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The Complete Guide for Creating Custom classes in SP (Version 2.0)


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#101
Gaw_Damnit

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Led Guardian wrote...

A few bad questions:

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?


Sorry man, I don't have very useful answers for you.

1) No idea.
2) That's the big question. Would love to know that, and if there's some way to prevent a classes' default power set from loading itself after every savegame and level load.
3) I haven't heard of anyone doing this.

#102
Soja57

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Thanks to the works of me and TankMaster on the ME3Explorer Forums, we found a method that allows Singleplayer to automatically load all MP DLC packs. This means you can load any MP power you want into the SP while still allowing all SP DLC's to work.

Link to the post

#103
theflyingzamboni

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Just saw that on the me3explorer forum. So excited about it. Not having any idea what you all are doing myself, what are the chances that performing this fix will result in getting flagged for banning in MP, since it involves modding MP DLC hex code?

#104
Soja57

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Led Guardian wrote...

Just saw that on the me3explorer forum. So excited about it. Not having any idea what you all are doing myself, what are the chances that performing this fix will result in getting flagged for banning in MP, since it involves modding MP DLC hex code?


I'm pretty sure that the chances of getting banned are very slim, if any. All this fix does is load MP packages automatically (which only impacts Singleplayer); it doesn't give the user any unfair advantage in the MP. Thomas Abram stated that as long as modding does not give the user an advantage in the Multiplayer, any sort of modding is fine. Cheating Compendium & News

Of course, if you plan on giving your own "balance changes" to the powers via Coalesced.bin files or console commands (like modifying cooldown time for Recon Mine or damage for Seeker Swarms) when you import them into the Singleplayer, that would obviously put some risk. In my own variant of "Spectre" difficulty for Singleplayer, enemies have different health values, thus I modify powers to scale accordingly for balance. But when I go into the Multiplayer, I always restore the original files.

Otherwise, if all you want to do is import the MP powers into the SP, it'll be fine.

Modifié par Soja57, 25 juin 2013 - 11:18 .


#105
theflyingzamboni

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Great. I don't know if I'll go so far as to modify powers, but I always keep a pristine copy of Coalesced when I do, so that shouldn't be a problem.

#106
Gaw_Damnit

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Soja, fantastic work. I'll update the guide here when I get a moment.

#107
Gaw_Damnit

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Just updated the guide with the new info. Very well done guys, indeed.

#108
Nitrocuban

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Can anyone show some gameplay video?
I'm too lazy to mod but would love to see some of the MP powers in action in SP.

#109
VegardV

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 Just tried out Smash, Arc Grenades, and Flamer in the Armax Arena. Flamer was buggy and didn't work but Smash and arc grenades worked perfectly. This is really exciting. The combinations feel limitless. 

#110
Soja57

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Now that we've manage to unlock all MP powers into the SP, I'm now experimenting with putting MP powers into the bonus power store. I managed to put the powers in the store along with their proper names and descriptions, and I actually obtain the power when I purchase it. The issue is that there is no limit as to how much MP bonus powers you can have at once, which I'm trying to limit to one (just like normal game).

I'm planning on making something similar to Specializations in ME1. I've limited my Vanguard's powers to three so that it is similar to the MP in terms of power hotkeys, and it also makes each power more meaningful. The third power is a bonus power that can be purchased from the bonus power store. The catch is that this third power serves as a "specialization" that is only unlocked about mid-way through the game (after the Cerberus coup on the Citadel).

For example, my Vanguard starts out with Biotic Charge, Nova, Passive, and Fitness. After the Cerberus coup, he unlocks 3 bonus powers that can be chosen from the store. The powers are Barrier, Annihilation Field, and Stimulant Packs, all which synergize quite well with the Vanguard.

Like I stated before, I almost have this working, the only issue is limiting bonus powers to one. Of course, there is still the issue of default class powers always returning on my character. Overall, despite these bumps on the road, we are making great strides in modding ME3.

#111
Gaw_Damnit

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Yeah, the default class power reset is the biggest remaining problem. Nearly all the MP powers will share IDs with default powers, so you'll pretty much be resetting them all the time.

Someone on the ME3Explorer forums was able to remove the default powers from a class but didn't describe how it was done.

#112
Soja57

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I may have found a solution to the class power reset. While it doesn't remove the default powers (as would be most desirable), it allows custom powers to stay without the trouble of having to reassign talent points for every time you load a save.

Basically, you have to change the power ID of the custom power to one that isn't shared with default powers. Beforehand, some MP powers share ID's with default class powers. When you load a saved game that has a MP power that shares an ID with a default power, there is a ID conflict among the two powers. The save will automatically default to the class power, and thus your MP power disappers, along with its assigned talent points.

Changing the Power ID of the MP power to a new one removes any ID conflicts, therefore the power will stay whenever you re-load the saved game. The power will also keep its rank whenever you pool talent points into it. With this fix, all you have to do is remove any default class powers that you don't want for everytime you load.

I'm still experimenting and finding all of the Power ID's of every power, but I'll try to post an in-depth tutorial soon. I can confirm that I can add any passive and melee passive to my character without any issues. Do take note, though, that melee passives is not the same as melee attacks! Adding Shield Mastery from the N7 Paladin won't guarantee that you will obtain his shield melee attack!

#113
Gaw_Damnit

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Soja, do you have a cliffs-notes version of how you're changing the power IDs? I would love to experiment with this stuff while you're working on your tutorial.

#114
Soja57

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Gaw_Damnit wrote...

Soja, do you have a cliffs-notes version of how you're changing the power IDs? I would love to experiment with this stuff while you're working on your tutorial.


I'm not sure if this is necessary, but I have two different versions of ME3Explorer. The newest build is used to extract and edit PCC files. An odd thing though is that whenever you edit and save DLC sfar files, it seems to cause ME3 to crash whenever you load the MP power. An older build (2013-03-09) is used to edit and save DLC files whenever I edit a package within the DLC sfar. Again, I'm still experimenting with editing Power ID's.

Let's say that I want to add the N7 Demolisher's Passive to my Engineer so I have greater grenade capacity. But whenever I load a saved game, the default passive always replaces my new passive, and therefore I have to remove the old passive, add the Demolisher passive again, and respec points for everytime I load the save. However, I can make the power stay by changing the Power ID. Here is how you change the power ID for MP powers. This tutorial includes passives like the N7 Demolisher's grenade passive, but does not include adding melee passives/fitness. There is a different method for adding that.

1a. Required for Resurgence, Rebellion, and Earth DLC. Skip if you only want powers from Retaliation and Reckoning.

Open up the newest ME3Explorer, and open up the DLC Editor. Open the Default.sfar file of the DLC pack that contains your power (DLC_CON_MP3), and extract the pcc package of the power that you want to edit ("sfxpower_nameofpower.pcc" for DLC_CON_MP2 and 3). For example, I want to add N7 Demolisher passive to my Engineer. So I open up the DLC_CON_MP3, and extract the SFXPower_N7EngineerPassive.

1a. Regarding Retaliation and Reckoning.

Since you most likely have already placed the character PCC files of these DLC's into the primary CookedPCConsole folder of the main ME3 directory, you can simply skip to step 2 and use the character package that contains your desired power.

2. Required for all Multiplayer DLC.

Open up the PCC Editor 2.0 in ME3Explorer, and load up the pcc package that you extracted/want to edit. On the right window with the tabs Hex Editor, Properties, and Info, change this to Properties so that you can read what's on screen instead of it being in hex code language. On the left window, you can search for a specific line rather than having to look through every line. I recommend you enter in this string for the search bar:

Default__SFXPowerCustomAction

and you should see a line that looks similar to this Default__SFXPowerCustomActionMP_NameofPower. For unique passives like the N7 Demolisher's Grenade Passive, it should look like Default__SFXPowerCustomActionMP_PassiveBase_Config. On the right window, you should see a section called IntProperty, and under this is PowerCustomActionID. Change this number to something over 200 (just to be safe), as I'm pretty sure that at that point is where all of the PowerCustomActionID's should be unused.

Now that you have changed the PowerID, save the pcc file. For Retaliation and Reckoning, saving the pcc file should be enough, as the pcc file should already be inside the main ME3 CookedPCConsole directory.

3. Required for Resurgence, Rebellion, and Earth DLC.

You may want to use an older version of ME3Explorer for this step, as so far it seems that the newer build causes MP powers to crash whenever you load them. Just a precaution, I'm not sure if this applies for all MP powers. Open up the DLC Editor, and open up the Sfar file of the DLC Pack that contains your power. Right click on the power, and replace it with the new pcc file that you just extracted and edited. Save the sfar file.

4. Required for all DLC.

Run Mass Effect 3, load up a saved game, and add the powers to your character if you haven't already. If you have already added powers to your character before the saved game, the power should already be on your character. For everytime you load a saved game with your new powers, the powers should remain. Do take note that I'm still thoroughly testing this method, so I can't truly guarantee that this method will work.

#115
Gaw_Damnit

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Awesome! Thanks for the info. I've tested this for a few powers and can confirm that your steps work. I also ran into problems with the game crashing, but upon using the exact versions of ME3Explorer in your guide, I avoided the issue.

As I'm playing with this stuff, I'll be updating an excel spreadsheet with all the powerIDs. If I finish it, I'll post it online and update the character .pcc file archive I uploaded with new powerIDs.

#116
Gaw_Damnit

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Incidentally, barring any problems, you've just solved the last major roadblocks for custom character creation. Great job man.  

For anyone else following Soja's steps, you'll probably need to use a method to overcome the standard DLC authorization process.  This is because modifying the .sfar files results in the authorization process rejecting the changed DLC.  A very easy method for doing so may be found here:

http://me3explorer.f...tcher-t374.html

This method is nice, because it patches your game on the fly (temporarily) and doesn't require you to use a cracked executable.

Modifié par Gaw_Damnit, 04 juillet 2013 - 07:37 .


#117
Gaw_Damnit

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It took quite some time, but I've gone through and catalogued all the PowerIDs on a spreadsheet and assigned unique IDs to all the powers that needed them (with the exception of passives). When I get a chance, I'll upload all the materials and instructions to make the process as painless as possible.

#118
Gaw_Damnit

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How to Gain Full MP Power Access Without Power ID Conflicts

The 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.zip

2. Extract these files here: \\Program Files (x86)\\Mass Effect 3\\BIOGame\\CookedPCConsole

3. Download this text file: http://rapidshare.co...nstructions.txt


4. 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.txt

12. 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.html

16. As the first post indicates, you'll want to download the files here: 
http://www.mediafire...yPatcherSet.rar

17. 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.xlsx

This 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 .


#119
Gaw_Damnit

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Ok, just updated the guide in the OP with the new info. I think we're finally... done. ;)

#120
lolsen

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Is it possible to change the meele and/or the dodge moves of a class to one of the multiplayer classes?

#121
TheAshenPhoenix

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This is absolutely amazing you guys! Makes me really excited that I'll be switching over to PC soon.

I mean, hell, practically having any kind of major editing abilities puts years on the gameplay value of something, and thanks to you guys ME3 probably will be on my list of games I get when I switch over!

#122
Soja57

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lolsen wrote...

Is it possible to change the meele and/or the dodge moves of a class to one of the multiplayer classes?


Not that I know of. I've managed to add any character's melee passive like the N7 Paladin's Shield Mastery to my character, but all it does is give the shield/health/melee bonuses without actually giving me his epic shield attack.

Basically, the melee and dodge moves are independent from the Fitness talent tree, therefore we are currently unable to access them.
:crying:

Modifié par Soja57, 08 juillet 2013 - 01:10 .


#123
Soja57

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TheAshenPhoenix wrote...

This is absolutely amazing you guys! Makes me really excited that I'll be switching over to PC soon.

I mean, hell, practically having any kind of major editing abilities puts years on the gameplay value of something, and thanks to you guys ME3 probably will be on my list of games I get when I switch over!


Welcome to the PC Master Race. :devil:

And yeah, modding video games, especially ME3 is awesome.

Want new gametypes for Multplayer? Husk mod ftw!
Tired of having one button do everything? No more omni-do-all-the-things button!
Insanity too easy? Try "Spectre" difficulty or create your own difficulty mode!
Hate staring at pixelated textures? Download high-resolution textures!
:wizard::wizard::wizard::wizard:

#124
Patchwork

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I have the first two MP DLCs but I hardly ever played them so I didn't bother downloading the rest. If I use your files do I need to them?

#125
TheAshenPhoenix

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Soja57 wrote...

TheAshenPhoenix wrote...

This is absolutely amazing you guys! Makes me really excited that I'll be switching over to PC soon.

I mean, hell, practically having any kind of major editing abilities puts years on the gameplay value of something, and thanks to you guys ME3 probably will be on my list of games I get when I switch over!


Welcome to the PC Master Race. :devil:

And yeah, modding video games, especially ME3 is awesome.

Want new gametypes for Multplayer? Husk mod ftw!
Tired of having one button do everything? No more omni-do-all-the-things button!
Insanity too easy? Try "Spectre" difficulty or create your own difficulty mode!
Hate staring at pixelated textures? Download high-resolution textures!
:wizard::wizard::wizard::wizard:


Honestly the first reason I looked into building a custom PC was when I discorved Fallour New vegas modding.

Now all I need is the rest of my custom PC parts and I'll be making my pact with the PC evils joining you