ME2 - Modding is Possible III (PC Only)
#926
Posté 06 avril 2011 - 05:15
Does anyone know how either the plot flag to change or the command to add to the keybind?
#927
Posté 06 avril 2011 - 05:30
phoenixofthunder wrote...
jeweledleah wrote...
quick question, sorry if its somewhat silly.
I decided that one of my femsheps should grow her hair out, but because I'm trying to mess with imports as little as possible (just in case) I went with classy hairmesh for her, as its one of the styles you can select in CC. I replaced the hair mesh and all for of the texture parameters I could find, but I'm finding that her hair is kinda cutting into her forehead, it looks like its clipping, not to mention the clipping visor. is it supposed to look like that (first time using that hair mesh), or am I missing something?
thank you in advance.
Probably need to increase the hair vector parameters; or decrease the head vector parameters.
thank you for the reply. not sure how or where I would do that? I went into vector section of raw>morph head, but all I'm seeing is hues/intensity. the clipping is pretty minor, but it still throws me off a little
#928
Posté 06 avril 2011 - 11:09
HunterKYA wrote...
Not sure if this the correct place to ask this question, but I'll go ahead anyway.
Can someone help me better understand how to edit the vector parameters when it comes to editing colors for lips, eyes, hair etc?
I wanted to edit the lip color to my latest FemShep, but without better understanding the coloring vectors, my results have been all over the place. I understand it's a subtle mix of A, B, G, and R, but I'm confused about whether having 0.xxxxxx (x= numbers) increase closer to 1 makes the colors darker or decreasing them closer to 0.0 will make them brighter or vice versa. As I mentioned, I experimented with the vectors (nearly three dozen attempts), though I was no closer to having a clearer understanding.
Any help from someone with experience will be greatly appreciated.
That's kind'a right. What you're reading on the vector numbers is a value of 100%. The 1.0 is 100% of that color value. So, if you were to do all 1.0"s I think you'd get white. While all 0.0's will get you black.
What I do is use a color picker that gives you RGB numbers. Take each number and divide by 256 and you will have the Blue Green Red values to use as the Vector paramters. The A is for the alpha channel. For the most part it will always be 1.0.
For instance, in LotSB Liara mentions Azure being the name of the hotel and the lower areas... so I looked up what RGB was for azure. It's essentially 82; 145; 239 in RGB (red, green, blue).
Blue = 239/256 = 0.93359375 <-- insert this into the B vector
Green = 145/256 = 0.56640625 <-- insert this into the G vector
Rec = 82/256 = 0.3203125 <-- insert this into the R vector
Sometimes I'll play around and add an additional 0 after the decimal point (eg, b vector will be 0.093359375) as long as you match the additionall zeros in each (b,g,r) then if I remember correctly the shade will be the same but the intensity will go up or down.
I'm typing this from memory, so be sure and test a little before taking my word for it
Some color pickers are Kuler , ColorSchemer , ColourLovers , etc. Do a google for color scheme or color picker for others.
#929
Posté 07 avril 2011 - 12:27
jeweledleah wrote...
phoenixofthunder wrote...
jeweledleah wrote...
quick question, sorry if its somewhat silly.
I decided that one of my femsheps should grow her hair out, but because I'm trying to mess with imports as little as possible (just in case) I went with classy hairmesh for her, as its one of the styles you can select in CC. I replaced the hair mesh and all for of the texture parameters I could find, but I'm finding that her hair is kinda cutting into her forehead, it looks like its clipping, not to mention the clipping visor. is it supposed to look like that (first time using that hair mesh), or am I missing something?
thank you in advance.
Probably need to increase the hair vector parameters; or decrease the head vector parameters.
thank you for the reply. not sure how or where I would do that? I went into vector section of raw>morph head, but all I'm seeing is hues/intensity. the clipping is pretty minor, but it still throws me off a little
Should be under here:
raw>morph head>morph features>
#930
Posté 07 avril 2011 - 12:28
durasteel wrote...
Is there a way to change your mind about the Advanced Weapon Training from the collector ship? I'm on my second time through on a Vanguard, and the first time I didn't take the assault rifle. I would like to either change the plot flag (using Gibbed) to show that I did take the AR, or add a keybind to the coalesced to unlock the AR for that character. I do not want to change the coalesced to make every Vanguard character have an AR.
Does anyone know how either the plot flag to change or the command to add to the keybind?
Does this help:
Under
[SFXGame.SFXPlayerSquadLoadoutData]
bNotRegularWeaponGUI=true
Becomes:
bNotRegularWeaponGUI=false
?
#931
Posté 07 avril 2011 - 12:43
phoenixofthunder wrote...
jeweledleah wrote...
phoenixofthunder wrote...
jeweledleah wrote...
quick question, sorry if its somewhat silly.
I decided that one of my femsheps should grow her hair out, but because I'm trying to mess with imports as little as possible (just in case) I went with classy hairmesh for her, as its one of the styles you can select in CC. I replaced the hair mesh and all for of the texture parameters I could find, but I'm finding that her hair is kinda cutting into her forehead, it looks like its clipping, not to mention the clipping visor. is it supposed to look like that (first time using that hair mesh), or am I missing something?
thank you in advance.
Probably need to increase the hair vector parameters; or decrease the head vector parameters.
thank you for the reply. not sure how or where I would do that? I went into vector section of raw>morph head, but all I'm seeing is hues/intensity. the clipping is pretty minor, but it still throws me off a little
Should be under here:
raw>morph head>morph features>
I looked but all I have is
Hair_splitSide=0
Hair_sidePart=0
Hair_pulledBackBig=0
nothing with Head in it at all. do I need to add new parameters? I think I'm using the latest gibbed.
#932
Posté 07 avril 2011 - 12:50
jeweledleah wrote...
phoenixofthunder wrote...
jeweledleah wrote...
phoenixofthunder wrote...
jeweledleah wrote...
quick question, sorry if its somewhat silly.
I decided that one of my femsheps should grow her hair out, but because I'm trying to mess with imports as little as possible (just in case) I went with classy hairmesh for her, as its one of the styles you can select in CC. I replaced the hair mesh and all for of the texture parameters I could find, but I'm finding that her hair is kinda cutting into her forehead, it looks like its clipping, not to mention the clipping visor. is it supposed to look like that (first time using that hair mesh), or am I missing something?
thank you in advance.
Probably need to increase the hair vector parameters; or decrease the head vector parameters.
thank you for the reply. not sure how or where I would do that? I went into vector section of raw>morph head, but all I'm seeing is hues/intensity. the clipping is pretty minor, but it still throws me off a little
Should be under here:
raw>morph head>morph features>
I looked but all I have is
Hair_splitSide=0
Hair_sidePart=0
Hair_pulledBackBig=0
nothing with Head in it at all. do I need to add new parameters? I think I'm using the latest gibbed.
You are looking under the collection box next to morph features?
If nothing is there; look under:
raw>morph head>OFFSET BONES>
Modifié par phoenixofthunder, 07 avril 2011 - 12:53 .
#933
Posté 07 avril 2011 - 01:00
offset bones, doesn't seem to have hair options, but there's
headbase=2.997133, -1.742783, 0.001420987
who would have thought that changing from one default hair to another default hair would be such an adventure o_O
#934
Posté 07 avril 2011 - 01:13
jeweledleah wrote...
yep, I was looking in a collection.
offset bones, doesn't seem to have hair options, but there's
headbase=2.997133, -1.742783, 0.001420987
who would have thought that changing from one default hair to another default hair would be such an adventure o_O
X=2.997133 (Horizontal)
Y=-1.742783 (Vertical)
Z=0.001420987(Depth)
I'd try decreasing the Z - Axis mi-nutely. Till the clipping ceases.
Modifié par phoenixofthunder, 07 avril 2011 - 01:13 .
#935
Posté 07 avril 2011 - 01:16
durasteel wrote...
Is there a way to change your mind about the Advanced Weapon Training from the collector ship? I'm on my second time through on a Vanguard, and the first time I didn't take the assault rifle. I would like to either change the plot flag (using Gibbed) to show that I did take the AR, or add a keybind to the coalesced to unlock the AR for that character. I do not want to change the coalesced to make every Vanguard character have an AR.
Does anyone know how either the plot flag to change or the command to add to the keybind?
You can easily add the weapon via gibbed, or even better (since it doesn't violate your save game) create a psuedo console.
In c.ini create a bind that executes a text file.
At the end of [SFXGame.SFXGameModeBase] add:
;;--------------------CustomBinds-------------------------- Bindings=( Name="End", Command="exec AR.txt" )
You can use whatever key or filename you want.
Go to
...\\Documents\\BioWare\\Mass Effect 2\\Binaries, File menu, New, Text Document. Name it AR.txt
If your file extension are hidden you'll just name it AR.
It would be better to set your folders to show file extensions, though. Even if you think they are shown, go to View menu, folder options, View tab, and ensure hide file extension is unchecked, apply, and apply to folders. Otherwise you could create a file actually named AR.txt.txt and this won't work.
Open AR.txt and add the following:
GiveItem self SFXWeapon_AssaultRifle
Replace "SFXWeapon_AssaultRifle" with the weapon you want, ie: SFXWeapon_Needler ; SFXWeapon_MachineGun ; or possible dlc weapons, which I haven't tested.
So, if you want the Revnant it would be
GiveItem self SFXWeapon_MachineGun
Save and close the text file.
Some things that may keep this from working:
You defined a key that is in use or doesn't exist. Look at the c.ini for what's in use.
You didn't name the text file exactly as it's listed in the binding.
You didn't check the file extension visibillity and the file is actually nameed whatever.txt.txt
You didn't place the text file in the Binaries folder. If you don't have a bioware folder in your documents, then place the text file in the binaries folder where you installed the game. You will not create a binaries folder one will already exist.
If everything was done correctly when you press End (as in the example binding above) you will get an assault rifle on shep's back.
This technique is temporary. You'll have to press the button every mission...
Modifié par RGFrog, 07 avril 2011 - 01:18 .
#936
Posté 07 avril 2011 - 01:57
phoenixofthunder wrote...
jeweledleah wrote...
yep, I was looking in a collection.
offset bones, doesn't seem to have hair options, but there's
headbase=2.997133, -1.742783, 0.001420987
who would have thought that changing from one default hair to another default hair would be such an adventure o_O
X=2.997133 (Horizontal)
Y=-1.742783 (Vertical)
Z=0.001420987(Depth)
I'd try decreasing the Z - Axis mi-nutely. Till the clipping ceases.
hooo boy. so I kept offsetting it and offsetting it - the hair clipping didn't change...but her face looks completely shifted to the side (her left). its like I edited the lower part of the face only, with her forehead remaining unchanged
#937
Posté 07 avril 2011 - 05:23
I'm currently making ''the squad mod'' which allows the player to play as any character.
Does someone knows the code for Morinth head mesh?
i'm trying to make all squadmates playable by loading their data packages through the numpad, and O have been able to find the face code for all other squadmates, but my guess is that since Morinth is using Samara's model, her face mesh is not stored in the same way other squadmates are.
But if someone knows the code, i can start from there and
BTW, you may ask why the hell i want Morinth, but since i am a completionist i wan't to have every squadmate included.
Modifié par Fixers0, 07 avril 2011 - 05:49 .
#938
Posté 07 avril 2011 - 05:46
#939
Posté 07 avril 2011 - 06:53
BIOG_ASA_HED_PROMorph_R.Morinth.ASA_HED_PROMorinth
Here's a little bonus--Ashley's:
BIOG_HMF_PROMorph_R.PROAshley.HMF_HED_PRO_Ashley_MDL_LOD0
To get Ash to load, I usually use Onlyloadlevel BioD_HorCr1_303AshKaidan
Modifié par David Hingtgen, 07 avril 2011 - 06:56 .
#940
Posté 08 avril 2011 - 08:50
Also, a request for myself - can anyone send me a few of ME2's shader configuration files? I'm thinking about starting a new Mass Effect (1) play-through, but using some tweaks from ME2s graphic settings... however, I forgot to make a backup of the files before I uninstalled it.
#941
Posté 08 avril 2011 - 09:43
phoenixofthunder wrote...
Found one!:
Uploaded with PhotoBucket
Here is T.I.M.'s code:
(Male="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MAT_1b",
Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_3a"),PlotFlag=-1)
Now if BW would just upload that to their boards for everyone to use :-p
Headaches have been bad this week, but it seems it's sinus headaches, made a lot worse by that crazy nerve on my face. Sinus meds help.
And thank you very much for the codes. Will be around the PC w/ME2 on it tomorrow, so I'll play with the code then. Good ol' TIM...this will be fun :-p
#942
Posté 08 avril 2011 - 10:55
Spruebox wrote...
Now if BW would just upload that to their boards for everyone to use :-pphoenixofthunder wrote...
Found one!:
Uploaded with PhotoBucket
Here is T.I.M.'s code:
(Male="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MAT_1b",
Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_3a"),PlotFlag=-1)
Headaches have been bad this week, but it seems it's sinus headaches, made a lot worse by that crazy nerve on my face. Sinus meds help.
And thank you very much for the codes. Will be around the PC w/ME2 on it tomorrow, so I'll play with the code then. Good ol' TIM...this will be fun :-p
[smilie]http://i132.photobucket.com/albums/q11/lalacreek/smiley/bow.gif[/smilie]
Modifié par phoenixofthunder, 08 avril 2011 - 10:55 .
#943
Posté 08 avril 2011 - 10:56
Burdokva wrote...
Hey guys, some bad news - it's more than three weeks since I PMed EpicLegion about his WIP .pcc compiler... either he's out from the forums because of Dragon Age II, or he didn't want to repky for some reason. Maybe if someone else would send him another kind request for info? So we could at least know if there's still a slim chance for a compiler or none at all.
Also, a request for myself - can anyone send me a few of ME2's shader configuration files? I'm thinking about starting a new Mass Effect (1) play-through, but using some tweaks from ME2s graphic settings... however, I forgot to make a backup of the files before I uninstalled it.
Here's mine:
[SystemSettings]
StaticDecals=True
DynamicDecals=True
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=False
DirectionalLightmaps=True
MotionBlur=True
DepthOfField=True
Bloom=True
QualityBloom=True
Distortion=True
DropParticleDistortion=False
SpeedTreeLeaves=True
SpeedTreeFronds=True
OnlyStreamInTextures=False
LensFlares=True
FogVolumes=True
FloatingPointRenderTargets=True
Trilinear=False
OneFrameThreadLag=True
UseVsync=True
UpscaleScreenPercentage=True
Fullscreen=True
AllowD3D10=False
EnableHighPolyChars=False
SkeletalMeshLODBias=0
ParticleLODBias=0
DetailMode=2
ShadowFilterQualityBias=0
MaxAnisotropy=4
MaxMultisamples=1
MinShadowResolution=32
MaxShadowResolution=512
ResX=1280
ResY=720
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
FoliageDrawRadiusMultiplier=1.000000
ShadowTexelsPerPixel=2.000000
MaxCharacterCinematicLightingPasses=3
EnableLightEnvSHLights=True
FilmGrain=True
MaxSamplerFilter=2
DisableAudio=False
HighQualityAudio=True
SmoothFrameRate=True
MaxSmoothedFrameRate=82
MinSmoothedFrameRate=72
#944
Posté 08 avril 2011 - 10:57
Seboist wrote...
Quick question: What does "RP105A Expose quest completed gave info" refer to in the gibbed save game editor?
Never really thought about it. But after analysing it I come to this:
Maybe it covers the exposure of Saren.
#945
Posté 08 avril 2011 - 10:58
jeweledleah wrote...
hooo boy. so I kept offsetting it and offsetting it - the hair clipping didn't change...but her face looks completely shifted to the side (her left). its like I edited the lower part of the face only, with her forehead remaining unchangedphoenixofthunder wrote...
X=2.997133 (Horizontal)jeweledleah wrote...
yep, I was looking in a collection.
offset bones, doesn't seem to have hair options, but there's
headbase=2.997133, -1.742783, 0.001420987
who would have thought that changing from one default hair to another default hair would be such an adventure o_O
Y=-1.742783 (Vertical)
Z=0.001420987(Depth)
I'd try decreasing the Z - Axis mi-nutely. Till the clipping ceases.
#946
Posté 10 avril 2011 - 06:36
Ive been modding this game for a while now and one thing I can't seem to get is how to spawn squadmates with their breathers regardless of environment. Is there a way to do this? (Example: Selecting Thane and having him appear in game with his breather (which looks badass))
I wonder if this is something that needs to be binded through the C.ini or just something hardcoded when an level is loaded: (if env = no air -> load squadmate breather)
Any help would be appreciated.
Modifié par g54, 11 avril 2011 - 06:47 .
#947
Posté 11 avril 2011 - 08:01
If we could see the debug code we could probably run a psuedo console script that makes the call...
#948
Posté 11 avril 2011 - 10:34
RGFrog wrote...
It's a function of bHasBreather=True being in the helmet appearance line in conjunction with some code with the level that denotes it's use.
If we could see the debug code we could probably run a psuedo console script that makes the call...
You can't do that using scripts/console. However, this can be achieved using C++ game hooks. Did this few months ago, here's screen (SetScale + breather):
http://social.biowar...01325/73996.jpg
#949
Posté 12 avril 2011 - 01:58
#950
Posté 12 avril 2011 - 04:30
Epic Legion wrote...
RGFrog wrote...
It's a function of bHasBreather=True being in the helmet appearance line in conjunction with some code with the level that denotes it's use.
If we could see the debug code we could probably run a psuedo console script that makes the call...
You can't do that using scripts/console. However, this can be achieved using C++ game hooks. Did this few months ago, here's screen (SetScale + breather):
http://social.biowar...01325/73996.jpg
Yes I saw your earlier post and had a feeling it was true that it couldn't be done with console/script. But I kept trying lines/bindings (I'm persistant like that:D).
I wonder though since your old link to unhood (the one you modified) no longer works would the original still work? Would it be possible to repost that link you had before?





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