Modding is possible (guide)
#2501
Posté 21 mars 2010 - 05:46
#2502
Posté 21 mars 2010 - 06:12
Azureum wrote...
neok182 wrote...
yeah i already tried modding it with notepad+ and then using the hack. Already did that for some of the other guns. But for some reason it won't work. Anytime i do it i get the same error. you don't have the correct entitlements for this DLC.
hence why i was wondering if anyone else was able to mod it since it keeps pulling that on me even after running the entitlements hack.
Where on your hard drive do you have mass effect 2 installed?
C:\\Program Files\\Mass Effect 2
I've already modded the collector rifle and the insizor without any issues at all, arc is the only one thats giving me trouble
#2503
Posté 21 mars 2010 - 06:30
#2504
Posté 21 mars 2010 - 06:33
Azureum wrote...
And are you either windows vista or 7?
7 home premium 32bit
#2505
Posté 21 mars 2010 - 06:44
By default folders in programs files have no full control permissions for users.
#2506
Posté 21 mars 2010 - 06:55
Azureum wrote...
Ok, just to make sure this isn't an issue, have you changed your permissions at all in your programs files folder? because if you haven't you might need to, unless you ran the entitlements file with administrator privileges.
By default folders in programs files have no full control permissions for users.
haha wow. i can't believe it was something that minor lol. guess i did that the first time around and just forgot. thanks. Now time to make that weapon even more broken lol
#2507
Posté 21 mars 2010 - 06:56
#
;SFXPawn_PlayerInfiltrator_0
#
; SkelMesh = SkeletalMesh(DynamicLoadObject(FemaleHeadMesh, class'SkeletalMesh'));
#
;SFXGame.BioMorphFace
#
; FemaleHeadMesh="BIOG_HMF_HED_PROMorph_R.Custom.HMF_HED_PROCustom_MDL"
#
;SFXGame.Bio_Appr_Character_Body
#
;SFXGame.Bio_Appr_Character_Hair
#
;SFXGame.Bio_Appr_Character_Head
#
;class=FaceFXAsset
#2508
Posté 21 mars 2010 - 07:29
#2509
Posté 21 mars 2010 - 09:44
Can someone help me with making it possible to wear the casual outfit on the Citadel/Illium?
I'm experimenting with this Shep's outfit, the code should be:
CasualAppearances=(Id=X,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_3a",
Female="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_3a"),PlotFlag=-1)
As I understand, 'CTHa' specifies the mesh (suit) and 'MAT_3a' specifies the recolor of the mesh (blue).
Basically what I'm trying to do is to replace 'Casual' with 'Torso', 'Shoulder', 'Arm' and 'Leg' and place these four lines to the armor section. That works fine, i.e. I can see the parts of the casual outfit on the armor screen and I can make Shep wear the suit instead or armor while outside the Normandy. The problem is, it appears Cerberus-themed on the armor screen/in the game although the code should specify the blue recolor.
Please advise, did I overlook something?
Modifié par Big stupid jellyfish, 21 mars 2010 - 09:45 .
#2510
Posté 21 mars 2010 - 10:09
It is very strange as I believe I was able to make Shep wear a recolored casual outfit instead of armor before...
#2511
Posté 21 mars 2010 - 10:31
Io**** wrote...
does anyone know how to use this? somethin RCW made but i dont know if he finished
#
;SFXPawn_PlayerInfiltrator_0
#
; SkelMesh = SkeletalMesh(DynamicLoadObject(FemaleHeadMesh, class'SkeletalMesh'));
#
;SFXGame.BioMorphFace
#
; FemaleHeadMesh="BIOG_HMF_HED_PROMorph_R.Custom.HMF_HED_PROCustom_MDL"
#
;SFXGame.Bio_Appr_Character_Body
#
;SFXGame.Bio_Appr_Character_Hair
#
;SFXGame.Bio_Appr_Character_Head
#
;class=FaceFXAsset
Asked about that a few days ago I think just a hunch trying to access specific object within a folder.
#2512
Posté 21 mars 2010 - 10:38
Big stupid jellyfish wrote...
Tried the following: just replacing CasualAppearances= with FullBodyAppearances=. This works as well, but for some reason it's still the Cerberus suit, not the blue recolor I'm looking for...
It is very strange as I believe I was able to make Shep wear a recolored casual outfit instead of armor before...
That is one thing I was trying to do with that original "brown-vest-renegade-style-pirate-outfit". I know there is that guy wearing a recolor of it during Samaras loyalty mission and it works as a casual outfit on the normandy with the "Malematerialoverride" but whatever I try, the "malematerialoverride" does not work when I make it an additional armor model. Regardless if asining it to be a torso, full body appearance or even a helmet. All I get is the standard texture.
#2513
Posté 21 mars 2010 - 10:50
#2514
Posté 21 mars 2010 - 10:54
Azureum wrote...
Are you loading the appropriate level in the background when wearing it?
Sorry, didn't get the question. Can you specify please?
#2515
Posté 21 mars 2010 - 10:55
#2516
Posté 21 mars 2010 - 11:07
Bindings=( Name="LeftShift" ,Command="OnlyLoadLevel BioD_Nor_000Cabin | OnTap 2.0 showmenu | OnTap 3.0 OpenGUI Personalization" )
Yep. But using the standard locker (i.e. on the Normandy) doesn't make any difference for me.
#2517
Posté 22 mars 2010 - 12:11
Please make sure if when you release material you release adequate detailed instructions along with them!
Modifié par SovereignT, 22 mars 2010 - 12:12 .
#2518
Posté 22 mars 2010 - 01:06
Azureum wrote...
Ok, just to make sure this isn't an issue, have you changed your permissions at all in your programs files folder? because if you haven't you might need to, unless you ran the entitlements file with administrator privileges.
By default folders in programs files have no full control permissions for users.
so this worked this morning, modded it a bit, and then had to go out. Now that i'm home, i go edit the file again, and when i load the game i get the same BS again about it not being able to entitle the file. WTF?
#2519
Posté 22 mars 2010 - 03:36
Azureum wrote...
In order to even try and make it work, we'll need to be able to load external files into the game.
Or unpack and re pack pcc file *fingers crossed... and broken*
#2520
Posté 22 mars 2010 - 06:44
illerianna wrote...
This may have been asked before, but how exactly do I get the Renegade scars (specifically, the most advanced tier) to show up regardless of P/R scores? I can't seem to find the section of the Coalesced that determines it.
Thanks in advance!
Scars=(Threshold=(X=-10,Y=-2),Emissive="BIOG_HMM_HED_Alignment.Emissive.Face_EmisScars_05",Normal="BIOG_HMM_HED_Alignment.
Scar.Face_NormScars_05",EyeEmissive="BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_05",FemaleEmissive=
"BIOG_HMF_HED_Alignment.Emissive.HMF_Face_EmisScars_05",FemaleNormal="BIOG_HMF_HED_Alignment.
Scar.HMF_Face_NormScars_05",FemaleEyeEmissive="BIOG_HMF_HED_Alignment.Eye.HMF_Eye_EmisScars_05",
Color=(R=0,G=0,B=0,A=0))
etc. I think _05 is most scarred while _00 is least, but it could be the other way around. You'll have to edit all 5 different threshholds for it to show up at all times.
Modifié par minormiracle, 22 mars 2010 - 06:45 .
#2521
Posté 22 mars 2010 - 04:54
I have tryed changing the
ActiveclassRedirects=OldclassName=SFXPower_Stasis_Morinth,NewclassName=SFXGameContent_Powers.SFXPower_Stasis_Morinth
all seems to do nothing
#2522
Posté 22 mars 2010 - 05:47
#2523
Posté 22 mars 2010 - 06:19
#2524
Posté 22 mars 2010 - 06:33
#2525
Posté 22 mars 2010 - 08:17




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