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Modding is possible (guide)


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#2726
phoenixofthunder

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Burdokva wrote...

Folks, maybe some of you would be interested to see this thread:

http://social.biowar...3/index/2060374


Sorry but I'm not qualified: Geforce 8600GTS and those settings would kill my GPU.

:pinched:Gagh!:pinched:  I'd better hit the sack now before I answer another post or I'll never get to bed. G.N.A.-_-

#2727
Azureum

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8800 GTX myself, 756mb

#2728
Azureum

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By the way, I've figured out how to alter the armour bonuses with simple commands.

If you run an exec command to console.txt and put a txt file named the same in the Binaries folder and include this line inside it:

GiveEffectWithValue Self SFXGameEffect_Gear_StimulatorConduits 001.0000

You'll find yourself with twice the storm speed.

Yes you can also apply that to other armour bonuses, but bare in mind they are temporary, reloading a save or maybe changing levels, re-instates the regular storm speed.

You can see the effect it has on storm by bring up your pawn profile with this command:

profile pawn self

and to remove:

profile none

Just another advancement I figured out whilst exploring PCC files :)

PS: I feel like yet another manager mod coming on, you could technically apply all the armor bonuses all at once :P

Modifié par Azureum, 05 avril 2010 - 02:26 .


#2729
Azureum

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Tech Manager is now up for consumption! Enjoy!

#2730
Azureum

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Ooops, forum spazzed out on here for a sec.... apologies for multi-posts.

Modifié par Azureum, 05 avril 2010 - 03:54 .


#2731
Azureum

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To those who are registered on the ME2 Mods forums and we're
having issues logging in, please clear your cookies completely and try
logging in again, I believe I may have fixed the issues, I require
someone to test the theory who couldn't log in before.

#2732
Azureum

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Sorry, forum posting was giving me errors so I was unsure if they had actually been posted, looks like they were!

Modifié par Azureum, 05 avril 2010 - 03:55 .


#2733
Ahalazar

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Azureum wrote...

Tech Manager is now up for consumption! Enjoy!


Thanks Az.

Still haven't lost interest in ME2 I see.

What lead you to the .txt in binaries and the binding to execute?

#2734
Azureum

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Ahalazar wrote...

Azureum wrote...

Tech Manager is now up for consumption! Enjoy!


Thanks Az.

Still haven't lost interest in ME2 I see.

What lead you to the .txt in binaries and the binding to execute?


Dilmonen came out with that in his early work with the armor locker mod, I merely expanded on the concept to release the two mods I have released up to now, and the third on its way.

I do lose interest sometimes because I have a short attention span, I sometimes need alternate direction and then to come back later, I did that by developing me2mods.azureum.com/forums lol.

Now I'm back to do more modding, I'll likely go to documenting things on the forum once I'm getting bored with modding again.

#2735
RShara

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Az, when you figure out a way to modify the meshes and get them back in to the game, I will love you forever and offer you my firstborn ;)

#2736
Azureum

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That's not a very enticing offer, giving away your firstborn so easily, that would make me question if there is anything wrong with them lol.



There are people working on the PCC file problem, I mainly deal with coding, as that's where I excel, programming in terms of full blown applications isn't my fortay ;)

#2737
RShara

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Okay, how about cookies?

#2738
Azureum

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RShara wrote...

Okay, how about cookies?


Which kind, the yummy kind or the browser kind lol, and what about them? :)

#2739
RShara

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The yummy kind of course. And cookies for great mods of course. The armor locker is wonderful and makes things soooo much easier to switch things around when you're in the middle of a mission!

#2740
Azureum

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Ahhh sorry, got my head in code here, didn't click that was the firstborn replacement lol.

Yeah I LOVE cookies lol.

Armor locker is getting an upgrade, it will allow you to (if you follow it correctly) add uniforms and outfits from any part of the game.

Using the concept I made Shepard into a Light Mech, and a Heavy Mech as well ;)

Although it will work via Mod Manager you can just view the .me2mod file with notepad++ and see the code I used. It's not a super complex mod, main thing I'm working on is getting adequate descriptions in on how to use it lol.

Modifié par Azureum, 05 avril 2010 - 05:13 .


#2741
Timerider42

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Azureum wrote...

Ahhh sorry, got my head in code here, didn't click that was the firstborn replacement lol.

Yeah I LOVE cookies lol.

Armor locker is getting an upgrade, it will allow you to (if you follow it correctly) add uniforms and outfits from any part of the game.

Using the concept I made Shepard into a Light Mech, and a Heavy Mech as well ;)

Although it will work via Mod Manager you can just view the .me2mod file with notepad++ and see the code I used. It's not a super complex mod, main thing I'm working on is getting adequate descriptions in on how to use it lol.


Sweet, I look forward to it. Does that also replace Shepard's head?

#2742
Azureum

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Timerider42 wrote...

Azureum wrote...

Ahhh sorry, got my head in code here, didn't click that was the firstborn replacement lol.

Yeah I LOVE cookies lol.

Armor locker is getting an upgrade, it will allow you to (if you follow it correctly) add uniforms and outfits from any part of the game.

Using the concept I made Shepard into a Light Mech, and a Heavy Mech as well ;)

Although it will work via Mod Manager you can just view the .me2mod file with notepad++ and see the code I used. It's not a super complex mod, main thing I'm working on is getting adequate descriptions in on how to use it lol.


Sweet, I look forward to it. Does that also replace Shepard's head?


If you use a fullbody apperance entry with HideHead True, then yes, it replaces Shepards head, check the bottom of the me2mod file for details.  Of note as well is the fact that if you transition, and therefore the correct textures aren't loaded, it will default to existing ones, and if you have hidehead enabled, you are presented with a headless shepard lmao.

PS: Armor Locker 2.0 is up !!!

Modifié par Azureum, 05 avril 2010 - 05:25 .


#2743
RShara

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Does it work to replace Shep's head+body inside the Normandy, too?

#2744
Azureum

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Fullbody appearances are armors and the like, so no it won't work in Normandy because there you are in casual wears.

However it will load all the necessary files when you press the binded key (number pad 9) and once loaded automatically bring up the armor menu, if they are already loaded it skips straight to the menu, anywhere you are.

My biggest mod is now likely to be the Power Manager mod, which will enable anyone to add almost any power to their regular ones, biotics, tech, passive, bonus powers etc.

Modifié par Azureum, 05 avril 2010 - 05:39 .


#2745
Timerider42

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You were saying before that if you stream the files of a squad member that's in your party, it removes them. Is there any way around that?

#2746
RShara

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You shouldn't need to load the stream of a squaddie that's already in your party--the info is already loaded. Just go in to the armor locker and load 'em up.

#2747
Azureum

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Can you elaborate a little there I'm not sure on what you mean ... Do you mean if the party member is present at the time and you attempt to load the armor locker that the outfit doesn't work?

#2748
Azureum

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RShara wrote...

You shouldn't need to load the stream of a squaddie that's already in your party--the info is already loaded. Just go in to the armor locker and load 'em up.


Exactly, hence why I was getting a little confused there lol.

PS: Put up a YouTube channel now so I can post videos, just got a test one up at the moment

Modifié par Azureum, 05 avril 2010 - 07:41 .


#2749
RShara

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So...what did you want done with Kelly's outfit? Just a darker red? I'll grab the texture when I get home and change it up tonight.

#2750
Azureum

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I would like it black please ;)