Mass Effect 3 Modding Thread (Last update: 14-05-2012)
#251
Posté 08 avril 2012 - 12:26
thats the weapon ID for the prothean laser rifle whatever its called, you need the dlc to have it tho
#252
Posté 08 avril 2012 - 01:47
#253
Posté 08 avril 2012 - 04:58
Simply create a simple text document. And rename it to for example Convert Coal.bat
Then rename your modded Coalesced.bin to Coalesced.bin.SP
And the one you use for multiplayer to Coalesced.bin.MP
Then edit Convert Coal.bat using notepad.
And add these lines:
@Echo Off
If Exist Coalesced.bin.SP GoTo ConvertSP
If Exist Coalesced.bin.MP GoTo ConvertMP
Echo ERROR: Cant find Coalesced.bin.MP or SP
GoTo End
:ConvertSP
If Exist Coalesced.bin.MP GoTo Error1
Ren Coalesced.bin Coalesced.bin.MP
Ren Coalesced.bin.SP Coalesced.bin
Echo Converting to Single Player.
GoTo End
:ConvertMP
If Exist Coalesced.bin.SP GoTo Error1
Ren Coalesced.bin Coalesced.bin.SP
Ren Coalesced.bin.MP Coalesced.bin
Echo Converting to Multi Player.
GoTo End
:Error1
Echo ERROR: Both Coalesced.bin.SP and MP exist. Attempting to fix...
If Exist Coalesced.bin GoTo Error2
Ren Coalesced.bin.SP Coalesced.bin
Echo Converting to Single Player.
GoTo End
:Error2
Echo ERROR: Coalesced.bin already exists. Aborting.
:End
Pause
It's a good idea to keep your unaltered Coalesced.bin named Coalesced.bin.original.
Modifié par ParasiteX, 08 avril 2012 - 05:09 .
#254
Posté 09 avril 2012 - 05:13
#255
Posté 09 avril 2012 - 01:54
#256
Posté 09 avril 2012 - 06:50
#257
Posté 09 avril 2012 - 07:10
I've been looking for a way to add the SR-2 cap or the Beret like you could in ME2, but it doesn't work exactly the same way (or I'm doing it wrong). Everyone only cares about their femsheps... and their hair...ME3AcknowLedged wrote...
Im tired of only getting mod appearances for female shepard. What about male's? Me personally think that any male shepard costumed looks terribly ugly. An once in a while i'd like to make a costume male, but i cant progress threw the game cause his textures looks so damn different from the default shepard. An if any one has a decent guide or tutorial on how to mod male shepard textures an all ON XBOX using ME3 gibbed save editor please assist.
#258
Posté 09 avril 2012 - 09:15
#259
Posté 10 avril 2012 - 01:35
ZombieGambit wrote...
I've been looking for a way to add the SR-2 cap or the Beret like you could in ME2, but it doesn't work exactly the same way (or I'm doing it wrong). Everyone only cares about their femsheps... and their hair...ME3AcknowLedged wrote...
Im tired of only getting mod appearances for female shepard. What about male's? Me personally think that any male shepard costumed looks terribly ugly. An once in a while i'd like to make a costume male, but i cant progress threw the game cause his textures looks so damn different from the default shepard. An if any one has a decent guide or tutorial on how to mod male shepard textures an all ON XBOX using ME3 gibbed save editor please assist.
im also trying to do this as well as make my male shep look a fraction better than the horrid textures for custom shepards but will post update if i find or manage to get anything to work
#260
Posté 10 avril 2012 - 02:00
http://social.biowar...63/blog/210149/
Modifié par EHondaMashButton, 10 avril 2012 - 02:03 .
#261
Posté 10 avril 2012 - 02:45
#262
Posté 10 avril 2012 - 03:06
Modifié par bobhampt, 10 avril 2012 - 03:09 .
#263
Posté 10 avril 2012 - 03:51
Modifié par BadMangos, 10 avril 2012 - 04:43 .
#264
Posté 10 avril 2012 - 05:32
#265
Posté 10 avril 2012 - 10:08
BadMangos wrote...
im also trying to do this as well as make my male shep look a fraction better than the horrid textures for custom shepards but will post update if i find or manage to get anything to work
For the life of me I can't get this to work.
My latest attempt:
1. I saved right next to Joker, whose hat I want
2. Hair Mesh: BIOG_HMM_HIR_PRO_R.Hat_Cap.HMM_HAT_Cap_MDL
3. Texture Parametes> Added 2 entries> HAIR_Diff and HAIR_Norm
4. HAIR_Diff: BIOG_HMM_HIR_PRO_R.Hat_Cap.HMM_HAT_Cap_Diff_Stack
5. HAIR_Norm: BIOG_HMM_HIR_PRO_R.Hat_Cap.HMM_HAT_Cap_Norm
Afterwards I tried leaving the scalp textures as is, changing them to the crewcut, and then doing the formal spike scalp.
Nothing works, I just get a black screen and an invisible character in the squad menu. If I save and relaod my custom Shep just becomes Sheploo (default Shep).
Modifié par ZombieGambit, 10 avril 2012 - 10:09 .
#266
Posté 10 avril 2012 - 06:10
#267
Posté 10 avril 2012 - 06:55
The assault rifle is simply called krogan, the smg is called geth (exactly like the assault rifle) and the sniper is called batarian.
The files are called (if I´m correct about the gamecontent part)
SFXgamecontentDLC.SFXweapon_SMG_GethDLC
SFXgamecontentDLC.SFXweapon_AssaultRifles_KroganDLC
SFXgamecontentDLC.SFXweapon_SniperRifle_BatarianDLC
#268
Posté 10 avril 2012 - 07:35
There's a start.DJ_D wrote...
I am currently working on that, but no luck sofar. Seems like they are not loaded.
The assault rifle is simply called krogan, the smg is called geth (exactly like the assault rifle) and the sniper is called batarian.
The files are called (if I´m correct about the gamecontent part)
SFXgamecontentDLC.SFXweapon_SMG_GethDLC
SFXgamecontentDLC.SFXweapon_AssaultRifles_KroganDLC
SFXgamecontentDLC.SFXweapon_SniperRifle_BatarianDLC
#269
Posté 10 avril 2012 - 07:43
#270
Posté 10 avril 2012 - 07:59
heres the lines I edited/added
lazyrateoffire = 0
minrefiretime = 0 (I added tthis line)
roundsperburst = 2 (I dont know if this is necessary, but I left it)
#271
Posté 10 avril 2012 - 08:08
This is a situation where xbox may be screwed. The hats may have been to be loaded as new helmets or visors.
See 2nd to last post:
http://www.gamefaqs....2160490?page=39
You could try searching the coalesced.bin file that youtube user linked and try to find the code for the beret under "helmetappearances", check if it was changed for ME3, and try to use it in gibbed.
#272
Posté 10 avril 2012 - 08:18
DJ_D wrote...
I did that myself with the mattock. And it worked.
heres the lines I edited/added
lazyrateoffire = 0
minrefiretime = 0 (I added tthis line)
roundsperburst = 2 (I dont know if this is necessary, but I left it)
Thanks man, I too had added the minrefiretime, but both my lazyrateoffire and minrefiretime were 0.1 so it definitely needs to be 0. Also I left the roundsperburst at 1 and it works fine.
Now just ramp up the rate of fire to 800+ and you've got an SA58 PARA with huge hitting power up close.
#273
Posté 10 avril 2012 - 08:27
I'm wondering if those are correct. The Prothean Partice Rifle is SFXGameContentDLC_HEN_PR.SFXWeapon_AssaultRifle_ProtheanDJCS wrote...
There's a start.DJ_D wrote...
I am currently working on that, but no luck sofar. Seems like they are not loaded.
The assault rifle is simply called krogan, the smg is called geth (exactly like the assault rifle) and the sniper is called batarian.
The files are called (if I´m correct about the gamecontent part)
SFXgamecontentDLC.SFXweapon_SMG_GethDLC
SFXgamecontentDLC.SFXweapon_AssaultRifles_KroganDLC
SFXgamecontentDLC.SFXweapon_SniperRifle_BatarianDLC
#274
Posté 10 avril 2012 - 09:15
#275
Posté 10 avril 2012 - 09:23
I wrote...
BTW, does anyone know a way to unlock the N7 collection edition alternate costumes?
Bump!





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