Mass Effect 3 Modding Thread (Last update: 14-05-2012)
#626
Posté 02 mai 2012 - 08:12
#627
Posté 02 mai 2012 - 08:58
aristaea wrote...
It's possible to change it permanently by editing coalesced.bin.Deaken wrote...
Cool thank you. But this is only working with the "Save Game Editor" right? so if i want to change it, however i start a new game, i must edit it again??is it not possible to change it for ever wich mean's even i start a new game i see the N7 Hoodie:wub:???
Find the casual appearances section (biogame.ini > sfxgame > sfxplayercustomization > casualappearances). Look for lines 5 and 6, which reference ARM_CTHi_MDL; this is the default outfit Shep wears in the prologue. Line 5 is the "clean" version of the outfit which appears during the opening dialogue, line 6 is the "damaged" version which appears during the combat sequence. They must both be changed.
The N7 hoodie is HMM_ARM_CTHk_MDL (male) and HMF_ARM_CTHj_MDL (female), so change the mesh reference.Also remove the material overrides or you will get weird textures. (You will still get weird textures at one point, during the explosion at the beginning. I'm not sure how or if this can be fixed.)ETA: Also change the material overrides or you will get weird textures.
Line 5:
(Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_CLN_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHi.HMF_ARM_CTHi_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHi.HMF_ARM_CTHi_MAT_1a"),
Id=4,PlotFlag=-1,Type=CustomizableType_Torso)
Change to:
(Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHk.HMM_ARM_CTHk_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHk.HMM_ARM_CTHk_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHj.HMF_ARM_CTHj_MDL"),
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHj.HMF_ARM_CTHj_MAT_1a"),
Id=4,PlotFlag=-1,Type=CustomizableType_Torso)
Line 6:
(Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_DMG_MAT_2a",
Female="BIOG_HMF_ARM_CTH_R.CTHi.HMF_ARM_CTHi_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHi.HMF_ARM_CTHi_MAT_2a"),
Id=5,PlotFlag=21752,Type=CustomizableType_Torso)
Change to:
(Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHk.HMM_ARM_CTHk_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHk.HMM_ARM_CTHk_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHj.HMF_ARM_CTHj_MDL"),
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHj.HMF_ARM_CTHj_MAT_1a"),
Id=5,PlotFlag=21752,Type=CustomizableType_Torso)
This will force Shepard to wear the N7 hoodie during the prologue, and it will also remove the default prologue outfit from the armor locker, so there will be two N7 hoodies. If you still want the outfit to be selectable from the armor locker, add the following line to casual appearances:
(Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_MDL",
MaleMaterialOverride="BIOG_HMM_ARM_CTH_R.CTHi.HMM_ARM_CTHi_CLN_MAT_1a",
Female="BIOG_HMF_ARM_CTH_R.CTHi.HMF_ARM_CTHi_MDL",
FemaleMaterialOverride="BIOG_HMF_ARM_CTH_R.CTHi.HMF_ARM_CTHi_MAT_1a"),
Id=11,PlotFlag=-1,Type=CustomizableType_Torso)
I did this step by step and it failed, so i took a clean Coal file and retried, now my FemShep appears invisble in the prologue. Anyone else had this problem too?
#628
Posté 03 mai 2012 - 05:57
faiyad wrote...
can any one help me with the resurgence pack weapons ? I cant Seem to get them in SP despite using gibbed editor:(
Did you follow the instructions in OP? also please recheck the codes.
#629
Posté 05 mai 2012 - 12:19
~
As some of you probably already know, I originally did this for ME2 to play as Legion and wrote a short description of how to make those edits yourself in my BSN blog. I'm just trying to do that for ME3 and am running into quite a bit of difficulty in getting it to work. I was just hoping that someone else might have already got this kind of thing working and can easily spot what I'm doing wrong. The key-binding works perfectly fine; it's just not showing the mesh when I equip it (in the "I will show the last loaded mesh because there's a problem with this mesh" sort of way).
Here's my edits for adding the head (haven't tried the body yet) (line breaks added so it doesn't totally break the tables):
[bioinput.ini]
sfxgame.sfxgamemodebase
Bindings=( Name="NumPadOne", Command="StreamLevelIn BioD_Gth002_90Legion | StreamLevelIn BioD_Nor_100Cabin | OnTap 2.0 showmenu | OnTap 3.0 OpenGUI Personalization" )
[biogame.ini]
sfxgame.sfxplayercustomization
HelmetAppearances=(Mesh=(Male="BIOD_GTH002_90LEGION.GTH_HED_LGNa_MDL",
Female="BIOD_GTH002_90LEGION.GTH_HED_LGNa_MDL",
bHasBreather=True,bHideHead=True,bHideHair=True),
GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_WeaponDamageBonus"),
Id=99,Name=339533,Description=339532,PlotFlag=-1,Type=CustomizableType_Helmet)
#630
Posté 06 mai 2012 - 08:27
#631
Posté 06 mai 2012 - 10:26
Or in Gibbed's you can change the NewGame+ count to 1 or more under Raw>Plot>Known VariablesTS2Aggie wrote...
Does anyone know if its possible to edit the coalesced.ini file to allow for all skippable cutscenes to be skippable in the first playthrough of a character instead of only in a New Game+?
Seems like a much simpler solution...
#632
Posté 06 mai 2012 - 10:42
#633
Posté 07 mai 2012 - 04:42
Also, not sure if anyone touched upon it, but I found that you can put ME1 scars into Mass Effect 3 by using Quething's old mod.
#634
Posté 07 mai 2012 - 07:06
Modifié par Xavier1978, 07 mai 2012 - 07:07 .
#635
Posté 07 mai 2012 - 01:05
Xavier1978 wrote...
This may be a silly question and sorry if it was asked, but is there a way to give myself (femshep) Nemesis or Phantom Armor?
Current known method (which worked for ME2) is buggy and will crash the game. I haven't seen a single shred of evidence to suggest it works, and I've tried it dozens of times myself.
#636
Posté 08 mai 2012 - 03:36
EDIT: Found a blog post explaining how to get around this, but it didn't work. Ragequitting to try it again later <_<
Modifié par Kikaimegami, 08 mai 2012 - 04:28 .
#637
Posté 08 mai 2012 - 01:57
#638
Posté 08 mai 2012 - 08:59
Modifié par elitesalt, 08 mai 2012 - 09:00 .
#639
Posté 10 mai 2012 - 12:35
I've tried editing the "weaponmodbodycolours" in the individual weapon entries at
"bioweapon > srfxgamecontent > sfxweapon"
But it doesn't seem to change anything.
#640
Posté 10 mai 2012 - 02:39
DJ_D wrote...
variobunz wrote...
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 autoDJ_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)
So, I tried to do this on the Valkyre Rifle, but only the time delay between the fire bursts is gone. Still no full auto though.
Any other ideas?
It doesnt work with the Valkyrie. It seems to be hardcoded, that this gun is burst only.
I changed the rateoffire=(x,y) to a larger number.
I'm guessing the rate of fire is shots/min
I use the Argus and changed it to (x=1500,y=1500) and it shoots full auto now instead of the 2 at a time
#641
Posté 12 mai 2012 - 04:29
However, when I load up the game, the DLC is rendered unreadable. Anyone know why this happens?
If anyone is curious about how to unpack/repack DLC .sfar files, simply follow this link:
http://www.gamefaqs....82931/697289786
#642
Posté 12 mai 2012 - 04:17
Soja57 wrote...
I found out a way of how to access and modify From Ashes DLC, particularly the Prothean rifle. Simply use a .sfar unpack program, and you can access the .bin file for any DLC's. Then repack with .sfar repack program, and the file should be good to go!
However, when I load up the game, the DLC is rendered unreadable. Anyone know why this happens?
If anyone is curious about how to unpack/repack DLC .sfar files, simply follow this link:
http://www.gamefaqs....82931/697289786
That 'Checking Downloadable Content' message when you start the game? Means the game's scanning the DLC to verify it - essentially it's DRM.
A similar thing happened with ME2 if you changed to the .ini files for the DLC.
#643
Posté 13 mai 2012 - 07:13
#644
Posté 13 mai 2012 - 08:00
#645
Posté 13 mai 2012 - 08:54
8cerny wrote...
hi, I would like to mod ME3 so enemies would be like in ME2 - almost all of them had some kind of protection (shield, barrier, armor) on insanity - do you know how to add shield etc. to specific type of enemy on insanity (it doesn´t have to affect only insanity)? I´ve tried to change Coalesced.bin->biodifficulty.ini->sfxgame - i´ve tried to copy Marauders lines with shield value to assault trooper but it didn´t give troppers shields (only thing that works is increase health but thats not what i want...)
I believe that this is hard coded into .pcc files. We currently don't have the tools to unpack and repack .pcc files, sorry.
#646
Posté 13 mai 2012 - 09:44
#647
Posté 14 mai 2012 - 04:52
#648
Posté 14 mai 2012 - 06:41
Is it possible to tinker with the appearance of squad members yet? Say, to take Ashley out of her bizarre casual-suit-thing and switch it with a regular old Alliance uniform.
#649
Posté 14 mai 2012 - 08:10
I want to hear Chiktikka in ME3
Modifié par Shajar, 14 mai 2012 - 08:10 .
#650
Posté 14 mai 2012 - 01:12
bleetman wrote...
So, one thing I was wondering. Feel free to call me an idiot if this is brought up somewhere glaringly obvious.
Is it possible to tinker with the appearance of squad members yet? Say, to take Ashley out of her bizarre casual-suit-thing and switch it with a regular old Alliance uniform.
13 posts up. And on the last page. I would call you an idiot, but your display pic is 20% cooler than anyone else's.





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