Modding is possible (guide)
#26
Posté 01 février 2010 - 06:13
#27
Posté 01 février 2010 - 08:25
#28
Posté 02 février 2010 - 11:35
Modifié par Horendus Malaih, 02 février 2010 - 11:38 .
#29
Posté 02 février 2010 - 11:54
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-working) [Might conflict in ME3 whan the level of your character is greater than 30]
-Abilities (not tested)
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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
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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
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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)
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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
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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
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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
I hope you are right because this game is sorely lacking as it is now.
I'm hoping some RPG fanatic who can develop or tweak the files radically turns it back into a proper game with some depth. I bet a fully modded ME2 will be way better than the vanilla ME2.
#30
Posté 02 février 2010 - 04:11
So, I open the Coalesced.ini and duplicate one of the casual wear lines. Then I replace the lines with BioD_Nor_002CabinKelly.NKDb.HMF_ARM_NKDb_MDL and BioD_Nor_002CabinKelly.NKDb.HMF_ARM_NKDb_MAT_1a. When in game I get a 5th option for casual wear, but it turns up blank, resulting in the last viewed casual appearance being what you end up wearing.
I'm guessing that it has something to do with the flag "NKDb" plugged in between the package and object lines ( package.flag.model/texture ). I say this because when I tried adding the bonus 4 outfits in the BIOG_HMF_ARM_CTH_R package to the default outfit options, they didn't work until I changed the flags.
Anyone have any ideas?
#31
Posté 03 février 2010 - 01:07
#32
Posté 03 février 2010 - 01:14
On a slightly more random note, any abilities to make certain hairs that are unavailable to players available? Such as Kelly's hair, etc.?
#33
Posté 03 février 2010 - 01:17
Squad members. Outfits or complete models?
#34
Posté 03 février 2010 - 02:34
#35
Posté 03 février 2010 - 02:10
#36
Posté 03 février 2010 - 02:11
#37
Posté 03 février 2010 - 03:09
#38
Posté 03 février 2010 - 06:47
#39
Posté 03 février 2010 - 06:52
Delta6327 wrote...
is there a way to change your current credits i just got a ton of stuff and now have 2500 credits
Nope. You can change starting bonus to credits, not current credits. But I heard there's a savegame editor. Maybe you should try it.
#40
Posté 03 février 2010 - 07:13
Im realy interested in changing some of the skills of my char, because I didn't like the "classtemlates" from the actual game, so I extracted pcc files and had a insight of the content. It seems that the relevant data is in the located in the SFXCharacterclass_X (X for Adept, Infiltrator etc.) I didn't have time to look at the details but the Coalesced.ini seems to refer to the pcc files.
I tryed to replace some of the paths in order to make abillities possible for my class, but it didn't work so far. The Cloak ability for example seems to be coded in the SFXCharacterclass_Infiltrator.pcc so unless it is also coded in the SFXCharacterclass_Adept.pcc, adepts cant use it. (thats just a guess of course).
I see 2 solutions so far:
first integrate the desired ability into the Caracter file of the chosen class (a lot of things would have to be adjusted, for exemple the text files in the pcc like importTable.txt etc)
Second, possibility, generate a new pcc and refer to it from the Coalesced.ini. (like with the crossclass abilitys which i was able to add to my character without thinkering with the pcc.) this pcc has to contain all the relevant date like in the crossclass ability pcc files. would be great if any of you cracks could find a way trough the labyrints which are contained in the pcc files...
#41
Posté 03 février 2010 - 08:44
I tried to use Miranda's clothes for my female character - doesn't seem to work.
CasualAppearances=(Id=105,Type=CustomizableType_Torso,Mesh=(Female="BioH_Vixen_01.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)
#42
Posté 03 février 2010 - 09:31
already changed SuppressMeansUnsupress=False to True but couldent enable the console that way.
#43
Posté 03 février 2010 - 09:33
#44
Posté 03 février 2010 - 11:16
#45
Posté 03 février 2010 - 11:44
Lightice_av wrote...
Unlikely. It would make the saves difficult to manage between games. The engine is also licensed, not Bioware's own, so they may not even have the rights to make an official mod tool.
Still, good to see that unofficial modding is possible; I'm eager to see what active people can come up with.
Yeah but UE3 was made publically available for free (unless you start making over a certain amount of profit, then you have to share 25% of the profit with Epic). You could literally go download the Unreal Development Kit and create your own full-fledged game if you had the resources. Granted Bioware had to buy a license for it since it wasn't free at the time, but would it still apply now?
Anyway, I don't think it matters either way. Apparently Bioware stated that there would be no SDK for ME2. A disappointing fact.
Lavans6879 wrote...
After doing some fidgeting around, I
don't think that adding NPC outfits is possible, at least not without
somehow decompiling and recompiling the .pcc files. Sadly, Unreal Editor
does not seem to be capable of this.
You're definitely
not going to be able to do that since the outfits are uvmapped on the
models. You can't get a stripper outfit on Shepard since his body is an
entirely different model than the strippers. It simply will not work.
You could probably do it on other characters, but that really depends.
The
best way to mod an outfit would be with texmod, but I can understand
certain outfits have additional modeled parts to them, so that's another
story. Probably something unmoddable, at least for now.
Modifié par N-cakes, 03 février 2010 - 11:51 .
#46
Posté 04 février 2010 - 03:28
You're definitely
not going to be able to do that since the outfits are uvmapped on the
models. You can't get a stripper outfit on Shepard since his body is an
entirely different model than the strippers. It simply will not work.
You could probably do it on other characters, but that really depends.
The
best way to mod an outfit would be with texmod, but I can understand
certain outfits have additional modeled parts to them, so that's another
story. Probably something unmoddable, at least for now.
Uhm, you do realize that each outfit is an entirely different body mesh, not a UV map, don't you? Use Unreal Model Viewer and see for yourself.
Edit - Also, I was referring to adding the stripper outfit to femShep's wardrobe, not maleShep.
Modifié par Lavans6879, 04 février 2010 - 03:31 .
#47
Posté 04 février 2010 - 04:59
#48
Posté 04 février 2010 - 05:04
#49
Posté 04 février 2010 - 05:32
This will make it simpler for people to implement multiple mods, because otherwise it will be a major pain in the ass to implement multiple mods.
Anyway, as for .pcc files, UMODEL can extract them, but you must rename them to the standard .upk format. Even then, I'm not entirely sure if it extracts everything in the archive, or properly for that matter. All the skins for character models come out at 128x128 pixels, which is extremely low res.
It doesn't make much of a difference though. You can't really modify the PCC files to include replacement data ("reskins" of characters and such). At least, not to my knowledge. Someone might be able to crack in to them with time. ME2 is still a brand new game so...time will tell. For now, reskins should be feasible with Texmod (on non-Steam version only).
Lavans6879 wrote...
Uhm, you do realize that each outfit
is an entirely different body mesh, not a UV map, don't you? Use Unreal
Model Viewer and see for yourself.
Edit - Also, I was referring
to adding the stripper outfit to femShep's wardrobe, not
maleShep.
I know this, hence me saying they would be a
totally different UVmap.
Modifié par N-cakes, 04 février 2010 - 05:35 .
#50
Posté 04 février 2010 - 05:33
*Sing song.* Retexture the Inferno to black/grey/Cerberus Colors, Bioware communityyyy~!




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