ME2 - Modding is Possible III (PC Only)
#1576
Posté 06 septembre 2011 - 07:20
Thanks for the help.
#1577
Posté 07 septembre 2011 - 04:06
Killjoy Cutter wrote...
Well, it looks like this might be a bust, for anyone who wants to maintain the "new weapon skill" event in the Collector vessel. With the changes I made to c.ini, on a new career, it didn't trigger, and I was given no chance to select a new skill. I'll have to check a few more things.
The good news is that the upgrades appear to be working for the special weapons. For example, the Claymore has a base of 10+1 rounds, and has 20+1 rounds (one shot per "clip") with the sxtra shotgun rounds upgrade.
Does this work for the heavy weapons as well such as the Blackstorm?
I am in the middle of getting more computer RAM so I am unable to run ME2 to test the following right now.NamiraWilhelm wrote...
@Phoenix
sorry, by all i meant all the different pieces so torso, shoulder, leg etc. For the armor he wore on horizon
Yet after searching the relevant PCC: BioD_HorCr1_303AshKaidan I found the following codes just not sure if they will work without testing them first....
Ash's Armor code:
BIOG_HMF_ARM_HVY_R.HVYa.HMF_ARM_HVYa_MDL'
Ash's Head code:
BIOG_HMF_HED_PROMorph_R.PROAshley.HMF_HED_PRO_Ashley_MDL_LOD0
Ash's Hair code:
BIOG_HMF_HIR_PRO.Ashley.HMF_HIR_PROAshley_MDL
And two female head gear codes:
BIOG_HMF_HGR_HVY_R.HVYa.HMF_HGR_HVYa_MDL
BIOG_HMF_HGR_HVY_R.HVYa.HMF_VSR_HVYa_MDL
Kaiden's Armor code:
BIOG_HMM_ARM_LGT_R.LGTa.HMM_ARM_LGTa_MDL
Kaiden's Head code:
BIOG_HMM_HED_PROMorph.Kaiden.HMM_HED_PROKaiden_MDL
Kaiden's Hair code:
BIOG_HMM_HIR_PRO_R.Kaiden.HMM_HIR_Kai_MDL
And three male head gear codes:
BIOG_HMM_HGR_HVY_R.HVYa.HMM_VSR_HVYa_MDL
BIOG_HMM_HGR_LGT_R.LGTa.HMM_HGR_LGTa_MDL
BIOG_HMM_HGR_MED_R.BRT.HMM_BRT_MED_MDL
zingro wrote...
Holy crap 60+ pages long um 2 questions for the ini experts.. searching this thread was a headache.
Search engine websites can help with this. In the search field of those websites put the following:
Search criteria http://social.biowar...8/index/5055832
I heard that someone got that result by doing the following in the following sentence. Try changing the 03 part of the codes highlighted above to 01.zingro wrote...
1) How to remove the renegade terminator eyes but keep the face scars?
I tried messing around with the ini. scars but no luck with the eyes... and NO I don't want TIM eyes I just want my default eyes back.
Scars=(Threshold=(X=1,Y=1),Emissive="BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_03",
Normal="BIOG_HMM_HED_Alignment.Scar.Face_NormScars_03",
EyeEmissive="BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_03",
FemaleEmissive="BIOG_HMF_HED_Alignment.Emissive.HMF_Face_EmisScars_03",
FemaleNormal="BIOG_HMF_HED_Alignment.Scar.HMF_Face_NormScars_03",
FemaleEyeEmissive="BIOG_HMF_HED_Alignment.Eye.HMF_Eye_EmisScars_03",Color=(R=0,G=0,B=0,A=0))
zingro wrote...
2) I'm trying to change this armors color, its Vasirs armor. Unless someones made a texmod and changed the colors that way?
TorsoAppearances=(Id=5,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)
Armor colors only use the model or the MDL and they completely ignore the material context or the MAT. In order to use that armor with a different color of the armor you need to use it as a casual clothing piece. After setting that up you will need to impliment the casual wear toggle that will allow you to use casual wear outside the Normandy.
See my last post on page 24 for information about the toggle.
variobunz wrote...
I'm trying to increase shepard's shield strength. I changed MAXShields in [SFXGame.SFXShield_Player]. But nothing changed.
Thanks for the help.
That seems to be something that is hard wired in the game and doesn't change even when edited in the coalesced.ini for use in game.
Modifié par phoenixofthunder, 07 septembre 2011 - 05:54 .
#1578
Posté 07 septembre 2011 - 06:27
phoenixofthunder wrote...
Killjoy Cutter wrote...
Well, it looks like this might be a bust, for anyone who wants to maintain the "new weapon skill" event in the Collector vessel. With the changes I made to c.ini, on a new career, it didn't trigger, and I was given no chance to select a new skill. I'll have to check a few more things.
The good news is that the upgrades appear to be working for the special weapons. For example, the Claymore has a base of 10+1 rounds, and has 20+1 rounds (one shot per "clip") with the sxtra shotgun rounds upgrade.
Does this work for the heavy weapons as well such as the Blackstorm?
I don't have the Blackstorm, so I can't test it.
I haven't messed with the heavy weapons yet along these lines, I'll have to add that to my list of things to test.
Modifié par Killjoy Cutter, 07 septembre 2011 - 08:50 .
#1579
Posté 07 septembre 2011 - 08:29
phoenixofthunder wrote...
That seems to be something that is hard wired in the game and doesn't change even when edited in the coalesced.ini for use in game.
It's probably recalculated on every run (bonuses are applies etc.). (SFXShield_Base.uc : 75)
#1580
Posté 07 septembre 2011 - 11:09
#1581
Posté 07 septembre 2011 - 11:25
Killjoy Cutter wrote...
Does Arrival make any changes to coalesced.ini?
Most DLC's do default coalesced.ini to its pre-modded condition. Though not all DLC do so.
#1582
Posté 07 septembre 2011 - 11:27
Any ideas of how to up the base shield for him?Epic Legion wrote...
phoenixofthunder wrote...
That seems to be something that is hard wired in the game and doesn't change even when edited in the coalesced.ini for use in game.
It's probably recalculated on every run (bonuses are applies etc.). (SFXShield_Base.uc : 75)
#1583
Posté 07 septembre 2011 - 11:44
phoenixofthunder wrote...
Killjoy Cutter wrote...
Does Arrival make any changes to coalesced.ini?
Most DLC's do default coalesced.ini to its pre-modded condition. Though not all DLC do so.
Ah, so making a backup of my modded file and then replacing the default should still work with that DLC if I get it. First time a DLC replaced my c.ini, I was... not happy.
#1584
Posté 08 septembre 2011 - 05:55
A couple of my followers have gotten overlevelled as a byproduct of giving shepard skills he's not normally supposed to have (see my earlier post about adding out of class passive skills). The skills don't save and every time I add them back I have to use a cheat to give him the talent points to buy up the extra skill.
#1585
Posté 10 septembre 2011 - 04:13
Killjoy Cutter wrote...
phoenixofthunder wrote...
Killjoy Cutter wrote...
Does Arrival make any changes to coalesced.ini?
Most DLC's do default coalesced.ini to its pre-modded condition. Though not all DLC do so.
Ah, so making a backup of my modded file and then replacing the default should still work with that DLC if I get it. First time a DLC replaced my c.ini, I was... not happy.
Not exactly. If say installing the LOTSB DLC important data is added to the C.ini that will not be there if you replace it with a modified saved ini version. It would be better to notify where and what edits you have done to the c.ini by placing several ;'s at the beginning of your editation (make a new line and dont put on the same line as your edit or you will comment out the data itself) as well as at the end. Then copy the coalesced.ini to say the desktop and proceded to leave the original in its place in ME2's directory and go ahead and install the DLC in question. Then as tedious as it is open both the copy and the newly updated c.ini in Notepad 2(++) and in the desktop copy push ctrl+F to bring up the search function and search for the several ";" at the beginning of the edit and it should take you right there. Then all that is left is to transfer the data to the original c.ini in ME2's directory over writing as necessary.
You could also use the Coalesced Editor and Mod Manager programs but they have a tendency to cause unforseen problems (and in my case led to a reinstall of ME2).
dstarfire wrote...
Does anybody know if the savegame editor has been updated to allow modifying your followers, yet? I'm using r1b7, and the henchman tab still shows 'not implemented yet'.
A couple of my followers have gotten overlevelled as a byproduct of giving shepard skills he's not normally supposed to have (see my earlier post about adding out of class passive skills). The skills don't save and every time I add them back I have to use a cheat to give him the talent points to buy up the extra skill.
You are refering to the Mass Effect 2 Gibbed Save Editor [Modified] version? if so then not yet but Pordis Shepard is in the process of building version 8 and hopefully that will be implimented when it is released.
Modifié par phoenixofthunder, 10 septembre 2011 - 04:18 .
#1586
Posté 10 septembre 2011 - 11:14
Killjoy Cutter wrote...
I haven't messed with the heavy weapons yet along these lines, I'll have to add that to my list of things to test.phoenixofthunder wrote...
Killjoy Cutter wrote...
Well, it looks like this might be a bust, for anyone who wants to maintain the "new weapon skill" event in the Collector vessel. With the changes I made to c.ini, on a new career, it didn't trigger, and I was given no chance to select a new skill. I'll have to check a few more things.
The good news is that the upgrades appear to be working for the special weapons. For example, the Claymore has a base of 10+1 rounds, and has 20+1 rounds (one shot per "clip") with the sxtra shotgun rounds upgrade.
Does this work for the heavy weapons as well such as the Blackstorm?
KillJoy, I've had no problem unlocking all the special weapons for use from the first time I have access to the weapon choice in game. Upgrades have always seemed to work as well.
I've also always been able to choose training as normal at the collector ship.
The only time the weapon skill selection didn't happen was on a NG+ run.
Are you trying to do something different? I went back to your posts on this and wasn't able to figure out what wasn't working. Be glad to help if you still want it and can help me understand what your goal is.
Modifié par RGFrog, 10 septembre 2011 - 11:16 .
#1587
Posté 11 septembre 2011 - 12:14
RGFrog wrote...
Killjoy Cutter wrote...
I haven't messed with the heavy weapons yet along these lines, I'll have to add that to my list of things to test.phoenixofthunder wrote...
Killjoy Cutter wrote...
Well, it looks like this might be a bust, for anyone who wants to maintain the "new weapon skill" event in the Collector vessel. With the changes I made to c.ini, on a new career, it didn't trigger, and I was given no chance to select a new skill. I'll have to check a few more things.
The good news is that the upgrades appear to be working for the special weapons. For example, the Claymore has a base of 10+1 rounds, and has 20+1 rounds (one shot per "clip") with the sxtra shotgun rounds upgrade.
Does this work for the heavy weapons as well such as the Blackstorm?
KillJoy, I've had no problem unlocking all the special weapons for use from the first time I have access to the weapon choice in game. Upgrades have always seemed to work as well.
I've also always been able to choose training as normal at the collector ship.
The only time the weapon skill selection didn't happen was on a NG+ run.
Are you trying to do something different? I went back to your posts on this and wasn't able to figure out what wasn't working. Be glad to help if you still want it and can help me understand what your goal is.
I thought I was using a non-NG+ save to test this, but now I'm not sure.
I started out wanting to be able to use the Widow on an NG+ of an Inflitrator from way back, for whom I had initially chosen the AR skill instead of the Widow.
#1588
Posté 11 septembre 2011 - 12:15
RGFrog wrote...
Killjoy Cutter wrote...
I haven't messed with the heavy weapons yet along these lines, I'll have to add that to my list of things to test.phoenixofthunder wrote...
Killjoy Cutter wrote...
Well, it looks like this might be a bust, for anyone who wants to maintain the "new weapon skill" event in the Collector vessel. With the changes I made to c.ini, on a new career, it didn't trigger, and I was given no chance to select a new skill. I'll have to check a few more things.
The good news is that the upgrades appear to be working for the special weapons. For example, the Claymore has a base of 10+1 rounds, and has 20+1 rounds (one shot per "clip") with the sxtra shotgun rounds upgrade.
Does this work for the heavy weapons as well such as the Blackstorm?
KillJoy, I've had no problem unlocking all the special weapons for use from the first time I have access to the weapon choice in game. Upgrades have always seemed to work as well.
I've also always been able to choose training as normal at the collector ship.
The only time the weapon skill selection didn't happen was on a NG+ run.
Are you trying to do something different? I went back to your posts on this and wasn't able to figure out what wasn't working. Be glad to help if you still want it and can help me understand what your goal is.
We were trying to figure out if everything would still function
correctly if the part of the weapon code for the special weapons that
can be aquired were to simply be deleted.
Here is the code that we have been discussing on just deleting: "notregularweapongui=true"
Modifié par phoenixofthunder, 11 septembre 2011 - 12:18 .
#1589
Posté 11 septembre 2011 - 12:23
Killjoy Cutter wrote...
RGFrog wrote...
Killjoy Cutter wrote...
I haven't messed with the heavy weapons yet along these lines, I'll have to add that to my list of things to test.phoenixofthunder wrote...
Killjoy Cutter wrote...
Well, it looks like this might be a bust, for anyone who wants to maintain the "new weapon skill" event in the Collector vessel. With the changes I made to c.ini, on a new career, it didn't trigger, and I was given no chance to select a new skill. I'll have to check a few more things.
The good news is that the upgrades appear to be working for the special weapons. For example, the Claymore has a base of 10+1 rounds, and has 20+1 rounds (one shot per "clip") with the sxtra shotgun rounds upgrade.
Does this work for the heavy weapons as well such as the Blackstorm?
KillJoy, I've had no problem unlocking all the special weapons for use from the first time I have access to the weapon choice in game. Upgrades have always seemed to work as well.
I've also always been able to choose training as normal at the collector ship.
The only time the weapon skill selection didn't happen was on a NG+ run.
Are you trying to do something different? I went back to your posts on this and wasn't able to figure out what wasn't working. Be glad to help if you still want it and can help me understand what your goal is.
I thought I was using a non-NG+ save to test this, but now I'm not sure.
I started out wanting to be able to use the Widow on an NG+ of an Inflitrator from way back, for whom I had initially chosen the AR skill instead of the Widow.
Open the save in the ME2 save game editor.
Navigate to RAW>PLOT>EndGameState
and if it says: "LIved to fight again" then it is a NG+ otherwise it is not NG+
Modifié par phoenixofthunder, 11 septembre 2011 - 12:26 .
#1590
Posté 11 septembre 2011 - 12:30
phoenixofthunder wrote...
Killjoy Cutter wrote...
RGFrog wrote...
Killjoy Cutter wrote...
I haven't messed with the heavy weapons yet along these lines, I'll have to add that to my list of things to test.phoenixofthunder wrote...
Killjoy Cutter wrote...
Well, it looks like this might be a bust, for anyone who wants to maintain the "new weapon skill" event in the Collector vessel. With the changes I made to c.ini, on a new career, it didn't trigger, and I was given no chance to select a new skill. I'll have to check a few more things.
The good news is that the upgrades appear to be working for the special weapons. For example, the Claymore has a base of 10+1 rounds, and has 20+1 rounds (one shot per "clip") with the sxtra shotgun rounds upgrade.
Does this work for the heavy weapons as well such as the Blackstorm?
KillJoy, I've had no problem unlocking all the special weapons for use from the first time I have access to the weapon choice in game. Upgrades have always seemed to work as well.
I've also always been able to choose training as normal at the collector ship.
The only time the weapon skill selection didn't happen was on a NG+ run.
Are you trying to do something different? I went back to your posts on this and wasn't able to figure out what wasn't working. Be glad to help if you still want it and can help me understand what your goal is.
I thought I was using a non-NG+ save to test this, but now I'm not sure.
I started out wanting to be able to use the Widow on an NG+ of an Inflitrator from way back, for whom I had initially chosen the AR skill instead of the Widow.
Open the save in the ME2 save game editor.
Navigate to RAW>PLOT>EndGameState
and if it says: "LIved to fight again" then it is a NG+ otherwise it is not NG+
Doesn't that reset in the new saves when you start an NG+?
#1591
Posté 11 septembre 2011 - 02:02
im the Infil class right now and 1 thing I wanted to do is change Cryo Ammo for Overload if atall possible.
The other is, ive been having difficulty try to change the rate of fire for the M-5 Phalanx to a refire rate more something inbetween the Predator and the Handcannon say 200.
Yet not matter what I change the ROF setting to, the weapon still stays the same. the ammo changes i made word however.
Thanks for any help
Flea
#1592
Posté 11 septembre 2011 - 02:50
Edit: Also, "m_fMaxWaitTimeForAnimation" seems to do nothing.
Modifié par Tizerak, 11 septembre 2011 - 07:44 .
#1593
Posté 11 septembre 2011 - 06:43
It shouldn't since lived to fight again indicates that it is NG+ and that flag is used at certain points during the game.Killjoy Cutter wrote...
phoenixofthunder wrote...
Open the save in the ME2 save game editor.
Navigate to RAW>PLOT>EndGameState
and if it says: "LIved to fight again" then it is a NG+ otherwise it is not NG+
Doesn't that reset in the new saves when you start an NG+?
For the first you could add that power either as a stand alone binding or with others through a text file. As to the second question- is that a DLC weapon you are editing?SupaFlea wrote...
I wonder if anyone can help me, 2 things ive been tryin to do, 1 prob isnt easy done if atall possible from what ive read
im the Infil class right now and 1 thing I wanted to do is change Cryo Ammo for Overload if atall possible.
The other is, ive been having difficulty try to change the rate of fire for the M-5 Phalanx to a refire rate more something inbetween the Predator and the Handcannon say 200.
Yet not matter what I change the ROF setting to, the weapon still stays the same. the ammo changes i made word however.
Thanks for any help
Flea
Tizerak wrote...
I have tried using google and such to find a solution to this problem, I'm trying to get rid of the stupid global cooldown. I've successfully changed other things in the C.ini but when I change the "UseSharedPowerCooldown=" to "false" it doesn't affect the game it seems, but posts that have suggested this fix have people responding that it works and other it doesn't so... what am I doing wrong?
Edit: Also, "m_fMaxWaitTimeForAnimation" seems to do nothing.
I will look into seeing what can be done if anything but I can make no promises.
Modifié par phoenixofthunder, 11 septembre 2011 - 06:45 .
#1594
Posté 11 septembre 2011 - 09:45
phoenixofthunder wrote...
SupaFlea wrote...
I wonder if anyone can help me, 2 things ive been tryin to do, 1 prob isnt easy done if atall possible from what ive read
im the Infil class right now and 1 thing I wanted to do is change Cryo Ammo for Overload if atall possible.
The other is, ive been having difficulty try to change the rate of fire for the M-5 Phalanx to a refire rate more something inbetween the Predator and the Handcannon say 200.
Yet not matter what I change the ROF setting to, the weapon still stays the same. the ammo changes i made word however.
Thanks for any help
Flea
For the first you could add that power either as a stand alone binding or with others through a text file. As to the second question- is that a DLC weapon you are editing?
I sure how to go about doing the first bit you said mate and as for the second yes, the Phalanx is a DLC weapon, its called the Laserpistol in the ini file of the Firepower pack DLC.
Ive already edited it in reguards to ammo and dmg but the ROF still eludes me.
Thanks for the reply Phoenix
#1595
Posté 11 septembre 2011 - 09:58
SupaFlea wrote...
phoenixofthunder wrote...
SupaFlea wrote...
I wonder if anyone can help me, 2 things ive been tryin to do, 1 prob isnt easy done if atall possible from what ive read
im the Infil class right now and 1 thing I wanted to do is change Cryo Ammo for Overload if atall possible.
The other is, ive been having difficulty try to change the rate of fire for the M-5 Phalanx to a refire rate more something inbetween the Predator and the Handcannon say 200.
Yet not matter what I change the ROF setting to, the weapon still stays the same. the ammo changes i made word however.
Thanks for any help
Flea
For the first you could add that power either as a stand alone binding or with others through a text file. As to the second question- is that a DLC weapon you are editing?
I sure how to go about doing the first bit you said mate and as for the second yes, the Phalanx is a DLC weapon, its called the Laserpistol in the ini file of the Firepower pack DLC.
Ive already edited it in reguards to ammo and dmg but the ROF still eludes me.
Thanks for the reply Phoenix
No problem.
Basically what is done with using text files is that the code for adding a power is placed as a code line in a blank text file that is then given a name. The file is then placed in the ME2 Binaries directory. After which a binding to it is then added in the GameModeBase and GameModeDefault section of the Coalesced.ini.
A rough over view of how to make a text file see this post: Text File + T.F. Binding
As to the DLC pistol- I believe I know the issue to which you are having.
Did you follow the instructions for editing DLC Weapons?
Modifié par phoenixofthunder, 11 septembre 2011 - 10:08 .
#1596
Posté 11 septembre 2011 - 10:30
With the Pistol, im pretty sure I got everything right as im using it ingame already with the increased ammo editing I did to it. the Weapon ini for it is relativly small compared to otheres. if you want me to copy n paste my edited version here or in a msg on your profile just let me know.
#1597
Posté 11 septembre 2011 - 11:38
dstarfire wrote...
Does anybody know if the savegame editor has been updated to allow modifying your followers, yet? I'm using r1b7, and the henchman tab still shows 'not implemented yet'.
A couple of my followers have gotten overlevelled as a byproduct of giving shepard skills he's not normally supposed to have (see my earlier post about adding out of class passive skills). The skills don't save and every time I add them back I have to use a cheat to give him the talent points to buy up the extra skill.
If you're just trying to get rid of surplus skill points, yes, you can do that in Gibbed. Use the "raw" tab at the top of the editor, and scroll down to the Henchmen entry, and open it by clicking the [...] bit at the side. This will open a new window with a list of all your companions, and you can ajdust your skill points from there.
#1598
Posté 12 septembre 2011 - 12:37
phoenixofthunder wrote...
I will look into seeing what can be done if anything but I can make no promises.Tizerak wrote...
I have tried using google and such to find a solution to this problem, I'm trying to get rid of the stupid global cooldown. I've successfully changed other things in the C.ini but when I change the "UseSharedPowerCooldown=" to "false" it doesn't affect the game it seems, but posts that have suggested this fix have people responding that it works and other it doesn't so... what am I doing wrong?
Edit: Also, "m_fMaxWaitTimeForAnimation" seems to do nothing.
Thanks, if you need any other info from my end to help you out let me know.
#1599
Posté 12 septembre 2011 - 12:51
Modifié par Stephen226, 12 septembre 2011 - 12:59 .
#1600
Posté 12 septembre 2011 - 05:57
SupaFlea wrote...
With the TF Binding, will it be that I will need to press the key to load the Power every time I enter a new area, I read that about this method somewhere else.
With the Pistol, im pretty sure I got everything right as im using it ingame already with the increased ammo editing I did to it. the Weapon ini for it is relativly small compared to otheres. if you want me to copy n paste my edited version here or in a msg on your profile just let me know.
If you load them as loyality powers not necessarily.
There is a good chance of it though I have never had it as so.
A more direct direction:Quething wrote...
dstarfire wrote...
Does anybody know if the savegame editor has been updated to allow modifying your followers, yet? I'm using r1b7, and the henchman tab still shows 'not implemented yet'.
A couple of my followers have gotten overlevelled as a byproduct of giving shepard skills he's not normally supposed to have (see my earlier post about adding out of class passive skills). The skills don't save and every time I add them back I have to use a cheat to give him the talent points to buy up the extra skill.
If you're just trying to get rid of surplus skill points, yes, you can do that in Gibbed. Use the "raw" tab at the top of the editor, and scroll down to the Henchmen entry, and open it by clicking the [...] bit at the side. This will open a new window with a list of all your companions, and you can ajdust your skill points from there.
Raw>2. Squad> Henchmen> Collection BOX [...] > Select desired member >
set talent points to zero or other number wished.
I PM'ed someone about the idea and will let you know what they say when they get back to me.Tizerak wrote...
phoenixofthunder wrote...
I will look into seeing what can be done if anything but I can make no promises.Tizerak wrote...
I have tried using google and such to find a solution to this problem, I'm trying to get rid of the stupid global cooldown. I've successfully changed other things in the C.ini but when I change the "UseSharedPowerCooldown=" to "false" it doesn't affect the game it seems, but posts that have suggested this fix have people responding that it works and other it doesn't so... what am I doing wrong?
Edit: Also, "m_fMaxWaitTimeForAnimation" seems to do nothing.
Thanks, if you need any other info from my end to help you out let me know.
Stephen226 wrote...
hey can someone help me tint the visor on the n7 helmet. mirror it like in the prologue. also changing the colour of the tech armor, to red, or blue?
Would it not be easier to just use the prologue helmet?
Have you tried the Tech armor recolor mod? I sure it does this.
I will place link momentarily.
EDIT: Here is the link to the Rainbow Tech Armor Texture Project for use with TexMod.
Modifié par phoenixofthunder, 12 septembre 2011 - 06:04 .





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