Fixers0 wrote...
Finaly manged to get some of the Eclipse stuff working during missions, still need to find the correct helmet tough.
Can any one tell me the Code 4 the helmet?
Fixers0 wrote...
Finaly manged to get some of the Eclipse stuff working during missions, still need to find the correct helmet tough.
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
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.
WilliamFDrake wrote...
Fixers0 wrote...
Finaly manged to get some of the Eclipse stuff working during missions, still need to find the correct helmet tough.
Can any one tell me the Code 4 the helmet?
proboi wrote...
I have a question, just my curiosity though.
What does "[Engine.PackagesToAlwaysCook]" really do?
for example:mine works fine without putting those packages in [Engine.PackagesToAlwaysCook] so I wonder why do we need 'em at the first place?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
Modifié par phoenixofthunder, 28 janvier 2011 - 05:51 .
NP.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!
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
Modifié par phoenixofthunder, 28 janvier 2011 - 06:12 .
phoenixofthunder wrote...
NP.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!
What DLC was that Black Suns armor in?


Modifié par proboi, 28 janvier 2011 - 07:26 .
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)
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?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.
Modifié par Captain_Obvious_au, 29 janvier 2011 - 05:20 .
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...
droid105 wrote...
phoenixofthunder wrote...
NP.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!
What DLC was that Black Suns armor in?
The black armor is in Kasumi - Stolen Memory. Guard in entrance of house, beginning of dlc
Captain_Obvious_au wrote...
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?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.
EDIT: nevermind, all added now. Thanks!
Modifié par phoenixofthunder, 29 janvier 2011 - 03:44 .
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.
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?
The problem is all the krogans have the same texture when I extract them, but they still look different in game.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.

Modifié par proboi, 29 janvier 2011 - 04:55 .
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.
Modifié par phoenixofthunder, 29 janvier 2011 - 11:27 .
proboi wrote...
The problem is all the krogans have the same texture when I extract them, but they still look different in game.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.
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.
Modifié par proboi, 30 janvier 2011 - 12:40 .