EvilDeity wrote...
Is there a variable for not having changed the difficulty like the ME2 editor?
Gibbed save editor for ME3 info thread.
#376
Posté 23 mars 2012 - 06:09
#377
Posté 23 mars 2012 - 07:14
ZombieGambit wrote...
http://social.bioware.com/%5Burl=http:/social.bioware.com/forum/1/topic/323/index/9028411/33Chugster wrote...
ok what to the gun codes look like for adding them to a new game?
Second post on page 33
The Phaeston is actually the one labeled Cobra, just mentioning that because the poster didn't know.
ok last question for now...do we have all the armor codes?
#378
Posté 23 mars 2012 - 07:44
Xbox 360
I am wondering if there is any way to convert a ME2 Headmorph into a ME3 Headmorph for Gibbed or via Gibbed?
Or if you can somehow extract a creation code from an ME2 save file/Headmorph file, then convert it into a ME3 creation code?
My Headmorphed Save imported from ME2 looks nothing like it should, I don't have a creation code since my ME saves don't show the code above my character in the squad menu, and apparently the ME2 codes are not completely the same as the ME3 codes.
Thanks.
#379
Posté 23 mars 2012 - 07:51
I set it to true (although it only has one which somewhat intrigues me)
Then I set the game ending state to "live to fight again"
imported that me3 character to a new playthrough. And the conversations do change. Dialogues acknowledge sheperd as having blown the alpha relay. But when I check the normandy war assets it still says "hacket sent marines and were killed when they destroyed the alpha relay"
Are there more values we still not know about?
#380
Posté 23 mars 2012 - 07:54
P4NCH0theD0G wrote...
Uhm... I see this is under Relationship Header, but people are asking for armor codes so.... Ah, well, I'm'a risk it.
Xbox 360
I am wondering if there is any way to convert a ME2 Headmorph into a ME3 Headmorph for Gibbed or via Gibbed?
Or if you can somehow extract a creation code from an ME2 save file/Headmorph file, then convert it into a ME3 creation code?
My Headmorphed Save imported from ME2 looks nothing like it should, I don't have a creation code since my ME saves don't show the code above my character in the squad menu, and apparently the ME2 codes are not completely the same as the ME3 codes.
Thanks.
This thread may be of use to you: http://social.biowar...3/index/9661093
#381
Posté 23 mars 2012 - 07:55
#382
Posté 23 mars 2012 - 08:06
Blue:1.2
Green:0.6
Red:0

Modifié par ronin4444, 23 mars 2012 - 08:33 .
#383
Posté 23 mars 2012 - 08:20
As in the ones under the Appearance section in the Raw tab that are only numbers like Arms: 1, Chest: 3 etc.? I don't know, if anyone has figured out the corresponding numbers, but they're probably in order so:Chugster wrote...
ZombieGambit wrote...
http://social.bioware.com/%5Burl=http:/social.bioware.com/forum/1/topic/323/index/9028411/33Chugster wrote...
ok what to the gun codes look like for adding them to a new game?
Second post on page 33
The Phaeston is actually the one labeled Cobra, just mentioning that because the poster didn't know.
ok last question for now...do we have all the armor codes?
Head: 0 is no helmet, 1 N7 helmet, 2 breather, 3 death mask, 4 kuwashii visor, 5 sentry inteface, 6 kestrel, 7 capacitor, 8 archon, 9 umbra, 10 recon, 11 mnemonic, 12 delumcore, 13 securitel
Chest, Arms, Shoulders, and Legs: N7 is 0, 1 Kassa, 2 Serrice, 3 Rosenkov, 4 Armax, 5 Ariake, 6 Hahne-Kedar
These are speculation, I haven't really tested them. If you're asking about Coalesced armor codes then I have no idea.
Modifié par ZombieGambit, 23 mars 2012 - 08:21 .
#384
Posté 23 mars 2012 - 08:24
#385
Posté 23 mars 2012 - 08:28
Moderators i am getting mad so can i yell and you won't get mad at me?
SO NO ONE WILL REPLY YOU ALL CARE ABOUT TIM'S EYES AND OTHERTUFF WHAT ABOUT THE
QUESTIONS THAT WE OTHER PEOPLE ASK BUT GET NO ANSWER LIKE THE GET PEACE OR BRINGING PEOPLE BACK FROM DEAD?!?!?!?! I AM SORRY TO YELL BUT PLEASE REPLY.
Modifié par ilego, 23 mars 2012 - 08:37 .
#386
Posté 23 mars 2012 - 08:40
iam surprised this thread has not been locked or something, showing how to obtain dlc that is already in the game like the weapons and armor is surely something bio wouldn't want people to find out
#387
Posté 23 mars 2012 - 09:35
You found the values set em to true or false. And then what?
I Am trying to change the values for Arrival
ArrivalPlayed, PlotIDSet=(7451,),
This is the instruction on the website.
I changed that value to TRUE.
Can anyone plese tell mw how exactly do these take effect, or maybe is it because there are some values still
not found?
THis is what I did. I changed the value from the:
Raw Tab>Plot>PLot BOot Variables
Went to the 7451. Which was set to false. Meaning I had not played the arrival DLC. I dont wana buy the dlc... and I dont wana
spent the time either.
I changed the value to TRUE.
I then went to
Raw Tab> Basic> Ending game state. I set it to live to fight again.
I then imported this ME3 file to a new character.
When I Start. Anderson, liara etc acknowledge it was Sheperd who blew up the Alpha Relay.
However when I get to the normandy and check the war assets the 103 marine division still has -50.
Because it thinks "hacket sent marines to destroy the relay". The war assets dont change. yet the dialogue do.
So I am thinking there is another value missing? or did i Do something wrong?
Modifié par Spartas Husky, 23 mars 2012 - 10:00 .
#388
Posté 23 mars 2012 - 09:43
clyde wrote...
After messing with the CrewDead/CrewAlive variables (was trying to see if you could kill off individual crewmembers, or if they were grouped), Kelly's shown up on a save that definitely didn't have dinner with Kelly. No idea what specific variables caused it, though -- maybe marking her as dead and then alive again?
What exactly did you do?
I guess I'm jumping on the "Savehack Kelly Somehow" bandwagon. Either through ME2 or ME3 saveeditors.
Modifié par MadCat221, 23 mars 2012 - 10:32 .
#389
Posté 23 mars 2012 - 09:55
I have this true but she still dies
20182 True
20183 True
20741 True
22698 True
by the way:
vekkth how did you fuond those IDs ?
Modifié par BossBast1, 23 mars 2012 - 10:51 .
#390
Posté 23 mars 2012 - 10:17
Bringing who back from the dead and what peace?ilego wrote...
I Have read the Site Rule and i belive that i am following this rule "There is a zero tolerance policy on any form of abuse towards staff, moderators or other Community members. Content that is insulting to anyone based on gender, lifestyle, religion, ethic group, race etc. is unacceptable and will be deleted without warning. Anyone posting a personal attack on staff, moderators or other Community members will, at the sole discretion of staff or moderators, be banned from the BioWare Social Network without notice and is no longer welcomed." i am not threating anyone.
Moderators i am getting mad so can i yell and you won't get mad at me?
SO NO ONE WILL REPLY YOU ALL CARE ABOUT TIM'S EYES AND OTHERTUFF WHAT ABOUT THE
QUESTIONS THAT WE OTHER PEOPLE ASK BUT GET NO ANSWER LIKE THE GET PEACE OR BRINGING PEOPLE BACK FROM DEAD?!?!?!?! I AM SORRY TO YELL BUT PLEASE REPLY.[/u][u]
Most of the variables you probably need have been posted already, so just look through some of the first pages. Do some of your own work. No one in this thread has all the answers, everyone is just learning as they go along, so you should do the same.
#391
Posté 23 mars 2012 - 10:52
#392
Posté 23 mars 2012 - 10:53
#393
Posté 23 mars 2012 - 11:16
Chugster wrote...
ok where are the weapon plot flags?
It's actually pretty simple to add weapons to your arsenal.
Raw > Plot > Player Variables, and then you may see a few clues already.
Say you wanted to add the Mantis... You'd click "Add" at the bottom, then in the new entry you'd paste "SFXGameContent.SFXWeapon_SniperRifle_Mantis" (no quotes), and set the value to >= 1 (the value determines what grade level of the weapon you have).
There also seems to be some extra player variable as well associated with each weapon, "SFXGameContent.SFXWeapon_SniperRifle_Mantis.Flags" for instance. Dunno what it does, it may determine if you picked up the weapon in a level or something.
It also seems you can add/increase weap mods available as well. I'm presuming "SFXGameContent.SFXWeaponMod_SniperRifleTimeDilation" is for the sniper rifle concentration mod, and of course the associated value is what grade of the weapmod you have.
Modifié par MadCat221, 23 mars 2012 - 11:19 .
#394
Posté 23 mars 2012 - 11:19
check this out http://masseffect.wi..._(Mass_Effect_3)
it details an easy method to press 1 key and receive every weapon
#395
Posté 23 mars 2012 - 11:26
#396
Posté 23 mars 2012 - 11:30
#397
Posté 24 mars 2012 - 12:22
The FAq on the page with the ID's only tell you what to change. But What do I do after? Do I have to change the game ending state like me2? and the import it in me3?
I've done so and only dialogues change but war assets remain the same... or maybe is it because the list is still in its infancy and there are values missing?. Or is it my fault because I did something wrong... thinking is the latter because I dont know what steps to follow.
Also anybody knows the ID's for the resources that carry over from ME2 as war assets. That vary from +10 to +100 war assets.
Depending on how much you've scanned. I've read somewhere it has to be more than 100k of each. And I've scanned more than 200k of each at least I didn't just add 200k with gibb in me2 I scanned them personally.. And I only got +10 War assets from resources.
Modifié par Spartas Husky, 24 mars 2012 - 12:25 .
#398
Posté 24 mars 2012 - 12:40
Chugster wrote...
The process for adding TIM eyes is the same as in ME2 (taken from the ME2 modding thread):
Open save in Save Editor.
Change to Raw tab.
Expand Squad > Player > Appearance > Morph Head > Texture Parameters.
Open the Texture Parameters list.
Add two new entries as follows:
code:
Name: EYE_Diff
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff
code:
Name: EYE_Spec
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec
Open Vector Parameters
Change "EYE_Iris_Colour_Vector" name to "Emis_Color" (without the quotes) and then change the colour values,
http://andylangton.c...olour-converter
3rd
box down you enter your RGB values, i.e; "111,53,26" (Auburn) into the
'RGB colour:(255-based) -> RGB colour:(Percent-based)' input field.
This will give the result of percentages as such: 44%,21%,10%, this
translates into ME2 as a range between 0 (0%) and 1.0 (100%).
So an example of Auburn in ME2 ready colour format would be: (red) 0.44, (green) 0.21 and (blue) 0.1.
Here are some more examples to show you:
Cobalt: R: 61, G: 89, B: 171, which translates in percentage to: 24%,35%,67%, for ME2 would be R: 0.24, G: 0.35, B: 0.67
Lime Green: R: 50, G: 205 , B: 50, which translates in percentages to: 20%,80%,20%, for ME2 would be R: 0.2, G: 0.8, B: 0.2
NOTE: Some colours just don't show as they should, try playing with the values for A: (Alpha).
and the proof:
... ok. I followed this to the letter. And my eyes came perfect. except for the fact the white part of the eyes surrounding the center... are all green...???
#399
Posté 24 mars 2012 - 12:48
just delete it from the war asset list in the raw tabSpartas Husky wrote...
so... nobody knows what values change the war assets for Arrival dlc Since 7451 set to true only changes dialogue and not war assets?
#400
Posté 24 mars 2012 - 12:49
use the preset tim eye is not the same in me3 there is more stuff to ad in vector and texture tabSpartas Husky wrote...
Chugster wrote...
The process for adding TIM eyes is the same as in ME2 (taken from the ME2 modding thread):
Open save in Save Editor.
Change to Raw tab.
Expand Squad > Player > Appearance > Morph Head > Texture Parameters.
Open the Texture Parameters list.
Add two new entries as follows:
code:
Name: EYE_Diff
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Diff
code:
Name: EYE_Spec
Value: BIOG_HMM_HED_PROMorph.IllusiveMan.HMM_HED_PROIllusiveman_Eye_Spec
Open Vector Parameters
Change "EYE_Iris_Colour_Vector" name to "Emis_Color" (without the quotes) and then change the colour values,
http://andylangton.c...olour-converter
3rd
box down you enter your RGB values, i.e; "111,53,26" (Auburn) into the
'RGB colour:(255-based) -> RGB colour:(Percent-based)' input field.
This will give the result of percentages as such: 44%,21%,10%, this
translates into ME2 as a range between 0 (0%) and 1.0 (100%).
So an example of Auburn in ME2 ready colour format would be: (red) 0.44, (green) 0.21 and (blue) 0.1.
Here are some more examples to show you:
Cobalt: R: 61, G: 89, B: 171, which translates in percentage to: 24%,35%,67%, for ME2 would be R: 0.24, G: 0.35, B: 0.67
Lime Green: R: 50, G: 205 , B: 50, which translates in percentages to: 20%,80%,20%, for ME2 would be R: 0.2, G: 0.8, B: 0.2
NOTE: Some colours just don't show as they should, try playing with the values for A: (Alpha).
and the proof:
... ok. I followed this to the letter. And my eyes came perfect. except for the fact the white part of the eyes surrounding the center... are all green...???





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