<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Darkion Avey]]></title><description><![CDATA[Darkion Avey]]></description><link>https://DarkionAvey.github.io</link><generator>RSS for Node</generator><lastBuildDate>Sat, 21 Mar 2020 18:49:58 GMT</lastBuildDate><atom:link href="https://DarkionAvey.github.io/rss/" rel="self" type="application/rss+xml"/><ttl>60</ttl><item><title><![CDATA[Building a gesture-based spinner for Android]]></title><description><![CDATA[<div id="preamble">
<div class="sectionbody">
<div class="paragraph">
<p>Sometimes one is so lazy that lifting a finger becomes a chore. I guess Google has foreseen this ever since they introduced "swipe-to-open" overflow menu in KitKat. Few days ago, I came across an interesting concept which applies the gesture philosophy on the spinner widget. The concept shows that the user can change the value of the widget just by dragging the widget itself up or down. <em>Oleg</em>, the author, implemented subtle elastic feedback animation when the user releases the widget after dragging.</p>
</div>
<div class="imageblock">
<div class="content">
<img src="https://assets.materialup.com/uploads/223613ca-dae8-4256-838a-413ccdd98ac1/preview.gif" alt="Stepper XVI by Oleg Frolov">
</div>
</div>
<div class="paragraph">
<p>I feel in love with this concept, so I had to recreate it into a real widget for Android.</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_swipespinnerwidget">SwipeSpinnerWidget</h2>
<div class="sectionbody">
<div class="paragraph">
<p>It is a fact that Android development arena is saturated with <em>-deprecated-</em> widgets which incorporate custom implementation of existing functions. I personally think over-complicating simple widgets leads to premature deprecation, and increases incompatibility issues; not to mention lack of proper documentation. Therefore, I decided to code the concept on top of RecyclerView. It may seem like an over kill, but I figured that if I used RecyclerView, people would be able to use it on top of their existing adapters without having to change anything, plus I don&#8217;t have to worry about compatibility with older Android versions. I&#8217;m also fan of one-class libraries, since they can be easily downloaded and integrated into projects, specially in the case of simple widgets.</p>
</div>
<div class="paragraph">
<p>Fast-forward couple of days later, I was able to recreate Oleg&#8217;s concept by using <code>RecyclerView.OnItemTouchListener</code> implementation. Overall, I think it turned out nicely. Simple, light, sustainable, and one-classer.</p>
</div>
<div class="imageblock">
<div class="content">
<img src="https://github.com/DarkionAvey/SwipeSpinnerWidget/raw/master/preview.gif" alt="SwipeSpinnerWidget demo">
</div>
</div>
<div class="paragraph">
<p>You can check out the library <a href="https://github.com/DarkionAvey/SwipeSpinnerWidget">here</a></p>
</div>
</div>
</div>]]></description><link>https://DarkionAvey.github.io/2018/12/10/Building-a-gesture-based-spinner-for-Android.html</link><guid isPermaLink="true">https://DarkionAvey.github.io/2018/12/10/Building-a-gesture-based-spinner-for-Android.html</guid><category><![CDATA[Android]]></category><dc:creator><![CDATA[Darkion Avey]]></dc:creator><pubDate>Mon, 10 Dec 2018 00:00:00 GMT</pubDate></item><item><title><![CDATA[Defect detection using MatLab]]></title><description><![CDATA[<div class="paragraph">
<p>This code detects any defect (e.g. textile or liquid defects) using image processing in different kinds of images.</p>
</div>
<div class="paragraph">
<p>You can download the code <a href="https://github.com/DarkionAvey/DarkionAvey.github.io/blob/master/files/Defect_detection_jalab.zip?raw=true">from here</a>.</p>
</div>
<div class="paragraph">
<p>This code was made by Zouhir Wakaf and Hamid A. Jalab, and is licensed under a <a href="http://creativecommons.org/licenses/by-nc-nd/4.0/">Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International</a> license.</p>
</div>]]></description><link>https://DarkionAvey.github.io/2017/07/05/Defect-detection-using-Mat-Lab.html</link><guid isPermaLink="true">https://DarkionAvey.github.io/2017/07/05/Defect-detection-using-Mat-Lab.html</guid><category><![CDATA[MatLab]]></category><dc:creator><![CDATA[Darkion Avey]]></dc:creator><pubDate>Wed, 05 Jul 2017 00:00:00 GMT</pubDate></item><item><title><![CDATA[Creating an automated CPP videos analyzer using ImageJ]]></title><description><![CDATA[<div id="preamble">
<div class="sectionbody">
<div class="paragraph">
<p>Conditioned place preference (CPP) paradigm is used to test drug addiction in mice. The mouse is placed inside the apparatus, and time spent in compartments is measured. The design isn&#8217;t standard, it comes in many varieties. In my case, the box had three compartments — black and white compartments on the sides, and grey-ish one in-between.</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_algorithm">Algorithm</h2>
<div class="sectionbody">
<div class="paragraph">
<p>Using ImageJ, the app (or plugin, if you will) first allows the user to highlight the black and grey compartments. This is because the mice used had white fur and there&#8217;s no reliable contrast between them and the white compartment. After highlighting the black and grey compartments, the user is asked to select an optimal threshold value that highlights the mouse from everything else.
This threshold value will be applied to all frames. The app then starts analyzing the video. The app uses <em>ffmpeg</em> to extract all frames in the video, then process them one by one. First thing it does is cropping the frames to the area the user had highlighted in the beginning, then apply the threshold value. The app will check if the image is completely black (which means there is no mouse in the frame). If true, the app will skip this frame and move to the next one to save time and reduce false-positives. Else, which means there is a mouse, particle analyzer will analyze the 'mouse'. Of course there will be false-positives, so in order to eliminate the chance of error, the particle analyzer is initiated with area threshold. If the object is truly a mouse, the particle analyzer will find the centroid, then check if it&#8217;s in black, or grey compartment. The process is repeated for all frames, which are about 13,000 for a 15 minutes video at 15fps.</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_download_the_code">Download the code</h2>
<div class="sectionbody">
<div class="paragraph">
<p>You can get the code by clicking <a href="https://github.com/DarkionAvey/DarkionAvey.github.io/blob/master/files/cpp_code.zip?raw=true">here</a>. Once you downloaded the file, extract the included four files, run ImageJ, go to <em>plugins</em> &gt; <em>compile and run</em> &gt; <em>UI.class</em> then follow the instructions. Don&#8217;t forget to download and extract <em>ffmpeg</em>  to the same folder</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_how_accurate_is_it">How accurate is it</h2>
<div class="sectionbody">
<div class="paragraph">
<p>I&#8217;ve checked it with manual counting, and the app is pretty accurate when configured correctly. After each analysis, there will be a folder called <em>"debugging"</em> which shows the results of the first 500 frames, you could check the accuracy from there.</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_license">License</h2>
<div class="sectionbody">
<div class="paragraph">
<p>WTFPL</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_how_to_set_threshold">How to set threshold</h2>
<div class="sectionbody">
<div class="imageblock">
<div class="content">
<img src="https://DarkionAvey.github.io/images/cpp_thresholding.png" alt="Good thresholding example">
</div>
</div>
<div class="paragraph">
<p>First you need to change the channel from <em>red</em> to <em>all</em>, then slide <em>maximum</em> to 0. Once you&#8217;ve done that, gradually increase <em>minimum</em> until you get something like the picture shown above. The mouse should appear featureless with contrasting background which doesn&#8217;t contain significant artifacts. The tail shouldn&#8217;t be visible. Note: it is imperative that you don&#8217;t press <em>"Apply"</em>; otherwise, the application will not be able to capture threshold values.</p>
</div>
<div class="imageblock">
<div class="content">
<img src="https://DarkionAvey.github.io/images/cpp_bad.png" alt="Bad thresholding example">
</div>
</div>
<div class="paragraph">
<p>The picture above shows a bad example of thresholding because the tail is visible, and minute artifacts can be seen at the lower edge. It&#8217;s for the best if you provided clean images.</p>
</div>
</div>
</div>]]></description><link>https://DarkionAvey.github.io/2016/12/04/Creating-an-automated-CPP-videos-analyzer-using-ImageJ.html</link><guid isPermaLink="true">https://DarkionAvey.github.io/2016/12/04/Creating-an-automated-CPP-videos-analyzer-using-ImageJ.html</guid><category><![CDATA[ImageJ]]></category><category><![CDATA[CPP]]></category><dc:creator><![CDATA[Darkion Avey]]></dc:creator><pubDate>Sun, 04 Dec 2016 00:00:00 GMT</pubDate></item><item><title><![CDATA[RippleMaster Xposed module]]></title><description><![CDATA[<div id="preamble">
<div class="sectionbody">
<div class="paragraph">
<p>This module brings back the old ripple effect seen in Android 5. Between Android 6 and 9 (😉), ripple effect isn&#8217;t shown until you lift your finger off  the screen. Luckily, they decided to bring it back in Android 9.</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_compatibility">Compatibility</h2>
<div class="sectionbody">
<div class="paragraph">
<p>This module requires Android 5-based ROM and above (until 9). It was tested and developed on Android 6.</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_available_options">Available options</h2>
<div class="sectionbody">
<div class="ulist">
<ul>
<li>
<p>Hide ripple waves [Android 6+]</p>
</li>
<li>
<p>Hide background fade effect [Android 6+]</p>
</li>
<li>
<p>Change animation interpolator [Android 6+]</p>
</li>
<li>
<p>Tint ripple based on app&#8217;s accent color</p>
</li>
</ul>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_download">Download</h2>
<div class="sectionbody">
<div class="paragraph">
<p>You can get the module from Xposed repository <a href="http://repo.xposed.info/module/net.darkion.ripple.master">here</a>.</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_known_issue">Known issue</h2>
<div class="sectionbody">
<div class="paragraph">
<p>Preferences are ignored and default values are used in certain apps (such as settings app) when SELinux is set to enforcing. The problem lies within Xposed preference class 🤷</p>
</div>
</div>
</div>]]></description><link>https://DarkionAvey.github.io/2015/12/15/Ripple-Master-Xposed-module.html</link><guid isPermaLink="true">https://DarkionAvey.github.io/2015/12/15/Ripple-Master-Xposed-module.html</guid><category><![CDATA[Android]]></category><category><![CDATA[Xposed]]></category><dc:creator><![CDATA[Darkion Avey]]></dc:creator><pubDate>Tue, 15 Dec 2015 00:00:00 GMT</pubDate></item><item><title><![CDATA[How to use TexMod on Windows PC]]></title><description><![CDATA[<div class="paragraph">
<p>TexMod is an old tool made to replace the textures of any Dx9 game without modifying the original files of the game. Follow the steps below to get going:</p>
</div>
<div class="olist arabic">
<ol class="arabic">
<li>
<p>Download TexMod from other sources (file is no longer hosted on this domain)</p>
</li>
<li>
<p>Launch the application. Note: anti-virus applications might label TexMod as a virus, which is not. This happens because TexMod modifies DirectX files during runtime just like a virus would modify the system.</p>
</li>
<li>
<p>Click on the yellow folder icon, and select your game <em>exe</em> file. Note: some games (such as Mass Effect 2, The Witcher 2 and most games released early 2010&#8217;s) have a launcher application, you have to select the game <em>exe</em> file and not the launcher <em>exe</em> .</p>
</li>
<li>
<p>Click on the small folder icon to browse and select your TexMod files (<em>TPF</em> files).</p>
</li>
<li>
<p>Hit <em>Run</em> and enjoy your new textures.</p>
</li>
</ol>
</div>]]></description><link>https://DarkionAvey.github.io/2015/07/22/How-to-use-tex.html</link><guid isPermaLink="true">https://DarkionAvey.github.io/2015/07/22/How-to-use-tex.html</guid><category><![CDATA[Games]]></category><category><![CDATA[TexMod]]></category><category><![CDATA[Mod]]></category><dc:creator><![CDATA[Darkion Avey]]></dc:creator><pubDate>Wed, 22 Jul 2015 00:00:00 GMT</pubDate></item><item><title><![CDATA[Dragon age: Inquisition 60 FPS mod]]></title><description><![CDATA[<div id="preamble">
<div class="sectionbody">
<div class="paragraph">
<p>This guide helps you uncap cutscenes frame rate.</p>
</div>
<div class="olist arabic">
<ol class="arabic">
<li>
<p>Open your Origin library, and right-click on Dragon Age Inquisition icon (the cover art).</p>
</li>
<li>
<p>Select <em>"Game Properties&#8230;&#8203;"</em>.</p>
</li>
<li>
<p>In the <em>"Command line argument"</em> field, add the following code and then click <em>"OK"</em></p>
<div class="literalblock">
<div class="content">
<pre>-GameTime.MaxSimFps 60 -GameTime.ForceSimRate 60+</pre>
</div>
</div>
</li>
<li>
<p>Launch the game and enjoy</p>
</li>
</ol>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_known_issue">Known issue</h2>
<div class="sectionbody">
<div class="paragraph">
<p>This mod causes rubber-band effect when playing multiplayer</p>
</div>
</div>
</div>]]></description><link>https://DarkionAvey.github.io/2014/11/21/Dragon-age-Inquisition-60-FPS-mod.html</link><guid isPermaLink="true">https://DarkionAvey.github.io/2014/11/21/Dragon-age-Inquisition-60-FPS-mod.html</guid><category><![CDATA[Dragon Age]]></category><category><![CDATA[Mod]]></category><category><![CDATA[Games]]></category><dc:creator><![CDATA[Darkion Avey]]></dc:creator><pubDate>Fri, 21 Nov 2014 00:00:00 GMT</pubDate></item><item><title><![CDATA[Completely disable HUD in Dragon age: Inquisition]]></title><description><![CDATA[<div class="paragraph">
<p>Follow the guide below to toggle HUD visibility without the need for another app (e.g. CheatEngine). This will hide all overlays including menus.</p>
</div>
<div class="olist arabic">
<ol class="arabic">
<li>
<p>Press <code>tilde</code> / <code>~</code> key on your keyboard  to enable the console</p>
</li>
<li>
<p>Type <code>UI</code></p>
</li>
<li>
<p>Press <code>tab</code> key to auto complete the code</p>
</li>
<li>
<p>Type <code>0</code> to disable HUD, or <code>1</code> to enable it.</p>
</li>
</ol>
</div>]]></description><link>https://DarkionAvey.github.io/2014/11/09/Completely-disable-HUD-in-Dragon-age-Inquisition.html</link><guid isPermaLink="true">https://DarkionAvey.github.io/2014/11/09/Completely-disable-HUD-in-Dragon-age-Inquisition.html</guid><category><![CDATA[Dragon Age]]></category><category><![CDATA[Mod]]></category><category><![CDATA[Games]]></category><dc:creator><![CDATA[Darkion Avey]]></dc:creator><pubDate>Sun, 09 Nov 2014 00:00:00 GMT</pubDate></item><item><title><![CDATA[Corsair Link Windows 8/8.1 compatibility fix]]></title><description><![CDATA[<div class="paragraph">
<p>Corsair Link software seems to be broken after Windows 8.1 update. Fortunately, there is a fix.</p>
</div>
<div class="olist arabic">
<ol class="arabic">
<li>
<p>Hit the start menu, and type <em>"regedit"</em> (Registry editor). Right-click it, then choose <em>"run as administrator"</em> to gain the needed privileges</p>
</li>
<li>
<p>From the left side folder tree, navigate to the following key:</p>
<div class="literalblock">
<div class="content">
<pre>HKLM\SYSTEM\CurrentControlSet\Enum\USB\VID_1B1C&amp;PID_0C04</pre>
</div>
</div>
</li>
<li>
<p>Navigate to <em>"Device Parameters"</em></p>
</li>
<li>
<p>Change the following DWORD values from 1 to 0</p>
<div class="literalblock">
<div class="content">
<pre>AllowIdleIrpInD3
DeviceSelectiveSuspended
EnhancedPowerManagementEnabled
SelectiveSuspendEnabled</pre>
</div>
</div>
</li>
<li>
<p>Do this for every sub folder inside <code>VID_1B1C&amp;PID_0C04</code>. In my case, it&#8217;s just one folder.</p>
</li>
<li>
<p>Restart your machine</p>
</li>
</ol>
</div>
<div class="paragraph">
<p>After restarting, you will notice that the missing LED controls and fan controls are visible again.</p>
</div>]]></description><link>https://DarkionAvey.github.io/2014/02/17/Corsair-Link-Windows-881-compatibility-fix.html</link><guid isPermaLink="true">https://DarkionAvey.github.io/2014/02/17/Corsair-Link-Windows-881-compatibility-fix.html</guid><category><![CDATA[Corsair]]></category><dc:creator><![CDATA[Darkion Avey]]></dc:creator><pubDate>Mon, 17 Feb 2014 00:00:00 GMT</pubDate></item><item><title><![CDATA[Need for Speed Rivals 60 FPS mod]]></title><description><![CDATA[<div id="preamble">
<div class="sectionbody">
<div class="olist arabic">
<ol class="arabic">
<li>
<p>Locate the game <em>NFS14.exe</em> file. Usually, it&#8217;s located in your Origin library (<em>C:\Program Files (x86)\Origin Games\Need for Speed&#8482; Rivals\</em>)</p>
</li>
<li>
<p>Create a shortcut of the <em>exe</em> file by right-clicking it &gt; send to &gt; desktop (create a shortcut)</p>
</li>
<li>
<p>Right click on the shortcut, and then click on <em>properties</em>.</p>
</li>
<li>
<p>In the <em>target</em> field, add the following code at the end (after the " quotation mark)</p>
<div class="literalblock">
<div class="content">
<pre>-GameTime.MaxSimFps 60 -GameTime.ForceSimRate 60+</pre>
</div>
</div>
</li>
<li>
<p>Launch the game from the shortcut</p>
</li>
</ol>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_known_issue">Known issue</h2>
<div class="sectionbody">
<div class="paragraph">
<p>Whenever the frame rate drops below 60, you will experience "slow-mo" mode</p>
</div>
</div>
</div>]]></description><link>https://DarkionAvey.github.io/2014/01/05/Need-for-Speed-Rivals-60-FPS-mod.html</link><guid isPermaLink="true">https://DarkionAvey.github.io/2014/01/05/Need-for-Speed-Rivals-60-FPS-mod.html</guid><category><![CDATA[Need for speed]]></category><category><![CDATA[Games]]></category><category><![CDATA[Mod]]></category><dc:creator><![CDATA[Darkion Avey]]></dc:creator><pubDate>Sun, 05 Jan 2014 00:00:00 GMT</pubDate></item><item><title><![CDATA[The Walking Dead 400 days guide: convincing everyone to join Tavia]]></title><description><![CDATA[<div id="preamble">
<div class="sectionbody">
<div class="paragraph">
<p>This guide will show you how to convince everyone to join Tavia at the end of "The Walking Dead: 400 Days". In each chapter, there are couple of options which might affect the character&#8217;s decision of joining Tavia.</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_wyatt">Wyatt</h2>
<div class="sectionbody">
<div class="paragraph">
<p>Either Wyatt or Eddie has to check <em>the guy</em> after hitting him, while being chased by an unknown man. You have to <strong>stay in the car</strong> and <strong>leave Eddie behind</strong> as this will give Wyatt a reason to join Tavia.</p>
</div>
<div class="paragraph">
<p>Next, you have to <strong>refuse Eddie&#8217;s suggestion of playing rock-paper-scissors to decide who checks the body</strong>. This will make Eddie go and check the body himself.
Or you can accept and play rock-paper-scissors, but you have to win. Losing will cause Eddie to leave Wyatt behind and that is not the option you are looking for.</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_vince">Vince</h2>
<div class="sectionbody">
<div class="paragraph">
<p>When Vince is in the bus, you will have to chop-off either of Justin or Danny&#8217;s ankle in order to take the chain off. <strong>Shoot Danny&#8217;s ankle</strong>.
Running away with Justin (shooting Danny&#8217;s ankle) will teach Vince that shelters are important, while running away with Danny (Shooting Justin&#8217;s ankle) will teach him not to trust anyone as this will affect his trust towards Tavia, resulting not going with her.</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_russell">Russell</h2>
<div class="sectionbody">
<div class="paragraph">
<p>At the end of Russell&#8217;s chapter, you have two options where you get to decide either joining or leaving Nate. <strong>Leaving him will make Russell more likely to join Tavia</strong>, but this is largely affected by the way Tavia convinces him.</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_shel">Shel</h2>
<div class="sectionbody">
<div class="paragraph">
<p>Killing or freeing the stranger will not affect Shel&#8217;s decision but killing Stephanie will. When you talk to Becca, <strong>take the keys and drive the RV away</strong>. As Becca mentions, Roman will hunt them down. This will give Shel a reason to join Tavia.</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_bonnie">Bonnie</h2>
<div class="sectionbody">
<div class="paragraph">
<p>Bonnie is the last one because she will be the first one to join Tavia; no matter what your choices were. You can lie to Leland about Dee&#8217;s death or tell him the truth. You can also leave him to die. <em>None of the choices will affect her decision</em>.</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_tavia">Tavia</h2>
<div class="sectionbody">
<div class="paragraph">
<p>In Tavia&#8217;s chapter, you will have to recruit as much members from the camp as possible. To do so, follow these choices:</p>
</div>
<div class="olist arabic">
<ol class="arabic">
<li>
<p>"I followed the smoke" or "I found your notes"</p>
</li>
<li>
<p>"What would you have me do to convince you?" <em>(This one is important to convince Russell)</em></p>
</li>
<li>
<p>"You outnumber me"</p>
</li>
<li>
<p>"You might find people you know" <em>(This one is also important to convince Russell)</em></p>
</li>
<li>
<p>"I give you my word"</p>
</li>
</ol>
</div>
<div class="paragraph">
<p>Russell becomes nervous when Tavia comes. Regardless of your previous choice regarding Nate&#8217;s fate, he won&#8217;t join Tavia unless she says "You might find people you know" as this will give him hope to find his family.</p>
</div>
</div>
</div>]]></description><link>https://DarkionAvey.github.io/2013/07/12/The-Walking-Dead-400-days-guide-convincing-everyone-to-join-Tavia.html</link><guid isPermaLink="true">https://DarkionAvey.github.io/2013/07/12/The-Walking-Dead-400-days-guide-convincing-everyone-to-join-Tavia.html</guid><category><![CDATA[The Walking Dead]]></category><category><![CDATA[Games]]></category><dc:creator><![CDATA[Darkion Avey]]></dc:creator><pubDate>Fri, 12 Jul 2013 00:00:00 GMT</pubDate></item><item><title><![CDATA[Mass Effect 3: comprehensive cheat guide (weapons/trainer/coalesced/robotic dog)]]></title><description><![CDATA[<div id="preamble">
<div class="sectionbody">
<div class="paragraph">
<p>Worried about your credits? worry no more! This Mass Effect guide shows you how to get unlimited credits, plus other goodies such as godmode, flying camera, robotic dog, heavy guns, and much more.</p>
</div>
</div>
</div>
<div class="sect2">
<h3 id="_prerequisites">Prerequisites</h3>
<div class="paragraph">
<p>You need Wenchy&#8217;s Mass Effect 3 Coalesced Editor, you can download it from the official website <a href="https://wenchy.net/me3-coalesced-utility/">here</a>. For robotic dog, you will need Gibbed&#8217;s Mass Effect 3 Save Editor. You can get the latest version from the official website <a href="http://svn.gib.me/builds/masseffect3/">here</a>. Before you start, it is recommeded that you backup your <code>Coalesced.bin</code> located in <code>&#8230;&#8203;\Mass Effect 3\BIOGame\CookedPCConsole</code> directory.</p>
</div>
</div>
<div class="sect1">
<h2 id="_general_commands">General commands</h2>
<div class="sectionbody">
<div class="paragraph">
<p>This section contains various general cheats which you might want to check out, such as unlimited ammo, health, credits, etc&#8230;&#8203;</p>
</div>
<div class="olist arabic">
<ol class="arabic">
<li>
<p>First, open Wenchy&#8217;s Mass Effect 3 Coalesced Editor.</p>
</li>
<li>
<p>Click <em>open</em> and then select your <code>coalesced.bin</code> file which is normally located in <code>.\Mass Effect 3\BIOGame\CookedPCConsole</code></p>
</li>
<li>
<p>From the left menu, choose <code>bioinput.ini</code>, then <code>sfxgame</code>, and after that,  <code>sfxgamemodedefault</code>.</p>
</li>
</ol>
</div>
<div class="paragraph">
<p>Note: After the V1.05 update, the codes must be placed in <code>sfxgamemodedefault</code> instead of <code>sfxgamemodebase</code>. If that doesn&#8217;t work, place the codes in both <code>sfxgamemodedefault</code> and <code>sfxgamemodebase</code></p>
</div>
<div class="olist arabic">
<ol class="arabic" start="4">
<li>
<p>Add the following codes in <code>bindings</code> section:</p>
<div class="literalblock">
<div class="content">
<pre>( Name="F1", Command="ENABLEPOWERCOOLDOWN 0" )
( Name="F4", Command="initcredits 999999" )
( Name="F2", Command="InitAmmo 9999" )
( Name="F3", Command="God" )
( Name="NumPadOne", Command="setparagon 0" )
( Name="NumPadTwo", Command="setparagon 2000" )
( Name="NumPadThree", Command="setrenegade 0" )
( Name="NumPadFour", Command="setrenegade 2000" )
( Name="NumPadFive", Command="GiveXP 1000" )
( Name="NumPadSix", Command="ToggleFlyCam" )
( Name="NumPadSeven", Command="SloMo 0.5" )
( Name="NumPadEight", Command="SloMo 1" )
( Name="NumPadNine", Command="SloMo 2" )
( Name="NumPadZero", Command="ENABLEPOWERCOOLDOWN 1" )
( Name="F8", Command="Screenshot" )</pre>
</div>
</div>
</li>
</ol>
</div>
<div class="paragraph">
<p>As you might have noticed already, each command is mapped to a key which you can modify to your liking. The setup above gives you the following options and their key triggers:</p>
</div>
<div class="listingblock">
<div class="content">
<pre class="highlight"><code class="language-xml" data-lang="xml">Key			Action
===			======
F1			No Power Cooling
F2			Infinite Ammo
F3			God Mode
F4			Add 999999 Credits
NumPad1		Set Paragon 0
NumPad2		Set Paragon 2000
NumPad3		Set Renegade 0
NumPad4		Set Renegade 2000
NumPad5		Add 1000 XP
NumPad6		Flying Camera
NumPad7		Set Speed to 0.5
NumPad8		Set Speed to Normal
NumPad9		Set Speed to 2.0
NumPad0		Cooling Down On
F8			Screenshot</code></pre>
</div>
</div>
<div class="paragraph">
<p>Note: screenshots are saved to <code>.\Documents\BioWare\Mass Effect 3\biogame\Screenshots</code></p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_weapons">Weapons</h2>
<div class="sectionbody">
<div class="paragraph">
<p>In Mass Effect 3 story, you don&#8217;t get to use heavy weapons as often as you did in Mass Effect 2. Luckily, they did not remove them completely from the game, therefore, the following method is used to replace one of your equipped weapons with a weapon of your choice.</p>
</div>
<div class="paragraph">
<p>To activate any of the listed weapons, add the following line under <code>bindings</code> section (as mentioned above):</p>
</div>
<div class="literalblock">
<div class="content">
<pre>( Name="F12", Command="giveitem self Cain" )</pre>
</div>
</div>
<div class="paragraph">
<p>As you can tell, this command lets you obtain the weapon <code>Cain</code> by pressing <code>F12</code>. You can change these two to your liking.</p>
</div>
<div class="paragraph">
<p>Below you will find a list of the weapons you can get (replace the word <code>Cain</code> in the command above)</p>
</div>
<div class="listingblock">
<div class="content">
<pre class="highlight"><code class="language-xml" data-lang="xml">Weapon									Code
======									====
M-920 cain								Cain
Reaper blackstar						Blackstar
Geth spitfire							minigun
M-451 firestorm (flamethrower)			Flamethrower_Player
M-560 hydra (titan missile launcher)	titanmissilelauncher</code></pre>
</div>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_other_cheats">Other cheats</h2>
<div class="sectionbody">
<div class="sect2">
<h3 id="_one_hit_kill">One-hit kill</h3>
<div class="paragraph">
<p>Under <code>bioweapon.ini</code> &gt; <code>sfxgamecontent</code> &gt; <code>sfxweapon</code>, choose your desired weapon (for example, Cain), navigate to <code>damage</code> and change the X, Y values to something high like <code>999999</code>.</p>
</div>
</div>
<div class="sect2">
<h3 id="_infinite_grenades">Infinite grenades</h3>
<div class="paragraph">
<p>You can assign this command to <code>bindings</code> as mentioned above.</p>
</div>
<div class="literalblock">
<div class="content">
<pre>( Name="F10", Command="Initgrenades 9999" )</pre>
</div>
</div>
</div>
<div class="sect2">
<h3 id="_talent_points_level_up_points">Talent points (level-up points)</h3>
<div class="paragraph">
<p>You can assign this command to <code>bindings</code> as mentioned above. Change <code>1</code> to the number of talent points you want.</p>
</div>
<div class="literalblock">
<div class="content">
<pre>( Name="F10", Command="givetalentpoints 1" )</pre>
</div>
</div>
</div>
<div class="sect2">
<h3 id="_ghost_mode_no_collision_mode">Ghost mode, no collision mode 👻</h3>
<div class="paragraph">
<p>This command allows you to bypass hidden walls. It is similar to TCL command in Skyrim.</p>
</div>
<div class="literalblock">
<div class="content">
<pre>( Name="F7", Command="Ghost" )
( Name="F8", Command="walk" )</pre>
</div>
</div>
<div class="paragraph">
<p>As you can tell, <code>F7</code> enables it, while <code>F8</code> disables it.</p>
</div>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_unlockables">Unlockables</h2>
<div class="sectionbody">
<div class="sect2">
<h3 id="_robotic_dog">Robotic dog 🐶</h3>
<div class="olist arabic">
<ol class="arabic">
<li>
<p>Open Gibbed&#8217;s Mass Effect 3 Save Editor</p>
</li>
<li>
<p>Navigate to the plot tab</p>
</li>
<li>
<p>Enter the following code in the <em>Bool</em> tab: <code>21187</code>, and then press the <em>Get</em> button. You will notice that it is set to <code>False</code>, so set it back to <code>True</code> by pressing the <em>Set</em> button.</p>
</li>
<li>
<p>Click on the <em>Save</em> button.</p>
</li>
</ol>
</div>
<div class="paragraph">
<p>Load up the game. You will receive a new message at your private terminal regarding Sophie, the new dog.</p>
</div>
</div>
<div class="sect2">
<h3 id="_unlock_all_weapons">Unlock all weapons</h3>
<div class="paragraph">
<p>This command unlocks all weapons in the game and puts them in your inventory. I recommend that you use it when you are on the Normandy, otherwise, it is going to replace your current weapons <em>(temporarily)</em>. Press <code>F11</code> to trigger it.</p>
</div>
<div class="literalblock">
<div class="content">
<pre>( Name="F11", Command="giveitem self Avenger | giveitem self Revenant | giveitem self Collector | giveitem self AssaultRifle_Geth | giveitem self Vindicator | giveitem self Mattock | giveitem self Cobra | giveitem self Falcon | giveitem self Saber | giveitem self Argus | giveitem self Valkyrie | giveitem self Reckoning | giveitem self SMG_Shuriken | giveitem self Tempest | giveitem self Locust | giveitem self Hornet | giveitem self Hurricane | giveitem self Pistol_Predator | giveitem self Carnifex | giveitem self Phalanx | giveitem self Talon | giveitem self Thor | giveitem self Scorpion | giveitem self Ivory | giveitem self Eagle | giveitem self Shotgun_Katana | giveitem self Scimitar | giveitem self Claymore | giveitem self Eviscerator | giveitem self Shotgun_Geth | giveitem self Graal | giveitem self Disciple | giveitem self Striker | giveitem self Crusader | giveitem self Raider | giveitem self SniperRifle_Mantis | giveitem self Viper | giveitem self Widow | giveitem self Incisor | giveitem self Raptor | giveitem self Javelin | giveitem self BlackWidow | giveitem self Indra | giveitem self Valiant")</pre>
</div>
</div>
</div>
</div>
</div>]]></description><link>https://DarkionAvey.github.io/2012/03/10/PC-Mass-Effect-3-Weapons-Cheats-Trainer-Coalesced.html</link><guid isPermaLink="true">https://DarkionAvey.github.io/2012/03/10/PC-Mass-Effect-3-Weapons-Cheats-Trainer-Coalesced.html</guid><category><![CDATA[Mass Effect]]></category><category><![CDATA[Games]]></category><category><![CDATA[Mod]]></category><dc:creator><![CDATA[Darkion Avey]]></dc:creator><pubDate>Sat, 10 Mar 2012 00:00:00 GMT</pubDate></item><item><title><![CDATA[Mass Effect 2: get Miranda's skin tone]]></title><description><![CDATA[<div class="sect1">
<h2 id="_prerequisites">Prerequisites</h2>
<div class="sectionbody">
<div class="olist arabic">
<ol class="arabic">
<li>
<p>Back up your COALESCED file and your save files before proceeding</p>
</li>
<li>
<p>Download <em>Gibbed&#8217;s Mass Effect 2 Save Editor</em> <a href="https://mohuskyrex.com/mass-effect-2-gibbed-save-editor/">from here</a></p>
</li>
<li>
<p>Download Ruby <a href="http://www.ruby-lang.org/en/">from here</a></p>
</li>
<li>
<p>Download Notepad++ <a href="https://notepad-plus-plus.org/downloads/">from here</a></p>
</li>
<li>
<p>Download the required TexMod file <a href="https://github.com/DarkionAvey/DarkionAvey.github.io/blob/master/files/miranda_me2.zip?raw=true">from here</a>. This file contains <em>CoalescedrealCRC.rb</em>, <em>bbwi.tpf</em>, and <em>CerberusShepard.tpf</em> which are required later in the tutorial</p>
</li>
</ol>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_getting_the_skin_tone">Getting the skin tone</h2>
<div class="sectionbody">
<div class="olist arabic">
<ol class="arabic">
<li>
<p>Launch Gibbed.MassEffect2.SaveEdit.exe</p>
</li>
<li>
<p>In order to open your save file, click on the folder icon on the upper left, another window will show up asking you to choose the folder in which your saved game is, select the folder, then you will be able to see the save files, select the one you want to edit</p>
</li>
<li>
<p>To get the skin tone click on <em>Raw</em> tab, then from <em>2.squad</em> select <em>player</em>, then <em>appearance</em>, after that <em>morph head</em>, and <em>vector parameters</em></p>
</li>
<li>
<p>You will now be able to see the skin tone field in the second line. Click on it, then enter the following values:</p>
<div class="literalblock">
<div class="content">
<pre>A 1
B 0.2759729
G 0.5592241
R 0.9999999</pre>
</div>
</div>
</li>
<li>
<p>Click OK. now you&#8217;ll need to save the adjustment you&#8217;ve made on the save file. To do that, click on the floppy disk icon on the upper left corner, and overwrite the exact save file you just edited then exit the save editor</p>
</li>
</ol>
</div>
<div class="paragraph">
<p><em>(The tutorial ends here for Mass Effect 3, as Miranda&#8217;s outfit doesn&#8217;t work properly on ME3)</em></p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_getting_the_outfit_me2_only">Getting the outfit (ME2 only)</h2>
<div class="sectionbody">
<div class="paragraph">
<p>First of all, you&#8217;ll need to edit your <em>Coalesced.ini</em> in order to have Miranda&#8217;s outfit for your female Shepard, to do so:</p>
</div>
<div class="olist arabic">
<ol class="arabic">
<li>
<p>Launch Notepad++</p>
</li>
<li>
<p>Open your <em>Coalesced.ini</em> file which is located in the <em>"BioGame"</em> folder where you installed your game.</p>
</li>
<li>
<p>Add the following codes to the respective subsection:</p>
</li>
</ol>
</div>
<div class="paragraph">
<p>To <code>[SFXGame.SFXPawn_Player]</code></p>
</div>
<div class="literalblock">
<div class="content">
<pre>HelmetAppearances=(Id=#,Type=CustomizableType_Helmet,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Helmet"),PlotFlag=-1)ShoulderAppearances=(Id=#,Type=CustomizableType_Shoulders,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Shoulders"),PlotFlag=-1) ArmAppearances=(Id=#,Type=CustomizableType_Arms,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Arms"),PlotFlag=-1)
LegAppearances=(Id=#,Type=CustomizableType_Legs,GameEffects=("SFXGame.SFXGameEffect_Gear_N7Legs"),PlotFlag=-1)
CasualAppearances=(Id=1073,Type=CustomizableType_Torso,Mesh=(Male="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL",Female="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)
TorsoAppearances=(Id=1073,Type=CustomizableType_Torso,Mesh= Male="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL",Female ="BIOG_HMF_MIR_LGT_R.LGTa.HMF_MIR_LGTa_MDL"),PlotFlag=-1)</pre>
</div>
</div>
<div class="paragraph">
<p>To <code>[SFXGameModeDefault]</code></p>
</div>
<div class="literalblock">
<div class="content">
<pre>Bindings=( Name="NumPadOne" ,Command="OnlyLoadLevel BioD_Nor_000Cabin | OnTap 2.0 showmenu | OnTap 3.0 OpenGUI Personalization" )</pre>
</div>
</div>
<div class="paragraph">
<p>Finally, add the following to <code>[SFXGameModeBase]</code> &amp; <code>[SFXGameModeDefault]</code></p>
</div>
<div class="literalblock">
<div class="content">
<pre>Bindings=( Name="NumPadFive", Command="Onlyloadlevel BioH_vixen_00 | Onlyloadlevel BioD_EndGm1_110ROMMirranda")</pre>
</div>
</div>
<div class="olist arabic">
<ol class="arabic" start="4">
<li>
<p>Save your <em>Coalesced.ini</em> and exit Notepad++.</p>
</li>
<li>
<p>You&#8217;ll be able to "wear" the outfit by pressing <em>NumPadOne</em> at first then <em>NumPadFive</em>. Make sure to move all the sliders to the right then to the left in order to get the full appearance. You can change the binding key to your liking from the codes above</p>
</li>
</ol>
</div>
<div class="paragraph">
<p>Your <em>Coalesced.ini</em> is not yet ready to be used in the game yet, you&#8217;ll need to run a fixer "Ruby-based".</p>
</div>
<div class="olist arabic">
<ol class="arabic" start="6">
<li>
<p>Extract <em>CoalescedrealCRC.rb</em> to the same directory where your <em>Coalesced.ini</em> is located, and run it. It won&#8217;t take long until another <em>Coalesced.ini</em> shows up with the name <em>Fix_Coalesced.ini</em>.</p>
</li>
<li>
<p>Delete the old <em>Coalesced.ini</em> and rename <em>Fix_Coalesced.ini</em> to <em>Coalesced.ini</em></p>
</li>
</ol>
</div>
<div class="paragraph">
<p>Now that you have the outfit, we&#8217;ll move on to the next step.</p>
</div>
</div>
</div>
<div class="sect1">
<h2 id="_remove_neck_clipping_me2_only">Remove neck clipping (ME2 only)</h2>
<div class="sectionbody">
<div class="paragraph">
<p>Now that you have the outfit and the skin tone, it&#8217;s time to remove the neck clipping that occurs when you apply Miranda&#8217;s outfit on FemShep.</p>
</div>
<div class="olist arabic">
<ol class="arabic">
<li>
<p>Open TexMod</p>
</li>
<li>
<p>Click on the folder icon and select <em>Masseffect2.exe</em> located in the Binaries folder from the install directory</p>
</li>
<li>
<p>Click on it and select the mod <em>CerberusShepard.tpf</em>. This mod will only give you the black outfit. To get the white outfit without visible neck clipping, you&#8217;ll have to do an extra step.</p>
</li>
<li>
<p>For white outfit: load <em>bbwi.tpf</em> first then <em>CerberusShepard.tpf</em>. Make sure that the mod <em>bbwi</em> is above <em>CerberusShepard</em>. The mod BBWI also changes the texture of Normandy&#8217;s floor and adds texture to Shepard&#8217;s bed.</p>
</li>
</ol>
</div>
<div class="paragraph">
<p>You will have to use TexMod every time you want to play Mass Effect 2 because the effect of the TexMod is not permanent.</p>
</div>
</div>
</div>]]></description><link>https://DarkionAvey.github.io/2011/08/12/Mass-Effect-2-get-Mirandas-skin-tone.html</link><guid isPermaLink="true">https://DarkionAvey.github.io/2011/08/12/Mass-Effect-2-get-Mirandas-skin-tone.html</guid><category><![CDATA[Mass effect]]></category><category><![CDATA[Games]]></category><category><![CDATA[TexMod]]></category><dc:creator><![CDATA[Darkion Avey]]></dc:creator><pubDate>Fri, 12 Aug 2011 00:00:00 GMT</pubDate></item><item><title><![CDATA[Hello world]]></title><description><![CDATA[<div class="paragraph">
<p>🎂</p>
</div>]]></description><link>https://DarkionAvey.github.io/2011/06/01/Hello-world.html</link><guid isPermaLink="true">https://DarkionAvey.github.io/2011/06/01/Hello-world.html</guid><dc:creator><![CDATA[Darkion Avey]]></dc:creator><pubDate>Wed, 01 Jun 2011 00:00:00 GMT</pubDate></item></channel></rss>