Mass Effect 3 Modding Thread (Last update: 14-05-2012)
#1001
Posté 11 juillet 2012 - 10:08
#1002
Guest_ShadowHawk28_*
Posté 12 juillet 2012 - 10:13
Guest_ShadowHawk28_*
Selvec_Darkon wrote...
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.
The Hammerhead is comming back?!! Oh happy Day!!
#1003
Posté 13 juillet 2012 - 03:22
Many thanks
#1004
Guest_BrotherWarth_*
Posté 13 juillet 2012 - 04:44
Guest_BrotherWarth_*
survivor_686 wrote...
In reponse to OP. Could it be possible to mod the front page to indicate the ability to add multiplayer DLC-unique weapons to Single Player?
Many thanks
They're already listed with the rest of the weapons.
#1005
Posté 13 juillet 2012 - 07:27
I've only noticed this "glitch" with the two aforementioned sniper rifles, not with any other weapon, including scoped assault rifles. I'm not using any special mods, or powers, so I'm wondering if this is some type of technical glitch.
#1006
Posté 13 juillet 2012 - 07:36
Are you by any chance using the Infiltrator class or the sniper concentration mod? The class has innate slow down when zoomed in with a sniper rifle and the mod adds it to other classes, but since all but the Indra and Incisor are semi-auto or bolt action snipers you don't notice the seemingly decreased rate of fire when zoomed in.Darkmage187 wrote...
Has anyone else experienced a drop in the fire rate of the Incisor and Indra sniper rifles while in zoom mode? For example, the Indra is supposed to have a rate of 500 rpm, which it has when shooting from the hip. However, the instant I switch to zoom mode, the fire rate drops by more than 50% for the first second or so, then suddenly speeds up to normal.
I've only noticed this "glitch" with the two aforementioned sniper rifles, not with any other weapon, including scoped assault rifles. I'm not using any special mods, or powers, so I'm wondering if this is some type of technical glitch.
#1007
Posté 13 juillet 2012 - 08:40
Nope, not using Infiltrator class, or any talents/powers that might affect ROF. I do have the sniper rifle concentration mod and extended barrel mod installed, but I don't see how that would cause the fire rate to start out slower, then suddenly speed up after the first 5 rounds in the clip have been discharged from the Indra, and about 6 rounds ( e.g. two 3-round bursts ) from the Incisor.ZombieGambit wrote...
Are you by any chance using the Infiltrator class or the sniper concentration mod? The class has innate slow down when zoomed in with a sniper rifle and the mod adds it to other classes, but since all but the Indra and Incisor are semi-auto or bolt action snipers you don't notice the seemingly decreased rate of fire when zoomed in.
Modifié par Darkmage187, 13 juillet 2012 - 08:41 .
#1008
Posté 13 juillet 2012 - 09:37
The concentration mod slows down time, therefore your weapon appears to shoot slower, but the effect only lasts a couple seconds before time goes back to normal.Darkmage187 wrote...
Nope, not using Infiltrator class, or any talents/powers that might affect ROF. I do have the sniper rifle concentration mod and extended barrel mod installed, but I don't see how that would cause the fire rate to start out slower, then suddenly speed up after the first 5 rounds in the clip have been discharged from the Indra, and about 6 rounds ( e.g. two 3-round bursts ) from the Incisor.ZombieGambit wrote...
Are you by any chance using the Infiltrator class or the sniper concentration mod? The class has innate slow down when zoomed in with a sniper rifle and the mod adds it to other classes, but since all but the Indra and Incisor are semi-auto or bolt action snipers you don't notice the seemingly decreased rate of fire when zoomed in.
#1009
Posté 13 juillet 2012 - 08:55
Interesting. I hadn't really noticed the time dilation effect with slower-firing sniper rifles like the Black Widow ( which I'd used more or less exclusively till recently ). Doesn't feel like much of an advantage with the rapid-firing snipers, but at least it's an intended effect. Thanks for your imput!ZombieGambit wrote...
The concentration mod slows down time, therefore your weapon appears to shoot slower, but the effect only lasts a couple seconds before time goes back to normal.
Modifié par Darkmage187, 13 juillet 2012 - 08:57 .
#1010
Posté 14 juillet 2012 - 08:20
So, I stared a new play-through and got to Mars. I then proceeded to toy around with the ChapterSave file and have it to where my Shepard is decked out in his custom armor. I then go and switch his weapons around but it doesn't stick. I'm changing all the values that have to do with weapon load-outs and primary/secondary weapons but to no avail. Am I doing something wrong or am I missing something?
Also...can you add more then two weapon mods to a weapon going through the "Weapon Mods" tab? First time I've played around with that and I'm extremely curious...
#1011
Posté 14 juillet 2012 - 08:25
I changed the magsize to 2 ( default magsize = 1 ), but the launcher simply fires once, then Shepard drops the weapon. You can re-equip the launcher and fire it a second time ( since it has magsize of 2 ), but you can't fire it twice consecutively, before dropping it.
I've observed the same behavior with the Reaper Blackstar, but NOT with the Cain. The only difference with the Cain is that it has an "ammopershot" entry in its directory that the Hydra and Blackstar do not.
As an experiment, I tried adding the ammopershot entry into the Blackstar's directory ( using Wenchy's ME3 Coalesced Editor ), and set its value to 1, and the magsize value to 2. Same behavior in game, Shepard fires the Blackstar once, then immediately drops it, and has to pick it up again to fire it a second time.
Some have suggested that this behavior is hard-coded, and cannot be changed via editing the .ini files. Any suggestions? Thanks in advance.
#1012
Posté 14 juillet 2012 - 10:01
#1013
Posté 14 juillet 2012 - 12:27
You can't mod the ChapterSave, it has to say Save_0001 or something similar.Kit-103 wrote...
360 Player here.
So, I stared a new play-through and got to Mars. I then proceeded to toy around with the ChapterSave file and have it to where my Shepard is decked out in his custom armor. I then go and switch his weapons around but it doesn't stick. I'm changing all the values that have to do with weapon load-outs and primary/secondary weapons but to no avail. Am I doing something wrong or am I missing something?
Also...can you add more then two weapon mods to a weapon going through the "Weapon Mods" tab? First time I've played around with that and I'm extremely curious...
#1014
Posté 14 juillet 2012 - 09:08
Selvec_Darkon wrote...
Sounds like the drop is part of the weapons firing animation/script.
Yeah, figures it would be something like that. Far as I can tell, none of the scripts are accessible in the Coalesced.bin file. Bummer.
#1015
Posté 15 juillet 2012 - 02:21
Male Gibbed Appearance Resource Locations:
All hair/scalp related names for Gibbed are located in BIOG_HMM_HIR_PRO_R.pcc
All face related names are located in BIOG_HMM_HED_PROMorph.pcc (includes Eyebrows)
Scar related texture names can be located in BIOG_HMM_HED_Alignment.pcc
Modifié par Selvec_Darkon, 15 juillet 2012 - 02:46 .
#1016
Posté 15 juillet 2012 - 10:03
#1017
Posté 15 juillet 2012 - 12:49
#1018
Posté 15 juillet 2012 - 02:55
Its in the .dlc file. The .pcc file for it is called SFXWeapon_Shotgun_QuarianDLC.pcc
I imagine the Krysae is SFXWeapon_SniperRifle_Turian
The .pcc is SFXWeapon_SniperRifle_TurianDLC.pcc
Seem's to follow that naming convention for this DLC.
Cerabus is SFXWeapon_AssaultRifle_Cerberus
.pcc is SFXWeapon_AssaultRifle_CerberusDLC.pcc
The Prothean Particle Rilfe was also given an entry, as it was added to multiplayer. You don't see it much in game though.
SFXWeapon_AssaultRifle_Prothean
SFXWeapon_AssaultRifle_ProtheanDLC.pcc
Modifié par Selvec_Darkon, 15 juillet 2012 - 03:00 .
#1019
Posté 15 juillet 2012 - 06:56
I remember reading that they changed something in the Rebellion DLC files or something. Part of the weapon is server side?
#1020
Posté 15 juillet 2012 - 08:45
#1021
Guest_ShadowHawk28_*
Posté 16 juillet 2012 - 12:58
Guest_ShadowHawk28_*
Selvec_Darkon wrote...
Doesn't look it. The entire file is separate from the main files however, and is in its own file type. To use DLC, you have to get it verified online first. So its probably just a matter of the verification doing a quick check over the files and not liking what it see's.
yeah well these codes don't seem to work at all.
SFXGameContentDLC_CON_MP2.SFXWeapon_AssaultRifle_Cerberus Cerberus Harrier
SFXGameContentDLC_CON_MP2.SFXWeapon_Shotgun_Quarian Reegar Carbine
SFXGameContentDLC_CON_MP2.SFXWeapon_SniperRifle_Turian Krysae
#1022
Posté 16 juillet 2012 - 11:22
I'll take another look through the file tonight regardless.
#1023
Guest_BrotherWarth_*
Posté 17 juillet 2012 - 12:09
Guest_BrotherWarth_*
Selvec_Darkon wrote...
Well your first mistake is you added "Cerberus Harrier" "Reegar Carbine" and "Krysae" to the ends.
I'll take another look through the file tonight regardless.
The lines don't work. It has nothing to do with errors. The only files associated with the Rebellion guns that are actually downloaded with the DLC are the skins. The actual data for the guns is stored on EA's servers. This has been confirmed by Bioware.
#1024
Posté 17 juillet 2012 - 01:12
#1025
Posté 17 juillet 2012 - 09:00





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