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ME2 - Modding is Possible III (PC Only)


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#1726
MrChowderClam

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Hi all (long post ahead):

So I've been playing with Mass Effect 2 and ENB series. I know ENB has a rep for applying tons of bloom to everything, but all stereotypes aside, it's an incredibly useful tool for applying per-pixel post effects to the game. You can even write your own shaders in HLSL (!!!!). Performance hit is also fairly small (about 10 FPS in most areas. Not a problem for most computers at 1280x720). I'm getting 30+ FPS on an nvidia gt330m (similar to desktop 9600gt).

Basically, I've tweaked the in-game settings to slightly oversaturate blue and orange tones, and have light sources give off slightly more ambient bloom, which gives things more atmosphere. Things in bright light are also oversaturated, and things in shadow are slightly desaturated. Contrast and image sharpness are slightly increased, and a (tiny) bit of grain is added, giving the image a "cinematic" look.

I've also used the Antialiasing shader from the GTA IV ICEnhancer mod to add cheap MLAA (used on ATI cards, and for example the edge smoothing in Deus Ex: HR, BF3, and Crysis 2) as a post effect. The performance hit is very negligible and small aliasing artifacts (such as in hair and weapons) are greatly reduced (things in the distance still have aliasing artifacts, however).

Here are some screens so far (still a WIP). Top is before, bottom is after:

EDIT: Changes aren't very noticeable in small images. Click image for link to full version!!

1) Notice how aliasing in hair and clothes are reduced, but there are still jaggies in the background pillar + pipes. Contrast increased.
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Posted Image

2) Notice that jaggies in the square blocks are slightly reduced, but not by much. Lights are also more pure white and give off slight blue tint.
Posted ImagePosted Image

3) Notice how jaggies in the window pillar to the left, and the control box directly above EDI are reduced. Jaggies in the pad directly below EDI are still apparent. EDI colors (high brightness) are saturated, while shadow colors are desaturated.
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4) Again, AA is good in near-plane (hair and jacket), but very poor in far-plane (lights).
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Posted Image

5) Blue color is more pronounced.
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6) I don't like over-darkening on Garrus. Want to implement shader in HLSL that can determine screen brightness and dynamically adjust contrast to avoid this.
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7) I think over-brightening is OK. This can be adjusted to lower value, however.
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8) Quick test on Thane's recruit mission on Illium:
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So here's what I still want to do. I would like to write some custom shaders that we can use with ENB. The only problem is that I have absolutely NO experience in HLSL, and I have no idea how to proceed. The syntax looks familiar because it's similar to C (I have some experience in C), but I'm not sure how everything fits together and what the pipeline is like.

1) Implement a better form of AA. The edge smoothing algorithm that I have right now is quick and dirty, but it would be nice to implement SMAA for increased quality (source and examples available here: http://www.iryoku.com/smaa/)

2) Implement vector-based motion blur (something like the algorithm described here: http://http.develope...gems3_ch27.html).

3) Implement dynamic color correction that is some function of overall screen brightness to determine how much to darken/lighten.

If anyone here knows some HLSL or has some good resources for learning, I would really appreciate the help!

Finally, I know this won't appeal to all people because let's face it, vanilla ME2 looks pretty good already. So another goal is to have the mod be as customizable as possible (ENB is already very easy to mod, but having an in-game editor would be even better).

Again, any feedback or help would be very much appreciated.

EDIT: Link to the (current state) of the mod. Try it out, but please don't release!!!
Clam ME2Mod Alpha v0

Modifié par MrChowderClam, 12 novembre 2011 - 09:35 .


#1727
MrChowderClam

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*bump* :)

any modders atleast know of any good HLSL guides?

#1728
phoenixofthunder

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MrChowderClam wrote...

*bump* :)

any modders atleast know of any good HLSL guides?


I am the complete opposite since I try disolve the bloom effect into nothingness all the time. I find the brightness of the bloom to be hard on my eyes (I'm extremely sensitve to light- anything greater than early twilight hurts a bit -unless a grey sky then I am ok) the game also seems to run faster without bloom active on my computer that can run ME2 (I do turn down the in game brightness to -2 ).

But the fact that it runs faster is probably due to my graphics card: a 9800GT (as ironic as that is) that out paces my motherboard [MCP61PM-HM (Iris8)] by a mile and as such the graphics card can't really live up to its true potential (its a PCI-E 16x 2.0 card and the motherboard is only PCI-E 16x 1.0 compliant) and thus the graphics card has trouble with bloom and other after effects....

That aside it does look like a promising edition the ME2 modding world. I am sure others will be able to test it with far better results than I can.;)

I relation to your question this looks to be a good guide though I have not delved into it.:huh:

Modifié par phoenixofthunder, 15 novembre 2011 - 05:42 .


#1729
DragonIroh001

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I did find, thanks to some Skyrim mods, another version of FXAA. It also includes extra, optional post processing filters such as tonemapping, sepia, bloom, anaglyph 3D and vignette.
It may be of some help to you.

Here's the Link -  www.assembla.com/spaces/fxaa-pp-inject/documents

#1730
Killjoy Cutter

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Someone posted a link or image on page 69 of this thread that causes IE to ask for login information to a website called Z-up.

#1731
lastpatriot

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Just wondering, can one of you post a link to where I can download the texmod for FemShep to wear the leather jacket outfit I've seen? Also, I assume I have to add that to the C.ini, correct?

Thanks!

#1732
phoenixofthunder

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Killjoy Cutter wrote...

Someone posted a link or image on page 69 of this thread that causes IE to ask for login information to a website called Z-up.


Cancel the link then read the page and there should be no further problems.

#1733
phoenixofthunder

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lastpatriot wrote...

Just wondering, can one of you post a link to where I can download the texmod for FemShep to wear the leather jacket outfit I've seen? Also, I assume I have to add that to the C.ini, correct?

Thanks!


Are you referring to the Aria outfit mod?

#1734
lastpatriot

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phoenixofthunder wrote...

lastpatriot wrote...

Just wondering, can one of you post a link to where I can download the texmod for FemShep to wear the leather jacket outfit I've seen? Also, I assume I have to add that to the C.ini, correct?

Thanks!


Are you referring to the Aria outfit mod?


No, the one I saw was similar to the image below but it was black and w/o sleeves.  The example given by someone else was showing some tattoo's she had made but as luck has it, I can't find the image now.

Actually, it's in the post below....

Modifié par lastpatriot, 17 novembre 2011 - 05:26 .


#1735
lastpatriot

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Here is what I was talking about:

Posted Image

#1736
Aulis Vaara

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I'm having a problem, and I don't know where the problem is...

I have this:

DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Singularity",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_BioticCharge",SeekFreePackageName="SFXCharacterclass_Vanguard")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CombatDrone",SeekFreePackageName="SFXCharacterclass_Engineer")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Cloak",SeekFreePackageName="SFXCharacterclass_Infiltrator")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_AdrenalineRush",SeekFreePackageName="SFXCharacterclass_Soldier")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Singularity_Wide",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_BioticCharge_Slam",SeekFreePackageName="SFXCharacterclass_Vanguard")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor_Evolved2",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CombatDrone_Evolved2",SeekFreePackageName="SFXCharacterclass_Engineer")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Cloak_Evolved1",SeekFreePackageName="SFXCharacterclass_Infiltrator")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_AdrenalineRush_Evolved1",SeekFreePackageName="SFXCharacterclass_Soldier")

and this

Bindings=( Name="F1", Command="SetRank self SFXPower_AdrenalineRush_Evolved1 4 | GivePower self SFXPower_AdrenalineRush" )
Bindings=( Name="F2", Command="SetRank self SFXPower_Cloak_Evolved1 4 | GivePower self SFXPower_Cloak" )
Bindings=( Name="F3", Command="SetRank self SFXPower_PowerArmor_Evolved2 4 | GivePower self SFXPower_PowerArmor" )
Bindings=( Name="F4", Command="SetRank self SFXPower_BioticCharge_Slam 4 | GivePower self SFXPower_BioticCharge" )
Bindings=( Name="F6", Command="SetRank self SFXPower_Singularity_Radius 4 | GivePower self SFXPower_Singularity" )
Bindings=( Name="F7", Command="SetRank self SFXPower_CombatDrone_Evolved2 4 | GivePower self SFXPower_CombatDrone" )

Yet all powers are added at rank one. I wouldn't mind so much if they persisted through a save and load, but they don't and I don't want to always have to add talent points to invest.

Any ideas?


On top of that, I added a bunch of casual outfits, and then decided to add them to my armors as well, yet only some of them show up. Most of them take on the appearance of their vanilla counterpart (e.g. the captain's uniform showing up as the cerberus captain uniform, it's a bit hard to explain, but I'm sure that those that have modded this will know what I'm talking about). Is this a known problem? And is there a work-around?

Modifié par Aulis Vaara, 21 novembre 2011 - 12:17 .


#1737
phoenixofthunder

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@lastpatriot
Ok now that there is a picture I will look for it tomorrow.

@Aulis Vaara
Try switching GivePower & SetRank to opposite locations.
As for the second issue have you tried the casual toggle listed high on the third post from the bottom of page 24?

Modifié par phoenixofthunder, 22 novembre 2011 - 12:55 .


#1738
MrChowderClam

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phoenixofthunder wrote...

I am the complete opposite since I try disolve the bloom effect into nothingness all the time. I find the brightness of the bloom to be hard on my eyes (I'm extremely sensitve to light- anything greater than early twilight hurts a bit -unless a grey sky then I am ok) the game also seems to run faster without bloom active on my computer that can run ME2 (I do turn down the in game brightness to -2 ). 

But the fact that it runs faster is probably due to my graphics card: a 9800GT (as ironic as that is) that out paces my motherboard [MCP61PM-HM (Iris8)] by a mile and as such the graphics card can't really live up to its true potential (its a PCI-E 16x 2.0 card and the motherboard is only PCI-E 16x 1.0 compliant) and thus the graphics card has trouble with bloom and other after effects....

That aside it does look like a promising edition the ME2 modding world. I am sure others will be able to test it with far better results than I can.

I relation to your question this looks to be a good guide though I have not delved into it.


Awesome! Thanks for the insights and the links. I think most people wouldn't like the brightening from the bloom either. I'll play around with it and see if I can't get the effect I want without using too much extra bloom.

DragonIroh001 wrote...

I did find, thanks to some Skyrim mods, another version of FXAA. It also includes extra, optional post processing filters such as tonemapping, sepia, bloom, anaglyph 3D and vignette.
It may be of some help to you.

Here's the Link -  www.assembla.com/spaces/fxaa-pp-inject/documents


Sweet. Yeah the version of FXAA that I stole from ICE doesn't have good pattern matching for edge detection. Hopefully I can learn me some more HLSL so I can start converting code to work with ENB.

Modifié par MrChowderClam, 22 novembre 2011 - 09:55 .


#1739
RGFrog

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n/m, responded to a post i misread... doh!

Modifié par RGFrog, 23 novembre 2011 - 03:07 .


#1740
manonyuf

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I have a question:
ME3 is coming up, and I honestly don't really feel like playing ME2 all over again, but would like to change a few things about my already existing saves. My question is, using this save game editor (or other, if there are any), would it be possible to modify both the ME1 and the ME2 flags of a character I have already completed the game with, and save it as "new" character?  (I know about the ME2Saves site, but the Sheps there are no good for me.)
Thanks in advance for any info!

EDIT: I mainly want to change who the VS is, so if that alone is possible, I would be more than happy.

Modifié par manonyuf, 25 novembre 2011 - 02:29 .


#1741
Guest_Inge Shepard_*

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Aulis Vaara wrote...

I'm having a problem, and I don't know where the problem is...

I have this:

DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Singularity",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_BioticCharge",SeekFreePackageName="SFXCharacterclass_Vanguard")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CombatDrone",SeekFreePackageName="SFXCharacterclass_Engineer")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Cloak",SeekFreePackageName="SFXCharacterclass_Infiltrator")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_AdrenalineRush",SeekFreePackageName="SFXCharacterclass_Soldier")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Singularity_Wide",SeekFreePackageName="SFXCharacterclass_Adept")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_BioticCharge_Slam",SeekFreePackageName="SFXCharacterclass_Vanguard")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_PowerArmor_Evolved2",SeekFreePackageName="SFXCharacterclass_Sentinel")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_CombatDrone_Evolved2",SeekFreePackageName="SFXCharacterclass_Engineer")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Cloak_Evolved1",SeekFreePackageName="SFXCharacterclass_Infiltrator")
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_AdrenalineRush_Evolved1",SeekFreePackageName="SFXCharacterclass_Soldier")

and this

Bindings=( Name="F1", Command="SetRank self SFXPower_AdrenalineRush_Evolved1 4 | GivePower self SFXPower_AdrenalineRush" )
Bindings=( Name="F2", Command="SetRank self SFXPower_Cloak_Evolved1 4 | GivePower self SFXPower_Cloak" )
Bindings=( Name="F3", Command="SetRank self SFXPower_PowerArmor_Evolved2 4 | GivePower self SFXPower_PowerArmor" )
Bindings=( Name="F4", Command="SetRank self SFXPower_BioticCharge_Slam 4 | GivePower self SFXPower_BioticCharge" )
Bindings=( Name="F6", Command="SetRank self SFXPower_Singularity_Radius 4 | GivePower self SFXPower_Singularity" )
Bindings=( Name="F7", Command="SetRank self SFXPower_CombatDrone_Evolved2 4 | GivePower self SFXPower_CombatDrone" )

Yet all powers are added at rank one. I wouldn't mind so much if they persisted through a save and load, but they don't and I don't want to always have to add talent points to invest.

Any ideas?


On top of that, I added a bunch of casual outfits, and then decided to add them to my armors as well, yet only some of them show up. Most of them take on the appearance of their vanilla counterpart (e.g. the captain's uniform showing up as the cerberus captain uniform, it's a bit hard to explain, but I'm sure that those that have modded this will know what I'm talking about). Is this a known problem? And is there a work-around?


An example on how you can do it:
The best way is to make a executable text file for use.

If you use this way you will also need to add points to player and squad. It works but takes time.

/* SetRank Miranda SFXPower_Dominate_Heavy | GivePower Miranda SFXPower_Dominate_Player */
/* SetRank Miranda SFXPower_Barrier_Heavy | GivePower Miranda SFXPower_Barrier_Player */
/* SetRank Miranda SFXPower_Heavy | GivePower Miranda SFXPower_Singularity */
/* SetRank Miranda SFXPower_Heavy | GivePower Miranda SFXPower_Cloak */
/* SetRank Miranda SFXPower_Heavy | GivePower Miranda SFXGameContentLiara.SFXPower_StasisNew */
/* SetRank Miranda SFXPower_Heavy | GivePower Miranda SFXGameContentKasumi.SFXPower_KasumiUnique_Player */
/* SetRank Miranda SFXPower_Heavy | GivePower Miranda SFXGameContentDLC_HEN_VT.SFXPower_ZaeedUnique_Player */

This way, one button and powers added.

GivePower Miranda SFXPower_Dominate_Player
GivePower Miranda SFXPower_Dominate_Evolved2_Player
SetRank Miranda SFXPower_Dominate_Evolved2_Player 5
GivePower Miranda SFXPower_Singularity_Radius
SetRank Miranda SFXPower_Singularity_Radius 4
GivePower Miranda SFXPower_Cloak_Damage
SetRank Miranda SFXPower_Cloak_Damage 4
GivePower Miranda SFXPower_Barrier_Player
GivePower Miranda SFXPower_Barrier_Heavy_Player
SetRank Miranda SFXPower_Barrier_Heavy_Player 4
GivePower Miranda SFXPower_AdrenalineRush
GivePower Miranda SFXPower_AdrenalineRush_Evolved1
SetRank Miranda SFXPower_AdrenalineRush_Evolved1 4
GivePower Miranda SFXGameContentLiara.SFXPower_StasisNew
GivePower Miranda SFXGameContentLiara.SFXPower_StasisNew_Evolved2
SetRank Miranda SFXGameContentLiara.SFXPower_StasisNew_Evolved2 4
GivePower Miranda SFXPower_CryoFreeze
GivePower Miranda SFXPower_CryoFreeze_Evolved2
SetRank Miranda SFXPower_CryoFreeze_Evolved2 4

Modifié par Inge Shepard, 25 novembre 2011 - 01:43 .


#1742
phoenixofthunder

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manonyuf wrote...

I have a question:
ME3 is coming up, and I honestly don't really feel like playing ME2 all over again, but would like to change a few things about my already existing saves. My question is, using this save game editor (or other, if there are any), would it be possible to modify both the ME1 and the ME2 flags of a character I have already completed the game with, and save it as "new" character?  (I know about the ME2Saves site, but the Sheps there are no good for me.)
Thanks in advance for any info!

EDIT: I mainly want to change who the VS is, so if that alone is possible, I would be more than happy.


Yes it is possible to change character name, notoriety, class, origin and other aspects as well.

Yes you can change who survived the Virmire mission and who died with honor. 
Plot>Mass Effect 2>Flags>Virmire Rescued...... 

Those are the plot flags to be concerned about where the VS comes into the picture. 

Modifié par phoenixofthunder, 26 novembre 2011 - 02:50 .


#1743
manonyuf

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phoenixofthunder wrote...

Yes it is possible to change character name, notoriety, class, origin and other aspects as well.

Yes you can change who survived the Virmire mission and who died with honor. 
Plot>Mass Effect 2>Flags>Virmire Rescued...... 

Those are the plot flags to be concerned about where the VS comes into the picture. 


Thanks so much for answering! So this method doesn't require replaying ME2 after editing the save? That's mainly what I'm trying to avoid.
Can it also be changed, who a particular Shep romanced in ME2?

Modifié par manonyuf, 26 novembre 2011 - 10:20 .


#1744
Dogmeat86

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I'm looking for a way to add the Death Mask to your inventory from the very beginning. I use some armor mods which allow me to wear headsets, berets and stuff like that. I'm pretty sure that I could just add the helmet by replacing some parts of the code in these mods but I don't know the proper file names for the Death Mask. It just looks so badass and I hate the regular N7 Armor Helmet. It would be even better if I could add some armor bonuses to the Mask instead of that weird negotiation bonus.

#1745
phoenixofthunder

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manonyuf wrote...

phoenixofthunder wrote...

Yes it is possible to change character name, notoriety, class, origin and other aspects as well.

Yes you can change who survived the Virmire mission and who died with honor. 
Plot>Mass Effect 2>Flags>Virmire Rescued...... 

Those are the plot flags to be concerned about where the VS comes into the picture. 


Thanks so much for answering! So this method doesn't require replaying ME2 after editing the save? That's mainly what I'm trying to avoid.
Can it also be changed, who a particular Shep romanced in ME2?


No you shouldn't need to play ME2 from the top after editing the save. Also in response to your other question; yes you can change the romance option.

#1746
phoenixofthunder

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Dogmeat86 wrote...

I'm looking for a way to add the Death Mask to your inventory from the very beginning. I use some armor mods which allow me to wear headsets, berets and stuff like that. I'm pretty sure that I could just add the helmet by replacing some parts of the code in these mods but I don't know the proper file names for the Death Mask. It just looks so badass and I hate the regular N7 Armor Helmet. It would be even better if I could add some armor bonuses to the Mask instead of that weird negotiation bonus.


Is that a DLC helmet>?

#1747
Dogmeat86

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phoenixofthunder wrote...
Is that a DLC helmet>?


Nope. You can buy it from the shop keeper in Tuchanka.

#1748
manonyuf

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phoenixofthunder wrote...

No you shouldn't need to play ME2 from the top after editing the save. Also in response to your other question; yes you can change the romance option.


Thank you very much, I think I managed to do it :)

#1749
phoenixofthunder

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Dogmeat86 wrote...

phoenixofthunder wrote...
Is that a DLC helmet>?


Nope. You can buy it from the shop keeper in Tuchanka.

Then it would be located in the Tuchanka pcc's......
I will give it a look later today.

#1750
Captain_Obvious_au

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This has probably been asked a few times, but what is the very best save-game editor out there? I know there are a few variations of Gibbed's editor, so thought I'd ask the experts here.