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Adding new intel assets (EDIT: unused Citadel DLC intel now 100% working)

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#1
AVPen

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Just another thread that I didn't want to post over at the ME3Explorer forums (yet), but I'm going to be attempting to add new Intel war assets (aka, the intel that you receive on Liara's SB Intel Terminal, where you get to pick one of two bonuses) to the game.

 

Specifically, I'm going to try to create an intel asset based on the Prothean Relic that Shepard finds at the end of the ME2 Firewalker DLC, along with somehow implementing the unused "Khan's Network Exposed" intel asset from the Citadel DLC (recently found it during my research into DLC files - apparently it would've allowed you to pick one of four bonuses, including one that wasn't used in the vanilla game that could increase the max number of grenades).

 

From what I've been able to tell so far, implementing a new intel war asset would require several things:

1. adding data entries for the new intel in the SFXGUIData_Store.pcc file (for the Citadel DLC, they changed a bit how they did things with store data, as they tended to split the stores up into their own pcc files instead of putting them all in one pcc - Khans Network Exposed intel store already has its own pcc)

2. adding text entries for the new intel and its rewards throughout the Coalesced/Default_DLC.bin file

3. finally selecting a location/event in the game where the asset is awarded based on a conditional (by editing new PMCheckConditional and AwardGAWAsset SequenceObjects to the pcc file); for example, I would have the new Prothean Relic intel awarded when Shepard first arrives on the Citadel after Mars, meaning I would add the new sequence objects to the BioD_CitHub_002ProCit.pcc file

 

Will let you all know how my attempts go at this... for all I know, this is going to lead nowhere or in endless circles, lol.

 

EDIT: Right now, creating new intel assets requires much more work than I surmised, but the unused Citadel DLC intel is now 100% working in the game. Read my latest post for more details.



#2
AVPen

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Also for those additionally curious, here are the four bonuses which you could have selected from for the unused Khan's Network Exposed in the Citadel DLC (again, you'd only get to chose one bonus for this intel):

- increase spare ammunition by 10%

- increase power recharge speed by 10%

- decrease shield regeneration rate by 10%

- increase grenade capacity by 1



#3
AVPen

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EDIT EDIT: And..... FULL SUCCESS!  :D  The "Khan's Network Exposed" intel in the Citadel DLC is now 100% working in-game and works like normal intel - the previous problem I had with the intel not disappearing was due to there not being a "PMCheckState" and "PMExecuteTransition" sequence objects (the CheckState to find the intel's initial bool variable and/or the ExecuteTransition to switch the bool from false to true), which are needed to make the intel disappear from the SB terminal once a bonus is chosen and the needed bool for the intel's Conditional is switched to true. 

 

khan-intel01_zps93c9ac1a.jpgkhan-intel03_zps1f36f0dd.jpg

 

Because of the nature of how I got this asset to work (using an email and conditional, along with a sequence objects to award the intel war asset and state transitions to change the intel's bool variable), I will be including this working intel to my MEWAM mod, but it will require the Citadel DLC installed in order to show up (because it requires bools and Conditionals directly from the DLC).

 

 

Oh, and with regards to actually creating brand new intel assets to the game..... Yeah, that's currently a bust  :unsure: Making new intel will require FAR more than I initially thought, including apparently creating new meta data names, classes, etc, which I am not that savvy on at this point.