Mass Effect 3 Modding Thread (Last update: 14-05-2012)
#726
Posté 30 mai 2012 - 10:30
#727
Posté 30 mai 2012 - 11:06
I tried. The file where I added them to my armoury had them not show up.incinerator950 wrote...
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.
The one where I added the Harrier to Shepard's loadout had the file not appear.
(might try again though, and use different methods, because goddamn I want Garrus to have a Krysae and Phaeston and Tali to have a Reegar and Arc Pistol :/)
UPDATE:
My original attempt resulted in the weapon being outright removed from my stock when the game loaded.
Need to try to find a way to trick the game into letting me use the damn guns...
(maybe my new one will work)
Modifié par N7Kopper, 30 mai 2012 - 01:46 .
#728
Posté 30 mai 2012 - 02:03
#729
Posté 30 mai 2012 - 02:08
SpectreN1 wrote...
There has to be a way to get the rebellion weapons in SP, Bioware must have decided to make it more difficult but it has to be possible.
I don't doubt there is. It's just for people more versed in picking the game apart than most of us.
#730
Posté 30 mai 2012 - 02:52
I mean damn, adding the kioshock and a few more outfits were basically the only reasons I was able to replay the SP campaign.
Also, it would have been quite easy to include the new maps as a simple enemy-wave only missions in single player, and at least that would have added something new.. why would they want us to kick our asses like this to enable a little more content for our SP when it's obvious a lot of people want that kind of extra content ?
I mean they could at least have dropped the new MP weapons somewhere on the ground on some SP mission, how hard is that ?
I really hope someone will find a workaround for the new guns anyway as I'm really easy to get bored/frustrated with MP and I'm sure I'm not the one..
Modifié par n0l4n, 30 mai 2012 - 02:56 .
#731
Posté 30 mai 2012 - 03:05
n0l4n wrote...
why would they do this except for "because they can" ?
I mean damn, adding the kioshock and a few more outfits were basically the only reasons I was able to replay the SP campaign.
Also, it would have been quite easy to include the new maps as a simple enemy-wave only missions in single player, and at least that would have added something new.. why would they want us to kick our asses like this to enable a little more content for our SP when it's obvious a lot of people want that kind of extra content ?
I mean they could at least have dropped the new MP weapons somewhere on the ground on some SP mission, how hard is that ?
I really hope someone will find a workaround for the new guns anyway as I'm really easy to get bored/frustrated with MP and I'm sure I'm not the one..
Because they want to sell them to you later and are pretty sure you wouldn't buy them otherwise.
As I've said I'd pay for them anyway to spare myself the repeated modding but I just want to try them.
#732
Posté 30 mai 2012 - 03:10
I'mean it's not like we're not being watched, we're modding because they let us.
Short time ago we were said SP mods would result in being banned from origin and we kept the hell away from doing so..
Modifié par n0l4n, 30 mai 2012 - 03:12 .
#733
Posté 30 mai 2012 - 03:18
n0l4n wrote...
I don't mean to sound like a dick but I think if they wanted to sell them later on they would have put it on sale right away on the MP DLC release date or would at least have specified that if we try to put them in the SP using mods we'd get banned or something like that.
I'mean it's not like we're not being watched..
Unless they have plans for "like type" (Arc, flame, whatever) weapons that they want to pack up and they aren't all out yet. There are reasons to do it this way.
As for the latter half of your post, yeah. I don't see the point to actually saying that you can mod SP how ever you want, so long as you don't mod MP or stats that affect your MP game, then do things like making it difficult to put the weapons in SP.
Modifié par cerberus1701, 30 mai 2012 - 03:20 .
#734
Guest_BrotherWarth_*
Posté 30 mai 2012 - 06:14
Guest_BrotherWarth_*
#735
Posté 30 mai 2012 - 06:23
N7Kopper wrote...
I tried. The file where I added them to my armoury had them not show up.incinerator950 wrote...
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.
The one where I added the Harrier to Shepard's loadout had the file not appear.
(might try again though, and use different methods, because goddamn I want Garrus to have a Krysae and Phaeston and Tali to have a Reegar and Arc Pistol :/)
UPDATE:
My original attempt resulted in the weapon being outright removed from my stock when the game loaded.
Need to try to find a way to trick the game into letting me use the damn guns...
(maybe my new one will work)
Coalesced? I never touched it yet, but what does downloading the MP DLC do to it that lets you use the Resurgence Pack. Maybe thats what we have to change? You can't do soft edits of ME3 character stats because of it as well.
#736
Posté 30 mai 2012 - 07:30
incinerator950 wrote...
Coalesced? I never touched it yet, but what does downloading the MP DLC do to it that lets you use the Resurgence Pack. Maybe thats what we have to change? You can't do soft edits of ME3 character stats because of it as well.
That's what I've been toying with and haven't been able to get it to work. So far adding the weapon strings doesn't do anything but create a ghost weapon (price no actual gun). Whatever the string is for the actual gun was hidden pretty well.
#737
Posté 30 mai 2012 - 07:37
elitesalt wrote...
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.).
What missing animations? :innocent:
#738
Posté 30 mai 2012 - 07:39
Ranger_Captain wrote...
That's what I've been toying with and haven't been able to get it to work. So far adding the weapon strings doesn't do anything but create a ghost weapon (price no actual gun). Whatever the string is for the actual gun was hidden pretty well.
*WE WILL FIND ANOTHER WAY!*
#739
Posté 30 mai 2012 - 08:30
#740
Posté 31 mai 2012 - 01:54
incinerator950 wrote...
N7Kopper wrote...
I tried. The file where I added them to my armoury had them not show up.incinerator950 wrote...
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.
The one where I added the Harrier to Shepard's loadout had the file not appear.
(might try again though, and use different methods, because goddamn I want Garrus to have a Krysae and Phaeston and Tali to have a Reegar and Arc Pistol :/)
UPDATE:
My original attempt resulted in the weapon being outright removed from my stock when the game loaded.
Need to try to find a way to trick the game into letting me use the damn guns...
(maybe my new one will work)
Coalesced? I never touched it yet, but what does downloading the MP DLC do to it that lets you use the Resurgence Pack. Maybe thats what we have to change? You can't do soft edits of ME3 character stats because of it as well.
The new DLC does replace the coalesced.bin file. When I started up the game last night all my custom stuff was gone, luckily I have a log of all the changes that I've made so I could make them to the new file.
#741
Posté 31 mai 2012 - 08:35
Nope, not editing coalesced, I'm on the Xbox.
I can only edit my save file.
#742
Posté 31 mai 2012 - 09:47
1) the weapon files are not actually in the DLC but loaded from the MP servers directly hence there is nothing for SP to load when their file names are used.
or
2) They have different file names for them than they did in the first DLC so they may yet work if we can dig up the right file names.
PC modders may have already done number two so that may not be the case but still...these are the only things I can think of short of changing inventory mechanics so if someone can investigate them it'd be great.....I play on 360 so I can't look into this myself. Best way would probably be by looking into the DLC files.
Modifié par Darth_Trethon, 31 mai 2012 - 09:54 .
#743
Posté 31 mai 2012 - 09:53
I can think of a third.Darth_Trethon wrote...
This might sound a bit silly but I don't figure they changed the inventory mechanics for these weapons so I can only think of two things....
1) the weapon files are not actually in the DLC but loaded from the MP servers directly hence there is nothing for SP to load when their file names are used.
or
2) They have different file names for them than they did in the first DLC so they may yet work if we can dig up the right file names.
PC modders may have already done number two so that may not be the case but still...these are the only things I can think of short of changing inventory mechanics so if someone can investigate them it'd be great.
The game is programmed via the DLC to scan for the DLC's weapon IDs in your save files, and scrub them.
#744
Posté 31 mai 2012 - 10:01
N7Kopper wrote...
I can think of a third.
The game is programmed via the DLC to scan for the DLC's weapon IDs in your save files, and scrub them.
One way to see if this could be the case would be to save again after loading and open that save in gibbed's......if the file names are gone they could have been scrubbed if not then they are likely not associated with any loadable files....not a definite confirmation but still. Then again a scrub protocol could have been added to check for previous DLC weapons too so I doubt it.
#745
Posté 31 mai 2012 - 10:14
It could have been, but wasn't.Darth_Trethon wrote...
N7Kopper wrote...
I can think of a third.
The game is programmed via the DLC to scan for the DLC's weapon IDs in your save files, and scrub them.
One way to see if this could be the case would be to save again after loading and open that save in gibbed's......if the file names are gone they could have been scrubbed if not then they are likely not associated with any loadable files....not a definite confirmation but still. Then again a scrub protocol could have been added to check for previous DLC weapons too so I doubt it.
I did check, and that's exactly what happened.
#746
Posté 31 mai 2012 - 10:20
They may have been clever and placed them in a different spot than expected to make it trickier to discover the right file name.
#747
Posté 31 mai 2012 - 01:11
on a sidenote, anyone knows if it's possible to mod the game so that squadmates will be able to use all kinds of weapons ?
thanks in advance.
#748
Posté 31 mai 2012 - 03:42
n0l4n wrote...
I'm actually checking this thread like one hundred times a day to check if anyone was able to add rebellion weapons to SP, I'm dying to use them..
on a sidenote, anyone knows if it's possible to mod the game so that squadmates will be able to use all kinds of weapons ?
thanks in advance.
As far as I know, it is not possible to give them 5 different weapons. Squadmates are only able to switch between two guns, so there isn't even an ingame function that would make this possible.
But what you can do is use the coalesced editor, go to Biogame->sfxgame->sfxplayersquadloadoutdata->henchloadoutinfo
There you can adjust the two types of weapons a squadmate can use.
In addition, you could, no ensurance this will work properly because I just did it for ME2 once and it was still buggy, add every gun to every weapon class. Also under "sfxplayersquadloadoutdata" you can choose "assaultrifles" or "shotguns". Take the guns and add it where you want, so they'll be declared as this type of weapon. I think I remember you had to change this somewhere else too, but I don't know where and as I said it was ME2.
But if this would work, you could for example equip Tali a Sniper rifle even though she only got shotguns and pistols. The sniperrifle would be simply declared as shotgun now.
And Im also checking every hour if somebody knows how to add the Rebellion DLC guns. I don't wanna wait til BW brings them in a SP DLC.
#749
Posté 31 mai 2012 - 04:05
Darman wrote...
n0l4n wrote...
I'm actually checking this thread like one hundred times a day to check if anyone was able to add rebellion weapons to SP, I'm dying to use them..
on a sidenote, anyone knows if it's possible to mod the game so that squadmates will be able to use all kinds of weapons ?
thanks in advance.
As far as I know, it is not possible to give them 5 different weapons. Squadmates are only able to switch between two guns, so there isn't even an ingame function that would make this possible.
But what you can do is use the coalesced editor, go to Biogame->sfxgame->sfxplayersquadloadoutdata->henchloadoutinfo
There you can adjust the two types of weapons a squadmate can use.
In addition, you could, no ensurance this will work properly because I just did it for ME2 once and it was still buggy, add every gun to every weapon class. Also under "sfxplayersquadloadoutdata" you can choose "assaultrifles" or "shotguns". Take the guns and add it where you want, so they'll be declared as this type of weapon. I think I remember you had to change this somewhere else too, but I don't know where and as I said it was ME2.
But if this would work, you could for example equip Tali a Sniper rifle even though she only got shotguns and pistols. The sniperrifle would be simply declared as shotgun now.
And Im also checking every hour if somebody knows how to add the Rebellion DLC guns. I don't wanna wait til BW brings them in a SP DLC.
this was very useful, I'll try this way then.
thanks a lot !
#750
Posté 31 mai 2012 - 06:47





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