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ME2 - Modding is Possible III (PC Only)


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#876
Jarys

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Freeride600 wrote...

alright, first... Liara doesn't have any dialogue for "normal" missions. Sometimes she doesn't even show up in the cutscenes. Still, she's useful as a teammate. 

Second, as I recall, Miri's visor is part of the model, and they haven't figured out how to seperate it yet.


someone figured out how >.<

http://img42.imagesh...8/collage2h.jpg

#877
phoenixofthunder

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Jarys wrote...

Freeride600 wrote...

alright, first... Liara doesn't have any dialogue for "normal" missions. Sometimes she doesn't even show up in the cutscenes. Still, she's useful as a teammate. 

Second, as I recall, Miri's visor is part of the model, and they haven't figured out how to seperate it yet.


someone figured out how >.<

http://img42.imagesh...8/collage2h.jpg


That is the sentry visor.

#878
Axeface

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phoenixofthunder wrote...

Axeface wrote...

Looking for some help.
I've made myself a new shep using jacobs textures, but theres a problem. His teeth are brown. I tried changing the teeth vector color but no joy, they stay brown. Any clues as to why?
Praying ME3 import feature is robust enough to allow the texture change.

Help appreciated, and heres a pic.



Which color channel values have been changed?
Red, Blue, Green?
Have you tried changing the Alpha?


I didnt try that because I didnt think it would effect colour, could be strange and though. I'll check.
Wont the teeth go transparent though? :D

#879
benletwin

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For the longest time I thought ME2 had next to no modding possibilities, so it's cool to see that it's so flexible.

Forgive me for not digging through the threads, but what I'd really like to do is make the AI approach the player more.  Easily my biggest issue with ME2 is how most enemies just sit behind cover forever (this is what they did when I played the game early last year...).  If there's some way to get AI to spend less time in cover and approach me more I'd be pretty thrilled.  The best combat moments for me are when the enemies are forcing you to reposition, and enemies just sitting behind cover totally spoils the tension because I can just do the same.  I suppose letting the enemy regenerate health would be a good alternative as well...

Thanks in advance.

Modifié par benletwin, 27 mars 2011 - 04:27 .


#880
Cellander

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Is there any way to adjust the camera speed while in FlyCam mode? I would like the camera to move slower in order to get smoother videos.

I really hope someone can help me out on this.

#881
Big stupid jellyfish

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Cellander wrote...

Is there any way to adjust the camera speed while in FlyCam mode? I would like the camera to move slower in order to get smoother videos.

I really hope someone can help me out on this.


Been wondering myself. In the end I've found out that FlyCam + some small value for the field of view (FOV) give the desired effect.

The default FOV for the game is 70, if I'm not mistaken. You can try and specify this in your .ini file under [SFXGame.SFXGameModeDefault] section:

Bindings=( Name="NumPadOne", Command="FOV 10" )
Bindings=( Name="NumPadTwo", Command="FOV 20" )
...etc.

The smaller FOV, the slower and smoother camera moves while in FlyCam mode. But it might be tricky to get the desired footage as small FOV makes all objects seem to be closer to the camera than they really are. You'd have to experiment here.

You also have to re-load to get back to game's default FOV.

Hope that helps. =)

#882
Cellander

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Big stupid jellyfish wrote...

Cellander wrote...

Is there any way to adjust the camera speed while in FlyCam mode? I would like the camera to move slower in order to get smoother videos.

I really hope someone can help me out on this.


Been wondering myself. In the end I've found out that FlyCam + some small value for the field of view (FOV) give the desired effect.

The default FOV for the game is 70, if I'm not mistaken. You can try and specify this in your .ini file under [SFXGame.SFXGameModeDefault] section:

Bindings=( Name="NumPadOne", Command="FOV 10" )
Bindings=( Name="NumPadTwo", Command="FOV 20" )
...etc.

The smaller FOV, the slower and smoother camera moves while in FlyCam mode. But it might be tricky to get the desired footage as small FOV makes all objects seem to be closer to the camera than they really are. You'd have to experiment here.

You also have to re-load to get back to game's default FOV.

Hope that helps. =)


I'll try that and see what I can make out of it. However it would be nice to find a variable for the actual speed, it should be there somewhere. Something must decide its speed. It would be nice to have a slower moving camera no matter what FOV you use. But I'll try it thanks for the tip. :)

#883
Big stupid jellyfish

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Cellander wrote...

Big stupid jellyfish wrote...
*snip*


I'll try that and see what I can make out of it. However it would be nice to find a variable for the actual speed, it should be there somewhere. Something must decide its speed. It would be nice to have a slower moving camera no matter what FOV you use. But I'll try it thanks for the tip. :)


Let me know should you find one! The tip might be useful for me as well. )

#884
Cellander

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Big stupid jellyfish wrote...

Cellander wrote...

Big stupid jellyfish wrote...
*snip*


I'll try that and see what I can make out of it. However it would be nice to find a variable for the actual speed, it should be there somewhere. Something must decide its speed. It would be nice to have a slower moving camera no matter what FOV you use. But I'll try it thanks for the tip. :)


Let me know should you find one! The tip might be useful for me as well. )


I tried to switch between different FOVs but I didn't feel any significant difference in terms of speed. It would have been so nice to be able to adjust the speed of the camera! :blush:

Modifié par Cellander, 28 mars 2011 - 12:26 .


#885
Spruebox

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phoenixofthunder wrote...
Did you load his required PCC?
And also insert the armor locker binding into SFXGameModeDefault:
Bindings=( Name="NumPadOne" ,Command="OnlyLoadLevel BioD_Nor_000Cabin | OnTap 2.0 showmenu | OnTap
3.0 OpenGUI Personalization" )
?


Hey, thanks for the reply and sorry for the slow response (been having trouble with a nerve in my face and some days are rougher than others :( ).  Anyways...

-I added in his codes for [SFXGame.SFXPawn_Player] (head, body and torso...I used the codes you posted earlier in this thread). 

-I added in the veteran_00 and veteran_01 codes for [Engine.PackagesToAlwaysCook] (I have the full codes...just no need to clutter up thread with full ones unless requested :) ). 

-I put the bindings for him and the locker you posted above into [SFXGameModeBase] & [SFXGameModeDefault]  (one above is only in gamemode, though). 

-I did the same with Garrus and he worked, but Zaeed would not (except that if I had Z in my party, the game noticed and when I'd hit his binding, it would show no loading, which means that at least is right...I could not get his skin to load in the locker regardless of whether he was in party or not, though I did get a really amusing bug with a headless Shepard...I loved that).  

-I was using your condensed guide from earlier in the thread in regards to the easier way to load without the background streaming (and partially using the one you quoted and condensed from).

-I know I am doing something wrong, but I don't know what.  Something I did notice was that for all of Zaeed's codes, all of the ID numbers were #.  That is correct, right?   Just wanted to make sure (as I said, I am new to the modding of this game, so apologizes for stupid questions).

Thanks again, Phoenix :)

#886
phoenixofthunder

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Spruebox wrote...

*Snip*

-I know I am doing something wrong, but I don't know what.  Something I did notice was that for all of Zaeed's codes, all of the ID numbers were #.  That is correct, right?   Just wanted to make sure (as I said, I am new to the modding of this game, so apologizes for stupid questions).

Thanks again, Phoenix :)


This becomes the next number in that section of your [SFXGame.SFXPawn_Player] subsection.

IE:
[Torso/CasualAppearances=(Id=0,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................
[Torso/CasualAppearances=(Id=1,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................
[Torso/CasualAppearances=(Id=2,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................
[Torso/CasualAppearances=(Id=3,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................
[Torso/CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................

[Torso/CasualAppearances=(Id=0,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................
[Torso/CasualAppearances=(Id=1,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................
[Torso/CasualAppearances=(Id=2,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................
[Torso/CasualAppearances=(Id=3,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................
[Torso/CasualAppearances=(Id=4,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................

Modifié par phoenixofthunder, 28 mars 2011 - 03:56 .


#887
phoenixofthunder

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Cellander wrote...

Big stupid jellyfish wrote...

Cellander wrote...

Big stupid jellyfish wrote...
*snip*


I'll try that and see what I can make out of it. However it would be nice to find a variable for the actual speed, it should be there somewhere. Something must decide its speed. It would be nice to have a slower moving camera no matter what FOV you use. But I'll try it thanks for the tip. :)


Let me know should you find one! The tip might be useful for me as well. )


I tried to switch between different FOVs but I didn't feel any significant difference in terms of speed. It would have been so nice to be able to adjust the speed of the camera! :blush:


This of any help?

Modifié par phoenixofthunder, 28 mars 2011 - 03:57 .


#888
phoenixofthunder

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benletwin wrote...

For the longest time I thought ME2 had next to no modding possibilities, so it's cool to see that it's so flexible.

Forgive me for not digging through the threads, but what I'd really like to do is make the AI approach the player more.  Easily my biggest issue with ME2 is how most enemies just sit behind cover forever (this is what they did when I played the game early last year...).  If there's some way to get AI to spend less time in cover and approach me more I'd be pretty thrilled.  The best combat moments for me are when the enemies are forcing you to reposition, and enemies just sitting behind cover totally spoils the tension because I can just do the same.  I suppose letting the enemy regenerate health would be a good alternative as well...

Thanks in advance.


If you initiate first fire.......
Does this work for you?:huh:

#889
phoenixofthunder

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Axeface wrote...

phoenixofthunder wrote...

Axeface wrote...

Looking for some help.
I've made myself a new shep using jacobs textures, but theres a problem. His teeth are brown. I tried changing the teeth vector color but no joy, they stay brown. Any clues as to why?
Praying ME3 import feature is robust enough to allow the texture change.

Help appreciated, and heres a pic.



Which color channel values have been changed?
Red, Blue, Green?
Have you tried changing the Alpha?


I didnt try that because I didnt think it would effect colour, could be strange and though. I'll check.
Wont the teeth go transparent though? :D


Possibly. I was just thinking that reducing it some; may take away some of the brown.
Though nothing can be certain till tried.

#890
Axeface

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phoenixofthunder wrote...

Axeface wrote...

phoenixofthunder wrote...

Axeface wrote...

Looking for some help.
I've made myself a new shep using jacobs textures, but theres a problem. His teeth are brown. I tried changing the teeth vector color but no joy, they stay brown. Any clues as to why?
Praying ME3 import feature is robust enough to allow the texture change.

Help appreciated, and heres a pic.



Which color channel values have been changed?
Red, Blue, Green?
Have you tried changing the Alpha?


I didnt try that because I didnt think it would effect colour, could be strange and though. I'll check.
Wont the teeth go transparent though? :D


Possibly. I was just thinking that reducing it some; may take away some of the brown.
Though nothing can be certain till tried.


Thanks again.

I tried the alpha, didnt work. I think that the head is actually using Jacobs teeth tex too. Not sure, but perhaps this is why the colour wont change. I tried changing the skin tone (Had to set it to pure white as if you dont the char is too dark), but that didnt work either.

Dont suppose anyone knows what texture entry to add to change the teeth texture?

#891
Crunchyinmilk

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Cellander wrote...
Is there any way to adjust the camera speed while in FlyCam mode? I would like the camera to move slower in order to get smoother videos.


Flycam uses the same movement variable as moving Shepard around and that cerberus vehicle too.

Bindings=(Name="MoveForward",Command="Axis aBaseY Speed=0.1" )
Bindings=(Name="MoveBackward",Command="Axis aBaseY Speed=-0.1")
Bindings=(Name="StrafeLeft",Command="Axis aStrafe Speed=-0.1")
Bindings=(Name="StrafeRight",Command="Axis aStrafe Speed=+0.1")


You can reduce the value by using lower values than 0.1 (ie:0.05) but this will ALSO reduce Shepard's movement speed if you just edit these under GameModeBase.

You can comment out the above in the GameModeBase section and throw it into each the individual sections: GameModeDefault, GameModeCinematic, GameModeConversation, GameModeVehicle. Setting individual movement rates for each section (should work in theory) remembering you'll also need movement binds in each section, not just GameModeDefault so you have navigation keys (ie ASDW).

I hated the cerberus vehicle sections so I increased the movement speed by doing something similar to the above.

[SFXGame.SFXGameModeVehicle]
Bindings=( Name="MoveForward_FAST",Command="Axis aBaseY Speed=2.0" )
Bindings=( Name="MoveBackward_FAST",Command="Axis aBaseY Speed=-2.0" )
Bindings=( Name="StrafeLeft_FAST",Command="Axis aStrafe Speed=-2.0" )
Bindings=( Name="StrafeRight_FAST",Command="Axis aStrafe Speed=+2.0" )
Bindings=( Name="S",Command="MoveBackward_FAST",Alt=True )
Bindings=( Name="W",Command="MoveForward_FAST",Alt=True )
Bindings=( Name="A",Command="StrafeLeft_FAST",Alt=True )
Bindings=( Name="D",Command="StrafeRight_FAST",Alt=True )
Bindings=( Name="MouseX",Command="Count bXAxis | Axis aMouseX")
Bindings=( Name="MouseY",Command="Count bYAxis | Axis aMouseY")
Bindings=( Name="A", Command="PC_StrafeLeft" )
Bindings=( Name="D", Command="PC_StrafeRight" )
Bindings=( Name="W", Command="PC_MoveForward" )
Bindings=( Name="S", Command="PC_MoveBackward" )


Holding ALT + Direction key in the vehicle moves faster.

NB: Taking the 'Moveforward' etc bits out of GameModeBase is critical if you want to go SLOWER, because if you leave it there any changes to aStrafe and aBaseY in the individual game modes are always additive. Setting a really low setting in these sections won't slow down the movement, it'll just add a tiny bit TO the setting in GameModeBase.

NB2: Apologies if confusing, game not installed and going from memory.

#892
Khaos2000

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Wish there was a search button... ah well. Is there any way to mod Aria's outfit as useable for 'armor' on Femshep? I don't care if it add's any stats or not, just am curious if it's possible to do with custom armor mod. The armor mods I've seen so far have just taken normal standard casual outfits and turned them into armor, but, I have seen some people in Jack's biker outfit that was modded for example, so was curious. Thanks! I'd love to have Aria's outfit for my next adept or vanguard playthrough.

#893
Cellander

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Crunchyinmilk wrote...

Cellander wrote...
Is there any way to adjust the camera speed while in FlyCam mode? I would like the camera to move slower in order to get smoother videos.


Flycam uses the same movement variable as moving Shepard around and that cerberus vehicle too.

Bindings=(Name="MoveForward",Command="Axis aBaseY Speed=0.1" )
Bindings=(Name="MoveBackward",Command="Axis aBaseY Speed=-0.1")
Bindings=(Name="StrafeLeft",Command="Axis aStrafe Speed=-0.1")
Bindings=(Name="StrafeRight",Command="Axis aStrafe Speed=+0.1")


You can reduce the value by using lower values than 0.1 (ie:0.05) but this will ALSO reduce Shepard's movement speed if you just edit these under GameModeBase.


This solved my problem! :D
I just changed the speed values under GameModeBase and it made the FlyCam move slower. I'll just switch back to the original Coalesced.ini when I'm done recording. Thank you very much!

#894
Guest_Inge Shepard_*

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If you will see how my AIO files work, then look at my last video upload named ME2 Part 1.
Let us see how the next (last) DLC can be modded. :huh:

- Inge

Modifié par Inge Shepard, 28 mars 2011 - 08:01 .


#895
Khaos2000

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Ok, I need some help from all you guru's. I grabbed http://social.biowar...m/project/3145/ and it said to grab http://social.biowar...m/project/2015/ and http://social.biowar...m/project/2295/ to use it... so I grab those, but they direct me to massively huge threads that are very overwhelming to a new modder like me. I would absolutely love to get Aria's outfit into the game as playable armor for my femshep (Would prefer white to blue but, if I can figure out how to edit/mod the mod I can do that myself).

What I need is... how do I even get the mod into the game to begin with? This is all very very very confusing and you guys just put so much code out there I'm not even sure where to begin.

Note: Yes, I have read the first posts of this thread and the Modding is possible II thread etc, I guess I am just a moron, step by step's would be awesome. Obviously for the PC here.

#896
benletwin

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phoenixofthunder wrote...
If you initiate first fire.......
Does this work for you?:huh:


If the enemies move out of cover to attack my teammates more as opposed to standing behind it forever, then it kind of helps...

I am actually running the game in a window right now and enemies just stand behind cover forever and fire at Shepard.  This also happens in very close quarters as well.  I'm not sure why Bioware programmers thought this was a good idea since it just turns the game into a test of patience at times.  Enemies should systematically approach the player and FORCE him out of cover.

I'm looking through some AI stuff in the INI right now...

[SFXGame.BioAIController]
EnemyDistance_Melee=300.f
EnemyDistance_Short=600.f
EnemyDistance_Medium=1800.f
EnemyDistance_Long=3600.f
InterpEnemyLocSpeed=0.15f
Response_MinEnemySeenTime=1.0f
Response_MinEnemyHearTime=0.5f
AI_Acc_Base=0.01
AI_Acc_Target=0.01
AI_Acc_InstabilityDecayRate=0.5
AI_AccMod_Move=0.1
AI_AccMod_TargMove=0.15
AI_AccMod_BriefAcquire=0.25
AI_AccMod_BriefVisibility=0.15
AI_AccMod_ShortRange=-0.15
AI_AccMod_MediumRange=-0.05
AI_AccMod_LongRange=0.0
bDebug_AI=false
bDebug_AIRange=false
bDebug_AIEnemyList=false
bAILogging=false
bAILogToWindow=true
[SFXGame.SFXAI_Core]
bUseTicketing=true
[SFXGame.SFXAI_Krogan]
fKroganChargeTurnSpeed=40.0f
[SFXGame.SFXAI_LightMech]
AI_Acc_Base=0.01
[SFXGame.SFXAI_Henchman]
m_bAllowInstantPowerWhileVisible=false
[IniVersion]
0=3263424257.000000


I'm going to try playing around with these a bit, wish me luck.

If anyone is familiar with these "values" please tell me whatever you can about them.

Modifié par benletwin, 28 mars 2011 - 10:36 .


#897
Khaos2000

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And thanks to ELE08 I've got what I wanted! Now, to figure out why ,bHasBreather=False isn't working... hmmm... hollow sounding Shep for the loss...

#898
RGFrog

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Sorry, spent the last hour searching and re-reading my own notes to no avail.

I thought that at one time I'd added other class's passives to my shep. But it seems that I'm only able to load the current class's two evolved passives?

Can anyone point me to the old thread on how to do this? Passives, that is. I'm having no problem adding any and all "powers", just passives :(

*** edit ***

LOL, figured it out... Added to [SFXGame.SFXEngine]

DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_SentinelPassive",SeekFreePackageName="SFXCharacterclass_Sentinel")


Need to do this for all the passive powers now... don't know why I hadn't already done this :pinched:

Modifié par RGFrog, 29 mars 2011 - 02:54 .


#899
Avrithor

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Uh, so after loading up the game for the first time in awhile to play Arrival, I noticed when talking to Samara after the mission that somehow, my save has been jacked up because it thinks I destroyed the Collector base when I actually did not. Is there any way to fix this? I'd rather not go back and replay stuff if I don't have to. Also makes me wonder what other choices may have been flipped!

As far as I can tell, Gibbed's doesn't let you see or change ME2 plot flags, just the ME1 ones.

#900
Spruebox

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phoenixofthunder wrote...
This becomes the next number in that section of your [SFXGame.SFXPawn_Player] subsection.

IE:
[Torso/CasualAppearances=(Id=0,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................
[Torso/CasualAppearances=(Id=1,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................
[Torso/CasualAppearances=(Id=2,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................
[Torso/CasualAppearances=(Id=3,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................
[Torso/CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................

[Torso/CasualAppearances=(Id=0,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................
[Torso/CasualAppearances=(Id=1,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................
[Torso/CasualAppearances=(Id=2,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................
[Torso/CasualAppearances=(Id=3,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................
[Torso/CasualAppearances=(Id=4,Type=CustomizableType_Torso,Mesh=(Male="BIO...............................


I see now!  I will not be around the PC version until Friday night, but I will mod it again then and post my results.  Thank you so much!  :)  (kinda feel like an idiot now, but I usually do when my problems end up being so simple :-p )  Pretty sure it will def work now :)