How to Gain Full MP Power Access Without Power ID ConflictsThe following info will be incorporated into the main guide eventaully, but for now here's some very handy steps for you guys.
Make sure you read Soja's guide above on editing .PCCs and repacking the DLC .sfar packages with them. After you've gotten a handle on what's going on there, then proceed here.
What I'm providing here is a shortcut. It's actually a fairly ridiculous amount of work to go through and modify every necessary .PCC file, and to do so without making errors (I made plenty). Modifying one or two to get access to a specific power you want isn't too bad, but if you want access to every single power, then this will help you.
So again, to be clear, what we're doing here is assigning unique Power IDs to every single MP power in the game. Since powers will no longer share IDs, that means that every single power combination will be possible after these changes. Also, you will never have to deal with powers being reset upon save/load due to conflicts. While you can get access to MP powers without all these steps, I highly recommend that you take them. This effectively makes MP power access playable/enjoyable, which is an important distinction.
First off, go here and download two versions of ME3Explorer:
http://sourceforge.n...files/Versions/Again, you want the latest version (2013-05-19) and a slightly older version (2013_03_09). 5-19 is for extracting and modifying .PCC files. If my steps work, you won't need to use that version at all, but it may be useful to you at one point. We'll only be using the 3-9 version to repack various default.sfar DLC files.
1. Download the updated .PCC files here:
http://rapidshare.co...MPPower_PCC.zip2. Extract these files here: \\Program Files (x86)\\Mass Effect 3\\BIOGame\\CookedPCConsole
3. Download this text file:
http://rapidshare.co...nstructions.txt4. This text file gives a list of all the .PCC files that you've just copied into your CookedPCConsole directory. Each DLC you have contains a file called "default.sfar." You'll need to open that using ME3Explorer and replace the default .PCCs with the ones I updated for you.
5. This text file identifies which .PCC files go into each default.sfar package. For example, the first MP DLC, Resurgence, has its "default.sfar" package here:
\\Program Files (x86)\\Mass Effect 3\\BIOGame\\DLC\\DLC_CON_MP1\\CookedPCConsole\\Default.sfar.
I've listed all the locations in the text file.
6. *Back up each and every default.sfar file that you're going to modify. This is critical!
7. As Soja indicated above, you need to open ME3Explorer, select the DLC Editor tool and then open the .sfar file inidcated in the instructions. Expand the folders down to the "CookedPCConsole" level and locate the items on my list. The first one for Resurgence is "AsariCommando_Adept_MP". Right click on that file and choose "Replace." You'll then have to select the AsariCommando_Adept_MP.pcc file that I've modified for you.
8. To make this step faster, you can also extract an extra copy of the ME_MPPower_PCC.zip into a new, empty directory. This will make finding and selecting the right .pcc easier.
9. After you've replaced every .PCC file indicated in my instructions for the particular DLC, save the default.sfar package.
10. Repeat these steps for every DLC that you own.
11. Download this file:
http://rapidshare.co...AddMPPowers.txt12. This text file contains all of the lines you'll need to copy into your coalesced.bin file. Instructions are within the file. For your purposes, you'll want to copy over all the entries.
13. If you don't own some of the SP DLC on the list, then don't copy those entries over.
14. Save your coaelsced file.
15. Since you've modified your .sfar files, you'll need a way to bypass the normal DLC authorization process at the beginning of the game. The best method I know about may be found here:
http://me3explorer.f...tcher-t374.html16. As the first post indicates, you'll want to download the files here:
http://www.mediafire...yPatcherSet.rar17. Again, stealing from the instructions:
Put these in the same folder as MassEffect3.exe:
LauncherWV_Console.exe -enables ingame console
LauncherWV_DLC.exe -disables DLC check
LauncherWV_DLC_Console.exe -does both
-if you want to use for example texmod, or want to patch me3 AFTER it started use these
PatcherWV_Console.exe -enables ingame console
PatcherWV_DLC.exe -disables DLC check
PatcherWV_DLC_Console.exe -does both
18. I typically use "LauncherWV_DLC_Console.exe to launch the game. Congrats, you're done! You now have unrestricted access to all powers in the game.
Ok, some important info to keep in mind:
You can't really play MP while using your modified .sfar files (this is why keeping a backup is very important). While you can join matches and play, you'll find that certain powers won't work due to the modifications we've made. All you'll need to do is rename your modified.sfar files and restore the backups you made and you should be able to play MP just fine (you should only need to do this for the MP DLC, not the SP DLCs if you modified them). If anyone would like to make a handy batch file to do this easily, please do! Or maybe I'll look up how they're made and include it later.
Another thing. Because modifying all these .PCC files and coalesced entries is a very error-prone process, it's possible that I goofed and made some errors somewhere. I did a thorough check of all the powers, but in case something is borked, you may find it useful to reference this file:
http://rapidshare.co...ionID_List.xlsxThis is a spreadsheet that does two things: 1) The first sheet lists all the default PowerCustomActionID assignments and shows which powers share IDs and thus have conflicts. 2) The second sheet lists all the MP powers and their new ID assignments.
If you ever find yourself modifying .PCC files yourself, that spreadsheet may prove useful. As indicated in it, there are only two known conflicts that I haven't been able to resolve (but you can easily work around them):
1. Shockwave conflicts with Flamer despite my .pcc file changes. This ultimately isn't a problem, though, as you can easily use the "Flamer_Shared" power instead if you run into a conflict.
2. Tactical Scan ("damping") conflicts with Carnage for mysterious reasons. As with Flamer, you can simply use "Damping_Shared" if you run into a conflict.
If you guys ever run into what appears to be a power conflict (you are unable to add a power to your character), let me know and I'll investigate it if I have time.
One last note. There are a number of MP variants of SP powers (mp_singularity vs singularity, for example). These MP variants are the only powers that can't exist simultaneously at all times. If you want any of these shared powers on your character, you have to choose one or the other. In the vast majority of cases, this won't be an issue you'll run into.
As for why they can't co-exist, it appears to be because these mp_* powers don't have unique PowerCustomActionIDs and simply share the ID assigned to the corresponding SP power. If anyone figures out a way to get around this, let us know!
While it would be nice to fix a few more things (like the mp_* power problem, or finding a way to change a class' default power set), for all intents and purposes, custom SP characters are now fully viable, convenient and playable. Thanks for the help from everyone involved. Hope you guys have fun.
Modifié par Gaw_Damnit, 07 juillet 2013 - 09:03 .