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ArJed

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  1. Completely forgot about Tuchanka! Files name: krohub. It's been a while since I played ME trilogy and I've found my comment about ME2 sound editing: "Trying to change music in Afterlive..." https://forums.nexusmods.com/index.php?/topic/7047976-trying-to-change-music-in-afterlive/ Also keep in mind that not all ambient conversations include _amb_ in their names, some files named by characters participating in conversations, like: twrhub_bluerose_krog_a_S_INT and twrhub_bluerose_asari_d_S_INT on Illium. There is also no way to repack .afc files (just to remove ambient repetative dialogues/monologues) - such files may include actual dialogues (with characters Shep can talk) - so its better to: first, remove ambient conversations with non-interactable characters (like: twrhub_asariargue_a_S_INT), then remove files with interactable characters (like: twrhub_bluerose_...) once you talk to them. So it's better to create folder for these moved files (I do not recommend to delete any) and place them back for new playthrough.
  2. Sure, for ME2, delete/move files from: Mass Effect 2\BioGame\CookedPC News: omghub_news_a_S_INT.afc twrhub_news_a_S_INT.afccithub_mainnews_a_S_INT.afc Advertising:cithub_ad_high_a_S_INTcithub_ad_mid_a_S_INTcithub_ad_low_a_S_INTcithub_ad_hamlet_a_S_INT As for particular ambient conversations, you have to search specific .afc files that contain _amb_ in filename in hubs:cithub - Citadel, omghub - Omega, twrhub - Illium.For example: cithub_sirta_amb_a_S_INT.afc - Sirta Foundation (shop) ambient conversations. To convert .afc files to .ogg and play them, you'll need: ww2ogg programhttps://submitfile.com/download/ww2ogghttps://github.com/hcs64/ww2ogghttps://github.com/hcs64/ww2ogg/releases
  3. Just delete/move this files: Mass Effect 3\BIOGame\CookedPCConsole (int is English localization) News: cit_news_a_D_Int.afc Advertising, Shops, Announcements, Elevator: cit_branding_a_D_Int.afc
  4. Hi, info from my mods could help you with this: ME3 Gameplay tweaks > ME3_Gameplay_tweaks_controls > GTC README.txt ME2 Gameplay tweaks > ME2_Controls > ME2 GT README Controls.txt
  5. Edit configurable mods - Open .daimod-s with Notepad++ https://notepad-plus-plus.org/downloads/ AAA.daimod > right mouse button click on file > Edit with Notepad++ - use search [ctrl + F] to find: > options (to choose from) - start with: namespace DAIMod > configurable window (to set values) - start with: public void ConstructUI(ModConfigElementsList ConfigElementsList) For example, in simple mods like More Fade-Touched (MoreFadeTouched.daimod): public void ConstructUI(ModConfigElementsList ConfigElementsList) { ConfigElementsList.AddFloatElement("metalrate", "FT metal drop %:", 35.0f, 0.0f, 100.0f); ConfigElementsList.AddFloatElement("leatherrate", "FT leather drop %:", 15.0f, 0.0f, 100.0f); ConfigElementsList.AddFloatElement("clothrate", "FT cloth drop %:", 20.0f, 0.0f, 100.0f); } > with these settings drop chances will be: metal 35%, leather 15%, cloth 20%. For andvanced mods like Svarty's Configurable weapons, armor etc - read mod description for more detailed instructions for each mod. - set desired values. - save the mod file and merge.
  6. There are two mod managers for DAI: DAI Mod manager (DAITools Suite) https://www.nexusmods.com/dragonageinquisition/mods/693 - base mod manager, first created for DAI, for majority of mods. - mod format: daimod Frosty Mod manager (Frosty Tool Suite) https://frostytoolsuite.com/downloads.html - newest mod manager, supports more advanced modding features, for latest created mods. - mod format: fbmod - at present day, mods ratio is: 70 daimod-s / 30 fbmod-s. - both mod managers can be used alongside AND required specific mod installation procedure. * Modding mechanics: - DAI modding is achieved by creating new patch with higher load priority that overwrites any base (vanilla) game files. - Mod managers take default game files and merge them with new data from mods. - DAI MM will create new patch with name "Patch_ModManagerMerge". - FMM will create new patch with name "ModData" [ Pre-installation requirements ] 0-0) Disable Origin for DAI. If you want to play multiplayer, just temporary remove mods and re-enable it. - In short, any service will always attempt to check and restore game files integrity - that's mean erasing modded data. - Greatly increases DAI performance. 0-1) Go to: %DAI installation directory% > Update > Patch - Open: package.mft > with Notepad++ https://notepad-plus-plus.org/downloads/ > right mouse btn click on file > edit with Notepad++ - change: Version 11 to Version 12 - save the file and close it. 0-2) Copy entire Patch folder and place it outside %DAI installation directory% (you will need it each time you install any mod) 0-3) Create new folder to store daimods > I recommend creating separate folder on D: (or any) drive with name DAI and store all related stuff there, including mod managers and most important, MODS folder. - go to D: (or any) drive > create folder: MODS - in MODS folder create sub-folders for each mod cathegory: A Core, B World, C System, D Spells_skills, E Creatures, F NPC, G Companions, H Items, I Armor, J Weapons, K Crafting, L Shops, M Appearance, Z CFG (Z for highest load priority - i.e. will be shown last in MM mod list). > DAI MM loads mods in alphabethical order, to sort mods in MM load list just change the folder letter. > ! Do not use numbers at the beginning of the folder name - MM just won't load such folders. > Mods on the bottom of list will be loaded last AND IF there will be mod conflicts, last mod in load order will overwrite previous mod with conflicting data. > Exclution: if two mods change the same data but in different quantities, they will be merged without problems by general load order rule: - for example, two mods with different data, both edit the same content: MOD A: a1, b1, c1, d1, e1 MOD B: b2, d2, f2, g2 > merged final result: a1, b2, c1, d2, e1, f2, g2 Example: armor recolors/tinting mod a: a1, b1, c1, d1 - will recolor entire armor set (helmet, chest, boots, gloves) mod b: a2 - will only change the color of the helmet. result - a2, b1, c1, d1 > load mod b after mod a and you'll combine two mods perfectly. 0-4) Create separate folder for Frosty MM mods (outside MODS folder). For example: FMM MODS - store all fbmods there. 0-5) Create shortcuts on desktop (or anywhere) for folders: DAI and Update (you'll need them later). [ DAI MM mods installation ] 1) Download and unpack DAITools Suite Loader (outside %DAI installation directory%) 1-1) Launch DAIToolsSuite_Loader.exe > click "Mod Manager", click "64 bits" 1-2) [ Download All selected ] > close DAITools SL. 1-3) Create shotcut of DAI MM's .exe on the desktop (or anywhere else): Tools > Mod Manager > Main > Mod Manager v1.0 > DAIModManager.exe 2) Open DAI MM and set up paths - [browse]: - MODS directory - from where mods will be loaded by MM. > for example: D:\GAMES\DAI\MODS - Dragon Age Path - %DAI installation directory% - close MM. 3) Fill MODS folder with daimods! :smile: 4) Open DAI MM in main program window there will be list of mods with sorting depending how you organize your load order (i.e. folder names, A-Z). - you can drag mods up and down to change in which priority they will be merged > to not do this each time you'll install new mod - use sub-folders - for example: I Armor > a Armor mod first, b Armor mod second and so on). - Edit configurable mods before merging! - this is special daimods that support user custom values (button [Configure] will appear on the right side of programm's window). > You'll have to re-configure such mods each time you'll do re-merging. - Enable/disable specific mods by clicking on [X]. (If mod is unchecked, it won't be merged). 5) Once you're done with preparations, press [Merge] button. > DAI MM will create new patch with name "Patch_ModManagerMerge" in Dragon Age Inquisition /Update folder, with Version 13 in package.mft file (that mean it will have higher load priority than vanilla Patch with Version 12). 6) "Task completed sucessfully" (merge is finished) > [Close] > Close MM. 7) All set! Launch the game via DAI default exe shortcut (as usually). * Warnings, errors in merge process. > Warnings - one mod overwrite another. - can be ignored, unless you want specific result whe combining mods - then change load priority and do merge again. > Errors - some data cannot be found/not exist. - ignore. Some mods are created for older Patch versions - that means files were renamed/removed/relocated since this mod was created. In this case, mod changes simply won't be applied and used in game. * Adding new mod Add new mod in MODS > MODS sub-folder > Merge. - in general, when you do merging-s, each time MM will overwrite existing data in Patch_ModManagerMerge folder. > it is advisable to delete "Patch_ModManagerMerge" folder (each time) before installing new mod and then make new merge - in this case, this step will guarantee 100% mods compatibility and work reliability. [ FMM mods installation ] 1) Download and unpack MM (outside %DAI installation directory%) > (optional, if FMM not work for some reason) FMM folder: copy all files except Prereqs folder to %DAI installation directory% 1-1) Create shotcut of Frosty MM's .exe 1-2) Set admin properties for FMM: FrostyModManager > right mouse btn click > Properties > Compatibility > Run as admin > Apply. 1-3) Launch FMM > Select configuration > [New] > select DAI exe > select DAI > [select] 2) Open FMM and click [import Mod(s)] > select fbmod >> mod will be added to the left side list. - left list - "Available Mods" - is all imported mods list - it will show all mods you add to FMM. 3) Select mod > double click on it or click [Apply Mod(s)] >> mod will be added to the right side list. - right list - "Applied Mods" - is current mods list, mods that will be installed and used in game. > "Conflicts" tab will show data conflicts for "Applied Mods" - Enable/disable specific mods by clicking on [V]. (If mod is unchecked, it won't be merged). 4) Once you're done with preparations, press [Launch] > [OK] > FMM can be closed once you load the main menu. > FMM will create new patch with name "ModData" in /%DAI installation directory%. 5) All set! Launch the game via FMM > Launch. > FMM > [Launch] - will launch Vanilla DAI (or DAI with DAI MM) + FMM mods. (Vanilla shortcut - will launch DAI with DAI MM mods only (without FMM mods)). * FMM mods structure fbmod - mod file. archive - fbmod required file - old FMM version mods consist of two parts fbmod + archive (newest version consist of only fbmod). fbproject - source file - for modders. * Adding new mod Add new mod FMM > Launch. - in general, when you do merging-s, each time MM will overwrite existing data in ModData folder. > it is advisable to delete "ModData" folder (each time) before installing new mod and then make new merge - in this case, this step will guarantee 100% mods compatibility and work reliability. [ Dual MM mods installation ] The general idea is to apply FMM's mods changes on top of DAI MM Patch. 1) Install all DAI MM daimods; 2) Move Vanilla Patch folder from Update folder; 3) Rename "Patch_ModManagerMerge" to "Patch" 4) Install all FMM fbmods; - DAI MM will merge data with vanilla Patch only, so you'll have to rename "Patch" back to "Patch_ModManagerMerge" and move vanilla Patch back to Update folder to make DAI MM merge with new mod or as listed above delete modded Patch and just repeat renaming each time - it is more reliable way to ensure that all mods will be installed properly. - Combining similar daimods and fbmods: same rule as for the daimods: DAIMOD: a1, b1, c1, d1, e1 FBMOD: b2, d2, f2, g2 > combined merged final result: a1, b2, c1, d2, e1, f2, g2 Infinite Fade Step - fbmod + Step-by-Step - daimod Example result: a1 + b2 for Infinite Fade Step and Step-by-Step mods - infinite duration + no cooldown Fade Step spell. * Adding new mod [ FAST dual MM mods installation ] 1) Rename "Patch" to "Patch_ModManagerMerge" 2) Move vanilla Patch to Update 3) DAI MM > [Merge] 4) Move vanilla Patch from Update 5) Rename "Patch_ModManagerMerge" to "Patch" 6) FMM > [Launch] [ IRONCLAD dual MM mods installation ] 1) Delete Patch and ModData 2) Move vanilla Patch to Update 3) DAI MM > [Merge] 4) Move vanilla Patch from Update 5) Rename "Patch_ModManagerMerge" to "Patch" 6) FMM > [Launch] * Importing/converting DAI MM mods to FMM - FMM can load daimods and treat them as fbmods and use their data BUT it won't work realy well at all - especially texture mods (expect graphical artifacts and other glitches, not to mention other unpredicted bugs). - FMM does not support configurable daimods. To test mods for compatibility - open mods with Notepad++ (right mouse btn click on mod file > edit with Notepad++). https://padme4000.tumblr.com/post/615476038219202560/daimea-frosty-troubleshooting
  7. AMR - M-97 Viper? Check ME2 Weaponry tweaks readme for details. Coalesced.ini > [sFXGameContent_Inventory.SFXWeapon_AntiMatRifle] section Example from ME2 Weaponry tweaks mod: BurstRounds=1 MagSize=(X=12,Y=12) InitialMagazines=10 MaxSpareAmmo=(X=120,Y=120)
  8. Similar mod created for DAI Speed Launch (fbproject included) Maybe someone can use this mod as a template to create version for MEA?
  9. You just need to edit this patch (dlc) as well:DLC_UPD_Patch02 > Default_DLC_UPD_Patch02.binME3 Weaponry tweaksCheck mod description and readme file for details.
  10. Actually you need to use this console command: at biop_ < level_name > Use BioP_ filenames as commands from Citadel dlc folder: Mass Effect 3\BIOGame\DLC\DLC_EXP_Pack003\CookedPCConsole Mass Effect 3\BIOGame\DLC\DLC_EXP_Pack003_Base\CookedPCConsole For example: once I forgot to respec bonus power and used: at biop_nor to load Normandy main deck level; at biop_citapt to return to the apartment; List of main game levels, user2929 doc:
  11. Installation ( Valid textures ) ME3 Explorer > TPF Tools > (right upper corner) Modding ME2 > drag & drop .tpf or .dds file to program's window > > (on top) Check All > (on bottom) Analyse with Texplorer > (on top) Run Autofix All > (on bottom) Install Valid > Done Fixing ( NOT FOUND IN TREE ) 1) ME3 Explorer > TPF Tools > (right upper corner) Modding ME2 > drag & drop .tpf or .dds file to program's window > > (on top) Check All > (on bottom) Analyse with Texplorer > (on top) Run Autofix All > some file(s) NOT FOUND IN TREE; > select missing file(s) (and unselect other valid files) > (on bottom) Extract > select folder; 2) ME3 Explorer > Texplorer > (right upper corner) Modding ME2 > search bar (near >> button) > search: type first several letters of the filename until you narrow the search results > (list below search bar) double click on file with the same name in search results > (middle program window area) click on file > (on bottom) Extract > select folder; 3) Make sure that you extract correct file: ME3 Explorer > Utilities tab > Image Engine > drag & drop both .dds files to program's window one at the time > are they match/similar? > to the step 4, if no, search further. 4) Copy name of the file that you extract from Texplorer > rename missing file > TPF Tools > drag & drop .dds file to program's window > > (on top) Check All > (on bottom) Analyse with Texplorer > (on bottom) Install Valid > Done. [ Optional ] Check that texture file installed correctly: Texplorer > (on bottom) Regenerate Thumbnail > image changed? > then it's done, congrats!
  12. You should have specify that that was starchild/catalyst ending dialog. In this case: - load the nearest savegame; - use console command: savegame Any_name to manually save before TIM confrontation; > exit game; - disable all content/story DLC in ME3 MM: Restore > Custom dlc manager > click on mod to disable it, click again to enable; - load the savegame. > mod files that related to ending start with: BioD_End ... .pcc Or just download MEHEM and get on with it :wink:
  13. Use search in your DLC folder and find all files with names that start with BioD_ProEar Move them temporary and run Autotoc - in ME3 Explorer or ME3 MM. Or just start a new game. Probably the only one related mod that edit dialog with child is Shorter Dreams DLC_EXP_SD - BioD_ProEar_210Child_LOC_INT.pcc https://www.nexusmods.com/masseffect3/mods/362
  14. If you planning to create this mod, Shep's reply first sentence in dialogue wheel should be enough. http://me3explorer.wikia.com/wiki/Dialogue_Editing http://me3explorer.wikia.com/wiki/TLK_File_Format
  15. Just delete/move this files: Mass Effect 3\BIOGame\CookedPCConsole (int is English localization) News: cit_news_a_D_Int.afc Advertising, Shops, Announcements, Elevator: cit_branding_a_D_Int.afc
  16. ME3 Explorer > Soundplorer > open: Mass Effect 3\BIOGame\DLC\DLC_EXP_Pack003_Base\CookedPCConsole BioD_Cit004_265BottomDeck_LOC_INT.pcc (INT is English localization) search all "cit_femmefatale" files: en-us,cit_femmefatale,cit004_cargo_bay_ambs_a,00782169_m (en-us is English localization) replace them all with silence sound (1 second should be enough): https://github.com/anars/blank-audio convert .mp3 file(s) to ,wav format by any suitable online converter. Transfer > Import from WAV > Save > run Autotoc.
  17. Tali outfits textures: You need to extract default and alt outfits textures and then swap them or left as same looking outfits; ME3 Explorer > Texplorer > use search "tali": - default BIOG_QRN_TLI_LGT_R > LGTA > BASE PTY_Tali_Body ... - loyal BIOG_QRN_TLI_LGT_R > LGTB > BASE QRN_TLI_LGTb ... - alternative BIOG_QRN_TLI_LGT_ALT_R > TEXTURES PTY_Tali_Bodyb ... > diff, norm, spec, spwr - all files from each folder > Extract > copy default outfit files to another folder > rename them to alternative outfit names > TPF tools > drag & drop renamed files to window > Check All > Analyse with Texplorer > Run Autofix All > Install Valid > Done! Restore to default > TPF tools > install vanilla files;
  18. ======== Enemy hit/death reactions ======== [sFXGameContent_Inventory.SFXDamageType_...] - for each gun; Penetration=PenetrationType_Light - Determines weapon penetration type on enemy hit; available types: _VeryLight _Light _Medium _Heavy; bCausesPhysicsImpact=true - Allow physical damage on target: yes/no; bCausesRagdoll=false - Enemy corpse ragdoll can be spawn: yes/no; fChanceofRagdoll=0.005 - Result will be in %-s 0.7=70%, where 1.0=100%(max) / per shot; fPhysicsReactionTimeScale=0.3 - Target physical damage reaction time; HitReactions=(BodyPart="Head" ... ; - Determines enemy's various reactions for damage on hit;
  19. While rebuilding my weapons mod, I found strings you need: InputDelayTightAimExit=0.1 CoverUpdateDelay=0.333StormCoverUpdateDelay=0.15m_fCoverBreakForwardAccelDelay=0.4f;m_fCoverDelayTime=1.0 - all values in seconds.Not exact "firing from cover" just values related to cover.
  20. Hello again, actually changing the color of her outfit is quite good idea. I was in the mood to create some stuff, so I made quick simple recolors of JeanLuc's 4k texture: credits: JeanLuc761 mod: https://www.nexusmods.com/masseffect2/mods/119 https://imgur.com/cWv1RPf https://imgur.com/3vZu0rf https://imgur.com/Q2KZWZE https://imgur.com/HouajhN https://imgur.com/yvWRael If anyone still interested, I could make a mod with those outfits.
  21. I am curious about that too. After some research, I found out that editing music is quite complicated. Lets see what options we have: Music and sound files are packed and stored in .pcc and .afc files. Almost all .pcc files contain audio files and all .afc are contain music and sound files. AFC (Mass Effect Audio File Container) is an audio container format developed by Canadian video game development company BioWare for their Mass Effect science fiction video game series based on the Unreal 3 Engine. Being a container format, an AFC file can contain one or multiple audio streams. The audio data stored in AFC files may represent either speech, background music and/or sound effects used in the game. In its essence, an AFC file is just a regular OGG file with audio data encoded as RIFF WAVE via the WaveWorks Interactive Sound Engine (Wwise). The only thing that makes AFC files different from regular OGG files is the file header, which is slightly different. AFC files usually have a sampling rate of about 32000Hz at a variable bit rate (VBR) ranging from 75 to about 105kbps. There are currently no desktop media players that provide AFC playback natively. However, there is a good number of independently developed AFC conversion tools such as afc2ogg or the Gibbed Mass Effect 3 Audio Extractor, which allow users to easily convert AFC files to OGG and play them back in any OGG-compatible desktop media player. PCC - File used by Mass Effect 2 and 3; may contain various game data, including models, textures, and rooms; commonly used to modify (or "mod") game content. PCC files are typically found in the BioGame\CookedPC directory within a Mass Effect 2 installation. An example PCC file is BIOG_HMF_ARM_SHP_R.pcc, where "HMF" stands for a Human Female character. PCC files are similar to .UPK files. https://fileinfo.com/extension/pcc Pure tutorial: [ME2] UNPACK Download afc2ogg extractor: http://dotwhat.net/file/extension/afc/10913 (supports ME2 and ME3 .pcc and .afc files) copy selected .pcc/.afc file from: Mass Effect 2\BioGame\CookedPC to any folder (as backup); Open MassEffect3Extractor > select file type > select file to extract stuff from > select destination folder > UNPACK! (.ogg files will be unpacked to folder with same name as source file) note: if selected .pcc file dosen't contain audio files, then MassEffect3Extractor will be closed with error. PACK Unknown for this time. Most likely, .ogg files could be packed to .afc only by Wwise: https://www.audiokinetic.com/downloads/ [ME3] UNPACK/PACK (Replace) Example: changing music for Purgatory bar: ME3 Explorer > Soundplorer > File > Open pcc > Mass Effect 3\BIOGame\CookedPCConsole > BioSnd_CitHub.pcc > mus_cithub_nightclub_lp_wav > Transfer > Import from WAV > select mod music file > File > Save > Run Autotoc > Done! Notes: - Sounplorer doesn't support ME2 pcc files. - After music file replacement, replaying it in Sounplorer will give you last played sound file in the game insted, but replaced music will be played normally in game. I assume, that music file that you want to replace, must have same length and bit rate as stock file. Modders who succeeded in editing music files for ME3: Better Cabin Music https://www.nexusmods.com/masseffect3/mods/206 ME1 and ME2 music in ME3 Purgatory Bar https://www.nexusmods.com/masseffect3/mods/319 OMEGA Afterlife bar music: Wwise_OmgHub_Streaming.afc Wwise_OmgHub_Streaming.002.ogg - Upper bar music (Saki Kaskas - Callista) Wwise_OmgHub_Streaming.001.ogg - Lower bar music (Jesse James Allen - Lo Fi Epic)
  22. This textures issue caused only by TEXTUREGROUP-s, delete only them. ALOT values: TEXTUREGROUP_Character_1024=(MinLODSize=2048,MaxLODSize=4096,LODBias=0) TEXTUREGROUP_Character_Diff=(MinLODSize=512,MaxLODSize=4096,LODBias=0) TEXTUREGROUP_Character_Norm=(MinLODSize=512,MaxLODSize=4096,LODBias=0) TEXTUREGROUP_Character_Spec=(MinLODSize=512,MaxLODSize=4096,LODBias=0) Default values: TEXTUREGROUP_Character_1024=(MinLODSize=32,MaxLODSize=1024,LODBias=0) TEXTUREGROUP_Character_Diff=(MinLODSize=32,MaxLODSize=512,LODBias=0) TEXTUREGROUP_Character_Norm=(MinLODSize=32,MaxLODSize=512,LODBias=0) TEXTUREGROUP_Character_Spec=(MinLODSize=32,MaxLODSize=256,LODBias=0) If TEXTUREGROUP-s values was changed, game engine simply cannot process and display textures properly, because they doesn't have required resolution. If texture has lower resolution than is set in MinLODSize=..., it became black. Or, try to combine: TEXTUREGROUP_Character_1024=(MinLODSize=32,MaxLODSize=4096,LODBias=0) TEXTUREGROUP_Character_Diff=(MinLODSize=32,MaxLODSize=4096,LODBias=0) TEXTUREGROUP_Character_Norm=(MinLODSize=32,MaxLODSize=4096,LODBias=0) TEXTUREGROUP_Character_Spec=(MinLODSize=32,MaxLODSize=4096,LODBias=0)
  23. Since you are going to make recolors, could I add the request? White transparent visors, like this: https://i.imgur.com/dvGkFcu.png https://munchyfly.me/mea-mod-the-pathfinders-crew/
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