ME2 - Modding is Possible III (PC Only)
#801
Posté 23 février 2011 - 07:55
#802
Posté 23 février 2011 - 08:02
LuxDragon wrote...
Should be in the upper left of the squad screen.
Nope their is nothing,
#803
Posté 24 février 2011 - 02:15
Fixers0 wrote...
He, everyone, i'm trying to recreate my character but i just noticed that he doesn't have a face code at all, does somebody knows were i can find it. find it?
Is it the default shepard face? If so there is no known face code that exists. If it is not the default face send me one of your saves on the character in question.
Modifié par phoenixofthunder, 24 février 2011 - 03:11 .
#804
Posté 24 février 2011 - 02:22
adneate wrote...
wotmaniac wrote...
Because I think the grunts are just eclipse armor with different textures.
The grunt ones. You could texmod them but then in game all Eclipse mercs would look like SB goons. They should have unique models even if they are just retexs.
You mean for each goon to have a different texture?
#805
Posté 24 février 2011 - 02:24
wotmaniac wrote...
Hmm, becuase in your file with the codes there were some torso (armor setting with material overrides). That's why I thought it would work.
Thanks anyways.I wonder how the game forces different textures to load though?
No problem.
It was a technical oversight on my part.
#806
Posté 25 février 2011 - 05:26
Like many new people to this task, I'm totally unfamiliar with modding ME2. I see an entry like....
TorsoAppearances=(Id=4,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_1a"),PlotFlag=-1)
... and I'm just lost with (a) how do I know what model that is or which one I'm picking? and (
I'd really like to explore the world of changing Shepard at crew's armor/clothing but for some reason even the tutorials I've found sound like a foreign language. I was told you guys could help demystify this.
Thanks in advance
#807
Posté 25 février 2011 - 07:28
Toasty_S wrote...
I'm trying to figure out how to change my FemShep's armor and casual clothing, but I haven't found any real clear write up on how to do that. I followed this link here from the beginning of the thread, but currently it doesn't make any sense as to what it is or what it's acheiving or how it does anything to change the armor/casual.
Like many new people to this task, I'm totally unfamiliar with modding ME2. I see an entry like....TorsoAppearances=(Id=4,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_1a"),PlotFlag=-1)
... and I'm just lost with (a) how do I know what model that is or which one I'm picking? and (now what do I do in game?
I'd really like to explore the world of changing Shepard at crew's armor/clothing but for some reason even the tutorials I've found sound like a foreign language. I was told you guys could help demystify this.
Thanks in advance
MDL's (Armor model) & MAT's (Material armor override) are found by exploring PCC's. They are implimented by putting them under [SFXGame.SFXPawn_Player] in the C.ini.
My Compilation ME2 Mesh Codes project is a good start. I'd also suggest checking the links on page #1 of this thread. Although my Modding 101 video has been updated and added to my youtube channel in contrast to the one on 4shared.
Modifié par phoenixofthunder, 25 février 2011 - 07:30 .
#808
Posté 25 février 2011 - 08:07
#809
Posté 25 février 2011 - 08:09
#810
Posté 25 février 2011 - 08:10
Burdokva wrote...
Still no word from EpicLegion about the .pcc compiler?
He did send me friend invite few days ago and I saw him few times in DA2 threads.
#811
Posté 25 février 2011 - 11:41
Mesina2 wrote...
Can I remove weapon specialization and add other one to my Shepard?
Look for the loadouts in your c.ini in [SFXGame.SFXPlayerSquadLoadoutData]
Then be sure and change bNotRegularWeaponGUI=TRUE to bNotRegularWeaponGUI=FALSE in the weapon you want to use.
Save and run the fixer.
As always, be sure to back up your c.ini before doing any of this.
#812
Posté 26 février 2011 - 08:24
Mesina2 wrote...
Can I remove weapon specialization and add other one to my Shepard?
You can make a blanket change by editing the coalesced.ini loadout section for your particular Shepard's class, removing the one you don't want and adding the one you do.
This only effects your class default selection, you cannot remove a bonus talent specialization this way.
If you mean change weapon specialization CHOICE, made on the damaged collector vessel, such as picking shotguns as your bonus talent, and now you really wish you'd chosen assault rifle, then the answer is still editing the coalesced.ini and using Azureum's tech manager.
Here's a post I wrote explaining how to use the tech manager and this one talks about removing sniper rifle training and picking shotguns instead, with it.
#813
Posté 26 février 2011 - 02:00
Mesina2 wrote...
Can I remove weapon specialization and add other one to my Shepard?
You want to use a gun type that the default gun sets for a particular class doesn't allow and the weapon specialiation has already been used?
IE:>> Say you want to use an Assault Rifle on an Adept character but the weapon specialiation has already been used for sniper rifles.
Here is another way to gain other gun types.
Modifié par phoenixofthunder, 26 février 2011 - 02:06 .
#814
Posté 27 février 2011 - 01:12
#815
Posté 27 février 2011 - 08:31
#816
Posté 01 mars 2011 - 03:50
Phnx wrote...
Hey guys. Could you help me? I'd like to add Zaeed's face mask as a new shoulder part so I can mix it with helmets (It may clip terribly but I'd like to try anyways). I know how to alter the shoulder pad's appearance but I need the correct code to add a new model that works. Thanks!
Start with Azerum's post on the process
Here are the links to the model viewer and PCC extractor since his links point to non-function sections of that site.
On a side note, Inge. I just went to your project's and your work seems to have gone missing. Did you throw in the towel?
Modifié par RGFrog, 01 mars 2011 - 03:53 .
#817
Guest_Inge Shepard_*
Posté 01 mars 2011 - 03:56
Guest_Inge Shepard_*
RGFrog wrote...
Phnx wrote...
Hey guys. Could you help me? I'd like to add Zaeed's face mask as a new shoulder part so I can mix it with helmets (It may clip terribly but I'd like to try anyways). I know how to alter the shoulder pad's appearance but I need the correct code to add a new model that works. Thanks!
Start with Azerum's post on the process
Here are the links to the model viewer and PCC extractor since his links point to non-function sections of that site.
On a side note, Inge. I just went to your project's and your work seems to have gone missing. Did you throw in the towel?No, had some plans for changes, but haven't had the time. Therefore have I compressed all text files into one zip file. The priority is as follows: family, work and hobbies.
I shall try to make it as it was.
- Inge
Modifié par Inge Shepard, 01 mars 2011 - 04:59 .
#819
Posté 01 mars 2011 - 08:51
Inge Shepard wrote...
No, had some plans for changes, but haven't had the time. Therefore have I compressed all text files into one zip file. The priority is as follows: family, work and hobbies.
I shall try to make it as it was.
- Inge
Oh, good, thought we'd lost you. I used to point peeps at your files all the time when they wanted to learn something. Tried to again this time, but they were gone. Is the zip uploaded somewhere?
#820
Posté 01 mars 2011 - 09:44
RGFrog wrote...
Inge Shepard wrote...
No, had some plans for changes, but haven't had the time. Therefore have I compressed all text files into one zip file. The priority is as follows: family, work and hobbies.
I shall try to make it as it was.
- Inge
Oh, good, thought we'd lost you. I used to point peeps at your files all the time when they wanted to learn something. Tried to again this time, but they were gone. Is the zip uploaded somewhere?
@Inge
Good to see that your still around.
@RGFrog
Its the only project on his profile.
Modifié par phoenixofthunder, 01 mars 2011 - 09:44 .
#821
Posté 02 mars 2011 - 03:45
#822
Posté 02 mars 2011 - 07:30
RGFrog wrote...
He must have it set to private or something. I go there and get "There are no files in this project."
It seems Inge may have forgot to set the project to be availabe to everyone. For the file was set to "group members only". Till midnight today I set it to everyone; unless Inge would want me to leave it that way.
#823
Guest_Inge Shepard_*
Posté 02 mars 2011 - 08:36
Guest_Inge Shepard_*
#824
Posté 02 mars 2011 - 09:48
Thanks for the help. Still hasn't worked yet. Trying to figure out where my mistake is.RGFrog wrote...
Phnx wrote...
Hey guys. Could you help me? I'd like to add Zaeed's face mask as a new shoulder part so I can mix it with helmets (It may clip terribly but I'd like to try anyways). I know how to alter the shoulder pad's appearance but I need the correct code to add a new model that works. Thanks!
Start with Azerum's post on the process
Here are the links to the model viewer and PCC extractor since his links point to non-function sections of that site.
On a side note, Inge. I just went to your project's and your work seems to have gone missing. Did you throw in the towel?
#825
Posté 03 mars 2011 - 03:40





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