![]() ![]() ![]() The systems for each Zero-laden planet are listed below, followed by the star and planet names. If you want early ingame all weapon mods and weapons for that matter, open up a coalesced bin editor, in the bioinput.ini section, go to sfxgame->sfxgamemodedefault->bindings to add a key binding for either executing a text file into which you can add the weapons+mods as you please, or add into the keybinding itself all the weapons&mods you want.Below is a list of the planets where you can mine the ultra-rare Element Zero. So once you've added weapon mods to a gun or multiple guns, you can switch when you feel like it the gun around, and still have the mods in place. You can still perfectly freely switch your weapons, and the mods stick on the weapons for all squad members as long as you don't go into the ingame weapon mod window to switch them around. So that when I open up the save editor, I can see for Shepard and my Henchmen the weapons available and what weapons they have modded, and I can just add into it (I have a text file with all weapon mods copied so I can simply copy-paste the needed names). NOTE3: Because of the above limitation, I find that the first moment you find yourself ingame with a squad and infront of a weapon bench, I tend to just add to all weapons for all members some weapon mod (doesn't matter what) only because I feel lazy about copying in the save editor multiple new guns. NOTE2: If you even go to the "MODIFY" window ingame on a weapon bench/the squad loadout window when entering a new mission, your weapon mods will be reset from those specified in the save editor, because it doesn't normally allow more than 2 mods on a single gun. NOTE: Some weapon mods I found to have an opposite effect, like the SFXGameContent.SFXWeaponMod_ShotgunAccuracy Actually makes the shotgun less accurate if you copy multiple lines of it into the desired weapon.Īlso, I have modded with a coalesced editor my weapon mods, so perhaps adding multiple lines of the same weapon mod might not have the same effect as I had, but do try and test this for yourself, say you save outside the spectre requisitions office and edit that save, then when you try it ingame, you have a good place to test out your weapons, the shooting range. SFXGameContentDLC_EXP_Pack003.SFXWeaponMod_SniperRifleUltraLightįor Henchmen The process is pretty much the same. This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Mass Effect for PC. SFXGameContent.SFXWeaponMod_SniperRifleConstraintDamage SFXGameContent.SFXWeaponMod_SniperRifleTimeDilation SFXGameContent.SFXWeaponMod_SniperRifleReloadSpeed ![]() ![]() SFXGameContentDLC_Shared.SFXWeaponMod_SniperRifleSuperScope >Then open up the next to the weapon mod class names and add something like (if sniper): SFXGameContentDLC_EXP_Pack003.SFXWeapon_AssaultRifle_Lancer Numpad 5: Unlimited Ammo - you always have 999 ammo. Numpad 4: Unlimited Shield - affects your unit only. You may still have to take out their shields. Enemy units health will be lower than normal and easy to kill. >You can either add a weapon and put in the weapon class name section the desired weapon, like SFXGameContent.SFXWeapon_SniperRifle_Javelin Numpad 3: Easy Kills - may not work with all units and may effect some friendlies. Squad Player, is your weapon Mods section (you click on the to open up the new window) If you have the Gibbed Save Editor for Mass Effect 3, know that you can put multiple Weapon mods - and multiple copies of the same weapon mod for an additive effect - for a weapon that either Shepard or a Squad member carries around. ![]()
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