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Mass Effect 3 Modding Thread (Last update: 14-05-2012)


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#276
HiddenInTheLight

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I found the codes for the new weapons.

SFXGameContentDLC_CON_MP1.SFXWeapon_SniperRifle_Batarian
SFXGameContentDLC_CON_MP1.SFXWeapon_AssaultRifle_Krogan
SFXGameContentDLC_CON_MP1.SFXWeapon_SMG_Geth

I tried them out and as far as I can tell they seem to work fine.

#277
EHondaMashButton

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coldaz wrote...

Sorry for being a bit lost here and bringing up the topic again but I just started playing me3 now using the rest of my vacation so could anyone clarify the ban situation once again ? I have no intention of touching the multiplayer anyways but I am a bit annoyed by a couple of things which I'd like to change via the coalesced file but while I was reading through this thread I stumbled upon the official posts spelling out rather specifically that changing itemstats for instance will get you banned yet it is mentioned in the op. Also a couple posts in here mention that everything is fine as long as you exchange your coalesced file back to the original for the multiplayer while the other official post states that origin checks the files on every me3 launch and will subsequently ban people. Thanks in advance for clearing up my confusion.


If you're not touching the multiplayer then a ban doesn't matter.  If you are, save your original file first, and switch back to it before joining a multiplayer match.

#278
rlilewis

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HiddenInTheLight wrote...

I found the codes for the new weapons.

SFXGameContentDLC_CON_MP1.SFXWeapon_SniperRifle_Batarian
SFXGameContentDLC_CON_MP1.SFXWeapon_AssaultRifle_Krogan
SFXGameContentDLC_CON_MP1.SFXWeapon_SMG_Geth

I tried them out and as far as I can tell they seem to work fine.


Thats a nice find but I was just looking through my coalesced file and I cannot see any "SFXGameContentDLC_CON_MP1" section. Getting worried that mine may not have been patched? Although I may just be looking in the wrong place but I tried to add the guns to the game using the save edit method but didnt get anything...

#279
ZombieGambit

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HiddenInTheLight wrote...

Woot! Thanks, for the codes.

EDIT: I'm noticing a problem on Xbox. When I equipped them in the armory the game sort of froze (it really was just a long black loading screen) when I exited the weapon bench and the game did the same thing when I deployed for a mission.

Modifié par ZombieGambit, 10 avril 2012 - 10:45 .


#280
rlilewis

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Is the new DLC info inside the original coalesced file? I think in ME2 the DLC content always had its own seperate file, which makes sense. :crying:

#281
HiddenInTheLight

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I didn't actually find the lines in anything, I hacked them together based on dlc directory names with the naming convention used on the prothean rifle as a template.

#282
rlilewis

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Weird, I'm searching through the ME3 install directory but I cannot see any directories for DLC. Checked in "Mass Effect 3\\BIOGame\\CookedPCConsole\\" and there is no "SFXGameContentDLC_CON_MP1" file.

Think i'm gonna need to reinstall tomorrow or something...

-----------------------------------------------

Also has anyone had success with add/removing class abilities?

The class power configurations appear to be under:
Biogame.ini -> sfxgamecontent -> sfxcharacterclass

The power abilities themselves are under:
Biogame.ini -> sfxgamecontent -> sfxpowercustomaction

Power combo effects: (still unsure what defines the requirements for an explosion)
Biogame.ini -> sfxgamecontent -> sfxgameeffect -> powercombo

I tried switching incineration on the infiltrator and replacing with the cryo blast but there was no change even after a new game. I don't think this was possible in ME2 either but may be wrong.

Modifié par rlilewis, 10 avril 2012 - 10:59 .


#283
sackyhack

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HiddenInTheLight wrote...

I didn't actually find the lines in anything, I hacked them together based on dlc directory names with the naming convention used on the prothean rifle as a template.


Hah I knew they'd work in SP.  So did you just add those codes to gibbed save editor at level X like it says in section 5 of the 1st post?  I ask because I added Collector Rifle the hard way through coalesced editing before I knew you could do it through save editor and would like to avoid that if possible, so just checking to see what method you used.

#284
HiddenInTheLight

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Just save editing

#285
Nyx2k

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rlilewis wrote...

Weird, I'm searching through the ME3 install directory but I cannot see any directories for DLC. Checked in "Mass Effect 3BIOGameCookedPCConsole" and there is no "SFXGameContentDLC_CON_MP1" file.

Think i'm gonna need to reinstall tomorrow or something...


The DLC folder is in the Biogame folder. in that are the dlc specific folders. And the dlcs are structured exactly like in ME2, except they are packed into a Default.sfar file. If you unpack it with gibbeds tools you can see the structure. An unpacked DLC sadly doesnt work though.

Anyone know what code to use to get the DLC weapons via the giveall command?

#286
DJ CAVE SLAVE

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Anyone else have luck adding the weapons?

#287
RawnRawn

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ZombieGambit wrote...

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).


I'm sorta in the same boat with trying to edit mansheps. I've come to the conclusion atm that Hair_Norm is not used in me3. I'm trying to load up a custom shep w/ James texture and one with the just the hair. It is driving me crazy. :o

#288
bonefish7679

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Hey i caught Garrus and Tali gettin it on and I thought she worshipped me Ha!

#289
Carpes Diems

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Hello everybody.

I ve been trying to understand how tto mod ME3 not as easy as i thought it was but hey i managed to add the alliance armor to my armorlocker as a unique armor set thanks to some post in this forum (except the helmet i couldn t find the right helmet mesh).

So far i m pretty happy with my shepard (except the ending lol) but there s something that reallly really is bugging me...

I' m missing a modelship in my playthrought must be bug cause i know where to find it but it doesnt show at all in the game...

So i ve been looking throught several forums and trying to find the codes by myself but i can find a way to add the missing model ships or even find the correct id  and it s driving me crazy!!

So if somebody could give me hand please i would really apreciate the gesture.

Thanks

Modifié par Carpes Diems, 11 avril 2012 - 01:11 .


#290
chevyguy87

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Out of curiosity what exactly is the point of modding? I never tried it myself, simply wondering.

#291
DJ CAVE SLAVE

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chevyguy87 wrote...

Out of curiosity what exactly is the point of modding? I never tried it myself, simply wondering.

Read the OP.

#292
EHondaMashButton

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RawnRawn wrote...

ZombieGambit wrote...

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).


I'm sorta in the same boat with trying to edit mansheps. I've come to the conclusion atm that Hair_Norm is not used in me3. I'm trying to load up a custom shep w/ James texture and one with the just the hair. It is driving me crazy. :o


Have you tried with just MDL & Diff without norm?

#293
Unit 431

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Are there ways to add a new bonus power to the shop of bonus powers? :D

#294
snfonseka

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Unit 431 wrote...

Are there ways to add a new bonus power to the shop of bonus powers? :D


"new" means, your own custom made one?

#295
ZombieGambit

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EHondaMashButton wrote...

RawnRawn wrote...

ZombieGambit wrote...

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).


I'm sorta in the same boat with trying to edit mansheps. I've come to the conclusion atm that Hair_Norm is not used in me3. I'm trying to load up a custom shep w/ James texture and one with the just the hair. It is driving me crazy. :o


Have you tried with just MDL & Diff without norm?

No, I'll try just those two next.

I know for a fact that the Hair Mesh alone doesn't work. Also, the Accesory Mesh doesn't work either.

#296
snfonseka

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OP Updated: Added "Mass Effect 3: Resurgence Pack" weapon IDs

SFXGameContentDLC_CON_MP1.SFXWeapon_SniperRifle_Batarian
SFXGameContentDLC_CON_MP1.SFXWeapon_AssaultRifle_Krogan
SFXGameContentDLC_CON_MP1.SFXWeapon_SMG_Geth

Modifié par snfonseka, 11 avril 2012 - 06:19 .


#297
DJ CAVE SLAVE

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snfonseka wrote...

OP Updated: Added "Mass Effect 3: Resurgence Pack" weapon IDs

Thank you :happy:

#298
snfonseka

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Second post updated:

8. Modding weapons, weapon mods and armor
8.1. Unlocking armor
8.2. Editing component armor bonuses
8.3. Changing armor appearances

#299
minormiracle

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ParasiteX wrote...

 I made a lil batch file to easily convert Coalesced.bin between single player and multi player.

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.


Wow. That's way more elaborate than what I use to rotate files.

rename coalesced.bin coalesced1.alt
rename coalesced.alt coalesced.bin
rename coalesced1.alt coalesced.alt


I guess the only tip I have to add is to name the file 0-Convert.bat instead since that way it'll show up as the first file of the directory.

#300
minormiracle

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Have people figured out how to add heavy weapons yet? If it haven't been posted I'll add the instructions.