Mass Effect 3
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ivar89

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Ivar89

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17 comments

  1. maxofthenorth
    maxofthenorth
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    this mod does work with egm as long as it is installed at the same time do not launch the game with one or the other first make sure you have both installed then and only then launch the game i have had them both working for ages now
    1. Enterphase011
      Enterphase011
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      Cap ive attempted this so many times, could you expand on how you got it to work?
  2. hastetech
    hastetech
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    So i am using it with EGM but the mod does not seem to work at all. Even when i manually change the values from the Coalsced file it does nothing in the game the scores stay the same.. Any tips on how to make it work ?
    1. Apex720
      Apex720
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      I'm not an expert modder when it comes to the Mass Effect Trilogy (hell, I'm not a modder at all), but I think this is due to the changes to coalesced.ini that EGM makes, which have been known to render many mods based in coalesced.ini useless.
    2. Enterphase011
      Enterphase011
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      Did you ever figure it out?
  3. Jena84Plissken
    Jena84Plissken
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    Endorse this mod god work
  4. Suzakuhinda
    Suzakuhinda
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    It didn't work for me, the War Assets didn't go higher at all. Is there anything that I need to do, because I would like to use it.?
  5. ARC117
    ARC117
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    Dunno wtf is going on with my game but ever since I installed EGM and your mod my EMS always decreases instead of going up with each new war asset I acquire.
  6. Iamthesword
    Iamthesword
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    My Origin account doens't run ME3 without the original file (even though I replaces it). What did I do wrong?
    1. b0132639
      b0132639
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      make it read only?
  7. Sentinel489
    Sentinel489
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    Is it compatible with Expanded Galaxy Mod ?
  8. ElysiumFic
    ElysiumFic
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    Is there any way to cut/paste the "allassets" section from one of these coalesced.bin files to replace the "allassets" section of another coalesced.bin file? I want to merge these changes into my already-tweaked coalesced.

    There doesn't appear to be a way to do it in Wendy's editor. I tried it in the coalesced editor of mp3Explorer but it doesn't seem to save the changes because when I open the file again, the StartingStrength values are back to what they originally were.

    ETA: Nevermind, I finally figured it out. I decompiled the coalesced I wanted to copy from and the one I wanted to past into using ME3 Mod Manager's Coalesced utility.

    Then I opened the bioui.xml file from the source coalesced in Notepad++, copied the whole "allassets" section, opened the target bioui.xml, and pasted.

    Saved that, then recompiled the target coalesced (again, using ME3 Mod Manager.)

    Then I opened the recompiled coalesced.bin using Wendy's coalesced editor and checked it out. And YIPPEE! The changes were there!

    My game didn't crash when I opened it so it appears to have worked just fine.

    I should write a tutorial or something, because I've been trying for weeks to find a way to do this (Google was turning up nothing for searches for things like "me3 merging coalesced files") and couldn't figure it out.
    1. alecwazzy
      alecwazzy
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      Thank you very much! I was able to reproduce what you did very easily.
  9. OctaviousBlack
    OctaviousBlack
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    I don't think you got enough recognition for this mod, not only did you save me a hell of a lot of time but you helped make the finale much more enjoyable. Thank you.
  10. FlankerDFR
    FlankerDFR
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    What file in the coalesced.bin did you edit for war assets? TY!
    1. Ivar89
      Ivar89
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      [bioui.ini > sfxgame > sfxgawarassethandler > allassets]

      To change the value of a War Asset, edit the "StartingStrength" value.

      Example:
      (ID=0,AssetName="GAWAsset_AllianceEngineeringCorp",Type=GAWAssetType_Military,SubType=GAWAssetSubType_Ground,StartingStrength=260,GUIName=715401,GUIDescription=715515,bIsExploration=False,UnlockPlotStates[0]=0,GUICategoryID=1,DebugConditionalDescription="None",bShowNotificationOnAward=false,ImagePath="gui_codex_images.galaxyAtWar.GM_HumansNoArmor_512x256",NotificationImagePath="")