Aller au contenu

Photo

Modding is possible (guide)


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

#926
SMTPersona

SMTPersona
  • Members
  • 84 messages

DestinationTruthFTW wrote...

Oh wow thanks so much for helping me out MoneyDeluxe and RoadCrewWorker!! It works!!! Now I've got one final question, how do I edit my Shepard so that he can have TIM eyes which are blue in colour? There was someone who mentioned how to a few pages back but I didn't understand it.. Thanks in advance!!


Hi guys could you guys help me with this ASAP thanks!!! I'm only free to play during the weekends.. Thanks again!!

#927
StingerSplash01

StingerSplash01
  • Members
  • 313 messages

AidanTelToro wrote...

Is there an impact to FPS if you run multiple texmods?


no since they parse at the same time loading time will increase but the FPS shouldn't drop more if your add more mods, fell free to resquest something and I or Bianco will start working on it for you.

Modifié par StingerSplash01, 21 février 2010 - 04:04 .


#928
StingerSplash01

StingerSplash01
  • Members
  • 313 messages
Here Is the first of my Golden Guns, The BlackHole Projector

social.bioware.com/project/2043/

And the Photo:
Posted Image

#929
newcomplex

newcomplex
  • Members
  • 1 145 messages
busebackground=false is needed because the level doesnt load ("cook") the model file otherwise, so where exactly is the data that tells it what to cook stored exactly? Within the .pcc itself???

Would it be possible to alter the data without needing to recompile the file?   

Modifié par newcomplex, 21 février 2010 - 06:18 .


#930
StingerSplash01

StingerSplash01
  • Members
  • 313 messages
If BioWare simply adopted file structure of Bethesda for example modding could easily be supported and all files would be easily found

But BethSoft doesn't use Unreal i think, so that may not be possible

Modifié par StingerSplash01, 21 février 2010 - 06:38 .


#931
ronin4444

ronin4444
  • Members
  • 87 messages
i would like the sound for the avenger assault rifle to be played by the vindicator, any ideas?
narfgang... please tell us how to crouch

Modifié par ronin4444, 21 février 2010 - 08:01 .


#932
neok182

neok182
  • Members
  • 115 messages

StingerSplash01 wrote...

If BioWare simply adopted file structure of Bethesda for example modding could easily be supported and all files would be easily found

But BethSoft doesn't use Unreal i think, so that may not be possible


Bethesda uses the Gamebryo engine (http://en.wikipedia.org/wiki/Gamebryo) which is easily modifiyable with the tools they release. Since Mass Effect is based on the Unreal Engine, which is owned by EPIC, and not EA/Bioware, the only tools are the basic UE3 tools that don't let you do anything with retail games. And bioware can't release tools without epics permission and epic will NEVER give permission.

So basically all we can do is find ways around it like with texmod.

#933
DemonSlayer_1

DemonSlayer_1
  • Members
  • 185 messages
Few questions:

1). Is it possible to give shepard his N7 armor for casual appearances?
2). How do I give my squadmates actual armor?
3). How do I give jack some hair? Bonus: How do I get rid of all the tattoo's?
4). How do I change uniforms for the crew onboard the normandy?
5). How do I give miranda her black uniform immediately from the moment we first board SR-2. I want her in the black uniform.

Normally the way I give her the black is launch gib editor
-Is revealed, Is Acquired, 1st Appearance, Has 2nd Appearance, Is Specialized and finally set her to black armor before we ever hit omega. The moment we first hit omega both miranda and jacob are in black from then on.

While still being able to go thru their loyalty missions
In all cutscenes though and aboard the normandy she is in the white eventhough I have selected the black for missions.

What I want to know is how do I make jacob and miranda wear black onboard the normandy.
I'm guessing its a matter of switching pcc files or something, but I don't have a model viewer to verify.

#934
RoadCrewWorker

RoadCrewWorker
  • Members
  • 44 messages
1. Yes, the armor is in my example mods.

2. Not possible at the moment, You can manually attempt to set their models using binds, but in 95% this will instantly crash the game.

3. Hair see 2. Tattoos can be done using texmod.

4. See 2. Texture changes probably possible using texmod since they mostly wear the same.

5. Texmod would probably do it. As far as i know none of the alternative outfits show up on board.



And no, switching pcc files does nothing.

#935
BaaduII

BaaduII
  • Members
  • 48 messages
Ah question anyone having trouble with the Henchman armor and the mod ? I active the mode and save and replace the Original Coalesce in file and it doesn't pop up . Am I doing something wrong ?

#936
NarfGarg

NarfGarg
  • Members
  • 125 messages

BaaduII wrote...

Ah question anyone having trouble with the Henchman armor and the mod ? I active the mode and save and replace the Original Coalesce in file and it doesn't pop up . Am I doing something wrong ?

What doesn't pop up? Use roadcrewworkers save editor to make your player - appearance - armor the same values as the armor you're trying to use, then either use the ****ty optional part of the mod or have the squadmember whose armor you're trying to use active.

#937
Xiolec

Xiolec
  • Members
  • 1 messages
TexMod is causing my fps to drop to 15 in some areas (losing 40+ fps).



Anyone know how to fix this or at least reduce the fps lose?

#938
minormiracle

minormiracle
  • Members
  • 182 messages

NarfGarg wrote...

BaaduII wrote...

Ah question anyone having trouble with the Henchman armor and the mod ? I active the mode and save and replace the Original Coalesce in file and it doesn't pop up . Am I doing something wrong ?

What doesn't pop up? Use roadcrewworkers save editor to make your player - appearance - armor the same values as the armor you're trying to use, then either use the ****ty optional part of the mod or have the squadmember whose armor you're trying to use active.


I'm curious how you managed to get this to work, since henchmen armor never worked for me with bUseBackgroundLevelStreaming=False even with them in the party.

#939
BaaduII

BaaduII
  • Members
  • 48 messages
hm well playing around with I can say two things happen .



First thing is I get a bunch of copies of the original N7 armor , if I activate all of the Mods at once I end up with Jacob armor working and a green Joker head .Downloaded the Save editor gonna attempt that . Samara armor is 1030 if I am reading this correctly gonna see if that does the trick before I start looking for Shalia head . Where Exactly are meshes located at ? In the cooked folder ?



###FILE:BIOEngine.ini

[Engine.PackagesToAlwaysCook]

+SeekFreePackage=BioH_mystic_00

+SeekFreePackage=BioH_END_mystic_00

+SeekFreePackage=BioH_mystic_01

+SeekFreePackage=BioH_END_mystic_01

###FILE:BIOGame.ini

[SFXGame.SFXPawn_Player]

+torsoAppearances=(Id=1030,Type=CustomizableType_Torso,Mesh=(Male="BIOG_ASA_ARM_LGT_R.LGTa.ASA_ARM_LGTa_MDL",Female="BIOG_ASA_ARM_LGT_R.LGTa.ASA_ARM_LGTa_MDL"),PlotFlag=-1)

+torsoAppearances=(Id=1031,Type=CustomizableType_Torso,Mesh=(Male="BIOG_ASA_ARM_LGT_R.LGTa.ASA_ARM_LGTa_MDL",MaleMaterialOverride="BIOG_ASA_ARM_LGT_R.LGTb.ASA_ARM_LGTb_MAT_1a",Female="BIOG_ASA_ARM_LGT_R.LGTa.ASA_ARM_LGTa_MDL",FemaleMaterialOverride="BIOG_ASA_ARM_LGT_R.LGTb.ASA_ARM_LGTb_MAT_1a"),PlotFlag=-1)

+helmetAppearances=(Id=1031,Type=CustomizableType_Torso,Mesh=(Male="BIOG_ASA_HED_PROMorph_R.Samara.ASA_HED_PROSamara_MDL",Female="BIOG_ASA_HED_PROMorph_R.Samara.ASA_HED_PROSamara_MDL",bHasBreather=true,bHideHair=true,bHideHead=true),PlotFlag=-1)




#940
Ellenek

Ellenek
  • Members
  • 1 messages
Anyone know how to change the Cerberus uniform to look like the Alliance uniform?

Posted Image

#941
ronin4444

ronin4444
  • Members
  • 87 messages
could i request a darker Avenger assault rifle as well as a darker incisor sniper, and with the dark grey collector armor could you, Bianco, please make the red parts blue like crysis nano suit

#942
BaaduII

BaaduII
  • Members
  • 48 messages
Scratch that *Actually it appears on the Squad Power point screen you see Femshepard with Samara body but doesn't load into illum .

#943
NarfGarg

NarfGarg
  • Members
  • 125 messages

minormiracle wrote...

NarfGarg wrote...

BaaduII wrote...

Ah question anyone having trouble with the Henchman armor and the mod ? I active the mode and save and replace the Original Coalesce in file and it doesn't pop up . Am I doing something wrong ?

What doesn't pop up? Use roadcrewworkers save editor to make your player - appearance - armor the same values as the armor you're trying to use, then either use the ****ty optional part of the mod or have the squadmember whose armor you're trying to use active.


I'm curious how you managed to get this to work, since henchmen armor never worked for me with bUseBackgroundLevelStreaming=False even with them in the party.


Don't know what to say since they always seem to work for me when I got them in my party.

#944
nofacej

nofacej
  • Members
  • 12 messages
Personally I think Mass Effect 2's control setup is awful. I've found some bindings that work for me but I still have some problems. I've been looking through the BIOInput.ini but to be honest I don't know where to start. What I'm really looking to do is to seperate some of the actions into multiple binds. I have use/sprint assigned to E and Shift, but what I really want is for E to be use and Shift to be Sprint. Looking through the ini I've found the line m_bEnableStormToCover=True, and have set it to False but it's not really what I'm looking for. Another change I'd love to make is disabling space from selecting dialogue options. I use space to skip through dialogue I've already seen A LOT and it's frustrating when I accidentally select the wrong dialogue choice because of this.

Anyone have any ideas on this?

Modifié par nofacej, 21 février 2010 - 02:58 .


#945
Ataradesu

Ataradesu
  • Members
  • 11 messages
Anyway to remove the helmet on the dragon age origins armor ?

#946
Lord Ed1

Lord Ed1
  • Members
  • 134 messages
I have another question.. does modifying the weapon damage (like in post #1) make you die sooner, as in enemy weapon damage increases too?

My own tests would be inaccurate, 'caus I'm playing with new classes and different difficulties, 't wouldn't suprise me if every class dies quicker then a soldier.

Thanks in advance.

#947
BiancoAngelo7

BiancoAngelo7
  • Members
  • 2 268 messages
@ronin444



Your request has been logged and accepted :) Look forward to it within 24 hours probably.

#948
Varenus Luckmann

Varenus Luckmann
  • Members
  • 2 891 messages

Ellenek wrote...
Anyone know how to change the Cerberus uniform to look like the Alliance uniform?

[image removed]

Check out this thread: http://www.facepunch.com/showpost.php?p=20199870&postcount=79. Three of the casual outfits unlocked are alliance uniforms, with one stripe, two stripes and three stripes respectively.

#949
Valtonis

Valtonis
  • Members
  • 114 messages

Lord Ed1 wrote...

I have another question.. does modifying the weapon damage (like in post #1) make you die sooner, as in enemy weapon damage increases too?
My own tests would be inaccurate, 'caus I'm playing with new classes and different difficulties, 't wouldn't suprise me if every class dies quicker then a soldier.
Thanks in advance.


No, it won't

Damage= This is the damage you deal
DamageAI= this is the damage that the AI deal (percentage of the normal damage)
DamageHench= This is the damge your henchmen deal (percentage of the normal damage)

@BiancoAngelo7

Has anyone requested a Jack with tattooless body?
or are you working on it already?
if not, can i request that?

Modifié par Valtonis, 21 février 2010 - 03:18 .


#950
Lord Ed1

Lord Ed1
  • Members
  • 134 messages
I figured the meaning of those codes, but I assumed 'Damage' would be the standard weapon damage, and that everyone (AI) would use their multiplier on that number. Anyway, thank you. Guess I'll just have to learn to play with a sentinel.