Modding is possible (guide)
#2901
Posté 11 avril 2010 - 02:45
#2902
Posté 11 avril 2010 - 03:48
Miranda should really learn a few dance moves, you know in case she needs to go undercover.
#2903
Posté 11 avril 2010 - 03:51
Would want one that has
- Infinite ammo always on
- Min. Paragon
- Max. Paragon
- Min. Renegade
- Max. Renegade
- Set credits to 500,000/infinite credits
- Set minerals to 500,000/infinite minerals
- As many fem shep casual clothes options as possible
And if possible have different armour options that have stat bonuses (like be able to scroll over on the armour type and be able to select different outfits with stats (like a blue suns suit but with some stats)
Any help would be greatly appreciated
#2904
Posté 11 avril 2010 - 05:09
epoch_ wrote...
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.
It can't currently be done. Maybe someday somebody will develop a way to recompile .pcc files. There is currently no way of doing so, though.
implodinggoat wrote...
Has anyone had the bright idea of
swapping out the model Kelly uses when she dances in Shepard's cabin for
say Samara or Miranda's model?
Miranda should really learn a few
dance moves, you know in case she needs to go undercover.
There is currently no way to switch squadmates' or NPC's meshes. You can only switch Shepard's meshes. At best you can retexture other people's clothes, skin, etc.
Serenity1989 wrote...
Does anyone have an Coalesced.ini file that I could just download and replace mine instead of doing it myself (have tried reading through this thread for how to do it, but am rather lost)
Would want one that has
- Infinite ammo always on
- Min. Paragon
- Max. Paragon
- Min. Renegade
- Max. Renegade
- Set credits to 500,000/infinite credits
- Set minerals to 500,000/infinite minerals
- As many fem shep casual clothes options as possible
And if possible have different armour options that have stat bonuses (like be able to scroll over on the armour type and be able to select different outfits with stats (like a blue suns suit but with some stats)
Any help would be greatly appreciated
Download RoadCrewWorker's Coalesced mod manager here http://social.biowar...m/project/1998/ NarfGarg's mods here http://social.biowar...m/project/2002/ Iron Spine's Mass Effect 2 Coalesced editor here http://social.biowar...m/project/1854/ And Gibbed's save editor here http://mod.gib.me/ma...eedit_rev25.zip
In Iron Spine's Coalesced editor, select import settings, clothing, 40
casual outfits. Then say "confirm import." Then rebuild the coalesced. Use NarfGarg's mods in RoadCrewWorker's mod manager to get easy ammo tweaks, teammate and npc armors. Use Gibbed's save editor to set your save file's paragon/renegade score, credits, minerals.
Modifié par Ray Joel Oh, 11 avril 2010 - 05:12 .
#2905
Posté 11 avril 2010 - 06:24
1) RoadCrewWorker's Coalesced.ini Mod Managerr : http://social.biowar...m/project/1998/
2) NarfGarg's me2mods: http://social.biowar...m/project/2002/
3) Iron Spine's Coalesced Editor: http://social.biowar...m/project/1854/
4) Gibbed's ME2 Save Editor: Download http://mod.gib.me/ma...eedit_rev25.zip (Tutorial Here)
Modifié par iOverRateD, 11 avril 2010 - 06:24 .
#2906
Posté 11 avril 2010 - 07:48
Right, found both Garrus' (undamaged armor, new headgear) and Kasumi's (body, breather, head) stuff, and it works with streaming disabled. For some reason it won't load the alternative material though. Pity, Garrus DLC texture is pretty great. Gonna have a further look into it.Ray Joel Oh wrote...
Thanks so much for looking into it. I like figuring this stuff out but I'm fumbling in the dark.
Neat.minormiracle wrote...
Here are the other NPC masks. (take that Dr Pepper)
Right click on the top window bar, select properties, go to layout and set the buffer width and size to something bigger. Why windows won't save it is beyond me.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?
Anyway, you shouldnt be using umodel to look for stuff, use extract.exe with a short batch file. Simply copy the pcc files in question and "extract.exe" into their own directory, create an empty text file and paste this:
@echo off for %%a in (*.pcc) do extract "%%a" SET /P exit=Press key to exit.into it and save it as extractall.bat or something. Run this file to extract all pcc files in the same directory (Doing this in the CookedPC folder of Mass Effect 2 will extract >20GB in 80000 files, so bad idea).
Then in each folder and look for "ExportTable.txt", search it either for "= SkeletalMesh'" to find model names or "= MaterialInstanceConstant'" to find alternative Textures.
For example, it's how i found Garrus and Kasumis stuff in less than 5 minutes:
Garrus:
7592 = SkeletalMesh'BIOG_CBT_IVS_NKD_R.NKDb.CBT_IVS_NKDb_MDL'
7593 = SkeletalMesh'BIOG_TUR_ARM_HVY_R.HVYb.TUR_ARM_HVYb_MDL'
7594 = SkeletalMesh'BIOG_TUR_ARM_HVY_R.HVYc.TUR_ARM_HVYc_MDL'
7595 = SkeletalMesh'BIOG_TUR_HED_PROGarrus_ALT_R.Garrus.TUR_HED_Garrus_ALT_MDL'
7596 = SkeletalMesh'BIOG_TUR_HED_PROMorph_R.PROGarrus.TUR_HED_PROGarrus_Damage_MDL'
7597 = SkeletalMesh'BIOG_TUR_HGR_HVY_R.HVYb.TUR_HGR_HVYb_MDL'
3842 = MaterialInstanceConstant'BIOG_TUR_ARM_HVY_R.HVYb.TUR_ARM_HVYb_MAT_1a'
3843 = MaterialInstanceConstant'BIOG_TUR_ARM_HVY_R.HVYc.TUR_ARM_HVYc_MAT_1a'
3844 = MaterialInstanceConstant'BIOG_TUR_GAR_ALT_R.Garrus.TUR_GAR_ALT_MAT_1a'
3845 = MaterialInstanceConstant'BIOG_TUR_HED_PROGarrus_ALT_R.Garrus.TUR_HED_Garrus_ALT_MAT_1a'
3846 = MaterialInstanceConstant'BIOG_TUR_HED_PROMorph_R.Garrus.TUR_EYE_PROGarrus_Mat_1a'
3847 = MaterialInstanceConstant'BIOG_TUR_HED_PROMorph_R.PROGarrus.TUR_HED_PROGarrus_Damage_MAT_1a'
3848 = MaterialInstanceConstant'BIOG_TUR_HGR_GAR_ALT_R.HGR.TUR_HGR_GAR_ALT_MAT_1a'
3849 = MaterialInstanceConstant'BIOG_TUR_HGR_HVY_R.HVYb.TUR_HGR_HVYb_MAT_1a'
3850 = MaterialInstanceConstant'BIOG_TUR_HGR_HVY_R.HVYc.TUR_VSR_HVYc_MAT_1a'
3851 = MaterialInstanceConstant'BIOG_TUR_HIR_PRO_R.VSRa.TUR_HIR_VSRa_MAT_1a'
Kasumi:
5543 = SkeletalMesh'BIOG_CBT_IVS_NKD_R.NKDb.CBT_IVS_NKDb_MDL'
5544 = SkeletalMesh'BIOG_HMF_ARM_KSM_R.LGTa.HMF_KSM_LGTa_MDL'
5545 = SkeletalMesh'BIOG_HMF_HED_PROKasumi_R.Head.HMF_HED_PROKasumi_MDL'
5546 = SkeletalMesh'BIOG_HMF_HGR_KSM_R.HGRa.HMF_HGR_KSM_MDL'
2250 = Material'BIOG_HMF_ARM_KSM_R.LGTb.HMF_ARM_KSM_MAT_1b'
2251 = Material'BIOG_HMF_HGR_KSM_R.HGRa.HMF_HGR_KSM_MAT_1a'
2814 = MaterialInstanceConstant'BIOG_HMF_HED_PROKasumi_R.Head.HMF_HED_PROKasumi_Eye_MAT_1a'
2815 = MaterialInstanceConstant'BIOG_HMF_HED_PROKasumi_R.Head.HMF_HED_PROKasumi_Face_MAT_1a'
2816 = MaterialInstanceConstant'BIOG_HMF_HED_PROKasumi_R.Head.HMF_HED_PROKasumi_Lashes_MAT_1a'
2817 = MaterialInstanceConstant'BIOG_HMF_HED_PROKasumi_R.Head.HMF_HED_PROKasumi_Scalp_MAT_1a'
2818 = MaterialInstanceConstant'BIOG_HMM_HED_PROMorph.Average.HMM_HED_Lash_Mat_1a'
Looks like Gibbed has moved on to Just Cause 2, and i lack the unreal3 knowledge to continue, so it's down to Gildor. If he says it can't be done, then it likely won't happen.epoch_ wrote...
Right, thanks a bunch. Thats a real shame. Do you think the .pcc file will eventually be editable?
If anything someone might figure out how the ME2 DLC content system works exactly, and even then that doesn't solve the problem.
Cute idea, but again, that's all packed into the pcc files, so it's a no go zone.implodinggoat wrote...
Has anyone had the bright idea of swapping out the model Kelly uses when she dances in Shepard's cabin for say Samara or Miranda's model?
Modifié par RoadCrewWorker, 11 avril 2010 - 07:58 .
#2907
Posté 11 avril 2010 - 08:09
Raygereio wrote...
What exactly are you trying to do? If you want a ME1'esque system with overheating: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?
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.
Thanks! I didn't set "infiniteammo=true", maybe that was te problem. Still, it's too bad the ammo regeneration doesn't work at any random point, but only if you have 1 "bullet" left!
#2908
Posté 11 avril 2010 - 08:46
Huh! What material does it load? Have you seen if it combines with his head on the Normandy with non-horrifying results?RoadCrewWorker wrote...
Right, found both Garrus' (undamaged armor, new headgear) and Kasumi's (body, breather, head) stuff, and it works with streaming disabled. For some reason it won't load the alternative material though. Pity, Garrus DLC texture is pretty great. Gonna have a further look into it.
RoadCrewWorker wrote...
Right click on the top window bar, select properties, go to layout and set the buffer width and size to something bigger. Why windows won't save it is beyond me.
Anyway, you shouldnt be using umodel to look for stuff, use extract.exe with a short batch file. Simply copy the pcc files in question and "extract.exe" into their own directory, create an empty text file and paste this:@echo off for %%a in (*.pcc) do extract "%%a" SET /P exit=Press key to exit.into it and save it as extractall.bat or something. Run this file to extract all pcc files in the same directory (Doing this in the CookedPC folder of Mass Effect 2 will extract >20GB in 80000 files, so bad idea).
Then in each folder and look for "ExportTable.txt", search it either for "= SkeletalMesh'" to find model names or "= MaterialInstanceConstant'" to find alternative Textures.
For example, it's how i found Garrus and Kasumis stuff in less than 5 minutes:
Garrus:
7592 = SkeletalMesh'BIOG_CBT_IVS_NKD_R.NKDb.CBT_IVS_NKDb_MDL'
7593 = SkeletalMesh'BIOG_TUR_ARM_HVY_R.HVYb.TUR_ARM_HVYb_MDL'
7594 = SkeletalMesh'BIOG_TUR_ARM_HVY_R.HVYc.TUR_ARM_HVYc_MDL'
7595 = SkeletalMesh'BIOG_TUR_HED_PROGarrus_ALT_R.Garrus.TUR_HED_Garrus_ALT_MDL'
7596 = SkeletalMesh'BIOG_TUR_HED_PROMorph_R.PROGarrus.TUR_HED_PROGarrus_Damage_MDL'
7597 = SkeletalMesh'BIOG_TUR_HGR_HVY_R.HVYb.TUR_HGR_HVYb_MDL'
3842 = MaterialInstanceConstant'BIOG_TUR_ARM_HVY_R.HVYb.TUR_ARM_HVYb_MAT_1a'
3843 = MaterialInstanceConstant'BIOG_TUR_ARM_HVY_R.HVYc.TUR_ARM_HVYc_MAT_1a'
3844 = MaterialInstanceConstant'BIOG_TUR_GAR_ALT_R.Garrus.TUR_GAR_ALT_MAT_1a'
3845 = MaterialInstanceConstant'BIOG_TUR_HED_PROGarrus_ALT_R.Garrus.TUR_HED_Garrus_ALT_MAT_1a'
3846 = MaterialInstanceConstant'BIOG_TUR_HED_PROMorph_R.Garrus.TUR_EYE_PROGarrus_Mat_1a'
3847 = MaterialInstanceConstant'BIOG_TUR_HED_PROMorph_R.PROGarrus.TUR_HED_PROGarrus_Damage_MAT_1a'
3848 = MaterialInstanceConstant'BIOG_TUR_HGR_GAR_ALT_R.HGR.TUR_HGR_GAR_ALT_MAT_1a'
3849 = MaterialInstanceConstant'BIOG_TUR_HGR_HVY_R.HVYb.TUR_HGR_HVYb_MAT_1a'
3850 = MaterialInstanceConstant'BIOG_TUR_HGR_HVY_R.HVYc.TUR_VSR_HVYc_MAT_1a'
3851 = MaterialInstanceConstant'BIOG_TUR_HIR_PRO_R.VSRa.TUR_HIR_VSRa_MAT_1a'
Kasumi:
5543 = SkeletalMesh'BIOG_CBT_IVS_NKD_R.NKDb.CBT_IVS_NKDb_MDL'
5544 = SkeletalMesh'BIOG_HMF_ARM_KSM_R.LGTa.HMF_KSM_LGTa_MDL'
5545 = SkeletalMesh'BIOG_HMF_HED_PROKasumi_R.Head.HMF_HED_PROKasumi_MDL'
5546 = SkeletalMesh'BIOG_HMF_HGR_KSM_R.HGRa.HMF_HGR_KSM_MDL'
2250 = Material'BIOG_HMF_ARM_KSM_R.LGTb.HMF_ARM_KSM_MAT_1b'
2251 = Material'BIOG_HMF_HGR_KSM_R.HGRa.HMF_HGR_KSM_MAT_1a'
2814 = MaterialInstanceConstant'BIOG_HMF_HED_PROKasumi_R.Head.HMF_HED_PROKasumi_Eye_MAT_1a'
2815 = MaterialInstanceConstant'BIOG_HMF_HED_PROKasumi_R.Head.HMF_HED_PROKasumi_Face_MAT_1a'
2816 = MaterialInstanceConstant'BIOG_HMF_HED_PROKasumi_R.Head.HMF_HED_PROKasumi_Lashes_MAT_1a'
2817 = MaterialInstanceConstant'BIOG_HMF_HED_PROKasumi_R.Head.HMF_HED_PROKasumi_Scalp_MAT_1a'
2818 = MaterialInstanceConstant'BIOG_HMM_HED_PROMorph.Average.HMM_HED_Lash_Mat_1a'
Ah, thanks. Got the cmd window to be more cooperative. Where can I get the "extract.exe" file, though? I tried googling and downloading it, but it when I run it or the bat program, it says
"D:\\DOCUME~1\\HP_ADM~1\\Desktop\\New Folder (2)\\EXTRACT.EXE
C:\\PROGRA~1\\Symantec\\S32EVNT1.DLL. An installable virtual device driver failed dll initialization. Choose 'close' to terminate application"
Am I doing something wrong or is my long-uninstalled Norton antivirus still haunting me?
#2909
Posté 11 avril 2010 - 09:02
EDIT: I shouldn't post early in the mornng when I'm not awake lol.
I'm going to use that batch file to extract all of the PCC files, since I have 1TB of hard disk space available.
Modifié par Azureum, 11 avril 2010 - 09:16 .
#2910
Posté 11 avril 2010 - 09:49
#2911
Posté 11 avril 2010 - 10:46
Ray Joel Oh wrote...
implodinggoat wrote...
Has anyone had the bright idea of swapping out the model Kelly uses when she dances in Shepard's cabin for say Samara or Miranda's model?
Miranda should really learn a few dance moves, you know in case she needs to go undercover.
There is currently no way to switch squadmates' or NPC's meshes. You can only switch Shepard's meshes. At best you can retexture other people's clothes, skin, etc.
Interesting, I just assumed that since swapping Shepard's model was possible that it would also be possible for other characters. It occurs to me that the Alternate Appearance pack DLC adds additional models for some of your squadmates so observing the additions made by that DLC might reveal a means of adding or swapping models for squad members, although not neccessarily NPCs like Kelly.
RoadCrewWorker wrote...
implodinggoat wrote...
Has
anyone had the bright idea of swapping out the model Kelly uses when
she dances in Shepard's cabin for say Samara or Miranda's model?
Cute
idea, but again, that's all packed into the pcc files, so it's a no go
zone.
So I take it there are some files which can't be edited without corrupting the game or which can't be edited simply because they can't be accessed (as opposed to the .ini files)? That's a pity. Maybe someone will figure out a way around that limitation some day; but that sort of work is, far, far beyond my ability.
Modifié par implodinggoat, 11 avril 2010 - 10:52 .
#2912
Posté 11 avril 2010 - 10:47
minormiracle wrote...
Ray you might have the wrong file. Try Gildor's Unreal Package Decompressor and Extractor
Ahhh that was the problem. Now it's working. Thanks! And there I see the skeletalmesh code!
#2913
Posté 11 avril 2010 - 12:27

shows up as
(no, that's not casual on the normandy)
Modifié par RoadCrewWorker, 11 avril 2010 - 12:32 .
#2914
Posté 11 avril 2010 - 12:35
Modifié par Ray Joel Oh, 11 avril 2010 - 12:38 .
#2915
Posté 11 avril 2010 - 12:48
Went through jusupovs mods, this did the trick for both normandy and away missions:Ray Joel Oh wrote...
Still, it's a nice variation on the undamaged armor. What needs to be done to make that wearable?
+Bindings=( Name="NumPadFour", Command="set SFXPawn_Player bUseCasualAppearance true" )
+Bindings=( Name="NumPadSix", Command="set SFXPawn_Player bUseCasualAppearance false" )
#2916
Posté 11 avril 2010 - 01:16
Though I don't understand, what will those numpads do?
Embarrassing to keep asking so many questions, but it's great to be getting so many answers.
I'm going to see if I can get this to work.
Modifié par Ray Joel Oh, 11 avril 2010 - 01:25 .
#2917
Posté 11 avril 2010 - 01:49
Is there any way to make the default blue armor Garrus starts with remain battle damaged, but the alternative (vanilla, not Alt-DLC) armor outfit revert to a retextured, undamaged armor? That would be fantastic, if possible!
#2918
Posté 11 avril 2010 - 01:52
Help plox?
Replacing the mesh codes in a new torsoappearance dont seem to work, maybe im doing it wrong.
#2919
Posté 11 avril 2010 - 02:12
Burdokva wrote...
Just a question, is this supposed to make the undamaged armor available to Garrus, or to Shepard?
Is there any way to make the default blue armor Garrus starts with remain battle damaged, but the alternative (vanilla, not Alt-DLC) armor outfit revert to a retextured, undamaged armor? That would be fantastic, if possible!
Just Shepard. And if I understand what you mean, I don't think so. Not unless somebody makes a texmod of the Alt DLC armor to make it look like the loyalty armor. So I guess, yes and no.
Residentz wrote...
Made a casual appearance a normal
combat appearance with switching 'CasualAppearance' with
'FullBodyAppearance' but my character has the "inside helmet voice".
Help
plox?
Replacing the mesh codes in a new torsoappearance dont
seem to work, maybe im doing it wrong.
I am not sure, sorry.
Modifié par Ray Joel Oh, 11 avril 2010 - 02:13 .
#2920
Posté 11 avril 2010 - 02:45
#2921
Posté 11 avril 2010 - 03:58
Ray Joel Oh wrote...
Though I don't understand, what will those numpads do?
I would hazard a guess, just based on the command, that it allows you to use armor whilst inside normandy.
#2922
Posté 11 avril 2010 - 04:50
male shep's head is too big for the hair, and you can see the hair come out from inside his face
#2923
Posté 11 avril 2010 - 05:57
Does that really work? Could it also be used to modify the Arc projector? If so that would be AWESOME.phordicus wrote...
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")
Also, this whole using the NPC character models thing keeps getting more and more confusing. Sometimes I hear that screws up on the Normandy or when a squadmember is in your current squad and you're using their appearance. Have any of these problems been solved? By the looks of the last couple pages it appears so, but it also looks a LOT more complicated.
Modifié par Timerider42, 11 avril 2010 - 06:05 .
#2924
Posté 11 avril 2010 - 06:31
#2925
Posté 11 avril 2010 - 07:49




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