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


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#1
snfonseka

snfonseka
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Following are the possible moddings I came across during my search for ways to mod ME3. So kudos go to the people who discovered the following modding possibilities. The main purpose of this is to create a single place that anyone can refer easily rather than going through different forums and blogs etc.

Note: I am not responsible for any damage done by the following mods, so use them at your own risk. Also please note, there is a possibility that some of the following mods won't work as expected.  These mods are only for Single Player. As you already know, modding anything related to Multiplayer can result in being banned.  You won't be banned for modifying your files unless they give you an unfair advantage in any multiplayer aspect of the game.

Modders' resources

ME3 plot code list
ME3 plot condition list
ME3 condition structure

Necessary tools

Gibbed save editor for ME3 (for save game editing)
Widescreen Fixer (for changing the Field of View)
Coalesced editor (for editing coalesced.bin file)

TOC (Use with "Ctrl+F")

1. Romance related modding
   1.1. Change romances in ME3
   1.2. Set Liara to recognize the romance activities related to LoTSB
2. Changing the properties of Shepard
   2.1. Changing the class
   2.2. Changing Shepards' hair
   2.3. Add TIMs' eyes to Shepard
3. Changing the plot flags
   3.1. Set Wrex as dead
   3.2. Set Ashley as alive or dead
   3.3. Set Kaiden as alive or dead
   3.4. Set Captain Kirrahe as alive
   3.5. Get Shepards' fish from Kelly Chambers
   3.6. Set ME2 squad loyalties
   3.7. Weapons related mails plot flags
   3.8. Change Kellys' identity
   3.9. Save Admiral Zaal'Koris instead of his civilian crew
   3.10. Get all the cabin items
4. Changing the war assets

5. Modding weapons, weapon mods and armor
   5.1. Changing weapon stats and mod stats
   5.2. Get weapons and weapon mods (non heavy)
   5.3. Get heavy weapons (for a mission)
   5.4. Get armor
   5.5. Get intel bonuses (Liara's office)
6. Weapons/ Weapon Mods IDs
   6.1. Assault Rifles
   6.2. Pistols
   6.3. Shotguns
   6.4. SMGs
   6.5. Sniper Rifles
   6.6. Heavy Weapons
   6.7. Assault Rifle Mods
   6.8. Sniper Rifle Mods
   6.9. Shotgun Mods
   6.10. Pistol Mods
   6.11. SMG Mods
7. Changing FoV
8. Modify final "flashback" cutscene



-----------------------------------------------Modding based on Gibbed Save Editor-------------------------------------------------------

1. Romance related modding

1.1. Change romances in ME3

a. Open save game editor and then go to the "Plot" tab.

b. Input one of the following IDs into the "Bool" textbox. Then press "Get" button. Tick the box for to set true 
    (romance), untick for false (no romance). Then press "Set".

*Liara - 19722
*Ashley - 19724
*Kaidan - 19723
*Tali - 19726
*Garrus - 19725
*Samantha - 19835
*Cortez - 19838

1.2. Set Liara to recognize the romance activities related to LoTSB

a. Open save game editor and then go to the "Plot" tab.

b. Input all of the following IDs (one by one) into the "Bool" textbox. Then press "Get" button. Tick the box for to set  
    true.

*14169, 6927, 6931, 6815, 7051, 7035, 7151 and 6941

2. Changing the properties of Shepard

2.1. Changing the class

a. Open save game editor and then go to the "Raw" tab.

b. Scroll down to "Squad" and click, then click on "Player".

c. To the right, scroll until you see "className".

d. At the end, change your current class to the new class.

e. Then, scroll until you see "classFriendlyName".

f. Change it according to below details.

  * 93952 - SFXGame.SFXPawn_PlayerSoldier
  * 93953 - SFXGame.SFXPawn_PlayerEngineer
  * 93954 - SFXGame.SFXPawn_PlayerAdept
  * 93955 - SFXGame.SFXPawn_PlayerInfiltrator
  * 93956 - SFXGame.SFXPawn_PlayerVanguard
  * 93957 - SFXGame.SFXPawn_PlayerSentinel

2.2. Changing Shepards' hair

  * See this blog post for detailed information regarding hair codes.

2.3. Add TIMs' eyes to Shepard

a. Open save game editor and then go to the "Raw" tab.
b. Expand "Squad" > "Player" > "Appearance" > "Morph Head" > "Texture Parameters".
c. Open the Texture Parameters list and add following new entries.

  * 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

d. Open Vector Parameters and change "EYE_Iris_Colour_Vector" name to "Emis_Color" (without the quotes) and
     then change the colour values,  using this.

e. 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.

3. Changing the plot flags

3.1. Set Wrex as dead

a. Open save game editor and then go to the "Plot" tab.

b. Input all of the following IDs (one by one) into the "Bool" textbox. Then press "Get" button.

c. Set 13942,13024,13025,13026,13684 and 13015 to false and set 13028,13021 to true.

3.2. Set Ashley as alive or dead

a. Open save game editor and then go to the "Plot" tab.

b. Input 13827 into the "Bool" textbox. Then press "Get" button. Set true to keep her alive and false to keep her
    dead.

3.3. Set Kaiden as alive or dead

a. Open save game editor and then go to the "Plot" tab.

b. Input 13828 into the "Bool" textbox. Then press "Get" button. Set true to keep him alive and false to keep him dead.

3.4. Set Captain Kirrahe as alive

a. Open save game editor and then go to the "Plot" tab.
b. Input all of the following IDs (one by one) into the "Bool" textbox. Then press "Get" button.
c. Set 14464 and 14459 to true.

3.5. Get Shepards' fish from Kelly Chambers

a. Open save game editor and then go to the "Plot" tab.

b. Input the following ID (one by one) into the "Bool" textbox. Then press "Get" button.

c. Set 3817 to true.

3.6. Set ME2 squad loyalties

a. Open save game editor and then go to the "Plot" tab.

b. Input the following IDs (one by one) into the "Bool" textbox. Then press "Get" button and set them to "True" (to
    get the loyalty).

  *Garrus-183
  *Grunt-189
  *Jack-179
  *Jacob-178
  *Kasumi-182
  *Legion-180
  *Miranda-177
  *Mordin-188
  *Samara-191
  *Tali-186
  *Thane-185
  *Zaeed-192

3.7. Weapons related mails plot flags

The following are the plot flags for weapons related mails.

Argus Rifle: 22629
AT-12 Raider: 22630
Indra: 22631
Chakram: 22636

3.8. Change Kellys' identity

a. Open save game editor and then go to the "Plot" tab.

b. Input the following ID into the "Bool" textbox. Then press "Get" button.

c. Set 20694 to true.

3.9. Save Admiral Zaal'Koris instead of his civilian crew

a. Open save game editor and then go to the "Plot" tab.

b. Input the following ID into the "Bool" textbox. Then press "Get" button.

c. Set 18184 to true.

3.10. Get all the cabin items

a. Open save game editor and then go to the "Plot" tab.

b. Input all of the following IDs (one by one) into the "Bool" textbox. Then press "Get" button.

c. Set 21038, 21039, 21040, 21042, 21043, 21044, 21045, 21046, 21047, 21048, 21049, 21050, 21051, 21052, 21053, 21054, 21106, 21107, 21108, 21109, 21110, 21111, 21112, 21113, 21115, 21116, 21118 and 22153 to true.

4. Changing the war assets

a. Open save game editor and then go to the "Raw" tab.

b. Then go to "Squad" > "Player" > "Gawassets" > "Collections".

c. Change the values of the IDs according to your wishes.

5. Modding weapons, weapon mods and armor

5.1. Changing weapon stats and mod stats

a. Open save game editor and then go to the "Raw" tab.

b. Then go to "Plot" > "Player Variables" and open that and you should get a table full of entries on the left side.

c. Find the things labeled "SFXGameContent.SFXWeapon_[name of weapon]" and change their values to anything
    from 1-10. This is the way to change the weapons' level.

d. Find the things labeled "SFXGameContent.SFXWeaponMod_[name of mod]" and change the values to anything
    from 1-5. This is the way to change the mods' level.

See the complete weapons and weapon mods ID list below ("6. Weapons/ Weapon Mods IDs").

5.2. Get weapons and weapon mods (non heavy)

a. Open save game editor and then go to the "Raw" tab.

b. Then go to "Plot" > "Player Variables" and click on the "Collection"

c. Add the ID of the weapon/ weapon mod you want (See the weapons and weapon mods ID list in the second
    post.). Then set the value of the field "Value" (of the added record) to the level of the weapon/ weapon mod you
    wish to have (maximum weapon level is 10 and maximum weapon mod level is 5).

See the complete weapons and weapon mods ID list below ("6. Weapons/ Weapon Mods IDs").

5.3. Get heavy weapons (for a mission)

a. Open save game editor and then go to the "Raw" tab.

b. Then go to "Squad" > "Player"

c. Set "PrimaryWeapon" value as "SFXGameContent.SFXWeapon_Heavy_****" (replace ***** with the weapon name).

d. Go to "LoadoutWeaponsGroup" > "Collection"

e. Add a record and set the "Value" as 5.

f. Go to "LoadoutWeapons" and set "HeavyWeapon" value as "SFXGameContent.SFXWeapon_Heavy_****" (replace ***** with the weapon name).

g. Go to "Weapons" > "Collection"

h. Add a record and set "className" as "SFXGameContent.SFXWeapon_Heavy_****" (replace ***** with the weapon name) and set "Was Last Weapon" as True.

See the complete weapons and weapon mods ID list below ("6. Weapons/ Weapon Mods IDs").

5.4. Get armor

a. Open save game editor and then go to the "Raw" tab.

b. Then go to "Plot" > "Bool Variables" and set the following flags "True".

  * Kassa Fabrication:
  * Torso - 19455
  * Shoulders - 19456
  * Arms - 19457
  * Legs - 19458

  * Serrice Council:
  * Torso - 19459
  * Shoulders - 19460
  * Arms - 19461
  * Legs - 19462

  * Rosenkov Materials:
  * Torso - 19467
  * Shoulders - 19468
  * Arms - 19469
  * Legs - 19470

  * Armax Arsenal:
  * Torso - 20914
  * Shoulders - 20915
  * Arms - 20916
  * Legs - 20917

  * Ariake Technologies:
  * Torso - 20918
  * Shoulders - 20919
  * Arms - 20920
  * Legs - 20921

  * Hahne-Kedar:
  * Torso - 21399
  * Shoulders - 21400
  * Arms - 21401
  * Legs - 21402

  * Death Mask - 18995
  * Kuwashii Visor - 18988
  * Sentry Interface - 19007
  * Kestrel Helmet - 19005
  * Capacitor Helmet - 18999
  * Archon Visor - 19000
  * Umbra Visor - 19008
  * Recon Hood - 19006
  * Securitel Helmet - 22341
  * Delumcore Overlay - 22340

  * Inferno - 20985
  * Cerberus - 20984
  * Terminus - 20986
  * Collector - 20987
  * Reckoning - 20989
  * Blood Dragon - 21417

5.5. Get intel bonuses (Liara's office)

a. Open save game editor and then go to the "Raw" tab.

b. Go to "Plot" > "Player Variables" > "Collection."

c. Add entries to get the update (Each update requires two entries).

Exp:
        Name: "PermanentPlayerGameEffect_Intel_BattleOfArcturus_WeaponDamage" 
        Value: 1
        Name: "Intel_BattleOfArcturus_WeaponDamage"
        Value: 1
        Adding these two entries gives you weapon damage +5.

        Name: "PermanentPlayerGameEffect_Intel_BattleOfArcturus_Shields"
        Value: 1
        Name: "Intel_BattleOfArcturus_Shields"
        Value: 1
        Adding these two gives you the shields +5 bonus.

Following are the bonus IDs:

PermanentPlayerGameEffect_Intel_PrejekPaddlefish_PowerDamage
PermanentPlayerGameEffect_Intel_PrejekPaddlefish_WeaponDamage
PermanentPlayerGameEffect_Intel_Feron_Shields
PermanentPlayerGameEffect_Intel_Feron_AmmoCapacity
PermanentPlayerGameEffect_Intel_BattleFootage_WeaponDamage
PermanentPlayerGameEffect_Intel_BattleFootage_AmmoCapacity
PermanentPlayerGameEffect_Intel_DestroyedMiniReaper_PowerCooldown
PermanentPlayerGameEffect_Intel_AdvancedBioticAmps_PowerDamage
PermanentPlayerGameEffect_Intel_AdvancedBioticAmps_PowerCooldown
PermanentPlayerGameEffect_Intel_BattleOfArcturus_Shields
PermanentPlayerGameEffect_Intel_BattleOfArcturus_WeaponDamage
PermanentPlayerGameEffect_Intel_IntelligenceArchives_PowerDamage
PermanentPlayerGameEffect_Intel_IntelligenceArchives_Health
PermanentPlayerGameEffect_Intel_IntactReaperGun_WeaponDamage
PermanentPlayerGameEffect_Intel_IntactReaperGun_AmmoCapacity
PermanentPlayerGameEffect_Intel_SamaraMission_PowerDamage
PermanentPlayerGameEffect_Intel_MedicalUpgrade_Health
PermanentPlayerGameEffect_Intel_LegionIntel1_Shields
PermanentPlayerGameEffect_Intel_LegionIntel1_PowerDamage
PermanentPlayerGameEffect_Intel_LegionIntel2_ShieldRegen
PermanentPlayerGameEffect_Intel_LegionIntel2_PowerCooldown
PermanentPlayerGameEffect_Intel_BioticResearchData_PowerCooldown
PermanentPlayerGameEffect_Intel_BioticResearchData_PowerDamage


6. Weapons/ Weapon Mods IDs

Note: Since one of the forum users complained to me saying that posting "N7 Weapon" IDs is unfair for those who bought N7 Collector's Edition and by doing so non N7 buyers will get the opportunity to use N7 weapons. So have removed the N7 weapons from the following list.

The following are the weapon IDs of ME3

6.1. Assault Rifles

SFXGameContent.SFXWeapon_AssaultRifle_Avenger
SFXGameContent.SFXWeapon_AssaultRifle_Cobra
SFXGameContent.SFXWeapon_AssaultRifle_Collector
SFXGameContent.SFXWeapon_AssaultRifle_Falcon
SFXGameContent.SFXWeapon_AssaultRifle_Geth
SFXGameContent.SFXWeapon_AssaultRifle_Mattock
SFXGameContent.SFXWeapon_AssaultRifle_Revenant
SFXGameContent.SFXWeapon_AssaultRifle_Saber
SFXGameContent.SFXWeapon_AssaultRifle_Vindicator
SFXGameContent.SFXWeapon_AssaultRifle_Argus
SFXGameContent.SFXWeapon_AssaultRifle_Reckoning
SFXGameContent.SFXWeapon_AssaultRifle_Valkyrie
SFXGameContentDLC_CON_MP1.SFXWeapon_AssaultRifle_Krogan

6.2. Pistols

SFXGameContent.SFXWeapon_Pistol_Carnifex
SFXGameContent.SFXWeapon_Pistol_Ivory
SFXGameContent.SFXWeapon_Pistol_Phalanx
SFXGameContent.SFXWeapon_Pistol_Predator
SFXGameContent.SFXWeapon_Pistol_Scorpion
SFXGameContent.SFXWeapon_Pistol_Talon
SFXGameContent.SFXWeapon_Pistol_Thor
* ID removed because Eagle is a N7 weapon

6.3. Shotguns

SFXGameContent.SFXWeapon_Shotgun_Claymore
SFXGameContent.SFXWeapon_Shotgun_Disciple
SFXGameContent.SFXWeapon_Shotgun_Eviscerator
SFXGameContent.SFXWeapon_Shotgun_Geth
SFXGameContent.SFXWeapon_Shotgun_Graal
SFXGameContent.SFXWeapon_Shotgun_Katana
SFXGameContent.SFXWeapon_Shotgun_Scimitar
SFXGameContent.SFXWeapon_Shotgun_Striker
* ID removed because Crusader is a N7 weapon
SFXGameContent.SFXWeapon_Shotgun_Raider

6.4. SMGs

SFXGameContent.SFXWeapon_SMG_Hornet
SFXGameContent.SFXWeapon_SMG_Locust
SFXGameContent.SFXWeapon_SMG_Shuriken
SFXGameContent.SFXWeapon_SMG_Tempest
* ID removed because Hurricane is a N7 weapon
SFXGameContentDLC_CON_MP1.SFXWeapon_SMG_Geth

6.5. Sniper Rifles

SFXGameContent.SFXWeapon_SniperRifle_BlackWidow
SFXGameContent.SFXWeapon_SniperRifle_Incisor
SFXGameContent.SFXWeapon_SniperRifle_Javelin
SFXGameContent.SFXWeapon_SniperRifle_Mantis
SFXGameContent.SFXWeapon_SniperRifle_Raptor
SFXGameContent.SFXWeapon_SniperRifle_Viper
SFXGameContent.SFXWeapon_SniperRifle_Widow
SFXGameContent.SFXWeapon_SniperRifle_Indra
* ID removed because Valiant is a N7 weapon
SFXGameContentDLC_CON_MP1.SFXWeapon_SniperRifle_Batarian

6.6. Heavy Weapons

SFXGameContent.SFXWeapon_Heavy_ArcProjector
SFXGameContent.SFXWeapon_Heavy_Avalanche
SFXGameContent.SFXWeapon_Heavy_Blackstorm
SFXGameContent.SFXWeapon_Heavy_Cain
SFXGameContent.SFXWeapon_Heavy_FlameThrower_Player
SFXGameContent.SFXWeapon_Heavy_Geth02LaserTarget
SFXGameContent.SFXWeapon_Heavy_GrenadeLauncher
SFXGameContent.SFXWeapon_Heavy_LegionDisinfectionWeapon
SFXGameContent.SFXWeapon_Heavy_LegionInfectionLauncher
SFXGameContent.SFXWeapon_Heavy_LegionInfectionLauncher_Inaccurate
SFXGameContent.SFXWeapon_Heavy_MiniGun
SFXGameContent.SFXWeapon_Heavy_MissileLauncher
SFXGameContent.SFXWeapon_Heavy_ParticleBeam
SFXGameContent.SFXWeapon_Heavy_RocketLauncher
SFXGameContent.SFXWeapon_Heavy_TitanMissileLauncher

The following are the weapon mods IDs of ME3

6.7. Assault Rifle Mods

SFXGameContent.SFXWeaponMod_AssaultRifleAccuracy
SFXGameContent.SFXWeaponMod_AssaultRifleDamage
SFXGameContent.SFXWeaponMod_AssaultRifleForce
SFXGameContent.SFXWeaponMod_AssaultRifleMagSize
SFXGameContent.SFXWeaponMod_AssaultRifleStability

6.8. Sniper Rifle Mods

SFXGameContent.SFXWeaponMod_SniperRifleAccuracy
SFXGameContent.SFXWeaponMod_SniperRifleConstraintDamage
SFXGameContent.SFXWeaponMod_SniperRifleDamage
SFXGameContent.SFXWeaponMod_SniperRifleReloadSpeed
SFXGameContent.SFXWeaponMod_SniperRifleTimeDilation

6.9. Shotgun Mods

SFXGameContent.SFXWeaponMod_ShotgunAccuracy
SFXGameContent.SFXWeaponMod_ShotgunDamage
SFXGameContent.SFXWeaponMod_ShotgunMeleeDamage
SFXGameContent.SFXWeaponMod_ShotgunReloadSpeed
SFXGameContent.SFXWeaponMod_ShotgunStability

6.10. Pistol Mods

SFXGameContent.SFXWeaponMod_PistolAccuracy
SFXGameContent.SFXWeaponMod_PistolDamage
SFXGameContent.SFXWeaponMod_PistolMagSize
SFXGameContent.SFXWeaponMod_PistolReloadSpeed
SFXGameContent.SFXWeaponMod_PistolStability

6.11. SMG Mods

SFXGameContent.SFXWeaponMod_SMGAccuracy
SFXGameContent.SFXWeaponMod_SMGConstraintDamage
SFXGameContent.SFXWeaponMod_SMGDamage
SFXGameContent.SFXWeaponMod_SMGMagSize
SFXGameContent.SFXWeaponMod_SMGStability

-----------------------------------------------Modding based on Widescreen Fixer---------------------------------------------------------

7. Changing FoV

a. Download and extract Widescreen Fixer.

b. Make sure ME3 and Origin have both been closed.

c. Run the Widescreen Fixer.exe file to launch the utility.

d. Select 'Mass Effect 3' from the 'Select Game' drop-down box.

e. Click the Cog icon next to the 'Select Game' box, and you can select a new FOV value for ME3 using the 'Vertical
     Field-of-View in Degrees' slider. Click the 'Save Settings' button when done, then click 'Close Window'.

f. Under the Settings tab of the utility, assign a hotkey to trigger the FOV fix. The default is labelled Multiply, which is
   the * key on your numeric keypad.

g. Leave Widescreen Fixer running in the background.

h. Launch Mass Effect 3, and you must make sure to activate the fix during the BioWare logo screen, by pressing
    the hotkey you assigned in Step 6.

Note: This tool is currently the best way to adjust FOV in ME3, as other methods can result in various quirks.You should not attempt to adjust your FOV in multiplayer mode as it can result in being banned.

-----------------------------------------------Modding based on file swapping---------------------------------------------------------

8. Modify final "flashback" cutscene

This mod replaces Liara in the final "flashback" cutscene with Miranda.

Click here to get the mod.

Bearbeitet von snfonseka, 14 Mai 2012 - 04:50 .

  • sputnik99 gefällt das

#2
snfonseka

snfonseka
  • Members
  • 2.469 Beiträge
------------------------------------------------Modding based on Coalesced Editor--------------------------------------------------------

TOC (Use with "Ctrl+F")

1. Editing War Assets
2. Find interaction objects more easily
3. Eliminate encumbrance (weight penalty)
4. Exploration tweaks
   4.1 Improve Normandys' scan range when searching for War Assets
   4.2 Increase the maximum fuel of Normandy
   4.3 Improve Normandy fuel efficiency
   4.4 Control the speed of the planet scan reticle
   4.5 Change how Reapers detect and chase Normandy in the Galaxy Map
5. Get maximum level and talents for all squad members
6. Editing store contents
7. Editing Intel Bonuses
8. Modding weapons, weapon mods and armor
   8.1. Unlocking armor
   8.2. Editing component armor bonuses
   8.3. Changing armor appearances
9. Disable the intro movie (EA logo)
10. Changing the properties of Shepard
   10.1. Add alternate casual appearances
   10.2. How to change the prologue outfit in ME3
11. Editing stores in ME3
11.1. Remove store mark-up
11.2. Editing store contents
12. Key-binding commands
12.1. Keybind examples
12.1.1. Unlock EVERY weapon in the game
12.1.2. Enough credits to buy everything up to Level X
12.1.3. To set your paragon / renegade scores
12.1.4. Double movement speed while holding a key
12.1.5. For unlimited ammo and grenades on Reload
12.1.6. To upgrade your current weapon to the SuperGun (9999 ammo / ultra-high damage)
12.1.7. To upgrade your current armor's damage protection
12.1.8. For God Mode
12.1.9. For no Power Cooldown period
12.1.10. FlyCam
12.1.11. Unlocking bonus powers
12.1.12 Change the cost of switching bonus powers
12.1.13. Temporarily adding any power
12.1.14. Get additional XP instantaneously


1. Editing War Assets

All War Assets can be found here:

bioui.ini > sfxgame > sfxgawarassethandler > allassets = (multiple)

To change the value of a War Asset, edit the "StartingStrength" value. To negate the Galactic Readiness penalty, for example, you can double all the values.

Exp:

(ID=0,AssetName="GAWAsset_AllianceEngineeringCorp",Type=GAWAssetType_Military,SubType=GAWAssetSubType_Ground,StartingStrength=260,GUIName=715401,GUIDescription=715515,bIsExploration=False,UnlockPlotStates[0]=0,GUICategoryID=1,DebugConditionalDescription="None",bShowNotificationOnAward=false,ImagePath="gui_codex_images.galaxyAtWar.GM_HumansNoArmor_512x256",NotificationImagePath="")

Note: Any changes to War Assets already collected in a game in progress will not be affected by any changes to Coalesced. (You can only change assets you don't already have.) For maximum effect, make any changes before starting a new game.

2. Find interaction objects more easily

Setting the highlight distance to make it easier to find interactable objects:

a. Go to, Biogame.ini > sfxgame > bioplayerselection >

b. Change, maxhighlightrange=800

* 800 is the default value

3. Eliminate encumbrance (weight penalty)

a. Go to biogame.ini > sfxgame > sfxcharacterclass

b. Change, ''encumbrancemaxcooldown'' and ''encumbrancemincooldown'' both to ''-2.0f''.

4. Exploration tweaks

4.1 Improve Normandys' scan range when searching for War Assets

a. Go to, Biogame.ini > sfxgame > bioplanet

b. Change, m_fscandectionrange=60

* 60 is the default value.

4.2 Increase the maximum fuel of Normandy

a. Go to, Bioweapon.ini > sfxgame > sfxinventorymanager

b. Change, maxfuel=1000

* 1000 is the default value.

4.3 Improve Normandy fuel efficiency

a. Go to, Bioweapon.ini > sfxgame > sfxinventorymanager

b. Change, fuelefficiency=1.5

* 1.5 is the default value. Lower the number, less fuel will be used.

4.4 Control the speed of the planet scan reticle

a. Go to, Bioinput.ini > sfxgame > sfxgamemodeorbital

b. Change, reticledegreespersecond=90

* 90 is the default value when not scanning. Higher the number, better the speed.

c. Change, scanningreticledegreespersecond=35

* 35 is the default value when scanning. Higher the number, better the speed.

4.5 Change how Reapers detect and chase Normandy in the Galaxy Map

a. Go to, Biogame.ini > sfxgamecontent > sfxgalaxymapreaper

b. Change, acceleration = 5.0 (How quickly they catch up to Normandy)

c. m_scandetectionrange = 300 (How easily they find Normandy)

d. maxspeed = 67.5 (How fast they can go)

5. Get maximum level and talents for all squad members

a. Go to, biogame.ini > sfxgame > sfxgameconfig > levelrewards = (multiple)

b. Go to the first line and change it to: (Level=1,ExperienceRequired=0,TalentReward=11,HenchmanTalentReward=16) OR Go to the last line and change it to: (Level=60,ExperienceRequired=121400,TalentReward=12,HenchmanTalentReward=17)

6. Editing store contents

a. Go to, bioui.ini > sfxgamecontent > sfxguidata > store

b. Here you will find subsections, corresponding to each stores in the game ("asari" is nos astra, "batarian" is batarian state arms, and so on).

c. Each of those "stores" have a subsection called "storeitemarray = (multiple)". In this subsection, you will see items available from the store. Remove the value: "PlotUnlockConditionalID=XXXX, PlotPurchaseID[0]=XXXX" from desired weaponmods.

Exp: For instant purchase access to level 5 SMG damage upgrade, "asari -> storeitemarray = multiple".

Modify the value as from this: (ItemType=TYPE_MOD,ItemclassName="SFXGameContent.SFXWeaponMod_SMGDamage",BaseCost=4000,PlotUnlockConditionalID=1535,PlotPurchaseID[0]=21304) </pre>

To this: (ItemType=TYPE_MOD,ItemclassName="SFXGameContent.SFXWeaponMod_SMGDamage",BaseCost=4000)

7. Editing Intel Bonuses

a. Go to, bioui > biogame > sfxgame > sfxpawn > player > permanentgameeffects = (multiple)

b. This list contains both of the unlocked bonuses for each of the 13 intel drops (26 total). Altering the field "Value=0.05" will alter the value of the bonus.

Exp:

Value=0.05 = 5% bonus
Value=0.10 = 10% bonus
Value=0.15 = 15% bonus

8. Modding weapons, weapon mods and armor

8.1. Unlocking armor

a. Go to, biogame.ini > sfxgame > sfxplayercustomization

b. Component armor piece listings: armappearances = (multiple) helmetappearances = (multiple) legappearances = (multiple) shoulderappearances = (multiple) torsoappearances = (multiple)

Single piece armor: fullbodyappearances = (multiple)

c. To unlock, set the PlotFlag for the armor that you want to -1.

Exp: (Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Slv_MDL",Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Slv_MDL"),GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ShieldBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_PowerDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_PowerCooldownBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ConstraintDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_MeleeDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_WeaponDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_AmmoCapacityBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ShieldRegenBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_PowerDamageBonus"),Id=0,Name=339526,Description=339527,PlotFlag=-1,Type=CustomizableType_Arms)

8.2. Editing component armor bonuses

a. Following are the list of all component armor bonuses:

"SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus" "SFXGameContent.SFXGameEffect_PartBasedArmor_AmmoCapacityBonus" "SFXGameContent.SFXGameEffect_PartBasedArmor_MeleeDamageBonus" "SFXGameContent.SFXGameEffect_PartBasedArmor_PowerCooldownBonus" "SFXGameContent.SFXGameEffect_PartBasedArmor_PowerDamageBonus" "SFXGameContent.SFXGameEffect_PartBasedArmor_ShieldBonus" "SFXGameContent.SFXGameEffect_PartBasedArmor_ShieldRegenBonus" "SFXGameContent.SFXGameEffect_PartBasedArmor_WeaponDamageBonus" "SFXGameContent.SFXGameEffect_PartBasedArmor_ConstraintDamageBonus"

b. Each gives a 10% bonus to that stat.

* Note: "Constraintdamagebonus" is headshot damage bonus.

* Note: Adding "_Weak" to the end after "Bonus" will halve the effect to 5%.

c. Go to, biogame.ini > sfxgame > sfxplayercustomization > armappearances = (multiple)

d. For this example, the arm piece of the N7 armor (the first item on the list) is edited to become this:

(Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Slv_MDL",Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Slv_MDL"),GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_AmmoCapacityBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_MeleeDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_PowerCooldownBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_PowerDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ShieldBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ShieldRegenBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_WeaponDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ConstraintDamageBonus"),Id=0,Name=339526,Description=-1,PlotFlag=-1,Type=CustomizableType_Arms)

This piece will now contain EVERY bonus stat available. Copy-paste the GameEffects terms into other armor pieces to give them all stats. Doing this will completely fill the stats bar.

* Note: It is not confirmed that the effects actually stack in combat, hence the uncertainty on getting 100% stats on "full set" armor.

e. You can also add these effects to the "No Helmet" component if you prefer to play that way.

Go to, biogame.ini > sfxgame > sfxplayercustomization > helmetappearances = (multiple)

Then edit the first line as follows:

(GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ShieldBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_PowerDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_PowerCooldownBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ConstraintDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_MeleeDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_WeaponDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_AmmoCapacityBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ShieldRegenBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_PowerDamageBonus"),Id=0,Name=339533,Description=339532,PlotFlag=-1,Type=CustomizableType_Helmet)

The "No Helmet" appearance now gives bonus effects.

8.3. Changing armor appearances

a. Go to, biogame.ini -->sfxgame -->sfxplayercustomization -->fullbodyhelmetappearances = (multiple)

(Using the non-customizable armor as an example, in this case, changing the helmet of N7 Defender armor.)

The default line for the armor's helmet appearance:


(Mesh=(Male="biog_hmm_hgr_shp_r.SHPa.HMM_HGR_SHPa_MDL",Female="BIOG_HMF_HGR_SHP_R.SHPa.HMF_HGR_SHPa_MDL",bHideHair=True),Id=0,Type=CustomizableType_Helmet)

b. Changing the mesh reference in the line so that it would look as follows:

(Mesh=(Male="biog_hmm_hgr_shp_r.SHPc.HMM_HGR_SHPc_MDL",Female="BIOG_HMF_HGR_SHP_R.SHPc.HMF_HGR_SHPc_MDL",bHasBreather=True,bHideHead=True,bHideHair=True),Id=0,Type=CustomizableType_Helmet)

This would result in the armor using Death Mask helmet model.

OR

c. Removing the mesh reference completely in the line so that it would look as follows:

(Id=0,Type=CustomizableType_Helmet)

This results in the helmet mesh being removed, leaving Shepard without any headgear. Neither modification alters the armor bonuses in any way, and is purely cosmetic.

9. Disable the intro movie (EA logo)

a. Go to, bioengine.ini > fullscreenmovie > startupmovies

b. Add a character infront of "ME3_sig_logo" (Exp: "_ME3_sig_logo")

10. Changing the properties of Shepard

10.1. Add alternate casual appearances

  * See this blog post for detailed information regarding casual codes.

10.2. How to change the prologue outfit in ME3

  * See this blog post for detailed information.

11. Editing stores in ME3

11.1. Remove store mark-up

The following will eliminate the store mark-up at the Acquisition Board on the Normandy, allowing you to buy things there at the same price as at the various stores.

Note: You can change it to negative values for a discount, but anything equal or higher then 1.0f crash the game at start up.

a. Go to, bioui.ini > sfxgamecontent > sfxgamechoiceguidata > storedata > normandy

b. Change the value of markuppercent to 0.0f.

11.2. Editing store contents

a. Go to, bioui.ini > sfxgamecontent > sfxguidata > store

b. There are subsections, corresponding to each stores in the game ("asari" is nos astra, "batarian" is batarian state arms etc.).

c. Each of those "stores" have a subsection called "storeitemarray = (multiple)". In this subsection, you will see items available from the store. Remove the value: "PlotUnlockConditionalID=XXXX, PlotPurchaseID[0]=XXXX" from desired weaponmods.

Exp:

To get instant purchase access to level 5 SMG damage upgrade in "asari -> storeitemarray = multiple":

Modify the default value:

(ItemType=TYPE_MOD,ItemclassName="SFXGameContent.SFXWeaponMod_SMGDamage",BaseCost=4000,PlotUnlockConditionalID=1535,PlotPurchaseID[0]=21304)

to

(ItemType=TYPE_MOD,ItemclassName="SFXGameContent.SFXWeaponMod_SMGDamage",BaseCost=4000)

12. Key-binding commands

Keybinding commands are only available when you are in command of
Shepherd. They do not work during cutscenes and some effects may be
reset when you are not in control of Shepherd.


a. Go to, bioinput.ini > sfxgame > sfxgamemodedefault > bindings = (multiple)

b. On the right side of the editor you will see the existing keybindings. Scroll down to the bottom where there will be a blank line. Add any new bindings one at a time. Press 'enter' once you've entered a new binding to start a new line.

c. Keybinding command structure: ( Name="BUTTON",Command="COMMAND" )

* For BUTTON, substitute any key not already in use on another binding.
* For COMMAND, substitute any valid ME3 command.

d. Multiple commands can be executed on a single binding by separating them with <space>|<space> like this:


( Name="BUTTON",Command="COMMAND1 | COMMAND2 | COMMAND3" )

* Note: You can map commands to any key, provided it's not already used in-game. If it is, remap that key in-game using the Option/Key Bindings menu before you make any changes to the coalesced.bin file.

12.1. Keybind examples

12.1.1. Unlock EVERY weapon in the game

( name="NumPadZero", command="giveitem self argus | giveitem self avenger | giveitem self cobra | giveitem self collector | giveitem self falcon | giveitem self gethplasma |  giveitem self mattock | giveitem self reckoning | giveitem self revenant | giveitem self saber | giveitem self valkyrie | giveitem self vindicator | giveitem self carnifex | giveitem self eagle | giveitem self ivory | giveitem self phalanx | giveitem self predator | giveitem self scorpion | giveitem self talon | giveitem self thor | giveitem self claymore | giveitem self crusader | giveitem self disciple | giveitem self eviscerator | giveitem self graal | giveitem self katana | giveitem self raider | giveitem self scimitar | giveitem self striker | giveitem self hornet | giveitem self hurricane | giveitem self locust | giveitem self shuriken | giveitem self tempest | giveitem self blackwidow | giveitem self incisor | giveitem self indra | giveitem self javelin | giveitem self mantis | giveitem self raptor | giveitem self valiant | giveitem self viper | giveitem self widow | giveitem self sfxweapon_shotgun_geth | giveitem self sfxweapon_assaultrifle_prothean" )

12.1.2. Enough credits to buy everything up to Level X


( Name="NumPadSeven", Command="initcredits 9000000" )

12.1.3. To set your paragon / renegade scores

( Name="NumPadEight", Command="setrenegade 1000" )

or

( Name="NumPadTwo", Command="setparagon 1000" )

To reset paragon / renegade scores, set value to 0.

12.1.4. Double movement speed while holding a key

( Name="NumPadSix", Command="SloMo 2 |  OnRelease SloMo 1" )

Note: this is the opposite of the time dilation effect of the Soldier skill "Adrenaline Rush".

12.1.5. For unlimited ammo and grenades on Reload

( Name="PC_Reload", Command="SwapWeaponIfEmpty | TryReload | initammo 999 | initgrenades 10" )

12.1.6. To upgrade your current weapon to the SuperGun (9999 ammo / ultra-high damage)

( Name="F4", Command="givesupergun" )

12.1.7. To upgrade your current armor's damage protection

( Name="F5", Command="givesuperarmor" )

12.1.8. For God Mode

( Name="NumPadZero", Command="God")

12.1.9. For no Power Cooldown period

( Name="NumPadZero", Command="ENABLEPOWERCOOLDOWN 0" )

Note: Both God Mode and Power Cooldown effects reset every time you lose control of Shepherd (cutscenes) and need to be re-enabled.

12.1.10. FlyCam

a. The flycam allows you to detach the camera from the player and fly around the map. It can be used to view normally inaccessible areas of the game or to set up screenshots from alternate angles. To make the flycam work properly you have to set up the following command in "Bioinput.ini/sfxgame/sfxgamemodedefault" and "Bioinput.ini/sfxgame/sfxgamemodeflycam" paths.

Command: ( Name="F9", Command="ToggleFlyCam" )

Note: You can replace "F9" with a key of your choice.

b. If you want to toggle the flycam during conversation mode, you need to add the following commands to "Bioinput.ini/sfxgame/sfxgamemodeconversation".

( 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" )

12.1.11. Unlocking bonus powers

a. Go to, bioui.ini > sfxgamecontent > sfxgamechoiceguidata > storedata > bonuspowers > bonuspowerarray = (multiple)

b. You can see set of codes with the following format:

PlotUnlockConditionalID=XXXX

c.  Remove the "PlotUnlockConditionalID=XXXX" or set "XXXX" to "-1" on the desired powers to unlock them.

12.1.12 Change the cost of switching bonus powers

a. Go to, bioui.ini > sfxgamecontent > sfxgamechoiceguidata > storedata > bonuspowers > storeitemarray = (multiple)

b. Change "BaseCost=5000" to the value of your choice.

12.1.13. Temporarily adding any power

Note: The added talent will be removed every time another save game is loaded or mission start (unconfirmed).

a. Go to, bioinput.ini > engine > playerinput > bindings = (multiple)

b. Copy and paste the following string into a blank line on the right of the editor

( Name="NumPadFour", Command="givepower self cryoammo" )

c. Simply change "cryoammo" to any power name [most correct names have no space, should be straight forward for all powers]

Note: The command's effect will add a talent to your character with the first level already active. You can add as many powers as you like. Simply copy and paste into a second blank line, and change the Num Pad number key being targeted as well as the power itself)

12.1.14. Get additional XP instantaneously

a. Go to, bioinput.ini > sfxgame > sfxgamemodedefault > bindings = (multiple)

b. Add this line: ( Name="NumPadOne", Command="givexp 180000" )

While in-game, press numpad 1 to get to level 60 instantaneously.

Bearbeitet von snfonseka, 24 April 2012 - 04:56 .


#3
Silasqtx

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megusta.jpg

Eager to read the whole thing once you finish it.

#4
phoenixofthunder

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You may want to add a disclaimer for how modding ME3 for use in multiplayer could possibly lead to Multiplayer bans but that to only mod the single player game should be ok.

Bearbeitet von phoenixofthunder, 29 März 2012 - 07:39 .


#5
Chaoswind

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What if I want to get Traynor on my bed? (as a male shep) that possible?

(they should had made it possible)

#6
Silasqtx

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The Liara part is the bug lots of people were having with her not recognizing the reunion on the normandy?

#7
snfonseka

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OP updated.

#8
Coar_ac

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Excellent. Thank you!

#9
snfonseka

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OP updated (Get Shepards' fish from Kelly Chambers).

Bearbeitet von snfonseka, 29 März 2012 - 09:29 .


#10
KyuzoS7

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well gibbed's save editor comes with a preset of tim's eyes player > appearance > presets load the file then save.

:wizard:

sadly presets only work on custom heads not default shepard you'll have to manually give him the eyes.

Bearbeitet von KyuzoS7, 29 März 2012 - 09:46 .


#11
ManOfSteel

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A big thank you for taking the time to do this.

#12
-IronWolf-

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Awesome! Now I don't have to go digging through 30+ pages for an answer.

Edit: I just noticed you don't have "how to change classes" codes. I'll save you the trouble of finding them.

Bearbeitet von -IronWolf-, 29 März 2012 - 07:51 .


#13
Guest_Repliku_*

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Maybe you should add 6941 as the value that needs to be set to true in order to trigger the appropriate line of dialogue during the first conversation with Liara in her office.

#14
Fixers0

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I managed to get the generic Alliance Combat armor working, anyone interested?

#15
Malchus

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Fixers0 wrote...

I managed to get the generic Alliance Combat armor working, anyone interested?


Post it, more appearances are always good.

I'll add Casual Underwear Shepard and Ending Armor Shepard in a little while.

#16
Sebbe1337o

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That thing about Liara remembering the love in LotSB, WHY WASN'T THAT IMPLEMENTED IN THE GAME FROM THE START?

Sorry for caps, but seriously...

#17
Dracotamer

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Sweet! Thanks for this.

#18
goofyomnivore

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Good information, do you have any weapon ids? I'd really like to have the Geth Plasma Shotgun and Carnifex from the start.

#19
ilego

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I will be watching out for illegal mods to report to BioWare

#20
flombs360

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Complete newb at using save editors, I kinda get the OP. But I would like to add Ashley, and remove Kaiden for my second play through of ME3. Anyone care to help? Thanks.

Bearbeitet von flombs360, 30 März 2012 - 03:51 .


#21
snfonseka

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OP updated (Get weapons and weapon mods) and Second post updated (Weapons/ Weapon Mods IDs)

#22
snfonseka

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flombs360 wrote...

Complete newb at using save editors, I kinda get the OP. But I would like to add Ashley, and remove Kaiden for my second play through of ME3. Anyone care to help? Thanks.


Set 13827 true and 13828 false.

#23
flombs360

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Cheers.
Am I suppose to still see hench_kaiden in my henchmen collection section in the Raw tab, even after rehashing and saving?

Bearbeitet von flombs360, 30 März 2012 - 04:12 .


#24
EHondaMashButton

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No encumbrance

Set these to -2.0f
encumbrancemaxcooldown
encumbrancemincooldown

#25
Well

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Thank you