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


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#776
Ranger_Captain

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Husges wrote...

Anyone have any luck getting their coalesced mods functioning again since the DLC? I don't see where or how my modded file is being overwritten.


Mine are fine. I had to redo them in a new copy after the patch but other than that no issue.

#777
Husges

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Ranger_Captain wrote...

Husges wrote...

Anyone have any luck getting their coalesced mods functioning again since the DLC? I don't see where or how my modded file is being overwritten.


Mine are fine. I had to redo them in a new copy after the patch but other than that no issue.


Perfect - redoing it fixed everything. Thanks! :)

#778
Ranger_Captain

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Yeah this will probably happen with every major patch/update/DLC pack. It will overide your old Coalesed file and you'll have to redo all your modifications (simply loading an old version won't work as it will lack the key changes made).

Side note, I tried this when the game came out and failed, but perhaps someone else knows now (and the motivation is higher now) to alter the standard Mattock's ROF to be full auto. I tried binding the fire key to the mouse wheel (old FPS trick) but it doesn't seem to bind right. Anyone know of another method to do this?

Modifié par Ranger_Captain, 01 juin 2012 - 05:27 .


#779
Eragondragonrider

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So I have pretty much been running a ghost program on my modded PC/XBox I use for patch testing and game design that I do for a certain company, won't get into details. For people wondering, it mostly likely will not be possible to get the new MP weapons into SP due to the fact all the coding for the weapon is kept in house on EA's side. I have a feeling this is done so they can release them later as a DLC for SP people to shell out cash for.

#780
evilclownbobo

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Eragondragonrider wrote...

So I have pretty much been running a ghost program on my modded PC/XBox I use for patch testing and game design that I do for a certain company, won't get into details. For people wondering, it mostly likely will not be possible to get the new MP weapons into SP due to the fact all the coding for the weapon is kept in house on EA's side. I have a feeling this is done so they can release them later as a DLC for SP people to shell out cash for.


*sigh* That's what I figured... Those bastards. :(

#781
Darth_Trethon

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Eragondragonrider wrote...

So I have pretty much been running a ghost program on my modded PC/XBox I use for patch testing and game design that I do for a certain company, won't get into details. For people wondering, it mostly likely will not be possible to get the new MP weapons into SP due to the fact all the coding for the weapon is kept in house on EA's side. I have a feeling this is done so they can release them later as a DLC for SP people to shell out cash for.


I had a feeling they may be loading the weapons from the MP servers. They keep insisting on trying to rob us of every cent they can. That's ok, ME3 is likely the last BW/EA game I buy.

#782
Ranger_Captain

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Well does anyone know how to alter the Mattock to resemble (not physically) the Harrier? The damage and spread values are easy to alter as is the weights, but the ROF is eluding me (and key).

#783
n0l4n

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well this is very sad. at least I hope those who are capable are going to refocus their efforts into giving our shepards some extra powers/ability.. those from resurgence would still be awesome

#784
Shauny7488

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I was adding the MP exclusive guns using Gibbed's save editor (which is fantastic and easy to use). I followed the instructions given on page one of this thread, the Collector Assault Rifle shows up, but none of the Resurgence Pack weapons do. What am i doing wrong? :S

#785
prog_bassist

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Shauny7488 wrote...

I was adding the MP exclusive guns using Gibbed's save editor (which is fantastic and easy to use). I followed the instructions given on page one of this thread, the Collector Assault Rifle shows up, but none of the Resurgence Pack weapons do. What am i doing wrong? :S


I just added them, and they work fine.  Walk me through your process.

#786
Shauny7488

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Open up Gibbed ME3 save file editor
Load up my latest save
click raw/player variables and open up the window with the list of weapons and weapon mods
click add, go to page one of this thread, highlight and copy the weapon id that i want to add, eg: SFXGameContentDLC_CON_MP1.SFXWeapon_AssaultRifle_Krogan
on the left hand side of the window, paste the weapon id under "Name"
change "Value" to 10
repeat for the other 2 weapons
click ok
click save, overwrite the save file that i loaded up
open origin, open ME3, load the save file that i just modified
???
Profit!

#787
prog_bassist

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Hmmm...I'm not familiar with the savegame method, though I've heard that it works equally as well. I used coalesced.bin to do it, so I don't know if you want to try that method versus modding a save.

#788
Shauny7488

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i dont think you can upgrade the weapons to level 10 with that can you?

#789
incinerator950

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I add all of the guns I normally don't have (Resurgence, Collector) at level X to avoid that problem.

Eragon seems to be on the money.

#790
prog_bassist

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Shauny7488 wrote...

i dont think you can upgrade the weapons to level 10 with that can you?


Mine are all at Level 10.

#791
Shauny7488

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ok, so i got the coalesced editor, and i looked at the tutorials on page 1, it doesnt actually say how to add a weapon and how to make it level X. Im a complete noob at this stuff so yeah, if a detailed walkthrough like the gibbed section has, thatd be swell.

#792
Piszi

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Darth_Trethon wrote...

Eragondragonrider wrote...

So I have pretty much been running a ghost program on my modded PC/XBox I use for patch testing and game design that I do for a certain company, won't get into details. For people wondering, it mostly likely will not be possible to get the new MP weapons into SP due to the fact all the coding for the weapon is kept in house on EA's side. I have a feeling this is done so they can release them later as a DLC for SP people to shell out cash for.


I had a feeling they may be loading the weapons from the MP servers. They keep insisting on trying to rob us of every cent they can. That's ok, ME3 is likely the last BW/EA game I buy.


If the weapons are loaded from server than you don't need the texture or the mesh, and both of them are included in the dlc. for example here is the turian sniper mesh LINK
I think the trick is that the files aren't loaded until you start the MP but maybe someone who has experience in UE modding or developing can figure it out.

#793
Guest_BrotherWarth_*

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Ravii wrote...

quick question. my gibbed editor wont start. i downloaded it and every time i want to start i get a error...


I was having the same problem. Download the latest version if you haven't already and just open the program from the rar(or zip, whatever it may be). Don't know why it won't open after I extract it.

#794
Darman

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Another question according to the Rebellion DLC/ MP in common.

I love the MP Cerberus Adept/vanguard armors. So I wonder if I can add them to the SP armor locker. Unfortunatly I can't find any matching skeletal mesh files for SP in the DLCs pccs. So, anybody knows how to do this? Is it even possible to add MP armros to SP?

Modifié par Darman, 01 juin 2012 - 06:03 .


#795
Guest_BrotherWarth_*

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I was actually just thinking how cool the MP Batarian armor would look on Shepard.

#796
msammyboy16

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I know using gibbed, you have your weapon code and then you have the same code followed up by (.flags). What I was thinking was maybe that flag code is something totally different for the Rebellion dlc weapons. Just an idea, chances are I'm wrong too. I only have the game on 360; if I had it on PC I would search through the dlc to verify this theory.

#797
thepiebaker

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msammyboy16 wrote...

I know using gibbed, you have your weapon code and then you have the same code followed up by (.flags). What I was thinking was maybe that flag code is something totally different for the Rebellion dlc weapons. Just an idea, chances are I'm wrong too. I only have the game on 360; if I had it on PC I would search through the dlc to verify this theory.


the flag is what level the  weapon would be at

i.e. a flag of 8 would make the weapon VIII

#798
n0l4n

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I have a question I'm sure somebody in this thread will surely be able to answer:

I'm using a modded coalesced based on Chemieali's one wich I've given some modifications myself, I'd like to know how do I add a piece of headgear to a slot such as the shoulder or legs one ? I'd like to test adding multiple head items.

I would like for example to move the joker hat (sort of) wich is included in this coalesced frome the head slot to the shoulder slot so that it could coexist with some visors and look awesome.

I'm planning to use one of the full body armors included in the torso slot so I don't care for no shoulder or legs.

I remember I was able to do something like this with this same coalesced wich added a couple more hairstiles to the shoulder slot wich would just place over the existing one and it looked very nice.

I hope I sounded understandable at all :)

thank you a lot in advance

Modifié par n0l4n, 02 juin 2012 - 02:40 .


#799
Kenadian

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Probably a question that's been asked repeatedly but, has anyone successfully plopped in the Rebellion guns yet? Specifically using Gibbed?

Actually, one other thing I was wondering about. The MP weapons that DO work in SP, such as the Kishock or the Geth SMG, do they draw their stats in SP from the original stats they came with or from the latest balancing in MP? Just curious.

Modifié par Kenadian, 02 juin 2012 - 03:05 .


#800
elitesalt

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thepiebaker wrote...

msammyboy16 wrote...

I know using gibbed, you have your weapon code and then you have the same code followed up by (.flags). What I was thinking was maybe that flag code is something totally different for the Rebellion dlc weapons. Just an idea, chances are I'm wrong too. I only have the game on 360; if I had it on PC I would search through the dlc to verify this theory.


the flag is what level the  weapon would be at

i.e. a flag of 8 would make the weapon VIII

wrong wrong wrong.

the value of the initial weapon code is what affects the level. the flag is just used to determine whether or not the "new" icon/text appears in the weapon loadout.