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


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#801
prog_bassist

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Kenadian wrote...

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.


Nope.  Apparently something's changed between the first DLC and the second; a simple line of code isn't enough to add the new weapons.  

Also, I don't know about the second one.

#802
Kenadian

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I really don't see why they would not just toss them in SP anyways. It's not like they're CE edition guns or N7 Warfare Pack stuff. They've given us the guns for free.

#803
thepiebaker

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elitesalt wrote...

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.


it worked for me. your argument is invalid

#804
elitesalt

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thepiebaker wrote...

elitesalt wrote...

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.


it worked for me. your argument is invalid

probably because you also set the value at 10. delete the flag entirely and i assure you your weapon will still be there. i'm presenting you with facts, not an argument.

#805
shepisavanguardgetoverit

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Kenadian wrote...

I really don't see why they would not just toss them in SP anyways. It's not like they're CE edition guns or N7 Warfare Pack stuff. They've given us the guns for free.


Since when has bioware done anything sensible?  The vibe im getting from them lately is "This is our game, don't touch it, you will play the game the way we want u to play, not the way u want to play? Suck it"

I mean, we paid for the weapons (rebellion) we deserve the right to say we want our weapons in the SP. 

#806
elitesalt

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if you paid money for the free rebellion pack then you did something wrong

#807
Ranger_Captain

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Sooo... no one knows how the make the mattock automatic?

#808
Soja57

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Ranger_Captain wrote...

Sooo... no one knows how the make the mattock automatic?


Previous post mentions of how to do this...

rlilewis wrote...

DJ_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)
roundsperburst = 2 (I dont know if this is necessary, but I left it)


Thanks
man, I too had added the minrefiretime, but both my lazyrateoffire and
minrefiretime were 0.1 so it definitely needs to be 0. Also I left the
roundsperburst at 1 and it works fine.

Now just ramp up the rate of fire to 800+ and you've got an SA58 PARA with huge hitting power up close. [smilie]http://social.bioware.com/images/forum/emoticons/w00t.png[/smilie]



#809
Guest_magnetite_*

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I figured out where they keep the cabin music for the Normandy (BioD_Nor_101CabinMusic.pcc is the file name). I know to extract the audio, but trying to replace the files and repackage it as a PCC file is a different matter.

That is if anyone wants to replace the audio files with something more suitable to their tastes.

Modifié par magnetite, 02 juin 2012 - 07:57 .


#810
Aurica

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Does anyone know how to change the color of full suit armors using the mods?
I looked under section 8.0 of the OP but can't seem find anything on that.  It talks about unlocking amor and changing mesh so the helmet looks different.

Modifié par Aurica, 02 juin 2012 - 09:39 .


#811
n0l4n

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I have a question I'm sure somebody in this thread will 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

#812
Astralify

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magnetite wrote...

I figured out where they keep the cabin music for the Normandy (BioD_Nor_101CabinMusic.pcc is the file name). I know to extract the audio, but trying to replace the files and repackage it as a PCC file is a different matter.

That is if anyone wants to replace the audio files with something more suitable to their tastes.


That is a cool idea. It would be awesome if we could add this =]

#813
Guest_ShadowHawk28_*

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Someone has to get the new weapons from the rebellion pack into Single player ASAP!!

#814
Piszi

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Astralify wrote...

magnetite wrote...

I figured out where they keep the cabin music for the Normandy (BioD_Nor_101CabinMusic.pcc is the file name). I know to extract the audio, but trying to replace the files and repackage it as a PCC file is a different matter.

That is if anyone wants to replace the audio files with something more suitable to their tastes.


That is a cool idea. It would be awesome if we could add this =]


You can replace it with the ME3Explorer but if you replace a music you need to edit PCConsoleTOC.bin as well because this file contains file size information for all files and if you dont edit the size info the game will crash.

#815
Phylarion

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Aurica wrote...

Does anyone know how to change the color of full suit armors using the mods?
I looked under section 8.0 of the OP but can't seem find anything on that.  It talks about unlocking amor and changing mesh so the helmet looks different.


You can't.

Unless you a) replace their textures in the .pcc (or via TexMod, which I haven't seen anyone do) with custom ones which allow colouration (this is doable in theory with the right tools) and then B) mod them in as part of the normal modular armor (ie. the N7/Rosenkov/Armax mix-n-match).

#816
ShadyJ

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Can gibbed alter the stats of armor and armor pieces and if so how?

#817
Aurica

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Phylarion wrote...

Aurica wrote...

Does anyone know how to change the color of full suit armors using the mods?
I looked under section 8.0 of the OP but can't seem find anything on that.  It talks about unlocking amor and changing mesh so the helmet looks different.


You can't.

Unless you a) replace their textures in the .pcc (or via TexMod, which I haven't seen anyone do) with custom ones which allow colouration (this is doable in theory with the right tools) and then B) mod them in as part of the normal modular armor (ie. the N7/Rosenkov/Armax mix-n-match).


Thanks for the explanation.  Its such a bummer.   Its so odd that the N7 Defender armor (with Deathmask)  is actually colorable in the MP but not in SP.  :blush:

Modifié par Aurica, 03 juin 2012 - 01:18 .


#818
BobTheAndroid

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Hi,
Is there a way to make Shepard lower her(his) weapons the way the squadmates do? Automatically when there is no danger.
Shepard lowers her(his) weapon if she(he) gets close enough to an object, so the animation is in the game.
Please, tell me it can be done!!!!! I know it is a small thing, but it still bugs me.

#819
Fredvdp

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Has anyone figured out how to upscale the user interface? I think the subtitles and conversation wheel are too small at high resolutions. I tried contacting BioWare and EA about this issue and they say it's not high on their priority list for a future patch.

Just take a look at this: www.youtube.com/watch

Modifié par Fredvdp, 03 juin 2012 - 09:00 .


#820
BrooklynSpartan

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So the rebellion weapons is a no go huh. Greedy EA

#821
T0X

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elitesalt wrote...

probably because you also set the value at 10. delete the flag entirely and i assure you your weapon will still be there. i'm presenting you with facts, not an argument.

If you're not setting your weapon levels to 42, you're just doing it wrong. ;)

#822
MACharlie1

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Phylarion wrote...

Aurica wrote...

Does anyone know how to change the color of full suit armors using the mods?
I looked under section 8.0 of the OP but can't seem find anything on that.  It talks about unlocking amor and changing mesh so the helmet looks different.


You can't.

Unless you a) replace their textures in the .pcc (or via TexMod, which I haven't seen anyone do) with custom ones which allow colouration (this is doable in theory with the right tools) and then B) mod them in as part of the normal modular armor (ie. the N7/Rosenkov/Armax mix-n-match).

Mm. I don't think that'd do it on it's own. The full sets have three sets of textures. The modular pieces have four - the fourth is the color and pattern placements - the black textures with the green/red/yellow/blue lines. The only way to change color is just to change the colors out of game and reimport with TexMod.

Question: Vega's Collector Armor eyepiece. Is there a code for that for Shepard?  

#823
Piszi

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MACharlie1 wrote...

Phylarion wrote...

Aurica wrote...

Does anyone know how to change the color of full suit armors using the mods?
I looked under section 8.0 of the OP but can't seem find anything on that.  It talks about unlocking amor and changing mesh so the helmet looks different.


You can't.

Unless you a) replace their textures in the .pcc (or via TexMod, which I haven't seen anyone do) with custom ones which allow colouration (this is doable in theory with the right tools) and then B) mod them in as part of the normal modular armor (ie. the N7/Rosenkov/Armax mix-n-match).

Mm. I don't think that'd do it on it's own. The full sets have three sets of textures. The modular pieces have four - the fourth is the color and pattern placements - the black textures with the green/red/yellow/blue lines. The only way to change color is just to change the colors out of game and reimport with TexMod.

Question: Vega's Collector Armor eyepiece. Is there a code for that for Shepard?  


Do you mean the one which Kai wears? Because that you can unlock and buy it after a point but I don't remember in which store. Or you can unlock it with gibbed save editor. I think it's called Delumcore Overlay or not :D

#824
MACharlie1

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Piszi wrote...

MACharlie1 wrote...

Phylarion wrote...

Aurica wrote...

Does anyone know how to change the color of full suit armors using the mods?
I looked under section 8.0 of the OP but can't seem find anything on that.  It talks about unlocking amor and changing mesh so the helmet looks different.


You can't.

Unless you a) replace their textures in the .pcc (or via TexMod, which I haven't seen anyone do) with custom ones which allow colouration (this is doable in theory with the right tools) and then B) mod them in as part of the normal modular armor (ie. the N7/Rosenkov/Armax mix-n-match).

Mm. I don't think that'd do it on it's own. The full sets have three sets of textures. The modular pieces have four - the fourth is the color and pattern placements - the black textures with the green/red/yellow/blue lines. The only way to change color is just to change the colors out of game and reimport with TexMod.

Question: Vega's Collector Armor eyepiece. Is there a code for that for Shepard?  


Do you mean the one which Kai wears? Because that you can unlock and buy it after a point but I don't remember in which store. Or you can unlock it with gibbed save editor. I think it's called Delumcore Overlay or not :D

Nope. I mean Vega.

Image IPB

#825
Astralify

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BobTheAndroid wrote...

Hi,
Is there a way to make Shepard lower her(his) weapons the way the squadmates do? Automatically when there is no danger.
Shepard lowers her(his) weapon if she(he) gets close enough to an object, so the animation is in the game.
Please, tell me it can be done!!!!! I know it is a small thing, but it still bugs me.


I was just thinking about this... So, is it possible to bind the animation to a button?