Skocz do zawartości

Zdjęcie

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


  • Zaloguj się, aby dodać odpowiedź
2006 odpowiedzi w tym temacie

#26
snfonseka

snfonseka
  • Members
  • 2469 postów

Repliku wrote...

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.


Thanks for this. I'll update.

#27
Cynthytks

Cynthytks
  • Members
  • 5 postów
Is there any working way to add extra powers to my shepard? Using the ME2 method of the save editor does not work, and using the method of dynamicloadmappings does work if linked to an executable text file, the catch being you must set the rank of the power to 3, anything more than that and you will not be able to evolve the power further, it locks up. Setting it at 3 and then using some talentpoints to evolve works. However, the problem arises when starting a new mission or generaly changing/loading location, ALL powers are reset to rank 0 and the talent points are set to the amount you initially had before excuting the file. In ME2 you just had to run it every mission but it didn't fudge up the rest of the powers, also for some reason, using talent points I give myself from "givetalentpoints x" also resets all my powers and revert to my initial talent points once mission is over. How can I over come this? Is there a better method?

#28
zzcoreyzz

zzcoreyzz
  • Members
  • 89 postów
edit: wrong thread. Im an idiot

Użytkownik zzcoreyzz edytował ten post 30 marzec 2012 - 04:50


#29
snfonseka

snfonseka
  • Members
  • 2469 postów

Cynthytks wrote...

Is there any working way to add extra powers to my shepard? Using the ME2 method of the save editor does not work, and using the method of dynamicloadmappings does work if linked to an executable text file, the catch being you must set the rank of the power to 3, anything more than that and you will not be able to evolve the power further, it locks up. Setting it at 3 and then using some talentpoints to evolve works. However, the problem arises when starting a new mission or generaly changing/loading location, ALL powers are reset to rank 0 and the talent points are set to the amount you initially had before excuting the file. In ME2 you just had to run it every mission but it didn't fudge up the rest of the powers, also for some reason, using talent points I give myself from "givetalentpoints x" also resets all my powers and revert to my initial talent points once mission is over. How can I over come this? Is there a better method?


No, at least for now.

Użytkownik snfonseka edytował ten post 30 marzec 2012 - 05:20


#30
snfonseka

snfonseka
  • Members
  • 2469 postów
OP updated (New info: Changing the class)

#31
Afroman12

Afroman12
  • Members
  • 187 postów
Hmmm Loyalty did not work. Thane talked to me and told me about his Son being a problem. Must be more variables I'll look into the whole loyalty thing.

1493~1507 are part of loyalty but there is more. A lot more >_<

Użytkownik Afroman12 edytował ten post 30 marzec 2012 - 06:55


#32
snfonseka

snfonseka
  • Members
  • 2469 postów

Afroman12 wrote...

Hmmm Loyalty did not work. Thane talked to me and told me about his Son being a problem. Must be more variables I'll look into the whole loyalty thing.

1493~1507 are part of loyalty but there is more. A lot more >_<


Is the son in prison?

#33
Parmida

Parmida
  • Members
  • 1592 postów
Thank you so much, this is very useful.

#34
SilviSweetheart

SilviSweetheart
  • Members
  • 2 postów
Any idea what the ID is for Kelly surviving the Cerberus assault on the citadel? I guess I must have reloaded after telling her to change her identity or something.

#35
zimm2142

zimm2142
  • Members
  • 170 postów
I could make a post raging about how there are no proper mod tools for ME 1 2 and 3 b/c Bioware has said "they would be to complex for the community" (insulting our intelligence), and how they somehow thought that saying that would be better then admitting to be being greedy bastards (nothing against them for that, I hate lying not working for profit), but honestly, I am still to pissed off about the endings.

Hold the line!

#36
Sebbe1337o

Sebbe1337o
  • Members
  • 1353 postów
7151 and 6941 At the Liara LotSB-thingy got set to false. I guess that means that I'm too far into the story so they were already true or what?

EDIT: 7035 as well.

I have a save on Mars where 7151 was true but the other two were false, so I guess I'm about right. Too far into the plot.

EDIT2: nvm, found out how to make them all "true".

Użytkownik Sebbe1337o edytował ten post 30 marzec 2012 - 02:30


#37
KainrycKarr

KainrycKarr
  • Members
  • 4819 postów
Hi, I'm in the process of creating .bik flashback videos for all other LI's, by converting .gifs.

I made one for Tali, but when the game tries to play it, the game crashes.

It's a lower resolution, lower frame rate, and less total frames than the default flashbacks.

Does anyone have any familiarity with .bik videos that could help me get them to work with ME3?

#38
Goroxx

Goroxx
  • Members
  • 184 postów
Thanks for the savegame editing. I wish Bioware would release a true modkit like Bethesda did for their games; then we wouldn't be having the controversy with the ending as I'm sure about a zillion fans would be hard at work right now changing it.

But from what I've read in other posts by the devs is that their internal game creating tools are in-house written and besides heavily relying on internal databases to store objects, the interfaces are just not meant for non-insider consumption. Whether or not the mod community couldn't understand the tools is doubtful, but replicating their database-based development model would be problematic.

Which is a shame really; I would love to see how the community adds to the game like they have with Fallout 3 and Skyrim.

Użytkownik Goroxx edytował ten post 30 marzec 2012 - 04:51


#39
Bomma72

Bomma72
  • Members
  • 596 postów
Anyway know how to make the game harder as far as more enemy spawning and or Enemy Shields recharging faster?

#40
Drunken_krogan

Drunken_krogan
  • Members
  • 54 postów
I have a question, I imputed the code SFXGameContent.SFXWeapon_Heavy_Cain that was listed on the first page, yet the the weapon does not appear.

I even changed my value from 0 to 1 to see if that would give me one gun or one shot, but still, nothing. I don't even have the gun.

Or do I have to wait till I enter a change load out screen to add the gun to my list of weapons to carry as I am currently in battle?

Did I do something wrong? Any help would be appreciated.

#41
Col Batguano

Col Batguano
  • Members
  • 3 postów

Bomma72 wrote...

Anyway know how to make the game harder as far as more enemy spawning and or Enemy Shields recharging faster?


NOTE: This is using Wench's Coalesced editor. If you use Gibbed's de-compiler, then they will be in the same place, just a bit harder to locate :)

I haven't taken a hard look at it, but the relevant settings for the difficulty levels are located in the coalesced file under:

Biodifficulty.ini

Here there are overall settings for the globabl, enemies, etc for each level of difficulty. These are very long text entries, so you may want to copy an entry to a text editor and look at it there. Best way to determine the effects are to compare the levels to each other. I.E.DifficultyLevel1 compare to Level5 to determine the whether lower/increase the value.

If you want to edit the base AI weapons and such, look under:

Bioai.ini
   =>sfxgamecontent
      =>sfxweapon
         =>ai

(In the Bioai are, look under the sfxgamecontent tree, then in that tree, look under sfxweapon, then the ai tree there)


Tons of stuff to mess with in here. Just be warned that you would be best to take Origin offline first before tinkering. A lot of this stuff could really mess up the multiplayer aspect on the client end.

Bats

#42
EHondaMashButton

EHondaMashButton
  • Members
  • 319 postów
@OP you should add this to the top of the thread

ANY mods to SP will potentially result in ban from MP (see last post)
http://social.biowar...7845/2#10648995

#43
Afroman12

Afroman12
  • Members
  • 187 postów

snfonseka wrote...

Afroman12 wrote...

Hmmm Loyalty did not work. Thane talked to me and told me about his Son being a problem. Must be more variables I'll look into the whole loyalty thing.

1493~1507 are part of loyalty but there is more. A lot more >_<


Is the son in prison?


Not mentioned Thane just says his son is troubled. I fear what that means for other characters who are not "loyal". They might die <_<

#44
snfonseka

snfonseka
  • Members
  • 2469 postów
OP updated: "Get bonuses (Liara's office)"
Second post updated: "Bonus (from Liara's office) IDs"

#45
Osiris273

Osiris273
  • Members
  • 190 postów
Does anyone knows how to save Kelly?

#46
Kasrkin

Kasrkin
  • Members
  • 260 postów
Thank you for taking the time to gather and present this info in one post.

#47
jimbo32

jimbo32
  • Members
  • 310 postów
Thanks for posting the info on Liara recognizing the LotSB romance. Unbelievable that they let that slip by.

#48
Bomma72

Bomma72
  • Members
  • 596 postów

Col Batguano wrote...

Bomma72 wrote...

Anyway know how to make the game harder as far as more enemy spawning and or Enemy Shields recharging faster?


NOTE: This is using Wench's Coalesced editor. If you use Gibbed's de-compiler, then they will be in the same place, just a bit harder to locate :)

I haven't taken a hard look at it, but the relevant settings for the difficulty levels are located in the coalesced file under:

Biodifficulty.ini

Here there are overall settings for the globabl, enemies, etc for each level of difficulty. These are very long text entries, so you may want to copy an entry to a text editor and look at it there. Best way to determine the effects are to compare the levels to each other. I.E.DifficultyLevel1 compare to Level5 to determine the whether lower/increase the value.

If you want to edit the base AI weapons and such, look under:

Bioai.ini
   =>sfxgamecontent
      =>sfxweapon
         =>ai

(In the Bioai are, look under the sfxgamecontent tree, then in that tree, look under sfxweapon, then the ai tree there)


Tons of stuff to mess with in here. Just be warned that you would be best to take Origin offline first before tinkering. A lot of this stuff could really mess up the multiplayer aspect on the client end.

Bats


Thanks going to give it a shot.  Have been using a modded bin for a while and have not been banned, although I have yet to play multi player.

#49
snfonseka

snfonseka
  • Members
  • 2469 postów
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 I have removed the N7 weapons from the ID list.

#50
Sebbe1337o

Sebbe1337o
  • Members
  • 1353 postów

snfonseka wrote...

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 I have removed the N7 weapons from the ID list.


lol