minormiracle wrote...
BaaduII wrote...
If I where to guess a solution to the background streaming problem and the morphing head will come when people learn how to recompile the extracted Packages . Simply to get any mod to load all someone would have to do is move all the appropriate files to one of the packages that are constantly loaded throughout the game . Or replace the base head with a salarian or asari along with the appropriate morph targets.
Since streaming in the necessary files for any NPC uniform is now trivially easy with key bindings, all that would be needed to get them to work anywhere with BackgroundLevelStreaming is some way to trigger a reload of the main character's sprite on the go, such as with the appearance customization console or cosmetic surgery event.
Hm yeah guess your right . I was looking into the packages to try to get the NPC to be fully functional. Figured it was connected to packages and what the game is programmed to load (Since Aira only works on Omega_den map and nowhere else . IN theory If you could move all of aria files to BioP_Char and recomplie it then it should load everywhere with backgroundstreaming turned on presistently . BioP_Char is the Package the game loads first that include the basic human meshes for shepard . That why i'd figure recompling the Packages would make any model work on any map regardless of what package it orignally came from Simply by moving the desired files to the BioP_Char and recompling it as a new PCC . and lol in theory it should work . If someone wrote the Extraction program then it probably possible to write a program to write a recompile program (Though I know little of programming I know in the Kotor modding they eventually found a way to export and reimport meshes back into the game , with no help from bioware )
. In the first mass efffect it was relatively easy to replace shepard with just about any character in the game long as they had animation . Though In This one Not so much
751 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Asari01.BioMaterialOverride_82'
752 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Asari02.BioMaterialOverride_68'
753 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Asari03.BioMaterialOverride_71'
754 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Asari04.BioMaterialOverride_74'
755 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Asari05.BioMaterialOverride_77'
756 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Asari06.BioMaterialOverride_80'
757 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Asari07.BioMaterialOverride_83'
758 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Asari08.BioMaterialOverride_86'
759 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Salarian02.BioMaterialOverride_182'
760 = BioMorphFace'BIOFace_TwrHUB.Lite.BioFace_Asari01'
761 = BioMorphFace'BIOFace_TwrHUB.Lite.BioFace_Asari02'
762 = BioMorphFace'BIOFace_TwrHUB.Lite.BioFace_Asari03'
763 = BioMorphFace'BIOFace_TwrHUB.Lite.BioFace_Asari04'
764 = BioMorphFace'BIOFace_TwrHUB.Lite.BioFace_Asari05'
765 = BioMorphFace'BIOFace_TwrHUB.Lite.BioFace_Asari06'
766 = BioMorphFace'BIOFace_TwrHUB.Lite.BioFace_Asari07'
767 = BioMorphFace'BIOFace_TwrHUB.Lite.BioFace_Asari08'
768 = BioMorphFace'BIOFace_TwrHUB.Lite.BioFace_Salarian02'
"Guessing the biomorphface is the function that point to the unique NPC face.in the package of BioP_Twrhub
7279 = SkeletalMesh'BIOG_ASA_HED_PROMorph_R.PROBase.ASA_HED_PROBASE_MDL'
7280 = SkeletalMesh'BIOG_ASA_HGR_HVY_R.HVYa.ASA_VSR_HVYa_MDL'
7281 = SkeletalMesh'BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL'
7282 = SkeletalMesh'BIOG_HMF_HGR_MED_R.BRT.HMF_BRT_MEDb_MDL'
7283 = SkeletalMesh'BIOG_HMF_HGR_MED_R.BRTb.HMF_BRTb_MED_MDL'
7284 = SkeletalMesh'BIOG_HMF_HGR_MED_R.BRTc.HMF_BRTc_MED_MDL'
7285 = SkeletalMesh'BIOG_SAL_HED_PROMorph_R.SAL_HED_PROBASE_MDL'
I haven't figured out how to load it yet as a helmet mesh ,or apply texture to it
Modifié par BaaduII, 07 mars 2010 - 07:21 .