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Modding is possible (guide)


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#1326
Starbuck5000

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l0stl0rd wrote...

@Starbuck5000 are both characters you tried renegade ?


Yea both are Renegade here is a pic:

Posted Image

Just incase I am doing it wrong these are are correct steps with texmod right?

1. Load up TexMod
2. Choose MassEffect2.exe as the target
3. Go to Package Mode and choose scar01.tpf
4. Click "Run"

Modifié par Starbuck5000, 24 février 2010 - 08:09 .


#1327
Holdgar

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Just tried to use ModManager (casual & specular appearances) and all I see is my last armor\\casual app., but selection is working, still, no visuals in game.



Adding some of them to C.ini (to torso app-s for example) and giving them ID's manually didn't help either.



Unedited coalesced.ini used, patch 1.01 installed (just to be sure, but I don't think this is the issue).

#1328
Ahalazar

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Hey guys, small issue here:



BIOGame

[SFXGame.SFXGameConfig]

UseSharedPowerCooldown=True



Does changing this to False do anything for you? For me it does nada.

The only way to disable cooldown that I have found is the following:



BIOGame

[SFXGame.BioActivePower]

m_bSkipPowerCooldown=FALSE

#1329
Starbuck5000

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Ahalazar wrote...

Hey guys, small issue here:

BIOGame
[SFXGame.SFXGameConfig]
UseSharedPowerCooldown=True

Does changing this to False do anything for you? For me it does nada.
The only way to disable cooldown that I have found is the following:

BIOGame
[SFXGame.BioActivePower]
m_bSkipPowerCooldown=FALSE


You can set it to be toggled:

Bindings=( Name="F1", Command="ENABLEPOWERCOOLDOWN 1" )
Bindings=( Name="F2", Command="ENABLEPOWERCOOLDOWN 0" )

Pressing F2 would turn cooldown off, and then F1 to put it back on.

EDIT: Thats under SFXGame.SFXGameModeDefault

Modifié par Starbuck5000, 24 février 2010 - 08:24 .


#1330
foxhevon

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NarfGarg how do you load the Aria outfit ? wont load on mine :/ load nothing its blank i'm using RCW ME2 ModManager v0.3 with NPCArmors.me2mod and have bUseBackgroundLevelStreaming=False.

#1331
VonBrutix

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Ahalazar wrote...

Hey guys, small issue here:

BIOGame
[SFXGame.SFXGameConfig]
UseSharedPowerCooldown=True

Does changing this to False do anything for you? For me it does nada.
The only way to disable cooldown that I have found is the following:

BIOGame
[SFXGame.BioActivePower]
m_bSkipPowerCooldown=FALSE


UseSharedPowerCooldown is the limitation they put in ME2 whereby the cooldown is global - ie: if you use one of your henchmen's powers, you have to wait for a cooldown before you can use one of yours. Setting SharedCooldown to False will allow you to use one of your henchmen's powers, then one of your straight after, like in ME1. This switch effectively limits you to one power at a time, no matter which character is using the skill. I find this annoying, pointless, and it certainly goes against the backstory given for cooldowns in the first place.


bSkipPowerCooldown is a separate switch, that disables cooldowns altogether and is, in effect, a cheat.

Also, does nobody here actually know 1) how to edit skills (I've seen folk mention their success here); 2) why certain edits no longer work in C.ini then?

Modifié par VonBrutix, 24 février 2010 - 08:32 .


#1332
Ahalazar

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Soo, basically, cheating
:)

Ah.... uh thanks for the explaining VonBrutix!
Now it's all clear

Modifié par Ahalazar, 24 février 2010 - 08:29 .


#1333
Starbuck5000

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Ahalazar wrote...

Soo, basically, cheating
:)

Ah.... uh thanks for the explaining VonBrutix!
Now it's all clear


Yea, its basicly having an inbuilt trainer,  you can do all kinds of things, the most usful is adding resources as by the time you get to your 3/4th play through scanning for resources is a step too far

#1334
nofacej

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VonBrutix wrote...

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.




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.


Getting the powers you want mapped correctly is going to be a pain. The easiest way to do it is to have two saves. In the first add the extra powers you want (via the collection popup in the save editor) and see which ones appear in the active pause menu and which do not. Give your other save the ones that don't and then drag them to your quick slot bar. Save and add the rest of the skills from before. That should work in theory. I haven't tested this method though and it's possible the powers that appear is dependant on a variable I'm not aware of and you'll get different results each time.

As for adding the extra skills, it's a simple matter of adding the entry into the Powers Collection pop-up under the player tab. I have only experimented with talents that my character already had - for example giving him both evolutions of armor piercing ammo. I'll play around with it some more later today and see what else I stumble across.

#1335
DemonSlayer_1

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@Crucial or whoever has lag issues

Do this

Alt+Ctrl+Del
choose start task manager
click the processes tab


look at the cpu value for each application - This tells you how much in resources each app is taxing your system.
Now goto the performance tab and see how much of your memory is being used by all your combined apps.

here is some visuals to better explain it (reducing lag)
Posted Image
Posted Image

Also try this
Posted Image

After you verify its not your video card you can always reset them back to your normal settings.
-You can't run 8xQ on a 8800GTX or equivalent and expect it to run fine. I'm running a single GTX260 and sometimes I get slowdowns when I run high graphics such as 8xQ in cutscenes only.

You have to set your AA and video card settings equivalent to the video card specs and rating otherwise you are overtaxing your system.

You can also try vsync off, but you may experience tearing
==============================================================================

I hope these steps help you resolve your problem.

I would also suggest running a light anti-virus as a test
for instance uninstall your av and reboot

Now install microsoft security essentials
Try the game with that (You can always reinstall your AV)
-100% of my games run 10x better using windows 7 firewall and microsoft security essentials since these two are so light on system resources. If I run comodo and Nod32 as I used to - My gameplay was less smooth.

I may run a light av, but I also keep nod32 and avira as on-demand just incase. They just aren't taxing my system!

Two of the best heuristics readily available

Modifié par DemonSlayer_1, 24 février 2010 - 08:45 .


#1336
Starbuck5000

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Anyone know why the other outfits aren't showing up?

Posted Image

I added them all under Casual Appearances and the scroll bar is now massive but all of them look like the standard one, its like its using that texture for all of them :\\

#1337
l0stl0rd

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@Starbuck5000 Yes that is correct.



You are using the default Shepard, even if it would work it wouldn't look right as he uses a different normal map then the custom ones. I guess the memory location is different for the texture too, but I don't have a default Shepard to confirm that.

#1338
DemonSlayer_1

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@starbuck

If you really want all of the equipment

Download roadcrew's editor

goto his generated tab inside the editor
now copy and paste those into your coalesced.ini

Its a nice feature, of that editor.

Modifié par DemonSlayer_1, 24 février 2010 - 09:16 .


#1339
Starbuck5000

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l0stl0rd wrote...

@Starbuck5000 Yes that is correct.

You are using the default Shepard, even if it would work it wouldn't look right as he uses a different normal map then the custom ones. I guess the memory location is different for the texture too, but I don't have a default Shepard to confirm that.


Which of the two Shepard face textures are you editing the scars or the face directly? As you probably are aware the renegade scars are seperate to the main face
 

#1340
Starbuck5000

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DemonSlayer_1 wrote...

@starbuck

If you really want all of the equipment

Download roadcrew's editor

goto his generated tab inside the editor
now copy and paste those into your coalesced.ini

Its a nice feature, of that editor.


Thats what I did, :( I copied them and batch added them to Iron Spires Coalesced Editor

Modifié par Starbuck5000, 24 février 2010 - 09:20 .


#1341
NarfGarg

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Starbuck5000 wrote...

Anyone know why the other outfits aren't showing up?

Posted Image

I added them all under Casual Appearances and the scroll bar is now massive but all of them look like the standard one, its like its using that texture for all of them :\\\\

All casual mods and armor ones will be obsole soon. We're working on some new things.

#1342
Ionigga

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###FILE:BIOEngine.ini

[Engine.PackagesToAlwaysCook]

+SeekFreePackage=BioH_vixen_00

+SeekFreePackage=BioH_END_vixen_00

+SeekFreePackage=BioH_vixen_01

+SeekFreePackage=BioH_END_vixen_01

###FILE:BIOGame.ini

[SFXGame.SFXPawn_Player]

+torsoAppearances=(Id=1060,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL",Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)

+torsoAppearances=(Id=1061,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL",MaleMaterialOverride="BIOG_HMF_MIR_LGT_R.LGTb.HMF_MIR_LGTb_MAT_1a",Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL",FemaleMaterialOverride="BIOG_HMF_MIR_LGT_R.LGTb.HMF_MIR_LGTb_MAT_1a"),PlotFlag=-1)

+helmetAppearances=(Id=1061,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_HED_PROMorph_R.PROMiranda.HMF_HED_PRO_Miranda_MDL",Female="BIOG_HMF_HED_PROMorph_R.PROMiranda.HMF_HED_PRO_Miranda_MDL",bHasBreather=true,bHideHair=true,bHideHead=true),PlotFlag=-1)

###FILE:BIOEngine.ini

[Engine.Engine]

-bUseBackgroundLevelStreaming=true

+bUseBackgroundLevelStreaming=False

Set stream_vixen_00 = true with the save editor



im using this, and loyality quest done and its not workin anyone knows why? btw i cant use any alternate costume... maybe the torsoappearances dont use material override?


#1343
l0stl0rd

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@Starbuck5000 renegade scars are not on the normal map...

Let me illustrate Posted Image

What I did is I added the scars to the custom Shepard normal map.

Editing renegade scars is possible too, here a test I did a while back.
Posted Image

Modifié par l0stl0rd, 24 février 2010 - 09:33 .


#1344
Starbuck5000

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l0stl0rd wrote...

@Starbuck5000 renegade scars are not on the normal map...

Let me illustrate Posted Image

What I did is I added the scars to the custom Shepard normal map


Yea that what why I was asking which you added them to the face map or the Scar map

Edit: See your Edit; Yes that is probably what you are going have to edit, problem will be is that each scar stage will need a new texture and even then on Paragons it won't show up.  I've not looked but another alternative is to see if in the ini's you can change what it displays for the scars so that the same texture is always used regardless or alignment

Modifié par Starbuck5000, 24 février 2010 - 09:46 .


#1345
Eliyan

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@IO: If I remember correctly there needs to be a space after the b

-b UseBackgroundLevelStreaming=true

Modifié par Eliyan, 24 février 2010 - 09:37 .


#1346
Ionigga

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ok.. think i know now... fullbodyappearances and torso appearances dont use materialoverride...

#1347
sp8cemonkey83

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Interesting finding!!!



So a lot of people have Coalesced.ini files floating around with Cheat functions like GiveXP and setparagon. Well I think most of these people just tried these codes from ME1... but I've found a location in the SFXGame.pcc file in a folder called BioCheatManager that has all of those commands listed as function files. There are folders associated to each of these function files which I'm sure are the various strings and toggles for those said commands. I'm not strong in programming but if anyone could figure out how to use some of these functions, we may have something.



Also there is a folder in there for HUD and the DrawHud command has an object property called CheatManager????

#1348
VonBrutix

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So, I found a way to add skills to my current player using Gibbed's editor - however, it appears only to work with the bonus talents (or pre-evolving talents from my own class). Is this consistent with others findings and I'm stabbing in the dark for nothing, or is there actually a way to add skills from other classes? I'm a Vanguard and I'm trying to change Pull to Throw mainly, though changing CryoAmmo to ohGodanythingelse is a secondary objective too.

Edit: Hah! DemonSlayer_1 just clarified that for me actually. Bonus skills only. Again, many thanks to DemonSlayer_1 for his help today (and for his sweet texture mods). :)

Another edit: The CSS for these forums is so hilariously broken. You'd think a company like EA would manage something as simple as fixed width/autoscroll...

This leaves me with 2 questions:

What does the 'f' character following the values of certain variables in the UE3 configs refer to?

ie: Most weapon damage definitions are "Damage=(X=5,Y=5)", but the pistols are "Damage=(X=5f,Y=5f)". It's also used farily inconsistently throughout the config.

What's the deal with C.ini in 1.01? Is there any consensus on why config modding is now a shot in the dark and what is causing this/what can be edited and what cannot?

Modifié par VonBrutix, 24 février 2010 - 10:30 .


#1349
RoadCrewWorker

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Yes, the "generated" stuff in the editor is sadly outdated and has been used for mass generating possible matches based on heuristics for testing, so there are more than a few false positives in the output, so im probably going to remove it for the next build. As narfgarg mentioned, we're working on it and making some progress.

#1350
Starbuck5000

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RoadCrewWorker wrote...

Yes, the "generated" stuff in the editor is sadly outdated and has been used for mass generating possible matches based on heuristics for testing, so there are more than a few false positives in the output, so im probably going to remove it for the next build. As narfgarg mentioned, we're working on it and making some progress.


So the code in your mod manager is different to the one used in that youtube video you did?