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A Little coalesced guide.
 
Radious1987  posted on Mar 17, 2012 11:58:19 AM - Report post

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Can anyone tell me where in coalesced file i can find and edit armor bonuses? I must be blind but i found only weapon mods but no armor pieces.
 
RosaV  posted on Mar 17, 2012 12:21:14 PM - Report post

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quote:
originally posted by Lizml86

quote:
originally posted by RosaV

quote:
originally posted by Lizml86

Thought you might be interested in this Rosa Link & Link

[Edited by Lizml86, 3/15/2012 2:10:05 PM]

Thankies

Still looking forward to someone finding Ashley's stuff though

You can use the first link, I'm using atm for Ash's face. works great.

Yeah, and I appreciate that, but I'm not really interested in her face texture so much as her sweet looking blue spectre outfit

(Unless I'm missing something in that link.)

 
StormSinger  posted on Mar 17, 2012 12:43:12 PM - Report post

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quote:
originally posted by Kalomoto

hi

i just used the link to biowares forum... with the unlock all armor coalsced... DON`T use it or put the codes in manually it fu...s up your game so it wont start... happend to me just now.
wanted you to know (its the second link)

Interesting. I modded all of that the first day and haven't had a single problem with it (that's 10 days).

 
Robsterboy  posted on Mar 17, 2012 1:58:49 PM - Report post

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quote:
originally posted by aerion0p

The location for the ashes DLC data is "Mass Effect 3\BIOGame\DLC\DLC_HEN_PR\CookedPCConsole\Default.sfar".

Drag the file over "Gibbed.MassEffect3.UnpackSFXArchive.exe" (inside the editor's folder) and it will unpack it to it's folder in the same place as the original file.

The structure should look like this:
"Mass Effect 3\BIOGame\DLC\DLC_HEN_PR\CookedPCConsole\Default\BIOGame\DLC\DLC_HEN_PR\CookedPCConsole\Default_DLC_HEN_PR.bin"

Open that file with the coalesced editor and you'll find your stuff in there.

There's a catch though... the SFX unpacker is not, as one would expect, a re-packer. As such, you will not be able to repack your modifications... unless the author makes it so.

Mind you, I did not try to run the game with the unpacked archive and folder structure, as I'm pretty sure it looks for a specific encrypted file and not a folder. Feel free to experiment though...

Hi,
great stuff with the unpacker you encovered. But have you found a way to get the files repacked again?

Or any other way to modify the DLC-content?

Robsterboy

 
Daemon976  posted on Mar 17, 2012 7:29:11 PM - Report post

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Would anyone know where the movement stats are located? I'm hoping to speed up the non-combat moving speed to make getting around the Citadel and the Normandy easier.
 
Robsterboy  posted on Mar 18, 2012 3:59:33 AM - Report post

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quote:
originally posted by Daemon976

Would anyone know where the movement stats are located? I'm hoping to speed up the non-combat moving speed to make getting around the Citadel and the Normandy easier.

There are entries for that, but changing them doesnt seems to have any effect.

 
Lizml86  posted on Mar 18, 2012 6:00:14 AM - Report post

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quote:
originally posted by RosaV

quote:
originally posted by Lizml86

quote:
originally posted by RosaV

quote:
originally posted by Lizml86

Thought you might be interested in this Rosa Link & Link

[Edited by Lizml86, 3/15/2012 2:10:05 PM]

Thankies

Still looking forward to someone finding Ashley's stuff though

You can use the first link, I'm using atm for Ash's face. works great.

Yeah, and I appreciate that, but I'm not really interested in her face texture so much as her sweet looking blue spectre outfit

(Unless I'm missing something in that link.)

Gotcha... alright.

 
Daemon976  posted on Mar 18, 2012 7:02:49 AM - Report post

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biodifficulty.ini > sfxgame > sfxdifficultyhandler

'Normal' mode is listed as 'level3difficulydata = (multiple)

The first line (Global) has the stats you want. Here's an example with the player shield regen radically sped up:





(Category="Global", CategoryData=((StatName="OutAIDamageScale",StatRange=(X=-0.25f,Y=0.25f)),(StatName="OutHenchDamageScale",StatRange=(X=0.0f,Y=0.0f)),(StatName="HenchDamageTaken",StatRange=(X=-0.25f,Y=-0.25f)),(StatName="AmmoDropPct",StatRange=(X=0.4f,Y=0.4f)),(StatName="AmmoPct",StatRange=(X=0.8f,Y=0.8f)),(StatName="GrenadesPerDrop",StatRange=(X=2.0f,Y=2.0f)),(StatName="AIEnergyShieldGatePct",StatRange=(X=0.5f,Y=0.5f)),(StatName="AIArmorDamageReduction",StatRange=(X=9.0f,Y=9.0f)),(StatName="PlayerShieldRegenPct",StatRange=(X=1.0f,Y=1.0f)),(StatName="PlayerShieldRegenDelayFromDestroyed",StatRange=(X=0.01f,Y=0.01f)),(StatName="PlayerShieldRegenDelayFromPartial",StatRange=(X=0.01f,Y=0.01f)),(StatName="ReviveHealthReturn",StatRange=(X=1.0f,Y=1.0f)),(StatName="StoppingPowerScalar",StatRange=(X=1.5f,Y=1.5f)),(StatName="CoverDamageReduction",StatRange=(X=1.0f,Y=1.0f)),(StatName="GlobalEnemyGrenadeCooldown",StatRange=(X=25.0f,Y=25.0f)),(StatName="NoCoverDamageBonus",StatRange=(X=0.4f,Y=0.4f)),(StatName="ReviveDamageReductionLength",StatRange=(X=2.5f,Y=2.5f)),(StatName="ReviveDamageReductionAmount",StatRange=(X=0.5f,Y=0.5f)),(StatName="PlayerShieldGateDuration",StatRange=(X=0.5f,Y=0.5f)),(StatName="PlayerHealthGateDuration",StatRange=(X=0.5f,Y=0.5f))))

[Edited by Daemon976, 3/18/2012 7:03:29 AM]

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