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


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#976
DJepic112

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Can someone help me get the bool plot ID that says we completed Miranda's loyalty mission in ME2? I'm not talking about the plot ID that says we have her loyalty, but rather, the ID that says we even did her mission at all. I started off with ME3 on the PC and even though I've edited my save file to say that I played ME2 and have Miranda's loyalty, she keeps dying in ME3.

I'm pretty sure I've narrowed the problem down to the fact that according to my save, her loyalty mission wasn't done in ME2. In the Gibbed editor, there's a check box for Jacob's loyalty mission completion but not for Miranda. I really want to keep her alive in ME3. I've done everything I can in ME3 and I'm sure this is the problem. I've already referred to the "how to keep Miranda alive" thread but it doesn't address this single problem.

#977
Darkmage187

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Anyone know how to "unlock" level X weapons in single player without having to:

1: Complete the game, then import the character for a 2nd run through.

2: Eliminate the plot flags for each weapon ( i.e. ,PlotUnlockConditionalID, PlotPurchaseID ) in the bioui.ini > sfxgamecontent > sfxguidata > store directory?

Perhaps there is a method for editing the plot flags, which will allow you level X upgrades?

I'm not interested in getting/purchasing the weapons before your "supposed to", just want to have the option to upgrade them to level X from the get go. 

Modifié par Darkmage187, 07 juillet 2012 - 10:38 .


#978
Guest_BrotherWarth_*

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Not that I'm aware of. Why not just change the levels to X after you unlock them?

#979
Didact2401

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Did anyone ever figure out how to prevent corpses from disappearing so quickly or how to enable ragdoll after death?

Modifié par Didact2401, 08 juillet 2012 - 04:10 .


#980
Selvec_Darkon

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Right. I've decided to do a bit of a poke around in the Character Creator, particularly in regards to adding more slots to the complexion slider. Before I start any major investigation, has anyone else been doing anything along these lines and made any discoveries? It would seem like a Coalesced option.

#981
ZombieGambit

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Darkmage187 wrote...

Anyone know how to "unlock" level X weapons in single player without having to:

1: Complete the game, then import the character for a 2nd run through.

2: Eliminate the plot flags for each weapon ( i.e. ,PlotUnlockConditionalID, PlotPurchaseID ) in the bioui.ini > sfxgamecontent > sfxguidata > store directory?

Perhaps there is a method for editing the plot flags, which will allow you level X upgrades?

I'm not interested in getting/purchasing the weapons before your "supposed to", just want to have the option to upgrade them to level X from the get go. 

In Gibbed's either increase the New Game+ Count under Raw>Plot>Known Variables so that in-game you can purchase the level 10 upgrades (you can give yourself more credits to cover the expenses) or indivicually increase the weapon level by going to Raw>Plot>Player Variables and finding each entry that looks like SFXGameContent.SFXWeapon_[Weapon Type]_[Name] and inceasing the value to 10.

There's a duplicate of the weapon variables that look like SFXGameContent.SFXWeapon_[Weapon Type]_[Name].Flags. It's just the line that indicates whether or not it will appear as a "New" weapon in the mod table. Leave the variable at 1 for these.

#982
Guest_BrotherWarth_*

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Anyone know how to add bonus powers through Gibbed? After multiple playthroughs and doing everything required Ashley and Liara's second bonus powers have not unlocked.

#983
Gold Dragon

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BrotherWarth wrote...

Anyone know how to add bonus powers through Gibbed? After multiple playthroughs and doing everything required Ashley and Liara's second bonus powers have not unlocked.


I can't say when either of Ashley's come (I don't have her), but Liara's second power pops up after completing Priority: Thessia, and her confrontation with Javik (Assuming DLC from AShes is installed)

:wizard:

#984
digby69

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digby69 wrote...

What are the Plot IDs to get Conrad Verner in ME3?

Is this even possible, I can't find any info on it anywhere. Please help.


Anyone?

#985
Guest_BrotherWarth_*

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A Golden Dragon wrote...

BrotherWarth wrote...

Anyone know how to add bonus powers through Gibbed? After multiple playthroughs and doing everything required Ashley and Liara's second bonus powers have not unlocked.


I can't say when either of Ashley's come (I don't have her), but Liara's second power pops up after completing Priority: Thessia, and her confrontation with Javik (Assuming DLC from AShes is installed)

:wizard:


Yeah, I know. Ashley's second oen comes after the Cerberus attack on the Citadel and you welcome her back to the Normandy. But after numerous playthroughs neither Marksman nor Stasis have unlocked.

#986
Selvec_Darkon

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Bioware intends to allow vehicles in the future. Buried deep in the coalscend.bin file there is a vehicle spawn entry. I can't remember exactly where, as I'm at work, but its there. Its a string of random numbers at the mo. My eye's were rather blurry last night when I found it, I'll try and post the entry later when I get home to my desktop.

Anyway, I'm currently followings a trail of pathways from the coalscend.bin to what I hope will be the location of the character creator variables and such. Its gone towards a PCC file, so I'll require a viewer/editor.

Whats the best viewer/editor for these files? The naming conventions for ME3 are pretty basic. I've stared at this for years when I was modding NWN files. Nothings changed, Bioware still uses the same naming conventions now as they did then.

Nor files are the Norway Interior. You won't find the ship in those. You'll need to look in files that contain the norway during in game cinamatics, then follows the path to the location of where its stored.

Modifié par Selvec_Darkon, 09 juillet 2012 - 09:46 .


#987
RGFrog

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I believe the character creator is BioP_Char.pcc

#988
Guest_ShadowHawk28_*

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Selvec_Darkon wrote...

Bioware intends to allow vehicles in the future. Buried deep in the coalscend.bin file there is a vehicle spawn entry. 


Did it say what kind of Vehicle it's suposed to be?

#989
Selvec_Darkon

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RGFrog wrote...

I believe the character creator is BioP_Char.pcc


Awesome. Thank you very much, this will make it easier to try and do what I'm trying to do....


shadowhawk233 wrote...

Selvec_Darkon wrote...

Bioware intends to allow vehicles in the future. Buried deep in the coalscend.bin file there is a vehicle spawn entry. 


Did it say what kind of Vehicle it's suposed to be?


I can't remember honestly. I'll take a look later tonight in about 5 hours or so.

#990
Selvec_Darkon

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Pretty much exactly what I thought it was. I was tired last night and didn't take a good look. The vehicle seems to be a mounted gun. Though given how generic sounding the entry is, I'd still hazard a guess Bioware plans some kinda vehicle based DLC. Though it could be they are just as easily planning to add the ability to take over an atlas/mounted gun in multiplayer.

Maybe some kinda atlas based multiplayer mode?

Bioinput.ini
-sfxgame
--sfxgamemodevehicle


Edit: More update on this

I have found proof of the hover tank thing eventually being added to the game.

Biogame.ini
-sfxgame
--sfxvehiclehover


There are enteries in there about jump boost, hover, self repairing, thrust, maxangle etc etc, pretty much everything that the hover tank thing from ME2 had. I'd say that there is a good chance we'll see some DLC that add's some missions in which you retake the tank on earth, or perhaps some side DLC showing what happened to said tank.

I've actually always wondered if that guy from the trailer in big ben may be involved in some sort of DLC, or maybe something telling Andersons tale.

Modifié par Selvec_Darkon, 10 juillet 2012 - 09:35 .


#991
Selvec_Darkon

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Does anyone know of some software that can open .package files?

I know .package files are files used by EA specfically. The ones in ME3 seem to have a lot in common with the ones in spore, but the tools that allow you to open spores .package files do not work with ME3.

Edit: Interesting. I opened the .package files with a hex editor. They are not .package files at all. They lack the DBPF in the header that is included in all .package files. Translated to ASCII they become P▬......


Edit: More interesting discoveries. There are a number of filtered out enteries in the coalscend.bin, BioEditor.ini is one.

Under bioengine.ini there is a configcoalescefilter, and under that is a "filter out" section. This section has various sections that are marked for filtering out, including the BioEditor.ini, which could be the functions for the customization. No idea how you access these filtered out area's yet however. To scared to start ME3 with it edited.

Of more interest to some people will be the BIODLCOptions.ini that is filtered out.


Edit Edit:

Found all the file extensions used by ME3.

bioengine.ini
-core
--system
---extensions

They are:
.UPK - Unreal Developer Kit files
.U - Unreal Dev kit file, settings are in these. Possibly .package files.
.SFM - Sound Files
.PCC
.TFC - Model/texture files
.UXX -

The extension for the cache file is .uxx

Also it's kinda scary that EA's server is

bwe-skynet.bioware.ad.ea.com

SKYNET! I knew it! Good thing saving to skynet is turned to 0...


More Edit:

There appears to be a capacity to include an override folder for ME3 by creating a folder "Override" in the Biogame folder.  It under unrealed, editorengine. If it's anything like NWN, that would allow someone to place textures, models, sounds files etc, with the same name as files in the game, into the override folder, and the game would load those instead of the base core components.

Thats a theory mind you. It might not even be possible.


Mostly this is just me throwing idea's around, unless I confirm stuff.
Now this is interesting: http://spkfish.creon...g/BIOEditor.ini

Modifié par Selvec_Darkon, 10 juillet 2012 - 11:18 .


#992
khaos974

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I'd like to add the capability to see through smoke of the sniper scope to another sniper mod, or to the gun itself. Is there some means to do that?

#993
Guest_BrotherWarth_*

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Selvec_Darkon wrote...

There appears to be a capacity to include an override folder for ME3 by creating a folder "Override" in the Biogame folder.  It under unrealed, editorengine. If it's anything like NWN, that would allow someone to place textures, models, sounds files etc, with the same name as files in the game, into the override folder, and the game would load those instead of the base core components.


So theoretically one could add new armors, weapons, classes, etc by overriding existing ones?

#994
RGFrog

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BrotherWarth wrote...

So theoretically one could add new armors, weapons, classes, etc by overriding existing ones?


If I remember correctly that's how it worked in DA:O. ...packages/core/override, possible DA2 as well. Or at least the override folder was where you'd put new armor and stuff in. Been so long....

Modifié par RGFrog, 10 juillet 2012 - 07:19 .


#995
Selvec_Darkon

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Yep.

The idea of an override folder is that it allows you to apply textures, models, sound files, whatever in place of existing resources.

Thats the theory if it works. I haven't tested it, as my biggest issue is that I'm relatively new to ME3 modding and have no idea how to apply anything using ME3's settings, short of editing the coalscend. I don't even know what some of the resources existing are. Its all good to have a "BiowareMorphsliderHMM" but unless we can edit it or replicate it, then an override folder is a waste of time in the long run.

Modifié par Selvec_Darkon, 10 juillet 2012 - 08:46 .


#996
AlienAtSystem

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I wanted to ask how to spice up the appearance of the multiplayer characters, but if I read this thread correctly, these changes would affect others I play with?

#997
Selvec_Darkon

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If you touch anything multiplayer related EA will ban you. So don't.

#998
cegr25

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Can someone help provide me with the game code for Joker's SR2 cap? I'd like to use it in Gibbed's save editor as a hairstyle.

#999
Selvec_Darkon

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I think the cap might be part of his model.

#1000
ZombieGambit

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Selvec_Darkon wrote...

I think the cap might be part of his model.

Nope.

cegr25 wrote...

Can someone help provide me with the game code for Joker's SR2 cap? I'd like to use it in Gibbed's save editor as a hairstyle.

In Gibbed's go to Raw>Squad>Player>Appearance>Head Morph and paste one of the following codes, without the quotes, into the Hair Mesh line. 

"BIOG_HMM_HIR_PRO_R.Hat_Beret.HMM_HAT_Brt_MDL" Alliance Beret
"BIOG_HMM_HIR_PRO_R.Hat_Officer.HMM_HAT_Off_MDL" Officer's Cap
"BIOG_HMM_HIR_PRO_R.Hat_Cap.HMM_HAT_Cap_MDL" Normandy SR-2 Cap (Joker's)
"BIOG_HMM_HIR_PRO_R.Hat_Cuban.HMM_HAT_Cub_MDL" Cuban Cap
"BIOG_HMM_HIR_PRO_R.Hat_Moto.HMM_HAT_MTR_MDL" Earpiece
"BIOG_HMM_HIR_PRO_R.Hat_Hackett.HMM_HAT_Hac_MDL" Hackett's Officer's Cap (has Alliance logo)

However, unless you have one of the crew cut style hair cuts, or one of the 2 balding hairstyles (the one like Pressley's hair or the last one) your hair will poke through the hat. So, if you don't have one of those styles I'd recommend starting a new character, making the appearance to what you want, choose one of those styles, then export the headmorph and import it into the character you want to have the hat.

FYI, helmets can still be worn with the hats, but there will be minor clipping issues on the ones that don't encase the whole head, like the visors. There is no problem at all with helmets that cover the whole head.

Should turn out like this:
Posted Image

Modifié par ZombieGambit, 11 juillet 2012 - 10:13 .