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Guide to using Multiplayer powers in Multiplayer(PC Hacker Race Only)


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#1
Excella Gionne

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If there is something you don't understand, feel free to PM me. I'm not really good with giving instructions, and in this guide, I'm not going into very fancy details...

 

Disclaimer: I own nothing of the works in this thread, and take no credit of it. I am merely giving you instructions on how to achieve the purpose of what this thread was made for. Thank the modders for these wonderful gifts. :)

 

 

Unlocking the in-game console

----------------

 

First, before we even get to the what this thread is mainly for, you'll need to unlock the in-game console. Or you can do this method which is a lot easier, thanks to WarrantyVoider. Note that you might actually have to make an account on the ME3Explorer forums if you want to view this page. It won't take long at all(and it's FREE), so I advise that you do it unless you want to go through the whole hex editing process like I did months ago. 

 

The in-game console is important since it allows you to do game breaking stuff. If you need help understanding commands and what commands are possible, download this from the legendary BSN. This document will also tell you how write keybinds, but you can probably find other sources by just searching for how to write keybinds for Mass Effect 3. I also recommend that you download Notepad++ to read this file correctly.

 

 

Coalesced Editing

-----------------

 

Secondly, coalesced editing is essential to modding in-game properties in ME3. The coalesced editor I am using is Wenchy's Coalesced Editor. If you are already using it, then you can skip downloading this entirely, but if you're using a different editor, there may be some differences within the actual steps in getting MP powers to work in MP & SP when working the Coalesced.bin file. The coalesced is located in the CookedPCConsole file of your BIOGame folder within your Mass Effect 3 directory. For me it's: 

 

C:\Program Files (x86)\Origin Games\Mass Effect 3\BIOGame\CookedPCConsole

 

ALWAYS BACK UP YOUR COALESCED IN CASE YOU **** UP AND YOU'RE OBLIVIOUS TO YOUR MISTAKE. Helpful tip, if you ever messed up a line in your coalesced, go to the row you want to delete and click on it. Go to Edit and then Delete Row. You DO NOT want additional rows that you don't need, 'cause if you don't delete them, your game will crash upon start up. 

 

 

ME3Explorer

-----------------

 

Thirdly, we need ME3Explorer. Note that there a lot of versions of ME3Explorer, and I'm using version 0108W Rev632. Unfortunately, I cannot find the download link to my version since it's been months ever since I downloaded my version and did nothing with it until 2 months ago. I recommend this version since it was linked to the thread that we will be using in the next step. They are all very much the same. Can't say the same about any version before mine, but I looked into the version I'm linking and it is very identical and works the same way.

 

 

Getting the Multiplayer powers to work in both SP & MP

------------------

 

Fourthly, to get Multiplayer powers to work from Rebellion, Earth, Retaliation, and Reckoning, follow Bonus Round IV: Unlocking MP Powers for SP!!! This section of this thread by Gaw_Damnit(thank you for making this thread)will show you how you will get MP powers working in both MP and SP. To make things easier for you, download the modded Mount.dlc files here from my OneDrive. Right click on the folder and click on Download. There's a Readme text in there.

 

Skip the Bolded steps on Step 1 of Gaw_Damnit's thread if you downloaded my modded Mount.dlc files. 

 

 


Bonus Round IV: Unlocking MP Powers for SP!!!

A new method has been discovered that now makes it possible to use every single Multiplayer power in Singleplayer. This opens up the number of character combinations massively and is just a ton of fun to play with.

The following steps will essentially force the SP portion of the game to load MP content, giving you access to MP content (powers primarily, but also things such as weapons).

Ok, here's what you have to do.

1) The first step is to modify the mount.dlc files to force each MP DLC to load during SP. To do this you'll need to use a Hex Editor (such as HxD: http://download.cnet...4-10891068.html) and ME3Explorer.
  • Open up ME3Explorer.
  • Select Tools -> DLC Editor
  • Click on the folder icon.
  • Navigate to this directory and select "default.sfar": Mass Effect 3\\BIOGame\\DLC\\DLC_CON_MP2\\CookedPCConsole
  • You can now expand folders in this file. Open up every folder until you get to "CookedPCConsole."
  • Locate the file named "Mount.dlc". Right-click on the relevant file and choose "Extract". Extracting it to the same directory is fine.
  • Open your hex editor and open "mount.dlc."  Locate offset 0x18 (in HxD, that is column 08, row 00000010).
  • Change the value at this offset to "1C". Save the file.
  • 1C is the same value used in Resurgence, the 1st MP DLC that *does* load in SP.
  • Back in ME3Explorer, right click "mount.dlc" and choose "Replace."  Select the mount.dlc that you have just modified.
  • Save the entire package.
  • Repeat this process for the mount.dlc files in DLC_CON_MP3, MP4 * MP5.
  • With this done, you now have access to powers in MP2 & MP3. To gain access to the powers introduced in the last two MP packs (MP4 & MP5), we'll need to follow a few more steps.
2) To start, we'll need to copy a number of multiplayer character .pcc files into: \\Mass Effect 3\\BIOGame\\CookedPCConsole

To make this easy, I've uploaded an archive with all of these files here:

ME_MPPower_PCC.zip

3) In case these files ever go down, you can always extract the needed files yourself. To do so, open up ME3Explorer. If you've downloaded and extracted the files from step 2, go ahead and skip this step.
  • Select Tools -> DLC Editor
  • Click on the folder icon.
  • Navigate to this director and select "default.sfar": Mass Effect 3\\BIOGame\\DLC\\DLC_CON_MP4\\CookedPCConsole
  • You can now expand folders in this file. Open up every folder until you get to "CookedPCConsole."
  • The only files you're interested in are the character .pcc files. The first one you'll see, for instance, is "Asari_Infiltrator_MP.pcc".
  • Right-click on the relevant file and choose "Extract".
  • Extract the file here: \\Mass Effect 3\\BIOGame\\CookedPCConsole
  • Repeat this for every single character .pcc you find.
  • Click on the folder icon and open default.sfar found here: Mass Effect 3\\BIOGame\\DLC\\DLC_CON_MP5\\CookedPCConsole
  • Repeat the process and you're done.
4) Now we'll need to make some changes to your coalesced.bin file. Open it with your coalesced editor. Navigate to bioengine.ini -> sfxgame -> sfxengine -> dynamicloadmapping. We're now going to place a sample entry on a new line:

(ObjectName="sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_seekerswarm",SeekFreePackageName="Collector_Adept_MP")

You can deduce what we're doing here. We're adding entries that ensure that the powers we want are loaded (also note that the SeekFreePackageName corresponds with the .pcc files you just copied).

5) Each entry you add to "dynamicloadmapping" must have a corresponding entry in: bioengine.ini -> sfxgame -> sfxengine -> sfxuniqueids.  Here's what matches with the above example:

sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_seekerswarm

6) Having to look all this stuff up is a bit time consuming, so I've provided a handy text file that tells you exactly what you need to include in your coalesced.bin to have access to every power. Follow the instructions found in this file:

HowToAddMPPowers.txt

7) Save your coalesced file.

8) And now that you've made all the necessary modifications, download my updated PowersAdd and PowersRemove files. There are important differences from the simpler ones I included earlier in this guide. Remember to copy these here: Mass Effect 3\\Binaries

KMPowersGive.txt
KMPowersRemove.txt

9) If you open up the files, you'll notice not only a ton of new powers from the MP DLCs, but also a lot of duplicate power entries. For instance, "Barrier" has three different command lines that can be used. This is because each entry is considered a *different* power by the game. When you're making your custom character, you may want to experiment with some of these variants for a few reasons:
  • Some powers have different properties from each other. Tactical Cloak has five versions!  Using the Asari Huntress' variant, for instance, gives different power evolution options than the other ones.
  • In several cases, Bioware used different entries for MP versions of powers. The MP version of Shockwave, for example, is considerably better than the SP version.
  • Very important: as alluded to earlier in the guide, various powers seem to share IDs that conflict with one another. You may attempt to add powers only to find that one or two of them don't show up on your character sheet. Because there are multiple versions of various powers, you may be able to find combinations that work for you.
  • For instance, trying to have Tech Armor and the standard Annihilation Field (sfxgamecontentdlc_con_mp3.sfxpowercustomactionmp_annihilationsphere)  isn't possible due to a conflict. However, if you add one of the variants (SFXGameContentDLC_Shared.SFXPowerCustomActionMP_AnnihilationSphere_Shared), it'll work just fine.
  • Note: Keep in mind that some powers may conflict with one of your class' default powers. Biotic Orbs clashes with Warp, for example. You can get rid of Warp and add Biotic Orbs just fine, but remember that if you save and load your character, you'll likely find your talent points reset and Biotic Orbs missing on your list of powers (you'll need to manually re-add it).  This is an unfortunate annoyance.
10) We're basically done at this point. You can go ahead and load into any SP savegame and begin to add your new MP powers.

As an options, you can always add powers directly by using the in-game console instead of the keybinding files we've worked with earlier.

http://masseffect.wi...In-game_Console

If you've enabled the in-game console, you can now simply hit ~ and type in your command line and go. Otherwise, use your customized keybinding files.

11) You're now free to use the PowersGive commands to create your new MP-powered character. Enjoy.  :)

The majority of the MP powers work quite well. Of the ones I've tested, the following don't work:

Hawk Missile Launcher (doesn't launch missiles)
Biotic Hammer (hammer is a melee attack, which you don't have)
Armor-Piercing Arrows (bow is a melee attack)
Concussive Arrows (bow is a melee attack)Flamer (no damage, no visual effect)
Electrical Hammer (hammer is a melee attack)
Shadow Strike (no damage dealt to target)
Supply Pylon (seems to give out infinite supplies, though it doesn't seem to replenlish grenades)
Phase Disruptor (no visuals, no damage)

And the following work but have visual errors:

Havoc Strike (missing art/effects, but otherwise works)
Snap Freeze (no freeze cone visual, but power works)

 

 

 

Setting up keybinds for the added powers

---------------

Unless you like pressing and holding Left Shift to select the desired added power every time you want to use the power, skip this. But for the majority of you who like fluidity, this is what you'll need to actually feel like the power is part of your character. Thanks to Gladiatorium, crashsuit, and Sekrev for making me aware of the "castpower" commands.

 

Steps:

  • Go to your coalesced.bin file(you should know where it is by now).
  • Go to File>Open>Coalesced(you might see two other files that can be opened, but don't mess with those) You will need to manually give the ME3 Coalesced Utility the right directory to your coalesced file every time you want to open it even if you go to your CookedPCConsole file in your BIOGame and click on coalesced.
  • Go to bioinput.ini>sfxgame>sfxgamemodebase>bindings = (multiple)
  • Scroll down to the bottom, and on a new line, type in(or copy and paste):

 

( Name="Y", Command="castpower 10" )

 

  • On the next line, put in:

 

( Name="U", Command="castpower 11" )

 

  • On the next line, put in:

 

( Name="I", Command="castpower 12" )

 

 

You DO NOT have to use the letters I provide to you as to where your command will work on your keyboard. You can use any letter that has not been bind yet. "T" is bind to something, and will not work as a keybind unless you do some additional steps within the coalesced, but I'm not going to cover that. "Y", "U", and "I", are what I use to bind additional three powers, and I only recommend that you make keybinds for three powers since having too much makes things complicated and it crowds the amount of keybinds available. If you are thinking about adding more, I recommend you use castpower numbers 10 and above, for example:

 

( Name="Q", Command="castpower 13" )

( Name="E", Command="castpower 14" )

( Name="M", Command="castpower 15" )

 

And on and on. I believe castpower 0-9 are used for something else. Now that you are done with your keybinds, go to bioinput.ini>sfxgame>sfxgamemodedefault>bindings = (multiple) and put in the same keybinds you put in sfxgamemodebase.

 

Now, these castpower commands don't work by themselves, you need to add a power to your multiplayer character using the console commands. Like this, I'm adding Biotic Focus:

DFJSgrL.jpg

 

When an additional power is added to particular character in Multiplayer, the castpower commands will take effect and use itself as a key for the power so that you don't have to select it manually by holding Left Shift and selecting it. The number of the castpower assigned to a particular key will determine what power goes to what key. Okay, so I bind "Y" as "castpower 10", and so, the first power I enter into the in-game console will be assigned to "Y";for the second power entered into the console, it will assigned to "U" because "U" is "castpower 11"; and for the third power, it will be assigned to "I" because it is "castpower 12". It goes on and on from here depending on the number of your "castpower" command. If you still don't understand this, PM me.

 

 

Here's a video that I have posted before showcasing the use of the "castpower" kaybinds:

 

 

Here's a video of using powers without the keybinds(yes, this was posted before as well):

 

 

 

Using the powers in lobbies:

-----------------

 

  • YOU NEED TO BE THE HOST! Powers are only visual on your end if you aren't host. They will not see the power in effect, and some powers don't do anything off-host.
  • You will suffer base damage and cooldown of the particular power you added, and so, be wary of that if your kit is a power reliant class. 
  • Every power you add to yourself will be Rank 1 ONLY. Adding the power to yourself before the match will result in the power being removed during the loading screen since Mass Effect 3 recalculates points and powers during loading screens.

 

To help alleviate the base damage and cooldown problem, you can give yourself Tactical Cloak to hide the cooldowns, but don't stay too long in Tactical Cloak or else you'll suffer from its long cooldown as well. The other method I recommend highly. What you want to do is:

  • Create New Lobby
  • Put the lobby on Public
  • Start the match by yourself
  • Enter in your powers 
  • Play the match until players arrive.
  • The first player to arrive will auto-refresh the game and recalculate cooldowns and powers. This will result in the added powers taking on your current recharge speed bonuses and any power damage amplifiers. 

 

EDIT: Added downloadable modded Mount.dlc files.



#2
FasterThanFTL

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Wow, awesome work. :o


  • Это нравится: Excella Gionne и MEuniverse

#3
Loufi

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I will not be able to use this because PS3, but I still appreciate the great effort and job you did there.


  • Это нравится: Excella Gionne

#4
Excella Gionne

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If there are enough requests on how to add Collector SMG and Sniper Rifle into Single Player, I will make a thread on the Single Player side on how to put them in the Story mode. 

 

yKYo3pI.jpgFXXSaX7.jpg


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#5
Guest_Chino_*

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Fantastic work, Excella! Now I too can be a super 1337 haxor for only 4 easy payments of 50 bsn bux?! 


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#6
Deerber

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Wow, this is ****** awesome, Excella! Thanks so much for sharing. Can't wait for my new PC to try this out :wizard:
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#7
Mgamerz

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I'll get on putting this on ME3Tweaks.


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#8
Mgamerz

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Can I not edit my own posts? Your guide says notebook++, its notepad++.



#9
Excella Gionne

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Can I not edit my own posts? Your guide says notebook++, its notepad++.

Haha! My bad. I'll change that.



#10
Jelena Jankovic

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Console scrub here, but interesting stuff


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#11
Mgamerz

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Your topic title is... interesting. I'm having trouble finding a name for it on my site. It's on my dev server now, it should be up in about 2 or 3 days. I'm integrating it so I'm kind of stripping out redundant directions and formatting it for you.



#12
Mgamerz

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Do you have a 16:9 action shot that I can use for the thumbnail? Preferably something that will still be visible if small, maybe a dramatic flycam shot of a novaguarding juggie? Something that reflects what the guide will let you do.



#13
Excella Gionne

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Do you have a 16:9 action shot that I can use for the thumbnail? Preferably something that will still be visible if small, maybe a dramatic flycam shot of a novaguarding juggie? Something that reflects what the guide will let you do.

Uh, I can try taking an action shot for you if you want.



#14
akots1

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Wow, very clear and detailed! Thank you so much! Bookmarked and saved. Hopefully, this thread lives. Otherwise, I hope, Mgamerz puts it on ME3Tweaks.



#15
Excella Gionne

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Wow, very clear and detailed! Thank you so much! Bookmarked and saved. Hopefully, this thread lives. Otherwise, I hope, Mgamerz puts it on ME3Tweaks.

Crashsuit already added it to the MP Resource Library already, and if it does get lost in there, it's also on my sig.



#16
Excella Gionne

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Do you have a 16:9 action shot that I can use for the thumbnail? Preferably something that will still be visible if small, maybe a dramatic flycam shot of a novaguarding juggie? Something that reflects what the guide will let you do.

 

 

 

Try one of these shots:

uPRqNwN.jpgyCxanA7.jpgbW7DBRP.jpgMKgYnq6.jpg


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#17
crashsuit

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Excella has more good stills in the explosions thread here:

http://forum.bioware...and-give-likes/

I've got some gifs later on in that thread too but I don't know if you can use a gif.

#18
Mgamerz

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That second to last one... so good. So good.

 

JoLoReS.png

 

One question I have is how do clients see this? I would expect they become somewhat desynchronized (until the next sync) because you have loaded extra powers from different pcc files that they haven't loaded.


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#19
Excella Gionne

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That second to last one... so good. So good.

JoLoReS.png

One question I have is how do clients see this? I would expect they become somewhat desynchronized (until the next sync) because you have loaded extra powers from different pcc files that they haven't loaded.


I've no idea. I have never invited someone to obeserve if they see what is really happening, but the actions do show up on the killfeed which is hilarious. Maybe crashsuit and I can test that if crash hasn't already tested it.

#20
crashsuit

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I haven't, but I'd be up for whatever whenever I'm online.
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#21
Catastrophy

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I've no idea. I have never invited someone to obeserve if they see what is really happening, but the actions do show up on the killfeed which is hilarious. Maybe crashsuit and I can test that if crash hasn't already tested it.

Cosmetic changes definitely don't show on the clients. I run red skinned Asari and they are blue for them.



#22
crashsuit

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That's different than adding powers though, that's cosmetic whereas powers have animations and effects that may be visible in-game.

#23
Alfonsedode

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gotta try that, thx a lot !

I imagine they R other use for the console ? (maybe even linked int the library ?)



#24
crashsuit

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Yeah, there are a lot of console commands. In Excella's guide in the OP, she he has a link to the list of all the console commands, hosted on the old social site.

http://social.biowar...m/project/8334/

#25
Catastrophy

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That's different than adding powers though, that's cosmetic whereas powers have animations and effects that may be visible in-game.

I'm pretty amazed how the animations translate so easily to different characters. I thought it would be more problematic.


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