The Complete Guide for Creating Custom classes in SP (Version 2.0)
#201
Posté 30 janvier 2014 - 06:31
Are the talent points supposed to completely reset or did I miss a step somewhere to save where the talent points are loaded?
#202
Posté 31 janvier 2014 - 02:08
Also, I'm kinda feeling okay with not having unique ID's, but that is only if I know which ones conflict with each other. is there a bigger list than the one located in the older kmpowers files, or are the only conflicts here?
Slam - Lash
Sentry Turret - Geth Turret
Inferno Grendade - Flare
Dominate - Submission Net
Tech armor - stimpack
Modifié par tehpuma, 31 janvier 2014 - 02:10 .
#203
Posté 31 janvier 2014 - 03:38
The mp load trick is discussed at the very end of the OP.tehpuma wrote...
Alright, so I danced around the previous issue. Felt kinda silly about it actually. However I've got to ask, when looking through the updated versions of the kmpowers files, there's a note saying "Powers denoted with a *** are selectable only via MP load trick". Maybe it's because I haven't hopped onto this modification in a bit, but uh.... what exactly is the MP load trick? I don't remember reading about it in the OP. Which might just be bad memory on my part.
Also, I'm kinda feeling okay with not having unique ID's, but that is only if I know which ones conflict with each other. is there a bigger list than the one located in the older kmpowers files, or are the only conflicts here?
Slam - Lash
Sentry Turret - Geth Turret
Inferno Grendade - Flare
Dominate - Submission Net
Tech armor - stimpack
#204
Posté 31 janvier 2014 - 03:51
#205
Posté 02 février 2014 - 10:50
I have a question about the MP powers though. When you add them to SP, is it using the original versions, or is it loading the hotfix stats? I would imagine it is probably the former.
Was thinking about trying to sub Turian Veteran for Combat Mastery, although if it is the release version I might not be too enthusiastic.
Adding MP DLC guns to the Spectre store might be worth doing. Or adding the powers to the Bonus Power store.
#206
Posté 02 février 2014 - 11:15
#207
Posté 03 février 2014 - 02:02
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.
Is this still necessary with more current releases of ME3Explorer? I noticed looking at their download page there are a lot of newer buildss, and the 5/19 one isn't on the list (which is funny since I think that is actually the one I have).
#208
Posté 05 février 2014 - 02:54
Would still like an answer to this question tho.ItsFreakinJesus wrote...
Every time I start back up from an exit, I have to reapply my talent points to my added powers (charge and throw). Not that big of an issue now, but my next playthrough, I fully intend of replacing all of Shepard's class power to make some overpowered cross-class hybrid.
Are the talent points supposed to completely reset or did I miss a step somewhere to save where the talent points are loaded?
#209
Posté 20 avril 2014 - 07:26
I'm having issues with this. I've been trying to replace the Sentinel's Lift Grenade, Throw, Overload, Cryo Blast, and Tech Armor with Multi-Frag Grenade, Biotic Sphere, Annhilation Field, Biotic Focus, and Cloak respectively, with no success. Could someone help?
#210
Posté 28 avril 2014 - 08:06
Trogdor, you'll have to be more specific with your problem. What have you done and what problems are you seeing?
Also, I advise everyone to read through the guide in its entirety. It is long, but contains all the information you need.
#211
Posté 30 avril 2014 - 12:46
Sorry to be a pain. I think i have followed the instructions to the letter... However on every game load (changing areas etc.) all my points are reset.
Could someone please tell me what i have done wrong for this to happen.
The remove/give works perfectly and the new powers appear in the game fine.
#212
Posté 02 mai 2014 - 09:04
It's possible that you are allocating too many points for your level. It isn't unusual to be presented with a certain number of talent points that is actually more than you should have. Try allocating a few points less than your maximum and save your game, then reload.
#213
Posté 02 mai 2014 - 09:12
Reading through the instructions again:
Is this still necessary with more current releases of ME3Explorer? I noticed looking at their download page there are a lot of newer buildss, and the 5/19 one isn't on the list (which is funny since I think that is actually the one I have).
I don't think this is necessary, anymore. I just tested this with the latest version and it didn't give me any problems.
#214
Posté 03 mai 2014 - 11:39
I don't think this is necessary, anymore. I just tested this with the latest version and it didn't give me any problems.
Actually, no, I have noticed some problems. I used the 2014-4-16 build of ME3Explorer and noticed that whenever I save a game with Biotic Orbs on my character, a subsequent load will result in a crash.
Also, for some reason, I haven't been able to repack my DLC .sfar files while using the 2013-3-09. Not sure why it hasn't worked for me. I was able to download the 2014-2-12 build, however, and make use of the "DLC Editor 2" tool. It appears to have the same functions as the original DLC Editor, though is somewhat harder to use to search through the packed files. I was able to use this editor to modify things and run the game with Biotic Orbs working correctly.
#215
Posté 06 mai 2014 - 01:40
Since I decided to play ME once more I discovered that I actually like SP and MP. Since in the first mentioned something about someone writing a batch-script and obviously no one did (?!) I just did that - though its the first one I've written so far..
to use it you'll need to go to your Mass Effect 3\BIOGame\DLC folder and rename your original DLC_CON_MP3, DLC_CON_MP4, DLC_CON_MP5 to MP3_MPFiles, MP4_MPFiles and MP5_MPFiles (While your modded Files take the place of DLC_CON_MP3 etc.).
Afterwards open a texteditor and copy the spoiler inside and save it as something like "Renamescript.bat" in your Mass Effect 3\BIOGame\DLC (won't work otherwise). I know its not perfect - but maybe someone can make use of it
(maybe I'll put some more work into this over the next days...if youre interested)
EDIT: I think I may have to make some adjustments...and also do Part V of the Tutorial and include those files into the script...suggestions welcome even a "script not needed"
EDIT2: Working for me now as it is. Though my Powers still get reset every load/mission etc.
#216
Posté 09 mai 2014 - 06:54
Nice, thanks Schatten!
Regarding the power resetting: assuming that you have followed all the steps in the guide, your powers may reset depending on how many talent points you use before saving or transitioning levels.
As an example, playing a Sentinel means that you will, be default, always start with two talent points assigned (I believe to Warp and Tech Armor). If your custom power setup doesn't include one or both of those, then you have to make sure to keep 1-2 talent points in reserve. If you allocate ALL of your talent points, upon loading a savegame, the game will attempt to apply 1 point to Warp and 1 point to Tech Armor. If your character already used all the points on other skills, the game will realize that something is wrong with the talent point allocation and reset all your powers to nothing.
There are only two solutions I know of. Either make sure you reserve the 1 or 2 points necessary before saving or loading levels, or modify the coalesced.bin to give you more talent points at a specific level to make up the difference. If you use the latter method, you'll still need to reserve 1 or 2 points, you just won't be at a point disadvantage for your level.
#217
Posté 25 mai 2014 - 01:34
Hi guys, do you know how can I edit properties of DLC or MP powers which I added to my SP. For example Flare ?
#218
Posté 05 juin 2014 - 05:03
is something missing here?
7) Open KM_presetMANAGER.txt again. Comment out the following lines by adding “//” in front of them: ???
#219
Posté 24 juin 2014 - 08:08
Hey I cant seem to figure out the solution to my issue. I have done all steps to my best and when I hit F12, it gives me all my chosen powers and removes the correct ones, but for some reason it also gives me a glitch where I have 6 weapons strapped on, so my power CD is about a minute, pretty much doing away with my reason to use powers. Where did I go wrong?
#220
Posté 25 juin 2014 - 05:53
To Gaw_Damnit: Can you tell me how to add mp passive power? Is it possible?
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#221
Posté 02 juillet 2014 - 03:13
doesn't work for me. All it does is resetting all my Skillpoints. Ifollowed your steps and checked it 2 times, what am i doing wrong?
PS: Sorry for my english
#222
Posté 03 juillet 2014 - 09:48
doesn't work for me. All it does is resetting all my Skillpoints. Ifollowed your steps and checked it 2 times, what am i doing wrong?
PS: Sorry for my english
I had this issue as well. My issue was that the KMGivePowers and the the KMRemovePowers were labeled as KMGivePowersSelf and KMRemovePowersSelf. Try changing your keybinds to match the names exactly to the files and it should work.
#223
Posté 04 juillet 2014 - 03:25
I've worked through the steps in the first post, but now no button or mouse commands works inside the game. Any advice or insights as to why this may be?
#224
Posté 04 juillet 2014 - 12:29
Trogdor, you'll have to be more specific with your problem. What have you done and what problems are you seeing?
Also, I advise everyone to read through the guide in its entirety. It is long, but contains all the information you need.
So, I wanted to replace some of the Sentinel's powers with a combination of Combat and Tech.
Basically, this is what I had in mind:
Venator
Throw --> Ballistic Blades
Warp --> Submission Net
Lift Grenade --> Multi-Frag Grenade
Tech Armor --> Cloak (Infiltration Unit variant)
Overload --> Sabotage
Cryo Blast --> Carnage
So in essence, an Infiltrator in terms of tactical power, but a Vanguard in terms of weaponry.
I just can't seem to get it to work. I mean, I've used the PowersGiveSelf and PowersRemoveSelf, but they did nothing. Nor did the PowersGive and PowersReceive. No matter what I do, nothing seems to work for me!
It isn't helped out by the fact that I am, for all intents and purposes, a moron. So is there some form of the guide you could put up for people like me?
EDIT:
Okay, quick update. I've managed to get it working. All powers are now on my Sentinel, but there's two problems that are occurring to me now.
1. Multi-Frag Grenage isn't working.
2. The class I renamed to the Venator, alongside the description isn't working. All it does is show the bona-fide Sentinel description.
I'd really like answers to these problems soon.
Modifié par Trogdor7620, 06 juillet 2014 - 02:50 .
#225
Posté 05 juillet 2014 - 03:29
Think I fixed it. Looking over the steps on the front page, it seemed like there should be a way to move the N7 classes from Earth DLC whole cloth so that they replace the vanilla classes.





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