Possible to create a custom class?
#1
Posté 31 janvier 2013 - 06:36
So, simply put: Is what I'm asking for possible? I.e. making a Vanguard with Adrenaline Rush rather than Charge, og an Engineer with Warp and Flare rather than Drone and Turret? If so, can you provide instructions? It's been over a year since I last played SP, but I think I still know how to do Gibbed/Coalesced/Console editing.
#2
Posté 31 janvier 2013 - 06:59
I'm afraid I don't know how to create a custom class...
Modifié par Abraham_uk, 31 janvier 2013 - 07:01 .
#3
Posté 31 janvier 2013 - 07:00
Adrenaline Rush
Incendiary Ammo
Energy Drain
Reave
Stasis
Throw
#4
Posté 31 janvier 2013 - 11:13
the large swing looks awful and shepard screems like mad. the soldiers omni blade and the cold stab to the chest are much cooler imo .. it would be nice to know, if this is possible.
altering the classes would be cool btw.
#5
Posté 01 février 2013 - 12:27
#6
Posté 01 février 2013 - 12:57
Soja57 wrote...
As far as I know (and I am a heavy modder), I don't think this is possible. Though, you may want to check out the ME3 Explorer project, which is essentially the ultimate key to all of our ME3 modding wishes. It is still in the works, but so far, it already looks impressive. My best bet to creating custom classes is to use ME3 Explorer, which means waiting for the project to finish.
Is it PC exclusive?
#7
Posté 01 février 2013 - 01:22
Abraham_uk wrote...
Is it PC exclusive?
It is exclusive to the PC. It's a great tool though; even in incomplete form it is now.
#8
Posté 01 février 2013 - 08:24
The class determines the heavy melee animation (that is, if you don't modify that relationship somewhere of course), so you could pick the class in that regard and then add powers of your liking. There are probably restrictions however, but it works.
Modifié par Mimitochan, 01 février 2013 - 08:30 .
#9
Posté 01 février 2013 - 08:26
Mimitochan wrote...
Hi, you cannot create per say a new class, but you can absolutely give your Shepard any powers of your liking! You'd probably need to combine Coalesced + Gibbed's save edits in order to achieve that.
The class determines the heavy melee animation (that is, if you don't modify that relationship somewhere of course), so you could pic the class in that regard and then add powers of your liking. There are probably restrictions however, but it works.
i will have to check out the me3explorer forum ... there must be a way to modify the heavy melee.
#10
Posté 01 février 2013 - 10:03
Mimitochan wrote...
Hi, you cannot create per say a new class, but you can absolutely give your Shepard any powers of your liking! You'd probably need to combine Coalesced + Gibbed's save edits in order to achieve that.
The class determines the heavy melee animation (that is, if you don't modify that relationship somewhere of course), so you could pick the class in that regard and then add powers of your liking. There are probably restrictions however, but it works.
That's nice to hear, but how? Can you perhaps link to a thread with instructions?
#11
Posté 01 février 2013 - 10:11
it seems, that those files (like this one: SFXCharacterclass_Infiltrator.pcc) contain all the data needed ... including animations and skills. one of the real modding freaks/gods would have to dig deeper though.
#12
Posté 01 février 2013 - 10:49
Dr_Extrem wrote...
i just frisked the me3-files and found the class-files. they have the pcc-format.
it seems, that those files (like this one: SFXCharacterclass_Infiltrator.pcc) contain all the data needed ... including animations and skills. one of the real modding freaks/gods would have to dig deeper though.
I doubt it could it modified. As far as I know, we can't (yet) use objects that are not part of a specific "level", i.e. pcc file.
You'd need to open that in ME3Explorer, in the PCC Editor to check that out, see if you can change some properties for the objects you want to change.
@gauntz: sorry, I know I tried that once, just for fun, and it worked. It breaks the skill tree though. Anyway, your best bet is to grab Gibbed's save editor, go to Raw, Player, Powers and play around with it.
Modifié par Mimitochan, 01 février 2013 - 10:53 .
#13
Posté 01 février 2013 - 11:10
#14
Posté 01 février 2013 - 04:26
@gauntz: sorry, I know I tried that once, just for fun, and it worked. It breaks the skill tree though. Anyway, your best bet is to grab Gibbed's save editor, go to Raw, Player, Powers and play around with it.
Are you sure about that? I've tried, twice now, to go into Raw > Squad > Player > Powers and altering SFXGameContent.SFXPowerCustomAction_AdrenalineRush (on a soldier) to SFXGameContent.SFXPowerCustomAction_BioticCharge, but it doesn't change anything in-game (my soldier still has Adrenaline Rush and not Biotic Charge).
#15
Posté 01 février 2013 - 05:09

and if you look them up...

now, I dont have time to play with this, so good luck...
greetz WV
#16
Posté 01 février 2013 - 05:11
Try with basic powers maybe? Also, if I remember right, the powers for squadmates are assigned in Coalesced, for Shepard, I don't remember.
Here's the list:
(PowerInfoID=0,PowerName="DisruptorAmmo",DisplayName=505658,Description=664216)
(PowerInfoID=1,PowerName="IncendiaryAmmo",DisplayName=93964,Description=703485)
(PowerInfoID=2,PowerName="ArmorPiercingAmmo",DisplayName=93965,Description=155053)
(PowerInfoID=3,PowerName="WarpAmmo",DisplayName=326671,Description=326672)
(PowerInfoID=4,PowerName="ConcussiveShot",DisplayName=190258,Description=190259)
(PowerInfoID=5,PowerName="InfernoGrenade",DisplayName=349055,Description=703559)
(PowerInfoID=6,PowerName="Fortification",DisplayName=314036,Description=314037)
(PowerInfoID=7,PowerName="FragGrenade",DisplayName=506269,Description=703562)
(PowerInfoID=8,PowerName="Marksman",DisplayName=572088,Description=703576)
(PowerInfoID=9,PowerName="ProximityMine",DisplayName=572665,Description=703577)
(PowerInfoID=10,PowerName="Carnage",DisplayName=668831,Description=690808)
(PowerInfoID=11,PowerName="Singularity",DisplayName=127058,Description=703579)
(PowerInfoID=12,PowerName="Shockwave",DisplayName=314056,Description=703605)
(PowerInfoID=13,PowerName="Warp",DisplayName=501005,Description=170520)
(PowerInfoID=14,PowerName="Barrier",DisplayName=93973,Description=155065)
(PowerInfoID=15,PowerName="Reave",DisplayName=314878,Description=314879)
(PowerInfoID=16,PowerName="Stasis",DisplayName=127059,Description=703654)
(PowerInfoID=17,PowerName="BioticGrenade",DisplayName=660491,Description=703655)
(PowerInfoID=18,PowerName="Slam",DisplayName=542178,Description=716449)
(PowerInfoID=19,PowerName="DarkChannel",DisplayName=716448,Description=716450)
(PowerInfoID=20,PowerName="Incinerate",DisplayName=244472,Description=664218)
(PowerInfoID=21,PowerName="Overload",DisplayName=250696,Description=682935)
(PowerInfoID=22,PowerName="Hacking",DisplayName=536448,Description=664221)
(PowerInfoID=23,PowerName="CryoBlast",DisplayName=325479,Description=682936)
(PowerInfoID=24,PowerName="CombatDrone",DisplayName=199784,Description=703685)
(PowerInfoID=25,PowerName="GethShieldBoost",DisplayName=314066,Description=314067)
(PowerInfoID=26,PowerName="EnergyDrain",DisplayName=205894,Description=703687)
(PowerInfoID=27,PowerName="Decoy",DisplayName=674631,Description=690836)
(PowerInfoID=28,PowerName="ProtectorDrone",DisplayName=663224,Description=690854)
(PowerInfoID=29,PowerName="DisruptorAmmo",DisplayName=505658,Description=664216)
(PowerInfoID=30,PowerName="AshleyPassive",DisplayName=572512,Description=572513)
(PowerInfoID=31,PowerName="KaidenPassive",DisplayName=572512,Description=579350)
(PowerInfoID=32,PowerName="LiaraPassive",DisplayName=537961,Description=537962)
(PowerInfoID=33,PowerName="EDIPassive",DisplayName=663213,Description=704189)
(PowerInfoID=34,PowerName="GarrusPassive",DisplayName=573513,Description=704190)
(PowerInfoID=35,PowerName="JimmyPassive",DisplayName=537919,Description=704191)
(PowerInfoID=36,PowerName="TaliPassive",DisplayName=690872,Description=704192)
(PowerInfoID=37,PowerName="ProtheanPassive",DisplayName=716452,Description=716451)
(PowerInfoID=38,PowerName="LiftGrenade",DisplayName=538988,Description=703657)
(PowerInfoID=39,PowerName="Pull",DisplayName=189298,Description=703578)
#17
Posté 01 février 2013 - 07:21
The class passives.
Don't they affect the specific powers within each class?
Would this be an issue if you're swapping out powers?
Modifié par Abraham_uk, 01 février 2013 - 07:21 .
#18
Posté 01 février 2013 - 08:26
Abraham_uk wrote...
Oh there is another issue.
The class passives.
Don't they affect the specific powers within each class?
Would this be an issue if you're swapping out powers?
the class passives are also powers - they only have a constant, invisible effect on the character.
#19
Posté 01 février 2013 - 08:45
-Adrenaline Rush
-Tactical Cloak
-Tech Armor
-Singularity
-Charge
-Combat Drone
That would make for a pretty interesting gameplay video.
#20
Posté 01 février 2013 - 08:48
Volc19 wrote...
If anyone ever figures this out, I would love to see a character with the powers:
-Adrenaline Rush
-Tactical Cloak
-Tech Armor
-Singularity
-Charge
-Combat Drone
That would make for a pretty interesting gameplay video.
Just remember to bring any of the following: Liara (for warp), Javik (for dark channel) or Kaidan (for reave).
#21
Posté 01 février 2013 - 08:50
Dr_Extrem wrote...
Abraham_uk wrote...
Oh there is another issue.
The class passives.
Don't they affect the specific powers within each class?
Would this be an issue if you're swapping out powers?
the class passives are also powers - they only have a constant, invisible effect on the character.
Would the game crash as a result of swapping powers?
Assuming that is possible...
#22
Posté 01 février 2013 - 08:54
Combat Mastery in the Soldier class has bonuses that specifically affect ammo powers.
If you swap out all the ammo powers, Combat Mastery loses its effectiveness.
I was thinking. If you're using modding to create custom classes, wouldn't the class mastery be a consideration?
Modifié par Abraham_uk, 01 février 2013 - 08:55 .
#23
Posté 01 février 2013 - 09:22
WarrantyVoider wrote...
you can always alter the default_ values, I just opened the file and 4th object already looks promising. these numbers in the list are entries in the name list:
and if you look them up...
now, I dont have time to play with this, so good luck...
greetz WV
Wow, thanks. If this method works then that's great. However, now that I've gotten to the part you've shown in the screenshots, I've noticed that there's only 5 of the series of digits under mapped powers that actually corespond to the numbers associated with the various powers. I.e. there are 5 powers there to alter, but each class in ME3 has 8 powers (this seems to be the case for both the Vanguard and Engineer at least). Do you know where the remaining 3 powers are located?
#24
Posté 01 février 2013 - 09:38
We have
2 class specific powers. [Soldier has 3]
4 Overlapping powers. [Soldier only has 3]
2 Passive powers [Fitness and class mastery]
Bonus Power [should the player choose one]
8 if you don't include the bonus.
With this mod are you able to change only the active powers or can you chop and change the passive powers too?
#25
Posté 01 février 2013 - 10:52
With this mod are you able to change only the active powers or can you chop and change the passive powers too?
At the moment I seem to be unable to change anything since I can't find an obvious way to edit any of the values in the PCC editor 2.0 under the name tab or in the interpreter. Assuming Warranty Voider doesn't have the time to post anything further (which is more than fair), I guess I'll have to check the ME3 explorer wikispaces for a PCC editor 2.0 guide. Since I'm already intending to use the ME3 explorer tool to add custom textures to ME3 without using tex mod, I suppose I would need to familiarize myself with the tool anyhow. Guess my playthrough might be a little delayed though
Modifié par gauntz, 01 février 2013 - 10:52 .





Retour en haut






