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Modding is possible (guide)


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#2976
Azureum

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1Parmenides wrote...

Hey, need a little help on naming a resource into the c.ini

1) I went into: BioD_Nor_231Morinth.pcc
2) and found the skeleton mesh: HMF_ARM_LGTc_MDL

I'm a little confused about the naming system, but I think I did this right. I named in it:
BioD_Nor_231Morinth.LGTc.HMF_ARM_LGTc_MDL. For the .ini it writes as:
CasualAppearances=(Id=9999,Type=CustomizableType_Torso,Mesh=(Female="BioD_Nor_231Morinth.LGTc.HMF_ARM_LGTc_MDL"),PlotFlag=-1)


Using Azureum's Armor locker loadseq.txt I streamed in "OnlyLoadLevel BioD_Nor_231Morinth"

But it's not working. Anything I'm missing?


Yes, the armor reference is incorrect, you dont need to mention BioD_Nor231Morinth when its already loaded, what you are trying to reference is inside it.

Proper references usually take the form of this "name.shortname.nameofmdl", i.e; "BIOG_HMF_ARM_NKD_R.NKDb.HMF_ARM_NKDb_MDL" as an example.

Modifié par Azureum, 15 avril 2010 - 11:03 .


#2977
Ahalazar

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Burdokva wrote...

I hope someone can figure a way to switch armor (I mean actual armor, not clothes) on the squad members... I'm pretty much satisfied with what I've got for Shepard by default. Adding more armors, while having Miranda in a latex suit or Samara half-naked fighting around me, only adds salt into the wound... :?

We really need properly armored squad members. At the very least for the hazardous environment/vacuum missions.

No, we can't. NPCs are setup in the .pcc files.

And no, we don't. What the hell is wrong with the people asking for that?

First, people say that the armors in ME1 looked generic and crappy. Everyone was wearing the same stuff everywhere. Basically armors got only one thing: complaints.

Now, they changed that and made every team-member unique with their own setup, cloathing, but you're still not happy. Now they need to be robo-cops everytime they go out the airlock.

I wonder if they actually make an update and give us all the ugly armor of ME1 to the squad, how many people will be on their knees begging for a toggle button between the old costumes and the new useless armor.

I know that that's an update I'd never make. We finally have some good looking party-members and you want them to return to armor. Yuck.

Azureum wrote...

phordicus... wrote...

has
anyone tried keybinding something like "SetPlot(xxxx)=0" to reset
completed missions?

Why would you want to?

To replay
awesome missions or change the endgame state I'm guessing.


Why
not just revert to a slightly earlier save?


Big Grin. Big waste of time to find out all the plot flags that need to be reset for every mission. New Game + or Load Game is a far better option.

#2978
Burdokva

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Ahalazar wrote...


Burdokva wrote...

I hope someone can figure a way to switch armor (I mean actual armor, not clothes) on the squad members... I'm pretty much satisfied with what I've got for Shepard by default. Adding more armors, while having Miranda in a latex suit or Samara half-naked fighting around me, only adds salt into the wound... :?

We really need properly armored squad members. At the very least for the hazardous environment/vacuum missions.


No, we can't. NPCs are setup in the .pcc files.

And no, we don't. What the hell is wrong with the people asking for that?

First, people say that the armors in ME1 looked generic and crappy. Everyone was wearing the same stuff everywhere. Basically armors got only one thing: complaints.

Now, they changed that and made every team-member unique with their own setup, cloathing, but you're still not happy. Now they need to be robo-cops everytime they go out the airlock.

I wonder if they actually make an update and give us all the ugly armor of ME1 to the squad, how many people will be on their knees begging for a toggle button between the old costumes and the new useless armor.

I know that that's an update I'd never make. We finally have some good looking party-members and you want them to return to armor. Yuck.


What the hell is wrong with you, I might ask? Couldn't reply more politely?

What's wrong is that it's abnormal, unreal, immersion breaking etc. to have a soldier running with a bare shest against guns that fire rounds at a fraction of the speed of light and with a penetrating power higher than that of a heavy machine gun round. If you want to have stupidly exposed people in vacuum, without their blood boiling out and eye sockets bursting, that's fine - even if it's ridiculous in a game that has a novel-sized Codex that strives to explain its own universe in a scientifically plausible way.  

But don't pull some half-...... justification of why we don't need regularly armored squad members, when pretty much every single one of your adversaries is clad in armor head to toe, Shepard included!   

Besides, you're the first person I see that complains the armor from Mass Effect was stupid in design. Go play some Japanese RPG, there are enough battle-thong "armors" and five meters "gun-blades" to satisfy your artistic tastes...:whistle: 

Modifié par Burdokva, 15 avril 2010 - 11:43 .


#2979
exterminator_

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Horendus Malaih wrote...

Following this guide you will be able to alter:
-Weapons (MODIFY - tested-working, ADD - not tested) [dmg of weapons, atack speed ...]
-Armor (MODIFY - tested-working, ADD - tested-working) [bonuses for wearing, casual appereance in citadel ...]
-Loadouts(Player - tested-working, Squad - tested-working) [all weapons for class x, all weapons for member x]
-Levelcap (tested not working) [Might conflict in ME3 whan the level of your character is greater than 30]
-Abilities (not tested)
------------------------------------------------------------------------------------------------------------------------------------------
steps you have to do before starting to mod the Game
-back up your coalesced.ini [...\\\\\\\\Mass Effect 2\\\\\\\\BioGame\\\\\\\\Config\\\\\\\\PC\\\\\\\\Cooked]
- Get the programs 
-- Download Notepad++ and install it - DO NOT USE Word, Wordpad or notepad this will screw up your game
sourceforge.net/projects/notepad-plus/files/notepad%2B%2B releases binary/npp 5.6.6 bin/npp.5.6.6.Installer.exe/download
-- Download Ruby and the script to fix the CRC of the coalesced.ini install ruby and unpack the rb script to ...\\\\\\\\Mass Effect 2\\\\\\\\BioGame\\\\\\\\Config\\\\\\\\PC\\\\\\\\Cooked the place where you also finde the coalesced.ini
http://rapidshare.co...254878/ruby.rar
------------------------------------------------------------------------------------------------------------------------------------------
                                                                           Modding - Weapons -
-Open the Coalesced.ini [...\\\\\\\\Mass Effect 2\\\\\\\\BioGame\\\\\\\\Config\\\\\\\\PC\\\\\\\\Cooked] with notepad++
search for SFXGameContent_Inventory.SFXWeapon or SFXGameContent_Inventory.SFXHeavyWeapon (depending on wich one you want to alter in this guide i will alter the clip size and the dmg of the x6 pistol)

-scroll down to the line 7310 [SFXGameContent_Inventory.SFXWeapon_Handcannon]

-change the Mag size to (x=9 y=9) change the MaxSpareAmmo to (x=27 y=27) ((3 clips left)) change the damage to 110.

-Save the file run the rb script with ruby delete the old coalesced.ini and rename the new created ini to coalesced.ini

-enjoy your altered weapon
------------------------------------------------------------------------------------------------------------------------------------------
                                                                           Modding - Armor -


-Open the Coalesced.ini [...\\\\\\\\Mass Effect 2\\\\\\\\BioGame\\\\\\\\Config\\\\\\\\PC\\\\\\\\Cooked] with notepad++
search for SFXGame.SFXPawn_Player

-in this guide i will add one of the casual looks for normal gameplay and give her some stats. Go to line 4082 press ctrl + D

-change the CasualAppearances= into FullBodyAppearances=

-scroll to the right before the ,PlotFlag=-1) add ,GameEffects=("SFXGame.SFXGameEffect_Gear_PowerBelt")

-save the file, run the rb script with ruby delete the old coalesced ini and rename the new created file into coalesced.ini
Note you can add multiple stats and if you have the dlcs installed also stats of those appereances (check the bio game in the dlc's folder)
------------------------------------------------------------------------------------------------------------------------------------------
                                                                           Modding - Loadouts -
Player:
-Open the Coalesced.ini [...\\\\\\\\Mass Effect 2\\\\\\\\BioGame\\\\\\\\Config\\\\\\\\PC\\\\\\\\Cooked] with notepad++
search for className=SFXPawn_Player

-in this guide i will add all weapons except shotguns to the adept player class.  replace (in the adept class line the code after weaponclasses= with (LoadoutWeapons_AssaultRifles,LoadoutWeapons_AutoPistols,LoadoutWeapons_HeavyPistols,LoadoutWeapons_SniperRifles,LoadoutWeapons_HeavyWeapons))

-save the file, run the rb script with ruby delete the old coalesced ini and rename the new created file into coalesced.ini[/list
------------------------------------------------------------------------------------------------------------------------------------------
                                                                           Modding - Levelcap 
-Open the Coalesced.ini [...\\\\\\\\Mass Effect 2\\\\\\\\BioGame\\\\\\\\Config\\\\\\\\PC\\\\\\\\Cooked] with notepad++
search for MaxPlayerLevel

-in this tutorial i will change the level cap from 30 to 40 change the 30 in the line 4239 from 30 into 40 change MaxPlayerExperience= from 29000 to 39000

-save the file, run the rb script with ruby delete the old coalesced ini and rename the new created file into coalesced.ini[/list]Please note that this might cause problems while importing a savegame with level >30 into ME3
------------------------------------------------------------------------------------------------------------------------------------------
I'm not responsible to any damage this might cause to your computer and // or for legal issues from bioware//EA
All modding happens at your own risk please not further than im not affilated with any programs listed in this thread. by using this guide // the download links i provided you agree with this statement.
Any recourse to courts of law is excluded.
P.S. sorry for my bad english im not from a former english country


Nice thread but how i can change the face of my shepard if i want ? 
Skin colour eyes etc :P Posted Image

#2980
1Parmenides

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Azureum wrote...

1Parmenides wrote...

Hey, need a little help on naming a resource into the c.ini

1) I went into: BioD_Nor_231Morinth.pcc
2) and found the skeleton mesh: HMF_ARM_LGTc_MDL

I'm a little confused about the naming system, but I think I did this right. I named in it:
BioD_Nor_231Morinth.LGTc.HMF_ARM_LGTc_MDL. For the .ini it writes as:
CasualAppearances=(Id=9999,Type=CustomizableType_Torso,Mesh=(Female="BioD_Nor_231Morinth.LGTc.HMF_ARM_LGTc_MDL"),PlotFlag=-1)


Using Azureum's Armor locker loadseq.txt I streamed in "OnlyLoadLevel BioD_Nor_231Morinth"

But it's not working. Anything I'm missing?


Yes, the armor reference is incorrect, you dont need to mention BioD_Nor231Morinth when its already loaded, what you are trying to reference is inside it.

Proper references usually take the form of this "name.shortname.nameofmdl", i.e; "BIOG_HMF_ARM_NKD_R.NKDb.HMF_ARM_NKDb_MDL" as an example.


Thanks!  so, there is an overarching name inside the pcc file?  It doesn't give me any such name, at least in the gui portion of umodel viewer.  Maybe it's somewhere inside the console text when I open BioD_Nor_231Morinth.pcc?   It did say that "BioD_Nor_231Morinth" is the package.  Just not sure where this name comes from.

Modifié par 1Parmenides, 15 avril 2010 - 01:02 .


#2981
Azureum

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Once you have the name, search for files called that within windows, you should then be able to right click on it and open the location. Hence locating the correct folders.

In this case the actual correct reference for the outfit is:

BIOG_HMF_ARM_LGT_R.LGTc.HMF_ARM_LGTc_MDL

Proof:

Posted Image

Modifié par Azureum, 15 avril 2010 - 01:36 .


#2982
Rukkis4458

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RShara wrote...

Hey Azureum, is there a way to lock the Armor state on so that it stays in between loading scenes on the Normandy?

The best work around I have figured out for this is to hit your bind key and reselect armors at the member select screen so that you will have your armor loaded up when new missions start.

Edit: Huh. So if I put it as a casual, the material ovverrides
work, but NOT as full body? This is odd.

Best I can figure is that the normal armors dont use the material override function because they use the tint/pattern sliders to determine that information.  Wish there was a solution because I cant figure out how to use squad member loyalty outfits as armors without it. 

Edit: Actually I think there is a bind command to use your current casual appearance as armor appearance in one of the mods, although it won't display weapons.  Might be able to work with that to figure something out. 

Modifié par Rukkis4458, 15 avril 2010 - 02:02 .


#2983
Azureum

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Just incase you don't know ... you can place full body outfits, like those of NPCs on a torsoappearance line, and create empty appearances for shoulder, arms and legs.

I currently have my torso as morinths armor (just tinkering really) the helmet as her head (her lips move with shepards voice and everything), and blank arm, shoulder and legs so you can see all of her outfit and not have it covered by armor pieces.

I'm going to record a short video and put it up on YouTube as a proof of concept, apologies if it's been done before I just never really explored it until I started tinkering with appearances.

Video up in about an hour (depending on how fast YouTube wishes to convert it and render it from low-res to full-res).

EDIT: Ok it's up now, but it's still transcoding on YouTubes servers, so its at a low quality, just wait a bit and try again (YouTube link in signature).

Modifié par Azureum, 15 avril 2010 - 03:05 .


#2984
Residentz

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So guys, is it possible to remove the weapons on Shepards back when they are not being used? I got casual wear in normal combat gameplay and I dont want to have the clunky weapons on the back, especially not the big ones.

#2985
Deebe

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Azureum wrote...

It's quite simple really ...

If you are a soldier, and for an example want to give yourself singularity add this to coalesced.ini:

DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Singularity",SeekFreePackageName="SFXCharacterclass_Adept")

And to finish a simple binding to set the power and rank it:

Bindings=( Name="NumPadZero", Command="GivePower self SFXPower_Singularity | SetRank self SFXPower_Singularity 3" )

Thats the way to do it, only thing is that they aren't permanent powers, upon reload or transition to another map you will lose them, but its a single button press to get it back again so its not really an issue.

As long as you add the dynamicloading line for whichever power you like, and then use the givepower command, and setrank, you can use any power, evolved ones (those need to be set at rank 4) passive ones too, even bonus ones.

EDIT: I'll do a YouTube video I think, just to show it :P

I tried this exactly and had no success tried experimenting with the different powers too. I think its some trouble with the bindings they arn't working correctly, none of them are:unsure:
nvm one binding is working the toggle crouch "G" but there's this wierd 3 sec delay:?

Modifié par Deebe, 15 avril 2010 - 04:52 .


#2986
Deebe

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heres me trying my hand at some simple modding
Posted Image

Modifié par Deebe, 15 avril 2010 - 05:01 .


#2987
Azureum

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Deebe wrote...

Azureum wrote...

It's quite simple really ...

If you are a soldier, and for an example want to give yourself singularity add this to coalesced.ini:

DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Singularity",SeekFreePackageName="SFXCharacterclass_Adept")

And to finish a simple binding to set the power and rank it:

Bindings=( Name="NumPadZero", Command="GivePower self SFXPower_Singularity | SetRank self SFXPower_Singularity 3" )

Thats the way to do it, only thing is that they aren't permanent powers, upon reload or transition to another map you will lose them, but its a single button press to get it back again so its not really an issue.

As long as you add the dynamicloading line for whichever power you like, and then use the givepower command, and setrank, you can use any power, evolved ones (those need to be set at rank 4) passive ones too, even bonus ones.

EDIT: I'll do a YouTube video I think, just to show it :P

I tried this exactly and had no success tried experimenting with the different powers too. I think its some trouble with the bindings they arn't working correctly, none of them are:unsure:
nvm one binding is working the toggle crouch "G" but there's this wierd 3 sec delay:?


Please post the dynamicloading line and the bindings you are using.

#2988
minormiracle

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Azureum wrote...

minormiracle wrote...

Azureum wrote...

phordicus wrote...

has anyone tried keybinding something like "SetPlot(xxxx)=0" to reset completed missions?


Why would you want to?

To replay awesome missions or change the endgame state I'm guessing.


Why not just revert to a slightly earlier save?

Experience gain? Tech upgrades? Taking NPCs on their own recruitment missions? Create impossible game states like someone else besides Jack dying to the collector laser? Convenience? Because it's a technical challenge? Because it's fun? Testing how plot flags affect dialogue? Or combat? Or other game states? Why does anyone mod anything?

#2989
lastpatriot

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Question for all you mod experts:

I have downloaded TexMod and RCW's ModManager though the one problem I tend to always run into is that that when I try to use armor mods found when downloading RCW's ModManager, I cannot figure out how to get past that stupid sound bug. I'm not all that good at trying to do an edit to the ini files and was hoping that one of you may have one that allows sound to work on the Normandy but will also let me pick my casual and armor options?

I also downloaded Azureum's Armor Locker but I'm pretty much lost when it comes the trying to figure out how to make it work.  Sorry!  I'm one of those types that until I see something done, I will pretty much need flash cards and crayons.

Thanks for the help!

Modifié par lastpatriot, 15 avril 2010 - 05:31 .


#2990
javierabegazo

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Azureum wrote...

javierabegazo wrote...

LOVE that femshep :)

Can you help me out a little in to how to get that hair color? Do I use the Gibbed Save Editor for that?


I can do one better, I created a save from the very beginning with this fem shep and it's settings, just put the folder inside the zip into your My Documents\\\\Bioware\\\\Mass Effect 2\\\\Save folder and switch career when you load game, or plop the save file inside your own career folder, simples.

Download: http://me2mods.azure...ads/FemShep.zip


Well the thing is, I'm talking about the Mass Effect 2 for the XBOX 360.

Darth Trethon and a few others yesterday figured out a way to use the Gibbed Save Editor for XBOX ME2 game files, Just the other day I gave my character loads of credits, resources, etc.

Is it possible to unlock these hidden colors using the RAW tab in the Gibbed save editor?

#2991
Deebe

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Please post the dynamicloading line and the bindings you are using.


(ObjectName="SFXGameContent_Powers.SFXPower_Singularity",SeekFreePackageName="SFXCharacterclass_Adept")
sfxgamemodedefault ( Name="NumPadZero", Command="GivePower self SFXPower_Singularity | SetRank self SFXPower_Singularity 3" )
I just copied and pasted yours to start with and then tried other powers and key binds
thanks for the help as you can see im a bit of a noob when it comes to modding but masseffect is such a great game its inspired me:P

#2992
minormiracle

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Rukkis4458 wrote...

RShara wrote...

Hey Azureum, is there a way to lock the Armor state on so that it stays in between loading scenes on the Normandy?

The best work around I have figured out for this is to hit your bind key and reselect armors at the member select screen so that you will have your armor loaded up when new missions start.

Edit: Huh. So if I put it as a casual, the material ovverrides
work, but NOT as full body? This is odd.

Best I can figure is that the normal armors dont use the material override function because they use the tint/pattern sliders to determine that information.  Wish there was a solution because I cant figure out how to use squad member loyalty outfits as armors without it. 

Edit: Actually I think there is a bind command to use your current casual appearance as armor appearance in one of the mods, although it won't display weapons.  Might be able to work with that to figure something out. 

Command="set SFXPawn_Player bUseCasualAppearance true"

#2993
Deebe

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Well the thing is, I'm talking about the Mass Effect 2 for the XBOX 360.

Darth Trethon and a few others yesterday figured out a way to use the Gibbed Save Editor for XBOX ME2 game files, Just the other day I gave my character loads of credits, resources, etc.

Is it possible to unlock these hidden colors using the RAW tab in the Gibbed save editor?


in gibbed save editor goto raw/squad/player/appearance/morphhead/vectorperamatures------collection

eye_iris color -------------change the values of red blue green
skin tone
hair color
i hope this helps i dont know how it works on the xbox
Posted Image

#2994
Azureum

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Deebe wrote...


Please post the dynamicloading line and the bindings you are using.


(ObjectName="SFXGameContent_Powers.SFXPower_Singularity",SeekFreePackageName="SFXCharacterclass_Adept")
sfxgamemodedefault ( Name="NumPadZero", Command="GivePower self SFXPower_Singularity | SetRank self SFXPower_Singularity 3" )
I just copied and pasted yours to start with and then tried other powers and key binds
thanks for the help as you can see im a bit of a noob when it comes to modding but masseffect is such a great game its inspired me:P


Hang on, with your binding change the power name to: SFXPower_Singularity_Adept and try again.

#2995
Rukkis4458

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minormiracle wrote...

Rukkis4458 wrote...

RShara wrote...

Hey Azureum, is there a way to lock the Armor state on so that it stays in between loading scenes on the Normandy?

The best work around I have figured out for this is to hit your bind key and reselect armors at the member select screen so that you will have your armor loaded up when new missions start.

Edit: Huh. So if I put it as a casual, the material ovverrides
work, but NOT as full body? This is odd.

Best I can figure is that the normal armors dont use the material override function because they use the tint/pattern sliders to determine that information.  Wish there was a solution because I cant figure out how to use squad member loyalty outfits as armors without it. 

Edit: Actually I think there is a bind command to use your current casual appearance as armor appearance in one of the mods, although it won't display weapons.  Might be able to work with that to figure something out. 

Command="set SFXPawn_Player bUseCasualAppearance true"


Thanks, will look into trying to add visable weapons to this when I get home from work. 

#2996
javierabegazo

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Deebe wrote...



Well the thing is, I'm talking about the Mass Effect 2 for the XBOX 360.

Darth Trethon and a few others yesterday figured out a way to use the Gibbed Save Editor for XBOX ME2 game files, Just the other day I gave my character loads of credits, resources, etc.

Is it possible to unlock these hidden colors using the RAW tab in the Gibbed save editor?


in gibbed save editor goto raw/squad/player/appearance/morphhead/vectorperamatures------collection

eye_iris color -------------change the values of red blue green
skin tone
hair color
i hope this helps i dont know how it works on the xbox
Posted Image




What values do I plug in to get the Illusive Man's Eyes?

#2997
Azureum

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javierabegazo wrote...
What values do I plug in to get the Illusive Man's Eyes?


Open save in Save Editor.
Change to Raw tab.
Expand Squad > Player > Appearance > Morph Head > Texture Parameters.
Open the Texture Parameters list.
Add two new entries as follows:
code:

Name: EYE_Diff
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff

code:

Name: EYE_Spec
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec

Open Vector Parameters

Change "EYE_Iris_Colour_Vector" name to "Emis_Color" (without the quotes) and then change the colour values,

#2998
Deebe

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 ;p azureum beat me to it


(ObjectName="SFXGameContent_Powers.SFXPower_Singularity",SeekFreePackageName="SFXCharacterclass_Adept")

( Name="NumPadZero", Command="GivePower self  {SFXPower_Singularity}  | SetRank self SFXPower_Singularity 3" )--------sfxgamemodedefault/bindings?         |
                                                                                                                             | 
                                                                                                                             |
Hang on, with your binding change the power name to: SFXPower_Singularity_Adept and try again. --- this line?

( Name="G", Command="set SFXPawn_Player bWantsToCrouch true | OnRelease set SFXPawn_Player bWantsToCrouch false" )
( Name="NumPadZero", Command="GivePower self SFXPower_BioticCharge | SetRank self SFXPower_BioticCharge 3" )
( Name="NumPadOne",  Command="streamlevelin BioD_EndGm2_430ReaperCombat" )
( Name="NumPadTwo", Command="set SFXPawn_Player bUseCasualAppearance true" )\\\\
( Name="NumPadThree", Command="GivePower self SFXPower_Singularity_Adept | SetRank self SFXPower_Singularity 3" )
( Name="NumPadFour", Command="ToggleDebugCamera" )
( Name="NumPadFive" , Command="streamlevelout BioH_SelectGUI | OnRelease streamlevelin BioH_SelectGUI" )
( Name="NumPadNine", Command="givetalentpoints 5" )
( Name="L", Command="GivePower self SFXPower_Singularity

sfxgamemodedefault/bindings these are the bindings i have and only the first one works..sorta
these were working earlier, when i first put them on about 2 weeks ago:?

Modifié par Deebe, 15 avril 2010 - 06:45 .


#2999
javierabegazo

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Azureum wrote...

javierabegazo wrote...
What values do I plug in to get the Illusive Man's Eyes?


Open save in Save Editor.
Change to Raw tab.
Expand Squad > Player > Appearance > Morph Head > Texture Parameters.
Open the Texture Parameters list.
Add two new entries as follows:
code:

Name: EYE_Diff
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff

code:

Name: EYE_Spec
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec

Open Vector Parameters

Change "EYE_Iris_Colour_Vector" name to "Emis_Color" (without the quotes) and then change the colour values,


Amazing :) Thanks so much, it worked like a charm, only the IRIS color went from being a light green to being red, even though I didn't change the iris color values. Perhaps that was because of my alignment though.

Is there some kind of library of codes for modding?

#3000
Burdokva

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Is there a way to change the eye color of the default (male) Shepard model, or do I need a custom head morph?