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ME2 - Modding is Possible III (PC Only)


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#826
Phnx

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RGFrog wrote...

Post what you've done so far. Happy to help you figure it out.

Thanks.

There are four files (BioH_END_Veteran_00, BioH_END_Veteran_01, BioH_Veteran_00, BioH_Veteran_01) in which the face mask can be found. They all have the same folder structure that leads to the mdl (BioH_END_Veteran_00\\BIOG_HMM_HGR_ZAD_R\\HGRa\\HMM_HGR_ZAD_MDL.SkeletalMesh). So I use this code BIOG_HMM_HGR_ZAD_R.HGRa.HMM_HGR_ZAD_MDL but it does not work.

(Id=0,Name=339528,Description=339523,Type=CustomizableType_Shoulders,Mesh=(Male="BIOG_HMM_HGR_ZAD_R.HGRa.HMM_HGR_ZAD_MDL",Female="BIOG_HMM_HGR_ZAD_R.HGRa.HMM_HGR_ZAD_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Shoulders"),PlotFlag=-1)

#827
RGFrog

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You've got the correct mdl code you've swapped in. Couple things that still need to be done. First you need to stream in the zaeed model somehow. I use a binding in my c.ini in the [SFXGame.SFXGameModeBase] section like the following:

Bindings=( Name="NumPadFive", Command="OnlyLoadLevel BioH_Veteran_00" )


I press the numbad 5 key during the squad selection screen or it works without the binding if you bring zaeed in your squad.

I just did a cursory test. I imagine the 00 and 01 versions are for regular/loyalty colors. Here's the result.

Posted Image

Second, it looks like it only is streaming in on maps that require a breather mask. That will require a little more research. Perhaps has something to do with the shoulders, or the bHasBreather=True setting???

I won't be able to dig deeper for another 24hrs. But if you find something or if someone else chimes in on why it only "seems" to work on missions requiring a breather, that would be great!

Modifié par RGFrog, 03 mars 2011 - 07:26 .


#828
Guest_Genome256_*

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Hi, I'm looking for a way to mod DLC weapons, from the firepower pack.

I've read some posts, which say to copy everything from the DLC .inis into Coalesced under the respective subsections, but doing so results in a black screen and not being able to load any saves. (One poster mentioned you had to move the DLC .ini files besides BioEngine out of the DLC folder - but doing so results in the game not authorizing my DLC).

Also, I'd prefer the 'legal' way. >_>

Modifié par Genome256, 05 mars 2011 - 09:12 .


#829
the unavoidable truth

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@genome256

maybe this will help? social.bioware.com/forum/1/topic/128/index/2338026/45#3355044 9th post by phoenixofthunder

Modifié par the unavoidable truth, 05 mars 2011 - 09:39 .


#830
phoenixofthunder

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the unavoidable truth wrote...

@genome256

maybe this will help? social.bioware.com/forum/1/topic/128/index/2338026/45#3355044 9th post by phoenixofthunder


Yep that works for the Firepower Pack DLC.

Genome256 wrote...

Hi, I'm looking for a way to mod DLC weapons, from the firepower pack.

I've read some posts, which say to copy everything from the DLC .inis into Coalesced under the respective subsections, but doing so results in a black screen and not being able to load any saves. (One poster mentioned you had to move the DLC .ini files besides BioEngine out of the DLC folder - but doing so results in the game not authorizing my DLC).

Also, I'd prefer the 'legal' way. >_>


Did you remove the plus signs from all imported data?
This is no longer relevant. No moving required. Just rename  BIOGame.ini to BIOGame.org.ini & BIOWeapon.ini to BIOWeapon.org.ini

Modifié par phoenixofthunder, 05 mars 2011 - 01:14 .


#831
phoenixofthunder

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I also have a guide for the Firepower Pack DLC as to what gets implimented and where to place it if you want.

#832
AlphaMale37

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Hey everyone,
I've been looking through these threads for quite some time now, and I cant seem to find the answer to my question:
How can I remove the helmet from the DLC Cerberus armor? I'm becoming a little more familiar with looking at and modding the .ini files, but I have yet to try using any texturemodding tools. What with be the best way to go about this?
Thanks!

#833
Guest_Genome256_*

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phoenixofthunder wrote...

I also have a guide for the Firepower Pack DLC as to what gets implimented and where to place it if you want.


That would be great, thank you.

#834
phoenixofthunder

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AlphaMale37 wrote...

Hey everyone,
I've been looking through these threads for quite some time now, and I cant seem to find the answer to my question:
How can I remove the helmet from the DLC Cerberus armor? I'm becoming a little more familiar with looking at and modding the .ini files, but I have yet to try using any texturemodding tools. What with be the best way to go about this?
Thanks!


The DLC armors are one-piece (except for Kasumi DLC which is already seperated) [seperating the head from the torso would require pcc editing & recompiling].
See my signature links
            here                                                                              &                                                     here
          ^^^^^^^^^^^^^^^^^^^                                                                                           ^^^^

Modifié par phoenixofthunder, 05 mars 2011 - 10:10 .


#835
phoenixofthunder

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Genome256 wrote...

phoenixofthunder wrote...
I also have a guide for the Firepower Pack DLC as to what gets implimented and where to place it if you want.

That would be great, thank you.



Ok send me an email.

#836
AlphaMale37

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Alright, yeah I kinda figured that's how it would be. Well thanks phoenix, if I decide to get into texmodding I'll look up your stuff :)

#837
Guest_Genome256_*

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I've gotten the Firepower DLC to work... but now I have another question: is it possible to edit abilities / powers (e.g. make them stronger or weaker). In particular, I want to make the inferno grenade have more "fragments" when it explodes so it's less useless.

Modifié par Genome256, 06 mars 2011 - 05:31 .


#838
AlphaMale37

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Well in theory there should be a way, in fact when I was poking around in the ini files I saw some lines that related back to the specific powers. However, I've never heard of anyone actually successfully modifying them, though it's certainly been attempted. It seems the powers are more complex to modify than gun damage, ammo count, etc.

#839
Hazuzi

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Well the Problem with modifying powers/skills is that the stats are within the pcc archives.
It is possible to decompile these archives and it can be seen that it would be possible to mod if you could re-compile these archives but exactly there is the problem.
As of now it is not possible to re-compile but someone is working on it...i think /hope^^
It would be Awesome to have a class "Biotic of War" or something with Biotic Charge and Singularity and a few other powers together in one package^^

#840
Guest_Inge Shepard_*

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You can look at my few game clips an see if some of these give you the answer.
If so download my All in One file from my project.

- Inge

#841
JKA_Nozyspy

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phoenixofthunder wrote...
The DLC armors are one-piece (except for Kasumi DLC which is already seperated)


Uhh, i thought we found that there is something in the Kasumi code that forceably stops the helmet from being visible, rather than them already being seperate? :S

Also, has any more progres been made on a .pcc recompiler as of late?

#842
phoenixofthunder

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JKA_Nozyspy wrote...

phoenixofthunder wrote...
The DLC armors are one-piece (except for Kasumi DLC which is already seperated)


Uhh, i thought we found that there is something in the Kasumi code that forceably stops the helmet from being visible, rather than them already being seperate? :S

Also, has any more progres been made on a .pcc recompiler as of late?


That turned out to be a false positive.

Epic Legion hopefully will be back soon

Modifié par phoenixofthunder, 09 mars 2011 - 03:16 .


#843
phoenixofthunder

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AlphaMale37 wrote...

Alright, yeah I kinda figured that's how it would be. Well thanks phoenix, if I decide to get into texmodding I'll look up your stuff :)


10-4. NP=]

#844
Burdokva

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Well, I'll take the mantle of "king of bothersome" and I'll PM Epic Legion in a couple of days. Thumbs crossed he's got something working. :)

#845
Freeride600

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I'm baaaaaaaaaaaaaaack. Haha. Sorry to bug you again, but does anyone have the MDL and texture codes for Cpt. Wasea's armor?

On a side note, i couldn't get Liara's body and head to load via perscribed method mentioned several pages back. I got a critical error unpon trying to load her files. THe other meshes work, though.... so i'm not complaining too much.

edit: i'm still talking about using NPC models as armor. yeah.

Modifié par Freeride600, 11 mars 2011 - 03:58 .


#846
phoenixofthunder

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Freeride600 wrote...

I'm baaaaaaaaaaaaaaack. Haha. Sorry to bug you again, but does anyone have the MDL and texture codes for Cpt. Wasea's armor?

On a side note, i couldn't get Liara's body and head to load via perscribed method mentioned several pages back. I got a critical error unpon trying to load her files. THe other meshes work, though.... so i'm not complaining too much.

edit: i'm still talking about using NPC models as armor. yeah.


Was the error after ME2 launched or before?

As for Wasea: I don't remember the code off the top of my head; but there has been many literal "green" texture issues with getting her armor to work for shepard. Granted there is probably a way of doing so by means of setting a binding to allow useage of casual wear outside of the Normandy.

#847
phoenixofthunder

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Burdokva wrote...

Well, I'll take the mantle of "king of bothersome" and I'll PM Epic Legion in a couple of days. Thumbs crossed he's got something working. :)


Ok please keep us apprised.

#848
Freeride600

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phoenixofthunder wrote...

Freeride600 wrote...

I'm baaaaaaaaaaaaaaack. Haha. Sorry to bug you again, but does anyone have the MDL and texture codes for Cpt. Wasea's armor?

On a side note, i couldn't get Liara's body and head to load via perscribed method mentioned several pages back. I got a critical error unpon trying to load her files. THe other meshes work, though.... so i'm not complaining too much.

edit: i'm still talking about using NPC models as armor. yeah.


Was the error after ME2 launched or before?

As for Wasea: I don't remember the code off the top of my head; but there has been many literal "green" texture issues with getting her armor to work for shepard. Granted there is probably a way of doing so by means of setting a binding to allow useage of casual wear outside of the Normandy.


Ah, ok. Thanks anyway!

The error was when I hit the hotkey to load Liara's seekfreepackages - so after launch. As long as i stayed away from that hotkey, it was all fine.

Now, i've run into a bigger problem...  I kept a backup of my stock C.ini so that I could mod freely. I switched back to it, but it's taken random numbers for SMG ammo count. Numbers that I never even used when modding. While it doesn't crash or anything, it isn't right having nearly 4000 Tempest rounds. Is there anywhere else such data is stored besides the C.ini?

Thanks again.
Edit: nevermind that last part. it fixed itself. :blink:

Modifié par Freeride600, 15 mars 2011 - 05:28 .


#849
Freeride600

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ack. double post. :whistle:

Modifié par Freeride600, 14 mars 2011 - 09:24 .


#850
XCPTNL

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I was wondering if it's possible to remove the skill restrcitions that force you to spend points into a skill to unlock another one. So that all skills are unlocked right from the start of the game and you don't need to spend points for something you might not even want on that build.