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


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#1526
BobTheAndroid

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Sundance31us wrote...

BobTheAndroid wrote...

That is what I wanted to skip. I would like to record the games ending for my fan ending, but I don't have a later game save on the PC version. And I really don't want to replay the entire game.
And the only save I have found was a males. (I only play as FemShep)

Could someone donate me a Cronos station Femshep save?

You don't need to replay;

1) Start a new game
2) Make femShep look how you want her to.
3) The minute you get control of Shepard, save and exit.
4) Open the save in Gibbed.
5) Go to the "Appearance" tab.
6) Use the down-arrow next to "Headmorph" and "Export to file...".
7) Open the save you spoke about above.
8) Go to the "Appearance" tab.
9) Use the down-arrow next to "Headmorph" and "Import from file..." and select the morph you created in step 6.
10) Save your changes.

Edit



That's it?!!!!!!

You saved me from a lot of grinding!
Thank You!!!!!!!!!!!!Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image



Now I have a new problem:
The save has Ashley alive, but I would like to make both Virmire survivor deceased. I changed the Bool's for them, but it did not work for some reason.

13827 false
13828 false

Modifié par BobTheAndroid, 06 janvier 2013 - 01:43 .


#1527
DJ CAVE SLAVE

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RGFrog wrote...

DJCS wrote...

I'm curious about the Leviathan 'heavy' weapon mods. In multiplayer, they're bugged and don't correctly add weight, but it seems in SP they work correctly. Tested it in the firing range, using one heavy weapon mod at a time did indeed increase my recharge times. Has anyone else who is using them from Leviathan, NOT Omega tried testing them?


???

They worked fine in MP once they were added. Weight and all. It was SP where they didn't add weight until the latest patch and they work as advertised in both MP and SP unless something happened over the holidays...

I'm not using omega yet, so if that changes things then the dlc is the culprit.
---------------------------------------------------------------------------------------------------------

VinBron, really like the carbon-fiber look there. Is that your doing or an enhancement of the existing texture?

Nice work, either way.

The glitch exists in MP too, and as far as I know it was never fixed. I was just wondering if it was at some point, fixed in single player. At least I know it was working in MP as of 16 days ago.

#1528
Demonique

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I've seen mods for ME2 that gave Jack hair

Is it possible to change squaddies' hair in ME3, more specifically a certain squaddie who wears a blue condom for a uniform?

#1529
Agent Zoot

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How can I get a Cerberus turret as a power??

#1530
BobTheAndroid

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Is there a Bool value for killing Ashley or Kaiden on the Citadel?

#1531
RGFrog

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removed...

Modifié par RGFrog, 07 janvier 2013 - 04:50 .


#1532
VinBron

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Mod Alliance Helmet for Shepard:

This mod uses texmod. It will change the standart N7 helmet to an alliance helmet.
In order to get the alliance armor you have to change your coalesced.bin (not in this mod).

Installation:
- run texmod
- load "Alliance Helmet for Shepard.tpf"
- run Mass Effect 3
- play

!!!IMPORTANT!!!
When using this mod go to an armor locor and set "color 1" to "white" and "lights" to "off".

Known bugs:
Shepard's N7 helmet, N7 helmet + breather and the N7 helmet of the defender armor will have the color of their helmet lights.

Enjoy

Download:
Alliance-Helmet.rar

Posted Image
Posted Image

Modifié par VinBron, 07 janvier 2013 - 04:50 .


#1533
VinBron

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Alliance Mod:

This mod uses texmod. It will change the standart N7 helmet to an alliance helmet, improves
the texture of the normal Alliance Armor and replaces the bloody Alliance Armor with the improved normal one.
So no more bloody Alliance Armor with this mod.

In order to get the Alliance armor for Shepard you have to change your coalesced.bin (not in this mod).

Installation:
- run texmod
- load the three tpf-files
- run Mass Effect 3
- play

!!!IMPORTANT!!!
When using this mod go to an armor locor and set "color 1" to "white" and "lights" to "off".

Known bugs:
Shepard's N7 helmet, N7 helmet + breather and the N7 helmet of the defender armor will have the color of their helmet lights.
new helmet has little light bug (Alliance symbol)

Enjoy

Download: + UPDATE
www.file-upload.net/download-7049199/Alliance-Mod.rar.html



Posted Image

Modifié par VinBron, 12 janvier 2013 - 10:08 .


#1534
ShewpawdWecks

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Forgive me if this is stupid, but I know next to nothing about modding and what I know is I'm boned for using an xbox for my gaming.

Is it possible to change the weapons a squadmate can use? For example, I think it's silly that a character named Ash who references a boomstick cannot use shotguns. Furthermore, can you change the squadmate outfits? Again, Ashley, who should be in Phoenix armor, not stupid boring Alliance blue.

#1535
ManOfSteel

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ShewpawdWecks wrote...

Forgive me if this is stupid, but I know next to nothing about modding and what I know is I'm boned for using an xbox for my gaming.

Is it possible to change the weapons a squadmate can use? For example, I think it's silly that a character named Ash who references a boomstick cannot use shotguns. Furthermore, can you change the squadmate outfits? Again, Ashley, who should be in Phoenix armor, not stupid boring Alliance blue.


You have to edit the coalesced.ini file but it's certainly possible to change the loadout of squadmates.

Download the coalesced utility and then locate and open the coalesced file located in Mass Effect 3 / BIOgame / CookedPCConsole.

Open the following:

biogame.ini > sfxgame > sfxgame.sfxplayersquadloadoutdata > henchloadoutinfo

You should see a list of squadmates (including the ME2 squadmates, which have no bearing on ME3). Simply change Ashley's loadout and save the file. ;)

Modifié par DoomHK, 09 janvier 2013 - 01:56 .


#1536
ShewpawdWecks

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Thanks a lot. I've seen references to a method of modding 360 copies. Something about saving the game to a USB, modding on a computer, then loading it back up on the 360. Is that an accurate summation, or am I stupid for wanting to mod a console game?

#1537
ManOfSteel

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ShewpawdWecks wrote...

Thanks a lot. I've seen references to a method of modding 360 copies. Something about saving the game to a USB, modding on a computer, then loading it back up on the 360. Is that an accurate summation, or am I stupid for wanting to mod a console game?


You can edit save games with that method (adding credits, weapons, squadmates and changing gender, class etc.) but you can't mod anything further than that on the consoles, I'm afraid. Because the PC is such an open platform, you're able to edit the coding of the game, which is something you're unable to do on consoles.

#1538
WarrantyVoider

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DoomHK wrote...

ShewpawdWecks wrote...

Thanks a lot. I've seen references to a method of modding 360 copies. Something about saving the game to a USB, modding on a computer, then loading it back up on the 360. Is that an accurate summation, or am I stupid for wanting to mod a console game?


You can edit save games with that method (adding credits, weapons, squadmates and changing gender, class etc.) but you can't mod anything further than that on the consoles, I'm afraid. Because the PC is such an open platform, you're able to edit the coding of the game, which is something you're unable to do on consoles.


well, not entirely true...
I did wrote a tool to convert the xbox GAME files to normal pccs for editing, the only problem is endianess, but we are prepared. Then you need a glitched/jtagged 360 (mine is in work, so maybe I try myself this year) and an ISO-Extractor. Make an iso with your glitched box, copy that over usb/hdd to pc and extract the gamefiles with the extractor. From here on you can mod the same as for pc, but the tools are not yet converted for this (question of demand). Once done you pack it back to an USB and run default.xex ... so far the theory, but as I said, I couldnt test this yet.
So "theoretically" you can even have MEHEM or anything for xbox too...

greetz WV

#1539
Doommarine23

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N7 Alliance Mod: 

So, I've been planning on this for awhile, and VinBron's awesome Alliance Uniforms has finally pushed me to do it.

So what is this, you ask? Let me give an explanation.

The ME1 Heavy Armor Metal, is the Direct Inspiration for ME2's N7 Outfit. The ME3 N7 outfit is obviously the same one as ME2, but graphically overhauled. So my point is, it was dissappointing to see Alliance Marines wear ME1 era armor. So I figured, what would they look like with Armor like Shepards? Something like this, maybe. It's the ME3 N7 armor with alliance colors and camo. 

I plan on releasing this when I feel it is ready. it will replace your N7 Armor textures, but I haven't tested it yet. Any comments or critisism?

http://puu.sh/1MmU1

#1540
RGFrog

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Cool, just remove the N7 insignia as all Marines aren't N7's.

#1541
MR_M0J0_R151N

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Modifié par MR_M0J0_R151N, 15 janvier 2013 - 06:13 .


#1542
Vinny

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Apologies if this was mentioned before but, is there any way to change Ashley's casual appearance? I'd like to replace it with the normal Alliance uniform. (The light blue one used by the rest of the crew)

#1543
BluRay

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Could someone explain me how the "set" command works?
Is it possible to set,for example,Ashley with changesize +10?
Any suggestions? :(

#1544
RGFrog

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coppied from a guide:

CREATED BY user2929 (bioware projects), a.k.a anonime395 (youtube)
http://social.biowar...m/project/8334/

Set
Set <className> <PropertyName> <Value> Sets property to value on objectname.

set sfxweapon_assaultrifle_krogan magsize (X=999,Y=999) - striker ammo 999
set sfxweapon_assaultrifle_krogan binfiniteammo true - striker infinite ammo
set sfxgame.bioconversationcontroller m_bremoveweapons FALSE - weapons in hands in conversations



#1545
iOnlySignIn

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Anyone know how we can edit properties of powers?

I want to retcon my Shepard into an Infiltrator but Sticky Grenade really sucks. I need to increase its base radius by 100% to 200%.

#1546
survivor_686

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iOnlySignIn wrote...

Anyone know how we can edit properties of powers?

I want to retcon my Shepard into an Infiltrator but Sticky Grenade really sucks. I need to increase its base radius by 100% to 200%.


Yes there is. Using ME3 Coalesced Editor, navigate to:
- biogame.ini / sfxgamecontent / sfxpowercustomaction / stickygrenade / impact radius

- Default value is "200.f"....feel free to change it to your desire

Happy Modding!

#1547
survivor_686

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RGFrog wrote...

coppied from a guide:

CREATED BY user2929 (bioware projects), a.k.a anonime395 (youtube)
http://social.biowar...m/project/8334/

Set
Set <className> <PropertyName> <Value> Sets property to value on objectname.

set sfxweapon_assaultrifle_krogan magsize (X=999,Y=999) - striker ammo 999
set sfxweapon_assaultrifle_krogan binfiniteammo true - striker infinite ammo
set sfxgame.bioconversationcontroller m_bremoveweapons FALSE - weapons in hands in conversations



Wait...that allows us to set which weapons are present in conversations?

#1548
RGFrog

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Looks that way, but I've never tried it...

#1549
iOnlySignIn

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survivor_686 wrote...

iOnlySignIn wrote...

Anyone know how we can edit properties of powers?

I want to retcon my Shepard into an Infiltrator but Sticky Grenade really sucks. I need to increase its base radius by 100% to 200%.

Yes there is. Using ME3 Coalesced Editor, navigate to:
- biogame.ini / sfxgamecontent / sfxpowercustomaction / stickygrenade / impact radius

- Default value is "200.f"....feel free to change it to your desire

Happy Modding!

Thank you!!!
Now my Shepard can haz Arc Grenades!!! Woohoo!!! :o

Modifié par iOnlySignIn, 24 janvier 2013 - 11:35 .


#1550
iOnlySignIn

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BobTheAndroid wrote...

Now I have a new problem:
The save has Ashley alive, but I would like to make both Virmire survivor deceased. I changed the Bool's for them, but it did not work for some reason.

13827 false
13828 false

I think it's because at least 1 VS is needed for plot dialogues (Vancouver, Mars, Citadel Coup). There's no placeholder character to replace them.