Gibbed save editor for ME3 info thread.
#876
Posté 02 avril 2012 - 08:58
#877
Posté 02 avril 2012 - 09:16
It'll be easy to check if we can find one of their banters affected by this, I checked a bunch and they all seemed correct, though I did discover a bug with Thane's dialogue in the process (see plots\\bugs.txt in a recent saveedit distribution).MadCat221 wrote...
Has there been any luck seeing if the Ken/Gabby lack-of-banter bug could be fixed with the save editor?
I've heard devs say that it somehow got linked up to conditionals on Ashley's approval fo you.
#878
Posté 02 avril 2012 - 09:30
Thought Process wrote...
It'll be easy to check if we can find one of their banters affected by this, I checked a bunch and they all seemed correct, though I did discover a bug with Thane's dialogue in the process (see plotsbugs.txt in a recent saveedit distribution).MadCat221 wrote...
Has there been any luck seeing if the Ken/Gabby lack-of-banter bug could be fixed with the save editor?
I've heard devs say that it somehow got linked up to conditionals on Ashley's approval fo you.
Looks like ParasiteX managed to figure it out: http://social.biowar...7092/6#10905629
ParasiteX wrote...
I managed to find the integers that the game checks for, to make gabby and ken banter.
It's int 10330 and 10314. Their combined value has to be atleast 8 To make Gabby and Ken Banter.
You can either set 10314 or 10330 as 8. As long as their combined value is 8 or higher, then they will start bantering.
It
will most likely screw up conversations with Ashley. But im not exactly
sure in what way. But if your running with Kaidan, then it should be
pretty safe.
EDIT: It would seem the engie section checks the
[conditional_863] which either requiers int 10314 + 10330 to be atleast 8
or higher, or that boolean 19724 is set to true
[conditional_863]
(((plot.ints[10314] + plot.ints[10330]) >= 8) || (plot.bools[19724] == true))
According to some things I read, a variety of factors play into VS "liking" you:
- Romancing them in ME1
- Staying true to them through ME2
- Being honest/apologetic about any ME2 'mances
- Asserting repeatedly during the Mars mission that you're no longer a cerbie head
- Visiting them in the hospital (three opportunities: When they're comatose, when they've come to again, when their discharge is pending)
- Bringing them the "right gift" when you visit them after they came to in the hospital
- Saving the original Council in ME1
- Salarian Councilor surviving Kai Lame's attempt on them
- Taking an interrupt during the actual confrontation
Info you may need to ascertain just what alters it to make sure that fiddling with those values doesn't break anything else.
If you send Ash off to become a War Asset, does it affect the KenGab banter bug too?
Modifié par MadCat221, 02 avril 2012 - 09:57 .
#879
Posté 02 avril 2012 - 09:56
#880
Posté 02 avril 2012 - 10:24
Dizzig wrote...
I'm looking to make Ash/Miranda/Jack hair to work. Need to turn off the animation or something like that. Anyone got any leads?
If anyone can figure it out, it's probably you! Unfortunately, I have few ideas on the matter, and nothing I've done has made a difference. I've tried everything from messing with the offset bones to adding the mesh in the accessory box.
I'm not very experienced in this area, but based on what I learned when messing with mods for the elder scrolls series, I'd guess that animations aren't the problem. Ash & Miranda's hair seems to conform to their movements, the hair doesn't move on its own. Maybe it's a matter of properly aligning the mesh up with the skeleton? Of course, for all I know they have a unique skeleton that allows them to have the long hair.
I'm also wondering if maybe there's some sort of variable somewhere that allows the use of their hair. I would have no idea how to find it it it exists, but clearly other people would.
Good luck!
#881
Posté 02 avril 2012 - 10:27
---------------------------
Error
---------------------------
There was an exception trying to read the save file.
Please report this message to Rick (ctrl+C to copy this dialog) and include a copy of the save file you tried to load.
System.FormatException: bad checksum position
at Gibbed.MassEffect3.FileFormats.SFXSaveGameFile.Read(Stream input)
at Gibbed.MassEffect3.SaveEdit.Editor.LoadSaveFromStream(Stream stream)
---------------------------
OK
---------------------------
I'm not exactly an expert on these kind of things, what gives?
#882
Posté 02 avril 2012 - 10:43
Sevec wrote...
Dizzig wrote...
I'm looking to make Ash/Miranda/Jack hair to work. Need to turn off the animation or something like that. Anyone got any leads?
If anyone can figure it out, it's probably you! Unfortunately, I have few ideas on the matter, and nothing I've done has made a difference. I've tried everything from messing with the offset bones to adding the mesh in the accessory box.
I'm not very experienced in this area, but based on what I learned when messing with mods for the elder scrolls series, I'd guess that animations aren't the problem. Ash & Miranda's hair seems to conform to their movements, the hair doesn't move on its own. Maybe it's a matter of properly aligning the mesh up with the skeleton? Of course, for all I know they have a unique skeleton that allows them to have the long hair.
I'm also wondering if maybe there's some sort of variable somewhere that allows the use of their hair. I would have no idea how to find it it it exists, but clearly other people would.
Good luck!
I think its more like taking out any kind gravity. They are not static as shep hair. Do the hair does not know how to behavior. I'm trying to find where it is this, like em in the c.ini, but no luck so far.
#883
Posté 02 avril 2012 - 10:46
Please upload your save somewhere.Woobels wrote...
I'm getting this error when I try to insert my NewGamePlus save into Gibbed:
---------------------------
Error
---------------------------
There was an exception trying to read the save file.
Please report this message to Rick (ctrl+C to copy this dialog) and include a copy of the save file you tried to load.
System.FormatException: bad checksum position
at Gibbed.MassEffect3.FileFormats.SFXSaveGameFile.Read(Stream input)
at Gibbed.MassEffect3.SaveEdit.Editor.LoadSaveFromStream(Stream stream)
---------------------------
OK
---------------------------
I'm not exactly an expert on these kind of things, what gives?
#884
Posté 02 avril 2012 - 11:07
Thought Process wrote...
Please upload your save somewhere.Woobels wrote...
I'm getting this error when I try to insert my NewGamePlus save into Gibbed:
---------------------------
Error
---------------------------
There was an exception trying to read the save file.
Please report this message to Rick (ctrl+C to copy this dialog) and include a copy of the save file you tried to load.
System.FormatException: bad checksum position
at Gibbed.MassEffect3.FileFormats.SFXSaveGameFile.Read(Stream input)
at Gibbed.MassEffect3.SaveEdit.Editor.LoadSaveFromStream(Stream stream)
---------------------------
OK
---------------------------
I'm not exactly an expert on these kind of things, what gives?
PMed
Another random question: If I manage to change my class for NG+/Insanity, would this invalidate achievements gained or not?
Modifié par Woobels, 02 avril 2012 - 11:18 .
#885
Posté 03 avril 2012 - 01:36
ronin4444 wrote...
i"ll upload the face code now now, hair being used is james vega's hair
BIOG_HMM_HIR_PRO_R.Hair_James.HMM_HIR_PROJames_MDL
BIOG_HMM_HIR_PRO_R.Hair_James.HMM_HIR_James_Diff
best place to start changing the color of eyes is in EYE_iris, but if i remember correctly for a male character you must rename it to the color parameter used for illusive mans eye's
Where does the second line "BIOG_HMM_HIR_PRO_R.Hair_James.HMM_HIR_James_Diff" go? does it go in the textureparameters? if so which one is altered? Thanks.
#886
Posté 03 avril 2012 - 01:48
Can you post the face code for this femshep?ronin4444 wrote...
Lumicko wrote...
How make the eyes like on the down screen with the fem shep? Im editing the eyes and its not like this i have the eyes too much light blue i want darker like on screenronin4444 wrote...
Illusive man eyes
Blue:1.2
Green:0.6
Red:0.. what about A ? ( There is G,B,R,A ) And i have to edit EYE_Iris Colour? Thx
my EYE_iris color is 0.0.0.1, i changed it to that so that the blue illusive man eye stands out more, you must add Emis_color which controls the color of the illusive man eye texture
#887
Posté 03 avril 2012 - 02:48
Modifié par MadCat221, 03 avril 2012 - 03:16 .
#888
Posté 03 avril 2012 - 04:54
However, if Kasumi is not loyal she will not join the war effort, is there anyway to edit in the Gibbed Editor like editing her loyalty?
#889
Posté 03 avril 2012 - 05:35
Gibbed > Plot > Mass Effect 2 > Henchmen > "Kasumi Is Acquired" and "Kasumi Is Loyal"MnTalez wrote...
You guys know in ME3, if Kasumi is alive she will help you with the tracking hanar mission.
However, if Kasumi is not loyal she will not join the war effort, is there anyway to edit in the Gibbed Editor like editing her loyalty?
Modifié par rusm0, 03 avril 2012 - 05:40 .
#890
Posté 03 avril 2012 - 05:39
Plot > Mass Effect 2 > HenchmenMnTalez wrote...
You guys know in ME3, if Kasumi is alive she will help you with the tracking hanar mission.
However, if Kasumi is not loyal she will not join the war effort, is there anyway to edit in the Gibbed Editor like editing her loyalty?
#891
Posté 03 avril 2012 - 05:58
rusm0 wrote...
Gibbed > Plot > Mass Effect 2 > Henchmen > "Kasumi Is Acquired" and "Kasumi Is Loyal"MnTalez wrote...
You guys know in ME3, if Kasumi is alive she will help you with the tracking hanar mission.
However, if Kasumi is not loyal she will not join the war effort, is there anyway to edit in the Gibbed Editor like editing her loyalty?
you also need to check either "Greybox kept" or "Greybox destroyed" under the more general mass effect 2 plot flags section.
#892
Guest_PDesign_*
Posté 03 avril 2012 - 08:35
Guest_PDesign_*
#893
Posté 03 avril 2012 - 09:01
#894
Posté 03 avril 2012 - 10:21
Modifié par shockwave981, 03 avril 2012 - 03:36 .
#895
Posté 03 avril 2012 - 11:30
I would like to see it, but I don't want to have it myself...
#896
Posté 03 avril 2012 - 01:54
#897
Posté 03 avril 2012 - 02:43
#898
Posté 03 avril 2012 - 03:37
shockwave981 wrote...
Can anyone tell me the difference
between, Iris_Spec_Colour, Iris_Colour_Vector and Emis colour? Trying to
get the best appearance for my illusive man eyes
Wondering this because i have a problem.
In these 2 pictures, the Illusive Man eyes look a lot different and not just the color. The second one looks like a normal eye, you cant see all the features of it so i would like to know what each setting does specifically. I'd much have more green in the eyes like the second picture but having the features of the first picture noticable.
Might need to right click on the images and view image location to see them in full size to understand what i mean. I've been messing around with Emis a bit and it doesnt seem to do much

Heres the newer one with a slightly different blue: http://cloud.steampo...AB5618EB207044/
Modifié par shockwave981, 03 avril 2012 - 04:59 .
#899
Posté 03 avril 2012 - 07:40
If it's tied to Kelly, how do you enable her appearance on the Citadel? (as just a friend, not a romance)
#900
Posté 03 avril 2012 - 07:55
AVPen wrote...
Has anyone figured out what parameters give you the Prejek Paddlefish? Can you get it alone or is it directly tied to Kelly Chambers's parameters?
If it's tied to Kelly, how do you enable her appearance on the Citadel? (as just a friend, not a romance)
set the Boolean 3817 to true, this should just be her friendship and gets you your fish back.





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