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ME2 - Modding is Possible III (PC Only)


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#2026
phoenixofthunder

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newmanchris wrote...

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

Glad to be of assistance.

DJ_D wrote...

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

Were the codes the same as their ME2 counterparts or somewhat different?

RGFrog wrote...
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.


Sounds like good news.... maybe if we put that as info and a warning they would let a modding thread start and continue but even I would not make any guarantee.

I unfortunately was to eager to know about ME3 and read the wiki and spoiled the ending (not so much the story) before I have even played the game and I am now waiting till late April before I EVEN think of buying ME3.... If at all. Let me know via PM what you think of the ending.

f0rmaldehyde wrote...

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


Unless you could transfer the code and meshes from the ME3 PCC's I think it may not be possible at least for quite a while.

Modifié par phoenixofthunder, 18 mars 2012 - 06:59 .


#2027
NamiraWilhelm

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DJ_D wrote...

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


I've been waiting for some news like this!! So do you have codes for the clothes? Are they the same as ME2? Have you rooted out new clothes and armours? Do tell :D

#2028
Nyx2k

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They are different, but are all under the same category. Actually the armors do have 2 different versions, one from ME2 and the Cutscene ones, where the helmet is removed. The later ones work in normal play anyway. They even work as casual clothes.

If you use the coalesed.bin utility. They are found under "Biogame.ini->sfxgame->sfxplayercustomisation->fullbodyappearances"
The armors are the ones without the bHideHead and bHideHair flags.
The helmets for the armors are standalone aswell and are under
"Biogame.ini->sfxgame->sfxplayercustomisation->fullbodyhelmetappearances"

The custom casual outfit codes from ME2 work aswell. The long dresses, the cerberus casual outfit and the alliance outfit works. All other ME2 outfits like the Kasumi Suit are completely black and have no texture.
I have not found out any more outfits sadly. But they should work exactly like in ME2. The ME3 codes are written a bit different
Example:
(Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MDL",MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MAT_1a",Female="biog_hmf_arm_cth_r.CTHb.HMF_ARM_CTHb_MDL",FemaleMaterialOverride="biog_hmf_arm_cth_r.CTHb.HMF_ARM_CTHb_MAT_1a"),Id=0,PlotFlag=-1,Type=CustomizableType_Torso)

The ME2 code:
(Id=16,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHg.HMM_ARM_CTHg_MDL",MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHg.HMM_ARM_CTHg_MAT_2a",Female="BIOG_HMF_ARM_CTH_R.CTHg.HMF_ARM_CTHg_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHg.HMF_ARM_CTHg_MAT_1a"),PlotFlag=-1)

Its written a bit different, but works nonetheless. =D

Here is the example from the inferno armor with helmet and then without.
Helmet:
(Mesh=(Male="BIOG_HMM_ARM_SHP_R.FBDe.HMM_ARM_FBDe_MDL",Female="BIOG_HMF_ARM_SHP_R.FBDe.HMF_ARM_FBDe_MDL",bHideHead=True,bHideHair=True),GameEffects=("SFXGameContent.SFXGameEffect_UniqueArmor_Inferno"),Id=1,Name=352047,Description=352048,PlotFlag=21752,Type=CustomizableType_Torso)
Without helmet:
(Mesh=(Male="BIOG_HMM_ARM_SHP_R.FBDe.HMM_ARM_FBDe_NH_MDL",Female="BIOG_HMF_ARM_SHP_R.FBDe.HMF_ARM_FBDe_NH_MDL"),GameEffects=("SFXGameContent.SFXGameEffect_UniqueArmor_Inferno"),Id=7,Name=352047,Description=352048,PlotFlag=20985,Type=CustomizableType_Torso)


In overall, it works exactly like in ME2. So no difference there. =D

EDIT:// Some interesting facts can be found here:
http://masseffect.wi...(Mass_Effect_3)

Modifié par DJ_D, 18 mars 2012 - 11:44 .


#2029
NamiraWilhelm

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Oh wow the wiki has some info already. Awesome. Well do keep us updated with anything else you find out :D Hopefully soon we can have an ME3 thread.

#2030
xanuen

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can someone say me how to get a illusive man head i would like to play as him in mass effect 2 and 3 is that is possible ? i saw on screnshoots a playable a shepard as tim s3.amazonaws.com/data.tumblr.com/tumblr_m10ollazxW1qffemdo4_1280.jpg

Modifié par xanuen, 20 mars 2012 - 10:36 .


#2031
Kaytfoh

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Hey guys, I'm getting quite confused with this thread as it seems to have coding for ME2 and ME3, is there not a ME3 modding is possible yet? and if not, why not?

PS: I have recently created my account here on BSN and have registered ME2, but for some reason I am unable to create a project, there is no option to. Is that normal for a new account?

#2032
phoenixofthunder

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xanuen wrote...

can someone say me how to get a illusive man head i would like to play as him in mass effect 2 and 3 is that is possible ? i saw on screnshoots a playable a shepard as tim s3.amazonaws.com/data.tumblr.com/tumblr_m10ollazxW1qffemdo4_1280.jpg

See my post on page 24 here on MIP3 for how to do that. TIM = Illusive Man. Do not know yet if the same method will work for ME3 as I am still waiting on Bioware's April information (it better not come on the 1st.......).

NamiraWilhelm wrote...

Oh wow the wiki has some info already. Awesome. Well do keep us updated with anything else you find out :D Hopefully soon we can have an ME3 thread.

Kaytfoh wrote...

Hey guys, I'm getting quite confused with this thread as it seems to have coding for ME2 and ME3, is there not a ME3 modding is possible yet? and if not, why not?

PS: I have recently created my account here on BSN and have registered ME2, but for some reason I am unable to create a project, there is no option to. Is that normal for a new account?


In relation to your first question: The "powers that be" :?that visit these forums have as of late deleted any modding thread for ME3 (probably due to Multiplayer:sick::pinched:):crying:.......

However don't loose faith.:ph34r::police:=]
I will be creating a modding thread about mid way through April on a fan site for ME3 modding. I am currently saving money for getting ME3 (+the DLC... even those unanounced.:lol:).

In relation to your latter question:
In order to create a project us ME2 modders must use the Dragon Age headers in the project creation section. 

Modifié par phoenixofthunder, 21 mars 2012 - 06:34 .


#2033
Kaytfoh

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phoenixofthunder wrote...

Kaytfoh wrote...

Hey guys, I'm getting quite confused with this thread as it seems to have coding for ME2 and ME3, is there not a ME3 modding is possible yet? and if not, why not?

PS: I have recently created my account here on BSN and have registered ME2, but for some reason I am unable to create a project, there is no option to. Is that normal for a new account?


In relation to your first question: The "powers that be" :?that visit these forums have as of late deleted any modding thread for ME3 (probably due to Multiplayer:sick::pinched:):crying:.......

However don't loose faith.:ph34r::police:=]
I will be creating a modding thread about mid way through April on a fan site for ME3 modding. I am currently saving money for getting ME3 (+the DLC... even those unanounced.:lol:).

In relation to your latter question:
In order to create a project us ME2 modders must use the Dragon Age headers in the project creation section. 


In regards to the project creation problem, I figured that out, there is apparently a 7 day wait time before you are allowed to create blogs, polls etc, so I'm guessing that is the same for projects. I do not have a create project button so I cannot even get to that stage you see.

I am in search of an answer, I am toying around with powers and have got my power wheel full (but am compensating for the overflow powers by putting them into the quick slot bar manually via gibbed) I am wondering if it is possible to add a stock power as a bonus power? So that normal powers added would be permanent, or are these powers set to be bonus powers from within their respective PCC files?

By the way, a friend of mine remembers you, he had to move and unfortunately lives quite a distance from his exchange so he has been unable to access the internet for some time. He created the previous post MIP 2, and a website dedicated to modding mass effect, you knew him by the name of Azureum :)

Anyway, he introduced me to ME and has instructed me a little on how to mod and we have similiar backgrounds in terms of coding/scripting, so I should hopefully be able to learn quickly.

#2034
phoenixofthunder

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No problem. I did not create my first project till well after I joined the BSN network so I guess I could not really say much to that front. I am glad however that you were able to solve the issue without much trouble at all.

I believe that it was possible to add them as bonus powers and have them stay but I think that there was a limit to how many were possible and thus did not really catch on... though I can not be sure that is true without going back through all the modding pages.

It is good to know that Azureum is still around. I can definately say that to live without internet access can surely be a pain (I had dial up till college). I still direct anyone wanting to get started in ME2 modding to his guide posts back in MIP2.

You and Azureum are always welcome here on MIP3 Kaytfoh as well as on any other Mass Effect series modding threads that are created in the future (look on the fan site N7Academy in mid April for a ME3 modding thread- will be starting it when I get ME3).

Modifié par phoenixofthunder, 21 mars 2012 - 09:35 .


#2035
Kaytfoh

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Well I am just experimenting at the moment, tinkering - which is usually how I figure out what makes a game engine tick.

So far I have figured out that with the power wheel the order of powers increases in a left to right fashion one after the other (like below with the numbers representing the power that gets activated in order of number.

8 6 4 2 1 3 5 7

This order only effects powers that have been activated by 1 squad point, otherwise they do not appear.

My idea was to fill the power wheel with powers, and then manually add more by filling up the quickslot bar as well. I'm just trying to push the limits of the game is all :)

I tried searching for the changing normal powers into bonus ones, very difficult to search this forum properly, thought you might fare better what with you being here since the beginning of this and the last threads.

EDIT:

I have reached 12 powers total, have filled my quickslot bar but some powers are copied from the power wheel, so I have a maximum potential GUI possibility of 16 powers (providing the power description section at the bottom is shifted off the screen gracefully).

I could even expand that further to 26 powers by making use of binds on the numberpad to commands such as this - usepower self InsertPowerName, and thats only using the numberpad without ctrl or alt keybinds haha, could get every power in the game on one character, leaving room for whatever NPC powers work as well!

This is as long as it's possible to add normal powers as bonus powers and that they inherit the permanent nature of bonus powers as well.

Modifié par Kaytfoh, 21 mars 2012 - 10:43 .


#2036
Captain_Obvious_au

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Hi all,

Is it possible to mod to get the achievements? I don't know why, but the 'Incinerate' achievement just isn't working at all. I'm doing it properly, using incinerate both by myself and using Mordin to destroy the armour of enemies, but the achievement isn't updating.

#2037
UnbornLeviathan

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 Does anyone know how to give Kolyat Thane's model, or give Shiala's model to Samara?

#2038
phoenixofthunder

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Kaytfoh wrote...

Well I am just experimenting at the moment, tinkering - which is usually how I figure out what makes a game engine tick.
*snip*
EDIT:

I have reached 12 powers total, have filled my quickslot bar but some powers are copied from the power wheel, so I have a maximum potential GUI possibility of 16 powers (providing the power description section at the bottom is shifted off the screen gracefully).

I could even expand that further to 26 powers by making use of binds on the numberpad to commands such as this - usepower self InsertPowerName, and thats only using the numberpad without ctrl or alt keybinds haha, could get every power in the game on one character, leaving room for whatever NPC powers work as well!

This is as long as it's possible to add normal powers as bonus powers and that they inherit the permanent nature of bonus powers as well.


So they remain between loads and reloads of the game -actually logging out to desktop and then back in and the powers remain?

Captain_Obvious_au wrote...

Hi all,

Is it possible to mod to get the achievements? I don't know why, but the 'Incinerate' achievement just isn't working at all. I'm doing it properly, using incinerate both by myself and using Mordin to destroy the armour of enemies, but the achievement isn't updating.


If you are refering to ME2 I believe that achievement is one of these two:

[SFXGame.SFXProfileSettings]
StaticAchievementData=(Name=SCREAM,AchievementID=35,XboxAchievementID=36,Title=342468,Incomplete=342518,
Complete=342518,Points=10,Icon="GUI_Achievement_Images.cmbt_actn_scream_falling_fire")

StaticAchievementData=(Name=BURNARMOUR,AchievementID=38,XboxAchievementID=39,Title=342471,Incomplete=342521,
Complete=342521,Points=15,Icon="GUI_Achievement_Images.cmbt_actn_burn_armor")

Though I can not be sure which is which.... or it may be a combination of the two I do not know for sure how it would be for Mass Effect 3 though. 

UnbornLeviathan wrote...

 Does anyone know how to give Kolyat Thane's model, or give Shiala's model to Samara?

Though this is something I would like to do greatly. I do not think that it is possible to give Kolyat the model of his father and the like wise with Samara and Shiala without reprogramming the PCC's for ME2. However it may be possible to make Shepard look like Thane or Kolyat if that would be something in the ballpark direction of where you would like to go with your plans.

Modifié par phoenixofthunder, 22 mars 2012 - 07:25 .


#2039
Captain_Obvious_au

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Thanks Phoenix, pretty sure it's 'burnarmor'. I'll try and see what happens :-)

#2040
Kaytfoh

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phoenixofthunder wrote...
So they remain between loads and reloads of the game -actually logging out to desktop and then back in and the powers remain?


Yes, the bonus powers I have added have remained through reloading saves, zoning and through logging out and back in again. Only caveat is, if you use the research option to change the bonus power it removes all the extra powers so you have your standard ones plus the newly selected bonus power, had to revert my save to get them back lol.

I need to find out if normal powers can be added as bonus powers, thats the next step, if thats possible that is, then we will have better flexibility with powers.

Modifié par Kaytfoh, 22 mars 2012 - 12:11 .


#2041
RGFrog

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DJ_D wrote...
EDIT:// Some interesting facts can be found here:
http://masseffect.wi...(Mass_Effect_3)


ROFL... I was about to start a thread with all that I'd been able to mod.

Glad you posted this link. Everything's already been typed out for me and I don't have to look like a reposting tool!

#2042
Chugster

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can someone tell me how i can give a new shep armor from later in the game? Ideally for the tutorial but i can wait until i hit an armor console

#2043
Kaytfoh

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In Coalesced.ini in the section [SFXGame.SFXPawn_Player]

You will see lines that represent armor pieces, like the code I pasted on this link: http://pastebin.com/aqXqnqy1.

Look towards the end for the PlotFlag argument, any with a number like PlotFlag=4438, is waiting for you to do something before it unlocks, you can unlock them all by changing it to PlotFlag=-1 and all will be available from the beginning.

When you create a new character it gives you the armor with ID of 0, so you can just swap the orders around so that later armor in the game has an ID of 0 if you want, meaning you will get it from the start.

Hope thats clear!

Modifié par Kaytfoh, 23 mars 2012 - 10:48 .


#2044
Chugster

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thanks

#2045
RGFrog

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the id number denotes where it will appear on the slider not when it appears in game.

Id=0 is the slot already used for basic N7 gear. It is specific to each of the sections so id 0 exists for the head, shoulder, arm, torsoe and leg appearances. If you add armors that aren't already there you just need to be careful to no use an id number already taken. Any number will work and the armor will appear on the slider in the ascending order of id numbers.

#2046
Nyx2k

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Anyone know the code for the retex of the N7 Defender armor which is worn by the commanding officer of the reaper infested refuling station? Its the N7: Fuel Reactor Mission. The armor is a red version of the N7 Defender armor.

#2047
lastpatriot

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I've been away from this portion of the forums since ME:3 came out but I was wondering, have we found a way to add hair meshes to Shepard like we did for ME:2?

#2048
Neon67fr3d

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How do you find the mdl names and in wiith which files ?
I'm using packageuncrompress on pcc files , but once extraced , i only have .bin files

I'm also trying to get my custum shepard back :
http://img535.images...35/788/me24.jpg

Did someone found also those two mdls , which were present in me2 ? :

BIOG_HMM_HIR_PRO_R.GlassesFull

BIOG_HMM_HIR_PRO_R.GlassesHalf

i also got the beret :
BIOG_HMM_HIR_PRO_R.Hat_Beret.HMM_HAT_Brt_MDL ,but its a blue version

but in me2 it was red , how can i turn it into red in me3 ?

Modifié par Neon67fr3d, 24 mars 2012 - 06:17 .


#2049
phoenixofthunder

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Neon67fr3d wrote...

How do you find the mdl names and in wiith which files ?
I'm using packageuncrompress on pcc files , but once extraced , i only have .bin files

I'm also trying to get my custum shepard back :
http://img535.images...35/788/me24.jpg

Did someone found also those two mdls , which were present in me2 ? :

BIOG_HMM_HIR_PRO_R.GlassesFull

BIOG_HMM_HIR_PRO_R.GlassesHalf

i also got the beret :
BIOG_HMM_HIR_PRO_R.Hat_Beret.HMM_HAT_Brt_MDL ,but its a blue version

but in me2 it was red , how can i turn it into red in me3 ?


Did you try using the updated "extract.exe" of gildors' tools? This executable is a great tool for extracting and seeing the  layout of the PCC's. Also look only at the "ExportTable.txt" file in the folder layout of the extracted PCC (opened with text editor and search for either: MDL (model) or MAT (material override).

lastpatriot wrote...

I've been away from this portion of the forums since ME:3 came out but I was wondering, have we found a way to add hair meshes to Shepard like we did for ME:2?

Do you mean other styles that are in ME3 to be used in ME3? Or Hair styles from ME2 to be used for Shepard in ME3 or vica versa?

DJ_D wrote...

Anyone know the code for the retex of the N7 Defender armor which is worn by the commanding officer of the reaper infested refuling station? Its the N7: Fuel Reactor Mission. The armor is a red version of the N7 Defender armor.

 Try searching the respective PCC's for the armor code and then try combining it with different versions of the material override till the wanted results can be achieved.



Note: I am trying to help as best I can while still not being able to play ME3 I hope I am of help. If not I will just shut up and go back to SW:TOR:bandit::ph34r:

Modifié par phoenixofthunder, 24 mars 2012 - 11:33 .


#2050
Neon67fr3d

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i dont have any extract.exe , only decompress and unpack.exe