Aller au contenu

Photo

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


  • Veuillez vous connecter pour répondre
247 réponses à ce sujet

#151
Gaw_Damnit

Gaw_Damnit
  • Members
  • 127 messages
Ok, after a bit of experimentation, I found that the old Nightshade Stalker was just too fragile to work. I wasn't getting very far on Insanity, so I modified it this way:

Tactical Cloak
Nightshade Blades
Annihilation Field
Dark Channel
Poison Strike
Biotic Slash
Bonus: Warp Ammo

Still reasonably fits the flavor, I think, and is much more viable. It's a fun build but you'll be hitting the reload button from time to time.

UPDATE: Ok, once you get over a certain level hump (especially with Tactical Cloak's free power evolution), this guy becomes a beast.  I'm thinking of removing Annihilation Field to balance things out.

Modifié par Gaw_Damnit, 18 juillet 2013 - 07:19 .


#152
Mitthrawnuruodo

Mitthrawnuruodo
  • Members
  • 69 messages
Didn't see this after some perusing, but if I made, say a Slayer or Shadow type class, is the sword incorporated into the character? Very keen on making a stabby slashy type class.

#153
Gaw_Damnit

Gaw_Damnit
  • Members
  • 127 messages

Isteillia wrote...

Didn't see this after some perusing, but if I made, say a Slayer or Shadow type class, is the sword incorporated into the character? Very keen on making a stabby slashy type class.


Unfortunately, no. The sword will appear whenever you use the Biotic/Electric Slash abilities, though.

#154
Mitthrawnuruodo

Mitthrawnuruodo
  • Members
  • 69 messages

Gaw_Damnit wrote...

Isteillia wrote...

Didn't see this after some perusing, but if I made, say a Slayer or Shadow type class, is the sword incorporated into the character? Very keen on making a stabby slashy type class.


Unfortunately, no. The sword will appear whenever you use the Biotic/Electric Slash abilities, though.


Thanks =) Guess that works well enough!

#155
TheAshenPhoenix

TheAshenPhoenix
  • Members
  • 896 messages
Bump.

Also, if anyone is interested I've probably got a few build ideas to share :)

#156
Gaw_Damnit

Gaw_Damnit
  • Members
  • 127 messages
Here's one that I've been enjoying:

Storm Commando Sentinel

Tech Armor
Submission Net
Arc Grenade
Annihilation Field
Biotic Orbs
Poison Strike

Tech Bursts and Biotic Explosions galore! Excels at the close-range game. Annihilation Field + Poison Strike + Biotic Orbs is one of the most satisfying power combinations I've toyed with. Always dangerous, but very cool whenever it works.

#157
Rakasen

Rakasen
  • Members
  • 2 messages
Awesome guide, cant wait to try it out! Just a few quick clarifications and questions if you dont mind. If I understand it correctly, if I follow every step in your guide, including Round V, that will mean that I wont have to respec my character every time I go into new area or reload a save right? That's infuriating. :(
Is there a set amount of talent points you can have too? Implications of this being you can only choose around 3-4 fully maxed out talents if its true, or can you just go balls to the wall and add and max every single power in the game? (Overkill I know, I don't actually want to do that. :P)
Also, do you think it's possible to be able to swap Shepard's melee with say, a Slayers? I read Soja57 saying that simply swapping the Slayer's melee passive to Shepard wont do it, but I mean, if we create custom classes....why the hell can't we swap a melee animation too? Right? RIGHT?
....Please tell me I'm right. :'(

#158
TheAshenPhoenix

TheAshenPhoenix
  • Members
  • 896 messages
No melee swapping, or dodge... Sorry, it sucks, I know.

Wait... I'm reminded of something.

Gaw, is it possible the get the effect of multiplayer gears as well (geth scanner, juggernaut shields, grenade capacity, etc.)? Because if it is... Is it possible you could use the batarian gauntlet as a sort of base power, and then edit it to switch shepards melee to the melee you want? Just like the batarian gauntlet switches our melee to a batarians in the MP?

I mean, I'm not entirely sure if it seems likely, but if we can access gears, then it shouldn't be THAT hard to find a way to edit the melee batarian gauntlet switches the user to, right? I mean it's already programmed in that it switches the user's melee.

Modifié par TheAshenPhoenix, 22 juillet 2013 - 08:21 .


#159
Gaw_Damnit

Gaw_Damnit
  • Members
  • 127 messages
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 .


#160
TheAshenPhoenix

TheAshenPhoenix
  • Members
  • 896 messages
Well, it was worth a try. The melee's from the multiplayer are too epic to give up on!

#161
Rakasen

Rakasen
  • Members
  • 2 messages
Thanks Gaw, I followed your advice, raised my talent points per level, and now when I load up the game it runs beautifully. Now to make a batched patch so I can play online quick and easy. Ill upload it here if/once I figure out how to.

I have some observations!
1. I installed all your extra keybindings in your final notes section, and it says to push F11 and F10 when loading your save game. I found that this sequence resets the last 3 of my bonus powers to just one point in each. I'm too lazy to bother with respecing again every time I load ME3 so I spammed keybindings and found that just pushing F11 then F9 for the reset, and then F11 again had all my correct powers and specs. Not sure if that's a problem on my end or something, just wanted to know if that was normal.
2. Also noticed that you suggested hitting F10 after loading a save game. Is this to regive your bonus powers? I still have my bonus powers after I load a save. I tried it for fun and noticed that it deleted the 2nd and 3rd evolution points for all bonus powers BUT the rest of the evolution points, from the 4th evolution to the 6th evolution, remained, resulting a broken spec chain. Original base powers that I kept were unaffected. (Fitness, Assault Mastery, Charge, ect). havent tested the damage of the affected bonus powers yet, but the ingame statistics show a decrease in damage and increase in recharge time that correspond to their missing evolutions. I believe this persists through level loads as well. So I only hit F11 when I start up a save game. I found this gets rid of both unwanted base powers and doesnt break the specs.

Sooo in summary my keybinding sequences:
Starting Mass Effect 3 up first time: F11, F9, F11
Loading a save after starting up ME3: F11
Theyre a bit different than yours but they work wonderfully for me. I dont touch F10 lol.

#162
Gaw_Damnit

Gaw_Damnit
  • Members
  • 127 messages

Rakasen wrote...

Thanks Gaw, I followed your advice, raised my talent points per level, and now when I load up the game it runs beautifully. Now to make a batched patch so I can play online quick and easy. Ill upload it here if/once I figure out how to.

I have some observations!
1. I installed all your extra keybindings in your final notes section, and it says to push F11 and F10 when loading your save game. I found that this sequence resets the last 3 of my bonus powers to just one point in each. I'm too lazy to bother with respecing again every time I load ME3 so I spammed keybindings and found that just pushing F11 then F9 for the reset, and then F11 again had all my correct powers and specs. Not sure if that's a problem on my end or something, just wanted to know if that was normal.
2. Also noticed that you suggested hitting F10 after loading a save game. Is this to regive your bonus powers? I still have my bonus powers after I load a save. I tried it for fun and noticed that it deleted the 2nd and 3rd evolution points for all bonus powers BUT the rest of the evolution points, from the 4th evolution to the 6th evolution, remained, resulting a broken spec chain. Original base powers that I kept were unaffected. (Fitness, Assault Mastery, Charge, ect). havent tested the damage of the affected bonus powers yet, but the ingame statistics show a decrease in damage and increase in recharge time that correspond to their missing evolutions. I believe this persists through level loads as well. So I only hit F11 when I start up a save game. I found this gets rid of both unwanted base powers and doesnt break the specs.

Sooo in summary my keybinding sequences:
Starting Mass Effect 3 up first time: F11, F9, F11
Loading a save after starting up ME3: F11
Theyre a bit different than yours but they work wonderfully for me. I dont touch F10 lol.


I would worry less about the sequence of keypresses and just focus on understanding what each keybinding file does.  You essentially have 3 types of actions that you're taking here:

1) givepower

2) removepower

3) Set SFXPowerCustomActionBase IsBonusPower true | Set
SFXPowerCustomAction_AmmoPowerBase IsBonusPower true | Set
SFXPowerCustomAction_GrenadeBase IsBonusPower true

Follow these rules to avoid any weirdness:

1) Don't use "givepower" to give you a power you already have.  This creates that weird problem with your 2nd and 3rd evolutions being missing.

2) Every time you load up Mass Effect, #3 needs to be exectued once and only once (you can do it further times without problems AFAIK, but it's not necessary).

3) Only use "removepower" when you need to. After you've set up your powers, you should only need to do this whenever you load a savegame to remove any default class powers that you don't want.

#163
TheAshenPhoenix

TheAshenPhoenix
  • Members
  • 896 messages
bumpity :)

#164
TheAshenPhoenix

TheAshenPhoenix
  • Members
  • 896 messages

TheAshenPhoenix wrote...
Have you ever tried making an entirely custom class before? Like modifying all the powers to make them (relatively) different from the original? It may not sound incredibly original since you're just modifying powers, but I used to have an editor for a game and it took me forever to figure out that I could make custom powers using triggers, but until then I just learned to get really creative suing set power parameters. And it usually ended up pretty cool actually, probably you can get even more options from here.


Quoting this for both bumping and curiosities sake

#165
TheAshenPhoenix

TheAshenPhoenix
  • Members
  • 896 messages
Wow, this thing seems to have been completely abandoned. In the meantime I'll just be a bump machine, and I ahve a build I thought up for anyone interested :D

Biotic cannoneer

Flare
Dark Sphere
Cluster grenades (shepards version)
Biotic sphere

Summary: the theme of this class is kind of to create a character who can dish out absolutely MASSIVE damage in short amounts of time, but with a long period in between. Hammer your foes with whatever combination you wish, perhaps merely a dark sphere and the (extremely insane high shrapnel commander shepard) cluster grenades will be enough to explode and scatter all your targets, perhaps not even triggering a cooldown. However, the true power of this class lies when you let loose the full cannon shot, throw dark sphere down, let loose cluster grenades as it gets closer to your target, finish them off with flare if they managed to survive that barrage of explosions, and mop up whatever's left with the powerful dark sphere detonation. Watch out though, seeing as how you have no other offensive powers your likely to be at great risk whenever you fire off this deadly volley, which is why deploying a biotic sphere beforehand to protect you is advisable.

#166
Gaw_Damnit

Gaw_Damnit
  • Members
  • 127 messages
Heh, I'd like to assume that people are busy playing with their custom classes.

As for modifying powers to make them different from their original intention, I did mess with that a little bit (I talked about it in one of my older posts). It was pretty interesting to experiment with, but I personally stopped doing so because of the time investment required to get things feeling good/balanced. I'd be curious to hear about your results, though.

#167
TheAshenPhoenix

TheAshenPhoenix
  • Members
  • 896 messages

Gaw_Damnit wrote...

Heh, I'd like to assume that people are busy playing with their custom classes.

As for modifying powers to make them different from their original intention, I did mess with that a little bit (I talked about it in one of my older posts). It was pretty interesting to experiment with, but I personally stopped doing so because of the time investment required to get things feeling good/balanced. I'd be curious to hear about your results, though.


Oh, you will. As soon as I get ME3 for the PC (which, should be put together soon [YAY!! :o]) I'll be comparing results in thre thread, especially since I really like doing stuff like this (you have no idea how many hours I spent on the warcraft III world creator kit). I'll probably be using the PC for the epic single player created classes and my PS3 for the actual multiplayer. I'd most likely be the person to end up creating a whole brand new Shepard class with it, I see a lot of potential that doesn't seem too unbalancing with some of these powers. I'm especially interested in creating a extreme teleportation character by either downing recharge speeds or (if possible) up the number of dash's in the double dash evo until cooldown is triggered.

Just out of curiosity, what do you mean by getting them to feel balanced? I'd assume tweaking them to get the correct kind of values wouldn't be too hard by comparing them to things like other class powers and taking in the other factors of the powers (recahrge speed, radius, etc.), or is it just a bit too time consuming to edit the powers themselves (speaking of, is the part about editing powers like this in your OP, or somewhere else in the thread?)

#168
prog_bassist

prog_bassist
  • Members
  • 664 messages
I tried the method to replace the .pcc files in the MP default.sfar files, but after that, my game keeps crashing when I try to add the powers via the keybinding method outlined in the first post. Thoughts? I'm certain that it's related to the default.sfar modifications, since the coalesced.bin is untouched. I've also already added the powers that I wanted before attempting the new powercustomID fix, so that leaves the default.sfar mod the only variable.

If you'd be so kind, could you upload your coalesced.bin just so that I can make sure that it's not my coalesced.bin that's the problem?

Update: So I've gone ahead and replaced my modified .sfar files, and everything is working again.  I remembered that my CookedPCConsole folder contains the files that my coalesced points to, which was probably messing with the MP DLC.  Problem is, replacing the PCC files in my CookedPCConsole doesn't do anything.  More testing to be done.

UPdate: Redid the .pcc replacement, encountered crash when adding powers.  Not related to authorization checks, since I play on a copy with blocked internet access privileges (I have a legal copy of the game, I just use one copy for multiplayer and one for SP modding), and because the game loads my saves just fines.  Only crashes that I get are when I attempt to add powers with modified .sfar files.

UPDate: Redid .pcc replacement, but actually remembered to fix the mount.dlc file.  No dice, and still crashing.  Restored original .sfars, and it works again.  I've given up on trying to mod the .pcc, since it hasn't been working, even if I've followed the directions to the letter, within a degree of reason, since I have most of the steps already done from previously porting powers.

Modifié par prog_bassist, 20 août 2013 - 01:07 .


#169
Ja88erw0cky

Ja88erw0cky
  • Members
  • 21 messages
Mashup of N7 Paladin and Asari Valkyrie and designed for explosion mayhem: 

Valkyrie Sentinel (v1.0)

Warp

• Explosions
• 15% more damage
• Damage & armor debuf

Annihilation Field

• Radius
• 15% more damage
• Damage (shield leach not necessary with charge)

Charge

• 2 additional targets
• 15% weapon damage
• 100% shield replenishment

Tech Armor

• 5% damage reduction
• 30% power damage
• (weight capacity dependent)

Snap Freeze

• Reach
• 10% more damage
• 100% damage to tech explosions

Overload

• Chain
• Neural shock
• 100% shield/barrier damage (maybe another chain)

(Bonus Power)

Incendiary Ammo

• Damage
• Headshot Damage
• Damage

Now, I'd love to add shield mastery instead of the standard fitness passive! (I don't know if the shield animation works in single player)

Modifié par Ja88erw0cky, 21 août 2013 - 01:21 .


#170
Gaw_Damnit

Gaw_Damnit
  • Members
  • 127 messages

prog_bassist wrote...

I tried the method to replace the .pcc files in the MP default.sfar files, but after that, my game keeps crashing when I try to add the powers via the keybinding method outlined in the first post. Thoughts? I'm certain that it's related to the default.sfar modifications, since the coalesced.bin is untouched. I've also already added the powers that I wanted before attempting the new powercustomID fix, so that leaves the default.sfar mod the only variable.


Hey prog, did you not apply the changes to coalesced.bin that were stated in the guide?  It's actually necessary to do this to access all the MP Powers.  I'm not sure off the top my head if that's related to your crashes, though.  From the guide:

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.

#171
prog_bassist

prog_bassist
  • Members
  • 664 messages

Gaw_Damnit wrote...

prog_bassist wrote...

I tried the method to replace the .pcc files in the MP default.sfar files, but after that, my game keeps crashing when I try to add the powers via the keybinding method outlined in the first post. Thoughts? I'm certain that it's related to the default.sfar modifications, since the coalesced.bin is untouched. I've also already added the powers that I wanted before attempting the new powercustomID fix, so that leaves the default.sfar mod the only variable.


Hey prog, did you not apply the changes to coalesced.bin that were stated in the guide?  It's actually necessary to do this to access all the MP Powers.  I'm not sure off the top my head if that's related to your crashes, though.  From the guide:

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.


I'm not touching my coalesced since I'm only trying to modify the powercustomactionIDs.  I've already added the lines to add the powers; I just need zero conflicts, which I'm assuming comes from the pcc files.  Adding them to the CookedPCConsole folder doesn't change anything; I still have customactionID conflicts.  Swapping them out in my default.sfar files causes my game to crash.  For now, I've left the original, unmodified pcc files that i extracted from the DLC directly in my CookedPCConsole folder, and I'm using mostly-custom characters.

#172
C0RRIST0

C0RRIST0
  • Members
  • 2 messages
I followed the guide and created a custom class. Assigning new DLC powers works just fine. However I cant figure out, how to edit their properties in the coalesced.bin. I tried changing their values in the "Default_DLC_CON_MP1.bin" in "Default.sfar" with ME3 Explorer and the ME3 Coalesced Utility, but it had no effect ingame. Editing standart powers in coalesced.bin works

Is it possible to change the properties of the dlc powers as well?

Modifié par C0RRIST0, 23 août 2013 - 11:33 .


#173
Gaw_Damnit

Gaw_Damnit
  • Members
  • 127 messages
Well, C0RRIST0, this is a super late reply, but I think that there are certain default values (contained in the patches) that overwrite anything you might set in DLC .bin files. I experimented with that stuff briefly in the past and also ran into difficulty. There might be a way to do this, but I'm not entirely sure how.

#174
Elenath

Elenath
  • Members
  • 13 messages
So I've followed the steps here (I think) and while I can get some powers to work, the game crashes when I try to add the Asari tactical cloak and AF to my vanguard. I've successfully added arc grenades (from the N7 Engineer), Flare, and Bloodlust though, so I don't know what's up. Any ideas?

#175
ScrltFx

ScrltFx
  • Members
  • 124 messages
Sooo.... I've done all this, but It seems to have messed something up with my game. It could be something else(As I was changing many things) but I'm guessing its this.

When I go to load my me2 character into ME3, it freezes at the loading screen. Have I missed something that may have caused this? I didn't do anything with the power IDs, just the part IV section of powers.