How To Use Gibbed Save Editor Mass Effect 2

Gibbed Save Editor Mass Effect 2. Heaps of possibilites you could simply just break the save but i.

  1. Open Gibbed's Mass Effect 2 Save Editor and load the savegame you want to modify click the 'Raw' tab under ' - 2. Squad' click on ' + Player' to expand the branch.
  2. Any risk to adding paragon/renegade points through gibbed save editor in ME2? MASS EFFECT 2 I really hate the morality system ME2 uses, and how you have to basically only choose one side of the morality system if you want to pass the later game speech checks.

Open ME2, New Game, and create a completely new Male or Female character (don't import). Play through the intro/cutscenes (search for skipping them) until you 'wake up' and are able to save your. Gibbed's Audio Extractor Largely untested, but it won't destroy your Mass Effect 2 install. For best results, click @, press enter (for default 'shit'). Add to music player, play randomly looped.

Mass Effect 2 Coalesced Editor

Where To Get It

Coalesced Editor for Mass Effect 2

Download the most recent version from here: Coalesced Editor ME2

This tool edits the coalesced.ini file. I would highly recommend you backup your original coalesced.ini file. You can find the file here:

Program Files (x86) > Origin Games > Mass Effect 2 > BioGame > Config > PC > Cooked

How To Use Gibbed Save Editor Mass Effect 2 Mod

How To Use It

Because somehow i always forget and fuck shit up

Before you do anything, back up your coalesced.ini by copying and pasting the files to a safe place. I like to use the desktop. Once you’ve done that, follow these steps:

  1. Open Coalesced Editor for Mass Effect 2 application. It doesn’t matter where you unzip the downloaded folder or where you run it.
  2. Click “Tools” > “Change Game Path” to ensure the application is at the correct path to find your coalesced.ini. If not, direct it.
  3. Now you’re ready to edit all the things in the stuff.

Quick Tweaks & Cheats

From Alæstor on Steam and sagequeen on Game Tourists

Key Binding Syntax:
BIOinput > [+] SFXGame.SFXGameModeDefault

Once you know what context mode you want your key-bind to be in, you can find that heading and make a new binding.

  • The format for a keybind is as follows:
    Bindings=( Name= “Key name”, Command=”Command” )
  • Optionally, you can also choose to include modifier keys like this:
    Bindings=( Name= “Key name”, Command=”Command”, Ctrl=”True”, Shift=”True”, Alt=”True” )

The Name is the key you want to bind. For example: “NumPadFour”, “Four”, and “F4” are all seperate valid keys. You can also rebind keys that are defined by the game, such as “PC_Reload” or “PC_QuickSave”. For the key names, see the [SFXGame.SFXGameModemanager] section.

Borderlands 2 Save Editor

Effect

The Command is the action you want to be executed when the button is pressed.
For the list of console commands, see the ME Wikia – PC Tweaks (ME2)[masseffect.wikia.com].

An example keybind would be to press Alt+F4 for godmode (yes, seriously…)
[SFXGame.SFXGameModeDefault]
Bindings=( Name= “F4″, Command=”God”, Ctrl=”False”, Shift=”False”, Alt=”True” )

Commands can be seperated using the vertical pipe (a.k.a. bitwise-or), the ” | ” key normally found between the backspace and enter keys. For example: Command=”initpalladium 100000 | initcredits 100000 | initammo 999″ will set your palladium and credits to 100k, and set your ammo to 999.

Loadouts & Weapon Restrictions.:
Raw > [+] Player

Here you can modify First Name field. Click on the field that contains the current name and change it.

Remove Bulky Shoulders—ME2 N7 Armor:
BIOGame > [+] SFXGame.SFXPawn_Player

Here you can find ShoulderAppearances and right-click and “add settings” > single setting. Copy/paste the following code:

ShoulderAppearances=(Id=4,Type=CustomizableType_Shoulders,PlotFlag=-1)

Armor & Casual Wear Hacks (female only):
BIOGame > [+] SFXGame.SFXPawn_Player

Here you can right-click and “add settings” > single/batch setting. Copy/paste the following codes either as a batch or singles.

Get Your Old N7 Armor From ME1:

TorsoAppearances=(Id=59,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_MED_R.MEDb.HMM_ARM_MEDb_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_MED_R.MEDb.HMM_ARM_MEDb_MAT_1a”,Female=”BIOG_HMF_ARM_MED_R.MEDb.HMF_ARM_MEDb_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_MED_R.MEDb.HMF_ARM_MEDb_MAT_1a”),PlotFlag=-1)

Doctor variant:

CasualAppearances=(Id=35,Type=CustomizableType_Torso,Mesh=(Female=”BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_7a”),PlotFlag=-1)

Doctor variant:

CasualAppearances=(Id=34,Type=CustomizableType_Torso,Mesh=(Female=”BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_6a”),PlotFlag=-1)

Doctor variant:

CasualAppearances=(Id=33,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_MED_R.MEDe.HMM_ARM_MEDe_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_MED_R.MEDe.HMM_ARM_MEDe_MAT_2a”,Female=”BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_5a”),PlotFlag=-1)

Doctor variant (liara?):

CasualAppearances=(Id=32,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_MED_R.MEDe.HMM_ARM_MEDe_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_MED_R.MEDe.HMM_ARM_MEDe_MAT_1a”,Female=”BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_4a”),PlotFlag=-1)

Doctor variant:

CasualAppearances=(Id=30,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHh.HMM_ARM_CTHh_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHh.HMM_ARM_CTHh_MAT_2a”,Female=”BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_2a”),PlotFlag=-1)

Doctor variant:

CasualAppearances=(Id=29,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHh.HMM_ARM_CTHh_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHh.HMM_ARM_CTHh_MAT_1a”,Female=”BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHh.HMF_ARM_CTHh_MAT_1a”),PlotFlag=-1)

Consort’s Dress (pink w/ cutouts):

CasualAppearances=(Id=28,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHg.HMM_ARM_CTHg_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHg.HMM_ARM_CTHg_MAT_2a”,Female=”BIOG_HMF_ARM_CTH_R.CTHg.HMF_ARM_CTHg_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHg.HMF_ARM_CTHg_MAT_1a”),PlotFlag=-1)

Ugly Prison wear variant:

CasualAppearances=(Id=27,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHg.HMM_ARM_CTHg_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHg.HMM_ARM_CTHg_MAT_1a”,Female=”BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MAT_4a”),PlotFlag=-1)

Ugly Prison wear variant:

CasualAppearances=(Id=26,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MAT_4a”,Female=”BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MAT_3a”),PlotFlag=-1)

Ugly Prison wear variant:

CasualAppearances=(Id=25,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MAT_3a”,Female=”BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MAT_2a”),PlotFlag=-1)

Ugly Prison wear variant:

CasualAppearances=(Id=24,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHf.HMM_ARM_CTHf_MAT_2a”,Female=”BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHf.HMF_ARM_CTHf_MAT_1a”),PlotFlag=-1)

Slave wear variant:

CasualAppearances=(Id=22,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHe.HMM_ARM_CTHe_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHe.HMM_ARM_CTHe_MAT_3a”,Female=”BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHe.HMF_ARM_CTHe_MAT_1a”),PlotFlag=-1)

Belly Dress (?):

CasualAppearances=(Id=21,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHe.HMM_ARM_CTHe_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHe.HMM_ARM_CTHe_MAT_2a”,Female=”BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MAT_3a”),PlotFlag=-1)

Dress:

CasualAppearances=(Id=20,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHe.HMM_ARM_CTHe_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHe.HMM_ARM_CTHe_MAT_1a”,Female=”BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MAT_2a”),PlotFlag=-1)

Short-sleeved blue and black Dress:

CasualAppearances=(Id=19,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHd.HMM_ARM_CTHd_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHd.HMM_ARM_CTHd_MAT_3a”,Female=”BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHd.HMF_ARM_CTHd_MAT_1a”),PlotFlag=-1)

Long red and purple dress (Liara’s visit dress):

CasualAppearances=(Id=17,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHd.HMM_ARM_CTHd_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHd.HMM_ARM_CTHd_MAT_1a”,Female=”BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_5a”),PlotFlag=-1)

Long blue and white dress:

CasualAppearances=(Id=16,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MAT_5a”,Female=”BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_4a”),PlotFlag=-1)

Long blue and red dress:

CasualAppearances=(Id=15,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MAT_4a”,Female=”BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_3a”),PlotFlag=-1)

How To Use Gibbed Save Editor Mass Effect 2 Cerberus Code

Long Black dress w/ orange trim:

CasualAppearances=(Id=14,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MAT_3a”,Female=”BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_2a”),PlotFlag=-1)

Long Red dress (asari councilwoman’s dress):

CasualAppearances=(Id=13,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHc.HMM_ARM_CTHc_MAT_2a”,Female=”BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHc.HMF_ARM_CTHc_MAT_1a”),PlotFlag=-1)

Casual variant (black):

CasualAppearances=(Id=11,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MAT_7a”,Female=”BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_5a”),PlotFlag=-1)

Detached sleeves + cutout casual variant:

CasualAppearances=(Id=10,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MAT_6a”,Female=”BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_4a”),PlotFlag=-1)

Blue and Black Casual variant:

CasualAppearances=(Id=9,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MAT_5a”,Female=”BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_3a”),PlotFlag=-1)

Alliance Casual variant:

CasualAppearances=(Id=8,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHb.HMM_ARM_CTHb_MAT_4a”,Female=”BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHb.HMF_ARM_CTHb_MAT_2a”),PlotFlag=-1)

Alliance officer – full bars:

How To Use Gibbed Save Editor Mass Effect 2 Mods

CasualAppearances=(Id=52,Type=CustomizableType_Torso,Mesh=(Male=”BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MDL”,MaleMaterialOverride=”BIOG_HMM_ARM_CTH_R.CTHa.HMM_ARM_CTHa_MAT_3a”,Female=”BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MDL”,FemaleMaterialOverride=”BIOG_HMF_ARM_CTH_R.CTHa.HMF_ARM_CTHa_MAT_3a”),PlotFlag=-1)

Appearance modding, iris color, hair and more will be on a separate post with the corresponding imagery. It always bothers me when I have to adjust the code, go into the game, leave the game, adjust code again, repeat 1000 times. Better to just have an image for reference.

How To Use Gibbed Save Editor Mass Effect 2

If you have any other codes to add to the above ones, please contact me with the subject line: “Shepard ME2 General Codes”. Add your name if you want credit.

Share your Mass Effect hero with your fellow gamers!
(last update: April 14, 2013)
The latest version of ME3 Gibbed Save Editor can be downloaded here: http://svn.gib.me/builds/masseffect3/
Gibbed for ME2 is available here: http://social.bioware.com/project/4373/#details
Information about using Gibbed to edit Xbox saves: http://social.bioware.com/forum/1/topic/128/index/2277020
A short description of how to use a head-morph file: after opening Gibbed, open the target save, switch to the Appearance tab and click Head Morph, then select Import From File, select the downloaded headmorph and save afterward (new save is recommended, in case there's an error).
When modifying a face I'd recommend using a changelog. So when you restart the game to change something in the creation screen, you'll know the changes that were made and they can be re-applied easily. Also remember to save a duplicate file or folder before changing anything. Many of the described color changes apply to Femsheps only. Changing colors is about intensity and balance. The higher the numbers, the brighter the color. The closer the colors are together, the grayer or whiter the resulting color will be. So, if you want purple, make sure blue and red are higher in value than green. If you want a lighter version of the same color, multiply all three values separately by say 1,2 or 1,5. Gibbed's newly added Color Editor may make things a bit easier too. Adjusting the V- value is an easy way to get a lighter or darker color.
Vector Parameters
  • Hair color can be changed under HED_Hair_Colour_Vector.
  • To add a colored glow to hair shine, change the values under Highlight1Color and Highlight2Color. This can give you a green shine on purple hair for example.
  • Iris color is EYE_Iris_Colour_Vector.
  • Eyebrow color is HED_Addn_Colour_Vector.
  • Lip color is HED_Lips_Tint_Vector. To see good results the scalar parameter also needs to be changed in Scalar Parameters.
  • Eye shadow color can be changed under HED_EyeShadow_Tint_Vector. This changes the color of the eyeliner around the eyes.
  • HED_Brow_Tint_Vector changes the color of the eye shadow on the eyelids. The result really becomes clear when the scalar parameter is also changed.
  • Blush color is HED_Blush_Vector. Once again the result is best visible when the scalar parameter is also changed.
Scalar Parameters
  • Blush is easily changed at HED_Blush_Scalar in the Scalar Parameters. By adding steps of +0,1 or +0,2 to the current value, the intensity can be altered. Often I end up using around 1,0.
  • Lip gloss is changed at HED_Addn_Spec_Lips_Scalar. Usually adding +0,1 or +0,2 will do.
  • Lip color intensity can be determined at HED_Lips_Tint_Scalar in the Scalar Parameters. If no color was chosen in the Vector Parameters, this setting enhances the normal (red) lip color. This one reacts strongly, so steps can be as small as 0,01. I usually start at +0,1 to +0,2, depending on the desired result.
  • Hair shine is adjustable under HAIR_Spec_Contribution_Scalar. In ME3 adding around +0,1 or +0,2 is usually enough. It also works together with HAIR_Shine_Desaturate_Scalar, which reflects colored lights (in ME2 between 0,5 and 1,0). Hair is already pretty shiny in ME3, but in ME2 I used this setting to add more shine to Julie's hair. Hightlight1Intensity and Hightlight2Intensity can be used to enhance the colored highlights determined in the Vector Parameters. I often add +1 to both values.
  • Eyeliner intensity can be changed under HED_EyeShadow_Tint_Scalar. This is the (black) line around the eyes. In ME3 I often find setting it to around 1,5 is sufficient.
  • HED_Brow_Tint_Scalar enhances the color of the eye shadow on the eyelids. Mostly I set this between 0,5 and 1,5.
Texture Parameters
The facial textures consist of two important parts: the diff and the norm. The diff is the actual texture that has the color and freckles and such. The norm is an added layer that reflects the light. To improve the standard textures I sometimes swap the norm texture for a different one.
For Femsheps, the third complexion option (freckles), can benefit from using the norm that belongs to the first complexion, to give it a more silky look.
HED_Norm: BIOG_HMF_HED_PROMorph_R.Normal.HMF_HED_PROBase_Face_Norm
The following set of changes can also give Femsheps a smoother and more shiny look:
  • HED_Norm: BIOG_HMF_HED_PROMorph_R.PROShepard.HMF_PROShepard_Face_Norm
  • HED_Norm_02: BIOG_HMF_HED_PROMorph_R.PROShepard.HMF_HED_PROSheppard_Face_Norm_Stack
  • HED_Scalp_Norm: BIOG_HMF_HED_PROMorph_R.PROShepard.HMF_HED_PROShepard_Scalp_Norm
  • (Added manually) HED_Scalp_Mask: BIOG_HMF_HED_PROMorph_R.PROShepard.HMF_HED_PROShepard_Scalp_Spec
Offset Bones
Changing the mouth and the rotation of the eyebrows can be done in the Offset Bones section. The x,y,z numbers are somewhat like coordinates, which determine the location of these points relative to a central (invisible) point. To keep things manageable, I generally ignore the - (minus) before a current value. So, adding -0,2 to the y-value means: (Y) 4,766737 - 0,2 = 4,566737. And adding +0,2 to -4,766737 means -4,966737.
The eyebrows attach at two points: Brow_(left + right) and outBrow_(left + right).
Brow is closest to the nose.
  • For lifting the outBrow_(left + right), add steps of +0,1 to the z-value, usually around +0,3 in ME2. Adding similar values to the y-value stretches the brow outward. If the outBrow is moved more than +0,3 however, the x-value may need to be adjusted a little ( -0,1 / -0,3) because of the curving of the head. In ME3 lowering the outBrow often seems more appropriate, for a more friendly face.
  • Lifting the inner brow (Brow_left + right) can be done by adding steps of +0,1 to the z-value. This helps with some minor eyelid issues in ME3.
  • Moving the bridge of the nose inwards/ outwards can be done by adding steps of 0,1 to the x-value of Sneer.
The mouth can be changed a lot, but needs great care to avoid issues in conversation scenes.
  • For a smaller mouth, add between +0,1 to +0,3 to the y-value under outerUpperLip_(left + right).
  • For smaller lips, add between -0,1 and -0,3 to the y-value of lowerLip_Left + right or to the upperLip_Left + right. Be sure to check the in-game animation after changing these.
  • To lift the corners of the mouth add between -0,1 and -0,3 to the x-value of outerUpperLip_(left + right). This helps faces a lot in ME3, since BioWare has made all mouths look somewhat sad, by lowering their corners.
For the creation of V Shepard I used a lot more, obviously :>
As an example, this is a large part of the change-log used for ME3 Jane Shepard:
753.M1G.114.P1E.FL1.14S.BWH.461.KC6.573.2G6.27B
HED_Scalp_Norm:BIOG_HMF_HED_PROMorph_R.PROShepard.HMF_HED_PROShepard_Scalp_Norm
HED_Norm:BIOG_HMF_HED_PROMorph_R.PROShepard.HMF_PROShepard_Face_Norm
HED_Norm_02:BIOG_HMF_HED_PROMorph_R.PROShepard.HMF_HED_PROSheppard_Face_Norm_Stack
(Added) HED_Scalp_Mask:BIOG_HMF_HED_PROMorph_R.PROShepard.HMF_HED_PROShepard_Scalp_Spec
SkinTone: 0,835230, 0,38375128, 0,22919567, 1
EYE_Iris_Colour_Vector: 0,3889103, 0,6253447, 0,2001384, 1
HED_Hair_Colour_Vector: 0,163, 0,0736, 0,0587, 1
HED_Addn_Colour_Vector: 0,01537128, 0,000973118, 0,0009923743, 1
HED_EyeShadow_Tint_Vector: 0,01542302, 0,02145189, 0,01775103, 1
HED_Brow_Tint_Vector: 0,1939722, 0,385973, 0,2514519, 1
Highlight1Color: 0,6392157, 0,2352941, 0,1019608, 1
Highlight2Color: 0,4666667, 0,08627451, 0,02745098, 1
HED_Blush_Scalar: 0,55
HED_Addn_Spec_Lips_Scalar: 0,35
HAIR_Spec_Contribution_Scalar: 1,35
HED_Addn_Colour_02_Scalar: 1,8
HED_Lips_Tint_Scalar: 0,37
HED_EyeShadow_Tint_Scalar: 2,5
HED_Brow_Tint_Scalar: 1,22
Hightlight1Intensity: 2,6
Hightlight2Intensity: 2,6
brow_Left: y -0,9 z -0,2
brow_right: y -0,9 z -0,2
upperLip_Left: x +0,1 y -0,3 z -0,1
upperLip_right: x +0,1 y -0,3 z -0,1
lowerLip_right: x +0,1 z -0,1
lowerLip_Left: x +0,1 z -0,1
outerUpperLip_left: x -0,15
outerUpperLip_right: x -0,15
Sneer: x -0,5

Default Shep's hair

Hair Mesh:
HAIR_Diff:
HAIR_Mask:
BIOG_HMF_HIR_PRO.Hair_PROShepard.HMF_HIR_PROShepard_MDL
biog_hmf_hir_pro.Global.HAIR_Long_Diff
biog_hmf_hir_pro.Global.HAIR_Long_Diff


LOD #0 Vertices:
*** Thanks to Dizzig, who did most of this and Riesenwiesel from the BSN ***

Number = X-value

250 = 0
251 = 0
252 = 0
253 = 0
254 = 0
255 = 0
256 = 0
257 = 0
269 = 0
270 = 0
271 = 0
287 = 0
288 = 0
289 = 0
290 = 0
291 = 0
292 = 0
293 = 0
300 = 0
330 = 0
331 = 0
340 = 0
355 = 0
356 = 0
357 = 0
358 = 0
362 = 0
363 = 0
364 = 0
365 = 0
366 = 0
367 = 0
368 = 0
369 = 0
415 = 4,9
416 = 5,2
417 = 4,7
418 = 2,7
419 = 1,7
420 = 3,9
478 X +0,2 (= 7,241583) Y +0,4 (= -3,78487182) Z +0,0 (= 175,059723) *
1455 X -0,02 (= 7,021583) Y +0,3 (= -3,68487167) Z +0,5 (= 175,559723) *
1457 X +0,0 (= 7,588811) Y +0,0 (= -2,00926352) Z +0,3 (= 175,633957) *
1462 = 0
1463 = 0
1464 = 0
1465 = 0
1466 = 0

1898 X -0,3 (=6,221908) *
1900 X -0,06 (=8,106987) *
* The resulting numbers are slightly different for each morph.

by JRsV (last update: April 14, 2013)
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