I apologize if this has already been discussed, but has anyone found a solution to the problem of skill points "resetting" after entering a new area?
Check the first post. It includes an alternative to giving squad points.
I had the same problem, but it stopped after the the first Citadel visit.
I would suggest binding a negative (i.e.-60) number to clear your squad points first. Once you do that, save, then edit the coalesced again and bind a positive number of your choice. Using this method should clear these "ghost" points you're having trouble with, then enabling you to set more "permanent" points.
And since you're having problems with this, I would stay away from activating the trainer squad points again.
BTW is there anyway that we could convert the argus and the vindicator to fire full auto instead of bursts? i tried adjusting the minrefiretime and roundsperburst to no avail. I think they recoded some commands like bisautomatic in bioweapon.ini
Using the Coalesced.bin editor, go to biogame.ini/sfxgame/sfxgameconfig
and find the field 'levelrewards'
It's a list of how much exp you need for each level, and how many skill points you and your 'henchmen' get.
Edit the TalentReward= line for the next level you need, adding as many points as you want, and do the same for your team members using the HenchmanTalentReward= item.
Upon your next level up, you'll have a lot of points, and they should stick.
Note, it may work to edit the point levels for a lower level than you already have, thus increasing the limit of points when the game calculates if you've exceeded your points and preventing it from resetting the skills
After much search i have found a way to "maximize" the effective military strength you can get from acquired war assets. This is considering you did not play MP, play with the iPhone app or don't use facebook. Hence the Galactic Readiness rating will stay at 50%.
We'll be working with the following file using ME3 Coalesced Utility: Coalesced.bin/bioui.ini/sfxgame/sfxgawassetshandler
This is where all data pertaining to all military assets is stored. for instance:
this handles the data for the "Krogan Clans" war asset. The line in the code we are looking for is "StartingStrength=300". This means Krogan Clans add a total of 300 points to the Total Military Strength and, at 50% Galactic Readiness, 150 points to the total Effective Military Strength. Change the value from StartingStrength=300 to StartingStrength=3000, and instead of 150 EMS you will get a 1500 EMS just from the Krogan Clans alone. Ofcourse you don't have to buff the value so dramatically. With patience you can buff up the values of all assets if you want to make the game a bit easier yet balanced (not necesarily by 10x cuz that's what what i did for testing) but just by multiplying the values of all assets by saying 2x or 4x. I say all assets beacause of the following reason:
These "StartingStrengths" are written from coalesced.bin directly in your save-game. Meaning if you already have Krogan Clans, it will still have a starting strength of 300 even if you modified the value to 3000. You must modify the values of the war assets BEFORE you acquire them ingame. Also, there are 3 types of War Assets. Military, Modifier and Artifact (GAWAssetType_Military, GAWAssetType_Modifier and GAWAssetType_Artifact) Only modify the ones wich are of Military type. Modifiers all have starting strength 0 wich makes no sence and i didn't want to mod them not to really break the game. Artifact types... their starting strength means the actual money you get for retrieving the artifacts themselves and not military strength, since the retrieval of artifacts "unlocks" and adds to your war assets new troops, fleets etc. You need to modify the strengths of such troops and fleets wich are of GAWAssetType_Military type.