droid105 wrote...
Hi, just asking how do you change the beginning outfit and armor when you start a new game? Why I asking is I like to use a casual appearence from the ME2 as my starting outfit and my main armor from ME2 - like blood dragon?
Do you mean you want to use ME2 appearances at the beginning of ME3?
That can be done, but it requires some work.
First, the outfits that Shepard wears in the prologue are pre-determined by outfit ID#. At the beginning, where Shepard is standing in the window, the game uses casual appearance 4. After the committee meeting, during the combat sequence, the game uses casual appearance 5. You can change the mesh used by each appearance, which will force Shepard to wear a different outfit during these scenes.
Second, you need to know the names of the meshes and textures you want to add. Here is a list of
casual appearance references.
Replacing the Prologue Casual AppearanceOpen coalesced.bin, go to
casualappearances, and find lines 5 and 6 (IDs 4 and 5), which look like this:
(Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_CLN_MAT_1a",
Female="biog_hmf_arm_cth_r.CTHi.HMF_ARM_CTHi_MDL",
FemaleMaterialOverride="biog_hmf_arm_cth_r.CTHi.HMF_ARM_CTHi_MAT_1a"),
Id=4,PlotFlag=-1,Type=CustomizableType_Torso)
(Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_DMG_MAT_2a",
Female="biog_hmf_arm_cth_r.CTHi.HMF_ARM_CTHi_MDL",
FemaleMaterialOverride="biog_hmf_arm_cth_r.CTHi.HMF_ARM_CTHi_MAT_2a"),
Id=5,PlotFlag=21752,Type=CustomizableType_Torso)
Replace the values for mesh and material overrides with the ones you want to use.
If you do not replace the material overrides, you will get odd texturing because the game will try to use the default "damaged" textures after the committee meeting.For example, to use Alliance blue fatigues as the default outfit, you would change lines 5 and 6 to the following:
(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=4,PlotFlag=-1,Type=CustomizableType_Torso)
(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=5,PlotFlag=-1,Type=CustomizableType_Torso)
That is it for casual appearances. Any new games or previous saves during the prologue will use this casual appearance. You will have to change the mesh/texture again if you want to use a different outfit.
Replacing the Prologue Default ArmorShepard's default N7 armor is part-based, not full-body, so to use a full-body armor like Dragon Blood, you will have to edit the first entry for all armor parts (arm, leg, shoulder, torso). You will also have to edit helmet appearances to use the right helmet for the armor you want.
Add Blank PiecesFull-body armors go in
torsoappearances, so we have to hide all the other armor pieces. Do this by removing the mesh reference from each line.
Default Arm:
(Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Slv_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Slv_MDL"),
GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus"),
Id=0,Name=339526,Description=339527,PlotFlag=-1,Type=CustomizableType_Arms)
Change to:
(GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus"),
Id=0,Name=339526,Description=339527,PlotFlag=-1,Type=CustomizableType_Arms)
Default Leg:
(Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Leg_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Leg_MDL"),
GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus"),
Id=0,Name=339525,Description=339524,PlotFlag=-1,Type=CustomizableType_Legs)
Change to:
(GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus"),
Id=0,Name=339525,Description=339524,PlotFlag=-1,Type=CustomizableType_Legs)
Default Shoulder:
(Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Sld_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Sld_MDL"),
GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus"),
Id=0,Name=339528,Description=339523,PlotFlag=-1,Type=CustomizableType_Shoulders)
Change to:
(GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus"),
Id=0,Name=339528,Description=339523,PlotFlag=-1,Type=CustomizableType_Shoulders)
Add Full-Body Armors to Torso AppearancesYou'll need to know the mesh name for each armor you want to add; these are found in
fullbodyappearances. There are two models for each armor, the first one includes the helmet in the model, the second (with "NH" in the name) does not include the helmet. I've used the NH models because of the way the game handles helmets; I'm not sure if using a helmet model will cause weird clipping issues.
Default Torso:
(Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Tor_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Tor_MDL"),
GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus"),
Id=0,Name=339522,Description=339529,PlotFlag=-1,Type=CustomizableType_Torso)
Change to (Dragon Blood armor):
(Mesh=(Male="BIOG_HMM_ARM_SHP_R.FBDh.HMM_ARM_FBDh_NH_MDL",
Female="BIOG_HMF_ARM_SHP_R.FBDh.HMF_ARM_FBDh_NH_MDL"),
GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus"),
Id=0,Name=339335,Description=339529,PlotFlag=-1,Type=CustomizableType_Torso)
Add New HelmetsThe game, by default, uses three helmets: a blank helmet that just shows Shepard's head, the N7 helmet, and the N7 breather helmet. If you want to see Shepard's head, leave the first line alone. If you want to replace the N7 helmets with your full-body helmets, then edit the second and third lines. The N7 helmet prop will still appear in some cutscenes, but the special helmets will be used otherwise.
Default N7 Helmet:
(Mesh=(Male="biog_hmm_hgr_shp_r.SHPa.HMM_HGR_SHPa_MDL",
Female="BIOG_HMF_HGR_SHP_R.SHPa.HMF_HGR_SHPa_MDL",bHideHair=True),
GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus"),
Id=1,Name=335169,Description=335469,PlotFlag=-1,Type=CustomizableType_Helmet)
Change to (Blood Dragon helmet):
(Mesh=(Male="biog_hmm_hgr_shp_r.FBDh.HMM_HGR_FBDh_MDL",
Female="biog_hmm_hgr_shp_r.FBDh.HMM_HGR_FBDh_MDL",bHideHair=True,bHideHead=True),
GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus"),
Id=1,Name=335169,Description=335469,PlotFlag=-1,Type=CustomizableType_Helmet)
Default N7 Breather Helmet:
(Mesh=(Male="biog_hmm_hgr_shp_r.SHPb.HMM_HGR_SHPb_MDL",
Female="BIOG_HMF_HGR_SHP_R.SHPb.HMF_HGR_SHPb_MDL",bHasBreather=True,bHideHair=True),
GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus"),
Id=2,Name=601644,Description=335471,PlotFlag=-1,Type=CustomizableType_Helmet)
Change to (Blood Dragon helmet):
(Mesh=(Male="biog_hmm_hgr_shp_r.FBDh.HMM_HGR_FBDh_MDL",
Female="biog_hmm_hgr_shp_r.FBDh.HMM_HGR_FBDh_MDL",bHasBreather=True,bHideHair=True,bHideHead=True),
GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus"),
Id=2,Name=601644,Description=335471,PlotFlag=-1,Type=CustomizableType_Helmet)
Notice that for the Blood Dragon helmet, you have to include
bHideHead=True in the mesh values. If you don't, Shepard's head will show up and clip through the helmet. There is also a problem where the helmet is slightly higher than the head, so there is a gap between the collar and the helmet, but this is only noticeable from certain angles when wearing the helmet (during cutscenes). The armor itself appears normally.
You can repeat this process for any full-body armor, as long as you know the mesh names.
Adding the Default Armor for Later UseChanging the default armor models will remove the N7 armor from the locker. If you want to be able to use this armor later, copy the default values to a new line at the end of each list.
Make sure to change the ID#s before saving!For example, to keep the default N7 chest piece, copy the original code and paste it in a blank line at the end, then change the ID, like this:
(Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Tor_MDL",
Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Tor_MDL"),
GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus"),
Id=7,Name=339522,Description=339529,PlotFlag=-1,Type=CustomizableType_Torso)
Do this for the arm, leg, shoulder, torso, and helmets. They will show up in the armor locker at the end.