Mass Effect 2 Female Shepard Face Codes

  

Mass Effect 3 Character Database The fastest growing Mass Effect 3 character database, submit your character today! Browse the guides or use the advanced search to locate the hottest lookalikes. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. Can somone give me attractive femshep face codes? Every freaking time i make my own, she looks like an old lady, and im getting kinda sick of it. PS Dont call me sexist, I just dont want to.

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Characters of Mass Effect 2 are named below.

Mass Effect 2 Female Shepard Face Codes


  • 2Supporting characters

Main character[edit | edit source]

Commander Shepard is the main character of the Mass Effect trilogy. The gender, race, and history of Shepard is up for the player to decided. The player can also decide to make their character Paragon (Good) or Renegade (Evil).

Supporting characters[edit | edit source]

Miranda Lawson is a Human female Cerberus agent. She was biologically engineered as a child to be the best. She claims to have no mother and she and her sister ran away from their father when Miranda was at a young age. She has dark hair and wears a skin-tight, white suit. She is a potential love interest for male Shepard. In her loyalty mission you have to rescue her sister from an assistant, and former friend, of her father. There are paragon and renegade options throughout the mission. After her loyalty mission, you gain a different outfit for her, a black Cerberus suit. Miranda is voiced by and made to look like Yvonne Strahovski.


Jacob Taylor is a Human male Cerberus agent and former Alliance operative. He worked in the Alliance special teams group, Corsair. He is also hesitant of Cerberus' real desires. In his loyalty mission, you can arrest or kill his father. Either way you gain his loyalty and his second suit. He wears a black, skin-tight suit with orange detailing it. He is a possible love interest in the game for female Shepard.


Mordin Solus is a Salarian scientist and former Salarian Special Task Force member. He is recruited by Cerberus to help recover the missing colonists. He speaks in fragmented statements, however, he is vastly knowledgeable about the 'Genophage' and it's affect on the Krogan.


Garrus Vakarian, also known as Archangel, is a Turian sniper expert on Omega who is trying to 'clean up the station's streets.' He is a former member of C-Sec and is a returning squad member from the first game. He still has the scars where he took a rocket to the face.


Appearance

Jack, also known as Subject Zero, is a Human female who is recovered from the prison-ship, Purgatory on Pragia. Her whole body is covered in tattoos and she is a mass murderer. She was raised on a Cerberus facility. They eventually find out that they used the other kids in their tests, to preserve Jack's manic


Grunt is a tank-bred Krogan male who was created to be better that all other Krogan. He can gain the title of Urdnot.


Tali'Zorah vas Neema is a Quarian female from the Flotilla. She is the same Tali from Mass Effect. Her father planned to build her a house on their homeworld, however, he was killed by the reactivated geth machinery Tali sent him. It is possible for Tali to become exiled from the Flotilla, if Shepard doesn't reveal the information they found.


Thane Krios is a Drell assassin recruited to assist in defeating the threat to humanity. His wife died many years before encountering him, and you can help in reuniting Thane with his son, Kolyat. He is nearing the final stages of 'Kepral's syndrome' (a fatal lung disease that is based on 'cystic fibrosis'.)


Samara is an Asari Justicar sent to Illuim to find and kill Morinth. Shepard has the ability to kill her and recruit Morinth instead. She is not a potential love interest because she fears that her child will be just like her daughter, Morinth.


Morinth is an Asari who has the ability to seduce and then kill someone through sexual intercourse. You can obtain Morinth by killing her mother, Samara on Omega. She is a potential love interest, though doing so kills your character.

Mass Effect 2 Female Shepard Face Codes Fandom


Pretty Mass Effect 2 Female

Legion is a Geth that is recruited to assist Shepard. He wears Shepard's old N7 arm-piece to cover a preexisting injury. Tali doesn't like him because the Geth and the Quarians are enemies.


Default Shepard Face Code

Jeff Moreau, also known as Joker, is a Human male who is the pilot of both Normandy's. He is very charismatic and a real jokester/smartass, specially towards EDI. He has a medical condition that prevents him from being able to walk normally, so he usually sits in the cockpit. He is playable for a short period of time.


EDI is an artificial intelligence that was built into the Normandy as a part of Cerberus tech. Despite her loyalty to Cerberus, she slowly breaks away and becomes a major asset to the crew, using vital functions to help make it run smoother.

DLC characters[edit | edit source]

Zaeed Massani is a mercenary hired by Cerberus for an undisclosed amount of money. He becomes fully loyal to the mission after you help kill his former colleague, the Blue Suns leader. He has the Blue Suns logo tattoo'd on to his neck and a scar stretching over his eye.


Kasumi Goto is the most renown thief in the entire galaxy. She is a master of stealth and infilitration, using her abilities to silently eliminate enemies, while remaining shrouded in mystery.

Minor Characters[edit | edit source]

Kelly is the ships yeoman, she is also assigned to the crew to make sure the crew stays sane. Shepard is able to flirt with her several times in the game. She also feeds the fish.

Dr. Chakwas is a returning character from Mass Effect. She now works for Cerberus and is the doctor on the SR2-Normandy.

Retrieved from 'https://gamicus.gamepedia.com/Mass_Effect_2/Characters?oldid=79905'
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(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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