Mass Effect 3 Modding Thread (Last update: 14-05-2012)
#976
Posté 06 juillet 2012 - 07:14
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
Posté 07 juillet 2012 - 10:31
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_*
Posté 08 juillet 2012 - 02:28
Guest_BrotherWarth_*
#979
Posté 08 juillet 2012 - 04:09
Modifié par Didact2401, 08 juillet 2012 - 04:10 .
#980
Posté 08 juillet 2012 - 04:19
#981
Posté 09 juillet 2012 - 02:15
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.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.
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_*
Posté 09 juillet 2012 - 03:09
Guest_BrotherWarth_*
#983
Posté 09 juillet 2012 - 04:28
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)
#984
Posté 09 juillet 2012 - 05:22
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_*
Posté 09 juillet 2012 - 07:42
Guest_BrotherWarth_*
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)
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
Posté 09 juillet 2012 - 09:38
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
Posté 10 juillet 2012 - 12:13
#988
Guest_ShadowHawk28_*
Posté 10 juillet 2012 - 01:21
Guest_ShadowHawk28_*
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
Posté 10 juillet 2012 - 01:36
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
Posté 10 juillet 2012 - 06:34
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
Posté 10 juillet 2012 - 07:39
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
Posté 10 juillet 2012 - 02:40
#993
Guest_BrotherWarth_*
Posté 10 juillet 2012 - 05:59
Guest_BrotherWarth_*
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
Posté 10 juillet 2012 - 07:17
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
Posté 10 juillet 2012 - 08:46
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
Posté 10 juillet 2012 - 09:48
#997
Posté 11 juillet 2012 - 12:30
#998
Posté 11 juillet 2012 - 01:34
#999
Posté 11 juillet 2012 - 01:48
#1000
Posté 11 juillet 2012 - 10:05
Nope.Selvec_Darkon wrote...
I think the cap might be part of his model.
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.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.
"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:
Modifié par ZombieGambit, 11 juillet 2012 - 10:13 .





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