Aller au contenu

ME2 - Modding is Possible III (PC Only)


  • Veuillez vous connecter pour répondre
2250 réponses à ce sujet

#2001
Aisynia

Aisynia
  • Members
  • 1 687 messages
Anyone figure out how to give us Ashley's armor yet, or failing that, play as her (physically)?

I've been poking around in the coalesced but TBH, I don't even know where to look.

#2002
phoenixofthunder

phoenixofthunder
  • Members
  • 1 811 messages

RedemptionsAngel wrote...

phoenixofthunder wrote...

RedemptionsAngel wrote...

 Hey all. Looks like the thread is taking a turn for questions on modding ME3, but I figured I'd ask here anyway.

So I read through quite a few pages in the old thread, but never got through it fully since 100+ pages is impressive, but also time consuming. I'm sorry if the question has been asked before, but I'm just wondering if it's possible to make the casual wear (Evening Wear, I think the name is) you get from Kasumi's loyalty mission into armor. I do have my ini set to use most of the casual wear in the game as well as other things you see NPCs wearing as armor, so I know about that. If it helps, my current character is a femshep.
Can someone confirm if this is possible? Great job on all of the hard work you guys are doing. It's all greek to me. :3 


Image IPB
Will be making a Modding thread for ME3 on a fan site come April. To keep thread lock fest from occuring here on the BSN site.
Would that be the Tux on male Shepard?:huh:


Awesome, glad there'll be an ME3 thread soon. Anyway, yeah, it was the tux male Shepard wore for Kasumi's mission, but I need the female version, which was a dress. Really all of the mods I have for ME2 at this point were from pre-made ini files and such, and I have used a model viewer to look at the files myself, but there are a lot, as everyone no doubt knows.


Here is the code if wanted for casual and armor:
CasualAppearances=(Id=35,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_7a"),PlotFlag=-1)

TorsoAppearances=(Id=35,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_7a"),PlotFlag=-1)

Aisynia wrote...

Anyone figure out how to give us Ashley's armor yet, or failing that, play as her (physically)?

I've been poking around in the coalesced but TBH, I don't even know where to look.


You do mean for ME2 right?

#2003
hellgate49698

hellgate49698
  • Members
  • 173 messages
HJF4, so without figuring out the command that replaced OnlyLoadLevel, it will never work.( Oh well, I tried as hard as I could to figure this out. Not bad for a complete newbie I suppose.

#2004
New Display Name

New Display Name
  • Members
  • 644 messages

HJF4, so without figuring out the command that replaced OnlyLoadLevel, it will never work.

Correct.

#2005
Novarchibald

Novarchibald
  • Members
  • 3 messages
HJF4, Hellgate49698.
About ME3 modding. Can you give me some clue in what file I need to search that commands? If you can on ME2 example pls. (Where is the command 'OnlyLoadLevel' in ME2 was found?).

Now I have some model names for companions armor, but can't use it because game just crashes when I trying to add that model to some armor in locker.

But I already manager how to change hair style with save editor.

#2006
Aisynia

Aisynia
  • Members
  • 1 687 messages

phoenixofthunder wrote...

You do mean for ME2 right?


No need for sarcasm and vitriol. There's been some minor ME3 discussion in here, so I figured the question was worth it. If you want to point me to a thread, either here or on another network, that is actively discussing ME3 modding, by all means, please do so.

#2007
hellgate49698

hellgate49698
  • Members
  • 173 messages
No clue, Novarchibald like I said before, I've got no previous experience with Mass Effect 2, I let someone else do the hacking for me.) (I'm just good at researching things.)

However, per google search,"MASS EFFECT 2 OnlyLoadLevel" Ioniga says: OnlyLoadLevel is a UE3:CheatManager exec function (UT3)… we need something similar cuz they changed a little the engine.

Translation: We need someone who can do something similar to this, or it's not possible.

Modifié par hellgate49698, 13 mars 2012 - 08:48 .


#2008
Captain_Obvious_au

Captain_Obvious_au
  • Members
  • 2 226 messages
Okay this is really irritating me. What I'd like to do (in ME2) is have the Revenant, Widow, and Claymore unlocked not on the Collector vessel, but at the same time as the Flamethrower on Zaeeds loyalty quest (Revenant); when Legion unlocks the Widow; and when Grunt unlocks the Claymore. The idea is that because they've unlocked the cool weapons, then Shep can use them too.

However the game is making this hard for me, I've tried a few variations in the coalesced file but it's not working. Is this possible at all?

#2009
droid105

droid105
  • Members
  • 513 messages

Aisynia wrote...

Anyone figure out how to give us Ashley's armor yet, or failing that, play as her (physically)?

I've been poking around in the coalesced but TBH, I don't even know where to look.



I like to know too, hope most of casual/armor mods will be added to ME3 someday soon :)

#2010
NamiraWilhelm

NamiraWilhelm
  • Members
  • 3 728 messages

Aisynia wrote...

phoenixofthunder wrote...

You do mean for ME2 right?


No need for sarcasm and vitriol. There's been some minor ME3 discussion in here, so I figured the question was worth it. If you want to point me to a thread, either here or on another network, that is actively discussing ME3 modding, by all means, please do so.


Not sure how you picked that up in his 6 words, but to reassure you phoenix is a great asset to this thread and a wonderful help to anyone who asks, and certainly not deserving of those accusations.

There'll be ME3 modding info soon, but its a hard game to crack so we'll have to wait a little longer for the modders to work their magic. 

#2011
phoenixofthunder

phoenixofthunder
  • Members
  • 1 811 messages

NamiraWilhelm wrote...

Aisynia wrote...

phoenixofthunder wrote...

You do mean for ME2 right?


No need for sarcasm and vitriol. There's been some minor ME3 discussion in here, so I figured the question was worth it. If you want to point me to a thread, either here or on another network, that is actively discussing ME3 modding, by all means, please do so.


Not sure how you picked that up in his 6 words, but to reassure you phoenix is a great asset to this thread and a wonderful help to anyone who asks, and certainly not deserving of those accusations.

There'll be ME3 modding info soon, but its a hard game to crack so we'll have to wait a little longer for the modders to work their magic. 


:(I am sorry to offend. What I said was not meant to be sarcastic nor an accusation of any kind. You did not specify it as a Mass Effect 3 question- I  wanted to be sure I was on the right track before stating that it was possible when it currently may not be (ME2 vs ME3 currently).

@ Aisynia
I agree with you 100%. I am always willing to assist where feasible and possible. I will definately delve into the more tenious modding processes when I get ME3 in April.

Captain_Obvious_au wrote...

Okay this is really irritating me. What I'd like to do (in ME2) is have the Revenant, Widow, and Claymore unlocked not on the Collector vessel, but at the same time as the Flamethrower on Zaeeds loyalty quest (Revenant); when Legion unlocks the Widow; and when Grunt unlocks the Claymore. The idea is that because they've unlocked the cool weapons, then Shep can use them too.

However the game is making this hard for me, I've tried a few variations in the coalesced file but it's not working. Is this possible at all?


Delete out the following striked through:
[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(className="SFXGameContent_Inventory.SFXWeapon_MachineGun",bNotRegularWeaponGUI=true)
Shotguns=(className="SFXGameContent_Inventory.SFXWeapon_FlakGun",bNotRegularWeaponGUI=true)
SniperRifles=(className="SFXGameContent_Inventory.SFXWeapon_MassCannon",bNotRegularWeaponGUI=true)

Novarchibald wrote...

HJF4, Hellgate49698.
About ME3 modding. Can you give me some clue in what file I need to search that commands? If you can on ME2 example pls. (Where is the command 'OnlyLoadLevel' in ME2 was found?).

Now I have some model names for companions armor, but can't use it because game just crashes when I trying to add that model to some armor in locker.

But I already manager how to change hair style with save editor.

hellgate49698 wrote...

No clue, Novarchibald like I said before, I've got no previous experience with Mass Effect 2, I let someone else do the hacking for me.) (I'm just good at researching things.)

However, per google search,"MASS EFFECT 2 OnlyLoadLevel" Ioniga says: OnlyLoadLevel is a UE3:CheatManager exec function (UT3)… we need something similar cuz they changed a little the engine.

Translation: We need someone who can do something similar to this, or it's not possible.

If I remember correctly the CheatManager was in the ENGINE.PCC for ME2. Maybe it is in the same location in ME3 (if ME3 has a Engine.pcc:whistle:).

Modifié par phoenixofthunder, 14 mars 2012 - 04:42 .


#2012
Novarchibald

Novarchibald
  • Members
  • 3 messages

phoenixofthunder wrote...

Translation: We need someone who can do something similar to this, or it's not possible.
If I remember correctly the CheatManager was in the ENGINE.PCC for ME2. Maybe it is in the same location in ME3 (if ME3 has a Engine.pcc:whistle:).


Yep, but it seems they renamed it to BioCheatManager, I found that name in psckage config. Then I tested 'PackagesToAlwaysCook' but it seems that game is ignoring it.
 I'll search for tools to open *.pcc files tonight and post my results. Thank for clues.

Btw I have another idea. If someone have demo version, Rick has solution to enabling console, you can try simply bruteforce find that command in console. I already know 'open' command that just loads selected level, works from bindings and from console.

Modifié par Novarchibald, 14 mars 2012 - 06:56 .


#2013
New Display Name

New Display Name
  • Members
  • 644 messages
The closest thing I've found is LevelStreamingStatus, but that doesn't seem to work either.

I looked at the cheatmanger for ME3.
StreamLevelIn, OnlyLoadLevel, and StreamLevelOut were removed for sure.

#2014
droid105

droid105
  • Members
  • 513 messages
Hi, anyone know how to add F8 to ME3 coal file so we can take screenshot?

#2015
phoenixofthunder

phoenixofthunder
  • Members
  • 1 811 messages
Using the utility by Monochrome Wrench (I hope i spelled that correctly). Do a search for Gamemodebase. Then add a new binding line. Just make sure it matches the coding of the other code lines. The place to put it will be under bindings multiple (if that is the same as it was in the demo).

#2016
newmanchris

newmanchris
  • Members
  • 10 messages
I know its been posted, but I can't find it; could someone point me to the post that gives directions on adding points to squadmates via key binding.

#2017
RGFrog

RGFrog
  • Members
  • 2 011 messages
givetalentpoints xx or addtalentpoints xx

afaik you can't do points directed at a specific crew member unless you use gibbed. Either command should give points to the entire party.

I don't remember if it gives points to everyone or just shep and his current landing party. But you can test and find out fairly easily.

#2018
newmanchris

newmanchris
  • Members
  • 10 messages
I have:
Bindings=( Name="NumPadzero", Command="addtalentpoints 1" )

under:
[SFXGame.SFXGameModeDefault]

It doesn't work.Do I have it the wrong place or did I miss something.

#2019
doggle

doggle
  • Members
  • 1 messages
Does the teleport command work in ME2?
I have it set to Bindings=( Name="F9", Command="Teleport" ) in [SFXGame.SFXGameModeDefault] under BIOImput, but it does nothing ingame.

#2020
Arcataye

Arcataye
  • Members
  • 1 055 messages
How come there's no step-by-step tutorial for this? All the guides I've read looks like you need to have some knowledge of the subject already. Altho for ME1 I found a simple guide.

Just would like to change Shepard to a squadmate in ME2 like seen in many videos. Is that achieved by editing the Coalesced.ini in someway, or using texmod?
-----
Never mind, just needed to dig deeper through the internet and found:
SquadmembersArmors.me2mod - squadmarmors.txt
Just enabled with ModManager and woohoo it works! :o

But I still wish all games were as easy to mod as Fallout/Skyrim. :(

Modifié par Arcataye, 17 mars 2012 - 12:04 .


#2021
phoenixofthunder

phoenixofthunder
  • Members
  • 1 811 messages

newmanchris wrote...

I have:
Bindings=( Name="NumPadzero", Command="addtalentpoints 1" )

under:
[SFXGame.SFXGameModeDefault]

It doesn't work.Do I have it the wrong place or did I miss something.

doggle wrote...

Does the teleport command work in ME2?
I have it set to Bindings=( Name="F9", Command="Teleport" ) in [SFXGame.SFXGameModeDefault] under BIOImput, but it does nothing ingame.


Any binding not in the game at the start will need to be added to BOTH: GameModeBase and GameModeDefault .
If it still does not work after such- then I would imagine that there is either a coding error or the command does not function in game. 

Arcataye wrote...

How come there's no step-by-step tutorial for this? All the guides I've read looks like you need to have some knowledge of the subject already. Altho for ME1 I found a simple guide.

Just would like to change Shepard to a squadmate in ME2 like seen in many videos. Is that achieved by editing the Coalesced.ini in someway, or using texmod?
-----
Never mind, just needed to dig deeper through the internet and found:
SquadmembersArmors.me2mod - squadmarmors.txt
Just enabled with ModManager and woohoo it works! :o

But I still wish all games were as easy to mod as Fallout/Skyrim. :(


I understand that the modding of Fallout 3 and New Vegas is quite simple, yet I understand Bioware's take on modding the Mass Effect Series. Bioware uses the Unreal Engine -an Epic Games Trademark and since they would probably have to get permission from Epic to allow such modding and that would probably cost mucho deniro for them and so can't really allow modding freely and openly but according to Chris Priestly we are allowed to do so for ME2 at our own risk. 

On another facet: I Personally do not use the Mod Manager due to its being in a beta state and that more than once I recieved corruption from the programs (maybe it is because I use a lot of mods- my INI is 1 MB- twice the default size!). Not to mention that it is not very user friendly when dealing with Texture modifications. 

You make a valid point about there being no central hub of ME2 Modding information. The reason that there has been no updates to this thread is because the person who started ME2-MIP3 has since deleted his account and thus additions are no longer possible.

I did make one on a fan site, if that would be of intrest to you.  
Here is the link to the thread to which I refer:
http://www.n7academy...-possible-4-pc/
I do not know if it houses everything but I hope that I covered the gist of everything. If I missed something please feel free to let me know.

Modifié par phoenixofthunder, 17 mars 2012 - 01:40 .


#2022
RGFrog

RGFrog
  • Members
  • 2 011 messages
Good news on the ME3 Modding front. Just found this on the ME3 PC support forum.

Just in case it gets zapped, here's a quote:

Scylla Costa wrote...

HJF4 wrote...

EAT1 wrote...

can u mod the single player without affecting the multiplayer? i haven't even looked yet, but isn't it all under the same .ini file?

It's .bin this time around, but yes. It's the same file.

What I'm asking is if we would get banned from origin/etc, if all we did was use a modded coalesced file for singleplayer - and when playing multiplayer, switched to the default unmodded coalesced file instead. 


Hi HJF4,

We are only taking action against players who modify their multiplayer game to gain unfair progression, unfair advantage, or affect the experience of other players.

Examples are (but not limited to):
- Increase leaderboard rating.
- Increase amount of credits received on a match.
- Increase/modify weapon/power stats.


I personally won't be diving into the mods for about a week as I'm in the middle of my first run through of the game at stock and don't really look at modding until i've at least completed the game as intended.

Modifié par RGFrog, 17 mars 2012 - 06:34 .


#2023
newmanchris

newmanchris
  • Members
  • 10 messages
Okay I got it to work. I put:

Bindings=( Name="givetalentpoints 1", Command="NumPadZero" ) in [SFXGame.SFXGameModeBase]

and:

Bindings=( Name="NumPadZero", Command="givetalentpoints 1" ) in [SFXGame.SFXGameModeDefault]

Thanks for the help

#2024
Nyx2k

Nyx2k
  • Members
  • 155 messages
I know this doesnt quite fit here, but I thought people might be interested anyway. I played around with adding casual appearances and armor appearances to ME3. Adding casual outfits to armors works just like ME2, you just need blank files for arms, shoulders and legs if you use them for the torso. On the Other hand the ME2 DLC armors like the collector armor are now seperated from the helmet. Inferno armor and death mask? No prob.:o

Modifié par DJ_D, 18 mars 2012 - 03:11 .


#2025
f0rmaldehyde

f0rmaldehyde
  • Members
  • 38 messages
is it possible to add hair mesh's and textures from ME3 back to ME2? has anyone looked at it or tried?