Aller au contenu

Photo

Modding is possible (guide)


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

#2401
dilmonen

dilmonen
  • Members
  • 148 messages

_silencer0 wrote...

Karstedt wrote...
I think that's a good idea. It would be nice to have someone updating the first post to reflect all known modding capabilities or at least link to the section of the thread that pertains to them. 100 pages is kind of hard to sort through.
I'm trying to find out if anyone has figured out how to get usable data from the class pcc files etc, don't know if that's buried in here somewhere. The unreal extractor just seems to dump a bunch of directories and 1k files when extracting many of the pcc data files. So I'm guessing they are actually supposed to be similiar in structure to the coalesced.ini file if extracted properly.


I am working on a C++ SDK that will allow you direct access to objects and even call function's on them :)

uobject* pawn = find_global_object( "SFXPawn_Miranda BioH_Vixen_00.TheWorld.PersistentLevel.SFXPawn_Miranda" );
ufunction* pawn_func = find_global_object( "Function SFXPawn_Henchman.ShowHelmet" );

if ( pawn->is_valid() && pawn_func->is_valid() )
{
	//change some variable
	*(uobject**)( (uint8*)pawn + 1332 ) = my_head_mesh; //1332 is offset
	//show helmet
	bool parms( true );
	pawn->call_function( pawn_func, &parms, 0 );
}

Still working on a game classes generator to create a C++ header to allow normal access to variables and functions.

When the SDK gets to a usable state you would be able to do:

BioPawn* pawn = find_global_object( "SFXPawn_Miranda BioH_Vixen_00.TheWorld.PersistentLevel.SFXPawn_Miranda" );

if ( pawn->is_valid() )
{
	//change some variable
	pawn->HeadMesh = my_head_mesh;
	//show helmet
	pawn->ShowHelmet( true );
}


Nice!  I'm looking forward to this as well.  Trying to figure out how to get things to work differently with INI modding & exec commands is like trying to canoe without a paddle sometimes.

#2402
Azureum

Azureum
  • Members
  • 285 messages

Timerider42 wrote...

Azureum wrote...

Have you tried using an onlyoadlevel command to load the level they are in and adding their MDL to your coalesced.ini under fullbodyappearance, and using the toggle to hide your head?

I was toying with using other characters bodies, its funny to use the standard mech one as it moves like shepard but looks EXACTLY as a mech, I cracked out laughing when talking to illusive man and she thanks him for being given her body back.

Azureum wrote...

Just for kicks I got the body of a heavy mech as armor for shepard, that
was funny lol, but it'd be nice to be able to hide the head, because
without AI control it just points straight up, and so I can't unhide the
face etc, even scaling the mesh down in-game would be nice hehe.


Lol. Post pics! Could you post a step-by-step, please? Where's the head toggle? I'm using Iron Spine's editor. Still not really sure how fullbodyappearance works.


Well, you kinda need to set a better FOV because you basically stare at this big huge chuck of metal, you can't even see the head unless you look up at a tight angle without it., regular mech works fine though.

Not bad though for experimentation, just robbed a few MDL references from inside the level pcc files after extracting them.

Can't hide the head unfortunately, its part of the skeletal mesh, but in all full body appearances (like DLC armors) you will find a line like this:

FullBodyAppearances=(Id=1,Type=CustomizableType_Torso,Mesh=(Male="BIOG_CBT_MHV_NKD_R.NKDa.CBT_MHV_NKDa_MDL",
Female="BIOG_CBT_MHV_NKD_R.NKDa.CBT_MHV_NKDa_MDL"
,bHideHead=False,bHideHair=False,bHasBreather=False),PlotFlag=-1)


The MDL reference is for the heavy mech as far as I remember, I've been switching them out but I'm pretty sure thats the one.

Most important is the end bits for hiding head, hair and telling the game if the appearance has a (i think) helmet (breather).

As with the armor locker coding I put on page 90 thanks to dilmonens earlier work on the subject, you can use a similiar principle to load the level the mech is on, in this case procer (i think) and walla, you can select it from the first time you see an armor locker.

But the next level you load it reverts to default (as the required level isnt in memory) I nearly snorted my drink out my nose because I had left hidehead turned on and when I entered the next level I was confronted with a headless shepard lol.

Heres heavy mech shepard.

Posted Image

@Dilmonen
Tinkering with heavy mech armor gave me an idea, you found any way to give the player armor, like the AI heavy mech does? I notice they have shield, armor, then health.

An extra layer of protection would be sweet.

Modifié par Azureum, 17 mars 2010 - 09:00 .


#2403
dilmonen

dilmonen
  • Members
  • 148 messages

Azureum wrote...

@Dilmonen
Tinkering with heavy mech armor gave me an idea, you found any way to give the player armor, like the AI heavy mech does? I notice they have shield, armor, then health.

An extra layer of protection would be sweet.


Haven't looked at that.  Might be interesting to see if it's possible as a change of pace.

Still banging my head on my desk over the showmenu/gui problem...

#2404
Azureum

Azureum
  • Members
  • 285 messages

dilmonen wrote...

Azureum wrote...

@Dilmonen
Tinkering with heavy mech armor gave me an idea, you found any way to give the player armor, like the AI heavy mech does? I notice they have shield, armor, then health.

An extra layer of protection would be sweet.


Haven't looked at that.  Might be interesting to see if it's possible as a change of pace.

Still banging my head on my desk over the showmenu/gui problem...


When I get to that point my own personal experience has taught me that a change of focus is needed, often I find changing to tackle some other problem can sometimes give you an idea for another, or provide inspiration for the one you just moved on from.

Fresh perspective helps.

By the way, the work on the forum progresses well, I'm in the middle of tweaking it all to my designs.

Are you familiar with the admin workings of vbulletin forum software? Or anyone else?

#2405
BaaduII

BaaduII
  • Members
  • 48 messages

Azureum wrote...

If the skeleton and face are in the same pcc files you just need to use an OnlyLoadLevel command with the mapname, then just reference the face and skeletal mesh accordingly via full body appearance or otherwise.



Hm I am not sure how to refrence the face  correctly that the problem lol  or the skeleton mesh  .  at most I know is how to call up the mesh via the armor / helmet change room .

=Seekfreepackage BioP_TwrHub (illum)

7279 = SkeletalMesh'BIOG_ASA_HED_PROMorph_R.PROBase.ASA_HED_PROBASE_MDL'
7280 = SkeletalMesh'BIOG_ASA_HGR_HVY_R.HVYa.ASA_VSR_HVYa_MDL"

I am not exactly sure how to refrence these command below (Don't know **** about C++ Only a little)

I really don't know the code to load faces lol.. I can load the base skeleton mesh from the helmet  with a generic or no texture at all .But that nothing new that how all the Henchman heads are loaded .

4839 = Package'BIOFace_TwrHUB'
4840 = Package'BIOFace_TwrHUB.Lite'

751 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Asari01.BioMaterialOverride_82'
752 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Asari02.BioMaterialOverride_68'
753 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Asari03.BioMaterialOverride_71'
754 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Asari04.BioMaterialOverride_74'
755 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Asari05.BioMaterialOverride_77'
756 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Asari06.BioMaterialOverride_80'
757 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Asari07.BioMaterialOverride_83'
758 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Asari08.BioMaterialOverride_86'
759 = BioMaterialOverride'BIOFace_TwrHUB.Lite.BioFace_Salarian02.BioMaterialOverride_182'
760 = BioMorphFace'BIOFace_TwrHUB.Lite.BioFace_Asari01'
761 = BioMorphFace'BIOFace_TwrHUB.Lite.BioFace_Asari02'
762 = BioMorphFace'BIOFace_TwrHUB.Lite.BioFace_Asari03'
763 = BioMorphFace'BIOFace_TwrHUB.Lite.BioFace_Asari04'
764 = BioMorphFace'BIOFace_TwrHUB.Lite.BioFace_Asari05'
765 = BioMorphFace'BIOFace_TwrHUB.Lite.BioFace_Asari06'
766 = BioMorphFace'BIOFace_TwrHUB.Lite.BioFace_Asari07'
767 = BioMorphFace'BIOFace_TwrHUB.Lite.BioFace_Asari08'
1345 = FaceFXAsset'BIOG_FaceFX_Assets.SFX_ASARI_FaceFX'
1346 = FaceFXAsset'BIOG_FaceFX_Assets.SFX_Salarian_FaceFX'

Modifié par BaaduII, 18 mars 2010 - 02:27 .


#2406
Karstedt

Karstedt
  • Members
  • 1 536 messages

Azureum wrote...

By the way, the work on the forum progresses well, I'm in the middle of tweaking it all to my designs.

Are you familiar with the admin workings of vbulletin forum software? Or anyone else?


Sadly no... I'm well versed in the trolling functions though. So you're actually making a board dedicated to modding? Be sure to make some catagories to separate modeling from coalesced from attempts to mod data files etc. There was an attempt at a mod forum for ME1 somewhere, but it never really took off.

I'm not sure if the data oriented pcc files use the same foramt as the old upk files (just a different extension). But if they do, I have some stuff bookmarked about what was discovered about their format from the couple of people that managed to put together programs to read/extract data from them. I can post some links if you think they would help with something.

#2407
Azureum

Azureum
  • Members
  • 285 messages

Karstedt wrote...
Sadly no... I'm well versed in the trolling functions though. So you're actually making a board dedicated to modding? Be sure to make some catagories to separate modeling from coalesced from attempts to mod data files etc. There was an attempt at a mod forum for ME1 somewhere, but it never really took off.


Any particular reasons that never took off?

#2408
Svirfneblin

Svirfneblin
  • Members
  • 5 messages
Is it possible to move weapons from one slot to another? I'm playing an Infiltrator and would love to move my sniper rifle over to the empty assault rifle spot, and move my heavy weapon over to the sniper rifle slot.

It looks so crowded the way the sniper rifle is buried under the heavy weapon. :(

Thanks to the modding community here as well for all the work and creativity. This thread has made my second play through a riot.

#2409
Azureum

Azureum
  • Members
  • 285 messages
Not that I'm aware, it doesn't seem to matter which order I put it in, although I've not really looked at it too much, I think maybe the entry that determines the weapon slots for the class you use, the order in which the variables for the different kind of weapons may hold the answer, but I can't check it at the moment as I'm soon off to work.

#2410
pinoy_sav

pinoy_sav
  • Members
  • 126 messages
Is there anyway

I can add the adv weapons found on the collector ship

onto my biotic classes ? I have ME2 for the 360

and I know how to use hex edit and other programs

to mod my file

#2411
Azureum

Azureum
  • Members
  • 285 messages
I have no experience modding xbox version unfortunately, I don't own an xplorer disc or anything to get the files from my 360 to the pc for editing.

#2412
Karstedt

Karstedt
  • Members
  • 1 536 messages

Azureum wrote...

Any particular reasons that never took off?


ME1 ini files had a lot less gameplay configuration options, and most of the good stuff was buried in cooked upk files. It was at least a full year after release before anyone successfully 'decoded' the game data from the upk's, and by that time the mod scene had pretty much written ME1 off. So aside from some re-skinning (extracting images from upk's was always possible), nothing ever really happened. And since there was so little mod interest by the time the upk veiwer/exporter was made, nobody bothered to try and turn the veiwer into an editor.

I know what you were thinking though... and no, I didn't drive them all away from under my bridge.

#2413
thompsonaf

thompsonaf
  • Members
  • 262 messages
I had an idea for a workaround to the helmet issue. I noticed a lot of texmods going around, a nice one in particular is the one that removes the bloodstripes on N7 armor. I'm not sure how it was done in the image editor but i'm assuming that the texture was made transparent? If so then could the helmet texture on the DLC armors also be made transparent. Then add the armor as a torso piece:

TorsoAppearances=(Id=5,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMM_ARM_MED_R.MEDa.HMM_ARM_MEDa_MDL",Female="BIOG_HMF_ARM_MED_R.MEDa.HMF_ARM_MEDa_MDL"),PlotFlag=-1)

Which should show Sheps head and also use the regular N7 helmet when the game forces it. That is of course assuming the texture for the helmet on the DLC armor model can be made transparent.

Modifié par thompsonaf, 18 mars 2010 - 01:08 .


#2414
Timerider42

Timerider42
  • Members
  • 582 messages

Azureum wrote...

Timerider42 wrote...

Azureum wrote...

Have you tried using an onlyoadlevel command to load the level they are in and adding their MDL to your coalesced.ini under fullbodyappearance, and using the toggle to hide your head?

I was toying with using other characters bodies, its funny to use the standard mech one as it moves like shepard but looks EXACTLY as a mech, I cracked out laughing when talking to illusive man and she thanks him for being given her body back.

Azureum wrote...

Just for kicks I got the body of a heavy mech as armor for shepard, that
was funny lol, but it'd be nice to be able to hide the head, because
without AI control it just points straight up, and so I can't unhide the
face etc, even scaling the mesh down in-game would be nice hehe.


Lol. Post pics! Could you post a step-by-step, please? Where's the head toggle? I'm using Iron Spine's editor. Still not really sure how fullbodyappearance works.


Well, you kinda need to set a better FOV because you basically stare at this big huge chuck of metal, you can't even see the head unless you look up at a tight angle without it., regular mech works fine though.

Not bad though for experimentation, just robbed a few MDL references from inside the level pcc files after extracting them.

Can't hide the head unfortunately, its part of the skeletal mesh, but in all full body appearances (like DLC armors) you will find a line like this:

FullBodyAppearances=(Id=1,Type=CustomizableType_Torso,Mesh=(Male="BIOG_CBT_MHV_NKD_R.NKDa.CBT_MHV_NKDa_MDL",
Female="BIOG_CBT_MHV_NKD_R.NKDa.CBT_MHV_NKDa_MDL"
,bHideHead=False,bHideHair=False,bHasBreather=False),PlotFlag=-1)


The MDL reference is for the heavy mech as far as I remember, I've been switching them out but I'm pretty sure thats the one.

Most important is the end bits for hiding head, hair and telling the game if the appearance has a (i think) helmet (breather).

As with the armor locker coding I put on page 90 thanks to dilmonens earlier work on the subject, you can use a similiar principle to load the level the mech is on, in this case procer (i think) and walla, you can select it from the first time you see an armor locker.

But the next level you load it reverts to default (as the required level isnt in memory) I nearly snorted my drink out my nose because I had left hidehead turned on and when I entered the next level I was confronted with a headless shepard lol.

Heres heavy mech shepard.

Posted Image

@Dilmonen
Tinkering with heavy mech armor gave me an idea, you found any way to give the player armor, like the AI heavy mech does? I notice they have shield, armor, then health.

An extra layer of protection would be sweet.

Thanks for answering.
The Fullbodyappearance code goes with the other appearances in the ini, correct? The method you posted on page 90 doesn't have that Normandy sound issue does it? You also mentioned making a text file. Where should that file be placed?
Does Shepard's head or the original model's head appear by default?
Sorry for asking so many questions :) .

Modifié par Timerider42, 18 mars 2010 - 01:18 .


#2415
Valtonis

Valtonis
  • Members
  • 114 messages

abvex wrote...

Valtonis wrote...
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




How could you do this for the male character? its only doable with females.


the only model it i snot doable with is the default male.
you can do it with the other models

#2416
king_uther

king_uther
  • Members
  • 6 messages
Hot Damn you guys work fast. It's actually making my head spin. I have to ask if there is or if there's planned a site summing up mods and helping the new guys with instructions.

As awesome as this place is, it's all very jumbled.

#2417
neok182

neok182
  • Members
  • 115 messages

pinoy_sav wrote...

Is there anyway
I can add the adv weapons found on the collector ship
onto my biotic classes ? I have ME2 for the 360
and I know how to use hex edit and other programs
to mod my file


since no one gave you a clear answer, i'll give you one. no it is not possible.

The 360 version handels files differently so it can't be modded. ontop of that the only way to mod games on the xbox is to hack your xbox which is illegal in some countries and is against the microsoft code of conduct. They will perminatly ban your account and xbox if caught.

if you wanna mod games, become a PC gamer. It's easier and you don't risk losing your gaming machine.

#2418
Azureum

Azureum
  • Members
  • 285 messages
With respect it will be possible to somewhat mod xbox, gibbed has plans for a release of his save editor compatible with xbox saves...

#2419
Azureum

Azureum
  • Members
  • 285 messages

Thanks for answering.
The Fullbodyappearance code goes with the other appearances in the ini, correct? The method you posted on page 90 doesn't have that Normandy sound issue does it? You also mentioned making a text file. Where should that file be placed?
Does Shepard's head or the original model's head appear by default?
Sorry for asking so many questions :) .


Yes it does, no it doesn't, yes I did, binaries folder, yes appears by default but hidden inside the skeletal mesh, no problems lol.

#2420
Azureum

Azureum
  • Members
  • 285 messages

king_uther wrote...

Hot Damn you guys work fast. It's actually making my head spin. I have to ask if there is or if there's planned a site summing up mods and helping the new guys with instructions.
As awesome as this place is, it's all very jumbled.


Yes I am working on that now, a forum to start with, I am working on its design now, its working but not all parts of it look the same yet.

#2421
dilmonen

dilmonen
  • Members
  • 148 messages

Karstedt wrote...

Azureum wrote...

Any particular reasons that never took off?


ME1 ini files had a lot less gameplay configuration options, and most of the good stuff was buried in cooked upk files. It was at least a full year after release before anyone successfully 'decoded' the game data from the upk's, and by that time the mod scene had pretty much written ME1 off. So aside from some re-skinning (extracting images from upk's was always possible), nothing ever really happened. And since there was so little mod interest by the time the upk veiwer/exporter was made, nobody bothered to try and turn the veiwer into an editor.

I know what you were thinking though... and no, I didn't drive them all away from under my bridge.


from what i can gather, the pcc files are renamed upks for the most part, which is why gildor's utilities can work on them like they do.

i'm peeking into a few older things from me1 to see if i can figure out how to update them to work with the me2 files.  any links to those older utilities would be appreciated, since the old forums appear to be gone now.

#2422
BaaduII

BaaduII
  • Members
  • 48 messages
http://erickael.ifra...com/MassEffect/ Here one I found dilmonen

#2423
Azureum

Azureum
  • Members
  • 285 messages
I wonder if we will ever get to the point of scripting our own levels lol.

#2424
piulorzaho

piulorzaho
  • Members
  • 1 messages
 Hey guys i'm new at modding but can you help me?
I'm trying to give myself some of the enemy weapons but i can't find a way to add the Praetorian Particle Beam
Can someone help me?
THX

Modifié par piulorzaho, 18 mars 2010 - 09:21 .


#2425
dilmonen

dilmonen
  • Members
  • 148 messages

BaaduII wrote...

http://erickael.ifra...com/MassEffect/ Here one I found dilmonen


yeah, i've got that one already.  php apps make for interesting times...  especially since my php-fu is weak.

i'm currently working on trying to update an older c# app that i was pointed at.  only been at it a few hours now though...

i've got it recognizing the engine, cooker, & package versions but i'm getting an out of memory error in an ms dll once it tries to decompress the file for examination.  at least i find it a nice intellectual challenge to try & build on someone else's code when i've never worked with c# before.