Nope. No matter which preset I set using M3Tweaks Fork nothing changes in the game. The properties "bCustomDroneColor: True", "CustomDroneColor", "bCustomDroneColor2: False", and "CustomDroneColor2" are there on the right, I change them but nothing happens no matter what I do. Do I need to upgrade the skill to 4th level and choose Attack Drone evolution to see these custom colors? Any help please?
Hello. I installed this mod before installing ALOT but now I want to change the drone's color. Is there a way I can do it without a complete reinstall of the mods? Because I didn't completely understand how to create our custom drone. Should we change CustomDroneColor2 to "true" from "false" first or ?
Interesting concept! Very detailed tutorial for custom colors as well! Do you think the same principles could be replicated on the material applied to the lights in Shep's armor? I always preferred the white lights from ME1 and fortunately in ME3 they gave us the option to tweak it, but ME2 got those fixed blue ones, which contrasts very poorly with the greys and reds from the default armor colors, at least in my opinion.
Unfortunately, though I've spent a lot of time trying, I have NO bloody clue how to change the Shepard's armor light colors in ME2. Your best bet would be to compare the .pcc of the default armor torso and the .pcc of a full body DLC armor with different light colors, like Inferno or Collector Armor. Maybe you'd be able to find some part of the material that controls colors, but it's a long shot. I've done it, but I haven't found anything in the DLC armor files that makes the lights different colors — they just ARE different colors, and I've no clue why. It's incredibly frustrating!
Ah well, maybe one day it'll be figured out. There's been a huge uptick in ME2 modding recently due to the vast improvements of ME3Tweaks' branch of ME3Explorer, so it wouldn't surprise me if someone figures it out soon.
Hmm... Could be that the lights are baked into a fixed emissive map, that's why there's no RGB input (basically it's another texture layer inside the same material, not a different glow material). At least that's what I ended up deducing from my attempts to change it way back when. Figured it also mightn't have been possible with the tools available at the time, so got my hopes up since, as you said, the latest iterations of the ME3Tweaks fork saw decent improvements for modding the earlier games. But, alas...
Do you care to try it? (I'm not throwing shade, I just genuinely want to see if someone better acquainted with the unofficial toolset is able to pull it off... Judging by your previously released mods this might be a cakewalk to you.)
Yes, I did this already and it's a cakewalk, like you assumed. I assume you'd want a tutorial.
First of all you need to find your file. Armors are stored in BIOG files inside ME2/BioGame/CookedPC. Open the files with Meshplorer so you can easily find your mesh. Find your mesh on list on left (you can click all of them to update the preview, then note out the material).
Open the same file in Package Editor, goto the noted out export ID (1, 2). It should be opened in the interpreter. Roll out array (3).
We have no colors here, so we're gonna look at the parent (4). Note out the export ID and use goto again (5).
Roll out the arrays again.
Great, parent has exactly what we want. Emissive lineral color set by default to blue. Then you just need to set the new color here, in float scale of 0-1.
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Ah well, maybe one day it'll be figured out. There's been a huge uptick in ME2 modding recently due to the vast improvements of ME3Tweaks' branch of ME3Explorer, so it wouldn't surprise me if someone figures it out soon.
It's in material properties.
Lights alpha is baked into texture. Color itself is in material though.
First of all you need to find your file. Armors are stored in BIOG files inside ME2/BioGame/CookedPC. Open the files with Meshplorer so you can easily find your mesh.
Find your mesh on list on left (you can click all of them to update the preview, then note out the material).
Open the same file in Package Editor, goto the noted out export ID (1, 2). It should be opened in the interpreter. Roll out array (3).
We have no colors here, so we're gonna look at the parent (4). Note out the export ID and use goto again (5).
Roll out the arrays again.
Great, parent has exactly what we want. Emissive lineral color set by default to blue. Then you just need to set the new color here, in float scale of 0-1.