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Modding is possible (guide)


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#651
Holdgar

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NarfGarg wrote...
If you open the save with the save editor do you see these? I have no idea if this is what would do it, but those are the values that I have under there.
texture parametres
HED_Scar
BIOG_HMF_HED_PROMorph_R.Scars.HMF_HED_PROCustom_Scr10

vector parametres
HED_Scar_Vector 0,0,0,1


Hah, in texture parametres only female characters got HED_Scar (but both fem/m has HED_Scar_Vector). Adding it to text.parametres for male character didn't work.

Still, many thanks.

Any thoughts about TechArmor? No luck with .INI file, only class related and "evolve" lines.

#652
Leonick91

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So, would it be possible to make it so Shepard can wear for example Mirandas suit? or maybe make your squad members wear armor?

#653
adssdddd

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Valtonis wrote...

is it possible to have Miranda have this outift for normal missions

Posted Image



btw how did u do it?

#654
Bebbe777

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Will you post your mods in Project or somewhere else so it will be easier to find?

#655
NarfGarg

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Bebbe777 wrote...

Will you post your mods in Project or somewhere else so it will be easier to find?

Is there a modding category for mass effect there?

#656
minormiracle

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LeOoX wrote...

Miranda's npc head mouth seems smaller. Following all instructions given this is how she looks inside the normandy. I shrinked my head one time.
Removed hair mesh.

And reloaded saved game. then I select her head. save and reload again.


This seems to have something to do with either the dimensions of the original head and/or how it's compressed. Try reimporting your original head, shrink it, then flatten x. If that doesn't work you might need to try shrinking a different head imported from a new character.

#657
minormiracle

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droid105 wrote...

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?


You can replace your head with hers as soon as the game starts, but you won't be able to edit it during character creation.

#658
Ionigga

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ok so anyway can u give me the code? ill wait for 5 mins if i have to.....

#659
tisStella

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Does anyone know any other head codes such as liaras, samaras etc? xD Or where to find them as I wouldn't mind experimenting on my helmet meshes. x)

#660
NarfGarg

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piraticalx wrote...

Does anyone know any other head codes such as liaras, samaras etc? xD Or where to find them as I wouldn't mind experimenting on my helmet meshes. x)

Grab the modmanager and open henchmenarmors.me2mod in notepad++ and you'll see them all.

#661
tisStella

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NarfGarg wrote...

piraticalx wrote...

Does anyone know any other head codes such as liaras, samaras etc? xD Or where to find them as I wouldn't mind experimenting on my helmet meshes. x)

Grab the modmanager and open henchmenarmors.me2mod in notepad++ and you'll see them all.


Ok It's probably really obvious or I am completely stupid, but where is the mod manager? I can't seem to find it.  x)

#662
tisStella

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Woops sorry for double post. :/

Modifié par piraticalx, 16 février 2010 - 07:51 .


#663
NarfGarg

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piraticalx wrote...

NarfGarg wrote...

piraticalx wrote...

Does anyone know any other head codes such as liaras, samaras etc? xD Or where to find them as I wouldn't mind experimenting on my helmet meshes. x)

Grab the modmanager and open henchmenarmors.me2mod in notepad++ and you'll see them all.


Ok It's probably really obvious or I am completely stupid, but where is the mod manager? I can't seem to find it.  x)

A few pages back. Here's a direct link you can use http://tinyurl.com/me2mods

#664
Dualcode

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adssdddd wrote...

Valtonis wrote...

is it possible to have Miranda have this outift for normal missions

Posted Image



btw how did u do it?


Is it possible to get that same Outfit also in the Loyal Black Form that Miranda can wear or is that only available in that specific color? Also, agreed, how'd you do it?^^

#665
Ionigga

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Aria Code:

FullBodyAppearances=(Id=2010,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL",Female="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL"),PlotFlag=-1)



thx NarfGarg... that editor is great.... and its worth it :)

#666
Lord Ed1

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How far are we with modding NPC's? I've searched for ways to replace Garrus' model with an unscarred one permanently, after you recruit him, but I've had no luck. Anyone heading in that direction?

#667
RoadCrewWorker

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Lord Ed1 wrote...

How far are we with modding NPC's? I've searched for ways to replace Garrus' model with an unscarred one permanently, after you recruit him, but I've had no luck. Anyone heading in that direction?


Unfortunately that content is neither in the savegame nor the coalesced.ini, so to atler it youd have to edit the pcc packages (and save them correctly afterwards).

While there are some extractors, neither of them support the required actions.

#668
Kellogg81

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RoadCrewWorker wrote...

Lord Ed1 wrote...

How far are we with modding NPC's? I've searched for ways to replace Garrus' model with an unscarred one permanently, after you recruit him, but I've had no luck. Anyone heading in that direction?


Unfortunately that content is neither in the savegame nor the coalesced.ini, so to atler it youd have to edit the pcc packages (and save them correctly afterwards).





While there are some extractors, neither of them support the required actions.


You can use umodel to extract then load into 3ds max and edit to you hearts content.  Just can't recompile :(

#669
sporkmunster

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I've tried a few heads, got Jokers and Kaidens head working in game but they both have a green tint, any ideas?

#670
RoadCrewWorker

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Kellogg81 wrote...

You can use umodel to extract then load into 3ds max and edit to you hearts content.  Just can't recompile :(

Yeah i know, i already extracted everything umodel supports from every pcc (20GB ~80000 files) and took a look at a few models. My last hope lies in using the UDK tech to somehow open the locked packages but its looking pretty grim.

Modifié par RoadCrewWorker, 16 février 2010 - 10:44 .


#671
Migrus

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I guess this is not really news, think all of it has been mentioned in the thread but it was hard to find. For me bUseBackgroundLevelStreaming=False causes sound problems I cannot live with. But I also wanted to have my femshep run around in other outfits, like Mirandas.

For me using an entry in [Engine.PackagesToAlwaysCook] works without changing bUseBackgroundLevelStreaming, and I can get sound on the Normandy. The only thing is that I am still using my shepard head so there is some ugly joins at the neck. But others in the thread have changed heads.

My changes are as follows:

[Engine.PackagesToAlwaysCook]
Package=BIOG_HMF_MIR_LGT_R

[SFXGame.SFXPawn_Player]
CasualAppearances=(Id=501,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)
FullBodyAppearances=(Id=502,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)

My understanding of this is that this causes the Miranda outfit package to always be loaded and I can then use it without having to change bUseBackgroundLevelStreaming. But I have not really tested it from a save where Miranda was never present. Perhaps this helps someone.

Edit: testing this further, it seems to only work when Miranda is loaded for some other reason (in the party or on the same level). Load save from deck 2, move to deck 3 fails. Load save from deck 3, move to deck 2 and the appearance stays.

Modifié par Migrus, 17 février 2010 - 08:18 .


#672
LeOoX

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Migrus wrote...

I guess this is not really news, think all of it has been mentioned in the thread but it was hard to find. For me bUseBackgroundLevelStreaming=False causes sound problems I cannot live with. But I also wanted to have my femshep run around in other outfits, like Mirandas.

For me using an entry in [Engine.PackagesToAlwaysCook] works without changing bUseBackgroundLevelStreaming, and I can get sound on the Normandy. The only thing is that I am still using my shepard head so there is some ugly joins at the neck. But others in the thread have changed heads.

My changes are as follows:

[Engine.PackagesToAlwaysCook]
Package=BIOG_HMF_MIR_LGT_R

[SFXGame.SFXPawn_Player]
CasualAppearances=(Id=501,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)
FullBodyAppearances=(Id=502,Type=CustomizableType_Torso,Mesh=(Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)

My understanding of this is that this causes the Miranda outfit package to always be loaded and I can then use it without having to change bUseBackgroundLevelStreaming. But I have not really tested it from a save where Miranda was never present. Perhaps this helps someone.


I have tried this but it does not work.

are you saying with this you can wear miranda's outfit anywhere without bUseBackgroundLevelStreaming ?

#673
Axeface

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Hey all, I've been looking through this thread trying to find if anyone has played around with offset bones. I had a mess around myself and change my chars face into a grotesque freak of nature :)

Check out the video on my sig if you want to see it.



I'de be really interested to see what people have achieved with this, because if your careful I think you could get some pretty awesome results.

#674
sfcrafael

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is it possible to give, for exemple, the charge talent to a sentinel?

#675
sp8cemonkey83

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Has anyone figured out how to edit Item Description data... or rather, where that information is stored.

I am using the Recon Hood Dr. Pepper DLC and I know I can manipulate the coalesced.ini to utilize the Umbra Visors stat bonus with the Recon Hood's appearance and description data...

but the Description data is just numbers which I assume link to a texture somewhere. Has anyone figured out where these textures are?

*UPDATE*

Okay, so I have figured out that the descriptions for weapons as well as other things in the GUI are not straight textures. Using Texmod I've discovered that there are graphical font tables that the game uses... this doesn't change my initial question much however.

For example - The Carnifex Hand Cannon has the following:
PrettyName=209733
GeneralDescription=338217
ShortDescription=339305

Obviously these numerical codes reference a database somewhere. You're ingame, you go to the weapons locker, you chose pistols, it then shows you your options, you select the hand cannon and it shows you a picture and gives you a description. At that moment the game takes that code, refers it to a database somewhere that generates the text information in the appropriate fields.

If anyone knows where this information is kept it would be HIGHLY appreciated!!!

Modifié par sp8cemonkey83, 17 février 2010 - 04:44 .