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ME2 - Modding is Possible III (PC Only)


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#1001
VonAnsorge

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No it does not.
I managed to get it working with
Bindings=( Name="NumPadThree", Command="set SFXPawn_Player bUseCasualAppearance false" )
(casual disappear and after confirmation of armor I have it aboard the Normandy)
But using this I have the weapons too, so I would like to make it work somehow without them....

EDIT: I am trying to get rid of weapons on my back. 
So I have deleted the heavy weapon entry in "PlayerLoadoutInfo" and it works, but I have no idea how to remove bonus weapon.... Any suggestions?

Modifié par M0rf3usTHEbEST, 24 avril 2011 - 03:00 .


#1002
RGFrog

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phoenixofthunder wrote...

I'm sorry. Yeah that is what I'm trying to achieve. I looked in the C.ini but didn't find anything called: "SFXPower_JackPassive"

What is it actually? A barrier? A shield? One of the bonus powers shepard can get on a NG+? 
(sorry never have used her during game - she always dies in the end for me :devil::devil::devil::devil::devil::innocent:....)


It's the name for Jack's passive when you look at her powers in Gibbed's. It's also in the pcc file, but her Passive is actually two passives, the _JackPassive % power cooldown. When fully evolved it's _JackPassive_Evolved1 for the -25% power cooldown reduction.

For instance, if I have in [SFXGame.SFXEngine] both:
DynamicLoadMapping=(ObjectName="SFXGamePawns.SFXCharacterclass_Sentinel",SeekFreePackageName="SFXCharacterclass_Sentinel")
-and-
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_SentinelPassive",SeekFreePackageName="SFXCharacterclass_Sentinel")

Then I'm able to use: GivePower self SFXPower_SentinelPassive to add the passive/evolved passive of the Sentinel class. This is a bonus because the _Evolved1 version at level 4 adds a -30% power cooldown. And it works on Vanguard's Charge.

So, I can add any of the Sheppard class passives in this similar manner. Only the last one added takes effect, so ti's not like they stack infinitely.

However, it would be interesting to see what Squadmate passives would do.

I figured it might work the same as with the Sentinel passive above. So, I tried the following in the same section:

DynamicLoadMapping=(ObjectName="BioH_Convict_00.SFXGamePawns.SFXPawn_Jack",SeekFreePackageName="SFXPawn_Jack")DynamicLoadMapping=(ObjectName="BioH_Convict_00.SFXGameContent_Powers.SFXPower_JackPassive",SeekFreePackageName="SFXPawn_Jack")

Both with and without the BioH_Convict_00 (01, and 02) as this is the pcc file where the passive exists.

The line: ActiveclassRedirects=OldclassName=SFXPawn_Jack,NewclassName=SFXGamePawns.SFXPawn_Jack
does already exist in [Engine.Engine]

However, I've yet to come across the correct string for the DynamicLoadMapping that would allow the GivePower self XXXX command to work. Perhaps it's because Jack's passive is really two seperate parts akin to Kasumi's cloak and kill?

#1003
Endurium

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


First of all, thanks for the information on adding armor effects to other pieces of armor. Hated having to use armor I didn't like the look of just to get the bonuses I wanted.

As for your link I just wanted to provide my experience to add to those you provided.

I started a new game with an imported ME1 character and had this modification in place. As soon as I grabbed my gear from the locker, I was wearing a breather. I wore this breather until I landed on Freedom's Progress with Jacob and Miri. It was no longer visible once we stepped off the shuttle, since the planet has breathable atmosphere.

Thanks again for the great tips: I loved running around in ME1 without a helmet because my character wasn't smart enough to remove it for conversations. Now I can do the same in ME2, most of the time.:)

#1004
phoenixofthunder

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Endurium wrote...

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


First of all, thanks for the information on adding armor effects to other pieces of armor. Hated having to use armor I didn't like the look of just to get the bonuses I wanted.

As for your link I just wanted to provide my experience to add to those you provided.

I started a new game with an imported ME1 character and had this modification in place. As soon as I grabbed my gear from the locker, I was wearing a breather. I wore this breather until I landed on Freedom's Progress with Jacob and Miri. It was no longer visible once we stepped off the shuttle, since the planet has breathable atmosphere.

Thanks again for the great tips: I loved running around in ME1 without a helmet because my character wasn't smart enough to remove it for conversations. Now I can do the same in ME2, most of the time.:)


Glad we could be of help.

#1005
phoenixofthunder

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M0rf3usTHEbEST wrote...

No it does not.
I managed to get it working with
Bindings=( Name="NumPadThree", Command="set SFXPawn_Player bUseCasualAppearance false" )
(casual disappear and after confirmation of armor I have it aboard the Normandy)
But using this I have the weapons too, so I would like to make it work somehow without them....

EDIT: I am trying to get rid of weapons on my back. 
So I have deleted the heavy weapon entry in "PlayerLoadoutInfo" and it works, but I have no idea how to remove bonus weapon.... Any suggestions?


Dratz beat me too it! :lol:
Good job. Posted Image

:unsure:Um for the bonus you could try ";" out its code line:
HeavyPistols=(className="SFXGameContent_Inventory.SFXWeapon_HandCannon",
UnlockPlotID=Wpn_HeavyPistol2)
becomes.....
;HeavyPistols=(className="SFXGameContent_Inventory.SFXWeapon_HandCannon",
UnlockPlotID=Wpn_HeavyPistol2)
:?

#1006
phoenixofthunder

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RGFrog wrote...
The line: ActiveclassRedirects=OldclassName=SFXPawn_Jack,NewclassName=SFXGamePawns.SFXPawn_Jack
does already exist in [Engine.Engine]

However, I've yet to come across the correct string for the DynamicLoadMapping that would allow the GivePower self XXXX command to work. Perhaps it's because Jack's passive is really two seperate parts akin to Kasumi's cloak and kill?


Try adding this to each C.ini section:
[Engine.Engine]:
ActiveclassRedirects=OldclassName=SFXPower_JackPassive,
NewclassName=SFXGameContent_Powers.SFXPower_JackPassive


[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_JackPassive",
SeekFreePackageName="SFXPower_JackPassive")

Bindings=( Name="SpaceBar", Command="GivePower self SFXGameContent_Powers.SFXPower_JackPassive" )

#1007
phoenixofthunder

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Will this below turn Ashley into Shepard?

ShoulderAppearances=(Id=51,
Type=CustomizableType_Helmet,Mesh=(Female="BIOG_HMF_HIR_PRO.Ashley.HMF_HIR_PROAshley_MDL",
bHasBreather=false,bHideHair=true,bHideHead=true),PlotFlag=-1)

HelmetAppearances=(Id=51,
Type=CustomizableType_Helmet,Mesh=(Female="BIOG_HMF_PROMorph_R.PROAshley.HMF_HED_PRO_Ashley_MDL_LOD0",
bHasBreather=false,bHideHair=true,bHideHead=true),PlotFlag=-1)

CasualAppearances=(Id=1101,Type=CustomizableType_Torso,Mesh=(Male"BIOG_HMF_ARM_HVY_R.HVYa.HMF_ARM_HVYa_MDL",
Female="BIOG_HMF_ARM_HVY_R.HVYa.HMF_ARM_HVYa_MDL"),PlotFlag=-1)

TorsoAppearances=(Id=1101,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_HVY_R.HVYa.HMF_ARM_HVYa_MDL",
Female="BIOG_HMF_ARM_HVY_R.HVYa.HMF_ARM_HVYa_MDL"),PlotFlag=-1)

Onlyloadlevel BioD_HorCr1_303AshKaidan

:?:unsure::huh::o

Modifié par phoenixofthunder, 25 avril 2011 - 09:28 .


#1008
VonAnsorge

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phoenixofthunder wrote...

M0rf3usTHEbEST wrote...
........


Dratz beat me too it! :lol:
Good job. Posted Image

:unsure:Um for the bonus you could try ";" out its code line:
HeavyPistols=(className="SFXGameContent_Inventory.SFXWeapon_HandCannon",
UnlockPlotID=Wpn_HeavyPistol2)
becomes.....
;HeavyPistols=(className="SFXGameContent_Inventory.SFXWeapon_HandCannon",
UnlockPlotID=Wpn_HeavyPistol2)
:?


Nope. Still nothing

EDIT: I wanted to remove a sniper rifle from my back, so I have added " ; " at the beginning of few lines with "sniper" and it is gone :wizard:.  Now I only need to figure out which line does the trick.....

Modifié par M0rf3usTHEbEST, 25 avril 2011 - 11:35 .


#1009
phoenixofthunder

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M0rf3usTHEbEST wrote...

phoenixofthunder wrote...

M0rf3usTHEbEST wrote...
........


Dratz beat me too it! :lol:
Good job. Posted Image

:unsure:Um for the bonus you could try ";" out its code line:
HeavyPistols=(className="SFXGameContent_Inventory.SFXWeapon_HandCannon",
UnlockPlotID=Wpn_HeavyPistol2)
becomes.....
;HeavyPistols=(className="SFXGameContent_Inventory.SFXWeapon_HandCannon",
UnlockPlotID=Wpn_HeavyPistol2)
:?


Nope. Still nothing

EDIT: I wanted to remove a sniper rifle from my back, so I have added " ; " at the beginning of few lines with "sniper" and it is gone :wizard:.  Now I only need to figure out which line does the trick.....



This I believe is the Bonus Sniper Rifle code:
SniperRifles=(className="SFXGameContent_Inventory.SFXWeapon_MassCannon",
bNotRegularWeaponGUI=true)

#1010
Captain_Obvious_au

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phoenixofthunder wrote...

Hazuzi wrote...

Hey Guys i just throw this into the room here, but if we would ask bioware, with smashing a petition for a modtool as a little price dlc, for a modding-pcc-compiler-tool-something (^^), who of you would be willing to pay a little price for it ?
Let's say up to the price of 5 $/€ or 520 BioWare Points (i think like the kasumi dlc)...
Maybe that would work, what do you think about that.

Greetings
Earth-Clan Hazuzi


Well it seems very unlikely at least now or Pre-ME3 but maybe Post-ME3 they may..... here is hoping^_^:innocent:

I understand why they are not releasing any "ME2 Mod Tools" and respect them for it. 

What, you mean so they can do simple re-skins and sell them to a gullible public?

#1011
VonAnsorge

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Not working.
I have altered these lines
DynamicLoadMapping=(ObjectName="SFXGameContent_Inventory.SFXWeapon_SniperRifle",SeekFreePackageName="SFXWeapon_SniperRifles")
;DynamicLoadMapping=(ObjectName="SFXGameContent_Inventory.SFXWeapon_AntiMatRifle",SeekFreePackageName="SFXWeapon_SniperRifles")

Using this I practically remove sniper rifles from game (not even squadmates can use them, but I never play with those, so I am satisfied)

#1012
RGFrog

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Endurium wrote...

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


First of all, thanks for the information on adding armor effects to other pieces of armor. Hated having to use armor I didn't like the look of just to get the bonuses I wanted.

As for your link I just wanted to provide my experience to add to those you provided.

I started a new game with an imported ME1 character and had this modification in place. As soon as I grabbed my gear from the locker, I was wearing a breather. I wore this breather until I landed on Freedom's Progress with Jacob and Miri. It was no longer visible once we stepped off the shuttle, since the planet has breathable atmosphere.

Thanks again for the great tips: I loved running around in ME1 without a helmet because my character wasn't smart enough to remove it for conversations. Now I can do the same in ME2, most of the time.:)


Cool, glad they worked out for you. The first armor locker on the Lazerus mission is a bit wonky sometimes. I was aware of the breather mask being on for that mission. I just decided that Shep was wearing it to stave off possible airborn infections :)

But, that's not the only time that initial armor locker has been wierd for me. I started an NG+ off a previously unfinished ME2 run where I just gibbed in that it was completed.

The armor locker equiped me with the Terminus armor for the whole of the lazerus mission. I'm guess that's what I had equiped on the import game... Initially I was, wtf, but then just went with it. That first mission is just a trainer anyway. Shep could be running around in only a uniform and it would work out just the same, imo.

#1013
RGFrog

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phoenixofthunder wrote...

RGFrog wrote...
The line: ActiveclassRedirects=OldclassName=SFXPawn_Jack,NewclassName=SFXGamePawns.SFXPawn_Jack
does already exist in [Engine.Engine]

However, I've yet to come across the correct string for the DynamicLoadMapping that would allow the GivePower self XXXX command to work. Perhaps it's because Jack's passive is really two seperate parts akin to Kasumi's cloak and kill?


Try adding this to each C.ini section:
[Engine.Engine]:
ActiveclassRedirects=OldclassName=SFXPower_JackPassive,
NewclassName=SFXGameContent_Powers.SFXPower_JackPassive


[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_JackPassive",
SeekFreePackageName="SFXPower_JackPassive")

Bindings=( Name="SpaceBar", Command="GivePower self SFXGameContent_Powers.SFXPower_JackPassive" )



WOOOHOOOO! That was it. The ActiveclassRedirect unlocked it. Now we can add all the squadmate passives to the list of over the top additions to Shep's power list!!!

Thanks, phoenixofthunder. I never even thought to look at that section and only realized what was there when you suggested it... Big "Duh!" moment for me :)

Now time to compile a list of the passives to add to both sections. Will post it in a bit.

As a bit of an example via stopwatch initiated at the moment the power was launched to the moment the half circles touched. Done 3 times to confirm. Biotic cooldown reasearch of -20%.

Adept with Nemesis (-20% cd): pull was roughly 1.8s (on par with -40% total)
Adept with Nemesis and Sentinel's Guardian (-30% cd) : pull was roughly 1s (on par with -70% total cd)
Adept with Nemesis and Jack's Primal Adept (-25% cd) : Pull was roughly 1.1s (on par with 65% total cd)

Here's the funny. While I've only been able to add a single extra Sheppard passive at a time, I was able to add both the above passives at the same time. Cooldown period was so close to zero as to be unmeasurable with my stopwatch... Ouch.

Modifié par RGFrog, 25 avril 2011 - 06:46 .


#1014
RGFrog

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*** edit: See conditionals at following post. ***

Ok, use these at your own risk. However, I found that adding Grunt's recharged my adepts health so fast as to allow her to stand in the open during the Vasiri fight on LotSB and not even die. Warp spamming all the way to the finish ... don't know if that's a good thing or not. But if you don't wan to use God mode, I guess that's about as close as you'll get.

Also, these include the passives from the DLC characters. If you don't have the DLC installed they won't work. I'd suggest removing those lines in both following sections.

At the end of [Engine.Engine] add the following:

;;------------------------Squad Passives-----------------
ActiveclassRedirects=OldclassName=SFXPower_GarrusPassive,NewclassName=SFXGameContent_Powers.SFXPower_GarrusPassive
ActiveclassRedirects=OldclassName=SFXPower_GruntPassive,NewclassName=SFXGameContent_Powers.SFXPower_GruntPassive
ActiveclassRedirects=OldclassName=SFXPower_JackPassive,NewclassName=SFXGameContent_Powers.SFXPower_JackPassive
ActiveclassRedirects=OldclassName=SFXPower_JacobPassive,NewclassName=SFXGameContent_Powers.SFXPower_JacobPassive
ActiveclassRedirects=OldclassName=SFXPower_KasumiPassive,NewclassName=SFXGameContentKasumi.SFXPower_KasumiPassive
ActiveclassRedirects=OldclassName=SFXPower_LegionPassive,NewclassName=SFXGameContent.SFXPower_LegionPassive
ActiveclassRedirects=OldclassName=SFXPower_LiaraPassive,NewclassName=SFXGameContentLiara.SFXPower_LiaraPassive
ActiveclassRedirects=OldclassName=SFXPower_MirandaPassive,NewclassName=SFXGameContent_Powers.SFXPower_MirandaPassive
ActiveclassRedirects=OldclassName=SFXPower_MordinPassive,NewclassName=SFXGameContent_Powers.SFXPower_MordinPassive
ActiveclassRedirects=OldclassName=SFXPower_MorinthPassive,NewclassName=SFXGameContent_Powers.SFXPower_MorinthPassive
ActiveclassRedirects=OldclassName=SFXPower_SamaraPassive,NewclassName=SFXGameContent_Powers.SFXPower_SamaraPassive
ActiveclassRedirects=OldclassName=SFXPower_TaliPassive,NewclassName=SFXGameContent_Powers.SFXPower_TaliPassive
ActiveclassRedirects=OldclassName=SFXPower_ThanePassive,NewclassName=SFXGameContent_Powers.SFXPower_ThanePassive
ActiveclassRedirects=OldclassName=SFXPower_ZaeedPassive,NewclassName=SFXGameContentDLC.SFXPower_ZaeedPassive


At the end of [SFXGame.SFXEngine] add the following:

;;--------------------------------------- Custom Squad Passivesclass ---------------------------------------------------------
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_GarrusPassive",SeekFreePackageName="SFXPower_GarrusPassive")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_GruntPassive",SeekFreePackageName="SFXPower_GruntPassive")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_JackPassive",SeekFreePackageName="SFXPower_JackPassive")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_JacobPassive",SeekFreePackageName="SFXPower_JacobPassive")
DynamicLoadMapping=(ObjectName="SFXGameContentKasumi.SFXPower_KasumiPassive",SeekFreePackageName="SFXPower_KasumiPassive")
DynamicLoadMapping=(ObjectName="SFXGameContent.SFXPower_LegionPassive",SeekFreePackageName="SFXPower_LegionPassive")
DynamicLoadMapping=(ObjectName="SFXGameContentLiara.SFXPower_LiaraPassive",SeekFreePackageName="SFXPower_LiaraPassive")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_MirandaPassive",SeekFreePackageName="SFXPower_MirandaPassive")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_MordinPassive",SeekFreePackageName="SFXPower_MordinPassive")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_MorinthPassive",SeekFreePackageName="SFXPower_MorinthPassive")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_SamaraPassive",SeekFreePackageName="SFXPower_SamaraPassive")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_TaliPassive",SeekFreePackageName="SFXPower_TaliPassive")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_ThanePassive",SeekFreePackageName="SFXPower_ThanePassive")
DynamicLoadMapping=(ObjectName="SFXGameContentDLC.SFXPower_ZaeedPassive",SeekFreePackageName="SFXPower_ZaeedPassive")


Save the c.ini and run the fixer.

Use your preferred method of keybind to give the wanted powers to your Shep.

I like to use the psuedo-console (i.e., bind a key to exec a text file) instead of adding the command into the bind. Makes it easier to edit while in game. If you want to use the text file method, you can grab the file from my projects.

*** edit: See conditionals at following post. ***

Thanks again for the help on this, phoenixofthunder!

Modifié par RGFrog, 26 avril 2011 - 07:34 .


#1015
RGFrog

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Bummer, well on further testing it looks as if you can only add squad passives *after* the are loyal???

Uggh. Back to the drawing board, i guess...

More testing done:

It would seem, at least for now, that I can only load the passives associated with my current squad members.

I can also add the passive from the character's recruitment mission I may be on.

The same holds true for the Suicide Mission. Only squad's passives, but I was also able to load the passive from the character I had running the biotic field. I will assume it's the same for the character you have running through the pipes, but I've not tested it.

The only exception has been the LotSB missions where I've been able to load all squad passives...

I have tried streaming in characters via the OnlyLoadLevel command only to have that crash my ME2. I didn't take it any further and am not sure that's the best command to use, but was too lazy to do any more searching.

If I, or someone else can find a way around this, I'll make another edit here.

Modifié par RGFrog, 26 avril 2011 - 07:43 .


#1016
Burdokva

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Anyone figured out how to add additional powers to squad members at the start of the game, and so that they can be leveled up regularly, in-game? And not have to edit .ini files eachh time?

I'd guess it would require editing mission rewards XP, but having a couple of powers added to each squad member would add a lot of depth; starting at Level 0, not making it too easy, too.

#1017
RGFrog

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Are you wanting to add squad points via keybind so you can level up their skills at the begining?

Or, are you wanting to add additional base powers at the begining and level those up with normally acquired squad points?

Or both?

#1018
Burdokva

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RGFrog wrote...
Or, are you wanting to add additional base powers at the begining and level those up with normally acquired squad points?


This; permanent, if possible - so that I don't have to edit the c.ini every time I start up ME2. Is it possible at all?

#1019
RGFrog

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I could be wrong, but I don't think there's a way to permanently add a power.

You don't have to edit your c.ini every time, though. Instead of a bind to a command use a bind to exec a text file like this:

Bindings=( Name="End", Command="exec Power.txt" )

Change End to whatever key you want to use, the c.ini has a list of already bound keys. Don't use them and you should be able to tell what to do by their examples (for instance use capital letters for alpha keys).

Place the text file in either of your Binaries folder. Make sure the name of the file is the same as what you put in the Command="exec Power.txt" part above... so if you named the file squadpowers.txt, then the part would be Command="exec squadpowers.txt"

You can edit this text file all you want outside the game or inside the game. Save after you edit and press your bound key to execute it.

Inge has a fairly comprehensive list of powers and similar instructions in his project files area.

#1020
SavageLycan

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Hey guys. Back again some months after finally tweaking the game enough to play as npcs via the armor locker mod and the "disable casual appearance" trick, which has been a lot of fun I have to say.

Now however, I've run into a new challenge. I'm trying to do a video, which involves doing the romance scenes as Garrus. However, since the romance parts are all cutscenes and you can't use the armor locker mod during a cutscene (at least, I can't, I don't know about you guys) I'm unable to switch the shepherd back to Garrus, or anyone, once that scene loads. The armor locker screen will come up when I press the hotkey during a cutscene, but I can't change anything and everything will just keep going.

I've seen a video on youtube of Garrus replacing Shepherd in the Jack romance scene, so I know it's possible somehow. Any advice? I've done quite a few google searches, many hours of tinkering on my own and looking through this thread. I found someone who had the same issue as me, but it wasn't conclusive if he got an answer.

#1021
Collider

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SavageLycan wrote...

Hey guys. Back again some months after finally tweaking the game enough to play as npcs via the armor locker mod and the "disable casual appearance" trick, which has been a lot of fun I have to say.

Now however, I've run into a new challenge. I'm trying to do a video, which involves doing the romance scenes as Garrus. However, since the romance parts are all cutscenes and you can't use the armor locker mod during a cutscene (at least, I can't, I don't know about you guys) I'm unable to switch the shepherd back to Garrus, or anyone, once that scene loads. The armor locker screen will come up when I press the hotkey during a cutscene, but I can't change anything and everything will just keep going.

I've seen a video on youtube of Garrus replacing Shepherd in the Jack romance scene, so I know it's possible somehow. Any advice? I've done quite a few google searches, many hours of tinkering on my own and looking through this thread. I found someone who had the same issue as me, but it wasn't conclusive if he got an answer.

1. Do the romance scenes after the suicide mission. It's easier this way and more likely that you can get the armor to work.

2. Some romance scenes default to casual wear (like Garrus'). In order to get armor to work in these instances, you need to use a trick.

CasualAppearances=(Id=99,Type=CustomizableType_Torso,PlotFlag=-1)

Use this casual appearance. You'll know you've selected it when nothing changes when you move the slider to it.
Make sure the id number "99" doesn't match any other casualappearances entries you have.

3. Casual appearance does not recognize tags like bHideHead=true, so you'll need do another trick. Open gibbed save game editor, open your desired save and shrink Shepard head in the toolbox section. Also remove Shepard's hair in the appearance section.

Here's proof of this method (that I did):

Modifié par Collider, 27 avril 2011 - 11:00 .


#1022
SavageLycan

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Collider wrote...

SavageLycan wrote...

Hey guys. Back again some months after finally tweaking the game enough to play as npcs via the armor locker mod and the "disable casual appearance" trick, which has been a lot of fun I have to say.

Now however, I've run into a new challenge. I'm trying to do a video, which involves doing the romance scenes as Garrus. However, since the romance parts are all cutscenes and you can't use the armor locker mod during a cutscene (at least, I can't, I don't know about you guys) I'm unable to switch the shepherd back to Garrus, or anyone, once that scene loads. The armor locker screen will come up when I press the hotkey during a cutscene, but I can't change anything and everything will just keep going.

I've seen a video on youtube of Garrus replacing Shepherd in the Jack romance scene, so I know it's possible somehow. Any advice? I've done quite a few google searches, many hours of tinkering on my own and looking through this thread. I found someone who had the same issue as me, but it wasn't conclusive if he got an answer.

1. Do the romance scenes after the suicide mission. It's easier this way and more likely that you can get the armor to work.

2. Some romance scenes default to casual wear (like Garrus'). In order to get armor to work in these instances, you need to use a trick.

CasualAppearances=(Id=99,Type=CustomizableType_Torso,PlotFlag=-1)

Use this casual appearance. You'll know you've selected it when nothing changes when you move the slider to it.
Make sure the id number "99" doesn't match any other casualappearances entries you have.

3. Casual appearance does not recognize tags like bHideHead=true, so you'll need do another trick. Open gibbed save game editor, open your desired save and shrink Shepard head in the toolbox section. Also remove Shepard's hair in the appearance section.

Here's proof of this method (that I did):





Wait, how is it possible to do the romance scenes AFTER the suicide mission? I've never heard of that before. Are we talking about the same scenes? I'm talking about the scenes just after you enter the Omega 4 relay where Shepherd and his/her boy/girl-toy of choice get down to business. 

#1023
Collider

Collider
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Yes, the same scenes.
You need to do the second romance conversation with the love interest and the romance scene will start.

#1024
SavageLycan

SavageLycan
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Collider wrote...

Yes, the same scenes.
You need to do the second romance conversation with the love interest and the romance scene will start.


Interesting. I never knew that. But anyway, regardless, there's still the issue that once you're in the cutscene you can't actually switch to whatever other armor/npc body you're using. I can load the files for different armor/bodies using the keybindings during the scene, but once I bring up the armor locker I can't actually select them. So even if I can disable the casual apperance, I still need a way of loading up the Garrus armor/head or it'll just be N7 armor without a head (I did the shrunk head trick ages ago). Any ideas?

Modifié par SavageLycan, 27 avril 2011 - 11:27 .


#1025
Guest_Meta Ray Mek_*

Guest_Meta Ray Mek_*
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Does anyone have a link to the most up to date version of the Armor Locker mod?

Thanks!