I don't personally know of any way to get multiplayer gear items, unfortunately. That would be pretty sweet, but as the SP experience and user interface was never designed with those in mind, I don't know how you'd even begin to hack it in.
Rakasen, if you follow the guide all the way through, you won't need to respec your powers. The one thing to keep in mind is that if you spend more talent points than you are supposed to have for your given level, your powers will reset. This can be a little frustrating because you may have to spend fewer points than you're supposed to have for your given level.
An example of such a scenario (fairly common):
Your class is Sentinel, but you've decided not to use two of its default powers: Tech Armor and Throw. Because the game, by default, assigns one talent point each to these powers, every time you load your game it will attempt to do so. If you've used up all your talent points, it'll see that there's none to be assigned to these powers and will reset everything.
To avoid this, you either do one of two things:
1) Make sure you always have 2 talent points remaining unassigned.
2) Edit your coalesced.bin file to give you more talent points to make up for these lost 2. To do so, navigate to biogame.ini -> sfxgame -> sfxgameconfig -> levelrewards
Within levelrewards, you'll see the number of "TalentReward" points assigned per level. You could just increase the first level's # by 2, for instance. You'll still need to keep 2 talent points unassigned after doing so, but at least you can spend the equivalent # of points for your level as you'd expect. As you might have guessed, you can edit the values here to give you way more talent points than you're supposed to normally get.
Anyway, if you ever load a savegame and find your talent points reset, that means you've simply gone over the total number.
One final tip. Whenever you load up the game for the first time, you'll find all your non-standard powers missing from your player. Instead of adding them again, just run this console command:
Set SFXPowerCustomActionBase IsBonusPower true | Set SFXPowerCustomAction_AmmoPowerBase IsBonusPower true | Set SFXPowerCustomAction_GrenadeBase IsBonusPower true
This command is included by default in your KMPowersRemove.txt file. Just know that all you need to do is run that command by itself once. This will then designate all the new powers as bonus powers, which means they'll stick around after loading a game. Once you run the command, you can load your savegame and find your old powers (and their talent point assignments) back where you left them.
Modifié par Gaw_Damnit, 23 juillet 2013 - 05:07 .