The length is specified by the preceding 4 bytes. This is also handled exactly the same as the Common Name. The folder name here should exactly match the folder as you've named it in your ME2 DLC folder. Handle this just like the Common Name, and don't disrupt the 5 bytes of zeros at the end. The example uses "400310", which translates to B6 1B 06 00 in hex. Input your string integer from above into Hex Converter and convert it into little endian. Next is the TLK string ID reference for the common name. Convert to get the hex in little endian and overwrite the vanilla value. Count up your total bytes in HxDen-including the single "." at the end-and enter the integer into Hex Converter (same process as above). The four bytes that precede the common name tell the game its length. IF you changed the length of the common name in the previous step by removing or adding bytes then you must make an additional edit. DO NOT overwrite any of the hex that comes after the vanilla name. If your common name is LONGER, you must insert additional bytes in HxDen to compensate (Edit > Insert bytes). If your common name is shorter, you can make things easy for yourself and "zero out" the remaining vanilla text directly in the hex (not the ANSI). IMPORTANT: Changes to length of the common name matter. Like with the mount priority, just enter this over the existing name, but this time, click into the ANSI text to the right of the hex and enter letters rather than numbers. Next is the common name for your mod (i.e., what you'll title your mod on Nexusmods or another hosting site). Just click into the hex and type over (replace) the existing mount. Since the trilogy uses a hex format called "little endian", we need that number, which is 36 01 00 00. This will translate the integer into various formats. Using ME3Explorer's Hex Converter insert "310" into the Signed Integer field and then click the adjacent Convert. In this case, the mount integer chosen is 310. The other important rule is that no two DLC can share the same mount. The rule is simple: highest priority wins. A DLC's mount priority controls how it will override the base game and other DLC, when identical content (like files) is present. Changing this byte from 02 to 01 ensures the mod will not be built into the same game as dependent DLC. To amend the file for a DLC mod, open it with HxDen and make the following changes: For reference and comparison purposes, below is an unmodded mount file for the Arc Projector weapon DLC:Ĭopy this or any other ME2 DLC's mount file into your mod's CookedPC. The Mount.dlc for ME2 is quite simple but a little different than ME3. If you discover information not posted here, please bring our attention to it in the Wiki section of our forums. Please note that DLC mods for ME2 are still somewhat experimental. Names outside BioWare's convention may work, but are currently untested. Again, you want to keep the name for your mod unique. Be aware that ME2 uses different naming conventions than ME3 for the TLK file name (e.g., DLC_40_INT.tlk). It also omits the DLC folder name string. It's more foolproof to use a string beyond 817700. This may be alright, but occurs inside BioWare's known range. Note: that the example uses string ID 400310. Consult the DLC Mod Compatibility Resource to choose a unique string for your mod's name and insert the corresponding text.Remove all content you don't need, while retaining the structure of the male and female sections.Use ME3Explorer's ME2 + ME3 TLK Editor to extract an existing TLK and use it as a template.
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