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ME2 - Modding is Possible III (PC Only)


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#651
Captain_Obvious_au

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In regards to the extra outfits for Shepard, is it psible to do the same thing for the squad members?

#652
proboi

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I don't think so because it requires fiddling with the model itself, and we haven't found a way to repack .pcc files yet

#653
WilliamFDrake

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Is it possible to change Rate of fire and ammo count of DLC weapons?

#654
LuxDragon

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Yes. Look at the first post.

#655
Guest_Meta Ray Mek_*

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Okay, I lack the patience to comb through 3 threads and 27 pages on this one, but if anyone can help me with this, I'd appreciate it.



I followed the instructions to get the squadmates as armor. For the most part, a lot of them work. Yay!



However, Shepard's head won't go away in Casual clothes and nothing shows up in the Armor parts selection screen.



What do I need to do to get rid of Shepard's head in order for, say, Samara's head to match up with Samara's body?



Thank you!

#656
proboi

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Correct me if I'm wrong but currently there's no way to apply different parts into a casual appearance.

The only way to truly become another character (yes, truly become, not deformed Shepard's head with awkward body of Grunt or Samara) in Casual restricted areas (such as Normandy, Samara's loyalty - VIP club, Kasumi's loyalty and such) is to use this:

Command="set SFXPawn_Player bUseCasualAppearance false"

It will disable Casual clothes and force to use Armour instead (you have to swich to another armour part back and forth for it to take effect) and there you go. However, it will be reset after each loading so it seems that there's no way to apply it on the cutscene before approaching Omega 4 Relay (when Miranda asks you if you're ready or not and romance scene if you pursue)

So as your preference, first, bind the command to a hotkey. Then in game, push it and open the locker (make sure to onlyloadlevel first) choose your armour and helmet as Samara's parts (helm as Samara's head) and voila.

Modifié par proboi, 30 janvier 2011 - 07:27 .


#657
Orious

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phoenixofthunder wrote...

[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


I tihnk this is the default ? But the game will only access these when Ive satisfied a ME1 import and have flagged the game as being a secondPlaythrough...correct?

I guess my question is...is there a way to flag the game as being a 2nd playthough? i really dont want to play through it again just to unlock the bonus powers for a real playthrough.

#658
phoenixofthunder

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proboi wrote...
it's in BioP_KroHub.pcc

Thanks I'll look once home.


proboi wrote...
Also can I ask how to change the camera speed in flycam mode, is it
*Snip*


Try:
[SFXGame.SFXGameModeBase] & [SFXGame.SFXGameModeDefault]
Bindings=(Name="NumPadZero", Command="ToggleFlyCam | SloMo 2")
[Twice normal speed]
Bindings=(Name="NumPadOne", Command="SloMo 1")
[Normal speed]

#659
phoenixofthunder

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Orious wrote...

phoenixofthunder wrote...

[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


I tihnk this is the default ? But the game will only access these when Ive satisfied a ME1 import and have flagged the game as being a secondPlaythrough...correct?

I guess my question is...is there a way to flag the game as being a 2nd playthough? i really dont want to play through it again just to unlock the bonus powers for a real playthrough.



Gibbed's>>Raw>>Plot>>End Game State: "LivedToFightAgain"

#660
phoenixofthunder

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proboi wrote...

Correct me if I'm wrong but currently there's no way to apply different parts into a casual appearance.

You are right unless you want to delve deep into Gibbed's line by line.

proboi wrote...
The only way to truly become another character (yes, truly become, not deformed Shepard's head with awkward body of Grunt or Samara) in Casual restricted areas (such as Normandy, Samara's loyalty - VIP club, Kasumi's loyalty and such) is to use this:

Command="set SFXPawn_Player bUseCasualAppearance false"

It will disable Casual clothes and force to use Armour instead (you have to swich to another armour part back and forth for it to take effect) and there you go. However, it will be reset after each loading so it seems that there's no way to apply it on the cutscene before approaching Omega 4 Relay (when Miranda asks you if you're ready or not and romance scene if you pursue)

So as your preference, first, bind the command to a hotkey. Then in game, push it and open the locker (make sure to onlyloadlevel first) choose your armour and helmet as Samara's parts (helm as Samara's head) and voila.



Should function correctly. If Shepard's head peaks through the squadmates head do the following:
(Be sure to backup save first)
Gibbed's>>Toolbox>>Head Morph Fun Stuff!>>Select "Delete" from list>>DoIt!>>Save

Modifié par phoenixofthunder, 30 janvier 2011 - 08:47 .


#661
phoenixofthunder

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Meta Ray Mek wrote...

Okay, I lack the patience to comb through 3 threads and 27 pages on this one, but if anyone can help me with this, I'd appreciate it.

I followed the instructions to get the squadmates as armor. For the most part, a lot of them work. Yay!

However, Shepard's head won't go away in Casual clothes and nothing shows up in the Armor parts selection screen.

What do I need to do to get rid of Shepard's head in order for, say, Samara's head to match up with Samara's body?

Thank you!


Use provide helmet mesh on pg. 24

If Shepard's head peaks through the squadmates head simply guillotine his head as described in previous post.

#662
proboi

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phoenixofthunder wrote...

Try:
[SFXGame.SFXGameModeBase] & [SFXGame.SFXGameModeDefault]
Bindings=(Name="NumPadZero", Command="ToggleFlyCam | SloMo 2")
[Twice normal speed]
Bindings=(Name="NumPadOne", Command="SloMo 1")
[Normal speed]


Thanks for helping but slowmo does not affect camera dive speed. It's like the speed when I dive forward or backward when in flycam mode. Slowmo just help slowing surrounding things down so I can position my cam faster.

phoenixofthunder wrote...

You are right unless you want to delve deep into Gibbed's line by line.


You mean Gibbed's Save Editor? Under Raw / Squad / Player?

Modifié par proboi, 30 janvier 2011 - 09:42 .


#663
Tup3x

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Has anyone got the old style helmet to work? I can get the old breather and visor to work I need the helmet too. Isn't it the same thing mercs wear? It would be great if it would be possible to get the texture to match with N7 Onyx armor.

#664
Guest_Meta Ray Mek_*

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Hey er'body, thanks for the tips!



I shall go experiment with the Coalesced file now.

#665
proboi

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Tup3xi wrote...

Has anyone got the old style helmet to work? I can get the old breather and visor to work I need the helmet too. Isn't it the same thing mercs wear? It would be great if it would be possible to get the texture to match with N7 Onyx armor.

You mean ME1 N7 helmet types? Or the helmet which Shep wears in early of the game before got killed? If it's the type then I think we got 2 variants of N7 in game:
Image IPBImage IPB

Modifié par proboi, 30 janvier 2011 - 10:42 .


#666
Tup3x

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Yup. I mean the helmet in the prolog.

#667
phoenixofthunder

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Tup3xi wrote...

Has anyone got the old style helmet to work? I can get the old breather and visor to work I need the helmet too. Isn't it the same thing mercs wear? It would be great if it would be possible to get the texture to match with N7 Onyx armor.



With helmet:
FullBodyAppearances=(Id=0,Name=334453,Description=334454,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MAT_1a",
Female="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MAT_1a"),GameEffects=("SFXGame.SFXGameEffect_Gear_PowerBelt","SFXGame.SFXGameEffect_Gear_N7Shoulders", "SFXGame.SFXGameEffect_Gear_StabilizationGauntlets" , "SFXGame.SFXGameEffect_Gear_N7Legs" ),PlotFlag=-1)


Without helmet:
FullBodyAppearances=(Id=0,Name=334453,Description=334454,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MAT_1a",
Female="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MAT_1a"),GameEffects=("SFXGame.SFXGameEffect_Gear_PowerBelt","SFXGame.SFXGameEffect_Gear_N7Shoulders", "SFXGame.SFXGameEffect_Gear_StabilizationGauntlets" ,SFXGame.SFXGameEffect_Gear_N7Helmet, "SFXGame.SFXGameEffect_Gear_N7Legs" ),PlotFlag=-1)

Modifié par phoenixofthunder, 31 janvier 2011 - 12:55 .


#668
phoenixofthunder

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proboi wrote...

phoenixofthunder wrote...

Try:
[SFXGame.SFXGameModeBase] & [SFXGame.SFXGameModeDefault]
Bindings=(Name="NumPadZero", Command="ToggleFlyCam | SloMo 2")
[Twice normal speed]
Bindings=(Name="NumPadOne", Command="SloMo 1")
[Normal speed]


Thanks for helping but slowmo does not affect camera dive speed. It's like the speed when I dive forward or backward when in flycam mode. Slowmo just help slowing surrounding things down so I can position my cam faster.




Add bindings under [SFXGame.SFXGameModeBase] & [SFXGame.SFXGameModeDefault]

To speed up the game try adding: | SloMo 2" )
To slow down the game try adding: | SloMo 0.5" )
to your flycam axis's

Using your example from last page.
Bindings=( Name="PC_MoveForward", Command="Axis aBaseY | SloMo 0.5" )


proboi wrote...

phoenixofthunder wrote...
You are right unless you want to delve deep into Gibbed's line by line.


You mean Gibbed's Save Editor? Under Raw / Squad / Player?


Then continue on to the three parameters (Scalar, Texture & Vertor)

Modifié par phoenixofthunder, 31 janvier 2011 - 12:59 .


#669
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.


Can't say this will work but here goes:

Gibbed>>Raw>>Squad>>Player>>Appearence>>Morph Head>>Texture Parameters

Change HED_Diff & HED_Norm to the MDL of the Krogan:
BIOG_KRO_ARM_CTH_R.CTHa.KRO_ARM_CTHa

Modifié par phoenixofthunder, 31 janvier 2011 - 12:56 .


#670
Ashiin

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Hi, I being absolutely stupid used the "All Research/Upgrade" cheat from a prematurely written version of coalsescd, so now my ship upgrades are there but the game acts like I didn't upgrade it. Is there a way I can fix this without restart to a whole new game (which I really don't want to do).

#671
phoenixofthunder

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Ashiin wrote...

Hi, I being absolutely stupid used the "All Research/Upgrade" cheat from a prematurely written version of coalsescd, so now my ship upgrades are there but the game acts like I didn't upgrade it. Is there a way I can fix this without restart to a whole new game (which I really don't want to do).



Set the upgrades to 0 from whatever number was used in the C.INI
Like:
[SFXGame.SFXGameModeBase] & [SFXGame.SFXGameModeDefault]
Bindings=(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" )
 
to:

[SFXGame.SFXGameModeDefault]
Bindings=(Name="F11", Command="SetIntByName Tec_BioticUpgrade 0 | SetIntByName Tec_BioticR1 0 | SetIntByName Tec_BioticR2 0 | SetIntByName Tec_HeavyAmmo 0 | SetIntByName Tec_MediGel 0 | SetIntByName Tec_MediGelR1 0 | SetIntByName Tec_MediGelR2 0 | SetIntByName Tec_MiniGameDecrypt 9| SetIntByName Tec_MiniGameHack 0 | SetIntByName Tec_ShepardHealth 0 | SetIntByName Tec_ShepardR1 0 | SetIntByName Tec_ShepardR2 0 | SetIntByName Tec_Shield 0 | SetIntByName Tec_ShieldR1 0 | SetIntByName Tec_ShieldR2 10 | SetIntByName Tec_TechUpgrade 0 | SetIntByName Tec_TechR1 0 | SetIntByName Tec_TechR2 0 | SetIntByName Tec_BovineFortitude 0 | SetIntByName Tec_QuarianShields 0" )

ect....

#672
Ashiin

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It worked, thank you very much.

#673
proboi

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phoenixofthunder wrote...

Add bindings under [SFXGame.SFXGameModeBase] & [SFXGame.SFXGameModeDefault]

To speed up the game try adding: | SloMo 2" )
To slow down the game try adding: | SloMo 0.5" )
to your flycam axis's

Using your example from last page.
Bindings=( Name="PC_MoveForward", Command="Axis aBaseY | SloMo 0.5" )

Thank you for your help but I think you misunderstood the problem, slowmo does not have anything to do with camera dive speed (even if you pause the game, the camera still move normally).

Anyway, I found a solution by binding a set of keys with 0.25 speed (not SloMo) and it worked.

phoenixofthunder wrote...
Can't say this will work but here goes:

Gibbed>>Raw>>Squad>>Player>>Appearence>>Morph Head>>Texture Parameters

Change HED_Diff & HED_Norm to the MDL of the Krogan:
BIOG_KRO_ARM_CTH_R.CTHa.KRO_ARM_CTHa

Hmm those didn't change anything, Shep's head still remain the same. And I think that Shep's head is hard coded, couldn't be tweaked with those parameters.

Modifié par proboi, 31 janvier 2011 - 11:24 .


#674
Tup3x

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phoenixofthunder wrote...

Tup3xi wrote...

Has anyone got the old style helmet to work? I can get the old breather and visor to work I need the helmet too. Isn't it the same thing mercs wear? It would be great if it would be possible to get the texture to match with N7 Onyx armor.



With helmet:
FullBodyAppearances=(Id=0,Name=334453,Description=334454,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MAT_1a",
Female="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MAT_1a"),GameEffects=("SFXGame.SFXGameEffect_Gear_PowerBelt","SFXGame.SFXGameEffect_Gear_N7Shoulders", "SFXGame.SFXGameEffect_Gear_StabilizationGauntlets" , "SFXGame.SFXGameEffect_Gear_N7Legs" ),PlotFlag=-1)


Without helmet:
FullBodyAppearances=(Id=0,Name=334453,Description=334454,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_HVY_R.HVYb.HMM_ARM_HVYb_MAT_1a",
Female="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_HVY_R.HVYb.HMF_ARM_HVYb_MAT_1a"),GameEffects=("SFXGame.SFXGameEffect_Gear_PowerBelt","SFXGame.SFXGameEffect_Gear_N7Shoulders", "SFXGame.SFXGameEffect_Gear_StabilizationGauntlets" ,SFXGame.SFXGameEffect_Gear_N7Helmet, "SFXGame.SFXGameEffect_Gear_N7Legs" ),PlotFlag=-1)

Isn't that just for the body armor only? The thing is that I can get everything else to work except the helmet. It looks rather silly to run around with only visor and breather when the rest of the helmet is missing.

#675
phoenixofthunder

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proboi wrote...

phoenixofthunder wrote...
Add bindings under [SFXGame.SFXGameModeBase] & [SFXGame.SFXGameModeDefault]

To speed up the game try adding: | SloMo 2" )
To slow down the game try adding: | SloMo 0.5" )
to your flycam axis's

Using your example from last page.
Bindings=( Name="PC_MoveForward", Command="Axis aBaseY | SloMo 0.5" )

Thank you for your help but I think you misunderstood the problem, slowmo does not have anything to do with camera dive speed (even if you pause the game, the camera still move normally).

Anyway, I found a solution by binding a set of keys with 0.25 speed (not SloMo) and it worked.


Yes I misunderstood. Yet happy that you got it to work.

proboi wrote...

phoenixofthunder wrote...
Can't say this will work but here goes:

Gibbed>>Raw>>Squad>>Player>>Appearence>>Morph Head>>Texture Parameters

Change HED_Diff & HED_Norm to the MDL of the Krogan:
BIOG_KRO_ARM_CTH_R.CTHa.KRO_ARM_CTHa

Hmm those didn't change anything, Shep's head still remain the same. And I think that Shep's head is hard coded, couldn't be tweaked with those parameters.


You input these:
BIOG_KRO_ARM_CTH_R.CTHa.KRO_ARM_CTHa.Diff
BIOG_KRO_ARM_CTH_R.CTHa.KRO_ARM_CTHa.Norm
?

Did you delete shepards' human head?

Modifié par phoenixofthunder, 31 janvier 2011 - 03:49 .