Use ME3TweaksModManage here : https://www.nexusmods.com/masseffectlegendaryedition/mods/2 Then in the Menu, Tools, Choose Legendary Explorer (Stable)
Then in the Menu, Tools, Legendary Explorer (Stable), let install it, then in the Legendary Explorer choose CCD (Coalesced Compiler) the yellow one.
Select Path to Source is your game, like X:\Steam\steamapps\common\Mass Effect Legendary Edition\Game\ME2\BioGame\CookedPCConsole But I recommended copy your Coalesced_XX.ini to the another directory, for backup purpose
Path to Destination leave it to be, it will become folder for unpack the Coalesced_XX.ini live above
Can you use the Legendary Explorer to repack the Coalesced file? I haven't been able to figure that part out. (granted it is 1am and I probably should look at this tomorrow)
find "mele.extractedbin" in the same folder (you selected folder, path to destination) then drag and drop this file to ME3Tweaks Mod Manager's window after this, you can find generated "Coalesced_XXX.bin" file in the same folder!
hi , can you help me with a sequence on mass effect 2 ? i don't want to do anything complicate you know , what i want to do is to modify the tutorial sequences in the lazarus station in order to make sure that you aren't forced to do the action required by the tutorial in order to proceed
an example: the first locked doar in the lazarus station only open when you do the reload , so i want to change the sequence to make sure that the doear open even if i don't reload the weapon @dukeofkiewit
This works with LE3 as well. Gives you xml files instead of ini, but you can still edit them the same way. I added the numpad 0 keybind for FoV 100 and it works. Just use the Coalesced Compiler with the extracted Coalesced.xml as the source, and it will repack the bin with the edited files.
The syntax is slightly different, but easy enough to copy.. I added this line to the bottom of <Section name="sfxgame.sfxgamemodedefault"> <Value type="2">( Name="NumPadZero", Command="set SFXGame.SFXCameraMode FOV 100" )</Value>
Is there a way to edit the Bonus stats for specific armors.. Can't seem to find the armor stats in ME2. ME3's Coalesced has the bonus' listed next to the armor type under BIOGame/SFXgame/SFXPlayerCustomization where you can add value like "SFXGameContent.SFXGameEffect_PartBasedArmor_AmmoCapacityBonus" and give Shep a 10% boost in Ammo Capacity or "SFXGameContent.SFXGameEffect_PartBasedArmor_MeleeBonus" to give 10% Melee damage... You can even stack them so ("SFXGameContent.SFXGameEffect_PartBasedArmor_AmmoCapacityBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_AmmoCapacityBonus") would give you a 20% bonus... Can this be done with the ME2 Coalesced.ini. Any Idea where to look?
THANK YOU for porting this outfit to LE! It was my favourite in the OT and my Shepards almost always wore it in the intro.
One issue I've noticed though, I've just started a new playthrough and the texture doesn't change to the damaged version after the prologue explosion like it should - the textures are there in MEM, but the outfit stays clean.
does anyone know what part of the coalesced of mass effect 1 legendary edition contain the data for the items that you can purchase in the shops\stores ? i want to add the casual suit to the suits usable in combat
So ive tried to disable the despawning bodies in LE2 but had no luck with that. I edited the following numbers like you would have to in the original Mass Effect 1 in the BIOGame.ini but so far this doesnt have any effect. Does anyone know what i should/could try next or has already done a mod i dont know of?
m_nMaxCorpseVisibilityCleanupAttempts=0;If after this many tries, the body has m_fCorpseCleanupFirstAttemptTime=0.0;How many seconds to wait until the first m_fCorpseCleanupAttemptRetryTime=0.0;How many seconds to wait between m_fMaxCorpseCleanupDistanceThreshold=0.0;FOR NON SKELETAL MESH CORPSES: m_fMaxCorpseCleanupScreenSizeThreshold=0.0;FOR SKELETAL MESH CORPSES: The
It will not allow me to drag and drop the mele.extracted bin to ME3Tweaks Mod Manager's window. I have unpacked my Bin and Just want to convert or compile it. I know I am missing something. I know it is 6:30am and I have been doing this since 9:pm.
@dukeofkiewit thanks , this guide worked for every power i wanted to port in to engineer class, but the game crash wherever i apply this method for the dominate power, so what are the missing steps to make sure that the game actually recognize the port of dominate power in to a class ?
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https://www.nexusmods.com/masseffectlegendaryedition/mods/2
Then in the Menu, Tools, Choose Legendary Explorer (Stable)
Then in the Menu, Tools, Legendary Explorer (Stable), let install it, then in the Legendary Explorer choose CCD (Coalesced Compiler) the yellow one.
Select Path to Source is your game, like
X:\Steam\steamapps\common\Mass Effect Legendary Edition\Game\ME2\BioGame\CookedPCConsole
But I recommended copy your Coalesced_XX.ini to the another directory, for backup purpose
Path to Destination leave it to be, it will become folder for unpack the Coalesced_XX.ini live above
Then you have it, you can edit whatever you want,
after this, you can find generated "Coalesced_XXX.bin" file in the same folder!
tutorial sequences in the lazarus station in order to make sure that you
aren't forced to do the action required by the tutorial in order to
proceed
an example: the first locked doar in the lazarus station only open when you do the reload , so i want to change the
sequence to make sure that the doear open even if i don't reload the
weapon @dukeofkiewit
The syntax is slightly different, but easy enough to copy.. I added this line to the bottom of <Section name="sfxgame.sfxgamemodedefault">
<Value type="2">( Name="NumPadZero", Command="set SFXGame.SFXCameraMode FOV 100" )</Value>
"SFXGameContent.SFXGameEffect_PartBasedArmor_AmmoCapacityBonus" and give Shep a 10% boost in Ammo Capacity or "SFXGameContent.SFXGameEffect_PartBasedArmor_MeleeBonus" to give 10% Melee damage... You can even stack them so ("SFXGameContent.SFXGameEffect_PartBasedArmor_AmmoCapacityBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_AmmoCapacityBonus") would give you a 20% bonus...
Can this be done with the ME2 Coalesced.ini. Any Idea where to look?
One issue I've noticed though, I've just started a new playthrough and the texture doesn't change to the damaged version after the prologue explosion like it should - the textures are there in MEM, but the outfit stays clean.
m_nMaxCorpseVisibilityCleanupAttempts=0;If after this many tries, the body has m_fCorpseCleanupFirstAttemptTime=0.0;How many seconds to wait until the first
m_fCorpseCleanupAttemptRetryTime=0.0;How many seconds to wait between
m_fMaxCorpseCleanupDistanceThreshold=0.0;FOR NON SKELETAL MESH CORPSES:
m_fMaxCorpseCleanupScreenSizeThreshold=0.0;FOR SKELETAL MESH CORPSES: The
thanks , this guide worked for every power i wanted to port in to engineer class, but the game crash wherever i apply this method for the dominate power, so what are the missing steps to make sure that the game actually recognize the port of dominate power in to a class ?