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


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#1551
survivor_686

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iOnlySignIn wrote...

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


No problem

#1552
survivor_686

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Is it possible to install ME3 to two separate folders? Am trying to replace the new Ashley.pcc files with the old one, in a bid to fix her marksman bug.

#1553
RGFrog

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Sure, just make a copy of your ME3 install into the same location (eg ...\\Origin Games\\Mass Effect 3\\)

But name the 2nd one .../Mass Effect 3.edit/ or something like that. Son inside \\Origin Games\\ you'd have Mass Efect 3 and Mass Effect 3.edit

Then you play the renaming game just like with the coalesced.bin file. Name the original install to Mass Effect 3.original and remove the .edit from the copy. Then add the .edit back to the copy and remove the .original from the untouched vanilla version.

Only, if there are any patches or dlc, you'll have to make sure the two versions are the same or Origin will probably give you problems. I'd just backup whatever changes I'd made on the copy, then re-duplicate the original and reapply the changes.

Modifié par RGFrog, 25 janvier 2013 - 04:16 .


#1554
azani217

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Hey, sorry if this has been asked before but Is there a way using the editor to make so you gave kaiden the whiskey?. Or do I just have to load an earlier save and do it manually.

Thanks for any replies regardless.

#1555
Trauma3x

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Has anyone figured out how to take the helmet off the defender armor in combat for the Xbox 360? Or figured the bool id for the default helmet so maybe I can turn it off?

#1556
ShadowGhost317

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.

Modifié par ShadowGhost317, 27 janvier 2013 - 03:39 .


#1557
ManOfSteel

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Trauma3x wrote...

Has anyone figured out how to take the helmet off the defender armor in combat for the Xbox 360? Or figured the bool id for the default helmet so maybe I can turn it off?


Removing the helmets requires editing the coalesced, which can only be done on PC, given it's open nature.

#1558
ZLurps

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Epök wrote...

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)


I second this request.

#1559
trickn0l0gy

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Hi All,

I am currently having fun with a mod I am building. But I am encountering a few question marks. Maybe somebody here can point me in the right direction - here goes:

-> Can you let me know, what the usage/intention of "playershieldgateduration" and "playerhealthgateduration" is?

-> Are the weapon damage values capped somewhere? Or can I build a "1shot1kill" weapon with 10000 damage, if I wanted to? Same goes for powers. I am wondering since this would allow playing through SP in extremely short time.

-> On MP gold mode I am experiencing a weird bug: I cannot refill grenades, even if the ammo box is showing a grenade. What could be the source of this issue?

Thanks a lot for helping a brother in arms.

#1560
softblackstars

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Does anyone know if it's possible to make the ME2 femShep hair options work in ME3? I'm not a fan of the huge, floofy hair-dos and would want to use the old styles. I'd be grateful if anyone could help!

#1561
Doommarine23

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trickn0l0gy wrote...

Hi All,

I am currently having fun with a mod I am building. But I am encountering a few question marks. Maybe somebody here can point me in the right direction - here goes:

-> Can you let me know, what the usage/intention of "playershieldgateduration" and "playerhealthgateduration" is?

-> Are the weapon damage values capped somewhere? Or can I build a "1shot1kill" weapon with 10000 damage, if I wanted to? Same goes for powers. I am wondering since this would allow playing through SP in extremely short time.

-> On MP gold mode I am experiencing a weird bug: I cannot refill grenades, even if the ammo box is showing a grenade. What could be the source of this issue?

Thanks a lot for helping a brother in arms.


While I haven't messed with modding a lot, Shield Gate is the mechanic that makes sure when the player reaches the end of his shields, that he does not immeditately start taking health damage. It also means that bleed through does not happen. For example, an enemy does 500 points of damage, you have 250 shields. Shield gate ensures you do not take 250 remaining damage to your health. Health gate works the same way for the final sliver of Shepard's health. This ensures powerful shots do not one-shot the player.

I do not believe weapons have any sort of capped damage. If you're looking for where damage value is stored? Give me a bit to look for it and I'll return back to you.

Not sure about MP, I assume you are modding it? I do not touch that, because I rather not get banned
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#1562
survivor_686

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trickn0l0gy wrote...

Hi All,

I am currently having fun with a mod I am building. But I am encountering a few question marks. Maybe somebody here can point me in the right direction - here goes:

-> Can you let me know, what the usage/intention of "playershieldgateduration" and "playerhealthgateduration" is?

-> Are the weapon damage values capped somewhere? Or can I build a "1shot1kill" weapon with 10000 damage, if I wanted to? Same goes for powers. I am wondering since this would allow playing through SP in extremely short time.

-> On MP gold mode I am experiencing a weird bug: I cannot refill grenades, even if the ammo box is showing a grenade. What could be the source of this issue?

Thanks a lot for helping a brother in arms.


The weapon damage values are not capped at all. If you wanted to you could mod the weakest pistol to have the power of a supernova.

With regards to MP gold mode. On gold mode grenade refills are highly limited. If someone has got to the cache before you, there will be no more grenades left. They refill every round though.

#1563
trickn0l0gy

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Doommarine23 wrote...
While I haven't messed with modding a lot, Shield Gate is the mechanic that makes sure when the player reaches the end of his shields, that he does not immeditately start taking health damage. It also means that bleed through does not happen. For example, an enemy does 500 points of damage, you have 250 shields. Shield gate ensures you do not take 250 remaining damage to your health. Health gate works the same way for the final sliver of Shepard's health. This ensures powerful shots do not one-shot the player.

I do not believe weapons have any sort of capped damage. If you're looking for where damage value is stored? Give me a bit to look for it and I'll return back to you.

Not sure about MP, I assume you are modding it? I do not touch that, because I rather not get banned

hi 
thanks for the explanation, that helps a lot. I have now built a mod that allows me to kill quickly, but at the same time I have to look out for the tougher enemies and their weapons because I lowered the gates to almost zero, meaning, one shot from the stronger ones can almost kill me at once. I like the rush that it gives you. No time for loitering, you always have to be on a killing streak that way. 

the rest I solved as well. I had some typos in the struct that I was editing. and no, it is not intended for MP. I have several versions that I switch through. for MP I load the original file. 
:wizard:

Modifié par trickn0l0gy, 01 février 2013 - 09:58 .

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#1564
MaddaCheeb

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So I'm trying to get Anderson as a squadmate.

So far, it's not working.

I'm trying to hack him in using Gibbed's Save Editor but if I could find his boolean ID for being in the player's squad I could manually hack him in, only he isn't listed in the henchmen ID boolean list (Even though he is a squadmate in the game's core files, yet not selectable)

Anyone got any ideas? We should collaborate on this. Anderson being a squadmate would be awesome.
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#1565
Neshaka-zen

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Is it possible to extract/replace the circuitry designs that appear on people in the synthesis ending? I've had a look around various pccs but can't spot a texture file for them.

#1566
capn233

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Bump.

I have a question. Has anyone tried modifying single player powers or weapons since the last patch? Apparently 1.05 ported over some MP balance changes to most of the weapons, and some of the powers (Fortification and Tech Armor only 50% CD penalty, Proxi Mine damage taken down to 20%, Energy Drain armor evolution boosted to 40%...). But coalesced appears to still have the original SP values in it.

Is the game even using the values from coalesced any longer for SP?

#1567
Ever_Thessia

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Hi, I have a two questions, and I ask you to answer.

1. Is there a way to give Shepard powers of MP? For example, Biotic Sphere. I think that this is possible in the same way that you can give Shepard Biotic Protector. But I do not know Biotic Sphere code. that could be introduced in place of Bio. Pro. code.

2. Is it possible to set Nyreen as a permanent member of the team? Of course I know that there is no recorded dialogue but I'm talking about just adding she to squad

#1568
survivor_686

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capn233 wrote...

Bump.

I have a question. Has anyone tried modifying single player powers or weapons since the last patch? Apparently 1.05 ported over some MP balance changes to most of the weapons, and some of the powers (Fortification and Tech Armor only 50% CD penalty, Proxi Mine damage taken down to 20%, Energy Drain armor evolution boosted to 40%...). But coalesced appears to still have the original SP values in it.

Is the game even using the values from coalesced any longer for SP?


I do believe that it uses Coalesced values for SP. all the changes were MP only as far as I can tell. I am curious as to where you got the info for SP changes as well.

Bear in mind the MP used seperate entries all together. Any changes you make to the powers in Coalesced using the conventional route affect only SP.

Modifié par survivor_686, 06 février 2013 - 08:21 .


#1569
RGFrog

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From what i'm looking at the coalesced hasn't changed since April of last year.

Any changes they made would be to the pcc's or the .bin in the update's sfar. Settings in the coalesced can override some changes, but not always.

I would assume that the changes made have no entry in the coalsced, so adding the entry to the weapon/item in the coalesced *should* override the setting from the pcc that was changed. Otherwise you will have to edit the dlc :(

Why would they have mp changes affect the sp side of things? Never quite understood that bit of logic...

#1570
capn233

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survivor_686 wrote...

I do believe that it uses Coalesced values for SP. all the changes were MP only as far as I can tell. I am curious as to where you got the info for SP changes as well.

Bear in mind the MP used seperate entries all together. Any changes you make to the powers in Coalesced using the conventional route affect only SP.

There is this thread in the Gameplay forum:
http://social.biowar.../index/15764401

You can load up SP and look at the values for the powers discussed in that thread and they are clearly different now.  Fortification and Tech Armor, for instance, only have a 50% cooldown penalty now.  But not every power has been affected.

For the weapons, people report that most of the balance changes have made it in.  I have not verified that personally.

As for separate entries, I am not a coalesced expert, I only tried modifying the Viper into the ME2 Viper and that didn't work for me.  But I thought that only powers that were specific to MP had a separate entry?

RGFrog wrote...

From what i'm looking at the coalesced hasn't changed since April of last year.

Any changes they made would be to the pcc's or the .bin in the update's sfar. Settings in the coalesced can override some changes, but not always.

I would assume that the changes made have no entry in the coalsced, so adding the entry to the weapon/item in the coalesced *should* override the setting from the pcc that was changed. Otherwise you will have to edit the dlc :(

Why would they have mp changes affect the sp side of things? Never quite understood that bit of logic...

I guess I don't quite understand.  If you could change coalesced to override the value, why doesn't it currently override the value if it is different?  As above, I tested Fortification, and in the power screen it says "Slows power use by 50%," and it appeared that it is in fact 50% like in MP now... but when I looked in coalesced it still said encumbrance penalty was 0.6.

This was the value at biogame/sfxgamecontent/sfxpowercustomaction/fortification.  I thought that was where SP powers were.

As for why they did it, one of the devs said that some of the MP balance changes were rolled into the patch so that they would require less space on their server.  When I first read that I assumed he meant specifically for MP, but perhaps they couldn't change MP without affecting some of the shared powers and weapons. :shrug:

Modifié par capn233, 10 février 2013 - 04:39 .


#1571
RGFrog

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I tthink it all depends on the order that the various .bin's/.pcc/dlc's  are loaded.

Also, the settings for many things are set on the valu es of other things that are hard coded in the pcc files.

It's overly convoluted to the point it's obviously done to give players a hard time for whatever reason.

Point being, if you can't make the change via the coalesced, then you'll have to make the change to the .bin/.pcc in the dlc, or elsewhere.

Modifié par RGFrog, 10 février 2013 - 11:41 .


#1572
capn233

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RGFrog wrote...

I tthink it all depends on the order that the various .bin's/.pcc/dlc's  are loaded.

Also, the settings for many things are set on the valu es of other things that are hard coded in the pcc files.

It's overly convoluted to the point it's obviously done to give players a hard time for whatever reason.

Point being, if you can't make the change via the coalesced, then you'll have to make the change to the .bin/.pcc in the dlc, or elsewhere.

I see.

#1573
survivor_686

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With regards to latest patch and modding weapons via Coalesced:

- Changes made to the Coalesced still hold for Single Player. I modded the argus, valkyrie and other weapons to becomes god guns with magazines ten times their default values. I made the valkyrie as light as a feather or as heavy as an elephant. 

- It would seem that the values for MP weapons are stored in seperate files.

The modding can continue.

EDIT: Changes were made using the ME3 Coalesced Editor on the Coalesced.bin....just in case.

Modifié par survivor_686, 11 février 2013 - 03:39 .


#1574
survivor_686

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Need help with modding ME3 to allow independent power cooldowns. I recall it was possibl eto do so in ME2, I've kinda forgotten how.

#1575
Soja57

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Ever_Thessia wrote...

Hi, I have a two questions, and I ask you to answer.

1. Is there a way to give Shepard powers of MP? For example, Biotic Sphere. I think that this is possible in the same way that you can give Shepard Biotic Protector. But I do not know Biotic Sphere code. that could be introduced in place of Bio. Pro. code.

2. Is it possible to set Nyreen as a permanent member of the team? Of course I know that there is no recorded dialogue but I'm talking about just adding she to squad


1. So far, you can only give Shepard powers that are from SP, Singleplayer DLC, and Resurgence DLC. So yes, you can add in Biotic Sphere and Biotic Protector. I'll tell you though, that Biotic Protector is very buggy on Shepard.

Biotic Sphere: sfxgamecontentdlc_con_mp1.sfxpowercustomactionmp_bubbleshield

Biotic Protector: sfxgamecontentdlc_exp_002.sfxpowercustomaction_nyreenbubbleshield

2. It is probably possible, as people have managed to mod for Tali as a squadmate before the Geth-Quarian priority missions. I don't exactly know how to do this though.