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ME2 - Modding is Possible III (PC Only)


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#1401
Dartigen

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The weird hair mesh thing was a new creation, but I've fixed it - some of the scalp textures change for 'pulled' styles, but I changed them to the scalp textures for one of the short hair styles, and it seems to have been fixed. (To be specific, I changed HED_Scalp_Diff, HED_Scalp_Norm, HED_Scalp_Spec and HED_Tang. These ones pick up textures that are all variants of BIOG_HMF_HIR_PRO.Pulled.HMF_HIR_SCP_Pll_Diff, and I swapped them with the texture set from the 'classy' hairstyle.)

I'm not sure if the glowing eyes on ME2 Faces' guide were those ones, but I'll take a look at that guide anyway. I'm definitely doing something wrong - I tried all of the iris colour changes on that site and they just come out black.

I'm still wondering if I should post my long list of Femshep's hair textures. 

Modifié par Dartigen, 08 août 2011 - 01:36 .


#1402
phoenixofthunder

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Dartigen wrote...

The weird hair mesh thing was a new creation, but I've fixed it - some of the scalp textures change for 'pulled' styles, but I changed them to the scalp textures for one of the short hair styles, and it seems to have been fixed. (To be specific, I changed HED_Scalp_Diff, HED_Scalp_Norm, HED_Scalp_Spec and HED_Tang. These ones pick up textures that are all variants of BIOG_HMF_HIR_PRO.Pulled.HMF_HIR_SCP_Pll_Diff, and I swapped them with the texture set from the 'classy' hairstyle.)

I'm not sure if the glowing eyes on ME2 Faces' guide were those ones, but I'll take a look at that guide anyway. I'm definitely doing something wrong - I tried all of the iris colour changes on that site and they just come out black.

I'm still wondering if I should post my long list of Femshep's hair textures. 



 When you have both the female and male meshes feel free to post. Is it a default or custom Shepard? Iris color can only be changed on a custom Shepard. Plus as described in the link the vector of iris color should be avoided and the only one that should be messed with is the EYE_White_Colour_Vector.

#1403
Dartigen

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I'll post the list as a new topic, it's huge. (I only have a couple of ManShep's hair textures - the texture list in Gibbed's Editor is all wacky and it looks like male hairstyles only have half the entries female styles do...more experiments required, I think.)

I'll try changing the eye white vector instead of the iris vector. I tried again with the guide on ME2 Faces and yeah, it looks like it doesn't work.

#1404
phoenixofthunder

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Dartigen wrote...

I'll post the list as a new topic, it's huge. (I only have a couple of ManShep's hair textures - the texture list in Gibbed's Editor is all wacky and it looks like male hairstyles only have half the entries female styles do...more experiments required, I think.)

I'll try changing the eye white vector instead of the iris vector. I tried again with the guide on ME2 Faces and yeah, it looks like it doesn't work.



Besure to delete the code line: EYE_Iris_Colour_Vector and to only change EYE_White_Colour_Vector to Emis_Color and then Input your RGB code. That should do it for the eye change. Also there is an update to the G.ME2.S.G.E. located here on the social site. 

#1405
Dartigen

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Will keep that in mind. Thanks for directing me to the updated editor, I'm still using rev-25.

EDIT: Tried it again to get TIM's eyes and nope, Shepard's eyes still just look black. The save I'm editing is at the very start of Lazarus Station, just after Shepard wakes up. What am I doing wrong?

Modifié par Dartigen, 10 août 2011 - 07:44 .


#1406
phoenixofthunder

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Dartigen wrote...

Will keep that in mind. Thanks for directing me to the updated editor, I'm still using rev-25.

EDIT: Tried it again to get TIM's eyes and nope, Shepard's eyes still just look black. The save I'm editing is at the very start of Lazarus Station, just after Shepard wakes up. What am I doing wrong?


It has been awhile since I last played through ME2 but this is probably the issue. In order to get the glowing eyes I think you must first meet TIM. As his color and vectors are not loaded in the game till he is spawned in the game.

#1407
Rokatoro

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Hello there,
I was wondering if there was a way to switch Shepard's character model with another npc character model.

I really would like to try and swap shepards model with the model used for the shadow broker. I know that its gonna look super janky since the skeletal structure's wont match up, but I would still like to try.

#1408
DCopeland

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How would i go about replacing my armor with Tela Vasirs?

#1409
phoenixofthunder

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Rokatoro wrote...

Hello there,
I was wondering if there was a way to switch Shepard's character model with another npc character model.

I really would like to try and swap shepards model with the model used for the shadow broker. I know that its gonna look super janky since the skeletal structure's wont match up, but I would still like to try.


If you can get the npc model (MDL) it should not be much of an issue. 

DCopeland wrote...

How would i go about replacing my armor with Tela Vasirs?


Find her armor code (MDL) in the pcc where she is located using the unreal viewer. Then impliment it into the [SFXGame.SFXPawn_Player] Coalesced.ini Subsection as causal/torso or Fullbody appearance (see bottom of page 24 about how to set up npc armors) for Shepard. Save the C.INI run the Fixer and then run the game and it should be a selectable armor.

Modifié par phoenixofthunder, 11 août 2011 - 04:46 .


#1410
Rokatoro

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phoenixofthunder wrote...

Rokatoro wrote...

Hello there,
I was wondering if there was a way to switch Shepard's character model with another npc character model.

I really would like to try and swap shepards model with the model used for the shadow broker. I know that its gonna look super janky since the skeletal structure's wont match up, but I would still like to try.


If you can get the npc model (MDL) it should not be much of an issue. 

DCopeland wrote...

How would i go about replacing my armor with Tela Vasirs?


Find her armor code (MDL) in the pcc where she is located using the unreal viewer. Then impliment it into the [SFXGame.SFXPawn_Player] Coalesced.ini Subsection as causal/torso or Fullbody appearance (see bottom of page 24 about how to set up npc armors) for Shepard. Save the C.INI run the Fixer and then run the game and it should be a selectable armor.

sorry but im really new at this.

the model file is in BioD_Exp1Lvl4_Stage3.ppc
and added

HelmetAppearances=(Id=#,Type=CustomizableType_Helmet,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)
ShoulderAppearances=(Id=#,Type=CustomizableType_Shoulders,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Shoulders"),PlotFlag=-1)
ArmAppearances=(Id=#,Type=CustomizableType_Arms,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Arms"),PlotFlag=-1)
LegAppearances=(Id=#,Type=CustomizableType_Legs,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Legs"),PlotFlag=-1)
FullBodyAppearances=(Id=2010,Type=CustomizableType_Torso,Mesh=(Male="YAH_SBR_NKDa_MDL",Female="YAH_SBR_NKDa_MDL"),PlotFlag=-1)
to [SFXGame.SFXPawn_Player]

and

Bindings=( Name="Keyboard Key", Command="set SFXPawn_Player bUseCasualAppearance false" )
Bindings=( Name="Keyboard Key", Command="set SFXPawn_Player bUseCasualAppearance true" )
Bindings=( Name="NumPadOne" ,Command="OnlyLoadLevel BioD_Nor_000Cabin | OnTap 2.0 showmenu | OnTap 3.0 OpenGUI Personalization" )
Bindings=( Name="Q", Command="Onlyloadlevel BioD_Exp1Lvl4_Stage3" )

into [SFXGame.SFXGameModeBase] and [SFXGame.SFXGameModeDefault]

lastly added
SeekFreePackage=BioD_Exp1Lvl4_Stage3
to [Engine.PackagesToAlwaysCook]

but it is not coming up as a selectable option in the armor menu
the there is also a head model, im not sure if i should add that and make it helmet and torso
the model is YAH_HED_PROShadowBroker_MDL
ty for the help btw

also in each sub directory, should i make sure the lines I add are orginized in with the other lines or can they all stay at the top

Modifié par Rokatoro, 12 août 2011 - 08:32 .


#1411
Dartigen

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I fixed my eye-change problem (yeah, had to get TIM to spawn in the game) and I recently decided to set up a full-Renegade playthrough from ME1.
And thanks to my hugely hi-res monitor (1920x1080), Garrus' face textures are driving me *insane*.

I tried to use TexMod to fix it, but because I'm running Mass Effect through Steam every time I try to launch the game Steam re-launches TexMod instead. Are there any alternatives to TexMod that will play nice with Steam?

Modifié par Dartigen, 12 août 2011 - 12:51 .


#1412
Patchwork

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I don't use Stream but isn't there a trick to getting it to work with Texmod? Some things that need to be renamed and so forth?

#1413
phoenixofthunder

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Dartigen wrote...

I fixed my eye-change problem (yeah, had to get TIM to spawn in the game) and I recently decided to set up a full-Renegade playthrough from ME1.
And thanks to my hugely hi-res monitor (1920x1080), Garrus' face textures are driving me *insane*.

I tried to use TexMod to fix it, but because I'm running Mass Effect through Steam every time I try to launch the game Steam re-launches TexMod instead. Are there any alternatives to TexMod that will play nice with Steam?


Ser Bard wrote...

I don't use Stream but isn't there a trick to getting it to work with Texmod? Some things that need to be renamed and so forth?


Yes there is. As posted on the Texmod page here on BSN:

"A) Steam causes problems with texmod. To get it to work with Steam, follow these steps:
1. Move TexMod to the Binaries folder.
2. Rename MassEffect2.exe to MassEffect2Bak.exe.
3. Rename Texmod.exe to MassEffect2.exe
Special thx to forumite "TheScruple" for this solution.

B) Some antiviruses are known to actively block texmod, so go ahead and deactivate any anti virus you may have running.

C) Check to make sure you have the correct .exe file for ME2 from the Binaries Folder

D) Check to make sure that you have the tpf file loaded. (obvious but u never know)
"


Rokatoro wrote...
sorry but im really new at this.

the model file is in BioD_Exp1Lvl4_Stage3.ppc
and added

HelmetAppearances=(Id=#,Type=CustomizableType_Helmet,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)
ShoulderAppearances=(Id=#,Type=CustomizableType_Shoulders,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Shoulders"),PlotFlag=-1)
ArmAppearances=(Id=#,Type=CustomizableType_Arms,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Arms"),PlotFlag=-1)
LegAppearances=(Id=#,Type=CustomizableType_Legs,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Legs"),PlotFlag=-1)
FullBodyAppearances=(Id=2010,Type=CustomizableType_Torso,Mesh=(Male="YAH_SBR_NKDa_MDL",Female="YAH_SBR_NKDa_MDL"),PlotFlag=-1)
to [SFXGame.SFXPawn_Player]
 
the model is YAH_HED_PROShadowBroker_MDL
ty for the help btw

also in each sub directory, should i make sure the lines I add are orginized in with the other lines or can they all stay at the top


No problem.
Organizing is not necessary  unless you want to keep the C.ini section organized and make it easier for the game to find the code, then it would be a good idea.

The section in green is the problem. For it is only the last part of the needed code.


I would first create a new folder on your desktop and then copy the pcc in question and also copy the unreal extractor and its required files to the New Folder drag the pcc over the extractor and let it do its work. Once it is done you will have a folder of the same name as the pcc. In this folder look for a text file called:"ExportTable.txt and open this file and search for the model(MDL) and material override(MAT) values of the actual model. These are usually located in the text files' SkeletalMesh and MaterialInstanceConstant sectiion. 

In this case the pcc in question is:
BioD_Exp1Lvl4_Stage3

After copying the files (leaving the game file alone) to a desktop folder and also copying over all required unreal extractor files.

Drag BioD_Exp1Lvl4_Stage3.ppc over Extractor.exe
The program will proceed to extract the pcc files and folders.
Open the BioD_Exp1Lvl4_Stage3 folder and locate the ExportTable.txt and open it with any text editor. 
Depending on the editor open its search engine.And now do the search for "YAH_HED_PROShadowBroker_MDL"
Sure enough results are found.

In this case the full code for the:
Model:
BIOG_YAH_HED_PROMorph_R.SBR.Base.YAH_HED_PROShadowBroker_MDL

Material:
BIOG_YAH_HED_PROMorph_R.SBR.Base.YAH_HED_PROSbr_DIFF
BIOG_YAH_HED_PROMorph_R.SBR.Base.YAH_HED_PROSbr_NORM
BIOG_YAH_HED_PROMorph_R.SBR.Base.YAH_HED_PROSbr_SPEC

#1414
phoenixofthunder

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Rokatoro wrote...
sorry but im really new at this.

the model file is in BioD_Exp1Lvl4_Stage3.ppc
and added

HelmetAppearances=(Id=#,Type=CustomizableType_Helmet,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)
ShoulderAppearances=(Id=#,Type=CustomizableType_Shoulders,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Shoulders"),PlotFlag=-1)
ArmAppearances=(Id=#,Type=CustomizableType_Arms,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Arms"),PlotFlag=-1)
LegAppearances=(Id=#,Type=CustomizableType_Legs,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Legs"),PlotFlag=-1)
FullBodyAppearances=(Id=2010,Type=CustomizableType_Torso,Mesh=(Male="YAH_SBR_NKDa_MDL",Female="YAH_SBR_NKDa_MDL"),PlotFlag=-1)
to [SFXGame.SFXPawn_Player]
 
the model is YAH_HED_PROShadowBroker_MDL
ty for the help btw

also in each sub directory, should i make sure the lines I add are orginized in with the other lines or can they all stay at the top


No problem.
Organizing is not necessary, unless you want to keep the C.ini section organized and make it easier on the game & yourself to find the code.

The section in green is the problem. For it is only the last part of the needed code.


I would first create a new folder on your desktop and then copy the pcc in question and also copy the unreal extractor and its required files to the New Folder drag the pcc over the extractor and let it do its work. Once it is done you will have a folder of the same name as the pcc. In this folder look for a text file called:"ExportTable.txt and open this file and search for the model(MDL) and material override(MAT) values of the actual model. These are usually located in the text files' SkeletalMesh and MaterialInstanceConstant section. 

In this case the pcc in question is:
BioD_Exp1Lvl4_Stage3

After copying the files (leaving the game file alone) to a desktop folder and also copying over all required unreal extractor files.

Drag BioD_Exp1Lvl4_Stage3.ppc over Extractor.exe
The program will proceed to extract the pcc files and folders.
Open the BioD_Exp1Lvl4_Stage3 folder and locate the ExportTable.txt and open it with any text editor. 
Depending on the editor open its search engine. Now do a search for "YAH_HED_PROShadowBroker_MDL"
Sure enough results are found.

In this case the full code for the:
Model:
BIOG_YAH_HED_PROMorph_R.SBR.Base.YAH_HED_PROShadowBroker_MDL

Material:
BIOG_YAH_HED_PROMorph_R.SBR.Base.YAH_HED_PROSbr_DIFF
BIOG_YAH_HED_PROMorph_R.SBR.Base.YAH_HED_PROSbr_NORM
BIOG_YAH_HED_PROMorph_R.SBR.Base.YAH_HED_PROSbr_SPEC


And add to [Engine.PackagesToAlwaysCook]
SeekFreePackage=BIOG_YAH_HED_PROMorph_R.SBR.Base

#1415
phoenixofthunder

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I hope that information is of use to everyone.:wizard::innocent:
If something doesn't function correctly please let me know.  :unsure::?:huh:

Modifié par phoenixofthunder, 12 août 2011 - 11:50 .


#1416
Dartigen

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phoenixofthunder wrote...

Dartigen wrote...

I fixed my eye-change problem (yeah, had to get TIM to spawn in the game) and I recently decided to set up a full-Renegade playthrough from ME1.
And thanks to my hugely hi-res monitor (1920x1080), Garrus' face textures are driving me *insane*.

I tried to use TexMod to fix it, but because I'm running Mass Effect through Steam every time I try to launch the game Steam re-launches TexMod instead. Are there any alternatives to TexMod that will play nice with Steam?


Ser Bard wrote...

I don't use Stream but isn't there a trick to getting it to work with Texmod? Some things that need to be renamed and so forth?


Yes there is. As posted on the Texmod page here on BSN:

"A) Steam causes problems with texmod. To get it to work with Steam, follow these steps:
1. Move TexMod to the Binaries folder.
2. Rename MassEffect2.exe to MassEffect2Bak.exe.
3. Rename Texmod.exe to MassEffect2.exe
Special thx to forumite "TheScruple" for this solution.

B) Some antiviruses are known to actively block texmod, so go ahead and deactivate any anti virus you may have running.

C) Check to make sure you have the correct .exe file for ME2 from the Binaries Folder

D) Check to make sure that you have the tpf file loaded. (obvious but u never know)
"


That was what I tried, and all that happens is TexMod keeps relaunching. If I rename the MassEffect exe, Steam has a hissy fit and refuses to launch the game at all. (I'm trying to use it with ME1, not ME2. I don't know if it can be done...but it shouldn't be that different, right?) I know Avast isn't blocking TexMod (I don't think it's even picked it up, I never got any messages about it).

Also, is it possible to get the Revenant AR through save editing if you're a class that can't get it? (I play a Vanguard and as much as I love the Collector AR, I really want to try out the Revenant.)

Modifié par Dartigen, 12 août 2011 - 12:53 .


#1417
Rokatoro

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phoenixofthunder wrote...

I hope that information is of use to everyone.:wizard::innocent:
If something doesn't function correctly please let me know.  :unsure::?:huh:

WOOT :D got it to work, thank you so much.

one more question, Is there any way to set the camera farther away from the character model or a way to keep locking at the distance used when a when a weapon is holstered?

#1418
phoenixofthunder

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Dartigen wrote...
That was what I tried, and all that happens is TexMod keeps relaunching. If I rename the MassEffect exe, Steam has a hissy fit and refuses to launch the game at all. (I'm trying to use it with ME1, not ME2. I don't know if it can be done...but it shouldn't be that different, right?) I know Avast isn't blocking TexMod (I don't think it's even picked it up, I never got any messages about it).

Also, is it possible to get the Revenant AR through save editing if you're a class that can't get it? (I play a Vanguard and as much as I love the Collector AR, I really want to try out the Revenant.)


Try renaming the launcher to texmod and renaming TexMod to Mass Effect launcher and leaving the game executable its default name.....

Rokatoro wrote...

phoenixofthunder wrote...

I hope that information is of use to everyone.:wizard::innocent:
If something doesn't function correctly please let me know.  :unsure::?:huh:

WOOT :D got it to work, thank you so much.

one more question, Is there any way to set the camera farther away from the character model or a way to keep locking at the distance used when a when a weapon is holstered?


That is the games' flycam function:
Here is how to achieve it.

#1419
DCopeland

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double post.

Modifié par DCopeland, 13 août 2011 - 12:29 .


#1420
DCopeland

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phoenixofthunder wrote...
Find her armor code (MDL) in the pcc where she is located using the unreal viewer. Then impliment it into the [SFXGame.SFXPawn_Player] Coalesced.ini Subsection as causal/torso or Fullbody appearance (see bottom of page 24 about how to set up npc armors) for Shepard. Save the C.INI run the Fixer and then run the game and it should be a selectable armor.


Posted Image
http://z-up.net/uploads/unsure.jpg

Now i've got no idea what i'm doing or where i've gone wrong.

Modifié par DCopeland, 13 août 2011 - 12:28 .


#1421
phoenixofthunder

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DCopeland wrote...

phoenixofthunder wrote...
Find her armor code (MDL) in the pcc where she is located using the unreal viewer. Then impliment it into the [SFXGame.SFXPawn_Player] Coalesced.ini Subsection as causal/torso or Fullbody appearance (see bottom of page 24 about how to set up npc armors) for Shepard. Save the C.INI run the Fixer and then run the game and it should be a selectable armor.


Posted Image

Now i've got no idea what i'm doing or where i've gone wrong.


Same issue as Rokatoro,  missing the first part of the code. 

Full code is:
BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL

This is the head model I believe:
BIOG_ASA_HGR_HVY_R.HVYa.ASA_VSR_HVYa_MDL

Modifié par phoenixofthunder, 13 août 2011 - 05:09 .


#1422
DCopeland

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Alright then, so take three.
I've inputted
CasualAppearances=(Id=4,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_SPR_HVY_R.HVYa.
ASA_SPR_HVYa_MDL",FemaleMaterialOverride=
"BIOG_ASA_HGR_HVY_R.HVYa.ASA_SPR_MASTER_MAT"),PlotFlag=-1)

As a replacement of what i had there before, and i'm still coming across the same issues.
Perhaps i would have better luck doing it as an Torso or FullBody Appearance instead of a casual, but that seems to be the equivalent of running before walking, (to me anyway)

Gah, there's something i must be missing.

Modifié par DCopeland, 13 août 2011 - 05:59 .


#1423
phoenixofthunder

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DCopeland wrote...

Alright then, so take three.
I've inputted
CasualAppearances=(Id=4,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_SPR_HVY_R.HVYa.
ASA_SPR_HVYa_MDL",FemaleMaterialOverride=
"BIOG_ASA_HGR_HVY_R.HVYa.ASA_SPR_MASTER_MAT"),PlotFlag=-1)

As a replacement of what i had there before, and i'm still coming across the same issues.
Perhaps i would have better luck doing it as an Torso or FullBody Appearance instead of a casual, but that seems to be the equivalent of running before walking, (to me anyway)

Gah, there's something i must be missing.


Did you read my post on page 24?

#1424
DCopeland

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phoenixofthunder wrote...

DCopeland wrote...

Alright then, so take three.
I've inputted
CasualAppearances=(Id=4,Type=CustomizableType_Torso,Mesh=(Female="BIOG_ASA_SPR_HVY_R.HVYa.
ASA_SPR_HVYa_MDL",FemaleMaterialOverride=
"BIOG_ASA_HGR_HVY_R.HVYa.ASA_SPR_MASTER_MAT"),PlotFlag=-1)

As a replacement of what i had there before, and i'm still coming across the same issues.
Perhaps i would have better luck doing it as an Torso or FullBody Appearance instead of a casual, but that seems to be the equivalent of running before walking, (to me anyway)

Gah, there's something i must be missing.


Did you read my post on page 24?


Sure did.
Even tried it with a seperate set of armor just to make sure it wasn't just my coding that was the problem.

followed the following.

Zaeed:

[SFXGame.SFXPawn_Player]
Head Appearence:
HelmetAppearances=(Id=#Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_HED_PROZaeed.Zaeed.HMM_HED_PROZaeed_MDL",(Female="BIOG_HMM_HED_PROZaeed.Zaeed.HMM_HED_PROZaeed_MDL"),PlotFlag=-1)

Body Appearence:
CasualAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=
(Male="BIOG_HMM_Zaeed_LGT_R.LGTa.HMM_Zaeed_LGTa_MDL",
MaleMaterialOverride="BIOG_HMM_Zaeed_LGT_R.LGTa.HMM_Zaeed_LGTa_MAT_1a",
Female="BIOG_HMM_Zaeed_LGT_R.LGTa.HMM_Zaeed_LGTa_MDL",
FemaleMaterialOverride="BIOG_HMM_Zaeed_LGT_R.LGTa.HMM_Zaeed_LGTa_MAT_1a"),PlotFlag=-1)

TorsoAppearances=(Id=#,Type=CustomizableType_Torso,Mesh=
(Male="BIOG_HMM_Zaeed_LGT_R.LGTa.HMM_Zaeed_LGTa_MDL",
MaleMaterialOverride="BIOG_HMM_Zaeed_LGT_R.LGTa.HMM_Zaeed_LGTa_MAT_1a",
Female="BIOG_HMM_Zaeed_LGT_R.LGTa.HMM_Zaeed_LGTa_MDL",
FemaleMaterialOverride="BIOG_HMM_Zaeed_LGT_R.LGTa.HMM_Zaeed_LGTa_MAT_1a"),PlotFlag=-1)

[Engine.PackagesToAlwaysCook]:
SeekFreePackage=BioH_Veteran_00
SeekFreePackage=BioH_Veteran_01

[SFXGameModeBase] & [SFXGameModeDefault]:
Bindings=( Name="Q", Command="Onlyloadlevel BioH_Veteran_00" )
OR
Bindings=( Name="Q", Command="Onlyloadlevel BioH_Veteran_01" )


Still nothing.

#1425
DCopeland

DCopeland
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Alright, break through!
Got it appearing as a casual outfit, but am now not sure how to get it working outside the normandy.

My current code

[SFXGame.SFXPawn_Player]

CasualAppearances=(Id=4,Type=CustomizableType_Torso,Mesh=
(Female="BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL",FemaleMaterialOverride="BIO
G_ASA_HGR_HVY_R.HVYa.ASA_SPR_MASTER_MAT"),PlotFlag=-1)

TorsoAppearances=(Id=4,Type=CustomizableType_Torso,Mesh=
(Female="BIOG_ASA_SPR_HVY_R.HVYa.ASA_SPR_HVYa_MDL",FemaleMaterialOverride="BIO
G_ASA_HGR_HVY_R.HVYa.ASA_SPR_MASTER_MAT"),PlotFlag=-1)


[SFXGame.SFXGameModeBase]

Bindings=( Name="Q", Command="Onlyloadlevel BioD_Exp1Lvl1_600LiaraReveal" )


[Engine.PackagesToAlwaysCook]

SeekFreePackage=BioH_Liara_00


Edit:
Urika!
Thanks for your help.
Posted Image

Modifié par DCopeland, 13 août 2011 - 07:16 .