Modding is possible (guide)
#1226
Posté 23 février 2010 - 11:41
#1227
Posté 23 février 2010 - 11:48
check it out.
http://img638.images...804/kaiden2.jpg
http://img684.images...885/kaiden3.jpg
Any idea on what the problem is? The other NPC heads load fine.
Modifié par sporkmunster, 23 février 2010 - 11:53 .
#1228
Posté 23 février 2010 - 11:57
The Natoorat wrote...
BiancoAngelo7
Your mod replaces all human eyes in the game.(although not Miranda's which is obvious, because she is a potato)
wtf
I didnt realize that :/
Making the eyes like TIM is a bit of a different project. Im gonnat try and fix this. Update soon.
#1229
Posté 23 février 2010 - 11:59
#1230
Posté 24 février 2010 - 12:10
#1231
Posté 24 février 2010 - 12:20
I think the problem is that 'level 1'(paragon) eyes(which you replaced) are common to all humans.(At least I think so)
If you were to replace other 'level', which is 'reserved' only to Shepard it might work, but it will require modifying 'Coalesced.ini' to make that 'level' permanent.
#1232
Posté 24 février 2010 - 01:00
Yeah after scrambling to find a solution I'm afraid the only way for this texture mod to work would be to combine it with ini modding. Unfortunately there are too many variables for me to consider to tell people what to change in their ini. So I am going to update the project to simply be a "TIM Eyes for Shep and all human npcs" project. I foresee that only people that really MUST have TIM eyes will be willing to use it, but unfortunately there is little wiggle room when dealing with eyes in game.
Modifié par BiancoAngelo7, 24 février 2010 - 01:00 .
#1233
Posté 24 février 2010 - 01:14
BiancoAngelo7 wrote...
@Natoorat
Yeah after scrambling to find a solution I'm afraid the only way for this texture mod to work would be to combine it with ini modding. Unfortunately there are too many variables for me to consider to tell people what to change in their ini. So I am going to update the project to simply be a "TIM Eyes for Shep and all human npcs" project. I foresee that only people that really MUST have TIM eyes will be willing to use it, but unfortunately there is little wiggle room when dealing with eyes in game.
Why not create a me2mod? They're simple to implement.
#1234
Posté 24 février 2010 - 01:25
Im not sure what you mean, using texmod the TIM issue is not easily resolved and even If I were to go in and personally make it so that MY shep was the only one functioning with TIM eyes, I would have to upload MY version of the ini to give to others, effectively overwriting theirs, and even if that were solvable, the issue that the eyes have different textures for different levels of paragon/renegade still remains. In short, I thank everyone for their interest in this project, but Im afraid we have to wait until this is possible through the GIbbed editor.
#1235
Posté 24 février 2010 - 01:26
Ppl who are that desperate to get TIM's eyes, might be willing to change 10 numbers in ini.
Just replace 'level 2'(or any other) eyes and ask ppl to change XX to 02(or any other) in all 'BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_XX' and 'BIOG_HMF_HED_Alignment.Eye.HMF_Eye_EmisScars_XX' entries and that's it. Doesn't sound that difficult... I think...
Unless I'm totally missing something...
Modifié par The Natoorat, 24 février 2010 - 01:32 .
#1236
Posté 24 février 2010 - 01:47
#1237
Posté 24 février 2010 - 01:47
#1238
Posté 24 février 2010 - 01:55
skan5 wrote...
Seeing all these texture mods, is there any way to REMOVE something? I really want to remove the ammo holos that come on the weapons when you're using a special ammo, but can't find where.
Any help would be greatly appreciated!
So seeing as my question was ignored on two different threads, I take it no one knows of any way to do this?
#1239
Posté 24 février 2010 - 02:02
The Natoorat wrote...
Well...
Ppl who are that desperate to get TIM's eyes, might be willing to change 10 numbers in ini.
Just replace 'level 2'(or any other) eyes and ask ppl to change XX to 02(or any other) in all 'BIOG_HMM_HED_Alignment.Eye.Eye_EmisScars_XX' and 'BIOG_HMF_HED_Alignment.Eye.HMF_Eye_EmisScars_XX' entries and that's it. Doesn't sound that difficult... I think...
Unless I'm totally missing something...
I didnt think of it that way. Its really late here, tomorrow I will try and make this possible.
#1240
Posté 24 février 2010 - 02:04
skan5 wrote...
skan5 wrote...
Seeing all these texture mods, is there any way to REMOVE something? I really want to remove the ammo holos that come on the weapons when you're using a special ammo, but can't find where.
Any help would be greatly appreciated!
So seeing as my question was ignored on two different threads, I take it no one knows of any way to do this?
yeah if no one answered then its probably not possible / not known how to do yet. Sry
#1241
Posté 24 février 2010 - 02:18
#1242
Posté 24 février 2010 - 03:08
DemonSlayer_1 wrote...
Transparent Ammo Icons - Packaged and uploaded
good work! i got a little request though. I like the overlays that show up on the gun, but i don't like the icon that shows up. any chance you could make one that keeps the overlay but removes the icon.
If you want you could just send me the images and i could do it myself. tried to find them on my own but didn't have much luck.
#1243
Posté 24 février 2010 - 03:23
very bottom of projects my page.
You'll need to update the log file with your texmod directory structure
Modifié par DemonSlayer_1, 24 février 2010 - 03:24 .
#1244
Posté 24 février 2010 - 04:58
DemonSlayer_1 wrote...
Files you need have been uploaded
very bottom of projects my page.
You'll need to update the log file with your texmod directory structure
thanks. That one image works for all of the different ammos?
#1245
Posté 24 février 2010 - 05:53
i change my vanguard power : incendiary ammo, for adrenaline rush (soldier)
and.. how about cryo ammo ? it needs 2 points on incendiary ammo to unlock ...
now, after changes... will need 2 points of adrenaline rush ?
im confused.. lol
thanks..
#1246
Posté 24 février 2010 - 06:11
DemonSlayer_1 wrote...
Transparent Ammo Icons - Packaged and uploaded
EDIT: I got it working and the overlays are gone, w00t - Thank you so much!
However, when you activate your own ammo power, the power's icon still displays as a hologram, as in the shot below:

Any way to disable that bugger too?
Modifié par skan5, 24 février 2010 - 07:18 .
#1247
Posté 24 février 2010 - 06:27
Modifié par BaaduII, 24 février 2010 - 06:49 .
#1248
Posté 24 février 2010 - 06:44
#1249
Posté 24 février 2010 - 06:47
Guiile_Sheppard wrote...
peopple one question...
i change my vanguard power : incendiary ammo, for adrenaline rush (soldier)
and.. how about cryo ammo ? it needs 2 points on incendiary ammo to unlock ...
now, after changes... will need 2 points of adrenaline rush ?
im confused.. lol
thanks..
and how exactly did you replace incendary with adrenaline rush?
#1250
Posté 24 février 2010 - 08:36
[SFXGamePawns.SFXCharacterclass_Vanguard]
MappedPowers=SFXPower_BioticCharge
MappedPowers=SFXPower_Shockwave
MappedPowers=SFXPower_Pull
MappedPowers=SFXPower_CryoAmmo
MappedPowers=SFXPower_AdrenalineRush * changed this line
maybe i need edit something more?
Modifié par Guiile_Sheppard, 24 février 2010 - 08:39 .




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