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Gibbed's savegame editor - able to change 'bonus weapon'?


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#1
Jazharah

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I've been scanning threads about modding throughout the forums for a while now, as well as searching for possible solutions, but can't seem to find the answer thus far.

My question is as follows:
Can I change my selected bonus weapon? For instance: on my first playthrough, I picked sniper rifles on my adept, however, I'd like to change that to either shotguns or AR's. - is there any way in the save editor I can edit this choice? If so, where and how?

#2
bjdbwea

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I don't know that, but you can change the allowed weapons for any class in the Coalesced.ini. Search for the the loadout section.

#3
NICKjnp

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You can just replace the weapon in the gibbed save editor. Just replace the sniper rifle with the weapon you want on both the loadout and weapons option. You can give your adept a revenant if you want.

#4
Chuvvy

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For the 360, it's the same on PC I'm sure.

You can force the weapon you want over the Sniper rifle. First go to Raw>Player>Appearance>Loadout Then there's one that has the sniper rifle listed ( I believe it has unknown 3 next to it.) They're called SniperRifle AntiMat or MassCannon. It will look like this.

SFXGameContent_Inventory.SFXWeapon_SniperRifle
So delete that and put one of these in it's place.

FXGameContent_Inventory.SFXWeapon_HeavyPistol = M-3 Predator
SFXGameContent_Inventory.SFXWeapon_HandCannon = M-6 Carnifex
SFXGameContent_Inventory.SFXWeapon_AutoPistol = M-4 Shuriken
SFXWeapon_GethPulseRifleSFXWeapon_SMG = M-9 Tempest
SFXGameContent_Inventory.SFXWeapon_AssaultRifle = M-8 Avenger
SFXGameContent_Inventory.SFXWeapon_Needler = M-15 Vindicator
SFXGameContent_Inventory.SFXWeapon_Machinegun = M-76 Revenant
SFXGameContent_Inventory.SFXWeapon_GethPulseRifle = Geth Pulse Rifle
SFXGameContent_Inventory.SFXWeapon_Shotgun = M-23 Katana
SFXGameContent_Inventory.SFXWeapon_HeavyShotgun = M-27 Scimitar
SFXGameContent_Inventory.SFXWeapon_FlakGun = M-300 Claymore
SFXGameContent_Inventory.SFXWeapon_SniperRifle = M-92 Mantis
SFXGameContent_Inventory.SFXWeapon_AntiMatRifle = M-97 Viper
SFXGameContent_Inventory.SFXWeapon_MassCannon = M-98 Widow
SFXGameContent_Inventory.SFXHeavyWeapon_GrenadeLauncher = M-100 Grenade Launcher
SFXGameContent_Inventory.SFXHeavyWeapon_MissileLauncher = ML-77 Missile Launcher
SFXGameContent_Inventory.SFXHeavyWeapon_FreezeGun =  M-622 Avalanche
SFXGameContent_Inventory.SFXHeavyWeapon_NukeLauncher = M-920 Cain
SFXGameContent_Inventory.SFXHeavyWeapon_ParticleBeam = Collector Particle Beam
SFXGameContent_Inventory.SFXHeavyWeapon_FlameThrower = M-451 Firestorm
SFXGameContentDLC_HEN_MT.SFXWeapon_TacticalMachinePistol = M-12 Locust

Then scroll down to Weapons and on the right side of it there will be a box with three dots in it click that.

Find the sniper rifle again and put one of those in it but put it in like this. SFXWeapon_GethPulseRifle

DO NOT PUT SFXGameContent_Inventory. IT WILL CORRUPT THE SAVE.

Сообщение изменено: Slidell505, 20 Июнь 2010 - 04:38 .


#5
Jazharah

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Though these responses are really helpful to simply change the weapon itself, I'm actually looking for the option to change the bonus choice. That way I would actually be able to select a new weapon in the game itself, depending on how I come across them.

The weapon change will help as a bandaid of course, and the responses are most appreciated. :)

If anyone knows of the actual option to change the *choice* for the bonus weapon, I'd be most obliged!

Сообщение изменено: Jazharah, 20 Июнь 2010 - 06:02 .


#6
Crunchyinmilk

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Gibbed's editor will let you change what weapons you're carrying. but you cannot then change your loadout with the in-game weapons locker that shows at the start of missions, in various levels and beside Jacob on the Normandy. It will try to force you to pick a weapon from what your character is actually allowed.

The solution, is Azureum's tech manager. You set up a bind (by editing coalesced.ini) to run the Azureum tech manager, which is just a text file with a list of console commands that run when you press the bind. By changing the settings in the text file you can add some or all bonus weapons, weapon training, or remove training or weapons from your character.

Using it requires a few programs, notepad ++ for editing the tech manager text file and coalesced.ini, me2inifixer to repair the edited coalesced.ini and a basic understanding of how to edit these files. The modding is possible II thread's first post contains links to each program as well as info on how to edit.

A very simple matter of commenting out what you don't want and uncommenting the things you do want. To get rid of sniper rifle training, uncomment sniper rifle training in the tech manager text file, and change the "1" to "0", comment out all the other upgrades other than say, shotguns which you also set to "1", save, then press the tech manager bind (that you added to your coalesced.ini) in game and you'll magically forget how to use sniper rifles and learn how to use shotguns on Shepard.

Azureum's tech manager Make sure to edit the files in notepadd ++, follow the instructions in the tech manager text file about where to place the files, and remember to repair your coalesced.ini with me2inifixer after making the bind.

Its a bit of a technical hurdle but not a big one.

Сообщение изменено: Crunchyinmilk, 20 Июнь 2010 - 10:52 .


#7
Jazharah

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Crunchyinmilk wrote...

Gibbed's editor will let you change what weapons you're carrying. but you cannot then change your loadout with the in-game weapons locker that shows at the start of missions, in various levels and beside Jacob on the Normandy. It will try to force you to pick a weapon from what your character is actually allowed.

The solution, is Azureum's tech manager. You set up a bind (by editing coalesced.ini) to run the Azureum tech manager, which is just a text file with a list of console commands that run when you press the bind. By changing the settings in the text file you can add some or all bonus weapons, weapon training, or remove training or weapons from your character.

Using it requires a few programs, notepad ++ for editing the tech manager text file and coalesced.ini, me2inifixer to repair the edited coalesced.ini and a basic understanding of how to edit these files. The modding is possible II thread's first post contains links to each program as well as info on how to edit.

A very simple matter of commenting out what you don't want and uncommenting the things you do want. To get rid of sniper rifle training, uncomment sniper rifle training in the tech manager text file, and change the "1" to "0", comment out all the other upgrades other than say, shotguns which you also set to "1", save, then press the tech manager bind (that you added to your coalesced.ini) in game and you'll magically forget how to use sniper rifles and learn how to use shotguns on Shepard.

Azureum's tech manager Make sure to edit the files in notepadd ++, follow the instructions in the tech manager text file about where to place the files, and remember to repair your coalesced.ini with me2inifixer after making the bind.

Its a bit of a technical hurdle but not a big one.


Not much of a hurdle ;) I've been editing the coalesced.ini a lot, and have been tampering about quite a bit before I asked. I didn't expect this approach, but judging your solution, it will do the trick perfectly. Thanks a bunch!!

#8
2mcuhswag2004

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If you go into the Player tab of the Gibbed Save Editor and then go into the Skills/Upgrades there should be a section called 'Weapons - Bonus" you can untick the bonus weapon specialisation you chose and then tick the one you want instead. Or you can just keep both, this will also allow you to unlock the special weapons that you get from choosing a weapon specialisation for a weapon you already have.