Mass Effect 3 Modding Thread (Last update: 14-05-2012)
#401
Posté 14 avril 2012 - 02:57
#402
Posté 14 avril 2012 - 02:58
#403
Posté 14 avril 2012 - 03:25
Also, you no longer have to follow the instructions posted in the OP. Gibbed now has checkboxes for all the LotSB values. See the thread I posted on the Support board.
And I haven't tried it yet, but someone posted info a page or two back on how to add the new weapons to one of the stores in Coalesced.
#404
Posté 14 avril 2012 - 03:39
jimbo32 wrote...
The Liara thing was apparently a design decision by BioWare. Having to reaffirm the relationship 1000 friggin times seems ridiculous to me, but they apparently wanted to have it on the same in-game schedule as the other LI's. That's my guess anyway.
Also, you no longer have to follow the instructions posted in the OP. Gibbed now has checkboxes for all the LotSB values. See the thread I posted on the Support board.
And I haven't tried it yet, but someone posted info a page or two back on how to add the new weapons to one of the stores in Coalesced.
Do you know if they will work with the keybindings, (I guess I should just check).
Thanks by the way.
#405
Posté 14 avril 2012 - 03:45
I can tell you that "Batarian" and "Krogan" don't work with keybinds. And "Geth" is the Assault rifle. So adding a keybind like ( name="NumPadZero", command="giveitem self batarian" ) gives nothing. Maybe try the same but with SniperRifle_Batarian?
EDIT:
Even if you figure it out, the drawback is that (like the Collector rifle), their levels can't be upgraded. You still have to do that using Gibbed. The Coalesced method apparently allows for levelling them by buying them again.
Modifié par jimbo32, 14 avril 2012 - 03:48 .
#406
Posté 14 avril 2012 - 04:21
Bioui.ini > sfxgamecontent > sfxguidata > store > weaponupgrades > storeitemarray
Like this:
(ItemType=TYPE_WEAPONUPGRADE,ItemclassName="SFXGameContentDLC_CON_MP1.SFXWeapon_AssaultRifle_Krogan",ItemConditionals[0]=0,Value=3,ChoiceEntry=(srChoiceDescription=701612))
(ItemType=TYPE_WEAPONUPGRADE,ItemclassName="SFXGameContentDLC_CON_MP1.SFXWeapon_SMG_Geth",ItemConditionals[0]=0,Value=2,ChoiceEntry=(srChoiceDescription=701612))
(ItemType=TYPE_WEAPONUPGRADE,ItemclassName="SFXGameContentDLC_CON_MP1.SFXWeapon_SniperRifle_Batarian",ItemConditionals[0]=1706,Value=4,ChoiceEntry=(srChoiceDescription=701612))
Increase or lower "Value=" to adjust upgrade prices.
To make them buyable ingame. Then add them to any of the shops. Like for instance the Spectre shop
Bioui.ini > sfxgamecontent > sfxguidata > store > spectre > storeitemarray
Ex: (ItemType=TYPE_WEAPON,ItemclassName="SFXGameContentDLC_CON_MP1.SFXWeapon_AssaultRifle_Krogan",BaseCost=15000)
To keep the weapons and its upgrades for New Game +
Add them to:
biogame.ini > sfxgame > sfxgame > newgameplusplayervariables
And simply add these lines at end
SFXGameContentDLC_CON_MP1.SFXWeapon_AssaultRifle_Krogan
SFXGameContentDLC_CON_MP1.SFXWeapon_SMG_Geth
SFXGameContentDLC_CON_MP1.SFXWeapon_SniperRifle_Batarian
The weapons will then transfer over into your new game plus.
Modifié par ParasiteX, 14 avril 2012 - 04:21 .
#407
Posté 14 avril 2012 - 04:31
#408
Posté 14 avril 2012 - 04:48
ParasiteX wrote...
To make the new DLC weapons upgradable ingame. Simply add them to
Bioui.ini > sfxgamecontent > sfxguidata > store > weaponupgrades > storeitemarray
Like this:
(ItemType=TYPE_WEAPONUPGRADE,ItemclassName="SFXGameContentDLC_CON_MP1.SFXWeapon_AssaultRifle_Krogan",ItemConditionals[0]=0,Value=3,ChoiceEntry=(srChoiceDescription=701612))
(ItemType=TYPE_WEAPONUPGRADE,ItemclassName="SFXGameContentDLC_CON_MP1.SFXWeapon_SMG_Geth",ItemConditionals[0]=0,Value=2,ChoiceEntry=(srChoiceDescription=701612))
(ItemType=TYPE_WEAPONUPGRADE,ItemclassName="SFXGameContentDLC_CON_MP1.SFXWeapon_SniperRifle_Batarian",ItemConditionals[0]=1706,Value=4,ChoiceEntry=(srChoiceDescription=701612))
Increase or lower "Value=" to adjust upgrade prices.
To make them buyable ingame. Then add them to any of the shops. Like for instance the Spectre shop
Bioui.ini > sfxgamecontent > sfxguidata > store > spectre > storeitemarray
Ex: (ItemType=TYPE_WEAPON,ItemclassName="SFXGameContentDLC_CON_MP1.SFXWeapon_AssaultRifle_Krogan",BaseCost=15000)
To keep the weapons and its upgrades for New Game +
Add them to:
biogame.ini > sfxgame > sfxgame > newgameplusplayervariables
And simply add these lines at end
SFXGameContentDLC_CON_MP1.SFXWeapon_AssaultRifle_Krogan
SFXGameContentDLC_CON_MP1.SFXWeapon_SMG_Geth
SFXGameContentDLC_CON_MP1.SFXWeapon_SniperRifle_Batarian
The weapons will then transfer over into your new game plus.
OP maybe you should add this to the top of the thread.
I can confirm the commands giveself item (SFXGameContentDLC_CON_MP1.SFXWeapon_SMG_Geth) or (giveself item SFXWeapon_SMG_Geth) and the other 3 don't work. Not sure if it is because it is DLC or not.
Modifié par Bomma72, 14 avril 2012 - 05:01 .
#409
Posté 14 avril 2012 - 04:58
To be able to reset Javiks powers ingame. Then edit:
bioui.ini > sfxgamecontent > sfxgamechoiceguidata > storedata > talentreset > storeitemarray
Add at the end:
(ItemType=TYPE_TALENTRESET,PlotUnlockConditionalID=22,ItemclassName="Hench_Prothean",ChoiceEntry=(srChoicename=500142,srChoiceDescription=500142),LargeImage="gui_codex_images.Store.STO_Respec_512x256",SmallImage="GUI_Icons.Notifications.NT_Store_256x1286")
It will show up when you have Javik in your squad, at the power resetter on the Normandy.
It will only show as "Javik" at power resetter. As the .tlk files simply lack the "Reset Javik's powers" string. And i cant seem to edit the tlk files using the ME2 tlk extractor.
But the text is just a minor cosmetic detail. It still does the job and resets Javik's powers.
It may be possible to add the new powers from MP DLC as bonus powers. Gonna experiment with this when i have the time.
Modifié par ParasiteX, 14 avril 2012 - 05:06 .
#410
Posté 14 avril 2012 - 05:44
PDesign wrote...
RShara wrote...
I take it that's for the regular cam. Any word on the conversation cam?Toggling the flycam during conversation mode will not allow you to move or look around unless you add the following commands...
( Name="MouseX", Command="PC_LookX" )
( Name="MouseY", Command="PC_LookY" )
( Name="A", Command="PC_StrafeLeft" )
( Name="W", Command="PC_MoveForward" )
( Name="D", Command="PC_StrafeRight" )
( Name="S", Command="PC_MoveBackward" )
to...
Bioinput.ini/sfxgame/sfxgamemodeconversation
This doesn't seem to work for me unless do you have to hit F9 (flycam) before you start the convo?
#411
Posté 14 avril 2012 - 06:28
PhoenixIsra wrote...
Sorry if this is a dumb question (at least I'm not asking about fish?!) but where are PlotCond= in the Gibbed Editor? I need to edit these but have no idea where they are...thanks!
You dont edit that with gibbeds editor. You needto edit the Coalesced.bin file using coalesced editor.
But if your trying to edit a plot boolean or integer in you save. then just go to plot tab and then manual.
What are you trying to exactly?
#412
Posté 14 avril 2012 - 11:56
ParasiteX wrote...
To make the new DLC weapons upgradable ingame. Simply add them to
Bioui.ini > sfxgamecontent > sfxguidata > store > weaponupgrades > storeitemarray
...
To make them buyable ingame. Then add them to any of the shops. Like for instance the Spectre shop
...
To keep the weapons and its upgrades for New Game +
...
The weapons will then transfer over into your new game plus.
Thanks for this! Now we just need to know how to add the DLC powers as bonus powers...
Modifié par Soja57, 14 avril 2012 - 11:56 .
#413
Guest_PhoenixIsra_*
Posté 15 avril 2012 - 12:54
Guest_PhoenixIsra_*
ParasiteX wrote...
PhoenixIsra wrote...
Sorry if this is a dumb question (at least I'm not asking about fish?!) but where are PlotCond= in the Gibbed Editor? I need to edit these but have no idea where they are...thanks!
You dont edit that with gibbeds editor. You needto edit the Coalesced.bin file using coalesced editor.
But if your trying to edit a plot boolean or integer in you save. then just go to plot tab and then manual.
What are you trying to exactly?
Oh, ok. It was regarding editting a save for a different romance (xbox):
MirandaRomanced,PlotIDSet=(5209),PlotIDClear=(), PlotInts=((ID=266,V=5)),PlotCond=((C=235,T=777),(C=236,T=778))
I know about plotIDs and plotInts but I wasn't sure what plotcond are, if it's a non-Gibbed thing then that explains why I couldn't find a tab for it. Thanks!
Modifié par PhoenixIsra, 15 avril 2012 - 12:55 .
#414
Posté 15 avril 2012 - 01:22
PhoenixIsra wrote...
ParasiteX wrote...
PhoenixIsra wrote...
Sorry if this is a dumb question (at least I'm not asking about fish?!) but where are PlotCond= in the Gibbed Editor? I need to edit these but have no idea where they are...thanks!
You dont edit that with gibbeds editor. You needto edit the Coalesced.bin file using coalesced editor.
But if your trying to edit a plot boolean or integer in you save. then just go to plot tab and then manual.
What are you trying to exactly?
Oh, ok. It was regarding editting a save for a different romance (xbox):
MirandaRomanced,PlotIDSet=(5209),PlotIDClear=(), PlotInts=((ID=266,V=5)),PlotCond=((C=235,T=777),(C=236,T=778))
I know about plotIDs and plotInts but I wasn't sure what plotcond are, if it's a non-Gibbed thing then that explains why I couldn't find a tab for it. Thanks!
Ah k. Plot conditions can be looked up here: mod.gib.me/masseffect3/conditionals.txt
Although.. Not sure what the difference between C= and T= is.. hmmm
But im guessing the C= is the condition number. And no idea what T= is for.
But if we asume its C= then looking up condition 235 we get:
[conditional_235]
(plot.ints[213] == 5)
Which means that integer 213 has to be 5 for the condition to trigger.
Modifié par ParasiteX, 15 avril 2012 - 01:32 .
#415
Posté 15 avril 2012 - 02:37
#416
Guest_PDesign_*
Posté 15 avril 2012 - 04:20
Guest_PDesign_*
Bomma72 wrote...
PDesign wrote...
RShara wrote...
I take it that's for the regular cam. Any word on the conversation cam?Toggling the flycam during conversation mode will not allow you to move or look around unless you add the following commands...
( Name="MouseX", Command="PC_LookX" )
( Name="MouseY", Command="PC_LookY" )
( Name="A", Command="PC_StrafeLeft" )
( Name="W", Command="PC_MoveForward" )
( Name="D", Command="PC_StrafeRight" )
( Name="S", Command="PC_MoveBackward" )
to...
Bioinput.ini/sfxgame/sfxgamemodeconversation
This doesn't seem to work for me unless do you have to hit F9 (flycam) before you start the convo?
Add ToggleFlyCam command to
Bioinput.ini/sfxgame/sfxgamemodeconversation
or
Bioinput.ini/sfxgame/sfxgamemodebase
#417
Posté 15 avril 2012 - 05:53
If I wanted to make shepard into a geth, how would I do this? I have seen vidoes of legion, is it posible to do this with a regualr MP geth?
Modifié par Sunneko, 15 avril 2012 - 05:53 .
#418
Posté 15 avril 2012 - 10:46
#419
Posté 15 avril 2012 - 12:49
#420
Posté 15 avril 2012 - 12:58
cant wait to make this game right.
#421
Posté 15 avril 2012 - 01:26
The Spamming Troll wrote...
when will xbox be able to be modded?
cant wait to make this game right.
save modding is possible for xbox.
#422
Posté 15 avril 2012 - 01:28
Sebbe1337o wrote...
How do I change my romance in ME2 through the ME3 gibbed's savegame editor?
Take a look at the OP. I have given the links to most of the plot codes.
#423
Posté 15 avril 2012 - 01:59
snfonseka wrote...
Sebbe1337o wrote...
How do I change my romance in ME2 through the ME3 gibbed's savegame editor?
Take a look at the OP. I have given the links to most of the plot codes.
I looked at the conditions/codes list, Seems to be only for romance in ME3. I want to unflag that I romanced someone in ME2
EDIT: Did some promotion of your thread via youtube. Hope some people watches my vid.
www.youtube.com/watch
Modifié par Sebbe1337o, 15 avril 2012 - 02:30 .
#424
Posté 15 avril 2012 - 03:42
aristaea wrote...
Here's a tutorial for changing the default (prologue) armor / wearing casual appearances as armor / wearing full-body armor as normal armor.
http://social.biowar...34/blog/212599/Working on a list of codes for this, will post when finished.
Here's a list of all codes that can be used in torsoappearances, as chest armor. There's also a link to a downloadable text file, so it's easier to copy-paste.
http://social.biowar...34/blog/212618/
Thanks so much for your guides.
I know absolutely nothing about modding and the like, however, these made it surprisingly simple and easy to change my armor sets at will.
#425
Posté 15 avril 2012 - 04:36
Trauma3x wrote...
Sorry so full of questions (noob lol); is there any way to change Shepard color pallet for armor colors? The black appears grey when applied to his armor. Again for xbox 360 using gibbed editor. Thanks!
Actually yes. You can mess with the values in Coalesced just like we could in 2.
Unfortunately they've changed the lighting and spec mapping again, so you can't just copy good values from 2 over to 3 and expect them to work. I've been tinkering with it a bit to try to find some good new values (I had some really nice silver, gold, and purple shades I want back) but it's a pretty tedious trial-and-error thing at the moment so I'm not making much progress.





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