adding weapons in Gibbed editor
#1
Posté 03 avril 2010 - 02:24
I've poked around a bit, but all I manage to do is strip loyalty from my team members.
#2
Posté 03 avril 2010 - 02:49
If you haven't finished ME2 a couple of times, don't do this. Hacking and cheating give any game a shelf life and cheapen the experience, but they can extend the games life in some pretty awesome ways.
#3
Posté 05 avril 2010 - 06:43
#4
Posté 05 avril 2010 - 08:57
#5
Posté 05 avril 2010 - 09:22
#6
Posté 06 avril 2010 - 03:07
Xaijin wrote...
Coalesced is actually rather straightforward.
Agreed, and once you've played ME2 through a couple of times, it can add a lot of fun stuff to the game.
I would love to see a Bethesda-esque set of editing tools with ME3, probably not possible, but I would love to see it.
#7
Posté 24 avril 2010 - 04:10
#8
Posté 24 août 2010 - 08:40
#9
Posté 24 août 2010 - 10:37
Tokion wrote...
So does anyone know how to edit the Coalescred to give my Soldier all the super weapons in the game? (Widow, Rev and Claymore)?
I'm interested in this as well. I'm replaying through my original and primary character and I took the Revenant in my first play through but I'd much rather have the Widowmaker.
#10
Posté 24 août 2010 - 11:15
Find the section SFXGame.SFXPlayerSquadLoadoutData (it's at about line 4000) and replace this:
PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_MachineGun",UnlockPlotName=Wpn_SuperAssaultRifle)
PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_FlakGun",UnlockPlotName=Wpn_SuperShotgun)
PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_MassCannon",UnlockPlotName=Wpn_SuperSniperRifle)
with this:
PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_MachineGun",UnlockPlotName=Tec_AssaultRifle)
PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_FlakGun",UnlockPlotName=Tec_Shotgun
PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_MassCannon",UnlockPlotName=Tec_SniperRifle)
When you start a new game, when you acquire the first tech upgrade for that weapon class, you'll also unlock the special weapon (eg. find/buy your first sniper rifle upgrade and it'll also unlock the Widow).
You can also use the gibbed editor to edit the loadout for any class but this won't be as permanent (if you give Shepard a Revenant but later switch it out in-game for another assault rifle, you'll have to use gibbed to switch back to the Revenant again).
1. Save your Shepard and open up the save in Gibbed.
2. Click on the "Raw" tab.
3. Go down to the "Squad" category and expand it.
4. Expand Player, then Loadout.
5. Under Loadout, you'll see six slots labeled Unlock #1, Unlock #2, etc. on the left column. On the right it will either be blank or have a weapon code.
6. Fill in the blank with the weapon code you want to equip. Note that you can only equip five weapons, including your heavy weapon and they must each be of a different class.
Weapon codes can be found here under Weapon Properties.
http://masseffect.wi...(Mass_Effect_2)
#11
Posté 24 août 2010 - 11:40
fongiel24 wrote...
It's pretty simple if you know how to modify the coalesced.ini file without crashing your game.
Find the section SFXGame.SFXPlayerSquadLoadoutData (it's at about line 4000) and replace this:PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_MachineGun",UnlockPlotName=Wpn_SuperAssaultRifle)
PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_FlakGun",UnlockPlotName=Wpn_SuperShotgun)
PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_MassCannon",UnlockPlotName=Wpn_SuperSniperRifle)
with this:PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_MachineGun",UnlockPlotName=Tec_AssaultRifle)
PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_FlakGun",UnlockPlotName=Tec_Shotgun
PlayerSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_MassCannon",UnlockPlotName=Tec_SniperRifle)
When you start a new game, when you acquire the first tech upgrade for that weapon class, you'll also unlock the special weapon (eg. find/buy your first sniper rifle upgrade and it'll also unlock the Widow).
Ah, very cool.
One more quick question. I see that directly under the "PlayerSpecialWeapons" lines are Henchman Special weapons.
If I wanted to give Zaeed access to the Revenant could I simply add...
HenchmenSpecialWeapons=(WeaponclassName="SFXGameContent_Inventory.SFXWeapon_MachineGun",HenchmanclassName=SFXPawn_Zaeed,UnlockPlotName=Tec_???)
After Grunt and Legion? And what should I insert into the unlock variable?
Modifié par Kavadas, 24 août 2010 - 11:40 .
#12
Posté 25 août 2010 - 12:26
AssaultRifles=(className="SFXGameContent_Inventory.SFXWeapon_MachineGun",bNotRegularWeaponGUI=true)
Shotguns=(className="SFXGameContent_Inventory.SFXWeapon_FlakGun",bNotRegularWeaponGUI=true)
SniperRifles=(className="SFXGameContent_Inventory.SFXWeapon_MassCannon",bNotRegularWeaponGUI=true)
and remove bNotRegularWeaponGUI=true from them. This will allow you to equip henchmen with any special weapons they have the weapons class prerequisites for.
Modifié par fongiel24, 25 août 2010 - 12:26 .
#13
Posté 25 août 2010 - 11:10
#14
Posté 16 mai 2011 - 10:39
Admiral Awsome wrote...
How does unlocking the collector ship weapons early affect that part of the game?
It doesn't. The Game is designed to have these running around from the start, just like if you play through a second time with all your unlocked weapons.





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