ME2 - Modding is Possible III (PC Only)
#1826
Posté 07 janvier 2012 - 05:35
Sadly, much is a bunch of trade offs.
#1827
Posté 07 janvier 2012 - 10:12
#1828
Posté 09 janvier 2012 - 04:16
#1829
Posté 09 janvier 2012 - 09:13
#1830
Posté 09 janvier 2012 - 10:51
RGFrog wrote...
RateOfFire=
Thanks for the reply but that was the first thing I tried. It's doesn't change the mini nuke, the charge up time is still the same when I up the rate of fire, even when I take it to an absurdly high number like a sub gun to make sure it doesn't change.
#1831
Posté 10 janvier 2012 - 01:55
#1832
Posté 11 janvier 2012 - 10:29
chance52 wrote...
RGFrog wrote...
RateOfFire=
Thanks for the reply but that was the first thing I tried. It's doesn't change the mini nuke, the charge up time is still the same when I up the rate of fire, even when I take it to an absurdly high number like a sub gun to make sure it doesn't change.
Did you try setting the gun as automatic by changing that setting to true instead of false as well as setting the rate of fire over a 1000? If it does not work by going up try setting it to 0.1 maybe.
Otherwise I do not think it may be possible to change the charge unless adding this to the master heavy weapon list and changing it in the nuke subsection as well.
:
[SFXGame.SFXHeavyWeapon]
bIsAutomatic=true
I though can not guarantee that this will lead to success.
Even though I like the gun I prefer to modify a regular gun to do the same amount of damage if the nuke gun in order to stay away form that irritating charge.
#1833
Posté 11 janvier 2012 - 10:31
SavageLycan wrote...
Hey modders. Quick question: has anyone found a way to use material override with armor pieces yet? Last time I checked, it still only worked with entries listed as casual armor in the ini. I wanted to get some variants on the Turian armor/clothing working, and it just looks silly without the Turian head since you can only use it as a helmet and thus not in the casual mode.
You looked at the casual toggle that was added to my post on page 24?
#1834
Posté 11 janvier 2012 - 03:28
phoenixofthunder wrote...
SavageLycan wrote...
Hey modders. Quick question: has anyone found a way to use material override with armor pieces yet? Last time I checked, it still only worked with entries listed as casual armor in the ini. I wanted to get some variants on the Turian armor/clothing working, and it just looks silly without the Turian head since you can only use it as a helmet and thus not in the casual mode.
You looked at the casual toggle that was added to my post on page 24?
Yeah, that's well and good if you're playing just as shepard. But when you're playing as Garrus or another squad member or character that needs a helmet as their face, then you're kinda SOL since you can't wear a helmet with your casual clothing.
#1835
Posté 11 janvier 2012 - 03:32
Okay, I'm trying to get Illusive Man eyes, and I'm trying to get them in a Cerberus gold color.
So far, I have modded on Eye Spec, Eye diff in the textures tab of the Gibbed editor: no problem. The color is, by default, the same glowing red as the scars.
Then I drop over to the Vectors tab, change the tag "Iris_color" to "Emis_Color": the irises still show up behind the glowy eyes, however.
Now i go to a paint program, select the color i want, then use a color converter calculator to get the decimal value i need. i go back to gibbed, drop it into the EMis_color line and BAM, i've still got imported irises behind the glowing red.
any thoughts? i'm kind of confused at this point. any help would be much appreciated.
is the problem that i changed iris to emis? is emis something i have to add to vector perameters and then set iris color to black?
Modifié par sagequeen, 11 janvier 2012 - 03:39 .
#1836
Posté 11 janvier 2012 - 04:13
EYE_Iris_Colour ---> Emis_Color
without the EYE, without the 'u'
english to english translation will get you every time. ><
#1837
Posté 11 janvier 2012 - 11:45
phoenixofthunder wrote...
chance52 wrote...
RGFrog wrote...
RateOfFire=
Thanks for the reply but that was the first thing I tried. It's doesn't change the mini nuke, the charge up time is still the same when I up the rate of fire, even when I take it to an absurdly high number like a sub gun to make sure it doesn't change.
Did you try setting the gun as automatic by changing that setting to true instead of false as well as setting the rate of fire over a 1000? If it does not work by going up try setting it to 0.1 maybe.
Otherwise I do not think it may be possible to change the charge unless adding this to the master heavy weapon list and changing it in the nuke subsection as well.
:
[SFXGame.SFXHeavyWeapon]
bIsAutomatic=true
I though can not guarantee that this will lead to success.
Even though I like the gun I prefer to modify a regular gun to do the same amount of damage if the nuke gun in order to stay away form that irritating charge.
No dice, I tried what you suggested and several variations of it as well but it still has that charge up time. I appreciate the suggestions though, I'll keep playing around with it and if I find a way that works I'll post it here
#1838
Posté 12 janvier 2012 - 03:21
Do you know anyway for add another ADDN line (facial hair) via gibbed/coalesced , having then 2 beards at the same time?
Or change beard color without changing eyebrows color?
I don't need answer for both questions , just the easiest one
I know It's a hard question but I'll really apreciate any tip , just spend so many hours with no succes and it's kinda frustrating
Thx
#1839
Posté 16 janvier 2012 - 12:12
#1840
Posté 16 janvier 2012 - 09:48
No and No, sorry.
Beard-texturing is applied once.
Beards and brows both fall under the Facial Hair color slider, which is the HED_Addn_Colour_Vector value in gibbed. Can't separate them.
To my knowledge the only way to apply two beards (or rather stubble) is to have one for instance on the facial texture, and the second added via the CC (or just combine two beards integrated into the facial texture from the get-go). As to changing the colour of brows independantly from beards, same idea. Integrate the brows in the facial texture (texmod that to replace an existing one) then add in a beard and no brow in the CC, changing the slidervalue then will only affect the beard.
Modifié par Ottemis, 16 janvier 2012 - 09:57 .
#1841
Posté 17 janvier 2012 - 04:24
Ottemis wrote...
@jatinlovers :
No and No, sorry.
Beard-texturing is applied once.
Beards and brows both fall under the Facial Hair color slider, which is the HED_Addn_Colour_Vector value in gibbed. Can't separate them.
To my knowledge the only way to apply two beards (or rather stubble) is to have one for instance on the facial texture, and the second added via the CC (or just combine two beards integrated into the facial texture from the get-go). As to changing the colour of brows independantly from beards, same idea. Integrate the brows in the facial texture (texmod that to replace an existing one) then add in a beard and no brow in the CC, changing the slidervalue then will only affect the beard.
Tyvm for reply , seriously
Like you said there aren't "beards" ingame , so I'm trying to get one changing addn vector and scalar parametres of some stubbles , but when i get a decent result , the brows look like
3.bp.blogspot.com/-Mlp0U-h0wsM/Tfd6U8KasUI/AAAAAAAAAiU/wYNXWm5hkIk/s1600/brows15.jpg
just 2 fast questions
1st - How can I integrate the brows in the facial texture ? if is hard or long to explain , I'll be very glad with any tutorial link or something
2nd - If I'm able to do that , I just need import the modified Shepard and add the stubble (w/o the brows) on CC ?
thxxx for anticipated
Modifié par jatinlovers, 17 janvier 2012 - 04:26 .
#1842
Posté 17 janvier 2012 - 09:35
In theory you could try and grab the facial textures for one of the CC options out of the game with texmod, or google for it, then manually draw/add in the brows or beard to look realistic. Then you'd want to load that texture into the game again manually with texmod so it overrides the old one; which does mean that all NPC's with that facial texture end up with your custom brows and/or beard aswell.jatinlovers wrote...
Tyvm for reply , seriouslyOttemis wrote...
@jatinlovers :
No and No, sorry.
Beard-texturing is applied once.
Beards and brows both fall under the Facial Hair color slider, which is the HED_Addn_Colour_Vector value in gibbed. Can't separate them.
To my knowledge the only way to apply two beards (or rather stubble) is to have one for instance on the facial texture, and the second added via the CC (or just combine two beards integrated into the facial texture from the get-go). As to changing the colour of brows independantly from beards, same idea. Integrate the brows in the facial texture (texmod that to replace an existing one) then add in a beard and no brow in the CC, changing the slidervalue then will only affect the beard.
Like you said there aren't "beards" ingame , so I'm trying to get one changing addn vector and scalar parametres of some stubbles , but when i get a decent result , the brows look like
3.bp.blogspot.com/-Mlp0U-h0wsM/Tfd6U8KasUI/AAAAAAAAAiU/wYNXWm5hkIk/s1600/brows15.jpg
just 2 fast questions
1st - How can I integrate the brows in the facial texture ? if is hard or long to explain , I'll be very glad with any tutorial link or something
2nd - If I'm able to do that , I just need import the modified Shepard and add the stubble (w/o the brows) on CC ?
thxxx for anticipated
Unfortunately it's not very viable in ME 1/2.
You could have a look at Sheploo's, Jacob's, Kaidan's and Joker's facial textures though, if you like one of those on your Shep (though the textures will drasticly alter his look), some add in extra facial hair and all of those have custom eyebrows. You might be able to mix and match something together with one of those and that only requires Gibbed. Click the manshep link in my signature for the texture-values.
Modifié par Ottemis, 17 janvier 2012 - 09:36 .
#1843
Posté 17 janvier 2012 - 10:08
Ottemis wrote...
In theory you could try and grab the facial textures for one of the CC options out of the game with texmod, or google for it, then manually draw/add in the brows or beard to look realistic. Then you'd want to load that texture into the game again manually with texmod so it overrides the old one; which does mean that all NPC's with that facial texture end up with your custom brows and/or beard aswell.
Unfortunately it's not very viable in ME 1/2.
You could have a look at Sheploo's, Jacob's, Kaidan's and Joker's facial textures though, if you like one of those on your Shep (though the textures will drasticly alter his look), some add in extra facial hair and all of those have custom eyebrows. You might be able to mix and match something together with one of those and that only requires Gibbed. Click the manshep link in my signature for the texture-values.
I see.... I'll try the texmod option and pray for not so many troubles XD
tyvm for the help , you helped me a lot
#1844
Posté 19 janvier 2012 - 07:02
Mixing and matching won't work. It leads to fairly obvious clipping between, at least when I tried it using Joker's facial texture and attempting to give him Jacob's haircut. I surmise that the only way it'll work is with the character facial textures and the character creator textures.Ottemis wrote...
In theory you could try and grab the facial textures for one of the CC options out of the game with texmod, or google for it, then manually draw/add in the brows or beard to look realistic. Then you'd want to load that texture into the game again manually with texmod so it overrides the old one; which does mean that all NPC's with that facial texture end up with your custom brows and/or beard aswell.jatinlovers wrote...
Tyvm for reply , seriouslyOttemis wrote...
@jatinlovers :
No and No, sorry.
Beard-texturing is applied once.
Beards and brows both fall under the Facial Hair color slider, which is the HED_Addn_Colour_Vector value in gibbed. Can't separate them.
To my knowledge the only way to apply two beards (or rather stubble) is to have one for instance on the facial texture, and the second added via the CC (or just combine two beards integrated into the facial texture from the get-go). As to changing the colour of brows independantly from beards, same idea. Integrate the brows in the facial texture (texmod that to replace an existing one) then add in a beard and no brow in the CC, changing the slidervalue then will only affect the beard.
Like you said there aren't "beards" ingame , so I'm trying to get one changing addn vector and scalar parametres of some stubbles , but when i get a decent result , the brows look like
3.bp.blogspot.com/-Mlp0U-h0wsM/Tfd6U8KasUI/AAAAAAAAAiU/wYNXWm5hkIk/s1600/brows15.jpg
just 2 fast questions
1st - How can I integrate the brows in the facial texture ? if is hard or long to explain , I'll be very glad with any tutorial link or something
2nd - If I'm able to do that , I just need import the modified Shepard and add the stubble (w/o the brows) on CC ?
thxxx for anticipated
Unfortunately it's not very viable in ME 1/2.
You could have a look at Sheploo's, Jacob's, Kaidan's and Joker's facial textures though, if you like one of those on your Shep (though the textures will drasticly alter his look), some add in extra facial hair and all of those have custom eyebrows. You might be able to mix and match something together with one of those and that only requires Gibbed. Click the manshep link in my signature for the texture-values.
#1845
Posté 25 janvier 2012 - 02:42
I am pretty sure this was discussed already but, as usual, can not find where.
Is there a way to 'disable' DLCs via ini without uninstalling them? The catch is, I wouldn't want to remove LotSB and Arrival completely from the hard drive but the fact that missions pop up early in the game irritates me. (
#1846
Posté 25 janvier 2012 - 05:30
Modifié par Lucas1987Dion, 25 janvier 2012 - 05:57 .
#1847
Posté 26 janvier 2012 - 12:03
Gibbed Save Editor.Lucas1987Dion wrote...
Is there any way to add squad points for my whole squad (not only Shep), because i hate when i'm on level 30 and my powers are not at 100%.
#1848
Posté 26 janvier 2012 - 05:52
Big stupid jellyfish wrote...
Guys,
I am pretty sure this was discussed already but, as usual, can not find where.
Is there a way to 'disable' DLCs via ini without uninstalling them? The catch is, I wouldn't want to remove LotSB and Arrival completely from the hard drive but the fact that missions pop up early in the game irritates me. (
You could try changing the name of the particular DLC's folder.
That should make the dlc that is not deleted to flag as not installed.
#1849
Posté 26 janvier 2012 - 03:29
Is it possible to mod the DLC weapons? I've read somewhere that it's impossible without using cracks because the game checks if the DLC is authorised or not.
Also can anyone tell me what each of these values below are for:-
MaxAttackTickets=
MaxAttackTicketsHench=
MaxTargetTickets=
MaxTargetTicketsHench=
Modifié par DragonIroh001, 26 janvier 2012 - 03:30 .
#1850
Posté 26 janvier 2012 - 04:28
DragonIroh001 wrote...
Hey Guys, I've got a couple questions that need answering.
Is it possible to mod the DLC weapons? I've read somewhere that it's impossible without using cracks because the game checks if the DLC is authorised or not.
Also can anyone tell me what each of these values below are for:-
MaxAttackTickets=
MaxAttackTicketsHench=
MaxTargetTickets=
MaxTargetTicketsHench=
Modding Mass Effect 2 DLC is possible following this guide.
The explanation to those four variable values for the targeting of team and enemies.
Modifié par phoenixofthunder, 26 janvier 2012 - 04:29 .





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