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ME2 - Modding is Possible III (PC Only)


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#626
WilliamFDrake

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Fixers0 wrote...

 Finaly manged to get some of the Eclipse stuff working during missions, still need to find the correct helmet tough.



Posted Image



Can any one tell me the Code 4 the helmet?

#627
proboi

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I have a question, just my curiosity though.

What does "[Engine.PackagesToAlwaysCook]" really do?

for example:

phoenixofthunder wrote...



Next add the squadmates PCC packages:

[Engine.PackagesToAlwaysCook]

SeekFreePackage=BioH_Geth_00

SeekFreePackage=BioH_Geth_01

SeekFreePackage=BioH_Grunt_00

SeekFreePackage=BioH_Grunt_01

etc


mine works fine without putting those packages in [Engine.PackagesToAlwaysCook] so I wonder why do we need 'em at the first place?

#628
droid105

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phoenixofthunder wrote...

droid105 wrote...

HI, just asking what code to use all weapons (updated to my coal file) like for Soldier class for my Shepards then using the other class have?   Forgot to asked is there a mod/texmod where you can recolor the blue suns armor to black?  I remember in one dlc there was a armor that was used for npc what was all black.


The Texture Moders group doesn't have it?. If so, then I can try to make a Black Suns Retexture of the Blue Suns but I can't guarantee a success.

For weapons see here.



Thanks phoenixofthunder for your info on adding all weapons to all class, worked great :)!

#629
Fixers0

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Is there also away, to replace Shepard's Head model, with those of other Characters, like Zaeed,Liara, or Miranda?

#630
Captain_Obvious_au

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Is it possible to use ME1 files to override ME2 files for Sheps casual appearance? ie the Alliance outfits instead of Cerberus ones

#631
phoenixofthunder

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WilliamFDrake wrote...

Fixers0 wrote...

 Finaly manged to get some of the Eclipse stuff working during missions, still need to find the correct helmet tough.



Posted Image



Can any one tell me the Code 4 the helmet?


Try:
Helmet:
HelmetAppearances=(Id=1,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HGR_MED_R.BRTc.HMM_BRTc_MED_MDL",
Female="BIOG_HMM_HGR_MED_R.BRTc.HMM_BRTc_MED_MDL"),PlotFlag=-1)

#632
phoenixofthunder

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proboi wrote...

I have a question, just my curiosity though.
What does "[Engine.PackagesToAlwaysCook]" really do?
for example:

phoenixofthunder wrote...

Next add the squadmates PCC packages:
[Engine.PackagesToAlwaysCook]
SeekFreePackage=BioH_Geth_00
SeekFreePackage=BioH_Geth_01
SeekFreePackage=BioH_Grunt_00
SeekFreePackage=BioH_Grunt_01
etc

mine works fine without putting those packages in [Engine.PackagesToAlwaysCook] so I wonder why do we need 'em at the first place?

:pinched:***Smack myself in the face***:pinched:
That is old method -- fixed.

Modifié par phoenixofthunder, 28 janvier 2011 - 05:51 .


#633
phoenixofthunder

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droid105 wrote...

phoenixofthunder wrote...

droid105 wrote...

HI, just asking what code to use all weapons (updated to my coal file) like for Soldier class for my Shepards then using the other class have?   Forgot to asked is there a mod/texmod where you can recolor the blue suns armor to black?  I remember in one dlc there was a armor that was used for npc what was all black.


The Texture Moders group doesn't have it?. If so, then I can try to make a Black Suns Retexture of the Blue Suns but I can't guarantee a success.

For weapons see here.



Thanks phoenixofthunder for your info on adding all weapons to all class, worked great :)!

NP.;)
What DLC was that Black Suns armor in?:huh:

#634
phoenixofthunder

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Fixers0 wrote...

Is there also away, to replace Shepard's Head model, with those of other Characters, like Zaeed,Liara, or Miranda?


Yes.
Two methods.
Requires either Gibbed.

Or blank helmet code.
And head code set to an arm.

#635
phoenixofthunder

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Captain_Obvious_au wrote...

Is it possible to use ME1 files to override ME2 files for Sheps casual appearance? ie the Alliance outfits instead of Cerberus ones



Yes, The Alliance Outfits can be used for Shepard.
Only need to be added to the [SFXGame.SFXPawn_Player] C.INI Subsection-where Shepard's outfits\\armor is located.

My Compilation ME2 Mesh Codes Project has them as the first codes in the list and in the correct rank order.

Modifié par phoenixofthunder, 28 janvier 2011 - 06:12 .


#636
droid105

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phoenixofthunder wrote...

droid105 wrote...

phoenixofthunder wrote...

droid105 wrote...

HI, just asking what code to use all weapons (updated to my coal file) like for Soldier class for my Shepards then using the other class have?   Forgot to asked is there a mod/texmod where you can recolor the blue suns armor to black?  I remember in one dlc there was a armor that was used for npc what was all black.


The Texture Moders group doesn't have it?. If so, then I can try to make a Black Suns Retexture of the Blue Suns but I can't guarantee a success.

For weapons see here.



Thanks phoenixofthunder for your info on adding all weapons to all class, worked great :)!

NP.;)
What DLC was that Black Suns armor in?:huh:



The black armor is in Kasumi - Stolen Memory.  Guard in entrance of house, beginning of dlc

#637
proboi

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Texture is a bit tricky in ME2 I think.
For example most krogans (except Grunt) share the same head model and base texture (except Wrex-tested, and Wreav-maybe?) so if you try to use Texmod and grab the head texture of different krogans, you will end up getting the same, and if you modify 1 texture, it will change them all.
Same thing with armours, so I guess there should be a way to apply different textures on the same model without using Texmod
For example:
Posted Image
Krogan Shepard (blue armour), Kargesh and Rukar (the 2 krogans facing each other) have the same head model but different texture. If I use Texmod, grab the texture and change it to Wrex's texture, it will apply to all of them
Posted Image
Same thing with the clothes of Kargesh and Rukar.

So... I wonder if there's anyway to change the texture, like I want to change Krogan Shep's face into Rukar's face but without causing other krogans to be changed?

Modifié par proboi, 28 janvier 2011 - 07:26 .


#638
WilliamFDrake

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phoenixofthunder wrote...


Try:
Helmet:
HelmetAppearances=(Id=1,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HGR_MED_R.BRTc.HMM_BRTc_MED_MDL",
Female="BIOG_HMM_HGR_MED_R.BRTc.HMM_BRTc_MED_MDL"),PlotFlag=-1)


No, only facemask without Helmet...

#639
Orious

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Hi... I am not a modder or really wanting to mod...

Now saying that I am looking for a way to change the me2 flags..possibly the ini?

I had all the bonus powers unlocked and the extra resources etc for playing all the way through

my hd crashed recently and i dont want to play through to the end to unlock everything.

Is there a way to mod the game so i get these bonuses again?

I tried importing me2 end game save files but they didnt seem to do anything.

Thanks in advance.

#640
Captain_Obvious_au

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phoenixofthunder wrote...

Captain_Obvious_au wrote...

Is it possible to use ME1 files to override ME2 files for Sheps casual appearance? ie the Alliance outfits instead of Cerberus ones



Yes, The Alliance Outfits can be used for Shepard.
Only need to be added to the [SFXGame.SFXPawn_Player] C.INI Subsection-where Shepard's outfits\\\\\\\\armor is located.

My Compilation ME2 Mesh Codes Project has them as the first codes in the list and in the correct rank order.

Awesome! Thanks pheonix. One question though - can all of these casual outfits be added as additions, or do they have to replace something already in the C.ini file?

EDIT: nevermind, all added now. Thanks!

Modifié par Captain_Obvious_au, 29 janvier 2011 - 05:20 .


#641
phoenixofthunder

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WilliamFDrake wrote...

phoenixofthunder wrote...


Try:
Helmet:
HelmetAppearances=(Id=1,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HGR_MED_R.BRTc.HMM_BRTc_MED_MDL",
Female="BIOG_HMM_HGR_MED_R.BRTc.HMM_BRTc_MED_MDL"),PlotFlag=-1)


No, only facemask without Helmet...


That's only the face mask?:blink::?:unsure::huh:
(Sorry OS downgrade to XP reInstall -done; installing ME2 now). {A day full of installs:pinched:} [sighs]<_<

#642
phoenixofthunder

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droid105 wrote...

phoenixofthunder wrote...

droid105 wrote...

phoenixofthunder wrote...

droid105 wrote...

HI, just asking what code to use all weapons (updated to my coal file) like for Soldier class for my Shepards then using the other class have?   Forgot to asked is there a mod/texmod where you can recolor the blue suns armor to black?  I remember in one dlc there was a armor that was used for npc what was all black.


The Texture Moders group doesn't have it?. If so, then I can try to make a Black Suns Retexture of the Blue Suns but I can't guarantee a success.

For weapons see here.



Thanks phoenixofthunder for your info on adding all weapons to all class, worked great :)!

NP.;)
What DLC was that Black Suns armor in?:huh:


The black armor is in Kasumi - Stolen Memory.  Guard in entrance of house, beginning of dlc


Ok I'll need to start a new character and proceed through the DLC again. Lost all characters due to a upgrade to Win 7; which crapped my system, I needed to install XP again). Why must my motherboard be so old that Win 7 doesn't recoginize the motherboards' components.:pinched:<_<

#643
phoenixofthunder

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Captain_Obvious_au wrote...

phoenixofthunder wrote...

Captain_Obvious_au wrote...

Is it possible to use ME1 files to override ME2 files for Sheps casual appearance? ie the Alliance outfits instead of Cerberus ones



Yes, The Alliance Outfits can be used for Shepard.
Only need to be added to the [SFXGame.SFXPawn_Player] C.INI Subsection-where Shepard's outfits\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\armor is located.

My Compilation ME2 Mesh Codes Project has them as the first codes in the list and in the correct rank order.

Awesome! Thanks pheonix. One question though - can all of these casual outfits be added as additions, or do they have to replace something already in the C.ini file?
EDIT: nevermind, all added now. Thanks!


Glad to be of assistance.

Modifié par phoenixofthunder, 29 janvier 2011 - 03:44 .


#644
phoenixofthunder

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Orious wrote...

Hi... I am not a modder or really wanting to mod...
Now saying that I am looking for a way to change the me2 flags..possibly the ini?
I had all the bonus powers unlocked and the extra resources etc for playing all the way through
my hd crashed recently and i dont want to play through to the end to unlock everything.
Is there a way to mod the game so i get these bonuses again?
I tried importing me2 end game save files but they didnt seem to do anything.
Thanks in advance.


Yes in the C.ini.

#645
phoenixofthunder

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proboi wrote...

Texture is a bit tricky in ME2 I think.
For example most krogans (except Grunt) share the same head model and base texture (except Wrex-tested, and Wreav-maybe?) so if you try to use Texmod and grab the head texture of different krogans, you will end up getting the same, and if you modify 1 texture, it will change them all.
Same thing with armours, so I guess there should be a way to apply different textures on the same model without using Texmod
For example:

Krogan Shepard (blue armour), Kargesh and Rukar (the 2 krogans facing each other) have the same head model but different texture. If I use Texmod, grab the texture and change it to Wrex's texture, it will apply to all of them

Same thing with the clothes of Kargesh and Rukar.

So... I wonder if there's anyway to change the texture, like I want to change Krogan Shep's face into Rukar's face but without causing other krogans to be changed?


You could try tricking TexMod into thinking his texture is Shepard's & vicea versa. Capture each Rukar's & Shepard's face textures. Then change the name of Shepard's texture to Rukar's and then Rukar's to Shepard's texture. Otherwise it would take an PCC editor. 

#646
Orious

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OK let me rework my question...

How can I mod the game so I get the 2nd play through bonuses when creating a new char?

I want to be able to choose my bonus power and get the $ and resource bonuses when i make my new chars.

#647
proboi

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phoenixofthunder wrote...

You could try tricking TexMod into thinking his texture is Shepard's & vicea versa. Capture each Rukar's & Shepard's face textures. Then change the name of Shepard's texture to Rukar's and then Rukar's to Shepard's texture. Otherwise it would take an PCC editor. 

The problem is all the krogans have the same texture when I extract them, but they still look different in game.
For example, Kargesh, Rukar, Warlord Okeer or any krogan in the game except Grunt and Wrex, when extracting the face model they come up with this same texture:

Posted Image

and if I edit them (by applying a totally new layer, recolour didn't affect them), it will cause the change in all krogans.

I tried the MaterialOverriding method but it didn't work:

TorsoAppearances=(Id=70,Type=CustomizableType_Torso,Mesh=(Male="BIOG_KRO_ARM_CTH_R.CTHa.KRO_ARM_CTHa_MDL",MaleMaterialOverride="BIOG_KRO_ARM_CTH_R.CTHa.KRO_ARM_CTHa_MAT_1a",Female="BIOG_KRO_ARM_CTH_R.CTHa.KRO_ARM_CTHa_MDL",bHideHead=True,bHideHair=True),PlotFlag=-1)
TorsoAppearances=(Id=71,Type=CustomizableType_Torso,Mesh=(Male="BIOG_KRO_ARM_CTH_R.CTHa.KRO_ARM_CTHa_MDL",MaleMaterialOverride="BIOG_KRO_ARM_CTH_R.CTHa.KRO_ARM_CTHa_MAT_2a",Female="BIOG_KRO_ARM_CTH_R.CTHa.KRO_ARM_CTHa_MDL",bHideHead=True,bHideHair=True),PlotFlag=-1)
Still the same texture.

Modifié par proboi, 29 janvier 2011 - 04:55 .


#648
phoenixofthunder

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Orious wrote...

OK let me rework my question...
How can I mod the game so I get the 2nd play through bonuses when creating a new char?
I want to be able to choose my bonus power and get the $ and resource bonuses when i make my new chars.


[SFXGameContent.SFXSeqAct_NewGameBonuses]
ME1ImportBonuses=(BonusMinLevel=1,BonusMaxLevel=49,XPBonus=1000,CreditsBonus=20000,ResourceBonus=2500)
ME1ImportBonuses=(BonusMinLevel=50,BonusMaxLevel=59,XPBonus=2000,CreditsBonus=30000,ResourceBonus=5000)
ME1ImportBonuses=(BonusMinLevel=60,BonusMaxLevel=60,XPBonus=4000,CreditsBonus=500000,ResourceBonus=100000)
ME1_RichAchievementCreditBonus=100000
ME1_ParagonRenegadeMaxBonus=190
SecondPlaythrough_CreditsBonus=200000
SecondPlaythrough_ResourceBonus=50000
SecondPlaythrough_AchievementEnumID=ACHIEVEMENT_24_COMPLETE

Modifié par phoenixofthunder, 29 janvier 2011 - 11:27 .


#649
phoenixofthunder

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proboi wrote...

phoenixofthunder wrote...

You could try tricking TexMod into thinking his texture is Shepard's & vicea versa. Capture each Rukar's & Shepard's face textures. Then change the name of Shepard's texture to Rukar's and then Rukar's to Shepard's texture. Otherwise it would take an PCC editor. 

The problem is all the krogans have the same texture when I extract them, but they still look different in game.
For example, Kargesh, Rukar, Warlord Okeer or any krogan in the game except Grunt and Wrex, when extracting the face model they come up with this same texture:

*Snip*

and if I edit them (by applying a totally new layer, recolour didn't affect them), it will cause the change in all krogans.

I tried the MaterialOverriding method but it didn't work:

TorsoAppearances=(Id=70,Type=CustomizableType_Torso,Mesh=(Male="BIOG_KRO_ARM_CTH_R.CTHa.KRO_ARM_CTHa_MDL",MaleMaterialOverride="BIOG_KRO_ARM_CTH_R.CTHa.KRO_ARM_CTHa_MAT_1a",Female="BIOG_KRO_ARM_CTH_R.CTHa.KRO_ARM_CTHa_MDL",bHideHead=True,bHideHair=True),PlotFlag=-1)
TorsoAppearances=(Id=71,Type=CustomizableType_Torso,Mesh=(Male="BIOG_KRO_ARM_CTH_R.CTHa.KRO_ARM_CTHa_MDL",MaleMaterialOverride="BIOG_KRO_ARM_CTH_R.CTHa.KRO_ARM_CTHa_MAT_2a",Female="BIOG_KRO_ARM_CTH_R.CTHa.KRO_ARM_CTHa_MDL",bHideHead=True,bHideHair=True),PlotFlag=-1)
Still the same texture.


Do you know the PCC where its located?

#650
proboi

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it's in BioP_KroHub.pcc

Also can I ask how to change the camera speed in flycam mode, is it

MoveForwardSpeed

or

[Engine.DebugCameraInput]
Bindings=( Name="PC_MoveForward", Command="Axis aBaseY Speed=1.0" )

or in [SFXGame.SFXGameModeBase]

Modifié par proboi, 30 janvier 2011 - 12:40 .