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.
I had forgotten it only worked with bonus powers, been a while since I last did that. But, what you suggest may work through coalessced modding, as kind of a work-a-round to get class powers into other classes.
--------------------------------------------------------------------------- “Believe those who seek the truth, doubt those who find it; doubt all, but do not doubt yourself.”
Yeah as is though it may be a bit pointless since theres only so many tabs on the UI for skills, however
I noticed that changing the wheel thing (i think i've also done some fiddling with coalesced.bin so it might be that instead) changed things slightly
Basically in top right HUD it had the default and the Bonus power, yet in the 'shift' menu i was able to get Cryo ability replaced by 'reave'.
In other words it Might be possible to have the default skills +1 in top right and have the modded/different skills in the shift menu.
I have a total of 15 powers plus unity. The way to do it for me was to have your original 8 in the shift and move to the UI and then using a keybind add other class powers. These powers will replace the ones in shift but keep the UI the same. In my case I have all my other powers keybinded to numpad 1. The only problem was the power wasnt leveled so I went into coalesced and upgraded the base to the leveled up max so they are useful late game.
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]
You can open 2 instances of the save editor (i used Gibbeds) with a different save open in each. Then copy/paste from one to another. I had to do this for my soldier with slam. To get the power available though u need to navigate to the "Raw" Tab, then Squad > Player > Powers (you will click the "..." button to the right of where it says "Collection" then click add and paste the information into the power. To have it available in-game on your power list u need to assign a "Wheel Display Index". Starting out as a soldier from ME2 save game, i had number 7 open. I dont think they are necessarily in order though, for instance #1 isnt the very left hand power i believe. You can rearrange your powers this way also. Hope that helps?!