Modding is possible (guide)
#1276
Posté 24 février 2010 - 03:33
While I am still working on getting the TIM Eyes project fully functional, here is another request:
Black Avenger Assault Rifle
http://i803.photobuc...ss='bbc_img' />
http://i803.photobuc...ss='bbc_img' />
Download in the usual spot in my projects for my profile: social.bioware.com/project/2091/#files
This was a request, now available for everyone. I hope you enjoy it.
[smilie]../../../images/forum/emoticons/angel.png[/smilie]
#1277
Posté 24 février 2010 - 03:49
Bindings=( Name="NumPadTwo", Command="ToggleFlyCam" | Command="ToggleHUD" )
#1278
Posté 24 février 2010 - 03:49

I got sounds working with every teammate armor... except on normandy. Once I figure it out I'll release it. Image unrelated ;o
#1279
Posté 24 février 2010 - 03:53
The Natoorat wrote...
If you want to make 'nice' screenshots, you can put sth like this under [SFXGame.SFXGameModeDefault]:
Bindings=( Name="NumPadTwo", Command="ToggleFlyCam" | Command="ToggleHUD" )
Thx natoorat! Totally didnt think of that
#1280
Posté 24 février 2010 - 04:08
First, is Texmod supposed not to remember what application and which packages to load each time you start Texmod?
Then the bad news. Using Texmod, my fps drops to 15-20 on the Normandy CIC when facing the galaxy map, higher elsewhere on the Normandy. Normally it's a stable 60 everywhere. Framerate is not affected when starting ME2 through Texmod WITHOUT any packages loaded. But as soon as I load even one package, such as one of the armor or weapon textures around, the framerate drops to 15-20 on the Normandy CIC. It seems to be a problem in the application itself, not the textures, because it doesn't matter which package I load.
Also, the black Mordin texture didn't work (only tested on Normandy).
#1281
Posté 24 février 2010 - 04:19
cruc1al wrote...
I'm having some problems with Texmod. I'm running ME2 1.01.
First, is Texmod supposed not to remember what application and which packages to load each time you start Texmod?
Then the bad news. Using Texmod, my fps drops to 15-20 on the Normandy CIC when facing the galaxy map, higher elsewhere on the Normandy. Normally it's a stable 60 everywhere. Framerate is not affected when starting ME2 through Texmod WITHOUT any packages loaded. But as soon as I load even one package, such as one of the armor or weapon textures around, the framerate drops to 15-20 on the Normandy CIC. It seems to be a problem in the application itself, not the textures, because it doesn't matter which package I load.
Also, the black Mordin texture didn't work (only tested on Normandy).
Texmod will react differently with every pc. Try disabling antiviruses, closing useless processes in Task Manager. Also, make sure you have the correct .exe file loaded into your package mode after the 1.01 patch. There should be a slight fps drop, but nowhere near 20 from 60. I only get 50-55 fps when running texmod.
#1282
Posté 24 février 2010 - 04:23
#1283
Posté 24 février 2010 - 04:26
Colonel_Temp wrote...
Anyone modded the N7 armour to have a cerberus symbol instead of the N7?
Tried and not possible sorry.
#1284
Posté 24 février 2010 - 04:27
BiancoAngelo7 wrote...
Texmod will react differently with every pc. Try disabling antiviruses, closing useless processes in Task Manager. Also, make sure you have the correct .exe file loaded into your package mode after the 1.01 patch. There should be a slight fps drop, but nowhere near 20 from 60. I only get 50-55 fps when running texmod.
It might have something to do with the antivirus, because it gave me some weird warnings when I first started Texmod. I just ignored them. I'm using AVG Antivirus. I tried disabling it (turned off Resident Shield), and then running Texmod, but that had no effect...
#1285
Posté 24 février 2010 - 04:41
maybe u can help me get alternate costumes work as torso....
and bianco u doin a great job with the textures
#1286
Posté 24 février 2010 - 04:44
cruc1al wrote...
BiancoAngelo7 wrote...
Texmod will react differently with every pc. Try disabling antiviruses, closing useless processes in Task Manager. Also, make sure you have the correct .exe file loaded into your package mode after the 1.01 patch. There should be a slight fps drop, but nowhere near 20 from 60. I only get 50-55 fps when running texmod.
It might have something to do with the antivirus, because it gave me some weird warnings when I first started Texmod. I just ignored them. I'm using AVG Antivirus. I tried disabling it (turned off Resident Shield), and then running Texmod, but that had no effect...
i have similair propblem man... anyway nice work on the dark avenger bianco, i'm sure this has been discussed but i'd like the code for Aria's clothing thanks
#1287
Posté 24 février 2010 - 04:54
#1288
Posté 24 février 2010 - 05:04
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.
Hopefully we will find a way to alter these talents to ones from other classes that we want.
So how do you map a skill to a quick-action slot without using the HUD UI then?
Also, I tried using Gibbed's editor to add skills, but it just wouldn't take in game. Are we editing the 4 mapped skills sections here, or the Collection sub-popup? Also, if the sub-popup, what exactly should we be adding? I noticed that the evolved skill mappings in ActiveclassRedirects don't always tie up to the entries already there - ie: the redirects list the main type for the evolved skill (ie: incinerate_heavy or incinerate_radius), but not the actual name that is given to them there? I tried adding evolved skills that way before, but without the proper details, I was shooting blind.
#1289
Posté 24 février 2010 - 05:05
NarfGarg wrote...
I got sounds working with every teammate armor... except on normandy. Once I figure it out I'll release it. Image unrelated ;o
That's disturbingly creepy
#1290
Posté 24 février 2010 - 05:09
Spraymaskin wrote...
NarfGarg wrote...
I got sounds working with every teammate armor... except on normandy. Once I figure it out I'll release it. Image unrelated ;o
That's disturbingly creepy
disturbingly AWESOME, more like!
#1291
Posté 24 février 2010 - 05:14
#1292
Posté 24 février 2010 - 05:29
#1293
Posté 24 février 2010 - 05:32
Your 'Beret Hat' is awesome! Now... can someone recolour it to black? Please? Pretty please? With cherry on top?
#1294
Posté 24 février 2010 - 05:33
Mlow44 wrote...
Spraymaskin wrote...
NarfGarg wrote...
I got sounds working with every teammate armor... except on normandy. Once I figure it out I'll release it. Image unrelated ;o
That's disturbingly creepy
disturbingly AWESOME, more like!
lol awesome. Too bad we cant do the same to NPCS =p
#1295
Posté 24 février 2010 - 05:37
Andaius20 wrote...
Has anyone tried to actually make the Vindicator shot a 5 round burst? Also Anyone have a pic of a Fem shep in Aria's outfit?

Sorry it's a bit dark, just reinstalled windows and only got the regular paint.
#1296
Posté 24 février 2010 - 05:48
Anyway nobody on actually making the 5 round burst thing?
#1297
Posté 24 février 2010 - 05:51
I agree.The Natoorat wrote...
Dark Glasses
Your 'Beret Hat' is awesome! Now... can someone recolour it to black? Please? Pretty please? With cherry on top?
Either Blue(Alliance) or Black(Cerberus)
If I have time, I'll try skin it myself.
#1298
Posté 24 février 2010 - 05:54
Thx
@Ronin4444
Thx as well, and unfortunately I dont really keep up with the ini modding, so I wouldnt know how to help with the Aria body code. :/
#1299
Posté 24 février 2010 - 05:55
I think changing 'BurstRounds=3' to 5 under '[SFXGameContent_Inventory.SFXWeapon_Needler]' might do the trick, but haven't tried that.
EDIT:
Confirmed, it works.
Changing 'MagSize=(X=24,Y=24)' to 'MagSize=(X=25,Y=25)'
and
MaxSpareAmmo=(X=94,Y=94) to MaxSpareAmmo=(X=100,Y=100)
also works(mind you, I'm still using unpatched ME2)
Modifié par The Natoorat, 24 février 2010 - 06:01 .
#1300
Posté 24 février 2010 - 05:55
NarfGarg wrote...
I got sounds working with every teammate armor... except on normandy. Once I figure it out I'll release it. Image unrelated ;o
I really haven't been following this thread. How'd you do that? And is it possible to change Shepard's head to Grunt's head too, to complete the entire model?




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