The Complete Guide for Creating Custom classes in SP (Version 2.0)
#76
Posté 26 mars 2013 - 11:19
#77
Posté 28 mars 2013 - 03:34
Tech Armor
Incinerate
Overload
Biotic Charge
Dark Channel
Warp Ammo
Basically, this guy has a lot of versatility. His abilities allow him to soften up foes from a distance before closing in for the kill, and he has good power synergy in any context.
In an effort to balance him somewhat, I give him weapon weight reduction equivalent to Adepts/Engineers.
Modifié par Gaw_Damnit, 28 mars 2013 - 03:35 .
#78
Posté 30 mars 2013 - 06:59
#79
Posté 30 mars 2013 - 09:07
But can someone please tell me how the 'codes' for blade armor and hunter mode, cause I can't find them in the KMPowersGive file.
Modifié par Patrick2602, 30 mars 2013 - 09:16 .
#80
Posté 01 avril 2013 - 06:47
Patrick2602 wrote...
Just tried this for the first time with my adept and it really is fun to try new combinations.
But can someone please tell me how the 'codes' for blade armor and hunter mode, cause I can't find them in the KMPowersGive file.
Hunter Mode should already be in your KMPowersGive.txt:
givepower self sfxgamecontentdlc_con_mp1.sfxpowercustomactionmp_supercharge
I'm not sure why Blade Armor isn't in the file - I vaguely recall hearing that it didn't work properly in single player, but i could be wrong.
#81
Posté 02 avril 2013 - 01:41
Gaw_Damnit wrote...
Patrick2602 wrote...
Just tried this for the first time with my adept and it really is fun to try new combinations.
But can someone please tell me how the 'codes' for blade armor and hunter mode, cause I can't find them in the KMPowersGive file.
Hunter Mode should already be in your KMPowersGive.txt:
givepower self sfxgamecontentdlc_con_mp1.sfxpowercustomactionmp_supercharge
I'm not sure why Blade Armor isn't in the file - I vaguely recall hearing that it didn't work properly in single player, but i could be wrong.
Blade Armor doesn't give Shepard the badass spikes that the Batarians have. When you activate the power, the spikes either retract or expand like normal, but after that animation, they just disappear. Therefore, visually, it is a buggy power, as you don't know if you have Blade Armor active or not unless you remember activating it, or re-use the power and judge from the spike animations.
#82
Posté 02 avril 2013 - 01:33
#83
Posté 03 avril 2013 - 06:39
Bluub wrote...
Is there no way to add "Snap Freeze" to a custom class? I'd like to create my N7 Paladin in Single Player and that is his trademark power.
No, sadly. It seems that we have no way of accessing most of the new powers introduced in multiplayer.
#84
Posté 03 avril 2013 - 07:03
1) class is a kind of jack-of-all-trades.
2) class has enhanced protective measures that encourage getting up and close with the enemy.
3) class has powers to address all situations (for ME, that primarily means being able to effectively strip defenses and deal damage).
Reave
Shockwave
Energy Drain
Tech Armor
Incendiary Ammo
Fortification
I've been pretty pleased with this combination so far. Tech Armor and Fortification make a big difference together, but it's the player's need to constantly use Reave (for its Damage Reduction) and Energy Drain (for shield restoration) that makes the build feel fun.
Your generally higher-than-usual cooldowns mean that you'll be relying on your ammo powers and guns a lot more than vanilla Sentinels, Adepts or Engineers. Shockwave is there to synergize with your ammo and biotic powers when you're up close for biotic detonations and fire explosions.
#85
Posté 12 avril 2013 - 08:15
Here's an attempt at a Adept/Soldier combo that really tries to emphasize the soldier element.
Reave
Shockwave
Barrier
Warp Ammo
Cluster Grenade
Lift Grenade
Reave and Shockwave mean that this guy can set off biotic explosions, but they won't be happening all the time due to Reave's relatively short duration and Shockwave's tiny reach. Reave's DR, in concert with Barrier's DR, will ensure that this guy can take some extra hits and support builds that want to close gaps and shotgun/smg enemies. Warp Ammo's extra damage to primed targets also means that Reave + bullets will be one of the best ways to finish off foes.
This guy will also have the option to use Reave + Cluster Grenade & Lift Greande + Reave/Shockwave situationally. This grants some nice options for large damage and crowd control, but balances it with limited resources. Also, tying lifting and detonation ability to grenades helps maintain the martial/soldier-like feel of the class.
So many possibilities! I hope ME4 will allow for greater customization...
Modifié par Gaw_Damnit, 12 avril 2013 - 08:20 .
#86
Posté 13 avril 2013 - 04:50
You sure there's no way to unpack them from the DLCs themselves? When I looked into modding DLC weapons a while back there was a way.Gaw_Damnit wrote...
Bluub wrote...
Is there no way to add "Snap Freeze" to a custom class? I'd like to create my N7 Paladin in Single Player and that is his trademark power.
No, sadly. It seems that we have no way of accessing most of the new powers introduced in multiplayer.
All this talk of Furies makes me want Annihilation Field.
#87
Posté 14 avril 2013 - 11:12
CrutchCricket wrote...
You sure there's no way to unpack them from the DLCs themselves? When I looked into modding DLC weapons a while back there was a way.Gaw_Damnit wrote...
Bluub wrote...
Is there no way to add "Snap Freeze" to a custom class? I'd like to create my N7 Paladin in Single Player and that is his trademark power.
No, sadly. It seems that we have no way of accessing most of the new powers introduced in multiplayer.
All this talk of Furies makes me want Annihilation Field.
All I mean is that I've seen no evidence of this being possible. I'd love for someone to prove me wrong, though.
That said, we still have lots of possibilities without all the DLC powers, as cool as they would be. Here's a Sentinel variant that is re-imagined as less of a jack-of-all-trades with high survivability and more of a generalist with support capability.
Tactician
Tacticians are unique, bringing both tech and biotic training to the battlefield. Though masters of neither, their versaility makes them capable of responding to any situation in both support and assault roles. Tacticians can generate large biotic spheres to shield themselves and their allies from harm, forming strategic rally points.
Dark Channel
Warp
Biotic Sphere
Submission Net
Overload
Sentry Turret
Modifié par Gaw_Damnit, 14 avril 2013 - 11:13 .
#88
Posté 18 avril 2013 - 04:35
I've posted links in the OP that have my latest version of the keybinding files. Here's an example:
givepower self Singularity
givepower self sfxpowercustomactionmp_singularity
The first entry is for the default SP power, and the second is for the MP power. You can get the keybinding files here:
http://rapidshare.co...MPowersGive.txt
http://rapidshare.co...owersRemove.txt
Fem Shep, who is working on an ambitious project to mod ME3 multiplayer, did most of the heavy lifting and helped me find this info out. We're still trying to see if it's possible to get the rest of the MP powers into SP in some way.
Follow her work here:
http://me3tweaks.blogspot.com/
Modifié par Gaw_Damnit, 23 avril 2013 - 06:27 .
#89
Posté 18 avril 2013 - 02:37
//givepower self sfxgamecontentdlc_exp_pack002.sfxpowercustomaction_arialash
//givepower self sfxgamecontentdlc_exp_pack002.sfxpowercustomaction_bioticflare
//givepower self sfxgamecontentdlc_exp_pack002.sfxpowercustomaction_nyreenbubbleshield
I thought they were locked out for some reason or another past resurgence (which implies all the SP DLC)?
#90
Posté 18 avril 2013 - 07:49
Mgamerz wrote...
So these ones work:
//givepower self sfxgamecontentdlc_exp_pack002.sfxpowercustomaction_arialash
//givepower self sfxgamecontentdlc_exp_pack002.sfxpowercustomaction_bioticflare
//givepower self sfxgamecontentdlc_exp_pack002.sfxpowercustomaction_nyreenbubbleshield
I thought they were locked out for some reason or another past resurgence (which implies all the SP DLC)?
All multiplayer powers post-Resurgence are locked off. Single player DLC powers are fine (which makes sense, since they are given to you when playing the DLC).
#91
Posté 23 avril 2013 - 02:21
A simple workaround is simply to leave at least 2-3 points available to invest.
Anyways since I figured it out I have been trying to figure out a unique class that doesn't end up being just a different rendition of overpowered explosions or spammy line-o-sight shots. What I came up with is something less then a challenge run and closer to a unique opportunity to roleplay
class: Biotic Phantasm
Description: An experimental initiative in the N7 program, the idea of the Biotic Phantasm was created as a countermeasure to the possibility of a shadow war with other special op programs such as Spectre or STG. Blending a combination of advanced martial training, exacting biotic precision, and theoretical multi-species psychology the program specializes in creating advantage from the unknown. Possible side effects include: horrifying nightmares, crippling muscular pain, uncontrollable mass effect decay, full body paralysis or probable death.
Requirements:
10 years/N6 level training
Biotic ability, min class 2
Omnitool expertise
At least a minor of psychology
Total Applicants: 2307
Total Failure/Casualties: 2306
Total Completed Course: 1
Base class: Adept
Weapon Training: Heavy Pistol, possibly Shotgun for low level play
Skills:
Biotic Mastery - adept base class stat boosts
Fitness - focus on melee talents
Fortification - armor boost with a melee buff on a short cooldown
Barrier - biotic armor boost with a short range aoe
Warp Ammo - Weapon buff to supplement shield stripping and range combat
Biotic Charge - multiplayer krogan version to remove the annoying screen slowdown and buff melee damage
Biotic Sphere - defensive shield/AoE zone for supplenting all damage, best used in cloak as a setup
Tactical Cloak - stealth cloak to provide melee tactical advantage
Stimulant Pack - replacement for grenade damage to supplement that shields don't regenerate while cloaked
Notes: The traditional 'caster' role of spamming biotic detonations got boring after the first run through so for my renegade second play through this was my idea. Tried the Vanguard but that was little better merely swapping out ranged spam explosions for melee explosions through shockwave and the obvious Reave -> Charge -> Nova combination. Thus turning to custom classes I tried to create an experience that was unique to how I imagine a biotic Spectre 'should' act if the game wasn't a 3rd person shooter.
I wanted to create a playstyle similiar to a combination of Thane, biotic assassin, or Jack, biotic kickass. I tried a Sentinel with mind **** abilities but that made the game ridiculously easy. Tried an infiltrator with a few biotic talents but that broke my immersion. Finally this is what I came up with where the focus is shot range precision strikes where the enemies 'will' spot you or even 1-shot you if you don't learn there patterns.
The idea is high speed melee combat where you combine Tactical Cloak with Biotic Sphere or Biotic Charge to buff melee damage. I admit the second armor was a small handicap I game myself to provide the ability to AoE if I absolutely needed it, but it fits my Shepard's theme of being a biotic barrier specialist. I've found the combination of cloak with Biotic Sphere to be a strangely powerful combination against just about all the larger reaper horrors...except Banshee's who require a bit of practice to learn how to outrange there melee AoE. Learning how to tap cloak while dodge-rolling has been a fun experience and this build finally takes advantage of learning the battleground for bottomless pit exploitation.
Really I love this thread because the custom class has revitalized the game enough for me to try it again after how easy it was to walk through 'insanity' mode on my first playthrough. Not to mention it gave me an excuse to finally play the Citadel station DLC and fall in bittersweet love with the characters of the franchise all over again.
Modifié par EratosX0, 23 avril 2013 - 02:22 .
#92
Posté 27 avril 2013 - 03:42
#93
Posté 16 mai 2013 - 04:09
Blade Armor doesn't work correctly with Shepard (i.e. the spikes vanish instantly), but it only appears to be a visual bug. However, Balistic Blades are insane on my Sentinel Shepard.
Modifié par squidney2k1, 16 mai 2013 - 04:12 .
#94
Posté 17 mai 2013 - 08:16
Like giving Kaidan 'Throw' or 'Slam'?
Thanksies
#95
Posté 18 mai 2013 - 07:40
d1ta wrote...
Interesting stuff OP, out of curiosity, can you also mod squadmates ability?
Like giving Kaidan 'Throw' or 'Slam'?
Thanksies
You can add some powers to Squadmates, but not all of them will work. Some powers appear to have a hardcode that prevents them from being on an NPC., and therefore the power will have no effect or will not activate at all. Most of them work, though.
For example, you can replace Ashley's Marksman with Adrenaline Rush (still bugged on NPCs, just like Marksman...if done on half-empty clip, they'll just take cover and not fire until the power expires) or even Throw. However, Tech Armor does not seem to work.
In order to ensure that a squadmate has a chance at utilizing the added power, you must edit it in the Coalesced file:
biogame --> sfxgamecontent --> sfxpowercustomization
Under the power, it appears that it needs to have the value "(BaseValue=20.0f,Formula=DivideByBonusSum,RankBonuses[1]=0.25f)" If that value is not present in the power (like Adrenaline Rush), you must add it. Some powers like Ballistic Blades will work without this line, but they end up getting NO cooldown (instead of Shepard's cooldown rate), and will get stuck in a spamming loop--they'll use the power, but it won't have any effect outside of the first instance they used it; it's just an animation loop.
Now, you can give Ashley Adrenaline Rush by removing marksman and adding the power (either via the .txt file command w/ keybind, or simply use the console).
I've tried a few powers on squaddies and some work, and some don't. I used Ashley, Tali, Javik & Garrus to test them.
Working:
Throw,
Fortification
Dark Channel
Warp
Shockwave (oh the lulz!...they seem to spam this every chance they get)
Overload
Warp/Incendiary/AP/Cryo/Disruptor Ammo
Carnage
Singularity
Combat Drone
Sentry Turret (useful for getting that flamethrower instantly on enemies since your A.I. teammates are 100% accurate with powers)
Ballistic Blades
Hunter Mode
All grenades except Cluster Grenades
Submission Net (does not work properly on Tali. Net lands at her feet for some reason)
Not working:
Tactical Cloak - freeze in place, not invisible, etc
Biotic Charge - will always tell you they can't do it
Tech Armor - doesn't activate or have any effects **EDIT: Works on Garrus**
Biotic (cluster) Grenades - works, but they instantly explode at the NPC since they are never thrown...useful for a quick "Get the **** off me!" moment
Blade Armor - freezes in place
#96
Posté 18 mai 2013 - 08:18
(Sentinel Base class)
- Tech Armor
- Incendiary Ammo
- Shockwave
- Ballistic Blades
- Overload
- Cluster Grenade
- Biotic Charge (yeeeeeaah, baby)
Heavy Melee & Passive powers - First off, I haven't found a way to change the Heavy Melee of a character, so if you want to use the Adept's heavy melee, you need to start with an Adept base class. This kinda sucks, because you can NOT assign class passive powers (fitness & mastery) to another class, since they appear to be hard-coded. And as a Sentinel character, I wanted the unique bonuses (Fitness 5A, Mastery 5B. 6A/6B) that are included. I suppose I could always edit the Adept's passives to match that of the Sentinel's, but I was being lazy.
- tl;dr - Heavy melee is always based on the starting class; if you want a different class' passive powers, you'll have to edit your current class' passives to match (no switching)
Bugs - Some powers are incompatible purely on a visual element. Tactical Cloak will not turn you invisible while used in tandem while other class powers like Adrenaline Rush or Tech Armor are in effect. If you have Tech Armor active and then use Tactical Cloak, your character will not turn invisible. You still get the bonuses when TC is active, but you'll get no visual feedback. The same can be said about Blade Armor.. Blade Armor works, but visually, only the activation animation is shown (probably because the actual spike mesh is hardcoded to the Batarian model). All bonuses from BA apply, but you'll need to remember the animation of the spikes to know if it's active or not (fortunately, it's a quick cooldown anyway).
Powers resetting - Whenever you exit the game, or load a new level, you must remove & reapply powers again. This can be a minor pain, but it's necessary. However, sometimes when you reapply powers, the cooldowns are stuck at maximum. This is because when you removed all of your powers & reset them, the class weight gets reset as well, and it will not reapply iteself properly when you begin added points. The fix for this is to either save and reload instantly, or simply wait until you're in combat. Out of combat, it seems that there's no forced "check" on weapons to reapply the proper encumberance and cooldown stats. So don't panic if you reload your powers, only to see something ridiculous like a 10 second base cooldown on a power when it should be 5.6. Just wait until you enter a bench, enter combat, or enter the weapon selection menu. This can save a bit of time as well, since whenever you enter a new level your powers reset, but you don't need to always fiddle with it. For example, if you head to the Citadel, don't wast time reassigning all of your points since there's no combat there (you can just max your class passive for the Reputation bonus if you want).
#97
Posté 19 mai 2013 - 10:41
Thaaaannksies for your explanations good Sir / Ma'am =)
This is just soooo exciting for me \\(^o^)/
#98
Posté 18 juin 2013 - 03:56
It's now possible to use all the MP Powers in Singleplayer. To do so, follow the instructions on the last section of the OP Guide: Bonus Round IV: Unlocking MP Powers for SP.
The one major caveat is that the method isn't compatible with SP DLC. So you can make all the crazy custom characters you want, but without any DLC items and quests. Hopefully that problem will be solved eventually. Even so, finally being able to try out all the MP powers in interesting combinations is a ton of fun.
If you think you might be able to help solve this SP DLC problem, check out this thread:
http://me3explorer.f...o-sp-t434.html' class='bbc_url' title='Lien externe' rel='nofollow external'>http://me3explorer.freeforums.org/porting-post-retailiation-mp-powers-into-sp-t434.html
Modifié par Gaw_Damnit, 18 juin 2013 - 03:57 .
#99
Posté 18 juin 2013 - 05:46
Thanks for all the time and effort dude, i would have given up long ago.
Hope we get the whole "sp dlc wont work" thing sorted soon.
#100
Posté 20 juin 2013 - 09:50
1) Will Keybinds Manager work for ME2?
2) Is there some command that can be used to force-load SP DLC's if you use the MP power fix? Or is that what everyone is looking for, I guess?
3) Can the power unlocking for MP powers work for animations too? For instance, could I give Shepard an Asari's dodge?





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