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Modding is possible (guide)


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#1851
NarfGarg

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southbeatz1169 wrote...

Different variations of npc heads have been added in my mod and in other mods people have done but there seems to be other issues that prevent them from always showing up right. I did notice though that if you use the slider to change the armor and head, just mess with it a while and you can get all of the heads to display correctly, sometimes they get buggy looking but using the sliders can make them look right sometimes.

It's nice that you are modding and all but why are you trying to get more people to come look at your forums by hosting everything there?


Updated my BioWare projects to have user interface stuff.

Split in to two, the first mod has binds (well a bind atleast) to toggle several ui stuff off and also a barely working method of disabling the selection rectangle. Will need to work on the first part of the mod a bit to make it better. The first part looks so empty because I was desperately trying to get a method of using the keyboard to select a response but scratched it since it didn't work.

Second part makes it so that when you press spacebar during conversations it only skips lines and you can't use it to select them. I bound N to do the same as spacebar used to do so if you want to change it do so.

Says 6 people downloaded it before I made it work again :P So if your version doesn't work redownload it.

Modifié par NarfGarg, 02 mars 2010 - 08:44 .


#1852
southbeatz1169

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NarfGarg wrote...
It's nice that you are modding and all but why are you trying to get more people to come look at your forums by hosting everything there?

Updated my BioWare projects to have user interface stuff.

Split in to two, the first mod has binds (well a bind atleast) to toggle several ui stuff off and also a barely working method of disabling the selection rectangle. Will need to work on the first part of the mod a bit to make it better. The first part looks so empty because I was desperately trying to get a method of using the keyboard to select a response but scratched it since it didn't work.

Second part makes it so that when you press spacebar during conversations it only skips lines and you can't use it to select them. I bound N to do the same as spacebar used to do so if you want to change it do so.


I'm not trying to get people to go to my forum.  I did recently create it not too long ago for modding related things but I prefer hosting my own files since I pay for web hosting and have unlimited bandwidth and storage for it.  This Bioware forum is just too sloppy and this thread is an example, 75 pages now and people have to be willing to dig through all of those pages to find something if there's something certain they're looking for.

I created a forum recently to try and avoid things like this, threads with hundreds of pages.  When I started looking at ME2 related mods on here, I think it was almost at 40 pages and that was a lot of wasted time skimming through those pages to see if there was anything of interest.  I used to keep a web site that I'd host mods on but it just seemed like extra work that didn't serve a purpose so I started moving downloads to the forum.  There's a lot more to move around, just haven't gotten around to it.

It was really chaotic with modding Resident Evil 5, with mods just scattered everywhere from different people.  Hosting them myself makes it much easier on me and easier on people that might want any of the mods I create for games.  That's really the main reason I rarely settle for having my mods hosted on other sites.

Did you make any progress with what you were working on before with fixing the issue with normandy sounds?  I know the method I came up with for toggling the sounds on and off does work but it's also not the right solution, although maybe the best solution currently.  The toggling on & off isn't too bad but sometimes it does require using the elevator to get sounds back on or a quicksave/quickload works too but it'd be nicer to avoid all of that completely.  Do you by chance have any ideas on how to get Miranda's black outfit to show up as armor and not just casual?

#1853
Varenus Luckmann

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NarfGarg any chance you could tell us how you got the Armor Customization interface working outside of the Normandy?

NarfGarg wrote...
[...]

Second part makes it so that when you press spacebar during conversations it only skips lines and you can't use it to select them.

[...]

I'd also love to know how you did that. The fact that spacebar both skips conversation and selects conversation is a personal pet-peeve of mine (which I am sure many share).

#1854
NarfGarg

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southbeatz1169 wrote...

NarfGarg wrote...
It's
nice that you are modding and all but why are you trying to get more
people to come look at your forums by hosting everything there?

Updated
my BioWare projects
to have user interface stuff.

Split in to two, the first mod has
binds (well a bind atleast) to toggle several ui stuff off and also a
barely working method of disabling the selection rectangle. Will need to
work on the first part of the mod a bit to make it better. The first
part looks so empty because I was desperately trying to get a method of
using the keyboard to select a response but scratched it since it didn't
work.

Second part makes it so that when you press spacebar
during conversations it only skips lines and you can't use it to select
them. I bound N to do the same as spacebar used to do so if you want to
change it do so.


Did you
make any progress with what you were working on before with fixing the
issue with normandy sounds?  I know the method I came up with for
toggling the sounds on and off does work but it's also not the right
solution, although maybe the best solution currently.  The toggling on
& off isn't too bad but sometimes it does require using the elevator
to get sounds back on or a quicksave/quickload works too but it'd be
nicer to avoid all of that completely.  Do you by chance have any ideas
on how to get Miranda's black outfit to show up as armor and not just
casual?

My method is streaming the teammate parts in, just the ones that are needed. Works also on NPC streams on the ship atleast. I'm guessing the other outfit is some other stream that I don't have active, or some other setting. Haven't really had the time to look at it properly.

Varenus Luckmann wrote...

NarfGarg any chance you could tell us how you got the Armor Customization interface working outside of the Normandy?

NarfGarg wrote...
[...]

Second part makes it so that when you press spacebar during conversations it only skips lines and you can't use it to select them.

[...]

I'd also love to know how you did that. The fact that spacebar both skips conversation and selects conversation is a personal pet-peeve of mine (which I am sure many share).

Well I'll probably release the personalization thing tomorrow if I can but my day is pretty full :P

On the conversation part I'm not at liberty to say, just use it :bandit:

#1855
southbeatz1169

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NarfGarg , what's strange is that for armor, some of the henchman armors show both variations but some do not. I'd have to look again but if I remember right, Samara's, Mordin's and Tali's shows up in both variations as armor and not just casual. Only Miranda's white outfit shows up as armor, only Jack's loyalty outfit shows up as armor which was odd that Jack's default outfit didn't show up.



Jacob, Thane and Legion only shows up as their default armor. I didn't notice anything that should make certain ones work for both variations and some not. For casual they all show up except for Jack's default outfit, that one still shows up only as her loyalty. I'll look into this more in the next day or two. We really need a way to import content into the game since just using what is there already is very limited unless someone really likes changing armor and clothing all the time lol.

#1856
giabread

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Does anyone know how this was achieved? NO, I DO NOT WANT TO PLAY AS A SCION ACTUALLY. DX I am talking in general, how to swap entire body models.

#1857
Varenus Luckmann

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NarfGarg wrote...
[...]

Well I'll probably release the personalization thing tomorrow if I can but my day is pretty full :P
On the conversation part I'm not at liberty to say, just use it :bandit:

Someone holding a gun to your head? :lol: I can't imagine it being particularily hard, once you've found the function. Come now, sharing is caring. :wizard:

#1858
southbeatz1169

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I might be wrong but that's probably just an ini edit to add scion as an armor and head which are all equippable.

#1859
giabread

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southbeatz1169 wrote...

I might be wrong but that's probably just an ini edit to add scion as an armor and head which are all equippable.


Oh... And this is where  I ask the really dumb question "How do I do that?" I apologize for my n00bness.

#1860
cruc1al

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NarfGarg wrote...

Updated my BioWare projects to have user interface stuff.
[...]

Second part makes it so that when you press spacebar during conversations it only skips lines and you can't use it to select them. I bound N to do the same as spacebar used to do so if you want to change it do so.


Fantastic!!! :wizard:

#1861
kenshin620

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southbeatz1169 wrote...

Kenshin620, these mods require the me2 mod manager which can be found here.
social.bioware.com/project/1998/


thank you! but I'm a huge n00b at this stuff so when I selected your outfit stuff it said something about toggling Normandy Sound. what is that and how do I do that?

#1862
Martanek

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Hello again,

is there a way of constantly "turning back on" ME1's on-screen radar so we no longer have to press Shift to display our opponents' position and the quest arrow? I know, ME2's levels are not as big as last time but the way the radar works now may be a little inconvenient. If it worked fine in ME why is it different this time? Some design decisions are hard to understand for that matter... Thanks for any ideas.

#1863
southbeatz1169

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giabread wrote...

southbeatz1169 wrote...

I might be wrong but that's probably just an ini edit to add scion as an armor and head which are all equippable.


Oh... And this is where  I ask the really dumb question "How do I do that?" I apologize for my n00bness.

I don't know offhand, I haven't looked for enemy armors and such yet.

#1864
sp8cemonkey83

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Has anyone had any success with the GivePower command. I've tried many variations of the nmpawn string. I've tried self, player, SFXPawn_Player. No dice :(

I feel like we're sooooooo close ;D Any feedback would be appreciated.

Modifié par sp8cemonkey83, 02 mars 2010 - 11:32 .


#1865
Timerider42

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You'll have to excuse me for not looking through all 75 pages (stopped around 35), but what is the easiest way to do this:

I've been using Iron Spine's ini editor so far.

#1866
djh_

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Might it be possible to use Texmod to remove the vignette effect? I've no idea if it's even a texture.

#1867
illerianna

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Hello all! ^-^



Sorry for not re-sorting through all 75 pages, but I have just a couple of questions that can hopefully be solved with Gibbed's Save Editor.



1) How to manually give Shepard TIMs eyes?



2) How to give Shepard the highest-tier Renegade scarring? (As in, the terminator scars?)



Thanks for any help in advance! :D

#1868
kenshin620

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kenshin620 wrote...

southbeatz1169 wrote...

Kenshin620, these mods require the me2 mod manager which can be found here.
social.bioware.com/project/1998/


thank you! but I'm a huge n00b at this stuff so when I selected your outfit stuff it said something about toggling Normandy Sound. what is that and how do I do that?


ah nvm I saw it in the back pages


edit

well tried to use it but nothing happened. Number Pad right?

Modifié par kenshin620, 03 mars 2010 - 01:28 .


#1869
southbeatz1169

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I can't remember if I put all of the bindings in the readme file, i'll have to check but just incase they were:



numpad 1 through 5 is fov 70 to 110 for the fov mod.

for the armor mods, numpad 6 toggles sound on and numpad 7 toggles it off. At any point if you want sounds on the normandy and toggle them back on and they don't work right, just quick save and quick load and they'll be normal.

#1870
The Smoking Man

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sp8cemonkey83 wrote...

Has anyone had any success with the GivePower command. I've tried many variations of the nmpawn string. I've tried self, player, SFXPawn_Player. No dice :(

I feel like we're sooooooo close ;D Any feedback would be appreciated.

It's working for me. You still need to add DynamicLoadMapping= lines for the powers to show up at all.

NarfGarg, is there a command to set the rank of a power by any chance? (Or better yet, a list of all commands, at least the ones you know of?) Then at least I wouldn't have to give myself squad points (which has the side effect of also giving squad points to my henchmen) to retrain the added powers.

Modifié par The Smoking Man, 03 mars 2010 - 01:49 .


#1871
DemonSlayer_1

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I have a question concerning weapons:
I love the sound of the widow, but I like the V-97 Viper more in appearance.

Is it entirely possible to give the V-97 the mass cannon's sound?
The V-97 looks more like a military rifle, so I carry it over the widow all the time.

Modifié par DemonSlayer_1, 03 mars 2010 - 01:50 .


#1872
kenshin620

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southbeatz1169 wrote...

I can't remember if I put all of the bindings in the readme file, i'll have to check but just incase they were:

numpad 1 through 5 is fov 70 to 110 for the fov mod.
for the armor mods, numpad 6 toggles sound on and numpad 7 toggles it off. At any point if you want sounds on the normandy and toggle them back on and they don't work right, just quick save and quick load and they'll be normal.




hmm still doesnt work

I have
CasualAppearances
HSV SpecAppearances
Henchman & NPC Armor

mods on

I have the G15 logitech keyboard if that helps and I press 6 multiple times with only the loading screen sound going on in the normandy. numpad is fuctioning.

#1873
tropicalwave

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My favorite thing to do is get the Cain and change AmmoPerShot to 10. Just don't get to carried away and shot too much you'll kill yourself. (though that is fun!) I'm gonna go around trying to change other things with this OP weapon. Of course to make it more OP I can take the 10,000 damage and make it larger just to make sure!!!!



I noticed someone was messing with the aiming but never saw what the final conclusion was (not really directed towards the Nuke but in general). I haven't messed with those settings yet but am curious as to what has happened.

#1874
Timerider42

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tropicalwave wrote...

My favorite thing to do is get the Cain and change AmmoPerShot to 10. Just don't get to carried away and shot too much you'll kill yourself. (though that is fun!) I'm gonna go around trying to change other things with this OP weapon. Of course to make it more OP I can take the 10,000 damage and make it larger just to make sure!!!!

I noticed someone was messing with the aiming but never saw what the final conclusion was (not really directed towards the Nuke but in general). I haven't messed with those settings yet but am curious as to what has happened.


I was trying to adjust the firing rate of the Cain to no avail. Anyone figure that out?

#1875
tropicalwave

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I think the Cain is special in its firing rate because of the animation that goes along with it. That may be hardcoded somewhere. None of the normal settings effect it at all. All I've been able to change so far is the damage and ammo specifically. Not even infinite ammo seems to work on it.



I haven't messed with an recoil or aim settings, mostly for fear of messing them up and having to reset up my whole .ini. LoL I'm playing slowly.