Modding is possible (guide)
#1951
Posté 04 mars 2010 - 10:40
#1952
Posté 04 mars 2010 - 10:44
My accidents usually end up causing something to crash on me.
#1953
Posté 04 mars 2010 - 10:47
#1954
Posté 04 mars 2010 - 11:32
#1955
Posté 04 mars 2010 - 11:50
Dragon Age Origins?southbeatz1169 wrote...
I'd assume that it was EA that caused there to not be any modding tools for the ME series because EA has a history of being against mods.
P.S. Can someone send me their Vanguard?
#1956
Posté 05 mars 2010 - 12:06
snowkel1 wrote...
Dragon Age Origins?southbeatz1169 wrote...
I'd assume that it was EA that caused there to not be any modding tools for the ME series because EA has a history of being against mods.
Spore is quite moddable as well, but, IIRC Maxis liked the modders modding Spore.
#1957
Posté 05 mars 2010 - 12:15
southbeatz1169 wrote...
I'd assume that it was EA that caused there to not be any modding tools for the ME series because EA has a history of being against mods.
hmm the C&C franchise has a great deal of follwers. and the Battle for Middle Earth although that has been faltering since its been years. Then theres the Sims.
it just depends on the game whether or not it has tools sets
#1958
Posté 05 mars 2010 - 12:19
#1959
Posté 05 mars 2010 - 12:34
BiancoAngelo7 wrote...
so does anyone know how to disable those annoying popups? The ones that always say Press F to Continue and the one that always comes up if you accidentally try to use a power while ur cooling down?
Yeah. I've seen a mod somewhere that claimed to do it but I can't find it now and would rather have have the words and not the mod itself. Please someone I know they know!!!! I cannot find it...
#1960
Posté 05 mars 2010 - 12:35
#1961
Posté 05 mars 2010 - 12:38
I wish you lots of luck in the removing/hiding of weapons.
#1962
Posté 05 mars 2010 - 12:41
I would love to know this also.LeOoX wrote...
[...] When using
Bindings=( Name="NumPadEight", Command="set SFXPawn_Player bUseCasualAppearance true" )
[...] Is there a way to make them visible again with this code?
Modifié par Varenus Luckmann, 05 mars 2010 - 01:31 .
#1963
Posté 05 mars 2010 - 12:49
Actually, you can with the the gibbed save editor but all the head morphs are to the extremes, I was just wondering if you can make the head morphs less extreme.southbeatz1169 wrote...
Tevor Bloodscythe, I doubt that Shepard's head can really be modified unless someone finds a way to import models back into ME2. If someone creates a program to make this possible, I could make Shepard's head and neck fit Jack's body easily. There's quite a bit i'd like to do with models and mesh in this game but without programs to properly import and export things, it's just not going to happen for now.
I have taken a picture of my barely used renagade char, Showanda Shepard., for and example.
http://s574.photobuc...enShot00001.jpg
#1964
Posté 05 mars 2010 - 01:06
#1965
Posté 05 mars 2010 - 01:26
For hints, look for...
[SFXGame.BioHintSystemBase]
m_bEnabled=True
Obviously, change it to false. For popups, look for...
[SFXGame.BioEventNotifier]
fPassivePopupDisplayTime=(Something, forgot the original number)f
And change it to
fPassivePopupDisplayTime=0f
Hope this helps!
Modifié par illerianna, 05 mars 2010 - 01:30 .
#1966
Posté 05 mars 2010 - 01:37
#1967
Posté 05 mars 2010 - 02:23
#1968
Posté 05 mars 2010 - 03:03
Was the default in my ini in case anyone wanted to know. I'll have to check this out (the best place is after the Tali Loyalty quest if you hang around to talk to the Kal and the Admirals)
I'll let you know how it works for me. Thank you!
EDIT:
Ok I changed them both and still got the 'Press F..." popup, though I did not get the cerberus logo with it. Very strange. So it did get rid of the popup on the side but didn't get rid of the one I wanted, I guess they would be considered help or tutorial popups????
Modifié par tropicalwave, 05 mars 2010 - 03:25 .
#1969
Posté 05 mars 2010 - 03:28
Timerider42 wrote...
Theres nothing by the name of GethMiniGun in the updated ini. What does the enemy weapon mod apply it to?
Isn't it the SFXGameContent_Inventory.SFXWeapon_GethPulseRifle ???
#1970
Posté 05 mars 2010 - 03:32
[SFXGame.BioWorldInfo]
m_nDesignerEnableTutorialPlotFlag=-1
There are probably more entries similar to that one, not sure if that is the right one since i can't go check it out right now but i figured i'd post it anyways incase you wanted to look at it, tropicalwave.
Modifié par southbeatz1169, 05 mars 2010 - 03:33 .
#1971
Posté 05 mars 2010 - 03:57
I did find a couple of references to BIOG_2DA_UI_X.Tutorials_Tutorials which would lead me to believe that it is outside of the ini?
From what I gathered that little window that pops up at the bottom is called a hint for example I found this:
(HintName="TakeCoverHint", MaxDifficulty=3, DefaultText=278983, PCText=278983, ClearEvent="EnterCover")
And I know the take cover hint pops up in the same box as the F one does....
EDIT: And why the heck does this forum add extra line returns ... sheese.
Modifié par tropicalwave, 05 mars 2010 - 03:58 .
#1972
Posté 05 mars 2010 - 04:35
It kinda reminds me of that mini-gun ammo backpack in resident evil 5. I know it will look fake pulling weapons out of thin air but it looks fake anyways having that many weapons just sitting on shepard's back and body. You know, some of these special weapons really are pure crap like that widow sniper rifle and the uhm i can't remember its name offhand, the special shotgun.
Both of them only hold 1 bullet at a time and neither can perform 1 shot kills except on weak opponents or on a low difficulty. I find that the sniper rifle that is semi-automatic is the best since it's got reasonable damage and holds a lot of bullets but also fires quickly. I think all of the shotguns are weaker than they should be but they are better than heavy pistols probably. I know I could make changes in the ini to improve guns but i'm finishing a hardcore run then on to insanity so it would be pointless to make a gun stronger when i'm looking for more challenge.
So far my biggest challenge is keeping medigel for these AI teammates that like to stand out in the open and get shot down, even when I direct them to take cover they sometimes still stand there and die. Already there's been 1 time where I had to kill like around 15 people by myself before the teammates could revive lol.
Modifié par southbeatz1169, 05 mars 2010 - 04:46 .
#1973
Posté 05 mars 2010 - 05:37
Aria's body is located in "BioD_OmgHub_220DenBar.pcc" as "HMF_ARM_LGTd_MDL".
Aria's body and clothes are in : BioD_OmgHub_220DenBar.pcc
just open it with umodel and press pagedown key to navigate to it .
body : HMF_ARM_LGTd_MDL
face tatoo : ASA_HED_PRO_Tat2
head : ASA_HED_PROBASE_MDL
clothes : HMF_ARM_LGTd_MAT_1a
Aria Code:
FullBodyAppearances=(Id=2010,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL",Female="BIOG_HMF_ARM_LGT_R.LGTd.HMF_ARM_LGTd_MDL"),PlotFlag=-1)
Examining this line - I see
BIOG_HMF_ARM_LGT_R - Is this the texture? No such texture even exists in BioD_OmgHub_220DenBar
Now what I do see for Aria is this - HMF-ARM_LGTd_MAT_1a (MaterialInstance), HMF_ARM_LGTd_Diff (Texture2D), HMF_ARM_LGTd_Norm (Texture2D | PF_NormalMap_HQ), HMF_ARM_LGTd_Spec (Texture2D), and finally I have the model for her as HMF_ARM_LGTd_MDL (SkeletalMesh | LOD BaseMesh)
All of those make up her armor
How are you finding .LGTd.????
I have been trying to make the old helmet seen in the opening cutscene work for days and everytime it fails...
HelmetAppearances=(Id=5,Name=335474,Description=335475,Type=CustomizableType_Helmet,Mesh=(Male="BioD_ProNor.Base.HMM_CineProp_World",Female="BioD_ProNor.Base.HMM_CineProp_World",bHasBreather=True,bHideHair=True),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)
HelmetAppearances=(Id=6,Name=335474,Description=335475,Type=CustomizableType_Helmet,Mesh=(Male="BioD_ProNor.Base.HMF_HGRProp_Skin_World",Female="BioD_ProNor.Base.HMF_HGRProp_Skin_World",bHasBreather=True,bHideHair=True),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)
.Base. - Nothing
.Skin. - Nothing
.CineProp. - Still a no go
The third is the actual model, but how in the world are you finding whats inbetween .and . & BIOG_HMF_ARM_LGT_R - This doesn't even showup in omghub220
Where did you get this????
I have been trying to find the right combo for the original helmet we have on SR-1 for about 3 days....
I finally threw in the towel
HelmetAppearances=(Id=6,Name=335474,Description=335475,Type=CustomizableType_Helmet,Mesh=(Male="BioD_ProNor.Base.HMF_HGRProp_Skin_World",Female="BioD_ProNor.Base.HMF_HGRProp_Skin_World",bHasBreather=True,bHideHair=True),GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)
I always thought that the first "<name>" was the pcc file
the second ".<name>." was the Skin or Cineprop relating to the main model name
The third is of course the actual model.
#1974
Posté 05 mars 2010 - 06:05
tropicalwave wrote...
Did some searching because as I think about ME modding I was wondering if it was Epic or Bioware that locked the game down because I was like others and under the impression that since Bioware tends to allow modding (and at times published a kit). This is what I found:
"Every Unreal Engine license includes the right to redistribute UnrealEd publicly, enabling teams to release the content creation tools along with their game to the mod community. Mod support has been a major factor behind the success of many prominent PC games today, and we anticipate that support for PC-based mod development may be a significant factor in future console games as well."
www.unrealtechnology.com/features.php
So it seems it was an EA/Bioware decision. Makes me sad.
They don't want any competition with their official mods(DLC). Hell I bet Dragon Age wouldn't have gotten a toolset if they thought they could get away with it.
Bioware's excuse of "corrupting your savegame with mods" is utter Bull. It would be quite easy to make an unmodded save for your ME3 import, most people don't play with mods on their first go. And even f you had mods installed they would not necessarily ruin your import.
It's greed, plain and simple.
I am so going to get flamed, hopefully it doesn't derail the topic or take up to much space.
Modifié par planed scaped, 05 mars 2010 - 06:06 .
#1975
Posté 05 mars 2010 - 06:37
Everything the save file import feature does is just from things that are part of the game's story and side story and small npc encounters. Even if ME2 has a toolset and people made mods, planets, new quests, new characters, none of it would be imported because ME3 will only look for the certain things from ME1 and ME2 that Bioware put in there so mods will have no effect no matter what is done.
I don't know why they'd be stupid and not offer a toolset or editor, most companies are that way and just want people to play it, get bored with it and go buy another game from them and settle for whatever gaming experience the developers want people to have which is often not that good. The vanilla versions of games rarely are good enough, most don't even come close. If I did not mods games and did not have me2 mods, i'd of done good to play it through twice before being tired of the same thing over and over but since the few mods around can improve things, it adds to the gameplay a bit.
It is pathetic though that these companies go through the work and effort to remove these editors and toolsets when they could just leave them there or if anything, leave a limited version.




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