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ME2 - Modding is Possible III (PC Only)


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#151
the3rdbiscuit

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I'm not sure if this has been discusses elsewhere before, I've searched but with no luck.

Using Gibbed it's possible to change Has Morph Head to False to reset a custom face to the poster Shepard's face, which tells the save to use the default meshed and textures. My question is, is it known where abouts in the save  these default meshes and textures are referenced?

It doesn't seem to be something that's shown in Gibbed, unless Im missing the obvious, which isn't unheard of.

#152
Guest_Inge Shepard_*

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You only need to export the face you already have for later reuse. Then you import that face file. You find this under Toolbox tab.

#153
the3rdbiscuit

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Inge Shepard wrote...

You only need to export the face you
already have for later reuse. Then you import that face file. You find
this under Toolbox tab.


Thanks for the reply, but that's not what I meant. I understand importing, exporting and modifying head morphs in Gibbed so none of that is a problem.

In Gibbed if you set Raw > Player > Appearance > Has Morph Head to True then the game uses the settings found at Raw > Player > Appearance > Morph Head to determine how Shepards face, hair etc. will look. However, if you set Has Morph Head to False then the game will use the default Shepard mesh (HMM_HED_PROSheppard_MDL.psk) and textues.

What I want to know is how the save file tells the game to use that particular mesh. I've looked through Gibbed a fair bit and I haven't found anything that seems to be referencing that mesh, but I'm very new to all this so it's quite possibly hidden away somewhere I haven't looked.

Modifié par the3rdbiscuit, 14 novembre 2010 - 05:53 .


#154
Atayla

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phoenixofthunder wrote...

[What do you have for his casual wear: MDL & MAT?


I have MDL as casual wear: BIOG_DRL_THN_LGT_R.LGTa.DRL_THN_LGTa_MDL. Not familiar with MAT, however. Working with the armor has been okay for me but I get confused with casual wear. lol That's why I have just the body part that looks normal and when I use the "blank" casual outfit trick to wear my armor inside the Normandy, his face gets all icky like the model collapses.

I saw a person suggest making changes to the Engine.packagestoalwayscook in the C.ini  by adding SeekFreePackage=BioH_Assassin_00 but so far I haven't seen it make any changes. I can understand the concepts pretty well but I know I'm missing something somewhere. Posted Image

Any steps in the right direction would be greatly appreciated.

#155
phoenixofthunder

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Atayla wrote...

phoenixofthunder wrote...

[What do you have for his casual wear: MDL & MAT?


I have MDL as casual wear: BIOG_DRL_THN_LGT_R.LGTa.DRL_THN_LGTa_MDL. Not familiar with MAT, however. Working with the armor has been okay for me but I get confused with casual wear. lol That's why I have just the body part that looks normal and when I use the "blank" casual outfit trick to wear my armor inside the Normandy, his face gets all icky like the model collapses.

I saw a person suggest making changes to the Engine.packagestoalwayscook in the C.ini  by adding SeekFreePackage=BioH_Assassin_00 but so far I haven't seen it make any changes. I can understand the concepts pretty well but I know I'm missing something somewhere. Posted Image

Any steps in the right direction would be greatly appreciated.



The armor uses the MDL only.
The MAT is only used by the casual wear in conjunction with the MDL.
The MDL without the appropriate MAT material override for casual wear may cause the model (Thane in this case) to become distorted.

Its probably that the casual wear is looking for data for Thane that is provided by a MAT that it needs but the MAT isn't included so its not supplied thus the bad Thane model visuals
.
I haven't got the SeekFreePackage method to ever work either. I would suggest adding the following binding to its corresponding section:
:
[SFXGame.SFXGameModeBase]
Bindings=( Name="****DESIRED KEY****", Command="StreamLevelIn BioH_Assassin_00" )

#156
Captain_Obvious_au

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phoenixofthunder wrote...

Captain_Obvious_au wrote...

Captain_Obvious_au wrote...

Funnily enough I tried to edit it so that the Collectors Rifle replaces the Revenant as the choice you can make on the Collector Ship (always seemed odd to me) but the game doesn't seem to like that either. Maybe because the Revenant still has the 'not regular weapon' tag, but I figured that only referred to only Shep being able to carry it.

As it turns out, I think the game only lets you use the SuperAssaultRifle tag in conjunction with the NotRegularWeapon tag, which is a bit annoying. Also, using the NotRegularWeapon tag without an unlock plotflag means it stays locked.

Therefore, I just changed the Revenant to being unlocked at the same time as the Vindicator, and the Collector Rifle at the same time as the Collector Particle Beam. Should work well enough.

EDIT: Not sure if the green is 'just' you, but definately not me, everything looks normal :)

EDIT2: How do I get into in-game email editing?


Maybe Mass Effect 2 TLK Tool
:?

I've tried that, but here's the problem. Some DLC, like the Collectors, has the email in the TLK that comes with it. However the firepower pack seems to not include these emails, so I'm wondering where I'd be able to find them.

EDIT: nevermind. I re-extracted the Firepower text file, and it came out to being over twice the size of the original, including the emails. Weird.

Modifié par Captain_Obvious_au, 15 novembre 2010 - 01:37 .


#157
Guest_Inge Shepard_*

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the3rdbiscuit wrote...

Inge Shepard wrote...

You only need to export the face you
already have for later reuse. Then you import that face file. You find
this under Toolbox tab.


Thanks for the reply, but that's not what I meant. I understand importing, exporting and modifying head morphs in Gibbed so none of that is a problem.

In Gibbed if you set Raw > Player > Appearance > Has Morph Head to True then the game uses the settings found at Raw > Player > Appearance > Morph Head to determine how Shepards face, hair etc. will look. However, if you set Has Morph Head to False then the game will use the default Shepard mesh (HMM_HED_PROSheppard_MDL.psk) and textues.

What I want to know is how the save file tells the game to use that particular mesh. I've looked through Gibbed a fair bit and I haven't found anything that seems to be referencing that mesh, but I'm very new to all this so it's quite possibly hidden away somewhere I haven't looked.

I don't know the answer on that. Hope someone can help you.



#158
phoenixofthunder

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Inge Shepard wrote...

the3rdbiscuit wrote...

Inge Shepard wrote...

You only need to export the face you
already have for later reuse. Then you import that face file. You find
this under Toolbox tab.


Thanks for the reply, but that's not what I meant. I understand importing, exporting and modifying head morphs in Gibbed so none of that is a problem.

In Gibbed if you set Raw > Player > Appearance > Has Morph Head to True then the game uses the settings found at Raw > Player > Appearance > Morph Head to determine how Shepards face, hair etc. will look. However, if you set Has Morph Head to False then the game will use the default Shepard mesh (HMM_HED_PROSheppard_MDL.psk) and textues.

What I want to know is how the save file tells the game to use that particular mesh. I've looked through Gibbed a fair bit and I haven't found anything that seems to be referencing that mesh, but I'm very new to all this so it's quite possibly hidden away somewhere I haven't looked.

I don't know the answer on that. Hope someone can help you.



Well ME2 uses the Has Morph Head variable when set to true differently than when set to false.

When set to True it creates a head by combining parts like eyes, hair, brow, chin, ect. From seperate MDL's &  MAT's into a singular mesh-list inside G.M.E.2.S.E. This list acts as guide to paste the face together from different head part files & results in a custom face.

When set to False it creates a head by using head part files that have been pre-programmed to automatically connect together as the default face. And is used only if that variable is read to be false; so there is no need for a list to mesh-list to track the different components.

:oAfter-thought::
Also the editor hasn't been updated lately (REV 25 still right?). It has some features still incomplete; one of which may have been to show the default face mesh-list . {{Need a pondering smiley}}
Posted Image
(Found one!)
Found at NYYFans.com (I personally have no like of baseball [sorry if that offends anyone I appologize but we all have our tastes. My taste is in auto racing, specifically: NASCAR) [If I should remove the smiley let me know.]

Modifié par phoenixofthunder, 15 novembre 2010 - 02:00 .


#159
the3rdbiscuit

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phoenixofthunder wrote...

Well ME2 uses the Has Morph Head variable when set to true differently than when set to false.

When set to True it creates a head by combining parts like eyes, hair, brow, chin, ect. From seperate MDL's &  MAT's into a singular mesh-list inside G.M.E.2.S.E. This list acts as guide to paste the face together from different head part files & results in a custom face.

When set to False it creates a head by using head part files that have been pre-programmed to automatically connect together as the default face. And is used only if that variable is read to be false; so there is no need for a list to mesh-list to track the different components.

:oAfter-thought::
Also the editor hasn't been updated lately (REV 25 still right?). It has some features still incomplete; one of which may have been to show the default face mesh-list .


I get how the game uses various meshes and textures to form a custom face and I also understand how the game uses pre-made parts to create non-custom faces, be they the default Shepard's or any other character's.

I've been poking about in the game files and it quickly becomes very clear how the game uses its assets, how the faces made for ME2 differ from those made for ME1 and many, many other things. What's not clear is how to influence or change the specific meshes the game uses to create Shepard's face if Has Morph Head is set to False.

Currently, the game will use the HMM_HED_PROSheppard_MDL skeletal mesh and its corresponding textures. This info must be in the save file somewhere, but where ever that somewhere is, it's not able to be modified with Gibbed currently it would seem. Hex editing may help here, but it's been a few years so I'll hold off on that for a bit.

From my testing so far it seems that any mesh or texture from the BIOG_HMM_XXX (which contains human male character components) and BIOG_HMF_XXX (human female) files can be loaded and used without errors, which means that through save file modification you can give Shepard another character's head very easily.

The only way I've been able to do this so far, though, is by having the other character's head be loaded in place of a hair or accesssory mesh and then shrinking Shepard's actual head to keep it hidden. A cleaner method whereby Shepard's head is replaced rather than hidden would obviously be preferable.

I assume all of this is possible because the BIOG_XXX files are always active as the game is always using them. Loading meshes and textures from .pcc files that are only used for specific planets or levels doesn't seem to work unless those files are currently loaded by the game anyway. So, if you were to tell the game to give Shepard a batarian head it would only work if the game is currently using the file you called that batarian head from (e.g. the BioD_OmgPrA_201Clinic files used for part of Mordin's recruitment). If not, no head is loaded. This doesn't always work, though. It's been quite temperamental for me so far.

If there were a way to use files from any of the 'situational' .pcc files it would open up a lot of options for character modification. That's probably going beyond the scope of save game editing, though.


I probably haven't explained everything too well so sorry if anything is unclear.

Modifié par the3rdbiscuit, 15 novembre 2010 - 04:35 .


#160
phoenixofthunder

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the3rdbiscuit wrote...

phoenixofthunder wrote...

Well ME2 uses the Has Morph Head variable when set to true differently than when set to false.

When set to True it creates a head by combining parts like eyes, hair, brow, chin, ect. From seperate MDL's &  MAT's into a singular mesh-list inside G.M.E.2.S.E. This list acts as guide to paste the face together from different head part files & results in a custom face.

When set to False it creates a head by using head part files that have been pre-programmed to automatically connect together as the default face. And is used only if that variable is read to be false; so there is no need for a list to mesh-list to track the different components.

:oAfter-thought::
Also the editor hasn't been updated lately (REV 25 still right?). It has some features still incomplete; one of which may have been to show the default face mesh-list .


I get how the game uses various meshes and textures to form a custom face and I also understand how the game uses pre-made parts to create non-custom faces, be they the default Shepard's or any other character's.

I've been poking about in the game files and it quickly becomes very clear how the game uses its assets, how the faces made for ME2 differ from those made for ME1 and many, many other things. What's not clear is how to influence or change the specific meshes the game uses to create Shepard's face if Has Morph Head is set to False.

Currently, the game will use the HMM_HED_PROSheppard_MDL skeletal mesh and its corresponding textures. This info must be in the save file somewhere, but where ever that somewhere is, it's not able to be modified with Gibbed currently it would seem. Hex editing may help here, but it's been a few years so I'll hold off on that for a bit.

From my testing so far it seems that any mesh or texture from the BIOG_HMM_XXX (which contains human male character components) and BIOG_HMF_XXX (human female) files can be loaded and used without errors, which means that through save file modification you can give Shepard another character's head very easily.

The only way I've been able to do this so far, though, is by having the other character's head be loaded in place of a hair or accesssory mesh and then shrinking Shepard's actual head to keep it hidden. A cleaner method whereby Shepard's head is replaced rather than hidden would obviously be preferable.

I assume all of this is possible because the BIOG_XXX files are always active as the game is always using them. Loading meshes and textures from .pcc files that are only used for specific planets or levels doesn't seem to work unless those files are currently loaded by the game anyway. So, if you were to tell the game to give Shepard a batarian head it would only work if the game is currently using the file you called that batarian head from (e.g. the BioD_OmgPrA_201Clinic files used for part of Mordin's recruitment). If not, no head is loaded. This doesn't always work, though. It's been quite temperamental for me so far.

If there were a way to use files from any of the 'situational' .pcc files it would open up a lot of options for character modification. That's probably going beyond the scope of save game editing, though.


I probably haven't explained everything too well so sorry if anything is unclear.


You mean to use another character (Batarian) as Shepard? This is possible.
To edit the default face; I don't know, I haven't tried yet but I'm sure there is or will be a way to do so eventually. 

Modifié par phoenixofthunder, 15 novembre 2010 - 08:44 .


#161
the3rdbiscuit

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phoenixofthunder wrote...

You mean to use another character (Batarian) as Shepard? This is possible.
To edit the default face; I don't know, I haven't tried yet but I'm sure there is or will be a way to do so eventually. 


Possible just through Gibbed/save game modification? If so, how would I go about doing it?

I'm working with the PC version at the moment but I'd rather be able to replicate and changes on 360 as well, which means I can only work with .pcsav / .xbsav files.

#162
jwalker

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breathing mask on no-air missions....

this works perfectly, but only if jacob/miranda are in your party, which is a problem....
any way around this ?

#163
Cyansomnia

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I'm a bit new to modding so I have a question. I've seen videos where people swap another character into Shepard's position (like Thane and Mordin). How is this done? I've searched all over the place, but found no instructions on how to do it. Also, does it work the other way around? Like put your Shep into another character's position?

#164
CyanidPontifex

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So I've got a question: Do we know how dialog text is connected with its relevant audio file? Would it be possible to make it so that, for example, Jacob's "Prize" dialog was replaced with a Harbinger voice over?

#165
RGFrog

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jwalker wrote...

breathing mask on no-air missions....

this works perfectly, but only if jacob/miranda are in your party, which is a problem....
any way around this ?



My original post on the issue.

You need the bind about half way down if you don't want to bring jacob or miri along.

Modifié par RGFrog, 17 novembre 2010 - 04:57 .


#166
Stephen226

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[Engine.GameInfo]

DefaultGame=SFXGame.BioSPGame
DefaultServerGame=SFXGame.BioSPGame
bAdminCanPause=false
MaxPlayers=16
GameDifficulty=+1.0
bChangeLevels=True
MaxSpectators=2
MaxIdleTime=+0.0
MaxTimeMargin=+0.0
TimeMarginSlack=+1.35
MinTimeMargin=-1.0

does anybody know what the point of this section is for?

#167
jwalker

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RGFrog wrote...

jwalker wrote...

breathing mask on no-air missions....

this works perfectly, but only if jacob/miranda are in your party, which is a problem....
any way around this ?



My original post on the issue.

You need the bind about half way down if you don't want to bring jacob or miri along.


Thank you !

#168
RGFrog

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Stephen226 wrote...

[Engine.GameInfo]

DefaultGame=SFXGame.BioSPGame
DefaultServerGame=SFXGame.BioSPGame
bAdminCanPause=false
MaxPlayers=16
GameDifficulty=+1.0
bChangeLevels=True
MaxSpectators=2
MaxIdleTime=+0.0
MaxTimeMargin=+0.0
TimeMarginSlack=+1.35
MinTimeMargin=-1.0

does anybody know what the point of this section is for?


Carry over from the Unreal engine?
I opened SFXGame and there's no BioMPGame... if there were, though :o

#169
yondaime4017

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Hey I wanted to know if and how you can make the incisor sniper rifle single fire... any help would be greatly appreciated

#170
phoenixofthunder

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yondaime4017 wrote...

Hey I wanted to know if and how you can make the incisor sniper rifle single fire... any help would be greatly appreciated





Under
[SFXGameContent_Inventory.SFXWeapon_AntiMatRifle]
in the C.ini set the following to false:

bIsAutomatic=true >>>>>> bIsAutomatic=false

#171
yondaime4017

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thanks phoenix!

#172
phoenixofthunder

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RGFrog wrote...

Stephen226 wrote...

[Engine.GameInfo]

DefaultGame=SFXGame.BioSPGame
DefaultServerGame=SFXGame.BioSPGame
bAdminCanPause=false
MaxPlayers=16
GameDifficulty=+1.0
bChangeLevels=True
MaxSpectators=2
MaxIdleTime=+0.0
MaxTimeMargin=+0.0
TimeMarginSlack=+1.35
MinTimeMargin=-1.0

does anybody know what the point of this section is for?


Carry over from the Unreal engine?
I opened SFXGame and there's no BioMPGame... if there were, though :o



Think of the possibilities..............: (Army of Shepards!).=]

#173
phoenixofthunder

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yondaime4017 wrote...

thanks phoenix!

No problem.;)

the3rdbiscuit wrote...

phoenixofthunder wrote...

You mean to use another character (Batarian) as Shepard? This is possible.
To edit the default face; I don't know, I haven't tried yet but I'm sure there is or will be a way to do so eventually. 

Possible just through Gibbed/save game modification? If so, how would I go about doing it?
I'm working with the PC version at the moment but I'd rather be able to replicate and changes on 360 as well, which means I can only work with .pcsav / .xbsav files.



Aislinn Trista wrote...
I'm a bit new to modding so I have a question. I've seen videos where people swap another character into Shepard's position (like Thane and Mordin). How is this done? I've searched all over the place, but found no instructions on how to do it. Also, does it work the other way around? Like put your Shep into another character's position?


the3rdbiscuit & Aislinn Trista this may help:
Just replace Miranda code with desired npc MDL & MAT code


Modifié par phoenixofthunder, 22 novembre 2010 - 07:15 .


#174
yondaime4017

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You wouldn't happen to know to to change shepard's and or crew member powers like say getting rid of cryo ammo for the vanguard and replacing it with a biotic power?



and if that is a yes i would love some help with that thanks!

#175
phoenixofthunder

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yondaime4017 wrote...

You wouldn't happen to know to to change shepard's and or crew member powers like say getting rid of cryo ammo for the vanguard and replacing it with a biotic power?

and if that is a yes i would love some help with that thanks!



Here is a forum devoted to that very thing by ZephSunstrider