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StimPack in SP as Bonus Power... where are the experts?


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#1
capn233

capn233
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So you can give this power to yourself via editing coalesced and adding a binding for ging self the power:

sfxgamecontentdlc_exp_pack003.SFXPowerCustomAction_StimPack

It seems though that you basically have to press the key each time you go through a save because it apparently isn't considered a real bonus power for Shepard.  Which is probably why when I tried to add it as a power via Gibbed, it didn't work.

In any event, do some of you modding guru's know of a way to unlock it as a selectable bonus power, such as in the med bay?  Or a way to make it available so it doesn't disappear each time you go through a save?

#2
Mr.House

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Can we just put the ID into the power store?

#3
Gaw_Damnit

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You need to run this console command:

Set SFXPowerCustomActionBase IsBonusPower true | Set SFXPowerCustomAction_AmmoPowerBase IsBonusPower true | Set SFXPowerCustomAction_GrenadeBase IsBonusPower true

This sets all base/non-bonus powers as bonus powers, so they won't disappear after you load a game. They will disappear if you quit ME3 and load it after, so you need to do this every session.

If you're interested, I have a post with more info on class customization w/powers over here:

http://social.biowar.../index/16217355

#4
capn233

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So there isn't really a "set and forget" sort of method of unlocking it once? I suppose your way is a whole lot better then using a binding each time.

Thanks for the link to the class editing, that is pretty cool.