I was able to get some of this to work for ME3 LE. I got my favorite weapon back - the grenade launcher. It does act different from ME2 though. The grenades seem to fly a bit slower with more of an arc & are not as accurate, & the grenades bounce instead of exploding on impact. I don't know if that is something that can be fixed or not. if anyone knows what edits need done to tweak this, I'd be greatly appreciated. I'm not sure what to edit to change this. Thanks!
@ArJed hi , do you know what files must be modified in order to add the heavy weapons to the loadout in single player mode in mass effect 3\ mass effect 3 legendary edition ? i want to add the geth spitfire to the loadout , for example , to the list of assault rifles
Dude! I've been modifying the Coalesced file since ME2, but in 3 I can't seem to get some weapons to work with my modifications, for example I cannot change the Tempest/Hurricane SMGs' max spare ammo, magazine size and other stuff, I tweak the damage, also modified the Mods (actual ingame mods i.e barrels, stability) bc if my weapons deal now "realistic" awesome damage I want to balance thinhs out reducing the amount of ammo I get, so having like 450 is like anoying
you need to modify the .pcc archive for that weapon , for that you need to download the legendary explorer , here https://github.com/ME3Tweaks/LegendaryExplorer/releases/tag/6.2.0.4396 , that program contain various other modding programs , one of them is the pkg editor (PKG) , then , you use the asset database (ADB) in order to build the database for the files path and names for the three games , then you use the search functions of the asset database to find all the .pcc archives that contain the data for that weapon , initially i had your same problem , then i discovered that part of the data for the weapons are contained i nthe .pcc archives , to build the database for the three games , make sure to click in the gear icon of the main window of the legendary explorer , then "General" in the page of the settings , in that little window , insert the path that contain the installation of the legendary edition , a path like C:\Program Files\Mass Effect - LE , https://github.com/ME3Tweaks/LegendaryExplorer/releases/tag/6.2.0.4396
Ive been trying to do an unlimited ammo mod myself but seems I can only edit like 75% of the weapons to be unlimited ammo. Attempting to change the others just don't work. Unsure if I am editing the wrong files or...
It could just be me but I find the instructions on what is specifically what in this mod page confusing.
Does anyone know how to edit all the DLC weapons in the DLC folders? I can't open it with Note[pad +++ because they are all SFAR files. I only know how to tweak the weapons in the base game because the Coalesced.bin file has all the base weapons.
Anyone know exactly what you would need to change, or add to guns or a gun to make the bullets auto-home in on enemies? I want to be able to have my reticle a good ways off the target and still have the bullets zip toward the target.
No reason, just my own roleplay flavour.
This sort of happens with the ADAS anti-synthetic rifle, the Quarian rifle, where each projectile seems to track toward the target if you have the reticle in the general area of the target. I looked at the .ini file and could not find anything special in the ADAS listing. I'm wondering whether this behaviour is hard coded. I have seen magnetic values in sniper rifles, and the Aim values but I just can't figure out exactly what I would have to change.
Check "Additional weapon properties" section in readme file for details:
Spoiler:
Show
-------------------------- Global for weapon -------------------------- biogame bAimAssistEnabled=true - true = on; false = off; biogame GlobalAimCorrectionFactor=0.0f; AimCorrectionAmount=0.0 - Ballistics: converts all bullets to homing-sticky type (how close from enemy you need to shoot); -------------------------- Specific weapon -------------------------- MagneticCorrectionThresholdAngle=2 - How close projectile must be to your target, in degrees MaxMagneticCorrectionAngle=1 - The maximum amount of correction, in degrees; - These two values (used by sniper rifles by-default), are converting all bullets to homing-sticky type; in degrees: 1 ~= 10°; (where 36~=360°); min~=0.1; max~=36; // if you set greater values to min/max AimError, min/max AccFirePenalty and set ~max Magnetic values - you can convert your gun to ZF-1 from "5-th element" ;) //
@ArJed thanks for this mod , i need an infomation , do you know how to turn the heavy weapons in to a weapon that can be selected normally ? because currently the only way to get the heavy weapons is to use them in some specific events or if you add the command in the binding section of the coalesced , but i want them to be always available like any other weapon
I want to be able to upgrade my weapons beyond level V (5) to Level X (10). I don't want anything else. Just that. I must admit that this mod is a total mystery to me. I don't even understand the tech language being used here, never mind the instructions. So any chance of some advice like "grab this file and drop into that folder" kind of deal? Thanks
Grab the Save Editor and edit your game with that. I am assuming that you are using the Mass Effect Legendary edition. There is a ME:L Trilogy save editor in that section of Nexus Mods and you can use that to upgrade your weapons. https://www.nexusmods.com/masseffectlegendaryedition/mods/20?tab=description
Hey anyone knows what values i need to change to reduce the vertical recoil ? i tried changing the obvious : zoomrecoil : and :recoil . but that didn't work.
49 comments
Are still planning of releasing an "unlimited ammo only' version, or a 1.1 version?
Ive been trying to do an unlimited ammo mod myself but seems I can only edit like 75% of the weapons to be unlimited ammo. Attempting to change the others just don't work. Unsure if I am editing the wrong files or...
It could just be me but I find the instructions on what is specifically what in this mod page confusing.
No reason, just my own roleplay flavour.
This sort of happens with the ADAS anti-synthetic rifle, the Quarian rifle, where each projectile seems to track toward the target if you have the reticle in the general area of the target. I looked at the .ini file and could not find anything special in the ADAS listing. I'm wondering whether this behaviour is hard coded. I have seen magnetic values in sniper rifles, and the Aim values but I just can't figure out exactly what I would have to change.
Can anyone help?
-------------------------- Global for weapon --------------------------
biogame
bAimAssistEnabled=true
- true = on; false = off;
biogame
GlobalAimCorrectionFactor=0.0f;
AimCorrectionAmount=0.0
- Ballistics: converts all bullets to homing-sticky type (how close from enemy you need to shoot);
-------------------------- Specific weapon --------------------------
MagneticCorrectionThresholdAngle=2
- How close projectile must be to your target, in degrees
MaxMagneticCorrectionAngle=1
- The maximum amount of correction, in degrees;
- These two values (used by sniper rifles by-default), are converting all bullets to homing-sticky type;
in degrees: 1 ~= 10°; (where 36~=360°);
min~=0.1; max~=36;
// if you set greater values to min/max AimError, min/max AccFirePenalty and set ~max Magnetic values - you can convert your gun to ZF-1 from "5-th element" ;) //
i tried changing the obvious : zoomrecoil : and :recoil . but that didn't work.
How do you decompile your .bin file please ?