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


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#576
m079ichel

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Cuddlezarro wrote...

im wondering is there a way to add the alliance beret to the helmet section?


I think there's a hair mod for it.

#577
milominderbinder

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Is there any way yet to disable the vignetting/dark corners effect?

#578
jimbo32

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m079ichel wrote...

Trauma3x wrote...

Ok does any one know the bool id for Barla von (volus banker) after p2 citadal he seems to be gone but I have his stuff to complete his mission and his name is active ont poi list for citidal.
also pls dont think i'm trolling cause I asked this a few Weeks ago...but I have an xbox 360 would anyone know how to
1. Have the bool id for the N7 default helmet
2. Or, figure out how to remove the helmet of the N7 defender armor for (360)
I think that by turning the default helmet to false it would remove the helmet off the N7 defender armor. Sorry guys I just had to ask


The defender armor isn't made out of multiple parts like the customizable armor. So no you can't disable just the helmet.


It's possible to remove helmets from all of the one-piece armours by removing the helmet mesh reference in Coalesced. So PC-only I guess.

I read somewhere that hiding helmets completely was possible in the demo. Not sure if this is true or not though. Anyone still have the SP demo installed? 

#579
Bomma72

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As far as the helmet less armor and beret, it is possible to do both on a PC. You have to edit the Cole.. file. You have to add the beret codes to the helmet section of the player customization (see op), You can add all the armors to the trunk section with NH in the code. I believe there are some edited coal files already in the projects section. You can also add all the armors helmets to the helmet section.

#580
Mendicant Bias

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does anyone know where i can get ID name and description values for modding the coalesced file?

#581
Trauma3x

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Does anyone have a bool id for the battlefield N7 armor?

#582
Spartanburger

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I have a question for you modders out there.

I am going to make a comedic video for ME3, but I need to make it so my Shepard is wearing one suit in particular.

You know Shepard's partial nude outfit where he (or she) wears only his undies?

Yeah. I need that as a casual outfit. Preferably as an armor suit as well (if possible)

So, does anyone know how to allow that to be enabled in game?

Note: There was a .ini mod in ME2 that gave heaps of new casual outfits for Shepard, including even a "VI" casual outfit. What I'm asking for is something similar but in ME3.

#583
Bomma72

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Spartanburger wrote...

I have a question for you modders out there.

I am going to make a comedic video for ME3, but I need to make it so my Shepard is wearing one suit in particular.

You know Shepard's partial nude outfit where he (or she) wears only his undies?

Yeah. I need that as a casual outfit. Preferably as an armor suit as well (if possible)

So, does anyone know how to allow that to be enabled in game?

Note: There was a .ini mod in ME2 that gave heaps of new casual outfits for Shepard, including even a "VI" casual outfit. What I'm asking for is something similar but in ME3.


Check the projects section there are a few mods out there.

#584
Xavier1978

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Is it possible to change team/class weapon loadout with Coalesced Edit? Basically to give everyone the Soldier loadout.

Modifié par Xavier1978, 27 avril 2012 - 05:05 .


#585
Mendicant Bias

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so i pretty much created a new store on the normandy by adding new values into the coalesced file. unfortunately i still don't know of anyone who has a list of name and description ID values to add into the codes. but the store is there, on the normandy, picture, name and description (used one already in game), but it won't let me access the store. does anyone know enough about modding the coalesced to help me out with this?

Modifié par Mendicant Bias, 27 avril 2012 - 06:53 .


#586
Trauma3x

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Mendicant Bias wrote...

so i pretty much created a new store on the normandy by adding new values into the coalesced file. unfortunately i still don't know of anyone who has a list of name and description ID values to add into the codes. but the store is there, on the normandy, picture, name and description (used one already in game), but it won't let me access the store. does anyone know enough about modding the coalesced to help me out with this?



you may want to take a look at this video and cantact this guy via youtube  he seems to know how to do what I think you want to do...



It's avail only for PC :(  and yeah you can even get the N7 Defender armor no helmet - PC only :( 

anyway hope it helps 

Modifié par Trauma3x, 27 avril 2012 - 07:44 .


#587
Trauma3x

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...

Modifié par Trauma3x, 27 avril 2012 - 07:44 .


#588
ZombieGambit

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Can someone with the PC version check the .pcc files on Priority: Earth for the cap that the Comm Officer wears?

It's like the SR-2 cap Joker has, but without SR-2 written on it.

#589
BadMangos

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its the same cap mesh with a different texure which i believe are here

BIOG_HMF_HIR_PRO\\BIOG_HMM_HIR_PRO_R\\Hat_Cap...

#590
Chashan

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 I hope it hasn't been brought up before:

Is there any way to switch the spare ammo-bonus on certain mods for shotguns and sniper rifles to the magsize-bonus the other weapon categories may enjoy?

I currently set the game's weapons to have infinite spare ammo - I find the introduction of the standard fare ammo-system ever since ME2 just stupid -, therefore making spare ammo-mods somewhat moot. Functioning like the magsize-boni, these mods would still have some purpose, at least.

Replacing "spareammobonus" for "magsizebonus" in the entries for the mod effects via coalesced-editor didn't appear to have any effect. Is there some further entry that governs which specific guns or categories are affected by the mods I simply have overlooked?

Thanks in advance.

#591
Mendicant Bias

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Trauma3x wrote...

Mendicant Bias wrote...

so i pretty much created a new store on the normandy by adding new values into the coalesced file. unfortunately i still don't know of anyone who has a list of name and description ID values to add into the codes. but the store is there, on the normandy, picture, name and description (used one already in game), but it won't let me access the store. does anyone know enough about modding the coalesced to help me out with this?



you may want to take a look at this video and cantact this guy via youtube  he seems to know how to do what I think you want to do...



It's avail only for PC :(  and yeah you can even get the N7 Defender armor no helmet - PC only :( 

anyway hope it helps 


yeah i already saw this vid, unfortunately he didn't create his own store he just added onto the spectre store. thanks anyway Trauma.

Modifié par Mendicant Bias, 27 avril 2012 - 08:11 .


#592
Xyrm

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For those of you like me who can't seem to unlock that damn final dialog option with the Illusive man via gameplay, I figured out how to do it via the save editor (you'll need to stop the game right after the autosave that occurs when you enter the "final" room where Anderson is waiting for you. Here is the relevant conditional statement:

[conditional_2711]
((((plot.ints[10380] + plot.ints[10159] + plot.ints[10160]) * (1 + plot.floats[10065])) > plot.ints[10644]) && (plot.ints[10665] >= arg))

For me, when I went over the values of the plot variables (using Gibbed), I had this:

((((656 + 732 + 24) * (1 + .12) && (0 >= 6)

As you can see, plot.ints[10665] was 0, when it had to be >= 6. I set it to 7 via the editor, and it worked like a charm.

#593
Quething

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Chashan wrote...

 I hope it hasn't been brought up before:

Is there any way to switch the spare ammo-bonus on certain mods for shotguns and sniper rifles to the magsize-bonus the other weapon categories may enjoy?

I currently set the game's weapons to have infinite spare ammo - I find the introduction of the standard fare ammo-system ever since ME2 just stupid -, therefore making spare ammo-mods somewhat moot. Functioning like the magsize-boni, these mods would still have some purpose, at least.

Replacing "spareammobonus" for "magsizebonus" in the entries for the mod effects via coalesced-editor didn't appear to have any effect. Is there some further entry that governs which specific guns or categories are affected by the mods I simply have overlooked?

Thanks in advance.


Try going into BioWeapon and checking out shotgun_base. Under "allowableweaponmods" you'll see a list of all mods a shotgun can take. Unfortunately they're not all labeled correctly - you've got "reload speed" and "stabilty" instead of spare ammo and armor-peircing, and I can't tell you which got changed to which. Try replacing one with the magazine entry from the assault rifle section, though, see if that works.

#594
Chashan

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Quething wrote...

Try going into BioWeapon and checking out shotgun_base. Under "allowableweaponmods" you'll see a list of all mods a shotgun can take. Unfortunately they're not all labeled correctly - you've got "reload speed" and "stabilty" instead of spare ammo and armor-peircing, and I can't tell you which got changed to which. Try replacing one with the magazine entry from the assault rifle section, though, see if that works.


I was toying around with that same thought...while it makes the "legit" ammo-mod option for shotguns somewhat redundant, as long as it's doing what it's supposed to do I wouldn't complain.

It appears to work, at least on weapons with larger magazine-sizes. Only problem is that the "slot" the assault-rifle ammo-mod takes - namely "body" -  seems to conflict with other mods for shotguns and sniper rifles that take the same slot scratch that, it is completely random in that regard; it's not possible to have certain original SR/Shotty mods and the ammo-mod at the same time. I'll give it another long look. I'll try and replace original weapon mods that conflict for no apparent reason with the ammo-mod with mods that fulfill the same function from the weapon category I copied the ammo mod from.

Modifié par Chashan, 28 avril 2012 - 12:12 .


#595
xAmilli0n

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Hi all I've got a question.

For the PlotCond values, I see both a C= and a T=

Are both values conditionals found on the list on the first post, or are the C and T different?

Trying to edit out an ME2 romance, and am trying to figure out what to do here.  I'm assuming values should be set to 0

Any help would be appreciated.

#596
khaos974

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milominderbinder wrote...

Is there any way yet to disable the vignetting/dark corners effect?


Add:

depthoffield=False

under [systemsettings] in gamersettings.ini in C:\\Users\\***\\Documents\\BioWare\\Mass Effect 3\\BIOGame\\Config

But it also removes a lot of other lighting effects and makes the game look washed out and orangey.

Modifié par khaos974, 28 avril 2012 - 04:48 .


#597
Trauma3x

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is there a way to increase quad powers like slam"

#598
vanUrsus

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wow, lot of work you done there...sweet, thx a lot!

#599
Thought Process

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xAmilli0n wrote...


Hi all I've got a question.

For the PlotCond values, I see both a C= and a T=

Are both values conditionals found on the list on the first post, or are the C and T different?

Trying to edit out an ME2 romance, and am trying to figure out what to do here.  I'm assuming values should be set to 0

Any help would be appreciated.

C is a conditional ID.
T is a transition ID.

#600
0x30A88

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Any of these issues (like Liara) going to be fixed in an official patch? I doubt it would be at all possible to do something with a PS3 save, as that console uses big endian.