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Modding is possible (guide)


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#51
N-cakes

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The Demonologist wrote...

Thank goodness I didn't buy Steam then.

*Sing song.* Retexture the Inferno to black/grey/Cerberus Colors, Bioware communityyyy~!


You rip me the texture and I can try, but I can't compile it in to a TPF without the texture log file.

I also want to try and reskin the blood dragon armor so there isn't a dragon on it. Everything about the armor is pretty cool other than the blood dragon...

Modifié par N-cakes, 04 février 2010 - 05:39 .


#52
Lavans6879

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N-cakes wrote...

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.


The only difference between the Steam version and the Retail version is the .exe, which you can replace with a NOCD .exe and have it work just like the retail version.

And no, it won't require a totally different UV map. I don't understand why you believe this to be true, because it's not. The models and textures for NPC outfits are formatted the same and identical to player outfits. The only differences are the flags which allow you to add those outfits to your wardrobe.

#53
N-cakes

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Lavans6879 wrote...

The only difference between the Steam version and the Retail version is the .exe, which you can replace with a NOCD .exe and have it work just like the retail version.

And no, it won't require a totally different UV map. I don't understand why you believe this to be true, because it's not. The models and textures for NPC outfits are formatted the same and identical to player outfits. The only differences are the flags which allow you to add those outfits to your wardrobe.


Well the stripper outfit is just a texture if I recall, there's like no model for the outfit, it's just a different skin slapped on the character model. So assuming the body of the stripper model is identicle to femshep, then it's possible it would work. If not, then no. I wasn't speaking for all outfits, just the stripper one in particular.

Modifié par N-cakes, 04 février 2010 - 05:42 .


#54
The Demonologist

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N-cakes wrote...

The Demonologist wrote...

Thank goodness I didn't buy Steam then.

*Sing song.* Retexture the Inferno to black/grey/Cerberus Colors, Bioware communityyyy~!


You rip me the texture and I can try, but I can't compile it in to a TPF without the texture log file.

I also want to try and reskin the blood dragon armor so there isn't a dragon on it. Everything about the armor is pretty cool other than the blood dragon...


Your words are like Russian to me! I am utterly uncomprehending, though please understand I would if I could.

I'm with you on the blood dragon, making it look slightly more 'Mass Effect' would go a long way towards getting me among others to use it.

#55
Lavans6879

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N-cakes wrote...

Well the stripper outfit is just a texture if I recall, there's like no model for the outfit, it's just a different skin slapped on the character model. So assuming the body of the stripper model is identicle to femshep, then it's possible it would work. If not, then no. I wasn't speaking for all outfits, just the stripper one in particular.


No dude, it's a full model. Open BioD_Nor_002CabinKelly.pcc in Unreal Model Viewer and see for yourself.

Edit - Screw it, I'll just upload a SS of it.
http://i.imagehost.o...23-45-32-40.png

Edit 2 - Here's another shot, this time in game just to further prove my point.
http://i.imagehost.org/0784/lol_9.jpg

Modifié par Lavans6879, 04 février 2010 - 05:51 .


#56
N-cakes

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Ohhh, ok, I see how that works now. I was thinking of a different type of modular concept. So just the heads swap...





PS: Second screen shot scares me.

#57
Lavans6879

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This one might scare you even more http://i.imagehost.org/0954/lol2.jpg

#58
N-cakes

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Actually that made me spew mountain dew from my nostrils.

#59
Lavans6879

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A few guys and myself are figuring out more about how the flags work. There's nothing solid about a permanent solution, but we did find out that with certain key flags enabled, we can temporarily wear NPC gear.

http://img30.imagesh...01002040143.jpg

http://img168.images...01002040144.jpg

Modifié par Lavans6879, 04 février 2010 - 07:49 .


#60
The Demonologist

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Temporarily?

#61
Lavans6879

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Yeah. When you load out of an area or load a save game, the outfit goes away and defaults to your N7 armor.

#62
The Demonologist

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Lavans6879 wrote...

Yeah. When you load out of an area or load a save game, the outfit goes away and defaults to your N7 armor.


Ahhh. Well, it's a step in the right direction atleast.

#63
SithLordExarKun

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Is it possible to map kaidens or the blue suns helmet onto shepard?

#64
Lavans6879

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I don't think so. The way the game seems to work is it loads key files when necessary. A lot of those files usually don't load unless there's a need to. Suffice to say, if we're going to add vanilla NPC apparel to Shepard's wardrobe, those files would need to be streamed in and loaded.

Edit: Though if we could find a way to decompile and recompile .pcc files, it's theoretically possible to make a .pcc file that always loads in like the Collector Chitin Armor DLC.

Modifié par Lavans6879, 04 février 2010 - 08:26 .


#65
N-cakes

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I'm not sure if someone already addressed this, but I figured out how to make the opening to the game skippable. You must edit the coalesed.ini file with Notepad++ and of course "fixing" it afterwards with Ruby.

I won't post a tutorial because it contains potential spoilers (video file names hint at things). Instead you can download the modified coalesced.ini here:

http://www.megaupload.com/?d=SNI7DYEK

This will not let you skip two parts of the intro--one featuring realtime discussion between two characters, and the other part that has actual gameplay--but you'll be able to pass up all the videos in between them. This will substantially cut down the time spent restarting because your customized character didn't turn out the way you hoped for after the facial editor.

Starts at line 3575. All I did was add the bink video files that made up the intro. You can use this same process to make the EA and Bioware ads skippable as well.

Add this to the first post if you want. Some people would love to know of this.


I've also been scanning the ini to see if I can find any interesting things to modify. Came across two lines:

SmoothShadowLight_Cinematic=false
SmoothShadowLight_Exploration=true

I wonder if setting the first one to true could possibly improve visuals in cinematics? Doubtful but worth a try I guess. I doubt it's even substantial anyway.


Other thoughts I had about minor improvements to the game would be mapping keys to things like the journal or squad menu. If someone figures out the actual command that opens those menus up, we could easily create a custom key bind that will allow us to skip hitting escape first then clicking on the buttons.

Modifié par N-cakes, 04 février 2010 - 09:59 .


#66
Imaze Rhiano

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Lavans6879 wrote...

I don't think so. The way the game seems to work is it loads key files when necessary. A lot of those files usually don't load unless there's a need to. Suffice to say, if we're going to add vanilla NPC apparel to Shepard's wardrobe, those files would need to be streamed in and loaded.

Edit: Though if we could find a way to decompile and recompile .pcc files, it's theoretically possible to make a .pcc file that always loads in like the Collector Chitin Armor DLC.


Well... at least  DLCs are loading these packages permamentally in [Engine.PackagesToAlwaysCook] section. Maybe that will help to get around temporal problem.

Would it be too much to ask to that if you could post those changes that you made "Coalesced.ini" that allowed you temporally wear NPC clothes? Thank you.

#67
Lurker2k

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Delta6327 wrote...

is there a way to change your current credits i just got a ton of stuff and now have 2500 credits


Use ArtMoney, it may change resources as well... :innocent:


Imaze Rhiano...

Would it be too much to ask to
that if you could post those changes that you made "Coalesced.ini" that
allowed you temporally wear NPC clothes? Thank you.


Seconded. :pinched:

#68
Lavans6879

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CasualAppearances=(Id=9,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MDL",Female="BIOG_HMF_ARM_NKD_R.NKDb.HMF_ARM_NKDb_MDL"),PlotFlag=-1)



Simply adding that line in the SFXPawn_Player section will give you the option to use Kelly's "exotic" outfit. However, it will not work if she's not present in your cabin, and will go away when you load back into the Normandy.

#69
Trylane

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Increasing the level cap does not work for me at all. Shepard is level 30, has 32611 XP and the squad screen does not display the usual "Experience to next level".

#70
N-cakes

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Well I tried editing some of those conspicuous visual settings to no avail. In fact I screwed up the character shadows big time so I had to default those changes. :D



I'm gonna be looking in to finding out if there's a way to bind the journal and squad menu to keys. Wish me luck.

#71
droid105

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Hi, is there any chance of casual outfit (Asari commando outfit) please? I would like to replace the space cowboy outfit with that one.

#72
Sparrow475

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Awesome setting:

Line 6940 (Unmodded) 

bCanDropWeapon=FALSE

Set it to true to be able to pickup enemy weapons, I've played about 4 hours with it on and experienced no substantial bugs.

Modifié par Sparrow475, 05 février 2010 - 12:58 .


#73
Lavans6879

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We found that using the Unreal Package Extractor will allow us to extract a .pcc file into the appropriate file formats, ripe for editing. All we need now is to find out how to recompile the extracted folders back into a .pcc and we should be good to go!



http://www.gildor.org/downloads

#74
Narosian

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the easiest way to mod ME2 is to do a google search for "Mass Effect 2 Coalesced Compiler", look for one on the list from social.bioware.com and download then you can use the files in the config folder in there to edit the game and use the compiler to compile the changes. No need to worry about the crc stuff.

#75
Lavans6879

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Narosian wrote...

the easiest way to mod ME2 is to do a google search for "Mass Effect 2 Coalesced Compiler", look for one on the list from social.bioware.com and download then you can use the files in the config folder in there to edit the game and use the compiler to compile the changes. No need to worry about the crc stuff.


That's pretty much what this thread is about, editing the Coalesced.ini. There's a link to a  Coalesced.ini compiler in post one.

What my goals are is figuring out how the .pcc files work and how to compile those for more flexible modding such as allowing proper use of NPC apparel and third person meshes/textures.