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ME2 - Modding is Possible III (PC Only)


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#951
Vertigo_1

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RGFrog wrote...

wow, can't make out anything from that pic... what is it you're trying to show?


Posted Image

from this post

Modifié par g54, 12 avril 2011 - 04:32 .


#952
Collider

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Is there a way to fix the green texture issue? I've tried loading Joker's head for example. It shows up, but his face texture is tinted green.

#953
Epic Legion

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g54 wrote...

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?


There:
http://b4rt.rootnode.../site/downloads

#954
RGFrog

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ROFL, sorry Epic, pattern recognition fail. I think it was the size of Miri's fun bags that caused me to be unable to see anything but a dark shep infront of a white reaper(?)... hehe

#955
durasteel

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RGFrog wrote...

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:

[...snip...]

This technique is temporary. You'll have to press the button every mission...


Thanks, I found out how to actually fix it, though.

I added a keybind with the following commands:
SetIntByName Wpn_BonusAssaultRifle 1
SetIntByName Wpn_BonusSniperRifle 0

If you want to turn on the shotgun, it is
SetIntByName Wpn_BonusShotgun 1

I suppose you could turn on all 3, but if you have a machine pistol you would exceed your 5 weapon maximum.  Haven't tried it, would expect bad things to happen.

#956
00_Gundam

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is there any way to make the helmets we wear invisible while still keeping their stats?

#957
phoenixofthunder

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00_Gundam wrote...

is there any way to make the helmets we wear invisible while still keeping their stats?


You mean the game bonuses? If so; you could make a dummy helmet preset in the [SFXGame.SFXPawn_Player] C.INI section.

And add the desired GameEffects' code after the blank MDL code.

Modifié par phoenixofthunder, 14 avril 2011 - 11:47 .


#958
Darman

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Hey there, it doesn't happen very often that I have to ask something about Mass Effect 2 modding, but I just bought a new top graphic PC and a bigger monitor and once again recognized how bad the textures actually are. I know there are some parts of the coalesced that deal with that like

TEXTUREGROUP_Environment_2048=(MinLODSize=256,MaxLODSize=2048,LODBias=-1)

but I never got used to this. So my question is: is it possible to improve the resolution and quality of textures, maybe with those lines of the coalesced?

Hope you guys know an answer for this.

#959
phoenixofthunder

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[quote]Darman wrote...

Hey there, it doesn't happen very often that I have to ask something about Mass Effect 2 modding, but I just bought a new top graphic PC and a bigger monitor and once again recognized how bad the textures actually are. I know there are some parts of the coalesced that deal with that like

TEXTUREGROUP_Environment_2048=(MinLODSize=256,MaxLODSize=2048,LODBias=-1)

but I never got used to this. So my question is: is it possible to improve the resolution and quality of textures, maybe with those lines of the coalesced?

Hope you guys know an answer for this.[/quote]


This is an excerpt from tweakguides.com's Mass Effect 1 page...
But still relevant....


[quote]
[TextureLODSettings]
TEXTUREGROUP_LightAndShadowMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0)

There are a range of TEXTUREGROUP settings in this section relating to the Level of Detail (LOD) of different aspects of the game world, objects, characters, and lighting among other things. These are essentially supposed to control the level of detail and quality of objects and textures as they recede into the distance. Each has a MinLODSize, a MaxLODSize and LODBias which you can experiment with to alter image quality. By raising MinLODSize as well as MaxLODSize, and lowering LODBias, you should be able to get better image quality. However in practice not only will the game crash if you use certain values, there also appears to be absolutely no improvement in image quality even when correct values are used.

Modifié par phoenixofthunder, 14 avril 2011 - 09:42 .


#960
Collider

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Collider wrote...

Is there a way to fix the green texture issue? I've tried loading Joker's head for example. It shows up, but his face texture is tinted green.

No thoughts whatsoever?

#961
Captain_Obvious_au

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Good to see you back Epic! Any success on the PCC compiler?

#962
phoenixofthunder

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Captain_Obvious_au wrote...

Good to see you back Epic! Any success on the PCC compiler?


Yes please keep us updated. :wizard::innocent:

#963
phoenixofthunder

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Collider wrote...

Collider wrote...

Is there a way to fix the green texture issue? I've tried loading Joker's head for example. It shows up, but his face texture is tinted green.

No thoughts whatsoever?


Could you kindly post a picture and the code being used and I'll see if we can't resolve the issue.:innocent:;)

#964
Collider

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Posted Image
I did eventually get it fixed, although I'm not sure why the methods I used got it working. And the methods I used were tedious (switching from the armor and casual tabs repeatedly), so if there is an easy way to fix the issue...

For anyone else who has had the same issue as me - Joker, Kaidan, and Anderson's head models don't seem to work (or work well) with the default John Sheploo male Shepard head. I only eventually got Kaidan's head working on a custom male and female Shepard.

Edit: Woops, forgot the code:
ArmAppearances=(Id=99,Type=CustomizableType_Arms,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Arms"),PlotFlag=-1)

LegAppearances=(Id=99,Type=CustomizableType_Legs,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Legs"),PlotFlag=-1)

ShoulderAppearances=(Id=99,Type=CustomizableType_Shoulders,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Shoulders"),PlotFlag=-1)

HelmetAppearances=(Id=51,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HED_PROMorph.Kaiden.HMM_HED_PROKaiden_MDL",Female="BIOG_HMM_HED_PROMorph.Kaiden.HMM_HED_PROKaiden_MDL",bHideHead=True,bHideHair=True),PlotFlag=-1)

TorsoAppearances=(Id=116,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_LGT_R.LGTa.HMM_ARM_LGTa_MDL",Female="BIOG_HMM_ARM_LGT_R.LGTa.HMM_ARM_LGTa_MDL"),PlotFlag=-1)

Bindings=( Name="NumPadOne", Command="StreamLevelIn BioD_HorCr1_303AshKaidan | StreamLevelIn BioD_Nor_000Cabin | OnTap 2.0 showmenu | OnTap 3.0 OpenGUI Personalization" )

Bindings=( Name="NumPadTwo", Command="ToggleFlyCam" )

Bindings=( Name="NumPadThree", Command="set SFXPawn_Player bUseCasualAppearance false" )

Bindings=( Name="NumPadFour", Command="set SFXPawn_Player bUseCasualAppearance true" )

Modifié par Collider, 15 avril 2011 - 07:27 .


#965
Darman

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Me again.

Has anybody an idea how to save and load bump maps with texmod?

I can select them in logging mode, but when I try to save, texmod does nothing. I faced this problem already some time ago, but didn't think about it anymore. Now I really could use a way to do this.
And I know it's possible, because some people already did texture mods where they removed bumps to, for example show more skin without those contours on it from cloth.


thx in advance.

#966
J4N3_M3

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Uh, new to this thread. Not really interested in modding anything within the game but I do have some questions.

Does anyone know which package in ME2 contains the Ashley and Kaidan skeletal meshes and textures so I can extract and import them into 3DS Max? Been looking for a while now and really don't want to extract all files. Also, does anyone know in what package I can find Miranda's loyalty outfit texture and the Aria skeletal mesh?

Thanks in advance.

Modifié par J4N3_M3, 15 avril 2011 - 02:03 .


#967
Sgt.Catman

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Hi everyone,
I have searched the modding threads, but have been unable to find out how you edit armor bonus's. I'm trying to make the default N7 armor more useful like the kestrel armor, but have been unable to figure out how. Any help would be appreciated.

#968
SilasWolfe

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Could someone please help me?

I'm trying to import a head morph on PC into a PC save game, but it's giving me the whole "the headmorph you importing has a different version (486539264) than your current save file (29)" error thing and asking me if I want to import anyway (if I do it just corrupts the save).

Somebody else said previously and I quote, "That's because the head you're importing was created using a later version of Gibbed's for the PC version. Only heads created in the Xbox version of Gibbed's will work with the Xbox version."

But this was a case of someone trying to import a headmorph into a 360 save.

Could it be that the headmorph I have is the opposite of his problem then, a 360 compatible headmorph that is incompatible with PC? It seems like it could be the case. If so, is there any solution to this to allow me to use the headmorph on PC?

This is the headmorph in question: http://www.masseffec...x.php?faceID=91

#969
Epic Legion

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SilasWolfe wrote...

Could someone please help me?

I'm trying to import a head morph on PC into a PC save game, but it's giving me the whole "the headmorph you importing has a different version (486539264) than your current save file (29)" error thing and asking me if I want to import anyway (if I do it just corrupts the save).

Somebody else said previously and I quote, "That's because the head you're importing was created using a later version of Gibbed's for the PC version. Only heads created in the Xbox version of Gibbed's will work with the Xbox version."

But this was a case of someone trying to import a headmorph into a 360 save.

Could it be that the headmorph I have is the opposite of his problem then, a 360 compatible headmorph that is incompatible with PC? It seems like it could be the case. If so, is there any solution to this to allow me to use the headmorph on PC?

This is the headmorph in question: http://www.masseffec...x.php?faceID=91


If you want I can try to implement it in my online tool. Shouldn't be that hard.

Good to see you back Epic! Any success on the PCC compiler?

Sorry, but no. Unreal Engine 3 file format is too complicated and not mod friendly at all. Without Bioware help we can't do anything (ok, we can extract exports but that's it).

EDIT: Tool updated. Just import save file + headmorph then export it. Everything should work fine.

http://social.biowar...8/index/5573902

Modifié par Epic Legion, 16 avril 2011 - 05:46 .


#970
phoenixofthunder

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Sgt.Catman wrote...

Hi everyone,
I have searched the modding threads, but have been unable to find out how you edit armor bonus's. I'm trying to make the default N7 armor more useful like the kestrel armor, but have been unable to figure out how. Any help would be appreciated.


You try adding the "GameEffects" code to the armor code?
IE:> 
MDL"),GameEffects=("SFXGame.SFXGameEffect_****Insert code here********")

#971
phoenixofthunder

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Darman wrote...

Me again.

Has anybody an idea how to save and load bump maps with texmod?

I can select them in logging mode, but when I try to save, texmod does nothing. I faced this problem already some time ago, but didn't think about it anymore. Now I really could use a way to do this.
And I know it's possible, because some people already did texture mods where they removed bumps to, for example show more skin without those contours on it from cloth.


thx in advance.


Possible using a combination of print screen and file renaming.......

#972
Burdokva

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Too bad it didn't work, EpicLegion. I would have loved at least the option to import high res textures, just browsing JeanLucs' thread makes makes me drool how much better ME/ME2 could look...

As to my previous request - I was asking about the actual files. I only have a "UberPostProcessBlendPixelShader bckp" (yes, I did make a backup of that one), but there are similar files about shaders, shadows and other such. I was thinking of browsing them with notepad (it works, already tested) and editing values for the original Mass Effect based on those from ME2. In specific how shadows work, they were pixelated in the original.

I would copy the files myself, but I don't have the HDD space to install both games at once, sadly. so if anyone could search for those, I'd appreciate it. :)

#973
SilasWolfe

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Epic Legion wrote...

If you want I can try to implement it in my online tool. Shouldn't be that hard.

Yes, I would greatly appreciate any and all help.

Modifié par SilasWolfe, 16 avril 2011 - 07:01 .


#974
RGFrog

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Sgt.Catman wrote...

Hi everyone,
I have searched the modding threads, but have been unable to find out how you edit armor bonus's. I'm trying to make the default N7 armor more useful like the kestrel armor, but have been unable to figure out how. Any help would be appreciated.


Here's what's in one of my c.ini's where I've added all the bonuses I could find in each appropriate slot (head gear bonuses on headgear, torsoe bonuses on torsoes, etc.)

You'll find these in the [SFXGame.SFXPawn_Player] section. I suggest that you copy and past the following into a text document. Then just adjust your c.ini to include what you want.

ID0 on the helmet is the no helmet option modified to use a breather mask. The technique is detailed elsewhere if you're interested.

Edit per phoenixofthunder pointing out that the DLC content will only work if you have the DLC installed. So, I seperated out what DLC codes I had from the standard N7 codes as follows:

[color=orange]TorsoAppearances=(Id=0,Name=339522,Description=339529,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Tor_MDL",Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Tor_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Torso","SFXGame.SFXGameEffect_Gear_CapacitorChestplate","SFXGame.SFXGameEffect_Gear_BodyArmor","SFXGame.SFXGameEffect_Gear_PowerBelt"),PlotFlag=-1)
ShoulderAppearances=(Id=0,Name=339528,Description=339523,Type=CustomizableType_Shoulders,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Sld_MDL",Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Sld_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Shoulders","SFXGame.SFXGameEffect_Gear_AmplifierPads","SFXGame.SFXGameEffect_Gear_StrengthBoostPads","SFXGame.SFXGameEffect_Gear_HeavyLeftSideArmor"),PlotFlag=-1)
ArmAppearances=(Id=0,Name=339526,Description=339527,Type=CustomizableType_Arms,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Slv_MDL",Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Slv_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Arms","SFXGame.SFXGameEffect_Gear_StabilizationGauntlets","SFXGame.SFXGameEffect_Gear_HeavyDampingGauntlets","SFXGame.SFXGameEffect_Gear_LeftArmAmmoPack"),PlotFlag=-1)
LegAppearances=(Id=0,Name=339525,Description=339524,Type=CustomizableType_Legs,Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Leg_MDL",Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Leg_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Legs","SFXGame.SFXGameEffect_Gear_StimulatorConduits","SFXGame.SFXGameEffect_Gear_LifeSupportWebbing","SFXGame.SFXGameEffect_Gear_EquipmentPacks"),PlotFlag=-1)
HelmetAppearances=(Id=0,Name=339533,Description=339532,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HGR_JCB_R.MEDa.HMM_HGR_MEDa_MDL",Female="BIOG_HMF_HGR_MIR_R.LGTa.HMF_HGR_LGTa_MDL",bHasBreather=True),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet","SFXGame.SFXGameEffect_Gear_Visor","SFXGame.SFXGameEffect_Gear_DeathMask"),PlotFlag=-1)
[/color]

Heres the DLC items that you can add if you have the DLC's installed:

[color=grey]Torso DLC:
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_TorsoMeleeBonus","SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_TorsoShieldBonus","SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_TorsoWeaponDmgBonus","SFXGameDLC_PRE_General.SFXGameEffect_Gear_InfernoPowerDamage","SFXGameContentDLC_PRE_DA.SFXGameEffect_Gear_DA_ShieldBonus","SFXGameDLC_PRE_Gamestop.SFXGameEffect_Gear_TerminusShieldBonus"

Shoulder DLC:
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_ShoulderMeleeBonus","SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_ShoulderShieldBonus"

Arms DLC:
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_ArmMeleeBonus","SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_ArmShieldBonus","SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_ArmWeaponDmgBonus","SFXGameDLC_PRE_Gamestop.SFXGameEffect_Gear_TerminusWpnMagazines"

Legs DLC:
"SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_LegHvyAmmoBonus","SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_LegShieldBonus","SFXGameDLC_PRE_General.SFXGameEffect_Gear_InfernoStormSpeed","SFXGameDLC_PRE_Gamestop.SFXGameEffect_Gear_TerminusStormSpeed"

Helmet DLC:
"SFXGameContentDLC_PRO_Gulp01.SFXGameEffect_Gear_GulpHelmet","SFXGameContentDLC_PRO_Pepper01.SFXGameEffect_Gear_Pepper01Helmet","SFXGameContentDLC_PRO_Pepper02.SFXGameEffect_Gear_Pepper02Helmet","SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetHeadShotBonus","SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetShieldBonus","SFXGameContentDLC_CER_02.SFXGameEffect_Gear_CER02_HelmetWeaponDmgBonus","SFXGameContentDLC_MCR_03.SFXGameEffect_Gear_MCR_03","SFXGameContentDLC_MCR_05.SFXGameEffect_Gear_MCR_05","SFXGameDLC_PRE_General.SFXGameEffect_Gear_InfernoNegotiationBonus","SFXGameContentDLC_PRE_DA.SFXGameEffect_Gear_DA_PowerBonus"[/color]

I've noticed that sometimes the bonuses do not kick in at the start of a level. This happens sometimes even with a vanilla c.ini. If you have this issue--I can usually tell by the ammount of ammo my weapons show-- then I just do a save and load that save. Usually takes care of it.

Also, as you may note, not all armors have the extra bonuses. I only added them to the ones I like since it's now about looks and not bonuses. I just copy/pasted the whole section cuz I'm lazy :)

Thanks to phoenixofthunder for pointing out the obvious :)

Modifié par RGFrog, 20 avril 2011 - 06:54 .


#975
RGFrog

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durasteel wrote...

Thanks, I found out how to actually fix it, though.

I added a keybind with the following commands:
SetIntByName Wpn_BonusAssaultRifle 1
SetIntByName Wpn_BonusSniperRifle 0

If you want to turn on the shotgun, it is
SetIntByName Wpn_BonusShotgun 1

I suppose you could turn on all 3, but if you have a machine pistol you would exceed your 5 weapon maximum.  Haven't tried it, would expect bad things to happen.


Nice, adding it to the bag of tricks!