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Modding is possible (guide)


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#2051
Dark Glasses

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I guess you're right Bianco.

*unpacks luggages*



I wish I could do something with texturing, but I can't figure why I can't change Beret Hat colour brown, to blue colour.

#2052
BiancoAngelo7

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haha im glad you unpacked :P



The beret hat is a unique case. I was personally the one who did that mod, but there is no way to change the color. It is an in game object that was not meant to be used by the player. So it has clipping issues with the hair mesh as well as not having a variable color map for the texture. So the only way to solve either( and both ) issues was to remove all the "glow" layer and make it APPEAR to be black.



So you see I didnt recolor it, I actually darkened it. I hope that makes sense. :)

#2053
southbeatz1169

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Modding has typically involved the type of people that share information and help others because the more people that can learn something, can increase the amount of people that can mod a game and that can increase the amount of potential mods. Someone else might find a solution to something that the first person missed, If Narfgarg returns, that's cool, he seemed to put a lot of effort into ME2 but if not, there are others, including myself.



I've noticed that all that's been mentioned really is ini and texture modding. I know that's all that's currently possible but i've been delayed on releasing updates for my ini mod because i've been looking to see what else can be modded. I'm used to creating bigger mods like cities, planets, party member mods, new models or meshes etc but i'll definitely take what I can get. I've seen lots of areas in the citadel full of active npc's some of which through a glitch but it just made me want to find a way to get to the other parts of the citadel that are not accessible and see if there are any potential interactions.



I took a break from modding Dragon Age Origins to try at ME2 because this is one of my favorite game series and really hope it can have some mods. Unless someone with some form of programming knowledge comes along with a program to extract/compile all of the data files for me2, modding will probably be limited but we all can still try.



Much of this game was put together using an editor like the unreal editor but bioware was a smart enough company to know how to remove all of that unfortunately. I think there's a lot more that can be done with me2, if enough people work at it, more things can happen with this game.

#2054
foxhevon

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I look forward to the Garrus model. However, has a solution for no sound on the Normandy been found?
Also, Legion playermodel + Tali romance = Hilarity. Would be damn funny.


Garrus model in progress but still bugged i'm trying to find the command for show the personnalization menu anywhere in-game.

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Modifié par foxhevon, 07 mars 2010 - 07:01 .


#2055
Valtonis

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BiancoAngelo7 wrote...

No - modding is by no means over, even if Narf Garg does not return. There are several people committed to modding both on the textures and the ini files. For a complete list of people involved check the two modding groups and look at how many people are in the members area.


exactly what i was trying to say in my previous post.

i wasn't denying that Narfgarg did contribute quite alot but the moaning that went on just because he isn't around is just ridiculous.
and is IMO disrespectful to the modders that are still around

#2056
Authunar

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Still doesn't change the fact that he hasn't said anything since that happened ._.

And at o-ok y'know what, nevermind. I'll just sit here and observe.

And besides, there's only so much you can do with texture editing and .ini editing. And we still need to find a fix for not being able to have most other companion outfits outside of the normandy, editing the save everytime can become reaaaaaly tedious.

I'd try and help, but I'm caught up with all the stuff I'm doing for Fallout at the moment. Plus I've got a ton of school work to catch up on. But I did not mean to disrespect any of the modders here, I'm a big one myself. Been modding Bethesda games ever since morrowind and I don't mean the simple stuff, I'm talking biiiiig mods.

Modifié par Authunar, 07 mars 2010 - 07:17 .


#2057
dilmonen

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foxhevon wrote...


Garrus model in progress but still bugged i'm trying to find the command for show the personnalization menu anywhere in-game.


i've never modded a game before, but i'm trying to figure this out myself.  no progress at all yet, but hopefully i can come up with some idea soon...

#2058
BaaduII

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Authunar wrote...

Still doesn't change the fact that he hasn't said anything since that happened ._.

And at o-ok y'know what, nevermind. I'll just sit here and observe.

And besides, there's only so much you can do with texture editing and .ini editing. And we still need to find a fix for not being able to have most other companion outfits outside of the normandy, editing the save everytime can become reaaaaaly tedious.

I'd try and help, but I'm caught up with all the stuff I'm doing for Fallout at the moment. Plus I've got a ton of school work to catch up on. But I did not mean to disrespect any of the modders here, I'm a big one myself. Been modding Bethesda games ever since morrowind and I don't mean the simple stuff, I'm talking biiiiig mods.

Hm well I mentioned that if you want to do larger mod then someone has to work out how to put the packages together or recompile it back together. Would solve alot of issue , I'd do  it  if I was a skilled programmer . Figuring that someone understand how to Extract them (They wrote an Extract program )  it can to the opposite and put it back together it a matter of someone wanting to do it .


I don't know about "Cities " I know getting the functional mods with background streaming on is possible . Maybe model editing . . Another theory is someone has to figure out how the DLC system work and you could import anything into the game via the DLC folder.

Modifié par BaaduII, 08 mars 2010 - 12:17 .


#2059
valiala

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foxhevon wrote...


I look forward to the Garrus model. However, has a solution for no sound on the Normandy been found?
Also, Legion playermodel + Tali romance = Hilarity. Would be damn funny.


Garrus model in progress but still bugged i'm trying to find the command for show the personnalization menu anywhere in-game.

Posted Image

looks awesome, looking forward to it

#2060
l0stl0rd

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@BaaduII The problem is getting something to load from the DLC folder. I tried to create my own dlc but without knowing how to add it to the BioPersistentEntitlementCache you will just get an error message.



As for repacking them from what I understand it would be easier to create an editor then repack them.

quote from Gildor who created the extract program and umodel

"Also, it is not possible to edit mesh by patching a file. There is only one way to edit (replace) mesh - using UnrealEd. IMHO it is much simpler to find a way to launch Mass Effect 2 in editor mode than create program for producing unreal packages."

#2061
dilmonen

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l0stl0rd wrote...
quote from Gildor who created the extract program and umodel
"Also, it is not possible to edit mesh by patching a file. There is only one way to edit (replace) mesh - using UnrealEd. IMHO it is much simpler to find a way to launch Mass Effect 2 in editor mode than create program for producing unreal packages."


i was thinking about this too, so i looked into how they did it with borderlands.  gearbox left the editor functions in that exe, which is about 32mb.  the masseffect2.exe is only 16mb, so i have the feeling bioware stripped that from the package...  :(

#2062
Phnx

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Still no camera distance mod? (Not FOV!) :(

#2063
Azureum

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Sorry for my lack of posts, I've been ill, I will get back to working on the website at some point (http://me2mods.azureum.com) but I'm still having real life issues that are taking my time away.

As for the argument on here, NarfGarg has shown a repeated unwillingness to share some of the modding information when asked to, he just sat there and teased us with videos, he was simply an attention/glory seeker, wanting praise, thats all.

The other guy walked in and posted the info people wanted before him and he got annoyed, simple immaturity.

Modding of this game will continue without him, he isnt the god of modding, as everyone contributes.

Modifié par Azureum, 07 mars 2010 - 09:04 .


#2064
southbeatz1169

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dilmonen wrote...

l0stl0rd wrote...
quote from Gildor who created the extract program and umodel
"Also, it is not possible to edit mesh by patching a file. There is only one way to edit (replace) mesh - using UnrealEd. IMHO it is much simpler to find a way to launch Mass Effect 2 in editor mode than create program for producing unreal packages."


i was thinking about this too, so i looked into how they did it with borderlands.  gearbox left the editor functions in that exe, which is about 32mb.  the masseffect2.exe is only 16mb, so i have the feeling bioware stripped that from the package...  :(

I already looked for it and Bioware did a good job of removing it completely except in an ini file but I suppose they needed to keep that part.  There is a lot of ME1 things in this ini file for some reason also and they aren't used in me2.  Far as unrealED goes, it may be possible to make something work with that or udk but there isn't an editor anywhere in the me2 files so it would be questionable.  I was planning to try some things but i'm finishing up some other small mods first.

#2065
Dark Glasses

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Azureum wrote...

Sorry for my lack of posts, I've been ill, I will get back to working on the website at some point (http://me2mods.azureum.com) but I'm still having real life issues that are taking my time away.

As for the argument on here, NarfGarg has shown a repeated unwillingness to share some of the modding information when asked to, he just sat there and teased us with videos, he was simply an attention/glory seeker, wanting praise, thats all.

The other guy walked in and posted the info people wanted before him and he got annoyed, simple immaturity.

Modding of this game will continue without him, he isnt the god of modding, as everyone contributes.

I agree.
Nothing is more annoying just teasing people, but he did eventually released his creations.

#2066
BiancoAngelo7

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Lets just put the whole thing behind us and focus on making bigger and better mods than EVAR! lol



Seriously, I can't wait to mod that hammerhead...*foams at the mouth* Gonna make a frigin SWEET version of it with lights n stuuuff. ;)

#2067
rokeeb

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Dark Glasses wrote...


I wish I could do something with texturing, but I can't figure why I can't change Beret Hat colour brown, to blue colour.


i tried doing the same thing but it turned into a silver colour 

#2068
Well

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DJ_D wrote...

BiancoAngelo7 wrote...

@Leeox

haha awsome lol Im really feeling the love right now hahaha This was bothering me sooo much now I can finally enjoy my new game plus!

Thank you, its so nice that even with limited resources (no dev tool) this modding community looks out for each other in such a manner. Its almost enough to bring a single tear to my eye lol

Thanks again bud!


I have an Updated Line here for you. Seeing as the one Leeox postet also adds the ship upgrades, youll get some issues when asking a squadmember for Upgrades. The game doesnt recognises that you already have them and thinks you dindnt ask them for upgrades at all. That gave me some serious trouble in the endgame.
And you can imagine what happened there since I did not ask for any upgrades.:(

With this line here, you wont experience the issues, but still have to ask your crew members for their ship upgrades.

Bindings=( Name="F10", Command="setintbyname Tec_AutoPistol 5 | setintbyname Tec_AutoPistolR1 1 | setintbyname Tec_AutoPistolR2 1 | setintbyname Tec_AssaultRifle 5 | setintbyname Tec_AssaultRifleR1 1 | setintbyname Tec_AssaultRifleR2 1 | setintbyname Tec_BioticUpgrade 5 | setintbyname Tec_BioticR1 1 | setintbyname Tec_BioticR2 1 | setintbyname Tec_HeavyAmmo 5 | setintbyname Tec_HeavyPistol 5 | setintbyname Tec_HeavyPistolR1 1 | setintbyname Tec_HeavyPistolR2 1 | setintbyname Tec_MediGel 5 | setintbyname Tec_MediGelR1 1 | setintbyname Tec_MediGelR2 1 | setintbyname Tec_MiniGameDecrypt 1 | setintbyname Tec_MiniGameHack 1 | setintbyname Tec_ShepardHealth 5 | setintbyname Tec_ShepardR1 1 | setintbyname Tec_ShepardR2 1 | setintbyname Tec_Shield 5 | setintbyname Tec_ShieldR1 1 | setintbyname Tec_ShieldR2 1 | setintbyname Tec_Shotgun 5 | setintbyname Tec_ShotgunR1 1 | setintbyname Tec_ShotgunR2 1 | setintbyname Tec_SniperRifle 5 | setintbyname Tec_SniperRifleR1 1 | setintbyname Tec_SniperRifleR2 1 | setintbyname Tec_TechUpgrade 5 | setintbyname Tec_TechR1 1 | setintbyname Tec_TechR2 1 | setintbyname Tec_BovineFortitude 1" )



EDIT://  One cool thing you get as a side effect is, that if you pick up the weapon and shield upgrades throughout the game, they add up. Since you already have 5/5 AR Damage upgrades for example and pick up another one, the damage still increases, since you now have 6/6 Upgrades. That keeps on going until you stop picking up upgrades in missions or none are left.
I had 325% Ammo for the Cain at the end :o


Thank you.I have done 4 games but uninstalled and it didnt ask me if I want to keep saves.So starting over.This will make it more fun.Appreciate the work.Good luck to you.

#2069
dilmonen

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southbeatz1169 wrote...

I already looked for it and Bioware did a good job of removing it completely except in an ini file but I suppose they needed to keep that part.  There is a lot of ME1 things in this ini file for some reason also and they aren't used in me2.  Far as unrealED goes, it may be possible to make something work with that or udk but there isn't an editor anywhere in the me2 files so it would be questionable.  I was planning to try some things but i'm finishing up some other small mods first.


i used gildor's tool to decompress one of the pcc files & then tried to open with the udk...  fail

Unable to load package (D:\\Games\\Mass Effect 2\\BioGame\\CookedPC\\unpacked\\BioP_Nor.pcc) PackageVersion  512, MaxExpected  678 : LicenseePackageVersion  130, MaxExpected    0.


#2070
southbeatz1169

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For Borderlands, if I remember correctly, the game's exe file had to be slightly modified for the editor to work without constant errors, that may be the case with ME2 as well but there is the chance that it just won't work too though. I used a program to extract a pcc file for me2 before and it doesn't extract everything correctly which can cause problems. I don't have any programming knowledge so I can't do anything regarding that.



I've been modding games for a long time and I know without a working method to modify these files in an editor like unrealED or a way to properly extract and pack everything back then modding will be reasonably limited for ME2. I know there are people here doing lots of good with with texture mods and tweaks but i've always preferred larger scale mods like cities, planets, party members and similar things.



If the files could be extracted and packed without the game having errors, it'd be reasonably easy to hex edit and make lots of changes and mods although that can be tedious, it's not that difficult to do in a hex editor. I've already looked through some me2 files in a hex editor and seen some things that could be done but Bioware did a good job with making the game not look to their mod import folders that they actually included in the game but made them hidden.



They done a good job of disabling several things and who knows where they put triggers for some of this at. I like the challenge though sometimes, it's good sometimes to try things and see what can actually be done and work at other things until something works. ME2 isn't that old yet so there's still plenty of time to try to find ways to mod it.

#2071
minormiracle

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Something else Narfgarg sat on. At least it shows personalization can be done anywhere.

#2072
southbeatz1169

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minormiracle wrote...

Something else Narfgarg sat on. At least it shows personalization can be done anywhere.


I haven't looked into that yet but I suppose that's something some people might be unhappy about.  Mods being created and shown but never shared and that forces others to figure it out and make it themselves and that just slows down the modding process entirely because if something's been done already, it should be shared so that someone else doesn't have to do it and waste time that could have been spent on an actual new mod.

I'll look into this one sometime but I doubt i'd use it myself since I don't change armor that frequently to need it.  One downside i've seen to wearing henchman armors is like when I wore Samara's outfit and used her head and she'd talk with femshep's voice, it just seemed odd lol but I like the asari people in the game so it's ok I suppose.

#2073
minormiracle

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southbeatz1169 wrote...

minormiracle wrote...

Something else Narfgarg sat on. At least it shows personalization can be done anywhere.


I haven't looked into that yet but I suppose that's something some people might be unhappy about.  Mods being created and shown but never shared and that forces others to figure it out and make it themselves and that just slows down the modding process entirely because if something's been done already, it should be shared so that someone else doesn't have to do it and waste time that could have been spent on an actual new mod.

I'll look into this one sometime but I doubt i'd use it myself since I don't change armor that frequently to need it.  One downside i've seen to wearing henchman armors is like when I wore Samara's outfit and used her head and she'd talk with femshep's voice, it just seemed odd lol but I like the asari people in the game so it's ok I suppose.


combined with onlyloadlevel keybinds, it should allow for loading NPC costumes without changing backgroundlevelstreaming.

#2074
minormiracle

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Speaking of sitting on things, I've been fiddling with this one for a while but it's still bugged.



To get two of the same party member in game, first disable someone you don't want. For example, go to [SFXGame.BioSFHandler_PartySelection] and disable Jacob by deleting InSquadLeading after InPartyLabel=. Now add key bindings to the pcc of the party member to be duplicated. 00 for non loyal, 01 for loyal.



Bindings=( Name="NumPadOne", Command="Streamlevelin BioH_Vixen_01" )

Bindings=( Name="NumPadTwo", Command="Streamlevelout BioH_Vixen_01" )



Pick Jacob and Miranda's non loyal uniform. Numpad 1 will now add loyal Miranda to your party, and Numpad 2 will get rid of her in case she becomes bugged and need reloading. Due to area transitions your added NPC will become unresponsive to commands but should still follow you around and take part in combat. It's pretty bugged though, and even with bUseBackgroundLevelStreaming=False the added NPC will still often stop working properly after an area transition, but at least their party icon stays put.



Doing this with two party members already in party will cause the game to freeze during conversations.

#2075
BaaduII

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l0stl0rd wrote...

@BaaduII The problem is getting something to load from the DLC folder. I tried to create my own dlc but without knowing how to add it to the BioPersistentEntitlementCache you will just get an error message.

As for repacking them from what I understand it would be easier to create an editor then repack them.
quote from Gildor who created the extract program and umodel
"Also, it is not possible to edit mesh by patching a file. There is only one way to edit (replace) mesh - using UnrealEd. IMHO it is much simpler to find a way to launch Mass Effect 2 in editor mode than create program for producing unreal packages."


Gonna have to ask the DLC hackers about that lol which we can't do on this forum someone should give it a shot though off the record.

Modifié par BaaduII, 08 mars 2010 - 12:23 .