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How to mod ME2 for the Xbox 360 - updated 5/3/2011-


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#2626
Revan654

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Two Quick Question.



Is is Necessary to edit the Mass Effect 1 values(Origins, Notoriety, How Many Keepers you Scanned)? I'm been just editing the Mass Effect 1 Decisions.



May be a bit to early to ask. If I don't edit values will they cause me any problem when Importing into Mass Effect 3?

#2627
Mark B

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Revan654 wrote...

Two Quick Question.

Is is Necessary to edit the Mass Effect 1 values(Origins, Notoriety, How Many Keepers you Scanned)? I'm been just editing the Mass Effect 1 Decisions.

May be a bit to early to ask. If I don't edit values will they cause me any problem when Importing into Mass Effect 3?


Sorry, I'm not sure I understand the question.
It is NOT necessary to edit ME1 values, you can just add resources and credits if you wish.
As far as ME3 goes, nobody knows, so it's best to have at least one clean save to refer back to OR you can just reverse you're mods.

#2628
Revan654

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Mark B wrote...

Revan654 wrote...

Two Quick Question.

Is is Necessary to edit the Mass Effect 1 values(Origins, Notoriety, How Many Keepers you Scanned)? I'm been just editing the Mass Effect 1 Decisions.

May be a bit to early to ask. If I don't edit values will they cause me any problem when Importing into Mass Effect 3?


Sorry, I'm not sure I understand the question.
It is NOT necessary to edit ME1 values, you can just add resources and credits if you wish.
As far as ME3 goes, nobody knows, so it's best to have at least one clean save to refer back to OR you can just reverse you're mods.


Posted Image

Gibbed Save Editor -> Plot -> Mass Effect 1 -> Values. These seem like bonuses when importing from mass Effect 1 to Mass Effect 2.

I was just wondering if I need to edit any of these for my save to import correctly into Mass Effect 3. I really don't mod the save that much. I just use it for the Mass Effect 1 Decisions. Since I don't want to Replay Mass Effect 1.

I would assume no. Since All my saves load correctly in Mass Effect 2 & all the values are set to 0 if you pick New Game with Mass Effect 2.

#2629
Mark B

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These do not need to be touched, they are there if you want to create a ME1 history or alter one you already have.
If you don't have an imported me1 character to look at as a basis, I can try to give you a quick guide if needed.

Modifié par Mark B, 27 février 2011 - 07:05 .


#2630
Maelora

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Mark, another question if I may!

I'm trying to amend the eyes, lips and brow colour of my new FemShep, but it doesn't seem to like what I'm doing.

The face I like has these codes:

Eyes: B 0,929411769 G 0,58431375 R 0,392156869
Lips: B 0,12890625 G 0,0703125 R 0,05859375
Brow Tint: B 0,45703125 G 0,30078125 R 0,203125

I'm guessing I have to use . instead of , in the codes above, but do I have to change the A value, or just the B G R values?

Also, do I do all this in the "Vector Parameters" field?

Many thanks if you can help!

Modifié par Maelora, 02 mars 2011 - 07:36 .


#2631
Mark B

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Maelora wrote...

Mark, another question if I may!

I'm trying to amend the eyes, lips and brow colour of my new FemShep, but it doesn't seem to like what I'm doing.

The face I like has these codes:

Eyes: B 0,929411769 G 0,58431375 R 0,392156869
Lips: B 0,12890625 G 0,0703125 R 0,05859375
Brow Tint: B 0,45703125 G 0,30078125 R 0,203125

I'm guessing I have to use . instead of , in the codes above, but do I have to change the A value, or just the B G R values?

Also, do I do all this in the "Vector Parameters" field?

Many thanks if you can help!


Appearance stuff is not my speciallity, but then nothing really is, and I haven't done it in a while but I believe A is the brightness so a higher value makes the eyes, lips, hair, whatever glow.
The BGR values should be decimal (.) although from my understanding they are proportional only to each other and not a fixed value; so a value of B 0.1 - G 0.2 - R 0.3 has the same effect as B 1 - G 2 - R 3, eg the proportion of BGR is the same in either case. I'm sure one of the other guys will correct me if I'm wrong.

I hope this is some help - let me know how it goes (or if it goes).

In the mean time, when I get a chance I will try the values you've given and let you know what happens.

EDIT: Sorry, yes all the colour changes are in vector parameters. 
One question though, eyes, lips and BROW!? Why brow? What's your overall colour scheme?

Modifié par Mark B, 03 mars 2011 - 03:42 .


#2632
Maelora

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It was this one I was looking at:

http://www.masseffec...php?faceID=1279

I think brow just means eyebrows?

I've played with it a bit and I think this guy just got his colours wrong. I've messed about with the colours and I've managed to get the futuristic look I want. But thanks for your help!

Another funny thing - I switched all the loyalty outfits to be open from the start, and it seems to affect the storyline. The crew are talking about the Collector Base, and it's opened the missions to recruit Tali, Samara and Thane... Weird.

Modifié par Maelora, 03 mars 2011 - 10:58 .


#2633
Mark B

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Maelora wrote...

It was this one I was looking at:

http://www.masseffec...php?faceID=1279

I think brow just means eyebrows?

I've played with it a bit and I think this guy just got his colours wrong. I've messed about with the colours and I've managed to get the futuristic look I want. But thanks for your help!

Another funny thing - I switched all the loyalty outfits to be open from the start, and it seems to affect the storyline. The crew are talking about the Collector Base, and it's opened the missions to recruit Tali, Samara and Thane... Weird.

OK, see what you were trying for there. Good choice by the way.

Regarding the loyalty outfits, I think this has been mentioned before and it MAY cause issues by moving the story on too fast and skipping some missions (I think you may not be able to get the weapons training) - might me worth a google.

#2634
Command_her_Shepard

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1) I'm having trouble modding the weapons. Appearance and other mods worked fine. I searched this thread for about an hour but couldn't find my answer, as there's no way to efficiently search the 100+ pages.

I'm a Vanguard and have been trying to perfect my modded save before leaving the Cerberus facility at the beginning. Dunno if that matters. What I'm trying to do is replace my heavy weapon (grenade launcher) with the Revanant (oddly, the Heavy Pistol doesn't show under Player > Loadout in Gibbed, only under Weapons).

So, I pasted SFXGameContent_Inventory.SFXWeapon_MachineGun over the GL in Loadout (Unknown #6) and within Weapons pasted SFXWeapon_MachineGun over the GL entry there, too. Other changes I've made to the save show up (credit changes, eye color, etc) but the GL remains where it is. Does anyone know what I'm doing wrong?

2) Is it at all possible to have non-loyalty powers assigned as the extra bonus (EG, having Adrenaline Rush as a Vanguard)?

Thanks.

#2635
Mark B

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Command_her_Shepard wrote...

1) I'm having trouble modding the weapons. Appearance and other mods worked fine. I searched this thread for about an hour but couldn't find my answer, as there's no way to efficiently search the 100+ pages.

I'm a Vanguard and have been trying to perfect my modded save before leaving the Cerberus facility at the beginning. Dunno if that matters. What I'm trying to do is replace my heavy weapon (grenade launcher) with the Revanant (oddly, the Heavy Pistol doesn't show under Player > Loadout in Gibbed, only under Weapons).

So, I pasted SFXGameContent_Inventory.SFXWeapon_MachineGun over the GL in Loadout (Unknown #6) and within Weapons pasted SFXWeapon_MachineGun over the GL entry there, too. Other changes I've made to the save show up (credit changes, eye color, etc) but the GL remains where it is. Does anyone know what I'm doing wrong?

2) Is it at all possible to have non-loyalty powers assigned as the extra bonus (EG, having Adrenaline Rush as a Vanguard)?

Thanks.


1) For the Cerberus facility bit I think the pistol and grenade launcher are fixed so don't bother trying to mod the weapons until Freedoms Progress, possibly after FP.  If you are "forcing" the weapons by overwriting them with something else, please bare in mind that each time you acquire a new weapon of the class you replaced the weapon will be reset and you will need to mod it again - so if you use the above mod you will need to re-mod 5 or 6 times, often mid mission. 
It is much better to hex edit the save - if you feel comfortable doing this - and giving youself the correct training as this will last throught the game.  Details for this are in the OP and page 99 has the locations (in hex, again thanks  to Nu Titan) of all the upgrades and training.  Pages 83/84 may help but if you want any help on this let me know and I'll do my best to assist.

2) Sorry, on xbox at least, you can't give non-loyalty powers to your character, however you can give multiple loyalty powers - I think 2 is straightforward because there is space on the wheel for another, any more and it gets more complicated, again I can assist if needed, let me know.

#2636
Command_her_Shepard

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Mark B wrote...

1) For the Cerberus facility bit I think
the pistol and grenade launcher are fixed so don't bother trying to mod
the weapons until Freedoms Progress, possibly after FP.  If you are
"forcing" the weapons by overwriting them with something else, please
bare in mind that each time you acquire a new weapon of the class you
replaced the weapon will be reset and you will need to mod it again - so
if you use the above mod you will need to re-mod 5 or 6 times, often
mid mission.

It is much better to hex edit the save - if you feel comfortable doing this
- and giving youself the correct training as this will last throught
the game.  Details for this are in the OP and page 99 has the locations
(in hex, again thanks  to Nu Titan) of all the upgrades and training.
Pages 83/84 may help but if you want any help on this let me know and
I'll do my best to assist.

2) Sorry, on xbox at least, you can't
give non-loyalty powers to your character, however you can give multiple
loyalty powers - I think 2 is straightforward because there is space on
the wheel for another, any more and it gets more complicated, again I
can assist if needed, let me know.

Hmm, good to know I should stop bothering with the weapon mods during the Cerberus facility.

Funny side note: At first, I saved immediately after getting the pistol (no clip yet) and modded from there. Tried to overwrite the pistol in Weapons with the Revenant and when I loaded back in the med room, Shepard had her arms out to the sides (t-position) and would float-move instead of walk. Only taking cover (invisible pistol in hands) and running broke her from this pose, but she would always return to it.

I'm trying to perfect my save at the beginning, so it does sound like hex editing is best as I'd rather not have to keep modding the save. Though I've never edited hex before, I'm fairly computer savvy and think I can do it. I see the HxD Hex Editor is recommended, so I guess I'll be using that. Although I can't get to it right now, I'll try to figure it out myself later and will reply then.

I'm curious about the power options, but at present I'll just stick with Slam and Dominate as my bonuses.

A few other questions:
1) What's the best way to copy my save (instead of moving it to 360's HDD)so I can have it on both the 360 and the USB stick?

2) With hex editing, is it possible to set things up so that I as a Vanguard can swap between any weapon in the locker, including NPC ones such as the Widow or the Eviscerator? If not, what are the limitations?

3) What happens when you go over eight powers and what issues does it present?

4) Can I change out a power I don't want for another, such as replacing Cryo Ammo with Disruptor?

5) Is it possible to alter biotic cooldown values?

Thanks for replying.

Modifié par Command_her_Shepard, 04 mars 2011 - 07:05 .


#2637
Mark B

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Command_her_Shepard wrote...

Mark B wrote...

1) For the Cerberus facility bit I think
the pistol and grenade launcher are fixed so don't bother trying to mod
the weapons until Freedoms Progress, possibly after FP.  If you are
"forcing" the weapons by overwriting them with something else, please
bare in mind that each time you acquire a new weapon of the class you
replaced the weapon will be reset and you will need to mod it again - so
if you use the above mod you will need to re-mod 5 or 6 times, often
mid mission.

It is much better to hex edit the save - if you feel comfortable doing this
- and giving youself the correct training as this will last throught
the game.  Details for this are in the OP and page 99 has the locations
(in hex, again thanks  to Nu Titan) of all the upgrades and training.
Pages 83/84 may help but if you want any help on this let me know and
I'll do my best to assist.

2) Sorry, on xbox at least, you can't
give non-loyalty powers to your character, however you can give multiple
loyalty powers - I think 2 is straightforward because there is space on
the wheel for another, any more and it gets more complicated, again I
can assist if needed, let me know.

Hmm, good to know I should stop bothering with the weapon mods during the Cerberus facility.

Funny side note: At first, I saved immediately after getting the pistol (no clip yet) and modded from there. Tried to overwrite the pistol in Weapons with the Revenant and when I loaded back in the med room, Shepard had her arms out to the sides (t-position) and would float-move instead of walk. Only taking cover (invisible pistol in hands) and running broke her from this pose, but she would always return to it.

I'm trying to perfect my save at the beginning, so it does sound like hex editing is best as I'd rather not have to keep modding the save. Though I've never edited hex before, I'm fairly computer savvy and think I can do it. I see the HxD Hex Editor is recommended, so I guess I'll be using that. Although I can't get to it right now, I'll try to figure it out myself later and will reply then.

I'm curious about the power options, but at present I'll just stick with Slam and Dominate as my bonuses.

A few other questions:
1) What's the best way to copy my save (instead of moving it to 360's HDD)so I can have it on both the 360 and the USB stick?

2) With hex editing, is it possible to set things up so that I as a Vanguard can swap between any weapon in the locker, including NPC ones such as the Widow or the Eviscerator? If not, what are the limitations?

3) What happens when you go over eight powers and what issues does it present?

4) Can I change out a power I don't want for another, such as replacing Cryo Ammo with Disruptor?

5) Is it possible to alter biotic cooldown values?

Thanks for replying.


First time I've heard of shep pulling a Jesus Christ pose.
I'd never used a hex editor until doing this myself, but it's quite straightforward once you start.

As for your other questions;

1)  In order to have it on the console and USB you'd have to have 2 usb's - one original and another (xbox formatted) where you injected the modded save again.  Not sure why you'd want to do this though.
I play my modded saves from the usb drive until I'm sure it's how I want it then move to the HDD.

2) With hex editing you can give yourself training for all of the weapon types AND give access to the widow, revvy & claymore HOWEVER if you add AR & Sniper training to a vanguard the heavy weapon will be forced off of the weapon wheel meaning no more Cain!
You cannot, to the best of my knowledge, hex edit the NPC weapon choices - here I would suggest using gibbeds after you've picked up some of the weapons or avoiding picking them up to cut down on the number of times you have to redo.

3) Once you go over eight powers (one "passive") there's no room on the power wheel.  We worked out that given you can map 2 powers to the bumpers and your class power is mapped to Y, you could move these powers off the power wheel and still have access.  I haven't tried this but others have and it works.

4) You can only change loyalty "bonus" powers.

5) As biotic and tech powers do have upgrades available you can increase the number you have by hex editing and hugely reducing the cooldowns - this is all covered on page 99.

Hope this helps.

#2638
Command_her_Shepard

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Mark B wrote...

First time I've heard of shep pulling a Jesus Christ pose.
I'd never used a hex editor until doing this myself, but it's quite straightforward once you start.

As for your other questions;

1)  In order to have it on the console and USB you'd have to have 2 usb's - one original and another (xbox formatted) where you injected the modded save again.  Not sure why you'd want to do this though.
I play my modded saves from the usb drive until I'm sure it's how I want it then move to the HDD.

2) With hex editing you can give yourself training for all of the weapon types AND give access to the widow, revvy & claymore HOWEVER if you add AR & Sniper training to a vanguard the heavy weapon will be forced off of the weapon wheel meaning no more Cain!
You cannot, to the best of my knowledge, hex edit the NPC weapon choices - here I would suggest using gibbeds after you've picked up some of the weapons or avoiding picking them up to cut down on the number of times you have to redo.

3) Once you go over eight powers (one "passive") there's no room on the power wheel.  We worked out that given you can map 2 powers to the bumpers and your class power is mapped to Y, you could move these powers off the power wheel and still have access.  I haven't tried this but others have and it works.

4) You can only change loyalty "bonus" powers.

5) As biotic and tech powers do have upgrades available you can increase the number you have by hex editing and hugely reducing the cooldowns - this is all covered on page 99.

Hope this helps.


I seem to be stuck on the very first step of the hex editing. In Gibbed, I'd already changed both my Paragon and Renegade to 1800 (approximately 3/4s of the way up each gauge in-game), which should make the string to search for
0000070800000708. No such string exists, however. I even changed the values to the examples Darth gave (125p, 150r), making sure to save in Gibbed then open in HxD (43 columns), and the string he says to search for (0000007D00000096) doesn't show up either. Perhaps it doesn't work because my save is in the Cerberus facility, since the weapon swap won't work there either, as you said. Thoughts?

The purpose of having the save on both the HDD and USB would be to show some ME-loving friends of mine the coolness of modding and offer them my save. Shouldn't the following work with just one USB?
• Move the USB save (save 0003, say) to the HDD.
• Start up ME2 and load save 0003.
• Save immediately, creating a new save (save 0004).
• Exit the game and move save 0004 to the USB, leaving save 0003 on the HDD.

Further questions:
1) Will the upgrade values for biotic, tech, weapons, etc only show up in hex if I buy them from the Citadel/Omega, meaning that I can't mod those values until then?

2) Can the weapon wheel only hold five out of the six weapon types (pistol, shotgun, SMG, AR, sniper, heavy)? If so, can I add both AR/sniper training to my Vanguard and do away with SMG, which I don't care about, so as to keep the heavy?

3) Is it possible to choose ME1 choices with Gibbed and have them take effect without first having to beat the game with the modded save and subsequently import it as NG+?

4) Having three bonus powers would be nice, however I'm a bit confused at how to do it right since I started as a Soldier and modded to a Vanguard, so my Powers window in Gibbed looks like this. Should I remove anything (Adrenaline, Concussive, Disruptor) or just add another? I figure I should change the Y power (Charge) to slot 8, like you mention on page 84, to make room for Stasis, but Charge isn't listed there despite its appearance and availability for me in-game. Any ideas?

5) Haven't gotten into the hex much because the starting point (Paragon/Renegade string) isn't showing, but do the GoTo values on page 99 (+260, +1824, etc) mean starting at the hex bit just AFTER the P/R string, or on the last value of the P/R string (16th bit)? If it's starting at the last bit of the P/R string (16th bit), would +260 via GoTo then take you to the 1st bit of the Assault Rifle DMG string or the 8th bit of that string?

Thanks for the help.

#2639
Mark B

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Command_her_Shepard wrote...

Mark B wrote...

First time I've heard of shep pulling a Jesus Christ pose.
I'd never used a hex editor until doing this myself, but it's quite straightforward once you start.

As for your other questions;

1)  In order to have it on the console and USB you'd have to have 2 usb's - one original and another (xbox formatted) where you injected the modded save again.  Not sure why you'd want to do this though.
I play my modded saves from the usb drive until I'm sure it's how I want it then move to the HDD.

2) With hex editing you can give yourself training for all of the weapon types AND give access to the widow, revvy & claymore HOWEVER if you add AR & Sniper training to a vanguard the heavy weapon will be forced off of the weapon wheel meaning no more Cain!
You cannot, to the best of my knowledge, hex edit the NPC weapon choices - here I would suggest using gibbeds after you've picked up some of the weapons or avoiding picking them up to cut down on the number of times you have to redo.

3) Once you go over eight powers (one "passive") there's no room on the power wheel.  We worked out that given you can map 2 powers to the bumpers and your class power is mapped to Y, you could move these powers off the power wheel and still have access.  I haven't tried this but others have and it works.

4) You can only change loyalty "bonus" powers.

5) As biotic and tech powers do have upgrades available you can increase the number you have by hex editing and hugely reducing the cooldowns - this is all covered on page 99.

Hope this helps.


I seem to be stuck on the very first step of the hex editing. In Gibbed, I'd already changed both my Paragon and Renegade to 1800 (approximately 3/4s of the way up each gauge in-game), which should make the string to search for
0000070800000708. No such string exists, however. I even changed the values to the examples Darth gave (125p, 150r), making sure to save in Gibbed then open in HxD (43 columns), and the string he says to search for (0000007D00000096) doesn't show up either. Perhaps it doesn't work because my save is in the Cerberus facility, since the weapon swap won't work there either, as you said. Thoughts?

Search strings are 8 digits so search for 00000708 (hex value) and the string immediately to the right of the result should also be 00000708.

The purpose of having the save on both the HDD and USB would be to show some ME-loving friends of mine the coolness of modding and offer them my save. Shouldn't the following work with just one USB?
• Move the USB save (save 0003, say) to the HDD.
• Start up ME2 and load save 0003.
• Save immediately, creating a new save (save 0004).
• Exit the game and move save 0004 to the USB, leaving save 0003 on the HDD.

You may need to start a new career with the same name and you can inject the modded save into that career aswell.

Further questions:
1) Will the upgrade values for biotic, tech, weapons, etc only show up in hex if I buy them from the Citadel/Omega, meaning that I can't mod those values until then?

You can add these once you're out of the cerberus base - I'd suggest waiting until you at leat start freedoms progress, however if you have any issues it may be wise to wait until mordin has been recruited. If you go over the number normally available you won't be able to buy more - but then why would you want to.  If you mod this before you have the upgrade it will show as 00 00 00 00.  Modding these will unlock the usual research options in game - so modding 3 (iirc) HW ammo upgrades will unlock the Cain research once you load the save.

2) Can the weapon wheel only hold five out of the six weapon types (pistol, shotgun, SMG, AR, sniper, heavy)? If so, can I add both AR/sniper training to my Vanguard and do away with SMG, which I don't care about, so as to keep the heavy?

No unfortunately, I believe because SMG training is tied to the class it will reset itself regularly so you have to either forego the heavy weapon or pick either AR or sniper.  Please remember though that a mattock with 10 or more damage upgrades is a scopeless mantis and a mantis is a semi-auto widow (OK 35 upgrades to be shot for shot, but with it's ROF, it destroys) .  Your other option here is to getr mordin which will give you the one pistol pick-up in the game and overwrtite this with either AR or Sniper or replace your SMG with one of them and avoid picking up other model SMG's.

3) Is it possible to choose ME1 choices with Gibbed and have them take effect without first having to beat the game with the modded save and subsequently import it as NG+?

This is the most common question I've answered here!
What you need to do is start a new career and get to where you wake up in the cerberus facilty.  Save the game and export to gibbed.  Give yourself the required ME1 history (or change the one you have) the change the "end game state"  (No. 4 on the RAW tab) to "Lived to fight another day" and save/rehash/etc. Once back on your xbox you can use this same as an import for a NG+ where your new history will take effect.  You also have to use this method to change career names.
I would suggest keeping the modded save to use as the basis for any other me1 history changes you want to try as this will avoid having to watch the SR1 blow up time and again.


4) Having three bonus powers would be nice, however I'm a bit confused at how to do it right since I started as a Soldier and modded to a Vanguard, so my Powers window in Gibbed looks like this. Should I remove anything (Adrenaline, Concussive, Disruptor) or just add another? I figure I should change the Y power (Charge) to slot 8, like you mention on page 84, to make room for Stasis, but Charge isn't listed there despite its appearance and availability for me in-game. Any ideas?

As I mentioned, I've not done this myself so I'm afraid I can't answer this one (yet anyway).  I keep meaning to have a try myself, so I'll come back to you when I get a chance - unless someone else chips in.  As for the screen shot, have you played any time on this save as a vanguard? if not try loading up the game and creating a new save - this should change your powers to match the new class.


5) Haven't gotten into the hex much because the starting point (Paragon/Renegade string) isn't showing, but do the GoTo values on page 99 (+260, +1824, etc) mean starting at the hex bit just AFTER the P/R string, or on the last value of the P/R string (16th bit)? If it's starting at the last bit of the P/R string (16th bit), would +260 via GoTo then take you to the 1st bit of the Assault Rifle DMG string or the 8th bit of that string?

The starting position is directly to the right of the last digit of your paragon value so for the example above, your staring position will be the * in the following example - 00 00 07 08 *00 00 07 08.
The values on page 99 are decimal and on my hex editor I had to input the goto box in hex - use the scientific view on your pc's calculator to convert.


Thanks for the help.



#2640
Mark B

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OK, I've just added some powers and I think the OP misses one step.
For each power you add you need to add 2 lines, one seems to act as a placeholder and the other gives the current rank and evolution choice, you'll see what I mean when you look at your save.  To make sure you get it right I'd suggest making a few saves at the upgrade terminal with a fully ugraded version of each power you want and then you can copy the details in from one gibbed window to another.
I added two powers for a total of 3 bonus powers and just changed my class power (cloak in this case) to power wheel position 8 (you have to do this on BOTH entries), i.e off the wheel, and alocated it's slot to one of the bonus powers and alocated the other to the remaining empty slot (from 0-7). 
It worked fine, I could still cloak using Y and had 8 other powers to choose from, which to be fair was a little bit of an overkill, especially with no cooldown times on most of them, and I'd accidently made my shields 100% damage resistant - I didn't realise that each upgrade for these was worth 20%. Oh, and I had a widow with 200% damage upgrades +50% headshot and AP backed up by a minigun wielding Miranda!

Modifié par Mark B, 06 mars 2011 - 12:13 .


#2641
android654

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Does anyone know how to add the collector armor? or how to get your hands on it outside of gibbed?

#2642
Command_her_Shepard

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Powers worked fine (Y now off the wheel), however, I only had to add a new power entry (no placeholder entry was needed). You were right about the Powers window; I just had to save as a Vanguard.

It wasn't clear from the OP that you could simply mod the end state in Gibbed for ME1 choices to work instead of beating the game. They work for me now, anyway, though I forgot a lot of what the choices were and had to search a walkthrough to remember.

"Silly me" on the hex thing -- I was searching for Text-string, not Hex-values. Coincidentally, 1800 (the number I randomly chose) for Paragon and Renegade is what Nu Titan had for his example (00000708). A question I do have, though, is if you can get to a point in the game where you mod everything you want modded in hex (weapons, upgrades, etc), then set the game as beaten with Gibbed and import again as NG+ for a second time. On that second NG+, will the changes made to the hex values carry over, or will they be reset?

#2643
Mark B

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android654 wrote...

Does anyone know how to add the collector armor? or how to get your hands on it outside of gibbed?


Sorry, you can't get it - http://masseffect.wi...Collector_Armor

Modifié par Mark B, 07 mars 2011 - 12:51 .


#2644
1Man army

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Sorry if this have been asked already but I can't drag the save I changed back to Xport 360... How do you do that?

#2645
Command_her_Shepard

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1Man army wrote...

Sorry if this have been asked already but I can't drag the save I changed back to Xport 360... How do you do that?

Modio can now do what Xport 360 does, so I just use that. To do what I did, download Modio and do this with it.

Modifié par Command_her_Shepard, 07 mars 2011 - 02:49 .


#2646
Mark B

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Command_her_Shepard wrote...

Powers worked fine (Y now off the wheel), however, I only had to add a new power entry (no placeholder entry was needed). You were right about the Powers window; I just had to save as a Vanguard.

It wasn't clear from the OP that you could simply mod the end state in Gibbed for ME1 choices to work instead of beating the game. They work for me now, anyway, though I forgot a lot of what the choices were and had to search a walkthrough to remember.

"Silly me" on the hex thing -- I was searching for Text-string, not Hex-values. Coincidentally, 1800 (the number I randomly chose) for Paragon and Renegade is what Nu Titan had for his example (00000708). A question I do have, though, is if you can get to a point in the game where you mod everything you want modded in hex (weapons, upgrades, etc), then set the game as beaten with Gibbed and import again as NG+ for a second time. On that second NG+, will the changes made to the hex values carry over, or will they be reset?


I think I had to add 2 lines because I added fully evolved powers - one line has the usual name at rank 0 and the second details the evolution which use a slightly different name format - just a guess.

I don't know about the NG+ and hex edits I'm afraid - I would think some would reset as usual (upgrades) and some would remain (collector ship weapons training).

#2647
drstriker

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Hello, maybe someone here can help me. I'm playing an infiltrator and would like to know if there is any way through hex editing that I can give myself the Widow before the disabled collector ship mission. I know where the values are located but when I add the 00000001 where the Widow should be I get nothing but the sniper rifles I've already earned.

#2648
android654

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Mark B wrote...

android654 wrote...

Does anyone know how to add the collector armor? or how to get your hands on it outside of gibbed?


Sorry, you can't get it - http://masseffect.wi...Collector_Armor


*sigh* I suppose its the same situation for the Terminus Armor as well? They should've made all of those as dlcs.

#2649
Mark B

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android654 wrote...

Mark B wrote...

android654 wrote...

Does anyone know how to add the collector armor? or how to get your hands on it outside of gibbed?


Sorry, you can't get it - http://masseffect.wi...Collector_Armor


*sigh* I suppose its the same situation for the Terminus Armor as well? They should've made all of those as dlcs.


All retailer bonus and collectors edition bonus DLC is available on the PS3 version so they may eventually be released for the xbox.

#2650
Mark B

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drstriker wrote...

Hello, maybe someone here can help me. I'm playing an infiltrator and would like to know if there is any way through hex editing that I can give myself the Widow before the disabled collector ship mission. I know where the values are located but when I add the 00000001 where the Widow should be I get nothing but the sniper rifles I've already earned.


Entering 1 in the right spot should give you access to this (assuming you've got to the Normandy). 
Are you opening the save in gibbeds after you hex edit and re-saving from there before rehashing and saving to device?