Aller au contenu

Photo

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


  • Veuillez vous connecter pour répondre
4530 réponses à ce sujet

#2651
joecool280

joecool280
  • Members
  • 18 messages
EDIT! I redownloaded the older version, turns out I had only redownloaded the Beta, and it seems to have worked in the older Modio now, about to try it in the game.

SUCCESS!! Here's a tip, if you had the same problem me and TwoTimesToo had from a couple of pages back, try it in the older Modio, NOT the Beta! :D I had been tearing my hair out over this!

Modifié par joecool280, 07 mars 2011 - 09:11 .


#2652
1Man army

1Man army
  • Members
  • 32 messages

Command_her_Shepard wrote...

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.


Thanks man.

#2653
Command_her_Shepard

Command_her_Shepard
  • Members
  • 10 messages
I'm just starting to mess around with the hex stuff now, using HxD. Before leaving the Cerberus facility, I turned on AR training (00000001) and upon reaching Freedom's progress, I got the "you got new weapons" message and the standard M8 Avenger was available to me (a Vanguard) in my Weapon Wheel. So, one need not wait until then to do all the modding.

After getting to the Normandy for the first time, I saved at the weapons locker and turned the Revenant and Claymore on, mistakenly putting 00000001 instead of 00000002 for each (Nu Titan's pic shows the latter value for these weapons). Oddly, the Revenant appeared in the locker but the Claymore didn't, despite both being 00000001 in hex. Maybe I need shotgun training on as well?

I'm gonna do more stuff to see what I can do without having to leave the Cerberus facility and will report my findings.


So I did the mods in hex before leaving the Cerberus facility, except for sniper training/Widow, and all of them but the Claymore shotgun took. As soon as I got to the Normandy I could see the upgrades and whatnot on the personal computer beside the galaxy map and access the Revenant in the weapon locker. I set the biotic cooldown to 0A and some powers, Shockwave, Reave and Slam, for instance, have no cooldown. Others like Dominate, Biotic Charge and Incinerate/Cryo Ammo do have a cooldown.

After recruiting Mordin and Jacob escorts him to the lab, the long list of upgrades made through hex shows up, message box after message box. Contrary to what Nu Titan said on page 84, "You do need Mordin to be able to research the other upgrades (IE Accuracy, AP, Cooldowns, etc). All these are unlocked if you edit the number of upgrades, but still need to be researched." All of them, including the cooldowns (zero biotic cooldown worked for me in the opening Cerberus facility), worked without Mordin and upon first entering the Normandy, all of them showed up, as mentioned. Also, after Mordin was on board, all the upgrade categories on the terminal were grayed out as everything was already researched, except for the prototype weapons (EG, Cain).

I have some questions, if anyone is willing and able to answer:

1) As you can see here, the Claymore shotgun should be turned on, yet it doesn't appear in the weapon locker even though the Revenant does. I even turned on shotgun training, but that doesn't do anything, either. Any ideas?

2) Is there any reason why some biotic powers would have zero cooldown while others would have it? I'd love to be able zip around the battlefield with a zero cooldown Biotic Charge.

3) Is there any way through hex or Gibbed to add the game's weapons into the weapon locker, like the M-96 Mattock, before you normally find them?

4) Is it possible to manually change the weapons the squad uses, such as here, and if so, what are the steps? Is it just as simple as changing the name in the loadout? I recall seeing somebody talk about it somewhere in this thread, but I can't find it now... Also, strangely, Miranda (vixen) and Jacob (leading) have the same weapon loadout as what Shepard has in-game. Mordin's loadout reflects what he uses.

5) Does changing the ammo amount in Gibbed stay that way, so, always 99,999 ammo for the AR at mission start? Does it return to the default max if a clip is picked up or any other weirdness? If it doesn't, is there a known place to permanently change that number in hex?

6) Is there a way to change clip size in Gibbed or hex?

7) In my loadout in Gibbed, it's showing a sniper rifle but the Revenant should be there instead since that's what I use in-game. I don't even have sniper training turned on. Also, the sniper/Revenant slot is missing in the Weapons window, like this. Does this make sense, and is there any way could I overwrite the SMG slot with a Widow AND avoid having it replaced by an SMG upgrade?

Modifié par Command_her_Shepard, 11 mars 2011 - 10:30 .


#2654
Bourne Endeavor

Bourne Endeavor
  • Members
  • 2 451 messages
I am having some difficulty understanding how the hex editing process works. I have a file just at the beginning of the Collector Base and following the instructed provided have located my morality scores. The qualm is I haven't a clue how to determine where Weapon Training is. My intention is to disable the Shotgun training I have at present and enable the Sniper training. Any help would be appreciated.

For reference here is a screenshot of my hex'd save file.

Modifié par Bourne Endeavor, 12 mars 2011 - 11:48 .


#2655
Mark B

Mark B
  • Members
  • 461 messages

Command_her_Shepard wrote...

I'm just starting to mess around with the hex stuff now, using HxD. Before leaving the Cerberus facility, I turned on AR training (00000001) and upon reaching Freedom's progress, I got the "you got new weapons" message and the standard M8 Avenger was available to me (a Vanguard) in my Weapon Wheel. So, one need not wait until then to do all the modding.

After getting to the Normandy for the first time, I saved at the weapons locker and turned the Revenant and Claymore on, mistakenly putting 00000001 instead of 00000002 for each (Nu Titan's pic shows the latter value for these weapons). Oddly, the Revenant appeared in the locker but the Claymore didn't, despite both being 00000001 in hex. Maybe I need shotgun training on as well?

I'm gonna do more stuff to see what I can do without having to leave the Cerberus facility and will report my findings.


So I did the mods in hex before leaving the Cerberus facility, except for sniper training/Widow, and all of them but the Claymore shotgun took. As soon as I got to the Normandy I could see the upgrades and whatnot on the personal computer beside the galaxy map and access the Revenant in the weapon locker. I set the biotic cooldown to 0A and some powers, Shockwave, Reave and Slam, for instance, have no cooldown. Others like Dominate, Biotic Charge and Incinerate/Cryo Ammo do have a cooldown.

After recruiting Mordin and Jacob escorts him to the lab, the long list of upgrades made through hex shows up, message box after message box. Contrary to what Nu Titan said on page 84, "You do need Mordin to be able to research the other upgrades (IE Accuracy, AP, Cooldowns, etc). All these are unlocked if you edit the number of upgrades, but still need to be researched." All of them, including the cooldowns (zero biotic cooldown worked for me in the opening Cerberus facility), worked without Mordin and upon first entering the Normandy, all of them showed up, as mentioned. Also, after Mordin was on board, all the upgrade categories on the terminal were grayed out as everything was already researched, except for the prototype weapons (EG, Cain).

I have some questions, if anyone is willing and able to answer:

1) As you can see here, the Claymore shotgun should be turned on, yet it doesn't appear in the weapon locker even though the Revenant does. I even turned on shotgun training, but that doesn't do anything, either. Any ideas?

2) Is there any reason why some biotic powers would have zero cooldown while others would have it? I'd love to be able zip around the battlefield with a zero cooldown Biotic Charge.

3) Is there any way through hex or Gibbed to add the game's weapons into the weapon locker, like the M-96 Mattock, before you normally find them?

4) Is it possible to manually change the weapons the squad uses, such as here, and if so, what are the steps? Is it just as simple as changing the name in the loadout? I recall seeing somebody talk about it somewhere in this thread, but I can't find it now... Also, strangely, Miranda (vixen) and Jacob (leading) have the same weapon loadout as what Shepard has in-game. Mordin's loadout reflects what he uses.

5) Does changing the ammo amount in Gibbed stay that way, so, always 99,999 ammo for the AR at mission start? Does it return to the default max if a clip is picked up or any other weirdness? If it doesn't, is there a known place to permanently change that number in hex?

6) Is there a way to change clip size in Gibbed or hex?

7) In my loadout in Gibbed, it's showing a sniper rifle but the Revenant should be there instead since that's what I use in-game. I don't even have sniper training turned on. Also, the sniper/Revenant slot is missing in the Weapons window, like this. Does this make sense, and is there any way could I overwrite the SMG slot with a Widow AND avoid having it replaced by an SMG upgrade?


Well done on this.

I'll answer what I can;
1) I don't know what the problem is there. I've never bothered with unlocking the Claymore with hex - I don't like it.
2) Some powers use a third type "combat powers" I believe which includes AR iirc but charge is biotic. Otherwise there may be an inbuilt minimum for some powers.
3) Don't you have the mattock once you get the SR2? Otherwise you can paste the names of the guns over the name of a gun they already have and that will work until you change their loadout or pick up a new model of the gun you've over written.  List at http://masseffect.wi...heats#BIOWeapon also covered in the OP I think.
4) see 3.
5) Don't think it stays and there's no upgrade to mod for assault rifle ammo, sorry.  Just so you know, for heavy weapons you put a negative number in the ammo used count (-9999 is plenty) and don't forget to rapid fire the Cain (not a mod, you just fire straight away and it doesn't need to spin up).
6) Not that I know.
7) Seems odd. I'll have a look and come back.

#2656
Command_her_Shepard

Command_her_Shepard
  • Members
  • 10 messages
post glitch, disregard

Modifié par Command_her_Shepard, 13 mars 2011 - 05:40 .


#2657
Command_her_Shepard

Command_her_Shepard
  • Members
  • 10 messages

Bourne Endeavor wrote...

I am having some difficulty
understanding how the hex editing process works. I have a file just atthe beginning of the Collector Base and following the instructed provided have located my morality scores. The qualm is I haven't a clue how to determine where Weapon Training is. My intention is to disable the Shotgun training I have at present and enable the Sniper training. Any help would be appreciated.

For reference here is a screenshot of my hex'd save file.

The hex program I use is the one suggested by Darth in the OP, IE HxD. Nu Titan created this picture for location reference. Now, my save looks different and my Paragon/Renegade values are not in the same place as his, even when I put my column number at 43, though they are always side-by-side.

Below are the Goto values Nu Titan posted on page 99, all of which are in decimal (not hex) and refer to the starting point of the zero pair just after the hex Paragon points end in the save file. These Goto values are essential for modding in hex. So, here is what I do.

+256 Medi-Gel Capacity
+260 Assault Rifle DMG
+264 Heavy Pistol DMG
+272 Shotgun DMG
+276 Sniper DMG
+280 Heavy Skin Weave (Health Upgrade)
+288 Tech DMG
+392 Krogan Vitality
+400 Biotic DMG
+472 Geth Shield
+576 Weapon Training - Assault Rifles
+580 Weapon Training - Sniper Rifles
+588 Weapon Training - Shotguns
+1692 SMG DMG
+1700 Heavy Weapon Ammo
+1704 Subject Zero Biotic Boost
+1716 Mordin's Omni-Tool
+1724 Damage Protection (Shield Upgrade)
+1740 Weapon - Revenant
+1744 Weapon - Widow
+1748 Weapon - Claymore
+1792 Assault Rifle Accuracy
+1800 Assault Rifle Penetration
+1812 SMG Shield Piercing
+1816 Extra Rounds - SMG
+1820 Biotic Duration
+1824 Biotic Cooldown
+1836 AP Heavy Pistol
+1840 Heavy pistol Critical
+1844 Trauma Module
+1848 Emergency Shielding
+1852 Heavy Bone Weave
+1856 Heavy Muscle Weave
+1860 Redundant Field Generator
+1864 Hard Shields
+1868 Shotgun Shield Piercing
+1872 Extra Rounds - Shotgun
+1876 Tech Duration
+1880 Tech Cooldown
+1884 AP Sniper Rifle
+1888 Sniper Headshot DMG

As somewhat of a non sequitur, I found the easiest way to have your save on the 360 HDD and your flash drive at the same time (like if you want someone else to be able to use your save too) is to clone that drive using this simple no-install program (free). Bear in mind that this tool makes an entire image of the drive, so you must have space on your computer to back it up onto. For instance, I had my tiny save measuring in the kilobytes on an 8GB flash drive, which means I'd have to have nearly 8GB taken up on my hard drive just for that save because the entire image of the flash drive must be copied. So, using the 360, I moved my save on the 8GBer to a newly 360-formatted 2GB drive (the 360 requires at least a 1GB drive) and then cloned it so that it only takes up a little under 2GB on my computer's HDD. So, that lets you move your save to a buddy's 360 (or your own), which of course deletes the save from your flash drive, but you can just restore the image you created back onto the flash drive afterwards.

Modifié par Command_her_Shepard, 14 mars 2011 - 05:23 .


#2658
1Man army

1Man army
  • Members
  • 32 messages

Command_her_Shepard wrote...

1) As you can see here, the Claymore shotgun should be turned on, yet it doesn't appear in the weapon locker even though the Revenant does. I even turned on shotgun training, but that doesn't do anything, either. Any ideas?



I'm having the same problem but with the Widow instead. Revenant appear in the weapon locker but widow is missing even though I turned on sniper rifle training and added widow in hex. I have the other sniper rifles, it's just widow that's missing...

Did you get it to work?

Modifié par 1Man army, 15 mars 2011 - 05:45 .


#2659
wolf99000

wolf99000
  • Members
  • 776 messages
Hi I am new to mods on the 360 could you help meif I had a save game for each love interest one set for paragon andone renegade in me1 could I use those saves make copies and changeshepards name on each copywould they work as completed games like original saves and be ok toimport into me2 while using a new face code for eachhope that makes sense and you can help me

#2660
Mark B

Mark B
  • Members
  • 461 messages

wolf99000 wrote...

Hi I am new to mods on the 360 could you help meif I had a save game for each love interest one set for paragon andone renegade in me1 could I use those saves make copies and changeshepards name on each copywould they work as completed games like original saves and be ok toimport into me2 while using a new face code for eachhope that makes sense and you can help me


I'll give this a go.

Firstly, I have no idea how to edit an ME1 save but then you don't need to.

Import your character (whichever one) into ME2 and get through the destruction of the normandy.  I think you can change your face and maybe even name here.

If you can't change your appearance here you'll need to export to gibbeds and inport a headmorph or change your face code to one you want.

If you can't change the name, again you'll need to use gibbed's.

I refer you to one of my previous answers reproduced below.
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.

Hope this helps.

Modifié par Mark B, 18 mars 2011 - 11:00 .


#2661
wolf99000

wolf99000
  • Members
  • 776 messages

Mark B wrote...

wolf99000 wrote...

Hi I am new to mods on the 360 could you help meif I had a save game for each love interest one set for paragon andone renegade in me1 could I use those saves make copies and changeshepards name on each copywould they work as completed games like original saves and be ok toimport into me2 while using a new face code for eachhope that makes sense and you can help me


I'll give this a go.

Firstly, I have no idea how to edit an ME1 save but then you don't need to.

Import your character (whichever one) into ME2 and get through the destruction of the normandy.  I think you can change your face and maybe even name here.

If you can't change your appearance here you'll need to export to gibbeds and inport a headmorph or change your face code to one you want.

If you can't change the name, again you'll need to use gibbed's.

I refer you to one of my previous answers reproduced below.
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.

Hope this helps.


yea thats a big help so its just import the me1 saves wait till you get woke up at the cerberus base save and I can use gibbed to change the name who I romanced and died ash or kaidan and face code and I can do this with the save to make as many new games as needed

what stuff do I need to buy so I can get the save off my 360 hdd

#2662
Mark B

Mark B
  • Members
  • 461 messages

wolf99000 wrote...

yea thats a big help so its just import the me1 saves wait till you get woke up at the cerberus base save and I can use gibbed to change the name who I romanced and died ash or kaidan and face code and I can do this with the save to make as many new games as needed

what stuff do I need to buy so I can get the save off my 360 hdd


Yeah, you create a save to use as your base and create New Game+ games from this.  The NG+ is required for the game to recognise the new history.

You only need a USB stick, most are compatible.  The OP covers all of the extracting process prettywell.

#2663
Spartas Husky

Spartas Husky
  • Members
  • 6 151 messages
watz up my old friends. How is everybody?. Any news on modding, or nothing beyond hex editing upgrades and weaponry? as in a couple of months ago?

#2664
Mark B

Mark B
  • Members
  • 461 messages

Spartas Husky wrote...

watz up my old friends. How is everybody?. Any news on modding, or nothing beyond hex editing upgrades and weaponry? as in a couple of months ago?


Nothing new on ME2, Spartas (but can do a little on DA2 now if your interested).

Modifié par Mark B, 19 mars 2011 - 09:19 .


#2665
Spartas Husky

Spartas Husky
  • Members
  • 6 151 messages

Mark B wrote...

Spartas Husky wrote...

watz up my old friends. How is everybody?. Any news on modding, or nothing beyond hex editing upgrades and weaponry? as in a couple of months ago?


Nothing new on ME2, Spartas (but can do a little on DA2 now if your interested).


thats uite alright bro. Rented DA2. Was so pumped.... but .....lets just say I smell the ME2 dilema all over DA 2. Bette rgraphics, better story, dumbdown near retarded gameplay.

But that was bareable... I mean it is kool. Was thinking of buying it 2morrow. Then I decided to start a mage... go with my sister full blow at the beginning... only to find out if your a mage your sister dies???.... just coz your a mage... which made no sense. I was.... still am so pissed about that incredibl stupid story telling idea. That was the game breaker. I dont like carver anyways so... sigh.

I think bioware has learned very well their lessons.

Make an outstanding first title, put a lot of effort into it, make millions.

Make a better looking sequel (EA wink wink good at making things look good), and dont put much effort to it) saves money in budget and still make even more money.

Reminds me of tom and jerry series. Give the mouse a cheese first... then grab bolts and screws paint em yellow and make em smell like cheese, you'll still attrack mice in numbers at lesser cost lol.

PS;... is there a way to mod my skills to give me more talent points? I rented the game so... the obvious feature that should be included in any game of respec isonly for those who shell out 62+/- bucks. Any way to hex that?.

Either way leme know what modding your talking about, maybe it might save DA2 for me and might end up buying it... maybe not but still do share what you know :P

#2666
Mark B

Mark B
  • Members
  • 461 messages

Spartas Husky wrote...

Mark B wrote...

Spartas Husky wrote...

watz up my old friends. How is everybody?. Any news on modding, or nothing beyond hex editing upgrades and weaponry? as in a couple of months ago?


Nothing new on ME2, Spartas (but can do a little on DA2 now if your interested).


thats uite alright bro. Rented DA2. Was so pumped.... but .....lets just say I smell the ME2 dilema all over DA 2. Bette rgraphics, better story, dumbdown near retarded gameplay.

But that was bareable... I mean it is kool. Was thinking of buying it 2morrow. Then I decided to start a mage... go with my sister full blow at the beginning... only to find out if your a mage your sister dies???.... just coz your a mage... which made no sense. I was.... still am so pissed about that incredibl stupid story telling idea. That was the game breaker. I dont like carver anyways so... sigh.

I think bioware has learned very well their lessons.

Make an outstanding first title, put a lot of effort into it, make millions.

Make a better looking sequel (EA wink wink good at making things look good), and dont put much effort to it) saves money in budget and still make even more money.

Reminds me of tom and jerry series. Give the mouse a cheese first... then grab bolts and screws paint em yellow and make em smell like cheese, you'll still attrack mice in numbers at lesser cost lol.

PS;... is there a way to mod my skills to give me more talent points? I rented the game so... the obvious feature that should be included in any game of respec isonly for those who shell out 62+/- bucks. Any way to hex that?.

Either way leme know what modding your talking about, maybe it might save DA2 for me and might end up buying it... maybe not but still do share what you know :P


I know what you mean about Bethany. Carver's a d!ck so I haven't played mage yet, but I so want to after getting Merrill to a full blood mage - stupidly powerful.

Anyways, modding is a easy, there's a tool called firstblight which you can get here (needs registration) or elsewhere (bing is your buddy - sick of google being my friend).

You can do the following straightforward stuff;
Cash
Weight (inventory size)
Player character stats
Companion stats - I think this may be active party at the time of the save only - but you do 2 saves, and that will cover most companions.
Player character skill and specialisation points - but only if you have some to spend at the time of the save you edit - again, not realy a problem.

You can change the properties of items you or your companions have equipped fairly easily too, I cover this in my posts on the thread linked to in my previous post.

Given it's a rental though, if you just want to get your character and team to god like levels - (the cap is lvl 50 and the best I managed on a playthrough was 26 I think) you may be better off be better off using the infinite xp/money glitch. 
For this you need to get a fetch quest (plenty in acts 1 & 2) where you find something on a quest or in a crate and it tells you to go deliver it to whoever.  Find the whoever and save, just in case it doesn't work.  Now draw your weapon and approach, pressing A to interact/get your reward keep pressing A and you should keep getting the cash and XP each press until you move.  Youtube has videos better than my description.
Not sure if, when you get to a certain level, you or your companions can have too many skill points to spend and therefore be unable to level up, so maybe do it in batches if you want to go to silly levels.
Also the baddies will scale to your level and you'll have crap equipment but I'm lead to believe that the random drop items also scale so you should be able to get some decent stuff fairly easily.

Hope this helps, but if you need anything else, let me know.

#2667
Spartas Husky

Spartas Husky
  • Members
  • 6 151 messages

Mark B wrote...

Spartas Husky wrote...

Mark B wrote...

Spartas Husky wrote...

watz up my old friends. How is everybody?. Any news on modding, or nothing beyond hex editing upgrades and weaponry? as in a couple of months ago?


Nothing new on ME2, Spartas (but can do a little on DA2 now if your interested).


thats uite alright bro. Rented DA2. Was so pumped.... but .....lets just say I smell the ME2 dilema all over DA 2. Bette rgraphics, better story, dumbdown near retarded gameplay.

But that was bareable... I mean it is kool. Was thinking of buying it 2morrow. Then I decided to start a mage... go with my sister full blow at the beginning... only to find out if your a mage your sister dies???.... just coz your a mage... which made no sense. I was.... still am so pissed about that incredibl stupid story telling idea. That was the game breaker. I dont like carver anyways so... sigh.

I think bioware has learned very well their lessons.

Make an outstanding first title, put a lot of effort into it, make millions.

Make a better looking sequel (EA wink wink good at making things look good), and dont put much effort to it) saves money in budget and still make even more money.

Reminds me of tom and jerry series. Give the mouse a cheese first... then grab bolts and screws paint em yellow and make em smell like cheese, you'll still attrack mice in numbers at lesser cost lol.

PS;... is there a way to mod my skills to give me more talent points? I rented the game so... the obvious feature that should be included in any game of respec isonly for those who shell out 62+/- bucks. Any way to hex that?.

Either way leme know what modding your talking about, maybe it might save DA2 for me and might end up buying it... maybe not but still do share what you know :P


I know what you mean about Bethany. Carver's a d!ck so I haven't played mage yet, but I so want to after getting Merrill to a full blood mage - stupidly powerful.

Anyways, modding is a easy, there's a tool called firstblight which you can get here (needs registration) or elsewhere (bing is your buddy - sick of google being my friend).

You can do the following straightforward stuff;
Cash
Weight (inventory size)
Player character stats
Companion stats - I think this may be active party at the time of the save only - but you do 2 saves, and that will cover most companions.
Player character skill and specialisation points - but only if you have some to spend at the time of the save you edit - again, not realy a problem.

You can change the properties of items you or your companions have equipped fairly easily too, I cover this in my posts on the thread linked to in my previous post.

Given it's a rental though, if you just want to get your character and team to god like levels - (the cap is lvl 50 and the best I managed on a playthrough was 26 I think) you may be better off be better off using the infinite xp/money glitch. 
For this you need to get a fetch quest (plenty in acts 1 & 2) where you find something on a quest or in a crate and it tells you to go deliver it to whoever.  Find the whoever and save, just in case it doesn't work.  Now draw your weapon and approach, pressing A to interact/get your reward keep pressing A and you should keep getting the cash and XP each press until you move.  Youtube has videos better than my description.
Not sure if, when you get to a certain level, you or your companions can have too many skill points to spend and therefore be unable to level up, so maybe do it in batches if you want to go to silly levels.
Also the baddies will scale to your level and you'll have crap equipment but I'm lead to believe that the random drop items also scale so you should be able to get some decent stuff fairly easily.

Hope this helps, but if you need anything else, let me know.


thanks will speak more in a msg ima send ya

#2668
wolf99000

wolf99000
  • Members
  • 776 messages

Mark B wrote...

wolf99000 wrote...

yea thats a big help so its just import the me1 saves wait till you get woke up at the cerberus base save and I can use gibbed to change the name who I romanced and died ash or kaidan and face code and I can do this with the save to make as many new games as needed

what stuff do I need to buy so I can get the save off my 360 hdd


Yeah, you create a save to use as your base and create New Game+ games from this.  The NG+ is required for the game to recognise the new history.

You only need a USB stick, most are compatible.  The OP covers all of the extracting process prettywell.


thanks again mark I will check it out once my pc is back from being fixed what else can you edit with gibbed I know you can do head morphs and hair styles

#2669
Mark B

Mark B
  • Members
  • 461 messages

wolf99000 wrote...

Mark B wrote...

wolf99000 wrote...

yea thats a big help so its just import the me1 saves wait till you get woke up at the cerberus base save and I can use gibbed to change the name who I romanced and died ash or kaidan and face code and I can do this with the save to make as many new games as needed

what stuff do I need to buy so I can get the save off my 360 hdd


Yeah, you create a save to use as your base and create New Game+ games from this.  The NG+ is required for the game to recognise the new history.

You only need a USB stick, most are compatible.  The OP covers all of the extracting process prettywell.


thanks again mark I will check it out once my pc is back from being fixed what else can you edit with gibbed I know you can do head morphs and hair styles


It's no problem, someone had to help me at the start, so I'm happy to help others.
Gibbed contains easy to comple fields for name, level, class, origin, notoriety, talent points, paragon & renegade points, credits, resources and probes.
A selection of check boxes for your ME1 history.
Under the tab labelled RAW, which looks a bit confusing you can change your squads weapons (with some limitations) and add further bonus powers to shepherd.
Most of the detail for how and what can be done is on page one in the OP so have a look at that and come back if you need help and I'm sure somebody'll assist.

#2670
wolf99000

wolf99000
  • Members
  • 776 messages
I only need name and face code and paragon renegade edit so looks like its good

on the name I read if your shep has the name kate the new name has to have 4 letters for it to work

and with changing the facecode say if I wanted to make 10 new games would I need 10 saves or could I do it from one save for my fem sheps and one for male

#2671
Spartas Husky

Spartas Husky
  • Members
  • 6 151 messages
Mark B... did you took over darth threthon?... lol. you two will forever have a little mental shrine in my head. Thanks a bunch for everything, see ya all later. GO MODDING, screw developers... or at least the ones who make games hard to mod :P

#2672
Mark B

Mark B
  • Members
  • 461 messages

wolf99000 wrote...

I only need name and face code and paragon renegade edit so looks like its good

on the name I read if your shep has the name kate the new name has to have 4 letters for it to work

and with changing the facecode say if I wanted to make 10 new games would I need 10 saves or could I do it from one save for my fem sheps and one for male


Don't know about the name thing, sorry.

On the saves thing, you use the base save (at the cerberus facility) for each of your new games if you want to change the name, background, notoriety  or ME1 history.  Edit it each time to what you want then NG+.

If you just want to change your headmorph (or face code or custom hair) you can do that anytime in the game.

#2673
Mark B

Mark B
  • Members
  • 461 messages

Spartas Husky wrote...

Mark B... did you took over darth threthon?... lol. you two will forever have a little mental shrine in my head. Thanks a bunch for everything, see ya all later. GO MODDING, screw developers... or at least the ones who make games hard to mod :P


Still waiting for Chris to offer me an official title, if not a job.
I haven't seen Darth in a while though.

#2674
wolf99000

wolf99000
  • Members
  • 776 messages

Mark B wrote...

wolf99000 wrote...

I only need name and face code and paragon renegade edit so looks like its good

on the name I read if your shep has the name kate the new name has to have 4 letters for it to work

and with changing the facecode say if I wanted to make 10 new games would I need 10 saves or could I do it from one save for my fem sheps and one for male


Don't know about the name thing, sorry.

On the saves thing, you use the base save (at the cerberus facility) for each of your new games if you want to change the name, background, notoriety  or ME1 history.  Edit it each time to what you want then NG+.

If you just want to change your headmorph (or face code or custom hair) you can do that anytime in the game.


think I get it now you use your base save lats say is called kate shep then each time you mod it with a new name it shows up in game as a new save under that name

I think head morphs might be abit much for right now lol I am already a bit over my head and hoping not to mess up the me 2 saves I havenow ready for me3

#2675
pillbox joe

pillbox joe
  • Members
  • 11 messages
if i mod my character with illusive man eyes will my save still transfer to me3