Download Gibbed Save Editor Mass Effect 2



  1. Download Gibbed Save Editor Mass Effect 2007
  2. Mass Effect 3 Gibbed Codes
  3. Download Gibbed Save Editor Mass Effect 2017
  4. Download Gibbed Save Editor Mass Effect 2012

Download and open Gibbed's Mass Effect 2 Save Editor Open the save file that you just created Under the 'Player' tab within the 'Plot' tab - tick the 'Played Mass Effect 1' option Go to the 'Plot' tab to change any of the other options you want. First, download Gibbed Save Game Editor for ME2: Link Be sure to make a backup copy of your saved games before editing any save games with the editor. Open the editor, open the desired save game file via the editor (( My documents BioWare Mass Effect 2 Save )). This is a great editor, you were just doing it wrong. You can edit all of those values, HOWEVER I am told ME2 and ME1 decisions are registered when you start a new game, so if you want to make those changes, start a new game, save as soon as you can make a manual save, edit it in the editor, then mark it as finished in the Raw section and start a new game by uploading it as a finished ME3 game. Gibbed's save editor for mass effect 2! Easy to use and enjoy! This save editor can edit your character, resources paragon/renegade points name credits etc.! This save editor can also edit mass effect 1 events and add squad members.

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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Doing another playthrough of Mass Effect trilogy?Now you're playing through ME 3, but forgot that one thing you always liked doing!There are many things in ME that will be slightly different depending on what Shepard has done / heard / seen.Example:Heard Mordin singing in ME 2 before going through the Omega 4 Relay:- Mordin will sing again in ME 3 atop the Shroud on Tuchanka.Didn't not hear the song in ME 2:- Mordin will instead say: 'Genophage cured. A new beginning. For all of us.' Gibbed's ME 3 save editor to the rescue.All of these can be applied manually under plot - manual, but it gets fairly tedious to do so every time you're doing a new playthrough.I will show you how to add these plotid's so that you get a list of checkboxes inside Gibbed's.1. Locate wherever you have Gibbed stored on your system, mine's here.

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Always make sure that all the braces, colons, decimals are in their correct locations and that the braces all line up.' Name' - the top one - will name the tab you'll see in Gibbed's editor, and in this example it will be next to Fish.' Multilinebools' - If set to true Gibbed will break your text after a couple of words, ie no multiple lines text. I like longer explanations for each option therefore I keep this false.' Bools' - This contains a list of all the plotid's that you want to show up as checkboxes in Gibbed.' Id' - The number used to identify a specific boolean option by the game.'

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Feb 27, 2010 Creating a custom ME1 save for ME2 (using ME2) Mass Effect 2 PC. PlayStation 3 Xbox 360. Download and Open Gibbed's ME2 Save Editor. Below is for the section of the editor 'PlotMass Effect 1Values' ^ For Garrus, '6' in one column and '0' in the other (i.e. If you want Garrus Renegade, put '6' in the. Open Gibbed's Mass Effect 2 Save Editor. Andarini aakattukune kala pdf. Now the fun begins! XD Click on the FOLDER icon at the top left corner to open a save game. Find the save game you just made in the folder Bioware/Mass Effect 2/Saves/.name of character./Save0001 (or something like that). Mass Effect 1 Mass Effect 2 Mass Effect 3 Andromeda News Articles Tweets Videos Fanart Cosplay Show & Tell Humor Discussion Theory. How to save your Shep in the me2 intro. HELP Guide for Gibbed ME2 Editor?

Download Gibbed Save Editor Mass Effect 2007

Name' - Adds a line of text to Gibbed next to the id-checkbox that you can use for explaining what each id actually does. Remembering only numbers is kinda tricky for most people:)To add a plotid to the list just copy one already listed and make sure that all the braces and dots are all in the right place. Then change the id number to whichever you want and give it a nice simple description.This is how it all will end up looking in Gibbed's editor after you restart it.

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Select whichever options you want, usually this has to be done before starting a mission where this character / event occurs in ME 3. Otherwise the game will use the default choice.6a.

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If you just started a new playthrough of ME 3, and you're standing on Earth after the intro. You should have a savefile called 'Chapter' which you can load and edit normally. Then reload it and the intro should play with your changes. I know some people who played the game and Admiral Anderson didn't 'remember' that Shepard did the Arrival dlc, using Gibbed's editor should fix this issue for you.7. Save and reload.8. Google search and the ME 3 forums are your best place to find more plotid's.9.

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Enjoy your new and improved gameplay:).