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Modding is possible (guide)


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#2126
minormiracle

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Something for the screenshot junkies. How to take screenshots of conversations between shepard and party members on the normandy from different angles.

InPartyLabel=, (in [SFXGame.BioSFHandler_PartySelection])
Bindings=( Name="NumPadThree", Command="ToggleFlyCam" )
Bindings=( Name="NumPadNine" , Command="streamlevelin BioH_SelectGUI" )

The first makes that party member not show up in game after party selection, the second gives you a free roaming cam, and the third lets you load party selection anywhere. Combining all three lets you take screenshots on the normandy of encounters between shepard and the party member you do select from different angles if you set up the camera ahead of time.

Trying this with two party members will crash the game, so only select the person you want to talk to. Just lead them to the camera spot. They'll float over in their idle pose, where you can select them and start the conversation. It's quite surprising how much sprite clipping and jumping goes on outside the camera frame, yet how seamless it all looks when you play the game normally.

Modifié par minormiracle, 09 mars 2010 - 05:22 .


#2127
mxfox408

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in order to apply those clothing changes what lines did you edit so i can edit them manually since i have my numpad keys already bound

#2128
southbeatz1169

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If you know how to edit the ini file, just open up one of the ones I posted and copy the lines from

[SFXGame.SFXPawn_Player]

over the ones in the ini file you already are using, that's where the armor and clothing is at.

#2129
neok182

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little request. tried searching but couldn't find anything.



Can aria's outfit be made to be a casual outfit for a femshep and can it work without the sound glitches?

#2130
Lavans6879

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How does one enable the debug console?

#2131
Azureum

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iOverRateD wrote...

on page 84,

Azureum broke this thread with that extremely long line of text he pasted

and Ware-Neck quoted it on this page 0_o


Someone isn't using his eyes properly, I just replaced my posts on page 84 with .... to see if you were right, turns out you aren't, the page is still extended, and further more, he quoted my post yes, but there is no extended page here, its not stretched out.

So what gives? :P

EDIT: Let me know when you've noticed you are in error so I can put those posts back in :)

Modifié par Azureum, 09 mars 2010 - 10:40 .


#2132
phoenixofthunder

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If this has been posted before, I apologize ahead of time:unsure:. To fix lag issues in game (especially in Normandy debriefing room) Search in the Coalesced.ini file for the line: "FloatingPointRenderTargets=True" and set it to: "FloatingPointRenderTargets=False" :PThe only drawback is it messes up a dynamic lights and shadows. Making the graphics look like the ones in System Shock 2.:pinched: <_<(This is a fix for the Geforce 8 Series (8400 GS, 8600 GT, 8600 GTS,  8800 GS, 8800 GT, 8800 GTS & 8800 GTX)).  :)   


FPS never knocks below 30. Except on the Normandy during free walking; lowest seen 24 FPS at galaxy map.

Modifié par phoenixofthunder, 09 mars 2010 - 10:05 .


#2133
Azureum

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@phoenixofthunder



AHH, colour, its BURRRNNNSSS :-X

#2134
phoenixofthunder

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@Azureum 

Fixed

#2135
southbeatz1169

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I was wondering, how is it that there are frame rate issues with these video cards? I use a 640mb 8800gts OC and have never had any frame rate drops. In another pc of mine here, I have a 768mb 8800gtx oc and that one doesn't get frame rate drops either. If this is happening to enough people but not to me, perhaps it could be cpu or hdd related for some people.

#2136
Azureum

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I have an Nvidia Geforce 8800 GTX (756mb) as well and I run everything on full @ 1280 x 720 along with some visual tweaks to enhance things like lens flares and detail to shadows etc, I only see a slight drop in FPS during conversations, but its nothing to shout about.



There are quite a few tweaks of things on this thread:

http://forums.guru3d...2752b5&t=314216



It's pretty good on that thread the settings you can use.



Might be good if someone went through the settings and created a low end mid range and high end version of the settings so that people can choose.

#2137
Dark Glasses

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phoenixofthunder wrote...
If this has been posted before, I apologize ahead of time:unsure:. To fix lag issues in game (especially in Normandy debriefing room) Search in the Coalesced.ini file for the line: "FloatingPointRenderTargets=True" and set it to: "FloatingPointRenderTargets=False" :PThe only drawback is it messes up a dynamic lights and shadows. Making the graphics look like the ones in System Shock 2.:pinched: <_<

Yeah it breaks Dynamic Lighting + Shadows + Fog + Depth of Field.

Posted Image

#2138
phoenixofthunder

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Dark Glasses wrote...

phoenixofthunder wrote...
If this has been posted before, I apologize ahead of time:unsure:. To fix lag issues in game (especially in Normandy debriefing room) Search in the Coalesced.ini file for the line: "FloatingPointRenderTargets=True" and set it to: "FloatingPointRenderTargets=False" :PThe only drawback is it messes up a dynamic lights and shadows. Making the graphics look like the ones in System Shock 2.:pinched: <_<

Yeah it breaks Dynamic Lighting + Shadows + Fog + Depth of Field.

Posted Image



I know, yet all tweaks I have tried don't stop my frame drop: goes to 11FPS if left set to true. Using 8600 GTS. This was the only thing that seemed to stabilize frame rate. Any Ideas? :unsure:


Specs: Windows XP SP3
Memory - 3GB RAM
3 Hard Drives - 500 GB + 75GB +250GB 
Grapic Card: 8600 GTS
CPU: AMD Athalon X2 @1.91 Ghz


OH! Just noticed on Tali's recruitment mission that her face outline can be seen better, hey she just blinked. And no I'm not kidding!!!<_<<_<<_< Never saw that before., curious.:o

Modifié par phoenixofthunder, 09 mars 2010 - 12:21 .


#2139
Valtonis

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FlyinElk212 wrote...



Someone managed to take a Female hair model (the mohawk) and apply it to a male Shepard!


the mohawk is NOT a female only hairstyle. there is a male version

#2140
Ionigga

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whats the FOV for the firstperson view ? i saw that when ur drunk there's a FPS view for a few seconds...

#2141
War-Neck

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southbeatz1169 wrote...

I've updated my ini mods again with some changes and some improvements.  Including removing armors from casual selection and also removed henchman/npc armors, this only affects the one ini mod that specifies this, the others still include all of the armors.  I'll update again as I have time to finish up more that i've been working on.

ME2 Ini Mods v1.0
ME2 Ini Mods v1.1
ME2 Mods & Other PC Game Mods


Thanks for the update "southbeatz1169"! Appreciated. Posted Image

EDIT: It seems there is only a ini file for female casual outfits. I could be mistaken but I couldnt see one.
The best would be to add just one ini file that works for both male and female.

Modifié par War-Neck, 09 mars 2010 - 05:22 .


#2142
dilmonen

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Ok, so my brain hurts from bashing on the problem of getting the appearance menu to show up anywhere.



The resources are partly in SFXGame.pcc (contains the sequence handlers) & partly in BioD_Nor_000Cabin.pcc (actual gui references & sequence starter).



From what I can tell, the sequence that's fired off from the cabin via a "touch event" is "customize_clothing.sequence"



The reason the sequence is important is because it brings up the menu background & other things that you need to see your pawn reflecting the changes.



If you issue an exec command via text file to bring up the pause menu & the personalization gui at the same time, you can see your pawn there & do the rotations etc. However, you still have the pause menu up behind it which is a pain in the rear.



if anyone knows how to manually trigger a sequence via keybind or exec commands, then we can bring up the armor locker anywhere without graphical glitches.



or, if anyone knows how to launch the backgrounds that are used for things like the pause menu, then that can be activated along with the personalization gui....



off for more espresso now.

#2143
southbeatz1169

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War-Neck, as far as I know the armor and casual should be both male and female but I did not test the male versions. I'll do that today to see which ones aren't showing both male and female versions.



Dilmonen, I haven't spent any time looking into that menu for changing armor but if you've found that there are two commands needed to bring it up, I can make them a shared command which is pretty easy and then create a key binding to the shared command that can have several command functions and toggles.

#2144
War-Neck

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Hey people! Would there be a way to make one gender "hide hair" and the other to show hair when it comes to headgear???
For example I use a visor on male, but on the opposite I use a helmet (female). So the male should not have his hair "dissapear" but the female one should.
Hope you get my point, and can answer the question. If you like I could add the exact line as well.

EDIT: Well here is the exact line anyway...
(Id=5,Type=CustomizableType_Helmet,Mesh=(Male="BIOG_HMM_HIR_PRO_R.Visor.HMM_HAT_VSR_MDL",
Female="BIOG_HMF_HIR_PRO.Cosmo.HMF_HAT_Cos_MDL",bHideHair=True),PlotFlag=-1)

PS: I cut the whole sentence in two from "HMM_HAT_VSR_MDL",  TO  Female"
You will have to put the line back together, by yourself.
I did that because otherwise the page could break (I think).

Modifié par War-Neck, 09 mars 2010 - 09:46 .


#2145
Fiend Dragon

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 Has there been any progress on the editing of/ creation of DLC? I'm quite pleased with the Incisor rifle but there are a few adjustments that i'd like to make with it. After learning that the DLC files could not be edited as coalesced.ini could, I played around with trying to make the viper sniper rifle into the incisor. The weapon stats were very easy but I like the appearance of the Incisor and haven't been able to learn how the weapon meshes are applied.

Has anyone been able to do anything of this sort?

#2146
dilmonen

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southbeatz1169 wrote...
Dilmonen, I haven't spent any time looking into that menu for changing armor but if you've found that there are two commands needed to bring it up, I can make them a shared command which is pretty easy and then create a key binding to the shared command that can have several command functions and toggles.


I'm still trying to figure out all the commands to bring up the components...

There is one very noticeable side effect to getting the armor locker resources to come up outside of the cabin.  The area map shows the upper level of the normandy since you're pulling in resources from that level...

I'm hoping there is an exec capable function for loading the other parts of that menu system, because if there aren't, the way to access the locker in other locations will be one ugly hackjob.

#2147
Vladivindel

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I have a desperate plea for the people of this thread. I deeply want to have an unharmed garus and a shirtless jacob and maybe even a female shepard whos casual clothes dont look like barbie doll plastic that was melted to her already existing body.



How do I do this? I get the feeling there is no polished nude skins in the second game.. Being that as it may is it possible to import the nude skins from the first game to make the second one more interesting. Throw me a bone here.

#2148
minormiracle

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has anyone figured out how to toggle the cosmetic surgery on/off with keybinds?

#2149
minormiracle

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dilmonen wrote...

or, if anyone knows how to launch the backgrounds that are used for things like the pause menu, then that can be activated along with the personalization gui....

off for more espresso now.


would tricking the game to load the customization background by changing another menu's references (ie journal or codex) in [Engine.BioSFManager] work?

#2150
BaaduII

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dilmonen wrote...

southbeatz1169 wrote...
Dilmonen, I haven't spent any time looking into that menu for changing armor but if you've found that there are two commands needed to bring it up, I can make them a shared command which is pretty easy and then create a key binding to the shared command that can have several command functions and toggles.


I'm still trying to figure out all the commands to bring up the components...

There is one very noticeable side effect to getting the armor locker resources to come up outside of the cabin.  The area map shows the upper level of the normandy since you're pulling in resources from that level...

I'm hoping there is an exec capable function for loading the other parts of that menu system, because if there aren't, the way to access the locker in other locations will be one ugly hackjob.


Hm could  you look into what function the game uses to load biomorphfaces (The command that tells an NPC Base model to load a different face morph) I posted them a few pages back? I've found the code not exactly sure how the commands are loaded into the system. lol only ask you seem to know a little bit more about programming than me .