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


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#1876
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I can change Iconic Male and Female Shepard's eye color & give them Illusive Man eyes of chooseable color (works for "renegade" eyes too).
Will make a tutorial soon, if desired...

Modifié par HJF4, 09 avril 2013 - 07:23 .


#1877
zeypher

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YES!!!!!!! please tell us how

#1878
ElectronicPostingInterface

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That's really neat looking.

#1879
AVPen

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shadowhawk233 wrote...

I'll post this as a favor to ZombieGambit since he got banned for some reason, He figured out how to add Renegade scars to your character using Gibbed's and how to remove the orange glow they have:

1. Add two entries in Texture Parameters:

"HED_Face_Alignment_Emis" BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_03
"HED_Face_Alignment_Norm": BIOG_HMM_HED_Alignment.Scar.Face_NormScars_03

You can set the "03" value to anything between 01-05, with 05 being the most pronounced.

2. In Vector Parameters add the following entries, make sure the alpha value (A) is set to 0:

Scar_Color
Light_Scar_Color
Emis_Color
Then change the A value in HED_Scar_Vector to 0

3. In Scalar Parameters add:
Emis_Scalar
HED_Emis_Intensity

Make the value 0 for both

He's not 100% sure which values are the ones that remove the glow, but he knows that in this combination it's gone.

Very cool to know, nice to give to a few of my custom Shepards to add a little visual identity/personality to their appearance.

#1880
ManOfSteel

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HJF4 wrote...

Posted Image
I can change Iconic Male and Female Shepard's eye color & give them Illusive Man eyes of chooseable color (works for "renegade" eyes too).
Will make a tutorial soon, if desired...


That would be awesome.

#1881
Soja57

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Simsimillia wrote...

I searched the forums and google, but couldn't find anything so far.
I know it's possible to edit the time dilation on Sniper Mod, Infiltrator Passive and Adrenaline Rush out of the game via coalesced editing. But what really bugs me is Biotic Charge. Is there a way to remove that time dilation on a charge? Because as it is now, the class is completly dead to me in SP.


This is relatively simple. Open up the Coalesced.bin file using Wenchy's ME3 Coalesced Utility tool. Navigate to biogame.ini -> sfxgamecontent -> sfxpowercustomaction -> bioticcharge. There, you should see two entries, stingerduration and stingerslowpct, each with the respective values, 1.0f and 0.5f. Simply change these values to zero to completely remove the time dilation on Biotic Charge.

#1882
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Tutorial for changing Shepard's natural eye color/color of the eye effect:

1. Download Mass Effect 3 Explorer. http://sourceforge.n...ts/me3explorer/
2. In BIOGame\\CookedPCConsole, make a backup(s) of a file(s) depending on what class(es) you want changed eyes for:
SFXCharacterclass_Adept.pcc
SFXCharacterclass_Engineer.pcc
SFXCharacterclass_Infiltrator.pcc
SFXCharacterclass_Sentinel.pcc
SFXCharacterclass_Soldier.pcc
SFXCharacterclass_Vanguard.pcc
3. Open one of these files in PCC Editor 2.0 (in Mass Effect 3 Explorer)
4. In the export list, locate and select HMM_HED_EYESheppard_MAT_1a (male) or HMF_EYE_PROSheppard_MAT_1a (female). This is the material file for Shepard's eye.
5. Click on "Debug" and then "Get Complete Dump," saving the bin file somewhere.
7. Click on "Interpret" and then "Start Scan." Scroll up.
8. Under the first "LinearColor," you're going to see a set of 4 values. They are R, G, B, and alpha in that order. You'll see that there's a zero for both green and blue, leaving only red, which you may recall is the color of Shepard's "renegade" eye effect. So, this is the set of numbers for the "emissive" color of Shepard's eye effect (not his/her natural eye color "underneath" it)
8. Next to the numbers is the offset they're in. They are probably going to be 40 through 4C. Open up a hex editor (I recommend hxd mh-nexus.de/en/hxd/) and then your .bin dump, making sure the offsets are set to hex. It's a good idea to make the bytes per row 4 to match Mass Effect 3 explorer. Goto to offset 40. Here, you're going to see 00 00 80 3F.
9. Now you're going to want to get the 255-based RGB values (ex. 124, 255, 80)for the color you want for the eye effect. Then go to http://andylangton.c...olour-converter or somewhere else where you can convert 255-based RGB to percent-based RGB. In the third box on this website, input your RGB values - like 124, 255, 80 - into the first text box inside of it. Then click convert to RGB. You're going to get 3 percentages. Now, take these percentages and record them somewhere as decimals. 49% becomes .49, 100% becomes 1, 31% becomes .31, etc.
10. Download this or use something else that can convert between integer, float, and hex (if you do use something else, remember Mass Effect files use little endian):
http://me3explorer.f...file.php?id=134
Thanks to WarrantyVoider
In this application, enter the red decimal value into the "value" textbox. Click on the lower convert button. Now, you have the hex value for it. In the case for .49, it is 48E1FA3E. Take those values and overwrite the ones in the bin file you are hex editing. So 00 00 80 3F --> 48 E1 FA 3E (or whatever you got from the application). Do NOT paste it in and increase the file size. We aren't adding numbers, in other words, we are changing them. In hxd, near the bottom of the application, it should say "overwrite" or "insert." If it says "insert," press the insert button to get it back to overwrite. In hxd, you can use CTRL+B to overwrite rather than paste something when you have hex values in your copy clipboard.
11. Do this for the blue and green values as well. You are probably not going to want to touch the alpha value.
12. To change Shepard's natural eye color, do the same thing, but for the values under LinearColor (under "EYE_White_Colour_Vector"). This is probably going to be offsets 150 through 15C.
Once again, best to leave the alpha alone in most cases. When you're done, save the bin file and go back to ME3 explorer.
13. Click the x near the top (not top most x, the one under it) to get out of interpret mode.
With the material file still selected, go to Edit -> Replace with bin. Use the .bin file you just edited and saved.
14. Now click on File and Save, saving over the original .pcc file (do not do this unless you've already made a backup).
15. In Mass Effect 3 Explorer, click on tools and then TOCBinUpdater. File -> Check PCConsoleTOC.bin. The file it wants is in BIOGame.
16. Update your PCConsoleTOC.bin file.
17. If you want Illusive Man eyes for Shepard, open up biogame.ini/biogame.json from your Coalesced editor. I use gibbed's: http://svn.gib.me/bu...sce-r69_b86.zip
Notepad++ is a great way to edit the .json. Otherwise, you can just use any other text editor.
Search for scars. In EyeEmissive or (FemaleEyeEmissive for female Shepard), replace the values there with BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff
You're going to want to do that for all 5 lines so it works for Shepards of all paragon/renegade alignments. Save.
18. Compile your Coalesced and copy it into BIOGame\\CookedPCConsole. Play the game. If you did everything right (and are playing as a class you made the edits in), you should see the changes you made.

Modifié par HJF4, 11 avril 2013 - 03:16 .


#1883
Cecilia L

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Is there any way to change squad mates appearances?

I've been looking everywhere for something on this topic, but can't find anything.
Like for example change outfits so that everyone wears formal wear to the party.

Modifié par Cecilia L, 11 avril 2013 - 04:39 .


#1884
Judas Bock

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Hi! I'm interested in using James' casual outfit for my Shepard. Have tried to find some tips on it, but haven't really been able to. Anyone have any ideas?

#1885
ManOfSteel

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HJF4 wrote...

Tutorial for changing Shepard's natural eye color/color of the eye effect:

--snip--


Much obliged! Thanks

#1886
Marcinf1996

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Is there possible to replay party on the citadel dlc?

#1887
Getorex

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Noob modding question. I have been futzing with textures from various tpf files and the first one I am playing with (an Ashley skin) contains the main image (the diff image) with the proper skin tone, etc, at 4096x4096 res but also contains a string of layers that are simply smaller resolution versions of the big one. Is this necessary or is all that is needed the hi-res image for HR game?

I've edited the skin and had a version that was JUST 4096x4096 but then made another that had a set of layers with reductions in res from 1024x1024 down to 256x256 (but not down to 128x128, etc, as in the original). Mistake?

Additionally, the tpf contains the Spec and Norm images, Spec maxes out at 1024x1024 and has layers down to 96x96...so the Specular image doesn't need to be the same size as the Diff image it is applied to?  The Norm image is blacked out (because the creator had problems with editing/creating a proper Normal image for his skin edit I presume).  It maxes out at 512x512...again, doesn't need to have max size to correspond to hi-res diff image?

Modifié par Getorex, 12 avril 2013 - 03:09 .


#1888
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All sizes of an image must be replaced, otherwise you will get the wrong texture at certain distances away in-game.

#1889
Getorex

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HJF4 wrote...

All sizes of an image must be replaced, otherwise you will get the wrong texture at certain distances away in-game.


Ah!  Thanks.  Some of the image layer resolutions are so small that they are virtually invisible.  I really need to take them down to 8x8 or some such?

#1890
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I would recommend doing so...if you have texplorer from ME3 explorer, you could just upload the biggest image with min maps, and the program will make the smaller sizes for you automatically.

#1891
Getorex

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HJF4 wrote...

I would recommend doing so...if you have texplorer from ME3 explorer, you could just upload the biggest image with min maps, and the program will make the smaller sizes for you automatically.


Ah...I'll give that a shot too.  What about the specular and normal images?  Do they need a one-to-one correspondence to the diff image?  I was confused when the HR image was 4096x4096 but the specular was smaller and the normal smaller still (at max resolution).

#1892
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They don't need to be the same sizes as the diff.

#1893
Getorex

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Ugh. I'm getting nowhere. I have tried re-editing some skin texture for Ashley and then building the changes into a tpf to test in Texmod. Doesn't work. ME3 crashes at startup. So now I am trying to find the texture for Ashley's body via Asset Explorer in the ME3 Explorer but am not finding it. The website for ME3 Explorer also doesn't appear to list the the texture either (if you do a search for Ashley). I have manually gone through lots of pcc files and am only finding face, scalp, hair, uniform...no body. Where is it?!

#1894
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I don't understand what you mean by body, other than her armor and uniform...unless you mean the underwear version in the romance scene. If so, you can find that in BioD_Nor_131RomAshley.pcc in the BIOG_HMF_ASH_R/ASHc folder.

#1895
Getorex

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HJF4 wrote...

I don't understand what you mean by body, other than her armor and uniform...unless you mean the underwear version in the romance scene. If so, you can find that in BioD_Nor_131RomAshley.pcc in the BIOG_HMF_ASH_R/ASHc folder.


I was looking and looking and missed that one. 

I extracted the diff image, scaled it up to 4096x4096, made a modest edit, saved it as DXT1 dds and tried to Make a Mod via Modmaker - the process errors out with: Line: 1 Column: 927 (CS1729) 'ME3Explorer.Unreal.PCCObject' does not contain a constructor that takes 0 arguments.  Same thing if I keep it at 1024x1024 and make my small change, etc. 

What am I missing or what else do I need to do here? 

NEVERMIND...between the tutorials by saltisgood and trial-and-error I have managed to mod an Ashley skin, create a new normal map and specular map.  A lot of the tutorials either didn't really address what I was doing (some rely on you first using Texmod...I'm trying to work only in ME3Explorer and with Gimp) or were lacking some small information detail that was derailing my attempts. 

Modifié par Getorex, 13 avril 2013 - 07:42 .


#1896
Magicred

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Hi. Does anyone know if it is possible to make Shepard hold submachineguns like they were assault rifles or shotguns instead of holding them like pistols?

#1897
Getorex

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Anyone doing any mesh editing for character skins? If so, anyone doing it with Blender? I am able to import ME3 mesh psk files into Blender and manipulate them but when I export the changes to psk and then try to re-import it, it fails. The only changes I've made are some subtle movements of some vertices (butt reduction on female ME3 character) but I have altered absolutely nothing else. Are there special considerations when exporting psk from Blender that I'm maybe missing?

#1898
RGFrog

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No idea, butt here's to hoping you get it figured out. The butts definitely need work ;)

#1899
Spartas Husky

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been googling this, and for some reason balak is alive in my new playthrough. I got no idea why, never understood why he is alive but never got around to finding out. ANyways does anyone knows the Bool IDs, and the INT #'s to change him being dead... and vise versa? I dont find it in the plot ID list available online.


Bool and INT ids

For bring down the sky completion or not, this option is in gibbed,,, only option
For balak dead or alive
For hostages saved or dead



EDIT:

reason being is there is only one option in gibbed for having completed bring down the sky or not. The other tow aren't there.

Modifié par Spartas Husky, 16 avril 2013 - 12:09 .


#1900
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{id: 17315, name: "[Balak] Killed"},
{id: 17291, name: "[Balak] Spared"},