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How to mod "Stimulant Pack" as a Bonus Power! *I figured it out!* Thread update...


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#1
Excella Gionne

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If you want Wrex's "Stimulant Pack" power(I'm not sure if Sentinels are lucky here, the "givepower self" command did not work when I was a Sentinel Shepard, but it started to after I changed my class), all you need to do is:

 

1) Enter in Console: UnlockBonusPower 524288

 

At the bottom right corner, a pop up should say that Stimulant Pack has been unlocked in Medbay. Note: Even if you equip it now, you cannot carry it over with you when you go through loading screens or loading saves. In order to keep it with you, type in this command:

 

2) Enter in Console: Set SFXPowerCustomActionBase IsBonusPower true

 

This makes the game let you keep any kind of power. StimPacks will stay after this command is put in. I've tried this other command: 

 

Set SFXPowerCustomAction_GrenadeBase IsBonusPower true

 

But it didn't seem to let Stimulant Pack stay even if it is a Grenade eating power.

 

WARNING: If you want to change Bonus Powers from the Medbay, please turn off the command: 

 

Set SFXPowerCustomActionBase IsBonusPower true

 

by changing the command to:

 

Set SFXPowerCustomActionBase IsBonusPower False

 

Hope I helped! :D

 

Quick Update: Set SFXPowerCustomAction_GrenadeBase IsBonusPower true doesn't prevent it from being removed from your powers when you exit Mass Effect 3, which means you must rinse and repeat this besides the first step which is to just unlock Stim Packs in Medbay, that you only have to do once.



#2
DeinonSlayer

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This would be more appropriate for the modding forum.

#3
Excella Gionne

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I didn't see that forum, but some of these forums aren't high on traffic. I may not get a response. I'll try posting there, but I hope someone here can help me as well.



#4
NeroonWilliams

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Personally, I'd much rather mod that particular power out of Wrex's repertoire in favor of Shockwave (the equivalent of ME1 Throw).  We saw him use it on Sur'Kesh; let us have him able to use it in combat!


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#5
Excella Gionne

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Personally, I'd much rather mod that particular power out of Wrex's repertoire in favor of Shockwave (the equivalent of ME1 Throw).  We saw him use it on Sur'Kesh; let us have him able to use it in combat!

He's pretty much a Vanguard. Throw or Shockwave would work. All he needs is Biotic Charge, but NPCs cannot perform it though. :'( It seems that this power will only work on non-sentinel Shepards. :'( I changed my class and then it appeared, but I still want to know how it can be but in the store though.



#6
DeinonSlayer

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He's pretty much a Vanguard. Throw or Shockwave would work. All he needs is Biotic Charge, but NPCs cannot perform it though. :'( It seems that this power will only work on non-sentinel Shepards. :'( I changed my class and then it appeared, but I still want to know how it can be but in the store though.

How did you even get that far? I've never been able to figure out how to add powers besides using Gibbed to add a second bonus power (only those from the list in medbay). The guide I read for adding MP powers made it sound like you had to run a script and redistribute ALL of your talent points every single time you loaded a new area.
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#7
Excella Gionne

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BUMP! 



#8
Excella Gionne

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How did you even get that far? I've never been able to figure out how to add powers besides using Gibbed to add a second bonus power (only those from the list in medbay). The guide I read for adding MP powers made it sound like you had to run a script and redistribute ALL of your talent points every single time you loaded a new area.

 

Just do the command: givepower (target) (power)

 

For example: givepower wrex bioticcharge

 

Henchmen cannot keep powers that aren't theirs though.



#9
Excella Gionne

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How did you even get that far? I've never been able to figure out how to add powers besides using Gibbed to add a second bonus power (only those from the list in medbay). The guide I read for adding MP powers made it sound like you had to run a script and redistribute ALL of your talent points every single time you loaded a new area.



I haven't tested on keeping certain MP powers yet.

#10
DeinonSlayer

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Just do the command: givepower (target) (power)
 
For example: givepower wrex bioticcharge
 
Henchmen cannot keep powers that aren't theirs though.

Never used the console in ME2 or 3. ME1 console was great. Do you have to do this every time you load a new area, or does it get saved?

#11
Excella Gionne

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You can test the above command which is to keep all powers. From what I've read from this ME3 command console Notepad, it is indeed you can keep powers that are not bonus powers. I have not tested this, but if you do manage to keep your added power when using the above command, inform me. From what I know about StimPacks, it'll be removed from your powers when you exit ME3 regardless of the console command. I believe this console command must be implemented in to the coalesce.bin file.

#12
voteDC

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How would you give Shepard Cryo ammo?

I used it almost exclusively in ME1 and it's annoyed me ever since that I can't give it to my Adept Shepard in 2 and 3.


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#13
Guest_BioWareMod05_*

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Hello! I moved this thread over to the Modding & Projects forum since you can find some more similar threads there.



#14
Excella Gionne

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How would you give Shepard Cryo ammo?

I used it almost exclusively in ME1 and it's annoyed me ever since that I can't give it to my Adept Shepard in 2 and 3.



The command is: givepower self cryoammo

Try the above command to keep it.

#15
voteDC

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Thanks very much.

I can't give my Shepard the power permanently, it removes itself when I quit and restart ME3, but I can now have that power thanks to you. Even if I do have to add it each time I start the game.

Makes a world of difference to continuity in my head.


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