Mass Effect 2 Gibbed Save Editor Change Romance

Most information in this guide comes from my own 'trial and error' testing, but now it's time to expand. Know any trick with the Gibbed's Mass Effect 2 Save Editor not mentioned here? Well, just post it to: okogawa@hotmail.com with topic: 'Gibbed Guide' and the name I'll post under credits.

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). Using gibbed save editor open latest save file. In the 'raw' tab, under the squad/player/apperance see 'has morphed head' line. Change the true setting, in to false. You should get standard shep face.


Theoretically this would be possible. The relationship status with every character is defined by just a few values, which can all be edited with gibbed's save editor. So after each step in a romance you'd have to edit your save to change it back and talk to a different character. Open Gibbed's Mass Effect 2 Save Editor and load any savegame with a face you want to 'store'. Click the 'Toolbox' tab click the 'Export' button. Move out of the savegame directory and make a new folder in the Save-root folder called 'Faces'. Useful info related to this guideGame Editor, if you don't want to check for a new version at the SA for.

[00] Credits
[01] How to open and edit Mass Effect 2 savegames
[02] How to locate and modify general aspects in a savegame
[03] How to change the name of your character
[04] How to change your class mid-game (and/or give yourself talent points)
[05] How to change your hair (only female hairs so far):
[06] How to change 'colours' on hair, eyebrows, eyes, skins, etcRomance
[06a] Special builds
[07] How to save your face (for later use):
[08] How to 'import' (i.e. replace) a face:
[09] How to get the vanilla hero male/female poster face:
[10] How to change your in-game gender:
[11] How to romance same gender crew members NOT intended by Electronic Arts/BioWare
[11a] Route 1 (the most easy one)
[11b] Route 2 (Advanced)
[12] Extras
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[01] How to open and edit Mass Effect 2 savegames
  1. If you have not done so, download Gibbed's Mass Effect 2 Save Editor
  2. locate and load the savegame you want to edit
    Each Mass Effect 2 career have it's own unique directory. under Windows XP you can find the directory root folder here:
    ../Documents and Settings/YourComputerID/My Documents/BioWare/Mass Effect 2/Save
  3. Make modifications and save the changes, then click on the 3rd icon (top left) that looks like an ancient 3.5' floppy disk, a window will pop up. Now you can change folder, overwrite or simply give your modified savegame a new name. If you give your save a new name, follow the naming restrictions to be safe i.e. if you do not want to overwrite your (example) Save_0001.pcsav save, then just save it as Save_0002.pcsav - when making major changes, try to not overwrite your original save if you messed up without knowing it.
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[02] How to locate and modify general aspects in a savegame
  1. open Gibbed's Mass Effect 2 Save Editor and load the savegame you want to modify
  2. click the 'Raw' tab
  3. under '[-] 2. Squad' click on '[+] Player' to expand the branch
  4. Here you will find lots of good stuff to modify.
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  1. Under the 'Raw' tab, '[-] 2. Squad', and a expanded '[+] Player' located the 'First Name' field.
  2. Left click on the field that contains the actual name, and simply change it.
  3. Save and load your savegame into the game to see the changes.
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[04] How to change your class mid-game (and/or give yourself talent points)
  1. In-game calculate how much 'Talent Points' your character would have after a respec and write it up, then load the savegame you want to modify with Gibbed's Mass Effect 2 Save Editor.
  2. Under the 'Raw' tab, '[-] 2. Squad', and a expanded '[+] Player' located these two fields directly under [+] Appearance:
    Class Friendly name
    Class Name
  3. In order to now change your class to a new one replace the actual class data in Class Friendly name and Class Name fields with this information:
    To become a Sentinel
    Class Friendly name: 93951
    Class Name: SFXGame.SFXPawn_PlayerSentinel
    To become a Soldier
    Class Friendly name: 93952
    Class Name: SFXGame.SFXPawn_PlayerSoldier
    To become a Engineer:
    Class Friendly name: 93953
    Class Name: SFXGame.SFXPawn_PlayerEngineer
    To become a Adept:
    Class Friendly name: 93954
    Class Name: SFXGame.SFXPawn_PlayerAdept
    To become an Infiltrator
    Class Friendly name: 93955
    Class Name: SFXGame.SFXPawn_PlayerInfiltrator
    To become an Vanguard:
    Class Friendly name: 93956
    Class Name: SFXGame.SFXPawn_PlayerVanguard
  4. Your talent points will reset to 'null' after a class change in the editor, so locate the field 'Talent Points' and enter the memorized number of your actual character (or cheat away with a bigger number).
  5. Save and load the savegame and then distribute the talent points to your new class. You have to re-drag most battle icons since your class change often use new ones.
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[05] How to change your hair (only female hairs so far):
If you have more hair codes (especially males) post them to okogawa@hotmail.com with topic 'Gibbed haircodes'. Also post a 'signature' name if you want to be credited.
  1. Under the 'Raw' tab, '[-] 2. Squad', expand '[+] Player', expand [+] Appearance and then expand [+] Morph Head:
  2. Under 'Hair Mesh' replace the right field with any of these meshes you cannot get in the normal face builder:
    Important: Might be wise to copy your orginal settings so you later can change back.
    BIOG_HMF_HIR_PRO.Mom.HMF_HIR_Mom_MDL
    BIOG_HMF_HIR_PRO.Cyberbabe.HMF_HIR_Cyb_MDL
    BIOG_HMF_HIR_PRO.Ashley.HMF_HIR_PROAshley_MDL
    BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_MDL
    BIOG_HMF_HIR_PRO.Mohawk.HMF_HIR_Mhk_MDL
  3. Locate the 'Texture Parameters' field, click the right field (Collection) [...]
  4. Locate these four fields and change the 'value' to:
    For the 'BIOG_HMF_HIR_PRO.Mom.HMF_HIR_Mom_MDL'
    Hair_Diff: BIOG_HMF_HIR_PRO.Mom.HMF_HIR_Mom_Diff
    Hair_Norm: BIOG_HMF_HIR_PRO.Mom.HMF_HIR_Mom_Norm
    Hair_mask: BIOG_HMF_HIR_PRO.Mom.HMF_HIR_Mom_Mask
    Hair_tang: BIOG_HMF_HIR_PRO.Mom.HMF_HIR_Mom_Tang
    For the 'BIOG_HMF_HIR_PRO.Cyberbabe.HMF_HIR_Cyb_MDL'
    Hair_Diff: BIOG_HMF_HIR_PRO.Cyberbabe.HMF_HIR_Cyb_Diff
    Hair_Norm: BIOG_HMF_HIR_PRO.Cyberbabe.HMF_HIR_Cyb_Norm
    Hair_mask: BIOG_HMF_HIR_PRO.Cyberbabe.HMF_HIR_Cyb_Mask
    Hair_tang: BIOG_HMF_HIR_PRO.Cyberbabe.HMF_HIR_Cyb_Tang
    For the 'BIOG_HMF_HIR_PRO.Ashley.HMF_HIR_PROAshley_MDL'
    Hair_Diff: BIOG_HMF_HIR_PRO.Ashley.HMF_HIR_PROAshley_Diff
    Hair_Norm: BIOG_HMF_HIR_PRO.Ashley.HMF_HIR_PROAshley_Norm
    Hair_mask: BIOG_HMF_HIR_PRO.Ashley.HMF_HIR_PROAshley_Mask
    Hair_tang: BIOG_HMF_HIR_PRO.Ashley.HMF_HIR_PROAshley_Tang
    For the 'BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_MDL'
    Hair_Diff: BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_Diff
    Hair_Norm: BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_Norm
    Hair_mask: BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_Mask
    Hair_tang: BIOG_HMF_HIR_PRO.Sexy.HMF_HIR_Sxy_Tang
    For the 'BIOG_HMF_HIR_PRO.Mohawk.HMF_HIR_Mhk_MDL'
    Hair_Diff: BIOG_HMF_HIR_PRO.Mohawk.HMF_HIR_Mhk_Diff
    Hair_Norm: BIOG_HMF_HIR_PRO.Mohawk.HMF_HIR_Mhk_Norm
    Hair_mask: BIOG_HMF_HIR_PRO.Mohawk.HMF_HIR_Mhk_Mask
    Hair_tang: BIOG_HMF_HIR_PRO.Mohawk.HMF_HIR_Mhk_Tang
  5. Save and load the Savegame in ME2
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[06] How to change 'colours' on hair, eyebrows, eyes, skins, etc
Gibbed me3 save editorInteresting facts: Many don't notice it, but ME1 facial options contain broader colour ranges than the ones offered in ME2. For some very strange reason BioWare decided to normalize colour ranges for ME2. Thus, before Gibbed's Mass Effect 2 Save Editor, then only way to get Freemen (Dune) 'blue within blue' eyes was to make a character in ME1 and then import it into ME2 *without* doing extra modifications in the new facial editor. After lot's of tweaking here is my results...
  1. Under the 'Raw' tab, '[-] 2. Squad', expand '[+] Player', expand [+] Appearance and then expand [+] Morph Head:
  2. Locate the 'Vector Parameters' field, click the left field (Collection) [...]
  3. Then decide on what you want to change:
    How to change eye iris-colour:
    1. Find the field: 'EYE_Iris_Colour_Vector' and press the (on the right side) '[+] value' field to have it expanded.
    2. Enter a new eye iris colour.
    If you get any interesting eye, hair or skin colours feel free to post the colour codes (with description) to: okogawa@hotmail.com with topic 'Gibbed colour codes'. Also post a 'signature' name if you want to be credited. If you make a interesting 'build' feel free to forward it as I posted on my 'Quarian' example.
    Important facts: At first the numbers can look quite overwhelming, but they are actually simple R G B values that can be rounded down or up.
    To get you started I'll post some interesting eye iris colour values (don't be afraid to experiment yourself). Please be advised that I'll post 'direct' colour ranges (example): '0,9, 0,0, 0,0, 1' which you translate to this for the expanded '[+] value' field:
    A: 1
    B: 0,0
    G: 0,0
    R: 0,9
    Red eyes (normal): 0,1, 0,0, 0,0, 1
    Red eyes (light): 0,9, 0,0, 0,0, 1
    Red eyes (glowing): 0,10, 0,0, 0,0, 1
    Red eyes (spooky): 0,20, 0,0, 0,0, 1
    Blue eyes (unnatural): 0,0, 0,0, 0,1, 1
    Blue eyes (artificial): 0,0, 0,0, 0,9, 1
    Blue eyes (glowing): 0,0, 0,0, 0,10, 1
    Blue eyes (spooky): 0,0, 0,0, 0,20, 1
    Purple eyes (light): 1, 1, 6, 1
    Purple eyes (glowing): 1, 1, 10, 1
    Grey eyes (normal): 0,7893139, 0,7372048, 0,6592241, 1
    Gray eyes (nearly white) 0,9893138, 0,9372048, 0,9592241, 1
    White eyes (glowing): 10, 10, 10, 1
    White eyes (spooky): 20, 20, 20, 1
    Yellow eyes (glowing): 10, 10, 0, 1
    To get totally unique 'black alien eyes' (more blackish than Drell) change:
    Field: EYE_Iris_Colour_Vector: 0, 0, 0, 1
    Field: EYE_White_Colour_Vector: 0, 0, 0, 1
    To return to the original eyeball colour:
    EYE_White_Colour_Vector (original value): 0,7893139, 0,6372048, 0,5592241, 1
    To change skin colour find the field: 'SkinTone'
    Vampire skin: 0,9592996, 0,7488649, 0,6083597, 1
    Normal skin (whitish): 0,9592996, 0,6488649, 0,5083597, 1
    Normal skin (basic): 0,7592996, 0,3488649, 0,2083597, 1
    Normal skin (lighter): 0,9592996, 0,4488649, 0,3083597, 1
    Gray skin: 0,3488649, 0,3488649, 0,3488649, 1
    Eyeball skin: 0,7893139, 0,6372048, 0,5592241, 1
    Ice queen: 1, 1, 4, 1
    Hair and eye-brow colour:
    1. Find the field: 'HED_Hair_Colour_Vector' (hair colour) and 'HED_Addn_Colour_Vector' (eye-brows) and press the (on the right side) '[+] value' field to have it expanded
    2. Enter a new colour...
  4. Save and load the Savegame in ME2
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Quarian build (look under extra section on my Tali in-game face images):
Field: EYE_Iris_Colour_Vector: 5, 5, 20, 1
Field: EYE_White_Colour_Vector: 5, 5, 20, 1
Field: SkinTone: 0,6893139, 0,6372048, 0,9893139, 1
Field: HED_Hair_Colour_Vector: 0,6893139, 0,6372048, 0,9893139, 1
Field: HED_Addn_Colour_Vector: 0,5893139, 0,5372048, 0,8893139, 1
Vampire build:
Field: EYE_Iris_Colour_Vector: 0,20, 0,0, 0,0, 1
Field: EYE_White_Colour_Vector: 0,7893139, 0,6372048, 0,5592241, 1
Field: SkinTone: 0,9592996, 0,7488649, 0,6083597, 1
Field: HED_Hair_Colour_Vector: 0,7893139, 0,6372048, 0,5592241, 1
Field: HED_Addn_Colour_Vector: 0,7893139, 0,6372048, 0,5592241, 1
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[07] How to save your face (for later use):
  1. open Gibbed's Mass Effect 2 Save Editor and load any savegame with a face you want to 'store'.
  2. click the 'Toolbox' tab
  3. click the 'Export' button.
    Move out of the savegame directory and make a new folder in the Save-root folder called 'Faces'.
  4. Save your 'face' with an self-explanatory title so you know what it is.
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  1. open Gibbed's Mass Effect 2 Save Editor and load any savegame where you want to 'change' the face in.
  2. click the 'Toolbox' tab, and press the 'Import' button.
  3. Enter your 'face directory' and load the face you want.
  4. Save your changes.
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[09] How to get the vanilla hero male/female poster face:
  1. open Gibbed's Mass Effect 2 Save Editor and load any savegame where you want to have the 'poster face'.
  2. Under the 'Raw' tab, '[-] 2. Squad', and a expanded '[+] Player' expand '[+] Appearance', locate the field called: 'Has Morph Head', and change 'True' to 'False'.
    Interesting facts: to change the 'poster face' back to the 'playermade' version, just change the 'Morph Head' field back to 'True' and import a new face. WARNING: Failure to import a face after this change will lead to a corrupted savegamee if you SAVE the changes before importing!
  3. Save and load the savegame to see the changes.
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Gibbed Mass Effect 2

  1. open Gibbed's Mass Effect 2 Save Editor and load any savegame you want to genderchange.
  2. Under the 'Raw' tab, '[-] 2. Squad', and a expanded '[+] Player' locate the field called 'Is Female'.
  3. If you are a 'male' in game, change 'Is Female = False to True'
  4. If you are a 'female' in game, change 'Is Female = True to False'
  5. Save and load the game.
Interesting facts: You might encounter 'head' glitches' when changing gender! If you only changed your gender to just 'activate' a romance flag (I'll explain more about that later) don't worry about it. Activate the romance, save the game, then load the editor and gender change back.
Important facts: *IF* you receive a headglitch and plan to play 'a bit' longer or 'permanently' as a new gender, just fix the glitch with the instructions above on 'How to 'import' (i.e. replace) a face' and 'How to get the vanilla hero male/female poster face'. Remember that player generated faces are different for male/female so make sure to have some alternatives in the 'face' directory, or simply use the vanilla poster faces.
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[11] How to romance same gender crew members NOT intended by Electronic Arts/BioWare
Optional:

Gibbed Mass Effect 2 Editor

In Mass Effect 2 go to Options/Gameplay and turn on: Subtitles
The only 'same gender' romances which have full recorded voice (Jennifer Hale) is the Morinth and Kelly Chambers ones. All other 'non-intended' romances lack Mark Meer/Jennifer Hale voice-overs. In order to be able to 'experience' a non-intended romance (F/F or M/M) you MUST turn on 'Subtitles' in the game.Mass Effect 2 Gibbed Save Editor Change Romance
You can romance these characters as a female Shepard:
Tali'Zorah nar Rayya
Subject Zero
Miranda Lawson
You can romance these characters as a male Shepard:
Garrus Vakarian
Thane Krios

Mass Effect 2 Gibbed Save Editor


Jacob Taylor
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Play the game with the 'BioWare intended gender' for a romance i.e. male for Tali, then when you get mission to cross into the Omega-4 relay do NOT do it, instead SAVE THE GAME and 'genderchange', then load the genderchanged savegame and open the galactic map, now manually enter the Omega-4 relay. Romance will play out perfect, even after you defeated the collectors and decide to 'keep playing'.
To understand what I talk about, download my F/F Tali romance savegames and read the readme:
URL: http://www.mediafire.com/?nzj1hmutmmn
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[11b] Route 2 (Advanced)
Due to the complicated nature and crash issues many people have had with it, please follow Route 1 if possible, else do as this:
Play the game with the gender you want, then do NOT click on the 'personal topic selection' when talking to crew members you plan to romance UNTIL you have done their personal quest. Also, you MUST save your game before you actually (do NOT overwrite it) talk to this person. Now, change your gender to the BioWare INTEDED one for the romance i.e. if you want to romance Tali, be a MALE when you talk with her. When the romance is triggered, change back to your (in this case female) gender and keep playing. Repeat this step when needed i.e. most romances force you to 'genderchange' at least 2 and 3 times to 'advance it'. In Tali's case it's two times. Failure to genderchange at proper time WILL lead to nasty issues. If you think this is to messy, then go Route 1 instead.

Mass Effect 2 Gibbed Save Editor Change Romance Free

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Here you have some eye-candy images from my F/F Tali romance:
Image 1
Image 2

Gibbed Me3 Save Editor


Image 3
To see Tali's real in-game face browse my Tali-face image folder
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Mass Effect 2 Gibbed Save Editor Change Romance Online

Be safe all!
Mass Effect 2 Gibbed Save Editor Change Romance Okogawa
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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