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Modding is possible (guide)


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#2251
foxhevon

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Suffragette wrote...

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?



It's in BioD_OmgHub_500DenVIP.pcc  ;)

#2252
Suffragette

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foxhevon wrote...

Suffragette wrote...

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?



It's in BioD_OmgHub_500DenVIP.pcc  ;)



Okay, I was wrong. Knowing where the model is doesn't actuallly help. That's another good idea shot to hell. I have no diea what I'm doing. Foxhevon, I don't know what to do next. Suggestions?

Has anyone actually gotten this armor to work on Shepard? If yes, please tell me how!

#2253
phoenixofthunder

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phoenixofthunder wrote...

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

 


UPDATE:
Added these to procedure and it stops random Frame Rate sharp drop.

[Stats.Art]
FPS=35

[Stats.Perf]
FPS=35

[Stats.QA_IPS]
FPS=35

#2254
minormiracle

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Thanks to both dilmonen and Azureum for the awesome work done so far. Despite the still imperfect state of the customization menu, tests show it works well enough with Command="Onlyloadlevel BioH_[NPC code goes here]_01" key bindings that we no longer need to mess with bUseBackgroundLevelStreaming to get party member costumes to work off ship

#2255
Gets Shot

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MIlkman88 wrote...

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.


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" )

Add that line to your coalesced.ini and press F10 ingame to get every tech and research unlocked except for the upgrades squadmates give you.


SovereignT wrote...

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..?


HenchLoadoutInfo=(className=SFXPawn_Miranda,Weaponclasses=(LoadoutWeapons_HeavyWeapons,LoadoutWeapons_AutoPistols))

Heres the line I used to give Miranda access to heavy weapons instead of smgs, you would have to modify it for whatever squadmate and second weapon you wanted.

Modifié par Gets Shot, 13 mars 2010 - 03:00 .


#2256
MIlkman88

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@Gets Shot



I did see the keybinding post, however I was hoping for a different route. People were reporting that unlocking research through this keybind would cause the game to ignore ship upgrades so during the suicide mission plenty of squadmates would die.

#2257
Gets Shot

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MIlkman88 wrote...

@Gets Shot

I did see the keybinding post, however I was hoping for a different route. People were reporting that unlocking research through this keybind would cause the game to ignore ship upgrades so during the suicide mission plenty of squadmates would die.


Yeah, but someone posted an updated string that just excluded the upgrades given to you by squadmates. You just get the ship upgrades + the 4 character specific boosts normally through conversation, that way it avoids the bug you mentioned. That is the one I put in my post

This is the exact string I used in my game and Everyone survived.

Modifié par Gets Shot, 13 mars 2010 - 06:01 .


#2258
MIlkman88

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Ok, sounds good, thank you for the code.

#2259
Azureum

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MIlkman88 wrote...

Ok, sounds good, thank you for the code.


Just so you know as well and to expand upon the tech upgrades coding, the numbers dont just activate them, they also control the bonuses, figured that out early in my ini modding days with this game, well, as soon as I saw the first code really lol.

For example if you see an upgrade with 5 next to it, that means it gives you 50%, so you can apply higher numbers to the rest of them, for example 10 gives you 100%, I had shield, the r1 and r2 totalling 300% and so when they were applied I got 300% shields :-)

#2260
Azureum

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minormiracle wrote...

Thanks to both dilmonen and Azureum for the awesome work done so far. Despite the still imperfect state of the customization menu, tests show it works well enough with Command="Onlyloadlevel BioH_[NPC code goes here]_01" key bindings that we no longer need to mess with bUseBackgroundLevelStreaming to get party member costumes to work off ship


Your welcome, I'm not done yet though, I'm still trying to find a way to dynamically load files we need.

But if you need to work with multiple files and need to load them all, just adapt the exec inserttextfilename.txt command and drop in as many loadlevelonly commands as you want.

@Dilmonen

Dude have you figured out a way to use the ListCE command with ME2 yet? That would go a long way as we will be able to see what classes are called by the engine, might help us find that armor locker code so we can get that anywhere in the game as well :)

I don't think the squad menu is going to work properly, as when the menu loads up it seems to remove all but most basic UI sounds, its like they are streamed out. I think we have to re-load all of them as the opengui command is passed but we'd need to know exactly which ones are loaded from mission start *sigh*.


I'm going to be spending next few days as solid as I can to getting all the info from this thread so it can be somewhat organised, because its nearly at triple digits and its already poorly organised.

Could really do with help, but I didn't get much success with that earlier lol.

Modifié par Azureum, 13 mars 2010 - 11:54 .


#2261
mya11

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Hello it is possible to have the mods for the hair mirranda sorry for my english

#2262
BiancoAngelo7

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@mya11



click on my profile and view my projects, it will be all the way down. :)

#2263
mya11

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thanks biancoangelo for your mods good job!


#2264
Timerider42

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Recently I've been getting the low-health heartbeat sound during loading screens. Has anyone else encountered this? I've been doing some ini and save file editing but this hasn't happened until a couple days ago.

#2265
Eliyan

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Had the Heartbeat-issue aswell. but it's affected only one of my characters so it's probably connected with the save files

#2266
JohnMcPain

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Hey guys i've uploaded a skin of Miranda with a darker skin tone and blonde hair.

http://social.biowar...m/project/2136/

Posted Image

#2267
darksoul6

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does anyone know of a mod that gives better clothes

#2268
southbeatz1169

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Azureum, what all are you looking for in this thread? Most of the mods we've all created can be easily found. If you're talking about information on how to do something then that could take a while to dig through everything that's been said in this thread.

#2269
dilmonen

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Azureum wrote...

minormiracle wrote...

Thanks to both dilmonen and Azureum for the awesome work done so far. Despite the still imperfect state of the customization menu, tests show it works well enough with Command="Onlyloadlevel BioH_[NPC code goes here]_01" key bindings that we no longer need to mess with bUseBackgroundLevelStreaming to get party member costumes to work off ship


Your welcome, I'm not done yet though, I'm still trying to find a way to dynamically load files we need.

But if you need to work with multiple files and need to load them all, just adapt the exec inserttextfilename.txt command and drop in as many loadlevelonly commands as you want.

@Dilmonen

Dude have you figured out a way to use the ListCE command with ME2 yet? That would go a long way as we will be able to see what classes are called by the engine, might help us find that armor locker code so we can get that anywhere in the game as well :)

I don't think the squad menu is going to work properly, as when the menu loads up it seems to remove all but most basic UI sounds, its like they are streamed out. I think we have to re-load all of them as the opengui command is passed but we'd need to know exactly which ones are loaded from mission start *sigh*.


I'm going to be spending next few days as solid as I can to getting all the info from this thread so it can be somewhat organised, because its nearly at triple digits and its already poorly organised.

Could really do with help, but I didn't get much success with that earlier lol.


haven't been able to get many of the debug or consle commands to output anything to text files or display anything outside of the game...

moving furniture this weekend, so won't look at this again until monday most likely.

#2270
David Hingtgen

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Timerider42 wrote...

Recently I've been getting the low-health heartbeat sound during loading screens. Has anyone else encountered this? I've been doing some ini and save file editing but this hasn't happened until a couple days ago.


I had that happen on my 360 early in my 2nd playthrough, and it's never gone away.  I kept debating whether my first play through was like that too, or if I'd encountered a bug.  

#2271
Azureum

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southbeatz1169 wrote...

Azureum, what all are you looking for in this thread? Most of the mods we've all created can be easily found. If you're talking about information on how to do something then that could take a while to dig through everything that's been said in this thread.


The information is what I'm collating :)

#2272
southbeatz1169

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For those that wanted it, i've got the dancer outfit working everywhere. I remember seeing on earlier posts that it only worked in certain places but i've tested on a couple of places like the migrant fleet and it worked fine. I'll add it to the next ini update I release.

#2273
phoenixofthunder

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Sorry if this has been asked before. Is it possible to get the loyalty outfits before doing loyalty quests? And what button is pushed to trigger them and where? {I pushed every single button on my keyboard and nothing happened at all) do I use gibbed's save game editor?:unsure: Step by step details please.:innocent:

Modifié par phoenixofthunder, 14 mars 2010 - 03:40 .


#2274
Suffragette

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I'm still on my quest to get Morinth's Asari commando armor for Femshep. Since I couldn't get it to work by editing the coalesced.ini without crippling load times, I thought I'd do it using Texmod. I have all the textures and the mesh for the armor in BMP format but I cannot get them into a form Texmod will accept.

I used Unreal model viewer to open the PCC files for viewing, took screenshots of the textures and meshes and used Photoshop to convert the screenshots to BMP format. Now I'm stuck because I don't know how to get these BMP files into a TPF form that Texmod will accept.

I've seen this done with countless other armors in this game--BiancoAngelo has done several-- but I'm flailing around in the dark here. I don't know what to do next. All I'm looking for is this one armor for FemShep and then I promise I'll get out of this forum and leave it for the serious modders. Just somebody please help me!

#2275
phoenixofthunder

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Suffragette wrote...

I'm still on my quest to get Morinth's Asari commando armor for Femshep. Since I couldn't get it to work by editing the coalesced.ini without crippling load times, I thought I'd do it using Texmod. I have all the textures and the mesh for the armor in BMP format but I cannot get them into a form Texmod will accept.

I used Unreal model viewer to open the PCC files for viewing, took screenshots of the textures and meshes and used Photoshop to convert the screenshots to BMP format. Now I'm stuck because I don't know how to get these BMP files into a TPF form that Texmod will accept.

I've seen this done with countless other armors in this game--BiancoAngelo has done several-- but I'm flailing around in the dark here. I don't know what to do next. All I'm looking for is this one armor for FemShep and then I promise I'll get out of this forum and leave it for the serious modders. Just somebody please help me!



Try logging the texture when in same area as Morinth in Texmod. Then take you texture for your present armor and overright  Morinths' with it. Make sure you have the texture ID's correct. The picture would not change, just the name Is the texture in the textmod log file? When trying to make a .tpf?

To change Jack to have a Miranda's Cerberus outfit siply rename each.
For example:>> Miranda's Cerberus outfit is: MASSEFFECT2.EXE_0x78E6BFB3).
To change so Miranda can wear Jacks' texture MASSEFFECT2.EXE_0xD2A27A35

So Miranda would become MASSEFFECT2.EXE_0xD2A27A35

And Jack's becomes: MASSEFFECT2.EXE_0x78E6BFB3.

NOTE: Do not know if it really .works. Just used as example.

Modifié par phoenixofthunder, 14 mars 2010 - 04:30 .