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modded power set?
 
ZZGashi  posted on Mar 15, 2012 6:06:18 PM - Report post

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quote:
originally posted by Mijinion

so the data thats in that "slot" is for lack of terms
incorrect

ie;cant open 2 games saves (diff class)
copy paste the power info from one to the other
cause the the editor is using a "clean name"
and you need to use the raw name...
right?

Essentially when you go to the Raw tab on the save editor you will need to find your power collection and open that up, the class name field is where the SFXGameContent package name goes that defines what power is in that slot.

If you run two instances of the save editor and load one save game for one, and another save game for the other instance, I see no reason why you could not copy and paste raw data from one to the other.

Otherwise, I am not sure what exactly you mean.

[Edited by ZZGashi, 3/15/2012 6:11:26 PM]

[Edited by ZZGashi, 3/15/2012 6:12:10 PM]

 
Mijinion  posted on Mar 15, 2012 9:47:37 PM - Report post

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for example for me2 i loaded a infiltraitor save and engineer save

deleted the throwprojectile whatever power from inf
clicked add and copied the data for combat drone, save, exit, load game
no change

i probably missed steps somewhere but
its not exactly a straight forward process

 
Bane19  posted on Mar 16, 2012 1:35:50 AM - Report post

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quote:
originally posted by ZZGashi

I figured out how to swap and add powers to a class that they were not supposed to have back in ME2. The thing is you have to use a save editor. For ME3 it is: Raw Tab > Squad > Player > Powers (click on the ... button when you select collection)

A box will come up showing all of your class powers and the one bonus power, if you have chosen one, along with their levels. To add another power you have to get the SFXGameContent name from the coalesced.ini and input that under class name. Most of the rest of the data should be self-explanatory. Excpet Wheel Display Index, that indicates what position on the power wheel (the list of your powers that comes up when you press left shift) the power occupies. Unless someone comes up with a GUI hack, then you can only have 8 powers on the power wheel ( 0 - 7 ).

Adding anymore than 8 powers will not show up on the power wheel, but will show up on your level-up page, so you can level those powers up, but cannot use them, unless you remove a power that you already have and replace it with the desired power.

The nice thing is that unlike ME2, where you had to level up certain powers to a specific level to unlock another power, you do not have that in ME3, so you can keep the class powers you want while replacing others with ones you would rather have, and not have to worry about unlocking that power.

Hopefully that was not too confusing. Happy save editing.

Are you saying we can do this for ME3 or ME2? Secondly can you do this for other class powers?

 
Mijinion  posted on Mar 16, 2012 10:57:22 AM - Report post

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i think he means the editor 2/3 can manage it

but ive never seen it done so successfully

ive been trying to swap out powers since bio/ea
offered me2 free to da2 owners

ive never looked into it, but i would think class
powers are tagged, so you would have to edit coalesced
and add classes the the available to who list
and with my personal lack of success, i think it may be true
for powers in general

 
ZZGashi  posted on Mar 16, 2012 1:45:25 PM - Report post

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After attempting this on ME3, it seems they did manage to plug that hole in being able to swap out class powers using a save editor.

However, the procedure should still be valid for ME2.

 
Mijinion  posted on Mar 16, 2012 8:33:30 PM - Report post

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any idea if a program like RCW ME2 modmanager
is out for me3 yet?

i know its probably a bit soon, but sometimes
people bust these out before playing the game

or anyone know if me3's config is too changed to be compatible
with a coalesed editer for me2

or if i could tell the me3 editors to try to run using
.net 3.5?

 
Dark_Mind  posted on Mar 17, 2012 5:40:25 PM - Report post

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quote:
originally posted by ZZGashi

After attempting this on ME3, it seems they did manage to plug that hole in being able to swap out class powers using a save editor.

However, the procedure should still be valid for ME2.

Not really true, in both ME2 & ME3 you can save-edit to give yourself bonus powers but for powers specific to another class you had to bind 'StreamLevelIn other_class | GivePower power' to a key to get the power in game.

This still holds true for ME3 (though I haven't figured out the rank part yet)

(You will need to do this every time you load your game/load a new combat area)

This will give you Tech Armor (from Sentinel) as an Engineer (or any other class).

Bind these to a key (or exec addPower.txt):
StreamLevelIn SFXCharacterClass_Sentinel
GivePower Self SFXPowerCustomAction_TechArmor

ME2 Equivalent:
StreamLevelIn SFXCharacterClass_Sentinel
GivePower Self SFXPower_PowerArmor_Evolved2
SetRank Self SFXPower_PowerArmor_Evolved2 4

I have not yet found the equivalent for:
SetRank Self SFXPower_PowerArmor_Evolved2 4

PS: If you have 'SFXCharacterClass_Sentinel' listed in PackagesToAlwaysCook you don't have to include StreamLevelIn in your key command.

 
Cotillion  posted on Mar 17, 2012 7:21:33 PM - Report post

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quote:
originally posted by ZZGashi

After attempting this on ME3, it seems they did manage to plug that hole in being able to swap out class powers using a save editor.

However, the procedure should still be valid for ME2.

You can add bonus powers though, as i made a sentinel with AP ammo, reave, slam, and stasis. Tried with class only powers and had no luck so far. It may be possible to add class abilities into the bonus powers list in coalesced.bin though....

As you pointed out though there is only so many you have in the combat UI.

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