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Modding is possible (guide)


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#601
minormiracle

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For some reason NPC heads always work. So for those upset by the slow load times and sound errors with using bUseBackgroundLevelStreaming=False, you can leave it on =true and play with an NPC head and a standard casual body. It's an ok compromise.

Posted Image

Some save game and more ini editing workaround is needed to get this to work on the ship.

Posted Image

Will post codes in a bit.

Modifié par minormiracle, 16 février 2010 - 12:34 .


#602
Bebbe777

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Hmm, so it is possible for Femshep to use Parasinis head. That is by far the best design in the game.

#603
droid105

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Hi, just asking if you use Samara body on female Shepard will her body be blue?

#604
LeOoX

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RustyNomad wrote...

 
Found how to use a model in combat

For Tali
under
[SFXGame.SFXPawn_Player]

add the line (might have to remove the spaces)(ID can be any number not in use):
FullBodyAppearances=(Id=24,Type=CustomizableType_Torso, Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDe.HMM_ARM_MEDe_MDL", Female="BIOG_QRN_TLI_LGT_R.LGTa.QRN_TLI_LGTa_MDL", bHasBreather=True, bHideHead=True, bHideHair=True, GameEffects=("SFXGameContentDLC_PRE_DA.SFXGameEffect_Gear_DA_PowerBonus", "SFXGameContentDLC_PRE_DA.SFXGameEffect_Gear_DA_ShieldBonus"), PlotFlag=-1)
under
[Engine.PackagesToAlwaysCook]

add:
SeekFreePackage=BioH_Tali_00

under
[Engine.Engine]

change bUseBackgroundLevelStreaming from true to false:
bUseBackgroundLevelStreaming=False


only glitch I've had so far is I've lost most on the sounds on the Normandy. Not sure why or how to get them back.


I have followed these instructions and it all works.

I too have same glitch as zero sounds in normandy. Including speaking to crew members. Also loading takes way more time.

But i can use my miranda's body anywhere in the world both casual wear + battle. Without save editing.

Now if someone could make so the sounds return again on normandy. That would be awesome.

I can deal with slower loading sequences its worth it. But normandy without sounds. I cannot :)

#605
David Hingtgen

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Bebbe777 wrote...
So to change textures you use texmod, extract the texture you want, edit it and reupload it. If it is that simple then its time to start up Photoshop again.


Yup.  Texmodding is the easiest modding, and it's (almost) guaranteed to work the first time.  (lighting/glowing/shine can cause issues) 

I haven't done any texmodding for ME 2 yet only because I'm mainly waiting to see what's going to be available regarding model-swapping for NPC's.  (I want to alter companion appearance, not so much Shepard's)  (also, most of the texmodding I did for ME 1 was just re-colors of armor, which is built-in to ME 2 now for Shepard)  

Modifié par David Hingtgen, 16 février 2010 - 01:00 .


#606
Suffragette

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NarfGarg wrote...

Suffragette wrote...

NarfGarg wrote...

Suffragette wrote...

I apologize for all the quotes, but I wanted everyone to know I DID read the post and follow the directions. I get Miranda's armor on my FemShep as casual clothing just fine, EXCEPT that there a huge clipping problem around the neck/collarbone area. The skin shows through the armor most of the time, with the armor clipping in at odd moments. Is there a fix for this? Or is the clipping the reason Miranda has long hair--so you can't see that her clothes don't fit?

A way around it would be to edit your neck settings to be just smaller than the collar. But that is quite difficult.


Bother. I've already got the smallest face and neck settings the character creator will allow. Any other suggestions? I don't like Miranda's hair, so I don't want to use that for cover. 

P.S.: How difficult are we talking about anyway?


Editing using the savegame editor, but I'm not even sure that it supports it.


As far as I can tell, neither Gibbed's editor nor RCW's mod of Gibbed's editor supports that kind of editing. Back to begging for advice. ;)

I CAN"T be the only person who has had this problem. What happened, did the rest of you just give up? How did you get around this?

#607
adssdddd

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BiancoAngelo7 wrote...

Hello thar :D OK Im finally done on my way out the door, this is for everybody who wanted Miranda to be blonde. I hope you like it I did my very best! :)



Posted Image



And Here is the link to download it:

www.filefactory.com/file/b01cea0/n/Blonde_Miranda.tpf


P.S.- Since I believe immersion is part of what made this game great, I have also modded Miranda in the Character selection screen to be blonde. Hope you enjoy it! :)

Edit: Gawd shes so pretty lol



gr8 bro

Posted Image

#608
minormiracle

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I'm using Miranda as an example here because I haven't figured out most of the other NPC codes yet, but this should serve as a template. I also didn't include any GameEffects tags, which you can always add according to your own tastes.

To get Miranda's clothes inside the ship (default texture)

CasualAppearances=(Id=501,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)

Black texture (only with bUseBackgroundLevelStreaming=False or after her loyalty mission)

CasualAppearances=(Id=502,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL",FemaleMaterialOverride="BIOG_HMF_MIR_LGT_R.LGTb.HMF_MIR_LGTb_MAT_1a"),PlotFlag=-1)

If you don't show up as wearing her clothes when you select it in your cabin, go to level 3 crew deck, save and reload, and you should now be wearing them and be able to see the selections if you go back to your cabin.

To get her clothes outside the ship (Default texture, only works with bUseBackgroundLevelStreaming=False. Black texture doesn't seem to work)

FullBodyAppearances=(Id=501,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)

Her clothes with her head outside the ship needs a bit more work. (again bUseBackgroundLevelStreaming=False only)

TorsoAppearances=(Id=501,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)

This will get you the right torso, but now you need to clear all the arm, leg, and shoulder pads.

ShoulderAppearances=(Id=500,Type=CustomizableType_Shoulders,PlotFlag=-1)
ArmAppearances=(Id=500,Type=CustomizableType_Arms,PlotFlag=-1)
LegAppearances=(Id=500,Type=CustomizableType_Legs,PlotFlag=-1)

This will let you select blanks for those areas. You can now wear her clothes with Shepard's custom headgear, but we still need Miranda's head code.

HelmetAppearances=(Id=501,Type=CustomizableType_Helmet,Mesh=(Female="BIOG_HMF_HED_PROMorph_R.PROMiranda.HMF_HED_PRO_Miranda_MDL",bHideHead=True,bHideHair=True),PlotFlag=-1)

Her head code and the blank armor codes work even without bUseBackgroundLevelStreaming tweaking. In comparison, Jack's headcode is BIOG_HMF_HED_PROMorph_R.PROJack.HMF_HED_PROJack_MDL. Note the lack of a _ between the second PROJack.

Now the hardest of all. To get her head and body on the Normandy, you need to first create a dummy CasualAppearances entry. 

CasualAppearances=(Id=500,Type=CustomizableType_Torso,PlotFlag=-1)

Select the out of ship look you want, and take the above as your casual look (you know you picked it if your casual look doesn't change). Save and reload. This will cause the game to load your out of ship look on the Normandy.

Now load up gibbed save game editor. Under toolbox/Head Morph fun stuff, shrink or flatten your head, and under Raw/Player/Appearance/Morph Head/Hair Mesh, delete the entire line. The reason you need to do this is because the game doesn't take into account bHideHead=True,bHideHair=True helmet tags onboard the Normandy. You can also add TorsoAppearances using standard casual wear code instead of NPC clothing code. For example

TorsoAppearances=(Id=513,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL",FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_3a"),PlotFlag=-1)

This will let you play the game normally wearing casual clothes and NPC heads without using bUseBackgroundLevelStreaming=False.

For some reason, doing this tweak with Jack's head and her clothes on the Normandy causes her to go bugeyed. This only happens when her head and body are paired. She's fine wearing Miranda's or your clothes, or while outside. I don't know what's causing it since it happens even when Shepard's head is squished.

Modifié par minormiracle, 16 février 2010 - 01:21 .


#609
LeOoX

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I have done as you wrote @ above.
But somehow it aint working properly I have my normal female face + hair in normandy. And have miranda's face + hair without any glitches outside in battle.

And i have not disabled bUseBackgroundLevelStreaming

What have I done wrong?

Also Miranda's outfit does not work without editing saved game in the stream records. :s

Modifié par LeOoX, 16 février 2010 - 02:10 .


#610
Varenus Luckmann

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Selvec_Darkon wrote...
Expect modding program to be released later by Bioware. Thats how it worked with Dragon Age.

But not with ME1.

#611
RuinFairlight

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Hello All!

This thread has been great so far for learning what we can do with coalesced.ini, and I see a lot of great strides in apparel. 

However, I want to talk about weapons, specificaly adding.

Earlier in this thread someone was able to add the existing enemy weapon "ScionGun" to the heavy weapons loadout.  I have not tested it, but it seems plausible.

I like the weapons in ME2 and would like to keep them intact while adding a new weapon or 2 if its possible.  Sadly without pcc recompiling I dont think we can add new gui images, descriptions or models. 

Essentialy I am trying to make a clone of the base assault rifle for testing purpose, but I cannot get it to appear in the loadout. I am thinking, since my "new weapon" is not prexisting in the gamecontent packages, it simply wont show up.  The new weapon is named "SFXWeapon_Rifle".

Added an entries to :
[SFXGameCookerHelper.PlayerWeaponStandalonePackages]
GameContent=SFXWeapon_AssaultRifles............SFXWeapon_GethPulseRifle,SFXGameContent_Inventory.SFXWeapon_Rifle
-----
[Engine.Engine]
ActiveclassRedirects=OldclassName=SFXWeapon_Rifle,NewclassName=SFXGameContent_Inventory.SFXWeapon_Rifle

-----
[SFXGame.SFXEngine]
DynamicLoadMapping=(ObjectName="SFXGameContent_Inventory.SFXWeapon_Rifle",SeekFreePackageName="SFXWeapon_AssaultRifles")
-----
[SFXGame.SFXPlayerSquadLoadoutData]
AssaultRifles=(className="SFXGameContent_Inventory.SFXWeapon_Rifle")
-----
new entry [SFXGameContent_Inventory.SFXWeapon_Rifle]
+...........
Identical to [SFXGameContent_Inventory.SFXWeapon_AssaultRifle]
--------------------------------------------------------------------------------------------

Has anyone else experimented with adding "new" weapons to the game?

Edit.:  I was looking a the file structure in the DLCs, and it seems to accomplish what I want we need a means to recompile the pcc Posted Image.  Can someone point me to the extractor?

Modifié par RuinFairlight, 16 février 2010 - 08:03 .


#612
minormiracle

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LeOoX wrote...

I have done as you wrote @ above.
But somehow it aint working properly I have my normal female face + hair in normandy. And have miranda's face + hair without any glitches outside in battle.

And i have not disabled bUseBackgroundLevelStreaming

What have I done wrong?

Also Miranda's outfit does not work without editing saved game in the stream records. :s


With bUseBackgroundLevelStreaming=True you cannot get Miranda's clothes with her head both on and off the Normandy unless you edit the savegame. You can only get her clothes as casualwear on the ship (and only if it's loaded from her deck or from a scene where she's present). It doesn't work anywhere else.

If you can still see your normal face and hair you haven't deleted them with Gibbed savegame editor. Mind you this is irreversible without importing a new morph, so I suggest you export a backup from an old save before you try this.

Modifié par minormiracle, 16 février 2010 - 02:56 .


#613
gregor_7777

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Nice work gentlemen

#614
KainrycKarr

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Is there anyone that would be willing to edit Jacob's outfit by removing the Cerberus Emblem(s)?



If possible, I am hoping to write in a new entry for Shepard to have the same outfit, minus the emblems.



Thanks to anyone willing to do so.

#615
droid105

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Just asking has anyone tried using Ashley head for Shepard toon? Why I asking is I use Ashley likeness in ME1 and I would really like to use in ME2. I would be real greatfully in the help :) and great work with these mods!

#616
Kwonnern

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sherban1988 wrote...
Thanks. I'll give it a shot right now.

Edit: Done! Made her eyebrows lighter, to match BA7's hair.   What do y'all think? 
Posted Image

Here's the .tpf file  http://www.megaupload.com/?d=BDT1VFNV


Great job Sherban!

Able to have two blonde Mirandas in your Squad?

Or a Squad consisting of Two Grunts and You (as Grunt)? :D

#617
vashts1985

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how do you add legion to your squad at the beginning of the game? i must know

#618
Inverness Moon

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vashts1985 wrote...

how do you add legion to your squad at the beginning of the game? i must know

http://social.bioware.com/group/1278/discussion/4124/

#619
Lavans6879

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I've noticed that some apparel/armor doesn't work in certain areas of the game, even with bUseBackgroundLevelStreaming set to False. For example, the dancer outfit works on Normandy, Omega, and Illium but not on the Citadel and Tachanka.



Has anyone found a workaround to this?

#620
minormiracle

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Found out something else useful with NPC heads. Since they don't use hair meshes, it's possible to give them the look of headgear by plugging their mesh code directly into Hair mesh with gibbed. If you want this to work off ship you'll have to do the shrink head/dummy casual trick and turn off bHideHead=True,bHideHair=True under the head's HelmetAppearances. This works for all headgear except the DrPepper ones, which fail to load the right textures. Maybe someone with more experience using gibbed can solve that one.

You can also use this to give Jack hair.

Posted Image
Posted Image

Modifié par minormiracle, 16 février 2010 - 07:15 .


#621
BiancoAngelo7

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Thx to everyone who approved of my blonde Miranda! And kudos to people like Sherban who took the time to learn how, its not hard to learn pple, and we need as many pple as possible to make this struggling modding community great!

KainrycKarr, I will be glad to edit Jacob's outfit the way you asked, I will be back at my pc tomorrow and should be able to have it done by the end of the day.

Also, to the guy (sry i forgot the name) who requested me to do Blonde Miranda's Eyebrows, I think Sherban did an awesome job but I will make a version with eyebrows that are an exact color match to her hair for those blonde purists out there.

Also, I will be working on a black collector's armor that was requested.

And finally I will be retexturing the terminus armor in a way that you might not have expected.... (smiles mischievously) and its gonna be a surprise, I came up with a design that I think you guys will like! :D

Edit: I will also make a version of the black cerberus armor that has dark orange to match Mirandas alternate outfit and Jacobs alternate outfit. ( I forget who asked for this but there u go lol )

Edit: I will also change the cain in the weapon selection screen as I forgot that there it still shows up yellow and barftastic and not metal grey and red like my modded one. IMMERSION, PEOPLE !!!!! lol

Finally, I will submit everything Ive created so far on one easy to find post on this thread, that way you dont have to scavenging through the pages lol.

Modifié par BiancoAngelo7, 16 février 2010 - 10:09 .


#622
RoadCrewWorker

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I wrote a small coalesced.ini frontend to automate some stuff for myself.
http://social.biowar...m/project/1998/
PM me bug or crashes.

Modifié par RoadCrewWorker, 16 février 2010 - 10:39 .


#623
NarfGarg

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RoadCrewWorker wrote...

I wrote a small coalesced.ini frontend to automate some stuff for myself. Here's how making a simple test ammo mod works:
Posted Image
Alternativly you can also just save the changed ini at 6. instead of creating a me2mod, or "Load" a custom modded coalesced.ini and create a mod containing all the changes. '.me2mod's are just plain text files and can be opened/altered in any editor. 

In case you want to use the me2mod just place them in the same folder as the modmanager.exe. Activating mods is easy too:
Posted Image
If the manager can't autodetect your ME2 folder you have to select it for yourself when prompted. This is automatically saved and will only be asked once.

Creating this quick edit took roughly 25 seconds and has the following ingame effect:
Posted Image

If you want to restore your vanilla game, either copy the included original.ini as Coalesced.ini to the usual folder, uncheck all mods and apply (which does the same thing) or delete the Coalesced.ini and replace it with the oldest backup. No other files are changed or updated, so if anything breaks you can easily revert it.

http://s000.tinyuplo...523878774575111 (requires .net3.5 like gibbeds savegame editor)
PM me bug or crashes.

Thanks!

Note this contains all my mods too. 6 enemy weapons, all team mates as casuals, team mate armors and some of the enemy armor stuff. All in an easy to use package. Just remember that if something doesn't work it most likely requires save editing. Or disabling that awful streaming command :o

#624
BiancoAngelo7

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I didnt realize, but I agree with peterflam, Miranda is hawt, but sometimes she looks so pale....I will therefore also look into making miranda look a bit more womanly and with some flush color instead of the standard pale white she has right now. I dont know how well it will come out, but I will try.

#625
droid105

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Hi minormiracle, just asking can you have the Miranda head for Shepard at the beginning of the game?   I just asking if we can add makeup to Miranda head for Shepard?

Modifié par droid105, 16 février 2010 - 12:06 .