Mass Effect 3 Modding Thread (Last update: 14-05-2012)
#1226
Posté 28 août 2012 - 08:49
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_AssaultRifleSuperPen",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_AssaultRifleMelee",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_AssaultRifleSuperScope",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_PistolHeadShot",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_PistolSuperDamage",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_ShotgunDamageAndPen",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_ShotgunSuperMelee",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_SMGPenetration",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_SniperRifleDamageAndPen",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_SniperRifleSuperScope",BaseCost=1000)
#1227
Guest_ShadowHawk28_*
Posté 28 août 2012 - 10:25
Guest_ShadowHawk28_*
M920CAIN wrote...
For people who want to add the Leviathan DLC weapon mods at their Spectre terminal:
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_AssaultRifleSuperPen",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_AssaultRifleMelee",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_AssaultRifleSuperScope",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_PistolHeadShot",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_PistolSuperDamage",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_ShotgunDamageAndPen",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_ShotgunSuperMelee",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_SMGPenetration",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_SniperRifleDamageAndPen",BaseCost=1000)
(ItemType=TYPE_MOD,ItemclassName="SFXGameContentDLC_Shared.SFXWeaponMod_SniperRifleSuperScope",BaseCost=1000)
You didn't add Ultralight Pistol Materials and SMG Mass Pulse Recoil System which is included in that new DLC.
Modifié par shadowhawk233, 28 août 2012 - 10:59 .
#1228
Posté 29 août 2012 - 06:53
I'm not sure of the Mass Pulse Recoil System's internal name, though. I'll hazard a guess... sfxgamecontentdlc_shared.SFXWeaponMod_SMGStabilization
Also, does anyone have any way of finding out the (using Gibbed Save Editor naming conventions) Canonical Name and Module ID of the Resurgence MP DLC? If it even has any? Because - for elegance reasons, I'd like my save file to error out if the DLC isn't there to load the Striker and Kishock. (And the other MP modules too, if you can. Because Earth also introduced that snazzy patch for the Phantom's power blocker that makes it much more visible)
Modifié par N7Kopper, 29 août 2012 - 07:02 .
#1229
Posté 29 août 2012 - 08:55
#1230
Guest_ShadowHawk28_*
Posté 29 août 2012 - 09:11
Guest_ShadowHawk28_*
Example: ID=0 Alliance Engineering Corp Type: Military SubType: Ground Starting Strength=130
#1231
Posté 29 août 2012 - 09:37
The new ones that I got from Leviathan are:shadowhawk233 wrote...
What are the ID War assets Numbers from that new DLC?
Example: ID=0 Alliance Engineering Corp Type: Military SubType: Ground Starting Strength=130
602 = 0
615 = 0
620 = 0
Synthdiamond Heat Sinks 625 = 25
626 = 10000
Governor Grothan Pazness 627 = 20
Void Devil's Fighter Wing 628 = 30
Vorcha Labor Team 629 = 15
Liquid Assets 630 = 40
Jovian Dissertation 631 = 5
Radiation Shielding Sheath 632 = 25
Husk Neural Map 633 = 30
Dextro Rations 634 = 10
Dr. Ann Bryson 635 = 20
Leviathan Enthrallment Team 636 = 400
Modifié par ZombieGambit, 13 septembre 2012 - 12:15 .
#1232
Posté 29 août 2012 - 10:00
jdmteggy4life wrote...
can you add these mods with gibbed on xbox.
Yes you can.
SFXGameContentDLC_Shared.SFXWeaponMod_SMGStabilization
SFXGameContentDLC_Shared.SFXWeaponMod_SMGPenetration
SFXGameContentDLC_Shared.SFXWeaponMod_PistolHeadShot
SFXGameContentDLC_Shared.SFXWeaponMod_PistolUltraLight
SFXGameContentDLC_Shared.SFXWeaponMod_AssaultRifleMelee
^^^ That's the batch you can find in the new DLC. ^^^
SFXGameContentDLC_Shared.SFXWeaponMod_AssaultRifleSuperPen
SFXGameContentDLC_Shared.SFXWeaponMod_AssaultRifleSuperScope
SFXGameContentDLC_Shared.SFXWeaponMod_PistolSuperDamage
SFXGameContentDLC_Shared.SFXWeaponMod_ShotgunDamageAndPen
SFXGameContentDLC_Shared.SFXWeaponMod_ShotgunSuperMelee
SFXGameContentDLC_Shared.SFXWeaponMod_SniperRifleDamageAndPen
SFXGameContentDLC_Shared.SFXWeaponMod_SniperRifleSuperScope
^^^ This batch was posted up above. They do work. Double-checked that this morning. ^^^
SFXGameContentDLC_CON_GUN01.SFXWeapon_SMG_Geth_GUN01
SFXGameContentDLC_CON_GUN01.SFXWeapon_Shotgun_Quarian_GUN01
SFXGameContentDLC_CON_GUN01.SFXWeapon_AssaultRifle_Cerb_GUN01
SFXGameContentDLC_CON_GUN01.SFXWeapon_SniperRifle_Turian_GUN01
SFXGameContentDLC_CON_GUN01.SFXWeapon_SMG_Bloodpack
SFXGameContentDLC_CON_GUN01.SFXWeapon_AssaultRifle_Quarian
And of course, the Firefight weapons. If these were originally posted, I apologize. I didn't see them after I went back a couple of pages. Plus I figured someone would come in and ask so...
Modifié par Kit-103, 29 août 2012 - 10:10 .
#1233
Guest_ShadowHawk28_*
Posté 29 août 2012 - 11:21
Guest_ShadowHawk28_*
ZombieGambit wrote...
602 = 0
615 = 0
620 = 0
625 = 25
626 = 10000
627 = 20
628 = 30
629 = 15
630 = 40
631 = 5
632 = 25
633 = 30
634 = 10
636 = 400
Note: I don't know which ones are which because I'm just going off what it says in "GAW Asstets". Also, I didn't get Ann Bryson's 20 point asset. That one might be 635 = 20.
Thanks
Modifié par shadowhawk233, 29 août 2012 - 11:22 .
#1234
Posté 30 août 2012 - 12:02
#1235
Guest_ShadowHawk28_*
Posté 30 août 2012 - 12:13
Guest_ShadowHawk28_*
jdmteggy4life wrote...
and im guessing no on the typhoon and piranha.
No since Rebellion Pack was out, the Devs made sure that MP weapons from that wouldn't be in SP.
#1236
Posté 30 août 2012 - 11:40
shepisavanguardgetoverit wrote...
Some powers now:
You can increase the number of enemies hit by powers and the range as well as area of affect by modding the powers in the biogame.ini > sfxgamecontent > sfxpowercustomaction > power of your choice.
Great, Now In that same area I can't seen to find dominate to play with the numbers. Is It some where else?
#1237
Posté 30 août 2012 - 12:10
Be warned, this particular mod is bugged and incomplete. No description, and doesn't do what it's meant to. It doesn't break the game, though. So if you don't use the other scope mod, and want a longass scope on your sniper, feel free to put it in the third slot of two without feeling like a cheater.Kit-103 wrote...
SFXGameContentDLC_Shared.SFXWeaponMod_SniperRifleSuperScope
#1238
Posté 30 août 2012 - 04:28
N7Kopper wrote...
Be warned, this particular mod is bugged and incomplete. No description, and doesn't do what it's meant to. It doesn't break the game, though. So if you don't use the other scope mod, and want a longass scope on your sniper, feel free to put it in the third slot of two without feeling like a cheater.Kit-103 wrote...
SFXGameContentDLC_Shared.SFXWeaponMod_SniperRifleSuperScope
so what is the scope suppossed to do anyway???
#1239
Posté 30 août 2012 - 07:15
How do I increase the shield strenght of my Shep?
#1240
Posté 30 août 2012 - 11:00
variobunz wrote...
Dumb question maybe, but here it goes:
How do I increase the shield strenght of my Shep?
yes ive been wondering about that too.
#1241
Posté 31 août 2012 - 12:01
#1242
Posté 31 août 2012 - 12:16
shepisavanguardgetoverit wrote...
Been farting around with the save editor this time, and have discovered that you can add all 5 weapon mods to each of your weapons. Simply open up you save in the gibbed save editor and click raw > player > weapon mods and select the weapons you have in the list there and copy and paste the mod names from the first page of this thread into the field. Save and load.
Only works if you are "in combat" with your weapon drawn such as on mars etc or any mission, save and follow the steps above. Can confirm all the affects apply, plus the visuals are kick arse. My revenant looks super lethal now. Will be in touch with more soon =P
What happens to all these mods once you do a new game plus? Will they all be reset and removed? I really don't want to enter them all in again.
#1243
Posté 31 août 2012 - 02:33
#1244
Guest_ShadowHawk28_*
Posté 31 août 2012 - 02:54
Guest_ShadowHawk28_*
ChrisBran wrote...
Anyone know what the ID number for the MP War assets are?
ID=135 N7 Special Ops Type: External Multiplayer StartingStrength=0
ConditionalDescription="Play MP"
ID=136 Cerberus Escapees Type: External Iphone StartingStrength=0
ConditionalDescription="Play Iron Monkey"
ID=137 General Sherman Type: External Facebook StartingStrength=0
Modifié par shadowhawk233, 31 août 2012 - 02:54 .
#1245
Posté 31 août 2012 - 06:06
jdmteggy4life wrote...
variobunz wrote...
Dumb question maybe, but here it goes:
How do I increase the shield strenght of my Shep?
yes ive been wondering about that too.
#1246
Posté 31 août 2012 - 07:37
What do you mean? I tried it out right after Leviathan released to see if they finally added the 7 missing mods and it worked, if I remember correctly, as intended during gameplay (basically the scope for the other weapons, but it gives enemies a red overlay), however, the weight component is broken on all the mods that increase weight, except the new Pistol Heavy Barrel when used alongside the Ultra Light Materials mod and that combo is useless since the mod doesn't increase weight in the first place.N7Kopper wrote...
Be warned, this particular mod is bugged and incomplete. No description, and doesn't do what it's meant to. It doesn't break the game, though. So if you don't use the other scope mod, and want a longass scope on your sniper, feel free to put it in the third slot of two without feeling like a cheater.Kit-103 wrote...
SFXGameContentDLC_Shared.SFXWeaponMod_SniperRifleSuperScope
I removed them from my game, though. I'm waiting for them to be patched in officially. I think they'll be patched in anyway, considering that they're in the files already and making us pay for them via another DLC would be a little messed up, but then again that's what they've done with the Indra, Argus, and Raider.
#1247
Posté 31 août 2012 - 02:37
You can do this by editing the difficulty in Coalesced.bin.jdmteggy4life wrote...
variobunz wrote...
Dumb question maybe, but here it goes:
How do I increase the shield strenght of my Shep?
yes ive been wondering about that too.
For example if you want to edit Shep's shields on the Insanity difficulty you go to:
biodifficulty.ini >> sfxgame >> sfxdifficultyhandler >> level5difficultydata, you look for the Global category and see this:
(Category="Global", CategoryData=((StatName="OutAIDamageScale",StatRange=(X=1.25f,Y=1.5f)),(StatName="OutHenchDamageScale",StatRange=(X=0.0f,Y=0.0f)),(StatName="HenchDamageTaken",StatRange=(X=-1.5f,Y=-1.5f)),(StatName="AmmoDropPct",StatRange=(X=0.2f,Y=0.2f)),(StatName="AmmoPct",StatRange=(X=0.25f,Y=0.25f)),(StatName="GrenadesPerDrop",StatRange=(X=1.0f,Y=1.0f)),(StatName="AIEnergyShieldGatePct",StatRange=(X=1.0f,Y=1.0f)),(StatName="AIArmorDamageReduction",StatRange=(X=50.0f,Y=50.0f)),(StatName="PlayerShieldRegenPct",StatRange=(X=0.25f,Y=0.25f)),(StatName="PlayerShieldRegenDelayFromDestroyed",StatRange=(X=4.0f,Y=4.0f)),(StatName="PlayerShieldRegenDelayFromPartial",StatRange=(X=3.0f,Y=3.0f)),(StatName="ReviveHealthReturn",StatRange=(X=0.25f,Y=0.25f)),(StatName="StoppingPowerScalar",StatRange=(X=8.0f,Y=8.0f)),(StatName="CoverDamageReduction",StatRange=(X=0.9f,Y=0.9f)),(StatName="GlobalEnemyGrenadeCooldown",StatRange=(X=10.0f,Y=10.0f)),(StatName="NoCoverDamageBonus",StatRange=(X=0.4f,Y=0.4f)),(StatName="ReviveDamageReductionLength",StatRange=(X=2.5f,Y=2.5f)),(StatName="ReviveDamageReductionAmount",StatRange=(X=0.25f,Y=0.25f)),(StatName="PlayerShieldGateDuration",StatRange=(X=0.1f,Y=0.1f)),(StatName="PlayerHealthGateDuration",StatRange=(X=0.1f,Y=0.1f))))
From all this all you need to edit is PlayerShieldREgenPct and PlayerSHieldRegenDelayFRomDestroyed. I suggest tweaking the numbers until you find the balance that is right for you.
#1248
Posté 31 août 2012 - 03:26
#1249
Posté 31 août 2012 - 03:47
It's pretty obvious you can. Everything in Gibbed's works on both PC and Xbox.jdmteggy4life wrote...
so a no for the 360 then i take it.
#1250
Posté 31 août 2012 - 04:24





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