Aller au contenu

Photo

Modding is possible (guide)


  • Ce sujet est fermé Ce sujet est fermé
3174 réponses à ce sujet

#3051
implodinggoat

implodinggoat
  • Members
  • 1 822 messages
Thanks for the help Azureum.

Due to the risk of Microsoft getting all pissy, I think I'm going to hold off a while on using the 360 mods until someone figures out how to do textures or until I'm confident that Microsoft isn't going to freak out.  I doubt they will; but the mod possibilities for the 360 aren't expansive enough yet for me to justify the slight risk to myself.

Modifié par implodinggoat, 17 avril 2010 - 12:08 .


#3052
implodinggoat

implodinggoat
  • Members
  • 1 822 messages
By the way I'd like to shamelessly plug my Squad Ammo Patch thread, since altering AI scripts is something we can't do with mods and thus depend on Bioware to fix. I'm planning on sending another message to Christina Norman regarding Squad Ammo and I'd like to break 10 pages of signatures before I bug her again. I'd really appreciate it if any of you guys or gals would take the time to sign it.

Squad Ammo Patch Thread with Fixes for PC and 360

http://social.biowar...dex/1261824/1

PS:  If anyone does figure out a way to Mod the AI, please let me know cause I'd like to add the info to the list of fixes I provide on the OP.  Currently the only solutions involve taking all the points out of the ability so your allies can't use it in the first place; but a fix that would get them to actuall use ammo properly would be far superior.

The best solution for this problem I've seen and the one I would encourage Bioware to pursue was proposed by Stengahpolis, who suggested....

Stengahpolis wrote...

The fix for this seems pretty simple.  Squadmates already check to see if they are being affected by *their* ammo power.  Just change it so they check if they're being affected by *any* ammo power.


This would make it so that the AI would still automatically activate their ammo power if they don't have one active; but would keep the AI from overriding any squad ammo power which overrides their own ammo.  This fix would also rectify the AI bug which causes two squadmates with a squad ammo power to continually activate their ammo power in an attempt to override the other squadmate's ammo power.

I doubt it's possible for anyone but Bioware to mod (at least presently); but if anyone figures it out, I'm sure all the PC players would be very appreciative although Xbox players such as myself will still be SOL.

Modifié par implodinggoat, 17 avril 2010 - 02:01 .


#3053
phoenixofthunder

phoenixofthunder
  • Members
  • 1 811 messages
Updated my Black And Red Loyalty Outfits mod with two new slight variations.  

http://social.biowar...m/project/2458/

#3054
Kryyptehk

Kryyptehk
  • Members
  • 3 824 messages
So I tried to change the ini file to make it where Shep's scars don't change no matter what her para/ren score is. I wanted my scars to be like they were at the beginning of the game, because I'm playing mostly paragon so they are going away. But now they have disappeared completely! They show up on the squad image of her, but not in game. Is there a way to get my scars back? And while I'm at it, is there a way to stop your scars from healing or getting worst based on your para/ren score?

#3055
TheBelgianGuy

TheBelgianGuy
  • Members
  • 13 messages

Azureum wrote...

TheBelgianGuy wrote...

Azureum wrote...

You kinda need to have the level loaded that the outfit comes from for it to work :P

Okay, I've got this so far and it doesn't work at all:

BIOInput -> SFXGame.SFXGameModeDefault -> Bindings
( Name="NumPadNine", Command="Onlyloadlevel BioD_Nor_231Morinth" )

BIOGame -> SFXGame.SFXPawn_Player -> CasualAppearances
(Id=38,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_ARM_LGT_R.LGTc.HMF_ARM_LGTc_MDL"),PlotFlag=-1)

When I go to choose the casual appearance in game, it appears as that grey and white doctor jumpsuit.


Those references look to be Ok, you have the load level command, and the correct reference for morinths torso outfit.

It works for me as I've just tried it, on casual wear.
Some other mods or something is causing your issue, your id for morinths outfit is 38, so I assume you have a lot of other uniforms there.

I applied it to mine on a clean install.

I decided to start out with a clean Coalesced.ini with only  the Binding command and the Casual Appearance additions. And...it worked. Like you said, it must have been something I had that messed it up.

Now that I got that fixed, I'm still trying to figure out how to get the black Kasumi armor to work.

#3056
phoenixofthunder

phoenixofthunder
  • Members
  • 1 811 messages
Nulled

Modifié par phoenixofthunder, 18 avril 2010 - 03:23 .


#3057
MonkeyMu

MonkeyMu
  • Members
  • 6 messages
There's dialogue trigger prompts in the 4 cities where your crew members will talk about the place. I was wondering if it's possible to prevent the trigger from disappearing forever after being used? Is it also possible to restore the 'used' triggers?

#3058
Kryyptehk

Kryyptehk
  • Members
  • 3 824 messages

MonkeyMu wrote...

There's dialogue trigger prompts in the 4 cities where your crew members will talk about the place. I was wondering if it's possible to prevent the trigger from disappearing forever after being used? Is it also possible to restore the 'used' triggers?


As far as I know, you can reuse them. I've gotten dialogue about Illium from Thane, Miranda and Jack. And I've gotten Omega dialogue from Garrus and Miranda.

#3059
MonkeyMu

MonkeyMu
  • Members
  • 6 messages

Kryyptehk wrote...

As far as I know, you can reuse them. I've gotten dialogue about Illium from Thane, Miranda and Jack. And I've gotten Omega dialogue from Garrus and Miranda.


Once you trigger a particular crewmember's dialouge about the place, it disappears forever for that person. That's what I was referring to.

#3060
jaden12

jaden12
  • Members
  • 1 messages
is there a easier way

#3061
phoenixofthunder

phoenixofthunder
  • Members
  • 1 811 messages

jaden12 wrote...

is there a easier way




To do what? Sorry for my ignorance.:innocent:

#3062
Azureum

Azureum
  • Members
  • 285 messages
I would hazard a guess that hes referring to the current topic of conversation: Crew member dialogue.



I've been experimenting a lot with powers lately, and theres quite a bunch of them that the NPCs or enemies use, had a little fun giving my shepard the geth collosus pulse, only thing is it does very weird things to your characters skeletal mesh (part of the power script I guess) not to mention it takes 2 shots to kill a light mech, thats pretty useless but all the same, interesting ;)

#3063
Electron Blue

Electron Blue
  • Members
  • 24 messages
My casual appearances are screwed up, even though I'm using an ini from another computer that they work fine on. Only the initial four are available, I can move the slider further but nothing changes. Anyone had a similar problem?

#3064
Azureum

Azureum
  • Members
  • 285 messages
Usually if you are using costumes in pcc files that arent loaded in memory you have slots but see a default or previously selected costume.

#3065
Electron Blue

Electron Blue
  • Members
  • 24 messages
And how would I load these files into memory?


#3066
Azureum

Azureum
  • Members
  • 285 messages
Download my armor locker mod from my signature, and read the instructions carefully.

#3067
Electron Blue

Electron Blue
  • Members
  • 24 messages
These files should already be loaded, shouldn't they? It's very odd that they aren't, considering I don't have your armor locker on my other computer.

#3068
Azureum

Azureum
  • Members
  • 285 messages
You just said:



Only the initial four are available, I can move the slider further but nothing changes




Which implies you have the original four and have added some on top of those, the ones you've added are referencing outfits that "don't exist" because they arent loaded into memory via the loadseq.txt file included in my armory.

#3069
Electron Blue

Electron Blue
  • Members
  • 24 messages
I'm using the ones included in the mod manager. These SHOULD load without the help from your locker.

#3070
Azureum

Azureum
  • Members
  • 285 messages
The ones included in the mod manager use background streaming false to load those entries, the ones from mine are loaded into memory wherever, the one with the mod manager isnt compatible with mine.

#3071
Electron Blue

Electron Blue
  • Members
  • 24 messages
That still leaves the question of why my outfits aren't loading.

Edit: All right, so using another ini, Strudelman's, the outfits load fine, whereas the modmanager ones do not. However, I want to keep the modifications to tints from the MM, and I can't seem to simply apply them to Strudel's ini.

Modifié par Electron Blue, 18 avril 2010 - 08:19 .


#3072
Azureum

Azureum
  • Members
  • 285 messages
I'd need to look at your coalesced.ini and which me2mod file is being used to determine that.

EDIT~: The tints just need to be copied into your current coalesced.ini.

Modifié par Azureum, 18 avril 2010 - 08:21 .


#3073
Electron Blue

Electron Blue
  • Members
  • 24 messages
All right, looks like I got everything working. Thanks for the help.

#3074
Azureum

Azureum
  • Members
  • 285 messages
No problems.

#3075
Mass_Affection

Mass_Affection
  • Members
  • 3 messages
Just a quick question. I know how to change the appearance of main character in the first Mass Effect, but is it possible to change your teammate's character model? If so what do I need to change in order to accomplish that? (sorry if this is off topic)