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


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#701
SpectreN1

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evilclownbobo wrote...

Also can't get the new weapons to work, regardless of what I try.
Seems like Bioware must've changed the way this DLC works... Hopefully there will be some workaround to get it to work in SP.

Either that or we all have the codes wrong.

#702
Phylarion

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The codes are definitely correct. They must've changed something

As for the UI no longer working, that's due to the recent patch.  Given its size, they probably changed one of the hard-coded .pcc files so that they overwrite any Coalesced.bin editing to BioUI - perhaps they decided being able to differentiate between entering cover and reviving a squadmate was 'an unfair advantage'.

Modifié par Phylarion, 30 mai 2012 - 12:15 .


#703
elitesalt

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The codes are definitely correct.

proof?

not trying to be a d*ck or anything, but are you guys sure you're using the correct codes?

#704
Phylarion

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There's ways to open the .sfar archives and look at the files. The weapon codes are taken directly from a .bin configuration file (the game tacks on/overrides any settings here onto the main Coalesced).

#705
evilclownbobo

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And, I know for sure it has nothing to do with the Patch, as I am on Xbox 360, thus I haven't even received the patch yet.

#706
elitesalt

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hmm well this is quite a conundrum then

#707
BrooklynSpartan

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bdm13 wrote...

Snakedude4life wrote...

bdm13 wrote...

Has anyone extracted the weapon codes for the rebellion dlc guns? I would like to add them into my SP game


Same here.



I think I found the codes, however they are not showing up if I put them in playervariables_collection through the save editor. It seems using the same process as was needed to add the resurgence dlc weapons is not working.

Here are the codes I found, let me know if these are incorrect:
SFXGameContentDLC_CON_MP2.SFXWeapon_AssaultRifle_Cerberus
SFXGameContentDLC_CON_MP2.SFXWeapon_SniperRifle_Turian
SFXGameContentDLC_CON_MP2.SFXWeapon_Shotgun_Quarian

You sure it's CON? or even MP2? The dlc dosen't have say multiplayer pack 2 on it, like the first one did on the 360. And if i remember, from ashes didin't have con either. I think the code is wrong on that part.

Isn't there a way to retrive the code directly via some pc mod? (not familiar) You know, look through the files or something until you found a code?

#708
Quething

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Phylarion wrote...

The codes are definitely correct. They must've changed something

As for the UI no longer working, that's due to the recent patch.  Given its size, they probably changed one of the hard-coded .pcc files so that they overwrite any Coalesced.bin editing to BioUI - perhaps they decided being able to differentiate between entering cover and reviving a squadmate was 'an unfair advantage'.


You can still hardcode separate keys in BioInput, though. It's just... less elegant. <_<

I haven't poked around in Single Player yet, but is this a DLC-specific thing, or did they change the way guns work in general? That is to say, are the Resurgence guns and the Collector Rifle still working in SP?

#709
Ranger_Captain

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Quething wrote...



I haven't poked around in Single Player yet, but is this a DLC-specific thing, or did they change the way guns work in general? That is to say, are the Resurgence guns and the Collector Rifle still working in SP?


Yeah, I just tested it and added the resurgence guns to a new campaign without issue.

#710
N7Kopper

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I'm going to try (on xbox) directly adding the new guns to character loadouts as well as merely putting them in the armoury, see if there's any luck.

#711
BrooklynSpartan

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Is it possible to use dlc mp powers for sp?

#712
elitesalt

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BrooklynSpartan wrote...

Is it possible to use dlc mp powers for sp?

from what i've heard, it's POSSIBLE, but it has the propensity to mess everything up. it's not as seamless as adding the weapons (missing animations, etc.).

Modifié par elitesalt, 30 mai 2012 - 02:45 .


#713
SpectreN1

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Quething wrote...

Phylarion wrote...

The codes are definitely correct. They must've changed something

As for the UI no longer working, that's due to the recent patch.  Given its size, they probably changed one of the hard-coded .pcc files so that they overwrite any Coalesced.bin editing to BioUI - perhaps they decided being able to differentiate between entering cover and reviving a squadmate was 'an unfair advantage'.


You can still hardcode separate keys in BioInput, though. It's just... less elegant. <_<

I haven't poked around in Single Player yet, but is this a DLC-specific thing, or did they change the way guns work in general? That is to say, are the Resurgence guns and the Collector Rifle still working in SP?

Can you explain how to hardcode seprate keys in BioInput because that may be our only option.

#714
jpraelster93

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so the new weapons cant be added

#715
n0l4n

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jpraelster93 wrote...

so the new weapons cant be added


nah, give it time and have faith

#716
jpraelster93

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Yeah I will

#717
BrooklynSpartan

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elitesalt wrote...

BrooklynSpartan wrote...

Is it possible to use dlc mp powers for sp?

from what i've heard, it's POSSIBLE, but it has the propensity to mess everything up. it's not as seamless as adding the weapons (missing animations, etc.).

Bummer, Lash and that ex-cerberous meelee is pretty fun to use.

#718
Ranger_Captain

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jpraelster93 wrote...

so the new weapons cant be added


I've been playing around with this for most of the day (I really want to try out that Cerberus Assault Rifle and the pack-gods haven't shined on me to grant me even a Lvl I) and haven't been able to get it to show up in SP. There's not even that many references to it anywhere in the game files (at least I've found so far).

But never fear. Someone will figure this out. I give it at max a day or two before a work around is found.

#719
N7Kopper

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Hopefully the found workaround works on the Xbox too.
But if it doesn't, I'm cool. It's the price you pay for superior anti-cheat security.

#720
Guest_ShadowHawk28_*

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I'm still waiting for a new weapon pack that has a good pistol that's not like the N7 Eagle where it acted like a Glock 17 converted to fire on full-auto. Oh and a new Armor Pack for Shepard too.

#721
Quething

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SpectreN1 wrote...

Can you explain how to hardcode seprate keys in BioInput because that may be our only option.


In the OP, head down to section 12.1, on keybinding, there's a quick outline of the basic idea. The new lines you want to add are


( Name="BUTTON 1", Command=" PressAction | OnTap 0.3 TapAction
| OnHold 0.3 HoldAction")
( Name="BUTTON 2", Command="Exclusive TryStandingJump |
OnRelease StormOff | StormOn")

where BUTTON 1 is whatever key you want to use to roll and take cover, and BUTTON 2 is whatever key you want to use to sprint and jump over gaps.

You also want to find the entry that says

( Name="Shared_Action", Command="Exclusive TryStandingJump | Exclusive Used
| OnRelease StormOff | OnHold 0.2 StormOn | Exclusive PressAction |
OnTap 0.3 TapAction | OnHold 0.3 HoldAction" )

and remove all of that crap, so that it just says

( Name="Shared_Action", Command="Used" )

Once you've done that, whatever key you assign in-game to "use/cover/storm" will only revive or activate objects, never take cover or sprint or roll.

On a five-button mouse, by the way, the thumb button is "ThumbMouseButton" and the pinky button is "ThumbMouseButton2." (I like to put roll/dodge on the pinky button and melee on the thumb, so I can easily strafe while doing either.)

Modifié par Quething, 30 mai 2012 - 05:26 .


#722
Darman

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I see the topic is adding the new weapons to SP? Got the same problem. Adding them to a store only poduces purchasable empty spaces.

I bet they noticed that we added them last time and now thought, we shouldn't have that much fun with weapons designed for MP. :/
So as I see, it isn't possible to add them to SP?

Btw, anybody got a clue what the "Prothean Assaultrifle" for MP is, that is in the files?

#723
shepisavanguardgetoverit

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Ranger_Captain wrote...

jpraelster93 wrote...

so the new weapons cant be added


I've been playing around with this for most of the day (I really want to try out that Cerberus Assault Rifle and the pack-gods haven't shined on me to grant me even a Lvl I) and haven't been able to get it to show up in SP. There's not even that many references to it anywhere in the game files (at least I've found so far).

But never fear. Someone will figure this out. I give it at max a day or two before a work around is found.


How do you go about doing this? I am trying to figure out if it is possible to add some the mult. powers manually to the save file or via keybinding, yet I cant seem to find where there id's are in the origin folder.  What programs do you use to unpack the game archive? any chance of a link?

Also, anyone managed to make the in game cutscenes, and some of the engine movies skippable?  Im beginning to think that the cine_skip and movie_skip command is broken, or just not implemented.  Some are skippable, sooooooooooooooooooooooooooo many arent. 

#724
incinerator950

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I haven't received a patch, so the guns may work on the 360. I'll keep notice because I wouldn't mind them in SP, especially since one of the weapons is based out of the same reskin they used from ME: Infiltrator.

Modifié par incinerator950, 30 mai 2012 - 08:05 .


#725
incinerator950

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Which Bools correspond to destroying the Grey Box and Saving David Archer from Overlord?

Seeing as how the Overlord project Research doesn't do jack squat, I figured there's no reason to leave him to die when he's more valuable as a resource.

Same as Kirrahe, seeing as how the STG Unit which helps you after Surkesh is more valuable then he is. LOL

Edit:  My attempt to try getting the MP weapons didn't work either.  Oh well.

Modifié par incinerator950, 30 mai 2012 - 09:29 .