Good luck with that; as far as I know the armors don't have a single part name like the weapons, they're made up of many parts.
You CAN, however, add everything to your ship's store (I added the bonus/dlc stuff to my Spectre store in the hangar)
In "bioui > sfxgamecontent > sfxguidata > store > [store_race] > storeitemarray" you can find the list of things being sold at any given store. The Spectre one is what I used, for convenience.
You can copy/paste these lines from one store to another, and remove every ",PlotUnlockConditionalID=####"; might also want to change the cost as well. You may also find the different parts and stuff, as well as the "name" in "biogame > sfxgame > sfxplayercustomization". You'll need to find the description and name, as well as the purchase ID yourself.
The downside? they won't run out of stock... ever. So you might wanna buy them then just delete the lines from the coalesced file after saving.
As a bonus, here's 3 bonus items you might want to get:
The Chackram Launcher "assault rifle" is simply called Reckoning, so "giveitem self reckoning". Full set and all that~ ______________________________________________
It's saves to the ini file and shows up correctly in wench editor.
Have been trying to add ( Name="M", Command="setparagon 2500" ) to be able to click all the charm options but it's still the default keybindings ingame.
Have added this command to gamemodedefault, base , injured and so on and it doesnt register ingame.
Thank you very much for this tip, just what I was looking for.
Probably we can do that with all the weapons aswell, so instead having all of them at once with a shortcut the player would have the possibility do buy them for a high price. Just an idea to keep the gameplay interesting...
It's likely that this game will have the same problem as ME2 when it comes to adding powers; as you said, the UI is a problem since it has only limited spaces for them.
Adding excessive powers to henchmen worked because they don't have to use menus and hotkeys, but the player is kinda stuck with them.
It was just a matter of binding a key to the Command="exec text.txt" command and listing a text file with commands to run. It was easier that way, since you could edit the file on the fly and change the power loadout on anyone.