Aller au contenu

Photo

Modding is possible (guide)


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

#1251
NarfGarg

NarfGarg
  • Members
  • 125 messages

Bruno604 wrote...

Is it possible for Shepard to wear Jacobs armor?


Yes it is. Though female shepard will wear it like a dude. I've got the mods in my project. Jacob is one of those that might always work too.

#1252
Michel1986

Michel1986
  • Members
  • 956 messages
I found some screenshots over the net that someone added the Merc armor and Normandy SR1 Armor, dont know if this is old or new news.

Posted Image

Posted Image

Posted Image

Modifié par Michel1986, 24 février 2010 - 09:50 .


#1253
Aisynia

Aisynia
  • Members
  • 1 687 messages
I have two questions.



How do you make it so squadmates can use the special weapons? (Widow, claymore, Revenant)



How do you add extra effects to armor, and is there a place I can see the effects some armors add? Can you add more than one to a piece of armor?



Thanks for any replies.

#1254
Michel1986

Michel1986
  • Members
  • 956 messages
Double post :crying:

Modifié par Michel1986, 24 février 2010 - 09:52 .


#1255
RoadCrewWorker

RoadCrewWorker
  • Members
  • 44 messages

Michel1986 wrote...
I found some screenshots over the net that someone added the Merc armor, dont know if this is old or new news.

Very old news. But this thread is so huge that nobody bothers to read anything on the previous pages so people are just posting the same stuff every page every day.

#1256
Michel1986

Michel1986
  • Members
  • 956 messages

RoadCrewWorker wrote...

Michel1986 wrote...
I found some screenshots over the net that someone added the Merc armor, dont know if this is old or new news.

Very old news. But this thread is so huge that nobody bothers to read anything on the previous pages so people are just posting the same stuff every page every day.


Ah ok, thought i posted something new ;)

#1257
Aisynia

Aisynia
  • Members
  • 1 687 messages

RoadCrewWorker wrote...

Michel1986 wrote...
I found some screenshots over the net that someone added the Merc armor, dont know if this is old or new news.

Very old news. But this thread is so huge that nobody bothers to read anything on the previous pages so people are just posting the same stuff every page every day.


Can you really blame people? Without a functional intrathread search tool, looking through over 50 pages of replies for any specific answer is unmanageable.

If we get such a search function, our lives will certainly be made easier. If we have one, then great, but it's news to me :P

#1258
kelmar6821

kelmar6821
  • Members
  • 708 messages
i think its time fore someone to make a modding forum if bioware won't make a subforum

#1259
Aisynia

Aisynia
  • Members
  • 1 687 messages
Or at least a modding thread that has someone dedicated to updating the first post with answers to common questions and useful links.

#1260
kelmar6821

kelmar6821
  • Members
  • 708 messages
or a dedicated social group, i guess that would work

#1261
southbeatz1169

southbeatz1169
  • Members
  • 72 messages
 I have my own forum that I created somewhat recently for games and modding.  After I modded Resident Evil 5 as much as I did, must have been 200 mods and many other people were modding it, then I started modding Dragon Age Origins and well I got tired of dealing with hosting and posting mods and info in different places so I created a forum but with the intention of it not being limited to just 1 or 2 games but with the option to have any PC games on it.

It's a shame that ME2 has to be so limited with modding, the sci-fi genre has always been my favorite for rpg style games.  Dragon Age still has lots of potential but it's easy for me to lose interest in modding that genre of game.  I haven't made any mods for me2 yet, well none that i'd consider mods, just adding armors and outfits for shepard but i think that's somewhat common around here.

I prefer large mods like new cities or even new planets, done that before for one of those star wars knights of the old republic lol.  I'm not against small mods but from what i've seen, it seems that the only mods worth anything are texture mods with texmod and i like wasting time with texmod too much though.

I don't know if they allow posting links to other forums here but if the link gets removed, just pm me for it.
hollowportblog.com/forum/index.php

Modifié par southbeatz1169, 24 février 2010 - 10:52 .


#1262
RoadCrewWorker

RoadCrewWorker
  • Members
  • 44 messages
For a quick reference here is the majority of the appearances that can easily be loaded (without loadingstream or loadtrigger binds) since they're in the default packages always loaded by the game:

Been using them for weeks.

#1263
SMTPersona

SMTPersona
  • Members
  • 84 messages
Oh wow thanks so much BiancoAngelo!!! But I was wondering is there any way to get TIM eyes on Shepard by using Gibbed's Save Editor? Because I only have a laptop to play games, Playing Mass Effect 2 will become a laggier experience.. But however, I appreciate all that you've done so far, so thanks so much!!!!

#1264
BiancoAngelo7

BiancoAngelo7
  • Members
  • 2 268 messages

DestinationTruthFTW wrote...

Oh wow thanks so much BiancoAngelo!!! But I was wondering is there any way to get TIM eyes on Shepard by using Gibbed's Save Editor? Because I only have a laptop to play games, Playing Mass Effect 2 will become a laggier experience.. But however, I appreciate all that you've done so far, so thanks so much!!!!


So far my texture mod is the only way unfortunately. I am looking into refining my TIM eyes project because right now it poses two problems. 

One: Most human npcs will also have them

Two: Impossible to make them blue instead of red

I am hard at work and communicating with other modders to resolve these issues and making it the best possible.

However as for Gibbed save editor, I have heard people say that the next version of his editor will allow us to give Shep TIM eyes. I hope this is true but I have no idea how to confirm this for anyone.

#1265
SMTPersona

SMTPersona
  • Members
  • 84 messages
Oh wow cool.. Thanks for letting me know!! By the way can you let us know when Gibbed's save editor's new version comes out? Thanks so much!! Also, currently I'm using your TIM eyes texmod, other than my FPS going down, it looks awesome!!! Other than the fact theat everyone has it so my Shepard's not unique xP

#1266
BiancoAngelo7

BiancoAngelo7
  • Members
  • 2 268 messages
@Destination



Yeah for FPS frops with texmod try deactivating your antivirus or eliminating processes in the task manager that you dont need. Apart from that, texmod reacts differently with every pc, so unfortunately at the end of the day its the price we pay for customization in ME2.



As for when Gibbed editor new version comes out I unfortunately don't know. I am not involved in that process and am in the same boat as everyone else when it comes to that. :)

#1267
nofacej

nofacej
  • Members
  • 12 messages

BiancoAngelo7 wrote...

@nofacej

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.


Using the Mass Effect 2 Mod Manager you can apply small changes to your coalesced.ini file with no hastle, and other people can distribute these changes to be applied. Everything is modular and easily applied/removed.

#1268
nofacej

nofacej
  • Members
  • 12 messages
I know I'm committing the most heinous of heinous crimes right now by double posting, but I figured this could potentially lead to something huge, so here goes. It appears that there is no limit to the number of talents you can give to your character. Here we have my test character with 8 and 9 talents in successive screenshots. The way to do this is to manually add the evolved version of a talent to your character already has through the save editor.
Posted Image
Hopefully we will find a way to alter these talents to ones from other classes that we want.

Modifié par nofacej, 24 février 2010 - 12:03 .


#1269
RoadCrewWorker

RoadCrewWorker
  • Members
  • 44 messages

nofacej wrote...

I know I'm committing the most heinous of heinous crimes right now by double posting, but I figured this could potentially lead to something huge, so here goes. It appears that there is no limit to the number of talents you can give to your character. Here we have my test character with 8 and 9 talents in successive screenshots. The way to do this is to manually add the evolved version of a talent to your character already has through the save editor.
Posted Image
Hopefully we will find a way to alter these talents to ones from other classes that we want.

Awesome find! Im going to have to look into this further. Have you discovered any ingame slotlimit similar to the weapons?

#1270
NarfGarg

NarfGarg
  • Members
  • 125 messages

nofacej wrote...

I know I'm committing the most heinous of heinous crimes right now by double posting, but I figured this could potentially lead to something huge, so here goes. It appears that there is no limit to the number of talents you can give to your character. Here we have my test character with 8 and 9 talents in successive screenshots. The way to do this is to manually add the evolved version of a talent to your character already has through the save editor.
Posted Image
Hopefully we will find a way to alter these talents to ones from other classes that we want.

Are they usable ingame? I always figured that there was a limit to how many it will show.

Perhaps possible to get around it with adding more of these?
Bindings=( Name="PC_HotKey7", Command="UseAbility 6" )
Bindings=( Name="PC_HotKey8", Command="UseAbility 7" )

#1271
nofacej

nofacej
  • Members
  • 12 messages
There is a limit to 8 slots in the active pause menu that comes up when you hold down shift (by default), but you can have talents in the quick slot menu that don't appear in the active pause menu. So in effect you can have 16 usable talents on any given character.

#1272
Sgt.Roadkill

Sgt.Roadkill
  • Members
  • 103 messages
the new scar mod is cool but it effects more than jus tsheppard which is a shame. I also can't get Zaed's cerberus armour skin to work

#1273
LeOoX

LeOoX
  • Members
  • 26 messages

RoadCrewWorker wrote...

For a quick reference here is the majority of the appearances that can easily be loaded (without loadingstream or loadtrigger binds) since they're in the default packages always loaded by the game:

Been using them for weeks.


RoadCrewWorker please upload this for us :) its amazing:D

#1274
Dark Glasses

Dark Glasses
  • Members
  • 499 messages
Casual Outfit + Cool Beret hat, Officer hat, Eye Piece and so forth.

http://social.biowar...3070/blog/2541/



I've been following this thread since it was first made and I never saw someone posting Beret hat or Alliance Officer hat.



Beret Hat

HelmetAppearances=(Id=8,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HIR_PRO_R.Beret.HMM_HAT_Brt_MDL",Female="BIOG_HMF_HIR_PRO.Beret.HMF_HAT_Brt_MDL",bHideHair=True),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),"SFXGame.SFXGameEffect_Gear_Visor"),PlotFlag=-1)

Officer Hat

HelmetAppearances=(Id=9,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HIR_PRO_R.Officer.HMM_HAT_Off_MDL",Female="BIOG_HMF_HIR_PRO.Officer.HMF_HAT_Off_MDL",bHideHair=True),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),"SFXGame.SFXGameEffect_Gear_Visor"),PlotFlag=-1)

#1275
Klystron

Klystron
  • Members
  • 186 messages

nofacej wrote...

I know I'm committing the most heinous of heinous crimes right now by double posting, but I figured this could potentially lead to something huge, so here goes. It appears that there is no limit to the number of talents you can give to your character. Here we have my test character with 8 and 9 talents in successive screenshots. The way to do this is to manually add the evolved version of a talent to your character already has through the save editor.
Posted Image
Hopefully we will find a way to alter these talents to ones from other classes that we want.

Anyone know the proper name for the EnergyDrain power?

Edit:  NM, figured out how to find it.
SFXGameContent_Powers.SFXPower_ShieldJack_Player
ShieldJack

Modifié par Klystron, 24 février 2010 - 03:19 .