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


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#301
snfonseka

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minormiracle wrote...

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


Please do.

#302
Daemond

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I have a video with all the Heavy Weapons if anyone wants to check it out. It includes the Collector Particle Beam, the Avalanche, and the Arc Projector (though it's not working yet.) Here is the link if anyone wants to check it out:

There is another link to see all the armors and outfits we have added. It's a project I have been working on with chemieali and Annaleah. This was a project started by chemieali and we welcome anyone who has new outfits and armors to come help out any way they can.

@minormiracle: Did you figure out how to make the Arc Projector do damage? I've got it loaded with almost every value I can think of including the values for Overload and I still have had no luck making it functional.

#303
Spectre-61

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I have a question:

How can you make burst fire (valkyrie) or semi auto (saber) weapons to full auto weapons (Phaeston)?
Is that even possible?


No worries, I only use that in SP.

EDIT: Great job on those unlocked armor pieces! I always wanted my Shep with a Headset=]
Thanks.

Modifié par variobunz, 11 avril 2012 - 10:00 .


#304
BadMangos

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@ZombieGambit

I too have an xbox 360 i just tried the codes for the dlc weapons and they work fine for me i do not suffer any of the problems that you are having, the only thing i can think of is that my game is installed on my xbox

Image to comfirm it works on xbox : 
http://img515.images...17/63831106.png 

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

this was posted on the hair blog thought would be useful here


A guy name Duhfensive found the 2 EDI's eyes that are ME3 and I got them to work but the other thing with my, (A) - eyes are black and red (dont have red color at all in my stats using gibbed editor (B) - eyes are all red but different kind of eye, wished I knew how to change this.

EDI (a)
EYE_Diff: BIOG_HMF_HED_PROMorph_R.PROEdi.EDIa.HMF_HED_PROEdi_Eye_Diff
EYE_Norm: BIOG_HMF_HED_PROMorph_R.PROEdi.EDIa.HMF_HED_PROEdi_Eye_Norm
EYE_Spec: BIOG_HMF_HED_PROMorph_R.PROEdi.EDIa.HMF_HED_PROEdi_Eye_Spec
EYE_Mask: BIOG_HMF_HED_PROMorph_R.PROEdi.EDIa.HMF_HED_PROEdi_Eye_Mask

EDI (B)
EYE_Diff: BIOG_HMF_HED_PROMorph_R.PROEdi.EDIb.HMF_HED_PROEdi_Eye_Diff
EYE_Norm: BIOG_HMF_HED_PROMorph_R.PROEdi.EDIb.HMF_HED_PROEdi_Eye_Norm
EYE_Spec: BIOG_HMF_HED_PROMorph_R.PROEdi.EDIb.HMF_HED_PROEdi_Eye_Spec 

image of EDI (a) : 
http://img593.images...12/19506686.png 

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

sorry for poor quality images i havent got my capture card on my so had to use my camera

Modifié par BadMangos, 11 avril 2012 - 10:11 .


#305
rlilewis

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variobunz wrote...

I have a question:

How can you make burst fire (valkyrie) or semi auto (saber) weapons to full auto weapons (Phaeston)?
Is that even possible?


No worries, I only use that in SP.

EDIT: Great job on those unlocked armor pieces! I always wanted my Shep with a Headset=]
Thanks.


full auto

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)



#306
rlilewis

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BadMangos wrote...

@ZombieGambit

I too have an xbox 360 i just tried the codes for the dlc weapons and they work fine for me i do not suffer any of the problems that you are having, the only thing i can think of is that my game is installed on my xbox

Image to comfirm it works on xbox : 
http://img515.images...17/63831106.png 


I presume you are adding them in with the save game editor method? Raw -> plot -> player variables

Also do you have to add them in at a specific level (level 10?). I have been able to add the normal weapons with the save editor method but not the dlc weapons.

#307
minormiracle

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snfonseka wrote...

minormiracle wrote...

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


Please do.


Adding ( Name="NumPadOne", Command="giveitem self minigun" ) or blackstar, cain, etc to bioinput.ini/sfxgame/sfxgamemodedefault/0000040c/bindings in coalesced.bin lets you equip heavy weapons with a keybind. It's easier to search for the right spot if you look for "PC_PushToTalk".

Daemond wrote...

@minormiracle: Did you figure out how to make the Arc Projector do damage? I've got it loaded with almost every value I can think of including the values for Overload and I still have had no luck making it functional.


I haven't played around yet with the ME2 weapons that have graphics but not stats. I might try to get them working once I have a bit more free time.

#308
Spectre-61

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rlilewis wrote...

variobunz wrote...

I have a question:

How can you make burst fire (valkyrie) or semi auto (saber) weapons to full auto weapons (Phaeston)?
Is that even possible?


No worries, I only use that in SP.

EDIT: Great job on those unlocked armor pieces! I always wanted my Shep with a Headset=]
Thanks.


full auto

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)



Thanks! Gonna try it as soon as I'm back home.

#309
Bomma72

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chevyguy87 wrote...

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


It makes the game more interesting.  Gives you a feeling of customizing it for yourself.  Add more replay-ablity.  Also kind of like a treasure hunt.  When you find something cool you feel great about it. 

#310
Nyx2k

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variobunz wrote...

rlilewis wrote...

variobunz wrote...

I have a question:

How can you make burst fire (valkyrie) or semi auto (saber) weapons to full auto weapons (Phaeston)?
Is that even possible?


No worries, I only use that in SP.

EDIT: Great job on those unlocked armor pieces! I always wanted my Shep with a Headset=]
Thanks.




full auto

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)



Thanks! Gonna try it as soon as I'm back home.


That sadly wont work. It only works with the Mattock and the Saber. The
Valkyrie seems to be hardcoded. I messed around with it for hours, but
no matter what I changed, the amount of shots fired per burst and the
burstfire mode did not change. recoil, magsize and damage can be changed
though. The saber on the otherhand can be made full auto but the recoil
cant be changed. if you go full auto like the revenant, youll e
shooting at the ceiling after a few shots. Accuracy can be changed
though.

Modifié par DJ_D, 11 avril 2012 - 02:45 .


#311
Maferath

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Sorry if it has already been asked, but is there any way to change the default galactic readiness rating (for example, from 50% to 75%)? I read the OP, but could only find ways of adding or editing existing war assets.

#312
davidshooter

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rlilewis wrote...

BadMangos wrote...

@ZombieGambit

I too have an xbox 360 i just tried the codes for the dlc weapons and they work fine for me i do not suffer any of the problems that you are having, the only thing i can think of is that my game is installed on my xbox

Image to comfirm it works on xbox : 
http://img515.images...17/63831106.png 


I presume you are adding them in with the save game editor method? Raw -> plot -> player variables

Also do you have to add them in at a specific level (level 10?). I have been able to add the normal weapons with the save editor method but not the dlc weapons.


That's what I did and they work fine - xbox.  I added them at level 5 and I did the mod standing next to the bench on Mars - no problems.  I also added damage mods in both slots of the smg and that worked fine too.

Modifié par davidshooter, 11 avril 2012 - 03:37 .


#313
droid105

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BadMangos wrote...

@ZombieGambit

I too have an xbox 360 i just tried the codes for the dlc weapons and they work fine for me i do not suffer any of the problems that you are having, the only thing i can think of is that my game is installed on my xbox

Image to comfirm it works on xbox : 
http://img515.images...17/63831106.png 

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

this was posted on the hair blog thought would be useful here


A guy name Duhfensive found the 2 EDI's eyes that are ME3 and I got them to work but the other thing with my, (A) - eyes are black and red (dont have red color at all in my stats using gibbed editor (B) - eyes are all red but different kind of eye, wished I knew how to change this.

EDI (a)
EYE_Diff: BIOG_HMF_HED_PROMorph_R.PROEdi.EDIa.HMF_HED_PROEdi_Eye_Diff
EYE_Norm: BIOG_HMF_HED_PROMorph_R.PROEdi.EDIa.HMF_HED_PROEdi_Eye_Norm
EYE_Spec: BIOG_HMF_HED_PROMorph_R.PROEdi.EDIa.HMF_HED_PROEdi_Eye_Spec
EYE_Mask: BIOG_HMF_HED_PROMorph_R.PROEdi.EDIa.HMF_HED_PROEdi_Eye_Mask

EDI (B)
EYE_Diff: BIOG_HMF_HED_PROMorph_R.PROEdi.EDIb.HMF_HED_PROEdi_Eye_Diff
EYE_Norm: BIOG_HMF_HED_PROMorph_R.PROEdi.EDIb.HMF_HED_PROEdi_Eye_Norm
EYE_Spec: BIOG_HMF_HED_PROMorph_R.PROEdi.EDIb.HMF_HED_PROEdi_Eye_Spec 

image of EDI (a) : 
http://img593.images...12/19506686.png 

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

sorry for poor quality images i havent got my capture card on my so had to use my camera


Hi,  If your eyes are red for EDI's Eye mod you have to go into gibbed again, load that Shepard, go (Head Morph - Vector Par) then change EYE_Iris_Colour_Vector to Emis_Color. If that doesn't work let me know?

#314
rlilewis

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DJ_D wrote...

That sadly wont work. It only works with the Mattock and the Saber. The
Valkyrie seems to be hardcoded. I messed around with it for hours, but
no matter what I changed, the amount of shots fired per burst and the
burstfire mode did not change. recoil, magsize and damage can be changed
though. The saber on the otherhand can be made full auto but the recoil
cant be changed. if you go full auto like the revenant, youll e
shooting at the ceiling after a few shots. Accuracy can be changed
though.


DJ you can get the saber fixed by adding two values:

recoilfadespeed (3)
recoilzoomfadespeed (0.95)

Just copy the values straight from the mattock. Tested it pre and post change and initially yes it went straight up but after change it stays in a set location. I looked into recoil values heavily during ME2.

recoilfadespeed - This places a ceiling on hip fire recoil. Closer to 0 the higher the ceiling. Higher number = little or no upwards recoil
recoilzoomfadespeed - Does same as above but for when you are aiming down sights

A value of 0 on above removes ceiling entirely, so you eventually shoot the roof.

As for the valkyrie, not sure but I would also be interested in a full auto version so will be investigating.

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

here are some of my notes on recoil from me2. I noticed that the saber is missing several of them but the mattock contains all of them, so just copy/paste.

I'm not sure what values control the aiming reticule bloom effect when firing.


************************
        Recoil
************************

Recoil=(X=3.0f,Y=1.5f)
ZoomRecoil=(X=7.5,Y=1.5)

- Two main values controlling recoil for hip firing and aim down sights respectively
- Only the X value seems to have any affect, Y appears to be ignored
- X controls how far the cursor will move (UP, LEFT OR RIGHT) when the gun is fired
- There appears to be some kind of limit on how far in each direction the cursor can travel before it hits a ceiling and won't go any higher/further
- For upwards recoil it seems that increasing the X value will actually lower the ceiling
- If you set it to a very high value for example you may not see any upwards recoil at all because the ceiling is so low

- To get heavy upwards recoil and increase the height of the ceiling you must reduce the value of "RecoilFadeSpeed" or "RecoilZoomFadeSpeed" respectively
- In combination with a high Recoil X value

- Higher X values will result in a large distance between the cursor original position pre firing and the recoil position post firing

RecoilInterpSpeed=15.f

- This value is linked to the above "Recoil" value
- It determines how fast the cursor moves from its existing position pre firing to its new position generated by recoil after firing
- Higher values will give very snappy recoil while low values give sluggish recoil response

RecoilFadeSpeed=0.95f
RecoilZoomFadeSpeed=0.95f

- These two control how quickly your cursor will return from its recoil position to its original position prior to firing
- Also any number greater than 0 will put a cap on how high your cursor will jump up
- If it is set to 0 then there will be no cap and your cursor will keep rising constantly if you keep firing

- It seems these values have a strong link to upwards recoil
- Setting it very low to 0.1 for example with a high X Recoil value will result in large upwards recoil
- Setting it high to 0.95 with a high X Recoil value results in low or almost no upwards recoil
- Setting it to 0 with a high X recoil value results in massive upwards recoil (almost uncontrolable depending on interpSpeed)

RecoilYawScale=0.2f

- Higher values appear to give much more aggressive left/right recoil

RecoilYawBias=-0.2f

- Determines which way (left or right) the gun prefers to recoil to
- A negative number such as -0.9 will make it almost always go LEFT
- A positive value such as 0.9 will make it go RIGHT

Modifié par rlilewis, 11 avril 2012 - 04:55 .


#315
Daemond

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@variobunz: You're welcome but thanks for almost every armor and outfit goes to chemieali as he did all the work finding and adding them.

@minormiracle: It's fine, I was just wondering if anyone else has tried. I have already gotten all the guns to work. But just for anyone that wants to use my mod please know that there are no sounds with the Collector Particle Beam and Avalanche. The Arc Projector also does not have any sound nor does it do damage. It seems to be hard coded as well unfortunately.

#316
deucemojo

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With patch 1.02 out does anyone know if the modded faces from Mass Effect 2 will work in Mass Effect 3 now?

#317
ParasiteX

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minormiracle wrote...

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.


I made it that elaborate, so that i dont accidentally mix em up and edit the wrong file. I tend to go a bit overboard when i make batch files B)

And i simply make a shortcut to the batch file from desktop, so no need to add a 0 to the name :D

#318
Nyx2k

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rlilewis wrote...

-snip-


Thanks alot, that did the trick. Now the Saber can finally act as a MG style Assault rifle without putting holes in everything but the enemy.:lol:

Scratch that, didint work at all. :crying:  Even tying extreme values had no effect at all. The gun kept having a enourmus bullet spread. And the camera kept shaking like an earthquake. At least it doesnt pull up anymore. Thats a start.

Modifié par DJ_D, 11 avril 2012 - 07:44 .


#319
rlilewis

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DJ_D wrote...

rlilewis wrote...

-snip-


Thanks alot, that did the trick. Now the Saber can finally act as a MG style Assault rifle without putting holes in everything but the enemy.:lol:


Yeah tried checking the valkyrie but running into same issue that no matter what is changed, still just semi-auto. I'm wondering if it is inheriting values from somewhere , not sure. Perhaps just hard coded?

#320
Unit 431

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wrt to previous query: anyone know the power codes/identifiers for the mp dlc powers?

#321
jimbo32

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rlilewis wrote...

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...


I couldn't find anything in the coalesced file either. The only DLC files I could find had a *.sfar file extension. Compressed maybe? One is 209 MB (dated today, so I assume it's Resurgence) and the other is 567 MB (date 06Mar, so I assume that's From Ashes).

When I tried to add the weapons using a keybind, it failed. But adding them in via Gibbed seems to work fine. I just used the same entries as other weapons - the first with the full weapon name and path with a value for upgrade level, and the second with the full name and path with ".Flags" added to the end, and a value of 1.

#322
MortalEngines

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Anyone found the squadmate armour meshes yet? Namely Kaidan's and Ashely's? (and James') I've been waiting for ages for someone to figure out what mesh line they are.

#323
Unit 431

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jimbo32 wrote...

rlilewis wrote...

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...


I couldn't find anything in the coalesced file either. The only DLC files I could find had a *.sfar file extension. Compressed maybe? One is 209 MB (dated today, so I assume it's Resurgence) and the other is 567 MB (date 06Mar, so I assume that's From Ashes).

When I tried to add the weapons using a keybind, it failed. But adding them in via Gibbed seems to work fine. I just used the same entries as other weapons - the first with the full weapon name and path with a value for upgrade level, and the second with the full name and path with ".Flags" added to the end, and a value of 1.


Yep, it's compressed, alright, but idk where all the configs for the DLC are stored. I have a guess - that lone .bin file contained in it - but I can't find editors to work around with it, ASSUMING that it's a compressed .ini DLC container.

#324
jimbo32

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One thing I noticed is there's a definite hang for a second or three after working on one of the new weapons at the bench and pressing accept. Maybe a result of the game having to read through the compressed DLC files? Dunno.

#325
Ck213

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Hah, I think I might give Shep TIM's eyes.
He certainly wasn't himself when confronting the Start Child. ^_^