Aller au contenu

Photo

Modding is possible (guide)


  • Ce sujet est fermé Ce sujet est fermé
3174 réponses à ce sujet

#2151
BaaduII

BaaduII
  • Members
  • 48 messages

Vladivindel wrote...

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.


Um Shirtless Jacob ,Only thing that comes to mind is  Shepard model with one of the sex scenes with jacob head(Though far as I know we can't modify  NPC models outside of Texmod so that a no go.  .For  Causal clothes download the Roadcrew mod editor and install one of the causal appearence mod floating around here on the threads . 

http://social.biowar...ect/2002/#files

#2152
Ecael

Ecael
  • Members
  • 5 634 messages

Varenus Luckmann wrote...

Ecael, that indeed sounds sweet, but I personally ran into a small caveat when I managed to bug my own game into opening all areas, myself. After recruiting all the first squaddies, Horizon didn't fire. With this in mind, I have two questions:
1) Does Horizon start and progress as it should - and does the C-ship (trying to keep this spoiler-free-ish) too, for that matter?
2) If so, does Horizon fire after recruiting all the initial members, or after a certain number of members have been recruited?
Because if this is working properly, this is extremely sweet, although the R-IFF mission being available without first having the event that reveals it is suboptimal. But I could live with that (barely).

Update: Completed the entire walkthrough to allow you to recruit anyone, go almost anywhere, and play Mass Effect 2 in this order (if you want):

1. Freedom's Progress
2. Recruit Legion (R-IFF)
3. Recruit Tali
4. Recruit Thane
5. Recruit Samara
6. Recruit Mordin, Grunt, Garrus, Jack
7. Horizon
8. Loyalty/side quests
9. Collector Vessel
10. Omega-4 Relay

http://social.biowar...5/index/1585456

Practically all the possible dialogue for the 11 current squadmates will be unlocked for this playthrough.

Image IPB

#2153
neok182

neok182
  • Members
  • 115 messages

Ecael wrote...

Varenus Luckmann wrote...

Ecael, that indeed sounds sweet, but I personally ran into a small caveat when I managed to bug my own game into opening all areas, myself. After recruiting all the first squaddies, Horizon didn't fire. With this in mind, I have two questions:
1) Does Horizon start and progress as it should - and does the C-ship (trying to keep this spoiler-free-ish) too, for that matter?
2) If so, does Horizon fire after recruiting all the initial members, or after a certain number of members have been recruited?
Because if this is working properly, this is extremely sweet, although the R-IFF mission being available without first having the event that reveals it is suboptimal. But I could live with that (barely).

Update: Completed the entire walkthrough to allow you to recruit anyone, go almost anywhere, and play Mass Effect 2 in this order (if you want):

1. Freedom's Progress
2. Recruit Legion (R-IFF)
3. Recruit Tali
4. Recruit Thane
5. Recruit Samara
6. Recruit Mordin, Grunt, Garrus, Jack
7. Horizon
8. Loyalty/side quests
9. Collector Vessel
10. Omega-4 Relay

http://social.biowar...5/index/1585456

Practically all the possible dialogue for the 11 current squadmates will be unlocked for this playthrough.


How does this effect the joker mission and the  possibility of the crew dying. because i know normally that is triggered after the IFF mission. So does that still happen after the IFF mission, or after you finish everything?

#2154
Ecael

Ecael
  • Members
  • 5 634 messages

neok182 wrote...

How does this effect the joker mission and the  possibility of the crew dying. because i know normally that is triggered after the IFF mission. So does that still happen after the IFF mission, or after you finish everything?

The first step after recruiting Legion is disabling the IFF installation until you're ready. Otherwise, you're left with about 4 squadmates entering the Omega-4 relay (the pictures in that thread show what happens quite nicely).

Essentially, hex editing before or after every Collector mission allows you to do them when you're ready (although you still have to do Horizon before Collector Vessel) and not when The Illusive Man stumbles upon it.

#2155
neok182

neok182
  • Members
  • 115 messages

Ecael wrote...

neok182 wrote...

How does this effect the joker mission and the  possibility of the crew dying. because i know normally that is triggered after the IFF mission. So does that still happen after the IFF mission, or after you finish everything?

The first step after recruiting Legion is disabling the IFF installation until you're ready. Otherwise, you're left with about 4 squadmates entering the Omega-4 relay (the pictures in that thread show what happens quite nicely).

Essentially, hex editing before or after every Collector mission allows you to do them when you're ready (although you still have to do Horizon before Collector Vessel) and not when The Illusive Man stumbles upon it.


just read the pictures. honestly the hex editing seems like a pain in the ass lol. think i'll just stick with the save editor for him. But i'll still run the mod on my next playthrough. It'll be awesome to be able to have whoever i want at the start of the game.

#2156
southbeatz1169

southbeatz1169
  • Members
  • 72 messages
I just wanted to mention something I got around to checking. People have wanted blood dragon armor without the helmet and I can modify dlc content and not have any issues but no matter what I do, the dlc armors still have the face mask part on them with shepard's hair around it and face partially showing so i'm assuming it cannot be done correctly unless there is one day a way to modify the model itself and import the modified model.



The helmet is literally part of the body armor so even putting it as a torso armor component still doesn't work right. I did at least tweak the inscisor sniper rifle since it just felt wrong that a sniper rifle shot in 3 round bursts rather than single round shots. I changed the burst to single semi-auto shots and gave it the same firing rate as the uhm, i can't remember its name offhand but it's the semi-auto sniper rifle, second one you get in the game if I remember right.



Modding dlc content can be annoying though because the game would want me to download it again so to avoid having to deal with that I just download the uhm giveme2entitlement thing that people use for the pirated one, guess it doesn't matter since I got the dlc content legally when it came out but that does speed up things a lot for modding dlc content.



There was a request for an infinite ammo toggle, i'll be adding that to the next ini mod update. I'm making tweaks to weapons and difficulty, if anyone is interested let me know and i'll be sure to add it to a future update. The main thing i've been changing for difficulty is Insanity to make it a bit more challenge but yet a bit more fair also. I'm tweaking the enemy AI also, giving them a lot more health, shields, armor etc and shepard and henchman also.



I'm giving things a proper balance so that the enemies are smarter, tougher but shepard won't die from a single shot anymore. This should add some challenge to the missions that are timed because it will take a lot more effort to kill enemies. Weapon tweaks are just things like making the battle rifle fully automatic rather than 3 round bursts, increasing its ammo capacity since it was 4 times lower than the other assault rifles in the game, literally.



I also lowered the firing rate of it slightly since the gun does heavy damage. There are other things being worked on still but I wanted to mention some of this incase anyone was interested before I release another update for it.

#2157
BiancoAngelo7

BiancoAngelo7
  • Members
  • 2 268 messages
Update for the ladiez:

I have completed the Mantis Sniper Rifle for the gunz for girlz pack.

[IMG]http://i803.photobucket.com/albums/yy314/biancoangelo7/Riflep.jpg

http//i803.photobucket.com/albums/yy314/biancoangelo7/pp.jpg%5B/IMG%5D][IMG]http://i803.photobucket.com/albums/yy314/biancoangelo7/pp.jpg[/IMG]

Download Link:

social.bioware.com/project/2185/#files

I am back at home again so expect more today. Also, as soon as I finish
some more guns for this pack, I will make a mod where all the guns that
have been done so far are included. That way, you will only have to
load one mod instead of the 6 or 7 there are now plus the others I am
doing.

[smilie]../../../images/forum/emoticons/angel.png[/smilie]

#2158
Fiend Dragon

Fiend Dragon
  • Members
  • 4 messages

southbeatz1169 wrote...

The helmet is literally part of the body armor so even putting it as a torso armor component still doesn't work right. I did at least tweak the inscisor sniper rifle since it just felt wrong that a sniper rifle shot in 3 round bursts rather than single round shots. I changed the burst to single semi-auto shots and gave it the same firing rate as the uhm, i can't remember its name offhand but it's the semi-auto sniper rifle, second one you get in the game if I remember right.

Modding dlc content can be annoying though because the game would want me to download it again so to avoid having to deal with that I just download the uhm giveme2entitlement thing that people use for the pirated one, guess it doesn't matter since I got the dlc content legally when it came out but that does speed up things a lot for modding dlc content. 


So you did manage to modify the Incisor? This is precisely what i was looking for. It's unfortunate that you are unable to do it without a crack of some kind, but since I also have the game and dlc's legit I might look into this.

Also, after the patch is applied the dlc ini's can be edited without trouble? Does it cause any other problems? I can't imagine it would, but I don't want to risk messing up my game for a few quick edits.

Modifié par Fiend Dragon, 10 mars 2010 - 02:46 .


#2159
BiancoAngelo7

BiancoAngelo7
  • Members
  • 2 268 messages
Update:

The widow has been completed and is now available for all the ladies :)

[IMG]http://i803.photobucket.com/albums/yy314/biancoangelo7/Pink2.jpg

http//i803.photobucket.com/albums/yy314/biancoangelo7/pk1.jpg%5B/IMG%5D][IMG]http://i803.photobucket.com/albums/yy314/biancoangelo7/pk1.jpg[/IMG]


Download LInk: social.bioware.com/project/2185/#files


I hope this is useful to everyone who likes to play with a female shep. :)

[smilie]../../../images/forum/emoticons/angel.png[/smilie]

More coming soon.

#2160
neok182

neok182
  • Members
  • 115 messages

Fiend Dragon wrote...

southbeatz1169 wrote...

The helmet is literally part of the body armor so even putting it as a torso armor component still doesn't work right. I did at least tweak the inscisor sniper rifle since it just felt wrong that a sniper rifle shot in 3 round bursts rather than single round shots. I changed the burst to single semi-auto shots and gave it the same firing rate as the uhm, i can't remember its name offhand but it's the semi-auto sniper rifle, second one you get in the game if I remember right.

Modding dlc content can be annoying though because the game would want me to download it again so to avoid having to deal with that I just download the uhm giveme2entitlement thing that people use for the pirated one, guess it doesn't matter since I got the dlc content legally when it came out but that does speed up things a lot for modding dlc content. 


So you did manage to modify the Incisor? This is precisely what i was looking for. It's unfortunate that you are unable to do it without a crack of some kind, but since I also have the game and dlc's legit I might look into this.

Also, after the patch is applied the dlc ini's can be edited without trouble? Does it cause any other problems? I can't imagine it would, but I don't want to risk messing up my game for a few quick edits.


that program works fine. I use the same thing. I turned the insizor into the super sniper rifle becuase i prefer the smaller weapon, and it's blue.

@southbeatz: have you been able to mod the Arc Projector? i tried modding it and then doing the entitlements hack but it wouldn't work. kept telling me that i didn't have the rights to use it. The insizor and collectors rifle worked just fine for me, but nothing can work on the arc. which sucks because i'd love to mess around with it.

#2161
Wild Still

Wild Still
  • Members
  • 698 messages
I can't find it in here anywhere, so I'll ask, has anyone found a work around for the sound problem on the Normandy when you enable squad armours for Shepard?

#2162
southbeatz1169

southbeatz1169
  • Members
  • 72 messages
Fiend Dragon, I did modify the Incisor without any trouble but I cannot confirm if the patch will have any effect or not on things like this. I prefer not to install patches unless a game either forces it or there is an issue with a game that needs a patch to fix it, fortunately ME2 has ran perfectly for me without the patch. Sometimes patches cause more negative than positive so I avoid them unless they're needed but any patches shouldn't cause issues with mods unless the patch was intended to do this, sometimes developers do that to ****** people off but it's not common.



Neok182, I have not looked through everything yet. What is the arc projector? I probably know what it is but maybe by a different name? If you modify something and it gives you trouble then you most likely modified something wrong or modified part of an ini file that the game won't allow to be modified. I've seen a few things that can go wrong with modding ini files but if you tell me what the arc projector is then I can look into it.



Wild Still, take a look at my me2 ini mods, they're in different versions but they all have a toggle feature to toggle the backgroundsound on and off and for me this has allowed me to wear squad armor and not lose sound. Actually about 90% of the time with this toggled to false, the sound works in the Normandy for me, the few times it acts up can be easily fixed by a quicksave/quickload.

#2163
War-Neck

War-Neck
  • Members
  • 43 messages

southbeatz1169 wrote...

Neok182, I have not looked through everything yet. What is the arc projector? I probably know what it is but maybe by a different name? If you modify something and it gives you trouble then you most likely modified something wrong or modified part of an ini file that the game won't allow to be modified. I've seen a few things that can go wrong with modding ini files but if you tell me what the arc projector is then I can look into it.


The "Arc Projector" is the newst addition of DLC. It became available yesterday or the day before that.
Check the link, and look at the "news".
"http://masseffect.bioware.com/"

Modifié par War-Neck, 10 mars 2010 - 07:00 .


#2164
War-Neck

War-Neck
  • Members
  • 43 messages

War-Neck wrote...

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).



Has anyone been able to figure this out... I will continue to ask until a answer has been achieved! :D 
Cmon, someone must know how to divide female and male headgears, so that one "shows hair" and one "hides hair"? 

Modifié par War-Neck, 10 mars 2010 - 07:05 .


#2165
asfaltowy

asfaltowy
  • Members
  • 267 messages
how can I add/change weapons for Shep?

#2166
TSMUK

TSMUK
  • Members
  • 41 messages
I had a thought and it hurt, so I will ask you lot, would it be possible to map weapon selection to F1 - F4 so you could select them the way you could in ME1?

#2167
Timerider42

Timerider42
  • Members
  • 582 messages
I remember seeing something about a heavyweapons section in the ini. Would editing that for inf ammo result in inf. ammo for all heavy weapons, including DLC?

#2168
neok182

neok182
  • Members
  • 115 messages

War-Neck wrote...

southbeatz1169 wrote...

Neok182, I have not looked through everything yet. What is the arc projector? I probably know what it is but maybe by a different name? If you modify something and it gives you trouble then you most likely modified something wrong or modified part of an ini file that the game won't allow to be modified. I've seen a few things that can go wrong with modding ini files but if you tell me what the arc projector is then I can look into it.


The "Arc Projector" is the newst addition of DLC. It became available yesterday or the day before that.
Check the link, and look at the "news".
"http://masseffect.bioware.com/"


yeah it's the new DLC weapon. Tried modifying the bioweapon.ini same as i did for the insizor. had no issues with the insizor after doing the entitlements hack, but with the arc projector it always says that i don't have the right entitlements even after running the hack.

#2169
War-Neck

War-Neck
  • Members
  • 43 messages

TSMUK wrote...

I had a thought and it hurt, so I will ask you lot, would it be possible to map weapon selection to F1 - F4 so you could select them the way you could in ME1?


Its likely because you can mouse-scroll your weapons. If im not mistaken that is.
Anyway I have no clue how to do it, you must ask one of the better modders around here such as southbeatz1169 or some other.

#2170
Big stupid jellyfish

Big stupid jellyfish
  • Members
  • 582 messages
Hello,



I'm not sure whether you can help me or give some ideas, but...



I'm using tiledshot 2 1024 and everything's ok, but when there's a single bright lighting source the screens end up looking like this:



Image IPB



Please, please - probably you have any ideas on how to fix this? I tried disabling post processing via coalesced.ini - didn't help. Probably there's something that can be modified to change the lighing effects in the game?

#2171
southbeatz1169

southbeatz1169
  • Members
  • 72 messages
I can look into adding quick bindings for changing weapons. I'm trying to get the game to toggle loadouts while playing but right now it's not working quite right but that will change soon.

#2172
Wild Still

Wild Still
  • Members
  • 698 messages

southbeatz1169 wrote...

Wild Still, take a look at my me2 ini mods, they're in different versions but they all have a toggle feature to toggle the backgroundsound on and off and for me this has allowed me to wear squad armor and not lose sound. Actually about 90% of the time with this toggled to false, the sound works in the Normandy for me, the few times it acts up can be easily fixed by a quicksave/quickload.


I tried a sound toggle and it has had no effect on the Normandy.

What is the exact syntax you are using to toggle the sound? I may be shutting off more than I need too.


Honestly a play through without Mordin's dialogue on the Normandy is just a sin, I won't do it.

#2173
djh_

djh_
  • Members
  • 7 messages

Big stupid jellyfish wrote...

Please, please - probably you have any ideas on how to fix this? I tried disabling post processing via coalesced.ini - didn't help. Probably there's something that can be modified to change the lighing effects in the game?


That's the problem with tiling fullscreen effects. The same thing happens in Mass Effect (especially with the vignette) and to a lesser extent in Mirror's Edge. I've never found or seen a solution.

Modifié par djh_, 10 mars 2010 - 09:34 .


#2174
Big stupid jellyfish

Big stupid jellyfish
  • Members
  • 582 messages

djh_ wrote...

Big stupid jellyfish wrote...

Please, please - probably you have any ideas on how to fix this? I tried disabling post processing via coalesced.ini - didn't help. Probably there's something that can be modified to change the lighing effects in the game?


That's the problem with tiling fullscreen effects. The same thing happens in Mass Effect (especially with the vignette) and to a lesser extent in Mirror's Edge. I've never found or seen a solution.


I've heard that disabling postprocessing completely may help, but

bUsePostProcessEffects=False

- didn't do anything, it seems :(

That's unfair :(

#2175
Fiend Dragon

Fiend Dragon
  • Members
  • 4 messages

southbeatz1169 wrote...

Fiend Dragon, I did modify the Incisor without any trouble but I cannot confirm if the patch will have any effect or not on things like this. I prefer not to install patches unless a game either forces it or there is an issue with a game that needs a patch to fix it, fortunately ME2 has ran perfectly for me without the patch....


With the program that you recommended I was able to modify the desired DLC, and my game is patched, and through Steam as well. The only issues with this method are:

A) You can't sign in online without it disabling the modded dlc, which mostly means you can't see the 'Cerberus network news of the day', which isn't a huge deal for me at least.
B) The program needs to be run every time I make a change to the files, similar to how the coalesced ini needs to be fixed, albeit in a different manner.
C) Yesterday's new DLC, the Arc Projector, or "Chain Lightning Rifle of Doom" :D still gives errors, as a few people have stated above me.

These are all relatively minor issues, however. The Arc gun even seems to be effective on it's own, without tweaking, unlike what I've found of the other heavies.

In any case, thank you very much for the help, southbeatz1169. This thread is filled with oodles of tasty information!

Modifié par Fiend Dragon, 10 mars 2010 - 11:19 .