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Modding is possible (guide)


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#2226
Azureum

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dilmonen wrote...

Azureum wrote...

Never mind, I figured out how to get it all working in 1 keybind, minus his actual L to open the locker.  Final hurdle is allowing it to work without entering pause menu!

Bindings=( Name="NumPadOne" ,
Command="OnlyLoadLevel BioD_Nor_000Cabin | OnTap 2.0 showmenu | OnTap
3.0 OpenGUI Personalization" )

That will load the required level and both pause and open locker menu on top of the pause menu, all in the same button press. Although don't press it again whilst you have the locker overlay on, otherwise it crashes the game lol.


That's why the exec file that opens the personalization options actually has a closegui personalization before it calls up the others.  Specifically to avoid a crash if the key is tapped too many times.  ;)


Have you come across a way to close the main menu wheel via a keybind command or some such command? All I need to be able to do at the min is cancel off the main menu and I will have reproduced NarfGargs effort with it..

I've tried re-iterating showmenu, and shared_menu, but to no avail.

#2227
dilmonen

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Azureum wrote...

dilmonen wrote...

Azureum wrote...

Never mind, I figured out how to get it all working in 1 keybind, minus his actual L to open the locker.  Final hurdle is allowing it to work without entering pause menu!

Bindings=( Name="NumPadOne" ,
Command="OnlyLoadLevel BioD_Nor_000Cabin | OnTap 2.0 showmenu | OnTap
3.0 OpenGUI Personalization" )

That will load the required level and both pause and open locker menu on top of the pause menu, all in the same button press. Although don't press it again whilst you have the locker overlay on, otherwise it crashes the game lol.


That's why the exec file that opens the personalization options actually has a closegui personalization before it calls up the others.  Specifically to avoid a crash if the key is tapped too many times.  ;)


Have you come across a way to close the main menu wheel via a keybind command or some such command? All I need to be able to do at the min is cancel off the main menu and I will have reproduced NarfGargs effort with it..

I've tried re-iterating showmenu, and shared_menu, but to no avail.


if you try to hide only the wheel menu after bringing up the pause menu you cause other problems.

you could try messing with the z-order in the ini to make the personalization menu come up "under" the pause menu.  then you have to close the pause menu to view the armor one, but they won't be on top of each other.

#2228
Azureum

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I already explored that option, you can close the menu by click as you say, but it doesn't affect if it is visible or not, likely due to the z-order of the black screen and splash being lower than both of the screens tbh, but if I was to adjust that it might affect other GUI menus as I would have to adjust the main menu wheel to be lower than the splash screen to effectively hide it, meaning the main menu would be useless.



I even tried setting the zOrder via console with "set classname variable value" but it didn't seem to have any effect.



Have you got any ideas or have you hit a wall like me? lol.

#2229
dilmonen

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Azureum wrote...

I already explored that option, you can close the menu by click as you say, but it doesn't affect if it is visible or not, likely due to the z-order of the black screen and splash being lower than both of the screens tbh, but if I was to adjust that it might affect other GUI menus as I would have to adjust the main menu wheel to be lower than the splash screen to effectively hide it, meaning the main menu would be useless.

I even tried setting the zOrder via console with "set classname variable value" but it didn't seem to have any effect.

Have you got any ideas or have you hit a wall like me? lol.


mainmenu is the wrong one.  it's the menubrowser option that changes the wheel menu.

however, modifying the z-order to allow that to come up over the personalization menu causes the character display to go away if you close the wheel menu...

#2230
War-Neck

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Azureum wrote...

I already explored that option, you can close the menu by click as you say, but it doesn't affect if it is visible or not, likely due to the z-order of the black screen and splash being lower than both of the screens tbh, but if I was to adjust that it might affect other GUI menus as I would have to adjust the main menu wheel to be lower than the splash screen to effectively hide it, meaning the main menu would be useless.

I even tried setting the zOrder via console with "set classname variable value" but it didn't seem to have any effect.

Have you got any ideas or have you hit a wall like me? lol.



Why dont you just contact this "NarfGarg man", and ask him how he made it work???

Modifié par War-Neck, 12 mars 2010 - 07:20 .


#2231
mxfox408

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Make this thread sticky plz

#2232
Azureum

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dilmonen wrote...

Azureum wrote...

I already explored that option, you can close the menu by click as you say, but it doesn't affect if it is visible or not, likely due to the z-order of the black screen and splash being lower than both of the screens tbh, but if I was to adjust that it might affect other GUI menus as I would have to adjust the main menu wheel to be lower than the splash screen to effectively hide it, meaning the main menu would be useless.

I even tried setting the zOrder via console with "set classname variable value" but it didn't seem to have any effect.

Have you got any ideas or have you hit a wall like me? lol.


mainmenu is the wrong one.  it's the menubrowser option that changes the wheel menu.

however, modifying the z-order to allow that to come up over the personalization menu causes the character display to go away if you close the wheel menu...


Yes I know the tag/class differences, just my wording of "main menu wheel" got you all turned around on my meaning.

I give up on it, I've tried so many variations of commands and stuff now, I just decided to improve upon your own chaining command and shortened it to just one file.

1. set a keybind such as:
Bindings=( Name="NumPadEight" , Command="OnlyLoadLevel BioD_Nor_000Cabin | OnTap 2.0 exec gui_armor_menu.txt" )

2. Create the file gui_armor_menu.txt, with the following inside it:

CloseGUI personalization
showmenu
OpenGUI Personalization
setbind NumPadEight gui_armor_menu.txt


This way it combines the best of our mods, your multiple press anti-crash method, and my single press loading (I noticed yours requires two presses to bring up the menu).

I assume same procedure can be applied to the party selection screen? :)

And I won't ask NarfGarg because he just makes YouTube videos to tease people and doesn't seem to release the good stuff, because when someone else beats him to it he gets cranky. Hes more likely to sit on it until hes mastered it and then release it himself.

#2233
foxhevon

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dilmonen wrote...

Azureum wrote...

Never mind, I figured out how to get it all working in 1 keybind, minus his actual L to open the locker.  Final hurdle is allowing it to work without entering pause menu!

Bindings=( Name="NumPadOne" ,
Command="OnlyLoadLevel BioD_Nor_000Cabin | OnTap 2.0 showmenu | OnTap
3.0 OpenGUI Personalization" )

That will load the required level and both pause and open locker menu on top of the pause menu, all in the same button press. Although don't press it again whilst you have the locker overlay on, otherwise it crashes the game lol.


That's why the exec file that opens the personalization options actually has a closegui personalization before it calls up the others.  Specifically to avoid a crash if the key is tapped too many times.  ;)


Anyidea of the command for close the Wheelmenu and return in-game ?

#2234
Dark Muffin

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Here is the skin i made for Thane Krios i hope you like it.

social.bioware.com/project/2264/


Posted Image

Modifié par Dark Muffin, 12 mars 2010 - 08:14 .


#2235
Big stupid jellyfish

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Dark Muffin wrote...

Here is the skin i made for Thane Krios i hope you like it.

social.bioware.com/project/2264/


Posted Image


Where's the file, where's the link to download the mod in the group? :wub:

The files tab is empty for me.

Modifié par Big stupid jellyfish, 12 mars 2010 - 08:24 .


#2236
Dark Muffin

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Oops i forgot to make the file public... again, now you should be able to download it.

Modifié par Dark Muffin, 12 mars 2010 - 08:26 .


#2237
Big stupid jellyfish

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Dark Muffin wrote...

Oops i forgot to make the file public... again, now you should be able to download it.


Can see it now. *downloads and runs to try it out*
I love you <3

#2238
Azureum

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foxhevon wrote...

dilmonen wrote...

Azureum wrote...

Never mind, I figured out how to get it all working in 1 keybind, minus his actual L to open the locker.  Final hurdle is allowing it to work without entering pause menu!

Bindings=( Name="NumPadOne" ,
Command="OnlyLoadLevel BioD_Nor_000Cabin | OnTap 2.0 showmenu | OnTap
3.0 OpenGUI Personalization" )

That will load the required level and both pause and open locker menu on top of the pause menu, all in the same button press. Although don't press it again whilst you have the locker overlay on, otherwise it crashes the game lol.


That's why the exec file that opens the personalization options actually has a closegui personalization before it calls up the others.  Specifically to avoid a crash if the key is tapped too many times.  ;)


Anyidea of the command for close the Wheelmenu and return in-game ?


There doesnt seem to be one, the actual bind to open the menu itself is shared_menu, calling this while in the menu wheel does nothing, I believe its a seperate command entered whilst in this state, ive also tried calling a keybind command to set it off to no avail.

As its working now, per my last post on the subject, is as best as its going to get for now I think.

I can't find the weapons locker gui name however, I want to be able to bring that up so badly ...

#2239
djh_

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Big stupid jellyfish wrote...

Ongoing tiledshot stuff.


I think the point's being missed a bit here. The OP is trying to take tiledshot images because his native res is too low for the screens he wants. So none of the usual solutions like Fraps is relevant. The problem with tiledshot isn't confined to fullscreen light effects either; whatever you do about those, you'll still have the problem of the vignette effect (darkened screen edges) being tiled across the image. So unless you can disable the lighting effects, which leads to worse screenshots from the off, and knock out the vignette, tiledshot will give you flawed results.

Modifié par djh_, 12 mars 2010 - 08:40 .


#2240
Big stupid jellyfish

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djh_ wrote...

Big stupid jellyfish wrote...

Ongoing tiledshot stuff.


I think the point's being missed a bit here. The OP is trying to take tiledshot images because his native res is too low for the screens he wants. So none of the usual solutions like Fraps is relevant. The problem with tiledshot isn't confined to fullscreen light effects either; whatever you do about those, you'll still have the problem of the vignette effect (darkened screen edges) being tiled across the image. So unless you can disable the lighting effects, which leads to worse screenshots from the off, and knock out the vignette, tiledshot will give you flawed results.


I'm a jellyfish girl ^^

But anyways, I'm using tiledshot 2 1024 and I don't have any vignette. And all post-processing is enabled :)

Posted Image

Right now the only problem I have is with lens flares.

Modifié par Big stupid jellyfish, 12 mars 2010 - 08:49 .


#2241
dilmonen

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Azureum wrote...


I assume same procedure can be applied to the party selection screen? :)


the party selection "screen" is actually a level all on it's own.  BioH_SelectGUI

You'll actually have to stream it out / in to access it.

binding a key to "streamlevelout BioH_SelectGUI | OnRelease streamlevelin BioH_SelectGUI" should do it.

#2242
Azureum

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I've done it before but never this particular way before, it has issues, regular sounds and music do not work after using it, you just hear the party selection background music.



I've had a good search through pcc files for the armory gui title, can't find that anywhere, there are some references to chooseloadout, but that doesn't work.



Meh, back to writing modding guide I guess.

#2243
MIlkman88

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I managed to make it to page 46 without finding what I was looking for. Was hoping to find a way to unlock all research/upgrades from game start. I noticed "UnlockId" in the tech and research listings but was not sure if setting this to -1 would have the same effect as setting plotflag's did for gear.

#2244
SovereignT

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Looking good people..

Just wanted to know if its possible to change the heavy weapon restriction on PC and make it where other members of squad can use the HW as well..?

Modifié par SovereignT, 12 mars 2010 - 10:24 .


#2245
dilmonen

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Azureum wrote...

I've done it before but never this particular way before, it has issues, regular sounds and music do not work after using it, you just hear the party selection background music.

I've had a good search through pcc files for the armory gui title, can't find that anywhere, there are some references to chooseloadout, but that doesn't work.

Meh, back to writing modding guide I guess.


the armory is the ChoiceGUI gui.  but you can't just call that directly with opengui, as that framework is also used for research & some other things...

we have to know the data being passed to the system when the button is pressed on the weapons locker in order to set things & have it come up the right way.

such fun...  makes me wonder if you can use the udk to create some unrealscript files that could be used for these things.

#2246
Suffragette

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Suffragette wrote...

foxhevon wrote...

Try to change
bUseBackgroundLevelStreaming=True
by
bUseBackgroundLevelStreaming=False


Okay, this is really strange. I set the UseBackgroundLevelStreaming=False and when I load up I get SAMARA's armor, complete with the Asari blue skin in front..

I appecriate the help, Foxhevon, you've been very patient with me--please don't stop! I am utterly baffled by what's going on: I'm getting results, but not the ones I want, and I don't understand why I'm getting them!

/headdesk in confusion.



I don't know how something so simple could be so complicated, but this Morinth outfit thing is driving me mad. I clearly missed the meeting where the game was explained. Foxhevon, can you please tell me in what file you found the information you gave me for Morinth's armor. Right now I have:

TorsoAppearances=(Id=7,Name=334453,Description=334454,Type=CustomizableType_Torso,Mesh=(Male="BIOG_ASA_ARM_LGT_R.LGTa.ASA_ARM_LGTa_MDL",Female="BIOG_ASA_ARM_LGT_R.LGTa.ASA_ARM_LGTa_MDL"),PlotFlag=-1)

and

bUseBackgroundLevelStreaming=False


And I'm getting Samara's armour, which is pretty ridiculous looking stuff.  Can you give me the file name?

Thank you!

#2247
foxhevon

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Kolyat can be loaded in the customization menu

Posted Image

Same for the errr... bugged giant volus ? lol xD
Posted Image

And the Male Quarian

Posted Image

Modifié par foxhevon, 12 mars 2010 - 11:18 .


#2248
foxhevon

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Suffragette wrote...

Suffragette wrote...

foxhevon wrote...

Try to change
bUseBackgroundLevelStreaming=True
by
bUseBackgroundLevelStreaming=False


Okay, this is really strange. I set the UseBackgroundLevelStreaming=False and when I load up I get SAMARA's armor, complete with the Asari blue skin in front..

I appecriate the help, Foxhevon, you've been very patient with me--please don't stop! I am utterly baffled by what's going on: I'm getting results, but not the ones I want, and I don't understand why I'm getting them!

/headdesk in confusion.



I don't know how something so simple could be so complicated, but this Morinth outfit thing is driving me mad. I clearly missed the meeting where the game was explained. Foxhevon, can you please tell me in what file you found the information you gave me for Morinth's armor. Right now I have:

TorsoAppearances=(Id=7,Name=334453,Description=334454,Type=CustomizableType_Torso,Mesh=(Male="BIOG_ASA_ARM_LGT_R.LGTa.ASA_ARM_LGTa_MDL",Female="BIOG_ASA_ARM_LGT_R.LGTa.ASA_ARM_LGTa_MDL"),PlotFlag=-1)

and

bUseBackgroundLevelStreaming=False


And I'm getting Samara's armour, which is pretty ridiculous looking stuff.  Can you give me the file name?

Thank you!




I think i've gived the wrong one sorry i feel silly :(

Try this one

TorsoAppearances=(Id=6,Name=334453,Description=334454,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_LGT_R.LGTc.HMF_ARM_LGTc_MDL",Female="BIOG_HMF_ARM_LGT_R.LGTc.HMF_ARM_LGTc_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_PowerBelt"),PlotFlag=-1)

#2249
phoenixofthunder

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How to fix Mass Effect 2 Low FPS. 
Falling back on to the original Coalesced file, I have found a way to fix my 11FPS frame rate during illusive man cinematics & debriefing cinematics. This breaks the immersion feel I like to get from games (not fluid enough for me). But after doing the following edits the illusive man cinematics now run arounnd 3X+ better (30-45FPS) [with sight dips during visualization of the sun], the debriefing cinematics now run at the max default 62 FPS constantly. Completely win, win.:o

This is quite simple actually: Change the values in red to the values in green.

[Engine.RenderDevice]
bUsePostProcessEffects=True  - False
 
[Engine.VSync]
ForceFullVSync=True  - False

[WinDrv.WindowsClient]
UseVSYNC=TRUE  - FALSE


[SystemSettings]
UseVsync=True - False

MinShadowResolution=32 - 0
MaxShadowResolution=512 - 0
(If not 0, FPS is a mess no matter what the numbers are)

[D3DDrv.D3DRenderDevice]
DisableHWShadowMaps=True - False
BIOPixelShaderVersion=ps_3_0 - ps_2_0


If you want to check your FPS just run Fraps for it will show FPS in yellow numbers. Any questions will be aswered. Happy modding all!:lol::P:o:D

Modifié par phoenixofthunder, 13 mars 2010 - 02:20 .


#2250
Suffragette

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foxhevon wrote...

I think i've gived the wrong one sorry i feel silly :(

Try this one

TorsoAppearances=(Id=6,Name=334453,Description=334454,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_ARM_LGT_R.LGTc.HMF_ARM_LGTc_MDL",Female="BIOG_HMF_ARM_LGT_R.LGTc.HMF_ARM_LGTc_MDL"),GameEffects=("SFXGame.SFXGameEffect_Gear_PowerBelt"),PlotFlag=-1)


Don't feel silly. I should feel silly, because I still can't get it to work.

I don't have a BIOG_HMF_ARM_LGT_R file. I have BIOG_HMF_ARM_MED_R and BIOG_HMF_ARM_HVY_R and BIOG_HMF_ARM_CTH_R.  Where can I find this file? Am I playing with only half the game or what? Or is the BIOG_HMF_ARM_LGT stuff contained in another file?

Arrrgh!  I think it would work if I could actually find the model. Foxhevon, please don't give up on me yet. Where is the model?