Modding is possible (guide)
#1026
Posté 22 février 2010 - 03:37
#1027
Posté 22 février 2010 - 03:39
cobalt38 wrote...
Lavans6879 wrote...
I've been poking around to see if its possible to get certain meshes to load all throughout the game with no avail. Has anyone found a way to force load a mesh regardless of area?
Also, bUseBackgroundLevelStreaming=False causes a cutscene in the final mission to not load. A note to those of you who are using this command, if you're doing the suicide mission, make sure you revert this value back to =True
I really hope someone finds/makes a fix for that its a bummer without no sound.
I'm thinking it might be possible that we'll see a fix when BioWare addresses the existing no sound issue present in the game by default. Though who knows...Unreal Engine 3 is very anal and extremely unforgiving when it comes to changing system values.
#1028
Posté 22 février 2010 - 03:44
Lavans6879 wrote...
I've been poking around to see if its possible to get certain meshes to load all throughout the game with no avail. Has anyone found a way to force load a mesh regardless of area?
Also, bUseBackgroundLevelStreaming=False causes a cutscene in the final mission to not load. A note to those of you who are using this command, if you're doing the suicide mission, make sure you revert this value back to =True
I've been doing so too, I would imagine it is editable, but you have to do some extensive reworking at a lot of different places.
Random Something wierd I found, the following toggle.
m_bCheckTFCGuid=true
Set this to false to allow DLC cooked for the wrong build to mount.
#1029
Posté 22 février 2010 - 04:05
#1030
Posté 22 février 2010 - 04:07
#1031
Posté 22 février 2010 - 04:24
#1032
Posté 22 février 2010 - 05:12
#1033
Posté 22 février 2010 - 05:19
#1034
Posté 22 février 2010 - 05:43
David Hingtgen wrote...
It's usually fairly obvious from the file names-- "HMF" is a HuManFemale code, "HMM" is human male, QAR is a quarian, etc. ASA for asari--though many of their parts are often "HMF". From there there'll usually either be an abbreviated name or description. Shiala may be "shi" or "feroschick" or "formerclone" or something like that.
Hm well seeI found that (All the asari are asa) I am talking about this
+FullBodyAppearances=(Id=2000,Type=CustomizableType_Torso,Mesh=
See there an ID=2000 I am curious to where this comes from . The number been searching through the MAT Browser doesn't give me any numbers or the Unreal Model viewer
Modifié par BaaduII, 22 février 2010 - 05:45 .
#1035
Posté 22 février 2010 - 05:55
Sorry it took me so long to respond. I went to the gym.
I'm not sure what your asking, but here is something I worked up real quick once I got back.
Left is the HDR of miranda as she is sitting at her desk, right is hdr effect of her leaning forward. The lighting is very high in this area, but it shows the uniform hdr during movement.


I'll see what I can do about making it into a turtleneck when I work on it more tommarrow.
look at the picture and describe how you want it altered
This took me about 10 minutes
Modifié par DemonSlayer_1, 22 février 2010 - 06:06 .
#1036
Posté 22 février 2010 - 06:13
Also, could i run this, and the red hair mod for her together?
Modifié par neok182, 22 février 2010 - 06:35 .
#1037
Posté 22 février 2010 - 06:51
#1038
Posté 22 février 2010 - 07:35
ver ver tnks to everbody making this cooolletsssss mods ever!
BiancoAngelo7 im download all of your mods.. very thanks ... u are making a f** good work , thanks man..
i got some requests/ideas .. if anyone could make to me .. i will be glad.
Jacob - Uses assault rifles ... re-color his loyal costume...to a more 'metal' one.. like Grunt's original costume...
Garrus - try to repair his armor..removing possible damages of his costume.. like removing dirt parts...
Jack - remove her tatoos could be hard , but jack will be more hot =p and she needs a better colored costumes too
thanks for attention
ANOTHER THING - CAN SOMEONE tell me plz, how i use texture mods, like miranda's blond hair ?
the only way is texmod ? i hate load every time when i will play .. and using texmod are lagging my ME2...
maybe a problem with my anti-virus...
Modifié par Guiile_Sheppard, 22 février 2010 - 08:14 .
#1039
Posté 22 février 2010 - 08:25
I'm not familiar with tex modding, but the game simply handles the glow by using an "emissive" texture, so if they find and edit that to another color it should easily work.scyphozoa wrote...
wow you modders are awesome, i am going to come up with some good ideas for requests. off the top of my head I want to ask if you can make tech armor glow blue like Warden Kuril's?
Gibbed figured it out, i might ask him for the required steps.Bruno604 wrote...
I just looked through 15-30 and I only seen a picture with a shepard with a green version of illusive man eyes. Anyone know how to do do this?
Then again he also has a working tool to look up the indexes of the pcc files but won't share neither tool nor sourcecode
Thanks for this post! I haven't dived into the tech specific ini stuff yet, this sounds very interesting.The Natoorat wrote...
techpriest1
You changed 'Bloom_Scale' in Coalesced.ini. That changes bloom 'strength' and works quite nice, but you can also try 'DOF_BlurKernelSize'(same line in ini) which alters the size of bloom 'halo'. Here are some pics:
1 pic default(bloom_scale =0.2 DOF_BlurKernelSize=10); 2 pic bloom your setting(bloom=-1 kernel=10); 3 pic my setting (bloom=0.2 kernel=1)
Yes, if for the long load times alone i wouldnt advise anyone not testing mesh loading to play with it set to false. Loading certain meshes would either require to alter the packages (their structure is horribly convoluted and completely undocumented) which probably won't be possible for quite a while, or alter the games dynamic loading system to include user selected packages (since their contents are known). The latter seems a lot easier, but aside from the Streaming=False setting no other does seem to have any effect.Lavans6879 wrote...
I've been poking around to see if its possible to get certain meshes to load all throughout the game with no avail. Has anyone found a way to force load a mesh regardless of area?
Also, bUseBackgroundLevelStreaming=False causes a cutscene in the final mission to not load. A note to those of you who are using this command, if you're doing the suicide mission, make sure you revert this value back to =True
That id is just a number for the savegame to remember which one you have currently selected. Heres how it works:BaaduII wrote...
See there an ID=2000 I am curious to where this comes from . The number been searching through the MAT Browser doesn't give me any numbers or the Unreal Model viewer
The game just scans all the items and orders them by increasing ids. So you can put any number there, and mods usually take a high one to avoid 2 edits taking the same id. Then it just assigns the items on the slider from lowest to highest. For convinience since i test a lot of autogenerated entries my internal test build of the manager automatically assigns a free id when applying the mods.
Modifié par RoadCrewWorker, 22 février 2010 - 08:27 .
#1040
Posté 22 février 2010 - 08:38
DestinationTruthFTW wrote...
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!!
Hi guys could you guys help me with making my Shepard have blue TIM eyes when using the save editor to edit? Thanks in advance!
#1041
Posté 22 février 2010 - 09:47
Modifié par BaaduII, 22 février 2010 - 10:10 .
#1042
Posté 22 février 2010 - 10:02
Edit: This is what im trying to upload by the way
Modifié par Superabound, 22 février 2010 - 10:06 .
#1043
Posté 22 février 2010 - 10:50
#1044
Guest_Guest12345_*
Posté 22 février 2010 - 10:53
Guest_Guest12345_*
#1045
Posté 22 février 2010 - 11:28
Guiile_Sheppard wrote...
great work on this topic !!!!!!!!!
ver ver tnks to everbody making this cooolletsssss mods ever!
BiancoAngelo7 im download all of your mods.. very thanks ... u are making a f** good work , thanks man..
i got some requests/ideas .. if anyone could make to me .. i will be glad.
Jacob - Uses assault rifles ... re-color his loyal costume...to a more 'metal' one.. like Grunt's original costume...
Garrus - try to repair his armor..removing possible damages of his costume.. like removing dirt parts...
Jack - remove her tatoos could be hard , but jack will be more hot =p and she needs a better colored costumes too
thanks for attention
ANOTHER THING - CAN SOMEONE tell me plz, how i use texture mods, like miranda's blond hair ?
the only way is texmod ? i hate load every time when i will play .. and using texmod are lagging my ME2...
maybe a problem with my anti-virus...
Haha you're welcome. To answer your question, yes the only way to use these mods is by running them through texmod. If you deactivate your antivirus it will run much smoother.
For your requests:
"MoneyDeluxe" Is making an Awesome reskin of Garrus and it should be up shortly, if not already. However no one can "repair" the damage to his suit as that is an in game item that we cannot modify. The most possible would be if an ini modder finds the code for his original suit we see when we meet him and swaps it with his standard suit.
As for Jack: I am already working on an alternate version of her that was requested, similar to your request, however it is taking a bit more time because it is a bit harder to do.
Jacob: Unfortunately we cant really give jacob a "Metal" uniform, the most we could do is recolor it to look metal, I will try but Im not sure if it will look good. Look for updates here and on the "Texture Mods and How to Use Them" Thread.
Edit: To whoever asked if you could use Mirandas Red hair with her body reskin: YES you can load multiple mods as long as they replace seperate in game items texture. So you could have Mirandas Red hair mod, her body skin mod and the black cerberus armor no problem. There is no limit, as long as the mods do not replace the same thing you can have as many as you want.
Modifié par BiancoAngelo7, 22 février 2010 - 11:30 .
#1046
Posté 22 février 2010 - 12:06
Superabound wrote...
Can anyone tell me how to upload a mod to the site? On my project page I cant find anywhere to actually upload the file, only a "Project URL" textbox. Do I have to host the files on another site?
Edit: This is what im trying to upload by the way
i think you can only upload files after you created a project.
#1047
Posté 22 février 2010 - 12:19
scyphozoa wrote...
very cool look for miranda, the patching on the elbows is a little weird though. is that necessary to keep the gloves?
No the patching isn't strictly necessary, although I'd have to go in and alter the normal map which I usually try to avoid. You can't really tell in that picture but her arms aren't bare, I made the specularity map pure white there so it shines and looks like transparent plastic/latex, similar to the panels elsewhere on her suit.
That's just one image out of many versions though, I've been messing around with it on and off for a few days, so I can do one with regular sleeves or regular boot colors or fingerless gloves or whatever. I only really started this to make myself familiar with Texmod so it started out really simple and I just kept tweaking it.
But yeah, I just need help with uploading it, for some reason I can't seem to figure out how to do it on this site.
Oh and if anyone could help me figure out how to increase the specularity of Miranda's hair, using a pure white spec map doesnt seem to do much of anything unless I brighten the texture itself which usually ends up looking like crap. In the default game it's just complete featureless black with no visible shine or detail at all and it does not look good.
Edit: Thanks Valtonis, I've got it figured it out now. You have to create the project, then instead of going to "Edit Project" which would actually make sense, you have to go view the project as if you were another user, then go to view the file that isn't there, and THEN you'll find the option to upload. That is not a very intuitive system.
Modifié par Superabound, 22 février 2010 - 12:29 .
#1048
Posté 22 février 2010 - 02:45
DemonSlayer_1 wrote...
@Natoorat
Sorry it took me so long to respond. I went to the gym.
I'm not sure what your asking, but here is something I worked up real quick once I got back.
Left is the HDR of miranda as she is sitting at her desk, right is hdr effect of her leaning forward. The lighting is very high in this area, but it shows the uniform hdr during movement.
I'll see what I can do about making it into a turtleneck when I work on it more tommarrow.
look at the picture and describe how you want it altered
This took me about 10 minutes
Demon I like this because unlike the loyalty costume it doesnt seem to be a straight xmen costume and more relastic just because of the texture. It would be cool to add some color varation maybe make the shoulder pads yellow or gold? maybe add some white to the gloves and side of the arms.
#1049
Posté 22 février 2010 - 02:45
David Hingtgen wrote...
Ah thanks well , Good enough looking for the ME1 first not a fan of the green Shiala lol. Is the Orignal Shiala still in the Mass effect 2 code ? Or do I gotta go into my mass effect 1 folder and and move files.
Sorry, I meant I only know the file locations of Shiala's model in ME 1 itself---I don't know where ME 2 keeps her files (obviously in the Illium group somewhere). And I'd be very surprised if you could use ME 1 files in ME 2.
But, there's a big caveat if you want a purple Shiala: the way ME 1 handled skin colors. For ME 1, all asari (except Liara and Benezia) used the exact same face texture. The game actually "tinted" the polygons themselves, with the semi-transparent face texture over it. I would imagine ME 2 is the same way, rather than having dozens of differently-colored face textures. (it's also how the Shepard-face-maker works--a single transparent texture over colored polygons, rather than making textures for every single combination of face colors) Thus, Shiala's model is likely hard-coded to be inherently green in ME 2. But, there could be a way around it:
If you made the face texture opaque, and made it purple, then it would cover up the green polygons it's applied to. However, this would make EVERY asari purple, except for Samara probably. (for a while I had every asari in ME 1 looking like Liara, except Liara herself) Unless Shiala has a unique face texture--which is unlikely IMHO, as she didn't in ME 1, and she has an even smaller role in ME 2. (even the Consort didn't get her own face texture)
Your Correct I just got the base Asari Face(There 3 in total samra daughter , Samara, Base Asari , and avaina ) it Essentially One Single Face with many many different kind of texture attached to different .. Um Girls essentially . Though I am not sure how to attach the texture to the face . I've got a brown asari at the moment lol. Is there some texture overide I have to do ? Not sure how to get the Program to load a specific texture or overlay for a face
I"ll release a mod with all the various colors and Samara and Morinth if you can let me know .
Modifié par BaaduII, 22 février 2010 - 02:46 .
#1050
Posté 22 février 2010 - 02:57




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