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


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#1401
Soja57

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Chashan wrote...

Not certain if it was already clarified somewhere, but...

I am currently fiddling around a bit with powers in SP, primarily that of squad-members - "henchmen", as they are referred to in Coalesced entries. Adjusting their somewhat absurd recharge-times seems safe enough to me, keeping in mind the prohibition placed on editing files and entries directly affecting MP, as that specific entry is clearly marked as "henchmancooldown" or some such.
What I am curious about however is whether one can safely edit other values of powers present in SP as well - damage, duration and what-not -, the file-structure is a bit confusing in that regard...

Would appreciate input there, as I would like to see Liara's Singularities turned into timed grenades with a reasonable enough detonation-time, for example. :lol:


Your changes would affect MP as well, as the MP pulls some entries directly from Coalesced. Basically, this is how MP reads power stats. This also applies to weapons as well:

If a power has a balance change, listed in the MPbalance changes, it will prioritize that stat entry. This means this entry will override the following:

2nd priority is to look in the MP powers section of the Coalesced file. Any stat entries listed here and not in the MP balance will apply to the power.

Lastly, it will search the normal/SP section of the Coalesced file of powers. MP will only pull stats here if the previous two priorities have not been met.

So your changes may affect MP if certain conditions have not been met. A simple workaround is to always replace your modified Coalesced with the original file whenever you play MP to avoid the risk of playing with a modified file.

Modifié par Soja57, 11 novembre 2012 - 08:43 .


#1402
Chashan

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Soja57 wrote...

Chashan wrote...

Not certain if it was already clarified somewhere, but...

I am currently fiddling around a bit with powers in SP, primarily that of squad-members - "henchmen", as they are referred to in Coalesced entries. Adjusting their somewhat absurd recharge-times seems safe enough to me, keeping in mind the prohibition placed on editing files and entries directly affecting MP, as that specific entry is clearly marked as "henchmancooldown" or some such.
What I am curious about however is whether one can safely edit other values of powers present in SP as well - damage, duration and what-not -, the file-structure is a bit confusing in that regard...

Would appreciate input there, as I would like to see Liara's Singularities turned into timed grenades with a reasonable enough detonation-time, for example. :lol:


Your changes would affect MP as well, as the MP pulls some entries directly from Coalesced. Basically, this is how MP reads power stats. This also applies to weapons as well:

If a power has a balance change, listed in the MPbalance changes, it will prioritize that stat entry. This means this entry will override the following:

2nd priority is to look in the MP powers section of the Coalesced file. Any stat entries listed here and not in the MP balance will apply to the power.

Lastly, it will search the normal/SP section of the Coalesced file of powers. MP will only pull stats here if the previous two priorities have not been met.

So your changes may affect MP if certain conditions have not been met. A simple workaround is to always replace your modified Coalesced with the original file whenever you play MP to avoid the risk of playing with a modified file.


I see...what I find to be curious about powers in SP, however, is that they do not appear to be updated parallel to the MP-ones. Oddly enough, tooltips on them are updated, however, in the case of T'Soni's Singularity, for example, it lists the duration as 4.8 seconds. I haven't clocked the time yet, but it would appear that it is fairly longer indeed. Grenades also got higher radius-upgrades, apparently, if the tooltip is to be believed. Guess I will check whether those hold true as far as the actual values are concerned.

Otherwise, I indeed should just try the tested and proven method of replacing the Coalesced for SP-play. Thanks for the reply at any rate.

#1403
Soja57

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Oh, forgot to note that you should also check the patch notes, as they may have some changes that affect SP. Still not entirely clear on which ones affect the SP.

#1404
RGFrog

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None of that matters, Chashan.

Just keep 2 coalesced.bin files.

The first is the vanilla untouched file. Name that one Coalesced.binorig. You will use this one when you play MP.

The second is the modded one that you use for SP. Name that one Coalesced.binmod.

When you're playing SP, rename Coalesced.binmod to Coalesced.bin. Make any changes you want at this point for SP via whatever method you prefer.

When you're in the mood for MP, rename Coalsced.bin to Coalesced.binmod. Then rename Coalesced.binorig to Coalesced.bin. And proceed to play MP without any worry.

Make the name change(s) before starting ME3 and you'll be fine.

Alternatively, here's instructions posted long ago about making your own batch file that will rename the Coalesced for you..

Doing this ensures that you don't have to worry about patch notes or what does or doesn't affect MP. Just remember to rename your MP to .bin before any major updates just in case the patch has a new coalesced in it since it will overwrite the .bin file at that time (so you don't lose your changes).

Modifié par RGFrog, 12 novembre 2012 - 02:59 .


#1405
Chashan

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RGFrog wrote...

None of that matters, Chashan.

Just keep 2 coalesced.bin files.

The first is the vanilla untouched file. Name that one Coalesced.binorig. You will use this one when you play MP.

The second is the modded one that you use for SP. Name that one Coalesced.binmod.

When you're playing SP, rename Coalesced.binmod to Coalesced.bin. Make any changes you want at this point for SP via whatever method you prefer.

When you're in the mood for MP, rename Coalsced.bin to Coalesced.binmod. Then rename Coalesced.binorig to Coalesced.bin. And proceed to play MP without any worry.

Make the name change(s) before starting ME3 and you'll be fine.

Alternatively, here's instructions posted long ago about making your own batch file that will rename the Coalesced for you..

Doing this ensures that you don't have to worry about patch notes or what does or doesn't affect MP. Just remember to rename your MP to .bin before any major updates just in case the patch has a new coalesced in it since it will overwrite the .bin file at that time (so you don't lose your changes).


Nifty. Thanks for bringing up the .bat-method, think that is what I will stick with.

#1406
Quething

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Dawezy557 wrote...

Was the damage penalty for squadmates carried over from ME2 to ME3? if so, where is the category in the Coalesed to mod it? done it for all my old ME2 files to everyone is x1.0 damage for all weapons.

Saw that Vega was doing a ton less damage with the Saber then Shepard was in my last file when they both had it equipped.. most vexing >_<

I apologize if this has been asked previously, but 56 pages? damn son.


Yes, there is a penalty. 0.3 IIRC. Fortunately, unlike ME2, it's a blanket value. They didn't bother to go in and adjust it individually for every gun, so they all just inherit the base value, which means you only have to change one line. Load up the BioWeapon section of the ini and search for DamageHench, under sfxgame.sfxweapon. I've been using 0.6, but I'm also running a modified version of Spectre difficulty, so that may be too much to retain any challenge in normal Insanity or below.

#1407
jdmteggy4life

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does anyone know i can adjust the romance values of jack miranda and ashley so i can have all three????????????????????

#1408
RGFrog

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That would be interesting. I wager, though, that when you contacted each one you'd have to decide you were with or not with them at that moment.

The bools would then need to changed again after each convo?

But, ME3 might explode before hand with shep trying to please 3 strong willed women.

#1409
jdmteggy4life

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but what bools would i have to change after talking to jack in purgatory????

#1410
RGFrog

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Don't know.

I think the plot codes and conditionals are on page 1.

#1411
carine

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Hi, I'm not sure if this has been asked in here already... but does anyone know if it's possible to edit through coalesced Ashley's uniform? Basically I want to know if there is a way to put her in the Alliance fatigues (the female version of Kaidan's casual outfit) for her casual outfit as opposed to the casual jacket armor thing that she wears right now. I have no idea *how* to do this though... or any idea if it's even possible. Any help would be appreciated!

#1412
Chashan

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RGFrog wrote...

None of that matters, Chashan.

Just keep 2 coalesced.bin files.


To be had, I have checked in on this again just now, and it would appear that BW put most of their MP-changes to skills into a separate .bin-file altogether, to be found in a separate MP-"DLC"-update file. For now, I merely copied those adjustments for MP to the SP-entries of the original game-folder, can't see how that would do any harm, really. I'll dig into this some more later on.

Hi, I'm not sure if this has been asked in here already... but does
anyone know if it's possible to edit through coalesced Ashley's uniform?
Basically I want to know if there is a way to put her in the Alliance
fatigues (the female version of Kaidan's casual outfit) for her casual
outfit as opposed to the casual jacket armor thing that she wears right
now. I have no idea *how* to do this though... or any idea if it's even
possible. Any help would be appreciated!


I reckon it could work, if one were to replace Miss Williams's blues as a whole. Problem would then of course be that she would have that outfit in combat as well when chosen in the squad selection. No clue whether there is any way just yet to keep that alteration strictly to her Normandy-outfit.

Modifié par Chashan, 20 novembre 2012 - 07:20 .


#1413
RGFrog

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Chashan wrote...

To be had, I have checked in on this again just now, and it would appear that BW put most of their MP-changes to skills into a separate .bin-file altogether, to be found in a separate MP-"DLC"-update file. For now, I merely copied those adjustments for MP to the SP-entries of the original game-folder, can't see how that would do any harm, really. I'll dig into this some more later on.


Not worth the trouble or potential headache when it's just a file rename...

But, it's your call. Good luck.

#1414
Chashan

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RGFrog wrote...

Chashan wrote...

To be had, I have checked in on this again just now, and it would appear that BW put most of their MP-changes to skills into a separate .bin-file altogether, to be found in a separate MP-"DLC"-update file. For now, I merely copied those adjustments for MP to the SP-entries of the original game-folder, can't see how that would do any harm, really. I'll dig into this some more later on.


Not worth the trouble or potential headache when it's just a file rename...

But, it's your call. Good luck.


Well, "most" was likely a bit too optimistic an estimate there; couldn't find the current stats of Tech Armor/Fortification for MP anywhere for one, although copy/pasting a number of other skills' adjustments was easy enough, e.g. Pull, Frag Grenade, Combat Drone etc.
What I'd only be truly curious about is whether there is any way to fully upgrade Singularity to its new MP-heights in SP, could not quite identify whether an entry is present for it to set up Biotic 'splosions on armour and shields/barriers. Wouldn't be half-surprised if that were server-side only, though, although it kind of makes me wonder why they haven't seamlessly separated MP- from SP-stats for skills and weapons to begin with.

#1415
Emphyr

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Hi
Can somebody help me?
I changed Sheps hair in Gibbed into-->

biog_hmf_hir_pro.Hair_PROCustomSexy.HMF_HIR_PROCustom_Sexy_MDL

But something is wrong... Dont know what. I am a newbie to Gibbed and mods.

Image IPB

Image IPB

Image IPB

Thanks for helping.

#1416
ELE08

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Emphyr wrote...

Hi
Can somebody help me?
I changed Sheps hair in Gibbed into-->

biog_hmf_hir_pro.Hair_PROCustomSexy.HMF_HIR_PROCustom_Sexy_MDL

But something is wrong... Dont know what. I am a newbie to Gibbed and mods.


Did you change the textures?

Under "Texture Parameters"
the entries for HAIR_Diff and HAIR_Mask should be this:
biog_hmf_hir_pro.Hair_Sexy.HMF_HIR_Sxy_Diff

#1417
Saito404

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Ashley have a lot of bugged lines in conversations, even in the romance scene. Is it possible to fix at least some of them?
http://social.biowar...9288/2#14877264

#1418
Chelsea Dagger FC

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I'm fairly new to this coalesced stuff, so I'm not sure if this covers it. But is there a way to remove or limit the "explosions" from headshots? Playing as an infiltrator, I use the sniper rifle a lot and obviously go for headshots for increased damage, but I'm not really a fan of every single enemy losing their head. :X

#1419
ManOfSteel

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Has anyone discovered how to remove the helmet of the Ajax armor yet? Would be great to know if it's possible, as the armor isn't located in the same location as the others.

Cheers!

#1420
BINO973

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Hey guys, I'm wondering if it would be possible to add the Illusive Man's cybernetics from the ending to Shepard using Gibbed.

If any one knows can they tell me how I would go about doing that?

#1421
BINO973

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BINO973 wrote...

Hey guys, I'm wondering if it would be possible to add the Illusive Man's cybernetics from the ending to Shepard using Gibbed.

If any one knows can they tell me how I would go about doing that?


Still looking for an answer for this, also what is the code for adding Dominate to your power list in Gibbed? Help would be much appreciated. 

#1422
bdm13

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Anyone know the power names for lash and flare? Like in the format SFXGameContentDLC_EXP_Pack001.SFXPowerCustomAction_Dominate

#1423
Chashan

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BINO973 wrote...

Hey guys, I'm wondering if it would be possible to add the Illusive Man's cybernetics from the ending to Shepard using Gibbed.

If any one knows can they tell me how I would go about doing that?


My guess is that it is a unique texture tailored to TIM, and thus would only really work if you were to use TIM's model for Shepard, as was apparently done for the lols in ME2.


I would have another question: is there a legit way to modify the coalesced file of either From Ashes or Omega? I had nothing major in mind, just a CD-adjustment of henchies' skills, adjusting the PPR's damage to its MP-stats and the like.

Doing this by extracting the file via ME3 explorer and then replacing the file within the .sfar-file with the modified one does not appear to work, as DLC-authentication does not appear to accept that.

Modifié par Chashan, 27 novembre 2012 - 10:13 .


#1424
Xyrm

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Also, anyone know the mod names for the new weapon mods, specifically the sniper rifle ones?  I bought the new DLC, but I want to start a new game from scratch with a level 5 sniper AP barrel and thermal scope.

EDIT:  Found them:

SFXGameContentDLC_Shared.SFXWeaponMod_SMGStabilization
SFXGameContentDLC_Shared.SFXWeaponMod_SMGPenetration
SFXGameContentDLC_Shared.SFXWeaponMod_PistolHeadShot
SFXGameContentDLC_Shared.SFXWeaponMod_PistolUltraLight
SFXGameContentDLC_Shared.SFXWeaponMod_AssaultRifleMelee
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

Source:  http://www.gamefaqs....fect-3/64034467

Modifié par Xyrm, 28 novembre 2012 - 12:23 .


#1425
BINO973

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Thanks for the answers guys, I did see a picture of someone's Shepard with the Illusive man's "scars" somewhere, the problem is I don't know where. If someone finds out that it's possible in Gibbed I would like to know.