 2011 - 10:19
What can you decompiler / compiler do? Don't get me wrong, what you did is amazing, I'm just wondering what can be accomplished by it. Without even stretching my imagination I can easily come up with several ideas...
1. Is it possible to recompile the .pccs with higher resolution textures? See this thread: http://social.biowar...8/index/5314761 Essentially a lophole around Texmod, now without any game lag. No more blurry textures...
2. As I already mentioned, helmet-less DLC armors? Is it possible to "hack" together different 3d models from different .pcc's? For example, adding another squad member outfit for Miranda based on the Cerberus assault armor? Would be sweet...
#511
Posté 05 janvier 2011 - 11:13
"HEY! You got ONE headshot! Congratulations! In just 24 more headshots you'll get an achievement!" Is seriously pissing me off, especially when there's like different headshot-achievements for every single kind of enemy... The insane people who needs encouragement for every little thing are a bit stupid imho (it's more than enough that one even gets an achievement for shooting stuff stuff in a game where you shoot stuff) but I'm ok with that as long as I'm not effected. But BioWare haven't made it an option, which is beyond me... If some army implement achievements in some sort of helmet in the future, I'll learn how to hack it just to add achievements like "Shot yourself in the head" and "Got tortured by enemy for 10 years" just because I dislike achievements and the people who are pro-achivements, forcing every developer to add Achievements to their game (no matter how out of context and annoying it might be).
I bet they'll start having that **** in the cinema and dvd/bluray-players soon. "Achievement Unlocked! You watched five minutes of a movie!" and then every second you're watching, this huge sign shows up at the side of the screen telling you you're getting closer to a new achievement .
Putting the DisplayTime to 0.0 doesn't work and 0.1 still makes it pop up and cover 1/4:th of the screen in a flash.
PS, anyone know what the name of the Pre-Loadingtime videos (like, flying out of the Citadel before it starts loading to inside the Normandy) are and if removing those will make the loading go any faster? 1 second faster would be enough for me to remove it tbh, I know what the normandy looks like already. Infact, could some link/post a list of what all the videos are named and where they are used?
Modifié par Traesket, 05 janvier 2011 - 11:19 .
#512
Posté 05 janvier 2011 - 11:34
Possibly, although without knowing what he's doing i can't really justify even a guess - if anybody would know it's him.phoenixofthunder wrote...
Could that be the issue?
So from what i gathered the only possible workaround for the buggy bBackgroundstreaming=false hack still is using keybinds to manually trigger an array of package loads after every mapchange, like Jusupov discovered waaay back then? Are the DLC assets (as far as discovered) easier or harder to include?
Modifié par RoadCrewWorker, 05 janvier 2011 - 11:39 .
#513
Guest_Inge Shepard_*
Posté 06 janvier 2011 - 10:46
Guest_Inge Shepard_*
phoenixofthunder wrote...
Burdokva wrote...
Seriously, haven't been checking the modding in a while... but now we can edit .pcc's? Or was that a joke?
Because if we can... that would be awesome. Helmetless DLC armor, here they come!![]()
Or even mixed Helmet-Torso Appearences....... I'd just love that.RoadCrewWorker wrote...
Changing stuff's scale is something you can already do with ingame binds and pawn-attributes, but it's incredibly wonky and either mostly has no effect or quickly resets (probably due to animation keyframes).
On first glance that looks like dll injection on the actual game executable. Either that or it's trainer-style memory address fiddling. Potentially allows on the fly alterations of as many attributes as you can reverse engineer - i personally found the UE3 documentation match the ME2 effects rather loosely.
Hello RCW long time no see. Epic Legion has tried hard to help me get this working so I could help test it yet all I have had happen is that it just causes my game to launch then crash to desktop (probably due to his Windows 7 & my XP 32-bit SP3).
Could that be the issue? I'm sorry I'm not very knowledgeable about creating exe's (simple ones I can do) or creating dll's (haven't even tried-don't know where to begin).
If you want to start with programming, can this be the place to start.
This is the free version Microsoft has given to us, it is some of the best on the marked. Just try it, it's free.
http://www.microsoft...ress/Downloads/
And for me: I dosen't have much time these days to play or modding, but I do see you do a great work.
Keep up.![]()
- Inge
#514
Posté 06 janvier 2011 - 09:12
Burdokva wrote...
@ Epic Legion
What can you decompiler / compiler do? Don't get me wrong, what you did is amazing, I'm just wondering what can be accomplished by it. Without even stretching my imagination I can easily come up with several ideas...
1. Is it possible to recompile the .pccs with higher resolution textures? See this thread: http://social.biowar...8/index/5314761 Essentially a lophole around Texmod, now without any game lag. No more blurry textures...
2. As I already mentioned, helmet-less DLC armors? Is it possible to "hack" together different 3d models from different .pcc's? For example, adding another squad member outfit for Miranda based on the Cerberus assault armor? Would be sweet...
It's a simple .pcc extractor + UnrealScript decompiler. Can't pack .pcc right now (it is possible, but very hard to do so).
Changing Miranda's scale was done by injecting mod .dll (game hack)
Modifié par Epic Legion, 06 janvier 2011 - 09:26 .
#515
Posté 07 janvier 2011 - 02:21
#516
Posté 07 janvier 2011 - 06:35


Modifié par Fixers0, 07 janvier 2011 - 06:36 .
#517
Posté 07 janvier 2011 - 08:33
phoenixofthunder wrote...
Sommyboy wrote...
yeah, i was looking in the c.ini file for some info earlier and though that "pretty name" may be the model number but didn't try it yet.phoenixofthunder wrote...
Sommyboy wrote...
Is it possible to change weapon models? Like switching the Mantis model with Viper?
Epic Legion may soon have a way to do so. But all I can advise is try switching around the Sniper weapon info in the C.INI:::::
PrettyName=
M-92 Mantis:
[SFXGameContent_Inventory.SFXWeapon_SniperRifle]
PrettyName=209737>>>>Switch >>>>PrettyName=209738
M-97 Viper:
[SFXGameContent_Inventory.SFXWeapon_AntiMatRifle]
PrettyName=209738>>>>Switch>>>>PrettyName=209737
M-98 Widow:
[SFXGameContent_Inventory.SFXWeapon_MassCannon]
PrettyName=209739
EDIT:
Didnt work, nothing seems to change
Ok try these:
M-92 Mantis:
[SFXGameContent_Inventory.SFXWeapon_SniperRifle]
IconRef=2>>>>Switch >>>>11
If nothing try:
GeneralDescription=338222>>>>Switch >>>>338223
If nothing try:
ShortDescription=339320>>>>Switch >>>>339322
M-97 Viper:
[SFXGameContent_Inventory.SFXWeapon_AntiMatRifle]
IconRef=11>>>>Switch >>>>2
If nothing try:
GeneralDescription=338223>>>>Switch >>>>338222
If nothing try:
ShortDescription=339322>>>>Switch >>>>339320
Well, according to names those numbers represents GUi icon and descriptions so i dont think that chaning them would change model...
I have better idea. If I wanna have the mantis look and widow power, instead of trying to switch the model, why don't just change properties of the mantis to be the same as widow? Problem solved
#518
Posté 08 janvier 2011 - 07:53
Noob here obvy and I have a question about modding class powers. I have read some of the previous "Modding is Possible" threads and this thread but, unless I am mistaken, the latter is simply about adding powers in-game to your player character (and/or squad members). I am interested in actually changing out some powers for the stock Vanguard class. In other words, I am interested in building a customized Vanguard class. Specifically I would like to replace Shockwave with Warp and perhaps replace Biotic Charge with Tactical Cloak.
Now I have 3 questions:
1. Can this be done by altering the coalesced.ini?
2. If it can be done, will it also change every NPC (pawn) Vanguard (are there any?) in the game or can I make the changes Player Character specific?
3. If it can be done and it will not alter any NPC Vanguards, could someone please tell me what to look for and change in the coalesced.ini or point me to a previous specific how-to post or thread?
Thanks in advance for any help or thoughts.
#519
Posté 08 janvier 2011 - 12:24
Fixers0 wrote...
Finaly manged to get some of the Eclipse stuff working during missions, still need to find the correct helmet tough.
(Thats the way I did it (check my Projects))
If you found another way, pls let me know.
@the guys who now start .pcc modding: I don't really get this whole thing
-How does it work?
-Is there a tool for common use already?
-Whats about the thounsands of data types in those pcc's - are we able to modify them (otherwise it won't make much sense to mod .pcc) and how?
-I know that ME2 is based on Unreal engine - are we able to use Unreal editors for Modding Mass Effect?
Lots of questions, I know...
#520
Posté 08 janvier 2011 - 04:28
Darman wrote...
Fixers0 wrote...
Finaly manged to get some of the Eclipse stuff working during missions, still need to find the correct helmet tough.let me guess - you took the bluesuns -skin , replaced it with the eclipse skin and made a texture mod???
(Thats the way I did it (check my Projects))
If you found another way, pls let me know.
@the guys who now start .pcc modding: I don't really get this whole thing?...
-How does it work?
-Is there a tool for common use already?
-Whats about the thounsands of data types in those pcc's - are we able to modify them (otherwise it won't make much sense to mod .pcc) and how?
-I know that ME2 is based on Unreal engine - are we able to use Unreal editors for Modding Mass Effect?
Lots of questions, I know...
Right now nothing is possible, but i'm working on it.
#521
Posté 08 janvier 2011 - 05:23
In all honesty, though, I'd be happy even if we could just recompile .pcc with new textures to avoid using Texmod. There are fantastic texture mods for ME2, but Texmod is such a hardware-eating lag-inducing pig I can't stand playing with it...
#522
Posté 08 janvier 2011 - 05:44
ubop wrote...
Hello all,
Noob here obvy and I have a question about modding class powers. I have read some of the previous "Modding is Possible" threads and this thread but, unless I am mistaken, the latter is simply about adding powers in-game to your player character (and/or squad members). I am interested in actually changing out some powers for the stock Vanguard class. In other words, I am interested in building a customized Vanguard class. Specifically I would like to replace Shockwave with Warp and perhaps replace Biotic Charge with Tactical Cloak.
Now I have 3 questions:
1. Can this be done by altering the coalesced.ini?
2. If it can be done, will it also change every NPC (pawn) Vanguard (are there any?) in the game or can I make the changes Player Character specific?
3. If it can be done and it will not alter any NPC Vanguards, could someone please tell me what to look for and change in the coalesced.ini or point me to a previous specific how-to post or thread?
Thanks in advance for any help or thoughts.
1) You can ADD powers to your PC, but you CANNOT remove. Yes, this is done by by editing the C.ini slightly. If you want to add loyalty powers to Shep, they're permanant. Of you add other powers, they're temporaray and vanish at every loading screen. It's best to bind all the powers to a hotkey.
2) This will only change the people you want to change since you have to identify them by name.
3) http://social.biowar...6/index/2992808
#523
Posté 08 janvier 2011 - 05:46
when i change the ini file i can't save it. it says
"Please check whether if this file is opened in another program"
Can someone please help me
#524
Posté 09 janvier 2011 - 01:26
for example grunt : i added these lines to my powers.txt
GivePower Grunt SFXPower_BioticCharge
GivePower Grunt SFXPower_BioticCharge_Radius
SetRank Grunt SFXPower_BioticCharge_Radius 4
So the ability shows up in the tactical hud wich is not the problem. but instead of doing the charge grunt just glows blue for a second , but nothig else happens.
Is there anything to adjust in the c. ini i might have overlooked?
I would be glad for some help.
Modifié par enteiser, 09 janvier 2011 - 01:28 .
#525
Posté 09 janvier 2011 - 01:27





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