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Modding is possible (guide)


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#2426
BaaduII

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well wouldn't expect it to work entirely if I remmeber correctly the guy didn't finish the program . And it seems to develop around the time people lost interest in mass effect

#2427
dilmonen

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BaaduII wrote...

well wouldn't expect it to work entirely if I remmeber correctly the guy didn't finish the program . And it seems to develop around the time people lost interest in mass effect


the package viewer program i'm working on tweaking works with ME1 & Mirror's Edge.  I just need to finish getting it to work with ME2.

Then I'll see if I can tweak the PHP app into working with ME2.

#2428
Azureum

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We can already see within the files by extracting them, how is this program different?

EDIT: Also, I wanted to gauge your reactions on this, its the forum I'm re-designing for us to use for modding discussion and submission etc.

Posted Image

Posted Image

Let me know what you think, it still has some work needed to be done, but is taking shape nicely, and theres tonnes of features that'll make life much easier when compared to what we have to put up with here lol.

Modifié par Azureum, 18 mars 2010 - 11:43 .


#2429
ecobotstar

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@Azureum
I think it looks very nice and friendly.

Modifié par ecobotstar, 18 mars 2010 - 11:51 .


#2430
Azureum

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You can't really see it properly, let me knock them up somewhere else rather than on this site, they kinda require lower quality than it deserves really.

EDIT:

Here they are in higher quality:

me2mods.azureum.com/me2mods.jpg
me2mods.azureum.com/postbits.jpg

Modifié par Azureum, 19 mars 2010 - 12:01 .


#2431
Karstedt

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dilmonen wrote...

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.  


That one by erickael was actually the best results wise. The other one let you 'browse' the files, but didn't let you sctually see a lot of the data or let you output it (except images stuff). erickael actually figured out the data structure and his app could export to html tables (I actually still have all the tables he exported, though they aren't posted anywhere anymore). I flipped the source over to someone I know the other day to see if she could do anything about converting it to Cx (because running an apache server just to run a little app is silly). She hates php though, so I don't know if that will go anywhere.

HERE is an extensive post by erickael on the old forum detailing a lot of what he figured out about the data structure and offsets.

The new site looks good. Needs more catagories though, presumably I'm just nitpicking an incomplete project though :)

Modifié par Karstedt, 19 mars 2010 - 12:47 .


#2432
dilmonen

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Azureum wrote...

We can already see within the files by extracting them, how is this program different?


because looking at a wheel that someone else already invented makes it easier to figure out where to go compared to starting from scratch.  ;)

if i can get the c# viewing program to work, then i'll feel confident enough to see if i can do something with the php app to make it work with me2 & possibly convert it to something other than php.

i'm not a trained programmer, so everything i've learned & done has been by poking at existing projects to figure out how they work.  reading udk & udn documentation has been how i've managed to piece together the flow of things "under the hood".  now i just need to see if i can manage to get more precise data to take things further, since a lot of the commands require knowing how something is referenced in order to execute them.

#2433
dilmonen

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Azureum wrote...

You can't really see it properly, let me knock them up somewhere else rather than on this site, they kinda require lower quality than it deserves really.

EDIT:

Here they are in higher quality:

me2mods.azureum.com/me2mods.jpg
me2mods.azureum.com/postbits.jpg


site looks like it's coming along nicely. 

i've also been working on making that set of weapon changing files.  seems like you can't override the 1-6 bindings with something else, it just adds commands to those, so they execute both at the same time.

anyone know how to make the game display a message on the screen?  if i can do that, then i can build a display of the commands into the files for choosing weapons.

#2434
Karstedt

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dilmonen wrote...

if i can get the c# viewing program to work, then i'll feel confident enough to see if i can do something with the php app to make it work with me2 & possibly convert it to something other than php.


Are you working from the original source by DerPlayer, or the newer modified version by erictheturtle? Or is this some other program I'm unaware of? The verision by erictheturtle comes compiled (as well as source) so it should work right out of the zip if you just want to see what it's capable of.

It's worth noting, that although the ME1 data appeared to 'cooked' versions of the traditional Bioware 2DA files. I believe that ME2's 'cooked' data will resemble the coalesced.ini structure.

Modifié par Karstedt, 19 mars 2010 - 03:26 .


#2435
v.dog

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@southbeatz1169: would it be possible to put your ini customisations is a .me2mod file for the mod manager? You've got good stuff, and I'd like to add them to my own custom settings.



@anyone: is is possible to make a tpf where the bottom part of shepard's neck is transparent, so that it doesn't clip through some outfits?

#2436
Azureum

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@Dilmonen,

If you wish, I can run a copy of that php program on my webserver with any appropriate files on there, I have unlimited webspace and transfers. I am fairly familiar with PHP, just not programming languages unfortunately so I wouldn't be able to convert it, but I might be able to provide insight into the PHP programs logic.

On a seperate note, my next project will be a power manager, one pretty crucial step however is for me to be able to remove the standard powers or at least not have them reset rank to 0 and remain after I use removepower command. Could someone look into this for me whilst I finish our forum site, only if you are stuck and in the mood for a change, I know some of you are dedicated to figuring out your respective projects as I would mine, but a good worker knows how to delegate lol, as it happens the forum is my mid project project lol.


@Karstedt
Yes its unfinished, but I would like you guys help, for the moment do you have any suggestions on a particular structure of forums and what forums to have. The general sections I have already provided apart from an off topic chat which I'll throw in later, it takes all of 5 seconds to create a forum lol.

I was thinking of a beginner forum, tools forum, and a texturing forum to start with.

Any suggestions guys?

Also, I am in need of someone who is good with graphics, those forum buttons (new post icons etc) need updating to something that fits the theme, and I'm not spectacular at creating things like that ha.

Modifié par Azureum, 19 mars 2010 - 09:56 .


#2437
Karstedt

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@Azureum

There should be a section focused on gameplay mechanics. That would include weapons, powers, and other misc gameplay changes from coalesced settings to hopefully whatever is contained in the class and weapon pcc files.

You might want a section for console usage too. For known console commands and how to enable it (hopefully someone will figure it out eventually).

There should probably be a section for actual mods too unless you have a system for centrally locating working mods.

#2438
Big stupid jellyfish

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Azureum, may I bother you? :P

Thank you for the mod - I like it, it's easy and pleasant to use. But it allows you to change weapons only, right? If you mark all weapons with '///' in the file that won't remove them from Shepard, five last weapons would be displayed by default anyways.

I believe I've seen something about removing the weapons from Shep completely on the last pages but didn't see any mod/tip. Is there a way to do this? Please enlighten me :)

Modifié par Big stupid jellyfish, 19 mars 2010 - 12:23 .


#2439
Yuri_ii

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Does anyone know, where i can find the NPC - Models and their tags?

#2440
gauntz

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I have a question about modifying coalesced. If I change the loadouts and for example give Adepts assault rifles, will my Adept be able to pick Revenant at the Collector Ship?

#2441
Yuri_ii

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You don't have to use coalsced.ini to get the Assault Rifle enabled for adept.



Simply play the game through; at the reaper you will be able to choose the Assault Rifle Ability.

#2442
dilmonen

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@karstedt



The erictheturtle version doesn't recognize Mass Effect 2 files as a known game type "out of the box" & quits with an unknown game message.



I've updated the code to recognize the files & try to decompress them, but the app is giving an out of memory error in mscorlib.dll now.



@Azureum

You could try hosting the file on your server, but if you have multiple people trying to run it against the larger files, it could cause issues since it tries to read their contents & generate unrealscript from them.

#2443
cruc1al

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Has anyone figured out if it's possible to assign weapons to keys, such as 1 for pistol, 2 for shotgun etc?

#2444
Lord Ed1

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gauntz wrote...

I have a question about modifying coalesced. If I change the loadouts and for example give Adepts assault rifles, will my Adept be able to pick Revenant at the Collector Ship?


Yes, you will be able to pick the Revenant, it won't show 'Assault Rifle training'. You can still select shotgun or sniper training, not the rifles.

#2445
Azureum

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Big stupid jellyfish wrote...

Azureum, may I bother you? :P

Thank you for the mod - I like it, it's easy and pleasant to use. But it allows you to change weapons only, right? If you mark all weapons with '///' in the file that won't remove them from Shepard, five last weapons would be displayed by default anyways.

I believe I've seen something about removing the weapons from Shep completely on the last pages but didn't see any mod/tip. Is there a way to do this? Please enlighten me :)


There is a reason I didn't include that option, put simply with the command in there people wouldn't be able to use their DLC weapons until they got to an actual weapons locker, because if you wanted to use my mod to give yourself a different weapon you'd wipe off your DLC weapon, so I took it out.

Near the top of the txt file above the weapon commands put the command "ResetInventory", that will clear out your inventory on every press.

My next project, after I finish our brand new forum that is .... is to create a power manager.

My intent is to remove all powers from classes and in effect allow you to create your own, you'd have no powers to start with, and just activate your chosen powers which will be immediately set at the rank needed.

For example if I wanted a mega biotic I'd pick adept and then loadout my powers with every biotic based power, including some of the bonus powers.

I'd like to at some point figure a way to change the text string for classes so I can add my own, but thats for laters hehe.

Modifié par Azureum, 19 mars 2010 - 06:10 .


#2446
Azureum

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@Azureum
You could try hosting the file on your server, but if you have multiple people trying to run it against the larger files, it could cause issues since it tries to read their contents & generate unrealscript from them.


Ahh, I misinterpretted your meaning, probably better to run a local copy of xamp then, or whatever passes for your choice of local webserver. Easier than uploading large files each time you wish to use the script

Modifié par Azureum, 19 mars 2010 - 06:10 .


#2447
gauntz

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Lord Ed1 wrote...

gauntz wrote...

I have a question about modifying coalesced. If I change the loadouts and for example give Adepts assault rifles, will my Adept be able to pick Revenant at the Collector Ship?


Yes, you will be able to pick the Revenant, it won't show 'Assault Rifle training'. You can still select shotgun or sniper training, not the rifles.


Great, thanks for the quick reply. Adept + Revenant will probably be extremely overpowered, even on insanity, but at least it'll be fun; I don't much like the Viper and the Avenger looks like a watergun.

#2448
Azureum

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Karstedt wrote...

@Azureum
There should be a section focused on gameplay mechanics. That would include weapons, powers, and other misc gameplay changes from coalesced settings to hopefully whatever is contained in the class and weapon pcc files.
You might want a section for console usage too. For known console commands and how to enable it (hopefully someone will figure it out eventually).
There should probably be a section for actual mods too unless you have a system for centrally locating working mods.


I was thinking of a basic modding section, one that deals with simple things, like changing how weapons works, changing storm, and other basic values.

The more advanced modding forum would be adding new appearances, adding powers and other stuff like that.

Speciality modding would be a section for those who tinker with engine stuff, like the pcc files and
other stuff.

A texture modding and request forum for the texmodders out there.


At least those were my thoughts on initial forums for discussion, besides the regular social ones. We already have a psuedo-console of sorts, with the text file. That doesn't deserve a whole forum, as there would be only one thread, thats better in the basic forum really I think.

Modifié par Azureum, 19 mars 2010 - 06:23 .


#2449
neok182

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looks like we might get undamaged garrus armor without having to resort to mods afterall:

http://hphotos-snc3....7_4874816_n.jpg

Just got posted on facebook for release this tuesday. no info on whether or not it's cerberus or not. pretty sure it is though

*EDIT* Bioware just added the info to the official site. It is NOT free. 160 MS or BW points. though to get undamaged garrus armor that might be worth it. Personally i like the other two outfits as well.

Modifié par neok182, 19 mars 2010 - 08:06 .


#2450
Big stupid jellyfish

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Azureum wrote...

Big stupid jellyfish wrote...

Azureum, may I bother you? :P

Thank you for the mod - I like it, it's easy and pleasant to use. But it allows you to change weapons only, right? If you mark all weapons with '///' in the file that won't remove them from Shepard, five last weapons would be displayed by default anyways.

I believe I've seen something about removing the weapons from Shep completely on the last pages but didn't see any mod/tip. Is there a way to do this? Please enlighten me :)


There is a reason I didn't include that option, put simply with the command in there people wouldn't be able to use their DLC weapons until they got to an actual weapons locker, because if you wanted to use my mod to give yourself a different weapon you'd wipe off your DLC weapon, so I took it out.

Near the top of the txt file above the weapon commands put the command "ResetInventory", that will clear out your inventory on every press.


Strange, didn't work for me for some reason...

As that's a command it can be added to the .ini file separately, right? I've tried the following:

Bindings=( Name="F1", Command="resetinventory" )

under the [SFXGame.SFXGameModeDefault] section - doesn't work. Am I doing it right? :)