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modded power set?
  • Current rank: 1.5 Stars. Next Rank at 500 Posts.
    Send a message to ZZGashi
    VETERAN
    ZZGashi posted on Mar 15, 2012 6:06:18 PM - Report post
     
    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]

    “Believe those who seek the truth, doubt those who find it; doubt all, but do not doubt yourself.”

    - André Gide
  • Send a message to Mijinion
    INACTIVE
    Mijinion posted on Mar 15, 2012 9:47:37 PM - Report post
     
    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
     
  • Tier 7
    Send a message to Bane19
    TIER 7
    Bane19 posted on Mar 16, 2012 1:35:50 AM - Report post
     
    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?

  • Send a message to Mijinion
    INACTIVE
    Mijinion posted on Mar 16, 2012 10:57:22 AM - Report post
     
    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
     
  • Current rank: 1.5 Stars. Next Rank at 500 Posts.
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    ZZGashi posted on Mar 16, 2012 1:45:25 PM - Report post
     
    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.
    “Believe those who seek the truth, doubt those who find it; doubt all, but do not doubt yourself.”

    - André Gide
  • Send a message to Mijinion
    INACTIVE
    Mijinion posted on Mar 16, 2012 8:33:30 PM - Report post
     
    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?
     
  • Current rank: 1 Star. Next Rank at 100 Posts.
    Send a message to Dark_Mind
    ELITE
    Dark_Mind posted on Mar 17, 2012 5:40:25 PM - Report post
     
    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.

  • Current rank: 1 Star. Next Rank at 100 Posts.
    Send a message to Cotillion
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    Cotillion posted on Mar 17, 2012 7:21:33 PM - Report post
     
    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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