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Modding is possible (guide)


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#2876
minormiracle

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I found this in an Unreal engine wiki. There's a few commands in there I haven't seen people use before. Don't know if it's of use to anyone.

Function Engine.CheatManager.ListDynamicActors
Function Engine.CheatManager.FreezeFrame
Function Engine.CheatManager.WriteToLog
Function Engine.CheatManager.KillViewedActor
Function Engine.CheatManager.BugItGo
Function Engine.CheatManager.BugItGoString
Function Engine.CheatManager.GetFVectorFromString
Function Engine.CheatManager.GetFRotatorFromString
Function Engine.CheatManager.BugItWorker
Function Engine.CheatManager.BugIt
Function Engine.CheatManager.ChangeSize
Function Engine.CheatManager.EndPath
Function Engine.CheatManager.Amphibious
Function Engine.CheatManager.Fly
Function Engine.CheatManager.Walk
Function Engine.CheatManager.Ghost
Function Engine.CheatManager.AllAmmo
Function Engine.CheatManager.God
Function Engine.CheatManager.AffectedByHitEffects
Function Engine.CheatManager.SloMo
Function Engine.CheatManager.SetJumpZ
Function Engine.CheatManager.SetGravity
Function Engine.CheatManager.SetSpeed
Function Engine.CheatManager.KillAll
Function Engine.CheatManager.KillAllPawns
Function Engine.CheatManager.KillPawns
Function Engine.CheatManager.Avatar
Function Engine.CheatManager.Summon
Function Engine.CheatManager.GiveWeapon
Function Engine.Pawn.CreateInventory
Function Engine.CheatManager.PlayersOnly
Function Engine.CheatManager.DestroyFractures
Function Engine.CheatManager.RememberSpot
Function Engine.CheatManager.ViewSelf
Function Engine.CheatManager.ViewPlayer
Function Engine.CheatManager.ViewActor
Function Engine.CheatManager.ViewFlag
Function Engine.CheatManager.ViewBot
Function Engine.CheatManager.Viewclass
Function Engine.CheatManager.Loaded
Function Engine.CheatManager.AllWeapons
Function Engine.CheatManager.SetLevelStreamingStatus
Function Engine.CheatManager.StreamLevelIn
Function Engine.CheatManager.OnlyLoadLevel
Function Engine.CheatManager.StreamLevelOut
Function Engine.CheatManager.ToggleDebugCamera
Function Engine.CheatManager.TestLevel
Function Engine.CheatManager.DumpOnlineSessionState

Modifié par minormiracle, 10 avril 2010 - 06:13 .


#2877
minormiracle

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Azureum wrote...

The extractor is available on the ME2 Mods forum:

Gildor's Unreal Package Decompressor and Extractor

Awesome. In return I bear gifts of my own.

Kasimi head: BIOG_HMF_HED_PROKasumi_R.Head.HMF_HED_PROKasumi_MDL (really doesn't look right without the hood)
Kasumi breathing mask: BIOG_HMF_HGR_KSM_R.HGRa.HMF_HGR_KSM_MDL

Here are the other NPC masks. (take that Dr PepperPosted Image)

Miranda: BIOG_HMF_HGR_MIR_R.LGTa.HMF_HGR_LGTa_MDL
Jacob: BIOG_HMM_HGR_JCB_R.MEDa.HMM_HGR_MEDa_MDL
Garrus: BIOG_TUR_HGR_HVY_R.HVYb.TUR_HGR_HVYb_MDL
Thane: BIOG_DRL_HGR_THN_R.LGTa.DRL_HGR_LGTa_MDL
Jack: BIOG_HMF_HGR_JCK_R.LGTa.HMF_HGR_LGTa_MDL
Grunt:BIOG_KRO_HGR_GNT_R.LGTa.KRO_HGR_LGTa_MDL
Samara:BIOG_ASA_HGR_SAM_R.LGTa.ASA_HGR_LGTa_MDL
Mordin:BIOG_SAL_HGR_MOR_R.LGTa.SAL_HGR_LGTa_MDL
Zaeed:BIOG_HMM_HGR_ZAD_R.HGRa.HMM_HGR_ZAD_MDL

Like NPC armor they need their respective BIOH_npcname_01 loaded to work. Of course many of these won't fit you right unless you're of the right gender. Mordin, Garrus, and Grunt's masks only look right with their heads. You can accommodate this by putting the mask code into a shoulder slot and giving their basic head bHasBreather=True. You can avoid clipping while wearing Thane's assassin with bHidehead=True.

Thanks to Ahalazar for figuring out where to get the syntax and you for posting the link.

Edit: Now with pig-tar!
Posted Image

Modifié par minormiracle, 11 avril 2010 - 12:52 .


#2878
Azureum

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For anyone asking these questions, they have been asked before, try searching google for:



quote "modding is possible" insert what your looking for here unquote (without the quote, unquote.



So into google i'd type exactly what comes after this: "Modding is possible" squadmate powers

#2879
Azureum

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minormiracle wrote...

I found this in an Unreal engine wiki. There's a few commands in there I haven't seen people use before. Don't know if it's of use to anyone.

Function Engine.CheatManager.BugItGo
Function Engine.CheatManager.BugItGoString
Function Engine.CheatManager.Ghost
Function Engine.CheatManager.AllAmmo
Function Engine.CheatManager.God
Function Engine.CheatManager.AffectedByHitEffects
Function Engine.CheatManager.SloMo
Function Engine.CheatManager.SetJumpZ
Function Engine.CheatManager.SetGravity
Function Engine.CheatManager.DumpOnlineSessionState


If you extract the contents of SFXGame.pcc there is a folder in their called BioCheatManager, inside there is folders named as with all the console commands.

Thats where I found the GiveGameEffect command.

A lot of the ones you list there don't work.

#2880
Burdokva

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OK, I used Google to search - found the crouching command, both toggle and hold button (why BioWare left this out, I cannot understand),,,



I cannot find anything about the weapon overheat system, and I know it worked in the default version. After patch 1.01, I can't get it to work. Some help on this, please?


#2881
Azureum

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I wouldn't know, haven't tried that particular mod, nor am I running version 1.1

#2882
Ray Joel Oh

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minormiracle wrote...

Ray Joel Oh wrote...

I never understood how you folks have figured out these codes.  What do you mean, sift through the textdump?  How do you do that?

When you first load a PCC file with umodel you'll get a separate window like this.
Posted Image
Going by Ahalazar's syntax of [folder name].[subfolder name].[mesh name], hidden in that text dump is a reference to the folder name and mesh name. I guessed the subfolder name by reference to other armors. For armors and helmets it's usually repeated in the mesh name as three cap letters and a lower case letter (LTGa, SHPc, GLPa etc), but it's a real crapshoot since miranda's head code is BIOG_HMF_HED_PROMorph_R.PROMiranda.HMF_HED_PRO_Miranda_MDL and PROMiranda isn't referenced directly in either the directory name or mesh name.

Speaking of which, Ahalazar I'd really appreciate it if you can post a link to gildor's extractor, since I've never heard of it until now.


Ah, okay, real noob question--I get the textdump, but I can only scroll up to a certain point.  How do I scroll up further in the cmd window?

#2883
Raygereio

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Burdokva wrote...
I cannot find anything about the weapon overheat system, and I know it worked in the default version. After patch 1.01, I can't get it to work. Some help on this, please?

What exactly are you trying to do? If you want a ME1'esque system with overheating:

Find "WeaponsUseHeat=false" and change this to "WeaponsUseHeat=true"
Find "bInfiniteAmmo=false" and change this to "bInfiniteAmmo=true" (note that you have to change this for each weapon individually, I choose not to change for the heavy weapons so I don't know what effects that has).

The number in this line "HeatDissipationRate=2.0f", says how fast the heat dissipates (or how fast your ammo counter recharges). Lower numbers make it go faster, higher numbers go slower. I play with "20.0f", feels fairly balanced.

This will make it so that you can shoot until you have 1 "bullet" (for a lack of better term) remaining, if you shoot that last bullet Shepard will auto-reload. If you wait, the ammo counter will magicall recharge it self at the rate you specified in HeatDissipationRate.
Note that with this the reload button now does nothing. Not the biggest problem in the world were it not that you need to reload in the tutorial in order for the game to progress. Just shoot the gun empty and Sheppard will auto-reload, that will fix it.

If that's not what you meant, then consider this a wasted post.Posted Image

Modifié par Raygereio, 10 avril 2010 - 09:41 .


#2884
Ray Joel Oh

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Burdokva wrote...

OK, I used Google to search - found the crouching command, both toggle and hold button (why BioWare left this out, I cannot understand),,,


From this post, though I'm not sure where in the coalesced you should put this code...

Bindings=( Name="C", Command="set SFXPawn_Player bWantsToCrouch true |
OnRelease set SFXPawn_Player bWantsToCrouch false" )

Edit: Oh wait, I misread your post :[

Modifié par Ray Joel Oh, 10 avril 2010 - 10:04 .


#2885
Azureum

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Ray Joel Oh wrote...

Burdokva wrote...

OK, I used Google to search - found the crouching command, both toggle and hold button (why BioWare left this out, I cannot understand),,,


From this post, though I'm not sure where in the coalesced you should put this code...

Bindings=( Name="C", Command="set SFXPawn_Player bWantsToCrouch true |
OnRelease set SFXPawn_Player bWantsToCrouch false" )

Edit: Oh wait, I misread your post :[


LOL, with the rest of the bindings I would imagine :P

#2886
minormiracle

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Ray Joel Oh wrote...

Ah, okay, real noob question--I get the textdump, but I can only scroll up to a certain point.  How do I scroll up further in the cmd window?

Wuh? I don't understand the question. For me the command prompt scrolls to wherever I drag the scroll bar. But searching for the umodel spotted mesh after extracting them from the pcc file with gildor's extractor is a much better method, since for things like Kasumi's head, there's really no way to guess the subdirectory name just happens to be "head" in this case and not the usual "PROKasumi".

#2887
phordicus

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Lord Ed1 wrote...

That's right, the new SMG. Turns out you're able to mod it just like the collector and incisor rifles, but with the entitlements hack. It's awesome when it does a bit more damage, it's definitely my favorite SMG:)


you can put DLC lines straight into cini without having to change or hack any of the DLC content.  changed the flamethrower's stats just by adding lines to the relevant cini locations such as

[SFXGame.SFXPlayerSquadLoadoutData]
HeavyWeapons=(className="SFXGameContentDLC_HEN_VT.SFXHeavyWeapon_FlameThrower_Player")

Modifié par phordicus, 10 avril 2010 - 11:47 .


#2888
epoch_

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So I asked this a few weeks ago but It was just sorta ignored. Is it currently impossible to swap out the models of squad mates with those of other npc?

#2889
red maw

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Is there a way to mod the default new game so those of us who don't have our old ME saves can set the world how we want it?

#2890
Ahalazar

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Jeez, what's with the explosion of posts?

minormiracle wrote...



Ray Joel Oh wrote...



Ah, okay, real noob question--I get the textdump, but I can only scroll up to a certain point. How do I scroll up further in the cmd window?


Wuh? I don't understand the question. For me the command prompt scrolls to wherever I drag the scroll bar. But searching for the umodel spotted mesh after extracting them from the pcc file with gildor's extractor is a much better method, since for things like Kasumi's head, there's really no way to guess the subdirectory name just happens to be "head" in this case and not the usual "PROKasumi".




He/She means that the scrolling is limited which is actually the case. You can use Gildor's extractor to open up all the packages. Like I said before in order to find the meshes you were looking for.



Sorry Mino, I caught up in studying and way too much Chuck :P



red maw wrote...



Is there a way to mod the default new game so those of us who don't have our old ME saves can set the world how we want it?




Go to www.masseffectsaves.com and search for a) saves that corespond to what you want, B) the save editor so you can edit the character yourself and set up the world. Tutorial is either there or on mass effect faces.



epoch_ wrote...



So I asked this a few weeks ago but It was just sorta ignored. Is it currently impossible to swap out the models of squad mates with those of other npc?


No, read the thread. It has been said like 90 times. (sorry if I sound too arrogant, not meant to)

#2891
_silencer0

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Just did a commit of the current code base for the ME2 C++ SDK. You can find the project at http://code.google.com/p/me2-cpp-sdk/. Still in early stages, but could be interresting to some... have fun (you need boost 1.40 c++ library or later to build on Visual Studio 2008).

#2892
Ahalazar

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_silencer0 wrote...

Just did a commit of the current code base for the ME2 C++ SDK. You can find the project at http://code.google.com/p/me2-cpp-sdk/. Still in early stages, but could be interresting to some... have fun (you need boost 1.40 c++ library or later to build on Visual Studio 2008).


Could you fill me in or what you're working? Sounds like you want to change the content of the .pcc files on the fly. basically give us a custom made mass'mod... don't say it too loud or this thread and your profile will go crazy.
Allllso, no files there on the googlecode. Does Visual Studio 2010 have the library in it already (haven't installed it yet)?


Edit, nvm didn't look under source tab browse. other questions still valid.

Modifié par Ahalazar, 11 avril 2010 - 12:20 .


#2893
epoch_

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Ahalazar wrote...

No, read the thread. It has been said like 90 times. (sorry if I sound too arrogant, not meant to)


This thread is massive, I did scan about 15 pages for an answer and didn't find it. And funny enough, your answer was was a bit vague. lol. So, is that a no, it can't be done? Or no, I'm wrong in assuming it can't be done.

I know, I'm terribly sorry.
 It's just I've modified so many other things it just seems like next to everything should be modifiable. Also, I didn't take what you said wrong, any response at all is better than nothing.

Modifié par epoch_, 11 avril 2010 - 12:19 .


#2894
Ahalazar

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epoch_ wrote...

Ahalazar wrote...

No, read the thread. It has been said like 90 times. (sorry if I sound too arrogant, not meant to)


This thread is massive, I did scan about 15 pages for an answer and didn't find it. And funny enough, your answer was was a bit vague. lol. So, is that a no, it can't be done? Or no, I'm wrong in assuming it can't be done.

I know, I'm terribly sorry.
 It's just I've modified so many other things it just seems like next to everything should be modifiable. Also, I didn't take what you said wrong, any response at all is better than nothing.


No, can't be done. We all wish we could. We can edit the coalesced but the .pcc packages contain npc related stuff, like meshes, armor, dialogue etc. We can't edit .pcc.
Sorry.

#2895
epoch_

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Ahalazar wrote...

epoch_ wrote...

Ahalazar wrote...

No, read the thread. It has been said like 90 times. (sorry if I sound too arrogant, not meant to)


This thread is massive, I did scan about 15 pages for an answer and didn't find it. And funny enough, your answer was was a bit vague. lol. So, is that a no, it can't be done? Or no, I'm wrong in assuming it can't be done.

I know, I'm terribly sorry.
 It's just I've modified so many other things it just seems like next to everything should be modifiable. Also, I didn't take what you said wrong, any response at all is better than nothing.


No, can't be done. We all wish we could. We can edit the coalesced but the .pcc packages contain npc related stuff, like meshes, armor, dialogue etc. We can't edit .pcc.
Sorry.


Right, thanks a bunch. Thats a real shame. Do you think the .pcc file will eventually be editable?

#2896
_silencer0

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Ahalazar wrote...

_silencer0 wrote...

Just did a commit of the current code base for the ME2 C++ SDK. You can find the project at http://code.google.com/p/me2-cpp-sdk/. Still in early stages, but could be interresting to some... have fun (you need boost 1.40 c++ library or later to build on Visual Studio 2008).


Could you fill me in or what you're working? Sounds like you want to change the content of the .pcc files on the fly. basically give us a custom made mass'mod... don't say it too loud or this thread and your profile will go crazy.
Allllso, no files there on the googlecode. Does Visual Studio 2010 have the library in it already (haven't installed it yet)?


Edit, nvm didn't look under source tab browse. other questions still valid.


It's an interface to the unreal engine core, allowing you to change/extend the game. Currently it only allow some basic stuff to be done (changing variables, calling functions, ...). In de the future the SDK should support spawning new objects and extending/overwriting game classes.

#2897
Ahalazar

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_silencer0 wrote...

Ahalazar wrote...

_silencer0 wrote...

Just did a commit of the current code base for the ME2 C++ SDK. You can find the project at http://code.google.com/p/me2-cpp-sdk/. Still in early stages, but could be interresting to some... have fun (you need boost 1.40 c++ library or later to build on Visual Studio 2008).


Could you fill me in or what you're working? Sounds like you want to change the content of the .pcc files on the fly. basically give us a custom made mass'mod... don't say it too loud or this thread and your profile will go crazy.
Allllso, no files there on the googlecode. Does Visual Studio 2010 have the library in it already (haven't installed it yet)?


Edit, nvm didn't look under source tab browse. other questions still valid.


It's an interface to the unreal engine core, allowing you to change/extend the game. Currently it only allow some basic stuff to be done (changing variables, calling functions, ...). In de the future the SDK should support spawning new objects and extending/overwriting game classes.


I'm done with my crappy midterm on Tuesday, and then I'll have time check out your code. Perfect opportunity to go into c++ and I imagine uscript from lovely Java.
I'm surely in.

#2898
mya11

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hello ! it's possible to have the hair miranda for the shepard female or create new hair withs mods ?

#2899
minormiracle

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mya11 wrote...

hello ! it's possible to have the hair miranda for the shepard female or create new hair withs mods ?

No. Her hair is a part of her head.

#2900
mya11

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Ok I hope in the futur mas3 there is more choice of hair and armors!