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Mass Effect 3 Modding Thread (Last update: 14-05-2012)


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#951
RGFrog

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lastpatriot wrote...
Folks, I'm hoping you might be able to help me with a quick problem trying to recreate my original Shepard.  Using the ME:3 save editor, what portion to I modify to change the color of the eye brow? Everytime I go into the appearances section and try to change the color there, my Shepard always looks like something from a Stephen King film...

Any suggestions?


Easiest way is to use Gibbed's editor. Under the Player tab > Appearance tab > Colors.

You can play around to figure out what changes affect what areas.

I know that early on when I was figuring things out, changin HED_Addn_Colour_Vector would affect the eyebrows. I imagine that HED_Brow_Tint_Vector would also.

Anyway, it's easy to drop the color make a save and then load it to find out. Takes all of about a minute as you don't have to close ME3 every time, just reload the save you adjusted.

Modifié par RGFrog, 02 juillet 2012 - 03:31 .


#952
Grotaiche

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spk64 wrote...

Some question about the complete theme Modding etc.

If I buy the Unreal engine (5,000 $)
It is possible for me to modify the Mass Effect Trilogy?

And then I can publish my content
even if I publish it as a mod?

Probably not, as BioWare has modified the engine themselves. But you can take a look at our project's page and see how things are going.

#953
capn233

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Alright I guess my questions about the file itself is out of the way...

I wanted to at the least make the Viper feel more like it did in ME2, and then if I had time manipulate the stats for more and more weapons.

I edited the firing rate and capacity which made it somewhat similar, but it seems a bit too accurate zoomed in. The scope shakes all over, but basically the shot goes to the same place every time even at the increased ROF. How can I reduce the zoomed accuracy, or is this not possible for the sniper rifle class? It seems like most of the variables I messed with really only manipulated unzoomed accuracy and recoil.

Earlier in the thread there was a description of specifically on recoil numbers, but I haven't seen much in the way of a good description on how things like accuracy fire penalty and related stats as to what ranges make sense, and specifically what they even do.

#954
spk64

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Grotaiche wrote...
Probably not, as BioWare has modified the engine themselves. But you can take a look at our project's page and see how things are going.


Is it possible with these tools to set the vindicator in ME3 to a full automatic rifle?
I mean with the ME3-Explorer! Nice tool ;-)

#955
Gemini Freak

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Um, how do I use the Gibbed editor?

#956
Guest_BrotherWarth_*

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Gemini Freak wrote...

Um, how do I use the Gibbed editor?


You're going to have to be a bit more clear. Where are you encountering a problem?

#957
lastpatriot

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RGFrog wrote...

lastpatriot wrote...
Folks, I'm hoping you might be able to help me with a quick problem trying to recreate my original Shepard.  Using the ME:3 save editor, what portion to I modify to change the color of the eye brow? Everytime I go into the appearances section and try to change the color there, my Shepard always looks like something from a Stephen King film...

Any suggestions?


Easiest way is to use Gibbed's editor. Under the Player tab > Appearance tab > Colors.

You can play around to figure out what changes affect what areas.

I know that early on when I was figuring things out, changin HED_Addn_Colour_Vector would affect the eyebrows. I imagine that HED_Brow_Tint_Vector would also.

Anyway, it's easy to drop the color make a save and then load it to find out. Takes all of about a minute as you don't have to close ME3 every time, just reload the save you adjusted.


Ok, one last question for you all....

I went back and used the default shepard (femshep) for my shep's facial textures.  Is there a way to change the color of the brow with this texture because the normal trick under the "raw" function doesn't work.

#958
RGFrog

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lastpatriot wrote...

RGFrog wrote...

lastpatriot wrote...
Folks, I'm hoping you might be able to help me with a quick problem trying to recreate my original Shepard.  Using the ME:3 save editor, what portion to I modify to change the color of the eye brow? Everytime I go into the appearances section and try to change the color there, my Shepard always looks like something from a Stephen King film...

Any suggestions?


Easiest way is to use Gibbed's editor. Under the Player tab > Appearance tab > Colors.

You can play around to figure out what changes affect what areas.

I know that early on when I was figuring things out, changin HED_Addn_Colour_Vector would affect the eyebrows. I imagine that HED_Brow_Tint_Vector would also.

Anyway, it's easy to drop the color make a save and then load it to find out. Takes all of about a minute as you don't have to close ME3 every time, just reload the save you adjusted.


Ok, one last question for you all....

I went back and used the default shepard (femshep) for my shep's facial textures.  Is there a way to change the color of the brow with this texture because the normal trick under the "raw" function doesn't work.


Um... bold, highlighted, underlined. Did this not work?

#959
lastpatriot

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Nope, for some reason, it had no affect. It's acting as is the brow color/design is part of the complete texture and cannot be altered.  Kind of lame because all I wanted to do was increase the freckles.

Modifié par lastpatriot, 03 juillet 2012 - 02:00 .


#960
ZombieGambit

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I discovered some more male facial textures that make a pretty unique looking battle scarred Shep that doesn't look like he's 60.

Image IPB

To get the face to get the scarred look you need to put these codes into the proper line in Texture Parameters in Gibbed's.

HED_Diff
BIOG_HMM_HED_PROMorph.Diffuse.HMM_HED_PROMorph_Rough_Face_Diff

HED_Norm
BIOG_HMM_HED_PROMorph.Kaiden.HMM_HED_PROKaiden_Face_Norm

Modifié par ZombieGambit, 16 août 2012 - 04:38 .


#961
spk64

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Are there any other files except the coalesced.bin i can change/modify?
Can i change/modify some values/stats of weapons in other files?

#962
survivor_686

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I wonder if its possible to mod in new war assets? Add in the effects of the UNC: Minerals for instance to display a boost in the Alliance assets?

#963
Grotaiche

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spk64 wrote...

Is it possible with these tools to set the vindicator in ME3 to a full automatic rifle?
I mean with the ME3-Explorer! Nice tool ;-)

Nope, sorry !

#964
spk64

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Can you tell me why it is not possible?
Are these vindicator values/stats in a to hard coded file?
I don't understand exactly why it isn't possible in ME3 to set vindicator to full automatic!
It depresses me permanently
great game but no possiblities!

#965
jdmteggy4life

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can someone plz put up a pic of the n7 armor with the kuwashki visor and the red lights instead of blue??? thx

#966
incinerator950

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spk64 wrote...

Can you tell me why it is not possible?
Are these vindicator values/stats in a to hard coded file?
I don't understand exactly why it isn't possible in ME3 to set vindicator to full automatic!
It depresses me permanently
great game but no possiblities!


That's because the engine is hard to work with.  As for that, I can tell you the closest fix is to use the Coalesced bin editor.  You won't get a fully automatic, but you can increase the fire rate so that the burst is incredibly fast.

Naturally I forgot where you had to do that though.

Modifié par incinerator950, 03 juillet 2012 - 09:35 .


#967
spk64

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incinerator950 wrote...
That's because the engine is hard to work with.  As for that, I can tell you the closest fix is to use the Coalesced bin editor.  You won't get a fully automatic, but you can increase the fire rate so that the burst is incredibly fast.

Naturally I forgot where you had to do that though.


hmm.. that was the reason why i want to buy the unreal engine^^
but it doesn't helps too!

I've alredy changed my vindicator in a very fast burst mode.
But Thank you for your answer.

It is truly regrettable that there is no editor!
I had so many improvements for ME1...
a bigger, greater and more opened Citadel!
And have lots of level technically designs for ME2 and ME3.
based on the Planet Missions of ME1 in combination with ME2 Planet Missions.

I hope Bioware (espescially EA) will release a Development Kit with ME4
or after the publication of all released and work in progress DLC's for ME3!

I want know more about the future plans of EA and Bioware with ME Universe....
A petition to EA and Bioware to release a Editor for Community!
Not all functions but i need a Tool to re-design or improve the Levels!

Modifié par spk64, 03 juillet 2012 - 11:07 .


#968
Sgt.Roadkill

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hey i am using one of the mother of all mods coalesceds and haven't had nay problems till the new one was released.

which is currently game breaking for me as it prevents me getting passed the title screen, it loads in to where it says, press space bar, then once said space is pressed the text fades and when the game would usually pan out it doesn'
tt just stops there with the neice commets crashing to earth flickering away like nobodys buisness

#969
MrDbow

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Is it possible to grab any NPC headmorph and use it for a Shepard? I was curious, cause I kinda dig the look for the Alliance Docking Officer.

#970
darth667

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Hi everyone, im new to this forum and mass effect universe in general,
I have been playing around with 3dsMax and creating renders of my favourite characters, but im now stuck,
Q: Does anyone Know in which PCC file in the CookedPC can i find the the meshes and textures for the Normandy Ship and The Bridge itself (where joker sits/pilots)??

having searched this forums for the last few days i have come up empty i have all the other locations im just missing the actual external Ship Model and the Internal Bridge

I understand if this post is in the wrong place, mods please point me in the right direction

as for the Q? does anyone know??

many thanks Darth667

Modifié par darth667, 05 juillet 2012 - 09:24 .


#971
RGFrog

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darth667 wrote...

Hi everyone, im new to this forum and mass effect universe in general,
I have been playing around with 3dsMax and creating renders of my favourite characters, but im now stuck,
Q: Does anyone Know in which PCC file in the CookedPC can i find the the meshes and textures for the Normandy Ship and The Bridge itself (where joker sits/pilots)??

having searched this forums for the last few days i have come up empty i have all the other locations im just missing the actual external Ship Model and the Internal Bridge

I understand if this post is in the wrong place, mods please point me in the right direction

as for the Q? does anyone know??

many thanks Darth667


I would imagine they'd be in BioA_Nor.pcc, BioA_Nor200.pcc, BioA_Nor400.pcc, BioA_Nor_205Bridge.pcc

Have you looked through those?

#972
darth667

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RGFrog wrote...

darth667 wrote...

Hi everyone, im new to this forum and mass effect universe in general,
I have been playing around with 3dsMax and creating renders of my favourite characters, but im now stuck,
Q: Does anyone Know in which PCC file in the CookedPC can i find the the meshes and textures for the Normandy Ship and The Bridge itself (where joker sits/pilots)??

having searched this forums for the last few days i have come up empty i have all the other locations im just missing the actual external Ship Model and the Internal Bridge

I understand if this post is in the wrong place, mods please point me in the right direction

as for the Q? does anyone know??

many thanks Darth667




I would imagine they'd be in BioA_Nor.pcc, BioA_Nor200.pcc, BioA_Nor400.pcc, BioA_Nor_205Bridge.pcc

Have you looked through those?



thank you for the reply,

i believe that 205Bridge has everything i need, cant believe i miss that one, have been staring at Pcc files for the last two days hehe

as for the Nor200/300/400  none of them have the actual ship,  not sure

thanks again

#973
RGFrog

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I don't remember seeing the actual ship in anything but pre-rendered cut scenes. So that may be a hard one to find.

ME1 had the ship viewable when docked, and I think ME2 may have had it viewable when docked at Illium, so the external view model of the sr1 and sr2 may be available in the pcc files with the previous two games.

Come to think of it, the Normandy made an appearance during the first section of the game before you leave earth. It might be in the BioA_ProEar files?

Also, some that might have it: BioD_ProEar_440Escape.pcc, and BioP_Nor.pcc

Let us know what you come up with :)

Modifié par RGFrog, 05 juillet 2012 - 08:20 .


#974
digby69

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What are the Plot IDs to get Conrad Verner in ME3?

Is this even possible, I can't find any info on it anywhere. Please help.

#975
darth667

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RGFrog wrote...

I don't remember seeing the actual ship in anything but pre-rendered cut scenes. So that may be a hard one to find.

ME1 had the ship viewable when docked, and I think ME2 may have had it viewable when docked at Illium, so the external view model of the sr1 and sr2 may be available in the pcc files with the previous two games.

Come to think of it, the Normandy made an appearance during the first section of the game before you leave earth. It might be in the BioA_ProEar files?

Also, some that might have it: BioD_ProEar_440Escape.pcc, and BioP_Nor.pcc

Let us know what you come up with :)


WOW ok

3 hours of staring at PCC files and i finally understand bioware's naming convention

ProEar_ == Prologue Earth Escape cutscene

i must have look over these files a hundred time but until someone points it out you just dont see it

the Normandy is in the ProEar 440 escape

Many many thanks RGFrog  i can final stop looking and spend some time trying to render

by the way im a complete noob to 3dsmax, followed a few tutorials so completing the scenes i have in my head may take a while, but thats the fun of it

again thank you RGFrogImage IPB