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Modding is possible (guide)


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#2351
neok182

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RamsenC wrote...

Not sure if this is the best place to ask, but lets say I wanted to use the save editor to change Inferno ammo to Disruptor ammo on Vanguard. How would I do that?

I changed
SFXGameContent_Powers.SFXPower_InfernoAmmo_Vanguard
to
SFXGameContent_Powers.SFXPower_DisruptorAmmo_Vanguard
but that didn't work.

I also tried replacing Vanguard at the end with Soldier since they actually have Disrupter Ammo.


you can't. Using the save editor all you can do is add bonus talents. you can't add or remove any class ability.

The only thing you can do is add abilities through keybinds. It works and you can add any ability but you have to redo it every time the game loads and you can't remove abilities

This is just how it is because all of the power info is held in PCC files which we can't change yet.

#2352
RamsenC

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neok182 wrote...

you can't. Using the save editor all you can do is add bonus talents. you can't add or remove any class ability.

The only thing you can do is add abilities through keybinds. It works and you can add any ability but you have to redo it every time the game loads and you can't remove abilities

This is just how it is because all of the power info is held in PCC files which we can't change yet.


Ah that's too bad, wanted to make a few custom classes. 

#2353
mxfox408

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neok182 wrote...

RamsenC wrote...

Not sure if this is the best place to ask, but lets say I wanted to use the save editor to change Inferno ammo to Disruptor ammo on Vanguard. How would I do that?

I changed
SFXGameContent_Powers.SFXPower_InfernoAmmo_Vanguard
to
SFXGameContent_Powers.SFXPower_DisruptorAmmo_Vanguard
but that didn't work.

I also tried replacing Vanguard at the end with Soldier since they actually have Disrupter Ammo.


you can't. Using the save editor all you can do is add bonus talents. you can't add or remove any class ability.

The only thing you can do is add abilities through keybinds. It works and you can add any ability but you have to redo it every time the game loads and you can't remove abilities

This is just how it is because all of the power info is held in PCC files which we can't change yet.


i take it no ones figured a way to add the console to the game. so again I ask does anyone kmow how to edit eye implant colors in the Gibbeds save editor??? i know how to make glowing eye but id rather know how to achive implants like the illusive mans and then edit those colors.

Modifié par mxfox408, 16 mars 2010 - 05:34 .


#2354
southbeatz1169

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I remember it was requested before and I also wanted this. I've gotten the weapons to basically hide so Shepard's back doesn't look like a mobile gun shop. It's just a method that removes all weapons and then uses toggles to equip whichever weapons you want, one at a time. It may take some time to finish up because there are nearly more weapons than potential free keybinds to use. I'll post it within a day or two.

#2355
Azureum

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southbeatz1169 wrote...

I remember it was requested before and I also wanted this. I've gotten the weapons to basically hide so Shepard's back doesn't look like a mobile gun shop. It's just a method that removes all weapons and then uses toggles to equip whichever weapons you want, one at a time. It may take some time to finish up because there are nearly more weapons than potential free keybinds to use. I'll post it within a day or two.


Just use my weapons locker, and use the command EmptyInventory near the top above the weapon calls (only thing is using that will remove any DLC items from your inventory, and those can't be called with commands, at least not that I've found) hence why the command was removed for the final version of my weapon locker.

In my signature you can find the mod, it will allow you to pick and choose from the majority of the weapons available in realtime (just edit a txt file and save).

@ Whoever mentioned console, we kinda do have one.
Create a binding command for exec filename.txt, drop filename.txt into binaries folder, and enter your console commands into the txt file, then while you have game loaded, you can alt + tab to the notepad, make a change, save, come back and re-use the key, without needing to quit out and re-crc coalesced.ini.

@Those who mentioned powers
As I have said, we know how to give powers now (from other classes as well, aka soldier having cloak etc) that was 5-10 pages back or so I believe, not that complicated either.

#2356
BaaduII

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mxfox408 wrote...

does anyone kmow how to edit eye implant colors in the Gibbeds save editor??? i know how to make glowing eye but id rather know how to achive implants like the illusive mans and then edit those colors.


Ah I am not sure exactly there a color code somewhere , Editing the face is pretty  limited though at the moment till someone develop a full fledge head editor  . Still trying to figure out how to get the biofacemorph command to work .

#2357
southbeatz1169

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Azureum wrote...
Just use my weapons locker, and use the command EmptyInventory near the top above the weapon calls (only thing is using that will remove any DLC items from your inventory, and those can't be called with commands, at least not that I've found) hence why the command was removed for the final version of my weapon locker.


I noticed the dlc weapons wouldn't work when I added them.  I made my own version that only toggles one weapon at a time.  It does include a lot of key bindings but fortunately there were enough unused keys to bind them all to and not have to replace the streaming key bindings I added in a previous ini mod release.  Thanks for thinking of this and sharing the mod, Azureum.  I may not have ever thought of creating txt files to execute similar to an in game console. 

I notice it's not bad when playing as male shepard but when playing female shepard, having 5 guns can take up most of her body except for legs and just looks like she's carrying a gun shop or something lol.  That's why I took the time to create individual toggles for each weapon, all except for the dlc weapons.  This way shepard only carries one gun at a time but can equip any at any time via a toggle.  It doesn't bother me that they'll appear out of nowhere but I imagine some people may not want that so when I do finish this up, it will be purely optional.

#2358
Azureum

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Actually, thats given me an idea, for a sort of recursive menu system, oooooo, inspiration ftw.



Must run tests, must run tests ...

#2359
southbeatz1169

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Azureum wrote...
Actually, thats given me an idea, for a sort of recursive menu system, oooooo, inspiration ftw.
Must run tests, must run tests ...


I'd like to figure a way to create a small menu or scroll through weapons and armor rather than needing various toggles for them but I don't expect that to happen for ME2 but only time will tell.   Testing things sure sucks, all that loading the game, exiting, making changes, loading, exiting, etc but I suppose if the end result is good then that's what's important.

#2360
Valtonis

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mxfox408 wrote...


i take it no ones figured a way to add the console to the game. so again I ask does anyone kmow how to edit eye implant colors in the Gibbeds save editor??? i know how to make glowing eye but id rather know how to achive implants like the illusive mans and then edit those colors.


Open save in Save Editor.
Change to Raw tab.
Expand Squad > Player > Appearance > Morph Head > Texture Parameters.
Open the Texture Parameters list.
Add two new entries as follows:
code:

Name: EYE_Diff
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff

code:

Name: EYE_Spec
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec

#2361
Azureum

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southbeatz1169 wrote...

Azureum wrote...
Actually, thats given me an idea, for a sort of recursive menu system, oooooo, inspiration ftw.
Must run tests, must run tests ...


I'd like to figure a way to create a small menu or scroll through weapons and armor rather than needing various toggles for them but I don't expect that to happen for ME2 but only time will tell.   Testing things sure sucks, all that loading the game, exiting, making changes, loading, exiting, etc but I suppose if the end result is good then that's what's important.


Why would I need to exit and reload it? These are text files loaded each time I use a bind, I can change them on the fly and alt-tab back to the game and re-press the bind ... no need for exiting.

The toggle system would work if actually using the set bind / set input / set inputtext commands would do just that, simply set the bind.  As it happens they carry it out as well, so I can't get a press 0 to enter weapons menu, then press 1 for x 2 for y 3 for z option system going.

Kinda getting used to this engine just turning round and saying screw you, but the abuse I give it kinda makes up for that lol.

The trick is to get it into a loop, the end file needs to reset the bind back to normal for the menus to even function, but it just acts on the bind, so its an endless loop lol, so in effect I give a weapon, it takes it away again straight away because I need the emptyinventory command to reset you so that you only use 1 weapon at a time..

Dilmonen, do you fancy taking a crack at it? lol

#2362
Azureum

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Valtonis wrote...

mxfox408 wrote...


i take it no ones figured a way to add the console to the game. so again I ask does anyone kmow how to edit eye implant colors in the Gibbeds save editor??? i know how to make glowing eye but id rather know how to achive implants like the illusive mans and then edit those colors.


Open save in Save Editor.
Change to Raw tab.
Expand Squad > Player > Appearance > Morph Head > Texture Parameters.
Open the Texture Parameters list.
Add two new entries as follows:
code:

Name: EYE_Diff
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff

code:

Name: EYE_Spec
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec

Open Vector Parameters

Change "EYE_Iris_Colour_Vector" name to "Emis_Color" (without the quotes) and then change the colour values,

http://andylangton.co.uk/stuff/colour-converter
3rd box down you enter your RGB values, i.e; "111,53,26" (Auburn) into the 'RGB colour:(255-based)  -> RGB colour:(Percent-based)' input field. This will give the result of percentages as such: 44%,21%,10%, this translates into ME2 as a range between 0 (0%) and 1.0 (100%).

So an example of Auburn in ME2 ready colour format would be: (red) 0.44, (green) 0.21 and (blue) 0.1.

Here are some more examples to show you:

Cobalt: R: 61, G: 89, B: 171, which translates in percentage to: 24%,35%,67%, for ME2 would be R: 0.24, G: 0.35, B: 0.67
Lime Green: R: 50, G: 205 , B: 50, which translates in percentages to: 20%,80%,20%, for ME2 would be R: 0.2, G: 0.8, B: 0.2

NOTE: Some colours just don't show as they should, try playing with the values for A: (Alpha).


Proof it works:

Posted Image

Thank you for that, been looking for that myself but couldn't remember the page, lols this thread is too big, You didn't include the necessary bits to change the colour of the eyes, so I went ahead and investigated myself, my changes are in bold above.

@Everyone
Why don't I start another modding thread, since I'm quite an active modder and tbh the thread starter doesn't seem to be updating the first post. Is there a character limit in a post, or more importantly edit time limit?

Modifié par Azureum, 16 mars 2010 - 12:20 .


#2363
Timerider42

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southbeatz1169 wrote...

Timerider42 wrote...
So has the no sound on the Normandy been fixed yet? I was reading the readme and thats what it sounded like. I have my own ini, can you direct me to what I need to edit? Everything in this thread is spread out too much. We need a one-stop-shop.
Edit: Is TexMod still required?

I'll upload ini files to copy & paste only what is wanted for those that know how to use notepad++ and only include the content I modified and it will be seperated with details for what's what.  I'll post that later today.

-Edit-
I've updated the 1.2 archive with a template tutorial ini file for those that want to modify their ini file without replacing the entire file.


Does it affect just armor or does it completely turn your playermodel into an NPCs? I also noticed that you said toggling streaming while they are in your party will make them disappear. Does that also occur on the Normandy or on recruitment missions? Can the stream toggle be bound to a separate key?

#2364
southbeatz1169

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Timerider42 wrote...
Does it affect just armor or does it completely turn your playermodel into an NPCs? I also noticed that you said toggling streaming while they are in your party will make them disappear. Does that also occur on the Normandy or on recruitment missions? Can the stream toggle be bound to a separate key?


Some of it is armor but the armor for party members will replace the body model completely until different armor is equipped.  The only downside right now to streaming this stuff is that everytime you leave the normandy Shepard will go back to wearing default armor but that is easily corrected using the toggle key bindings and armor locker menu.  I think it's better than losing sound on the Normandy at least and only needs to be done when starting a new mission.  Returning to the Normandy usually keep the armor on, it seems to just do it when leaving the Normandy.

#2365
mxfox408

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Awsome thanx ill check it out when I Get home

#2366
phoenixofthunder

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How to fix Mass Effect 2 Low FPS  *UPDATED*
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 82 FPS constantly after my editing.

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
(Very pivotal for if not 0, FPS is a mess no matter what)

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

[Stats.Art]
FPS=_ - 35

[Stats.Perf]
FPS=_ - 35

[Stats.QA_IPS]
FPS= _ - 35


[Engine.GameEngine]
bSmoothFrameRate=TRUE
MinSmoothedFrameRate=32 - 62
MaxSmoothedFrameRate=62- 84

[SystemSettings]
SmoothFrameRate=True
MaxSmoothedFrameRate=62 - 84
MinSmoothedFrameRate=32 - 62


This fixes the issues with the 6,7,& 8 GeForce Series graphic cards that end up jagging in framerate. Let me know if this is of any use to anyone. If not I will void this post. Ok I will shut up now, before I get hit.:pinched::sick:

#2367
mxfox408

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Moderaters should make this thread a sticky.

#2368
mxfox408

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When Changeing "EYE_Iris_Colour_Vector" name to "Emis_Color"(without the quotes) and then change the colour values, do I replace the entire Eye_iris_colour_vector with emis_color? Or eye_emis_color?

#2369
phoenixofthunder

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mxfox408 wrote...

When Changeing "EYE_Iris_Colour_Vector" name to "Emis_Color"(without the quotes) and then change the colour values, do I replace the entire Eye_iris_colour_vector with emis_color? Or eye_emis_color?



Try it both ways. But if it were me I would leave the EYE_ part.

#2370
Northcity

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Now the ultimate question; is romancing miranda as female shepard possible? ive read places both yes and no ?

ive noticed sometimes as femshep that i had some greyed out talking-"options" while speaking to miranda or jack.


#2371
mxfox408

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The greyed out options mean either 6our paragon or renegade is not high enough level to select that option

#2372
ItsFreakinJesus

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Northcity wrote...

Now the ultimate question; is romancing miranda as female shepard possible? ive read places both yes and no ?
ive noticed sometimes as femshep that i had some greyed out talking-"options" while speaking to miranda or jack.

It's possible, but it requires you to chance your character gender with the save editor, and there isn't any recorded dialog for it, so you'd have to turn on subtitles.

#2373
BaaduII

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#

;SFXPawn_PlayerInfiltrator_0

#

; SkelMesh = SkeletalMesh(DynamicLoadObject(FemaleHeadMesh, class'SkeletalMesh'));

#

;SFXGame.BioMorphFace

#

; FemaleHeadMesh="BIOG_HMF_HED_PROMorph_R.Custom.HMF_HED_PROCustom_MDL"

#

;SFXGame.Bio_Appr_Character_Body

#

;SFXGame.Bio_Appr_Character_Hair

#

;SFXGame.Bio_Appr_Character_Head

#

;class=FaceFXAsset



Stumble upon something does anyone know what this is ? I found it in an ini file someone wrote.

#2374
mxfox408

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phoenixofthunder wrote...

mxfox408 wrote...

When Changeing "EYE_Iris_Colour_Vector" name to "Emis_Color"(without the quotes) and then change the colour values, do I replace the entire Eye_iris_colour_vector with emis_color? Or eye_emis_color?



Try it both ways. But if it were me I would leave the EYE_ part.


I got it working looks good But now the eyes iris is blue and the implants are red(which i want) but you see the blue eyes behind the implants im using A=1,B=0,G=0,R=8

i tried to create a new Name EYE_Iris_Colour_Vector but wont allow me to add any values to it.

Modifié par mxfox408, 17 mars 2010 - 01:15 .


#2375
phoenixofthunder

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mxfox408 wrote...

phoenixofthunder wrote...

mxfox408 wrote...

When Changeing "EYE_Iris_Colour_Vector" name to "Emis_Color"(without the quotes) and then change the colour values, do I replace the entire Eye_iris_colour_vector with emis_color? Or eye_emis_color?



Try it both ways. But if it were me I would leave the EYE_ part.


I got it working looks good But now the eyes iris is blue and the implants are red(which i want) but you see the blue eyes behind the implants im using A=1,B=0,G=0,R=8

i tried to create a new Name EYE_Iris_Colour_Vector but wont allow me to add any values to it.


Good going, got farther than I ever did. Try  A=1,B=8,G=0,R=0 or A=2,B=8,G=0,R=0 or A=1,B=8,G=0,R=7. Sorry haven't messed with eye editing much, that's all I got.:unsure: