Modding is possible (guide)
#151
Posté 06 février 2010 - 05:49
#152
Posté 06 février 2010 - 05:54
I tryed to make a custom DLC folder but I get a corrupt DLC meaage
#153
Posté 06 février 2010 - 06:04
#154
Posté 06 février 2010 - 06:42
l0stl0rd wrote...
Does someone know how to recompile other ini files like BIOGame.ini ?
I tryed to make a custom DLC folder but I get a corrupt DLC meaage
DLC's have to be somewhat "certified" in the "BioPersistentEntitlementCache.ini" (C:\\[User]\\Bioware\\Mass Effect 2\\BioGame\\Config).
..But I dont know for sure ^^
#155
Posté 06 février 2010 - 06:51
No, the SMG always goes where the pistol is.Virtokaii wrote...
I've added the SMG to the soldier class and deleted the shotgun (personal preference). However, my soldier now holsters her SMG on her left, the same place she holsters the pistol. Is there any way I can change this, so that she holsters one of those weapons on her right?
Btw, many thx to the OP for his modding tutorial, much appreciated!
#156
Posté 06 février 2010 - 07:23
EditPackagesContentOverridePath=..\\BIOGame\\Override
I created that folder but I can't seem to load anything from it perhaps I'm doing something wrong
#157
Posté 06 février 2010 - 07:29
Hrm. About that override folder. Are you extracting from the .pcc and toying with those files before putting them in there? What have you tried?
#158
Posté 06 février 2010 - 07:45
#159
Posté 06 février 2010 - 08:10
l0stl0rd wrote...
Not sure if anyone else noticed, I found this in the Coalesced.ini
EditPackagesContentOverridePath=..\\\\BIOGame\\\\Override
I created that folder but I can't seem to load anything from it perhaps I'm doing something wrong
Did you try both BIOGame folders? In the C:/User/BioWare/Mass Effect 2/ directory AND the game directory itself?
#160
Posté 06 février 2010 - 08:15
Tried dumping the whole BIOG_HMF_ARM_MED_R.pcc in both those directories, and the extracted files from that same .pcc. Tried to edit the .ini to include the EditPackages=BIOG_HMF_ARM_MED_R.pcc line in, still don't show. Missing something obvious, maybe :/
#161
Posté 06 février 2010 - 08:16
l0stl0rd wrote...
I did a small test with texmod, so here is my new inferno suit
Nicee! How you made it?? i wanna do a Blue Terminus and i need the tips for this one.
Also thanks for the mini guide to change meshes on saves! It worked, now im going to turn Anti-Alias on ME2, because it looks kinda... pixelated...
#162
Posté 06 février 2010 - 08:30
I just really don't want to have to scan planets on all my alts for upgrades...
#163
Posté 06 février 2010 - 08:55
@Rheia same here can't get it to work, I also tried the Unreal Package Extractor extractor instead of Umodel but nothing seems to work
#164
Posté 06 février 2010 - 09:21
Coalesced.ini
To remove those unskippable annoying movies at the beginning find:
Code:
StartupMovies=BWLogo
StartupMovies=ME_EAsig_720p_v2_raw
StartupMovies=publisher
replace with:
Code:
;StartupMovies=BWLogo
;StartupMovies=ME_EAsig_720p_v2_raw
;StartupMovies=publisher
#165
Posté 06 février 2010 - 09:42
l0stl0rd wrote...
@lincer556 did it with texmod, like the 2 black ones but I didn't keep the file
No prob, i've found the tutorial
l0stl0rd wrote...
I noticed that this comes in very handy when testing new stuff, instead of watching those everytime.
Coalesced.ini
To remove those unskippable annoying movies at the beginning find:
Code:
StartupMovies=BWLogo
StartupMovies=ME_EAsig_720p_v2_raw
StartupMovies=publisher
replace with:
Code:
;StartupMovies=BWLogo
;StartupMovies=ME_EAsig_720p_v2_raw
;StartupMovies=publisher
Thanks, it's starting to annoy me XD.
I've worked on 2 casual clothes for testing purpose.

#166
Posté 06 février 2010 - 09:46
#167
Posté 06 février 2010 - 10:10
Meh. I really want to get it to work with full body appearance. /whine
I wonder... since it show the MAT_7a when used as full body appearance no matter what, is it possible to do a texmod to sub that for another?
Hrm. must find a tutorial for texmod
Modifié par Rheia, 06 février 2010 - 10:14 .
#168
Posté 06 février 2010 - 10:18
Modifié par Sparrow475, 06 février 2010 - 10:19 .
#169
Posté 06 février 2010 - 10:24
#170
Posté 06 février 2010 - 10:26
#171
Posté 06 février 2010 - 10:28
That's how i did with the Female BlueSuns.
#172
Posté 06 février 2010 - 10:30
TorsoAppearances=(Id=5,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDb.HMM_ARM_MEDb_MDL",Female="BIOG_HMF_ARM_MED_R.MEDb.HMF_ARM_MEDb_MDL"),GameEffects=("SFXGameContentDLC_PRE_DA.SFXGameEffect_Gear_DA_PowerBonus","SFXGameContentDLC_PRE_DA.SFXGameEffect_Gear_DA_ShieldBonus"),PlotFlag=-1)
Well in total I added 6 lines like that.
Modifié par l0stl0rd, 06 février 2010 - 10:33 .
#173
Posté 06 février 2010 - 10:37
Bizarre. I just added a few armor sets myself and its fine.l0stl0rd wrote...
@Sparrow475 I added some armor sets like
TorsoAppearances=(Id=5,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDb.HMM_ARM_MEDb_MDL",Female="BIOG_HMF_ARM_MED_R.MEDb.HMF_ARM_MEDb_MDL"),GameEffects=("SFXGameContentDLC_PRE_DA.SFXGameEffect_Gear_DA_PowerBonus","SFXGameContentDLC_PRE_DA.SFXGameEffect_Gear_DA_ShieldBonus"),PlotFlag=-1)
Well in total I added 6 lines like that.
#174
Posté 06 février 2010 - 10:37
#175
Posté 06 février 2010 - 10:38
Modifié par l0stl0rd, 06 février 2010 - 10:46 .




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