### Token Entry Example in TLK Files Source: https://me3tweaks.com/guides/store_editing This example shows how token names are represented in TLK files, using CUSTOMX as a placeholder for specific token identifiers like Custom0Token and Custom3Token for Polonium Rounds. ```xml / Targets Eliminated ``` -------------------------------- ### Base Game Coalesced Format Example Source: https://me3tweaks.com/guides/dlc_editing This snippet shows the structure of a base game Coalesced file for comparison with the DLC format. ```json { "name": "..\\..\\biogame\\config\\bioengine.ini", "sections": { "animationcompression": { "alternativecompressionthreshold": [ "1.f" ], "bonlycheckformissingskeletalmeshes": [ "False" ], "deadbones": [ "LeftShoulder-Swivel", "RightShoulder-Swivel", "LeftHip_Swivel", "RightHip-Swivel" ], ``` -------------------------------- ### Initializing GUI Groups with SFXPositionHelper Source: https://me3tweaks.com/guides/gui_editing_2 This example shows the creation of GUI groups using the SFXPositionHelper class. This class is part of the Scalable Flash Extensions (SFX) and helps in positioning elements relative to screen edges. ```ActionScript // SFXPositionHelper global.g_TargetGroup_ = new SFXPositionHelper(targetgroup, "TL", 0, 0); global.g_TargetGroup_.SetTarget(targetgroup); global.g_TargetGroup_.SetOffset(0, 0); global.g_TargetGroup_.SetAlignment("TL"); ``` -------------------------------- ### Define Centurion, Scion, and Geth Prime Wave Source: https://me3tweaks.com/guides/wavelist_editing Example of a wave with specific counts for Centurion, Scion, and Geth Prime enemies in Gold difficulty. A base enemy is required. ```json "sfxwave_horde_cerberus3 sfxwave_horde_cerberus2": { "enemies": [ ... { "Type": 2, "Value": "(Difficulty=DO_Level3,Enemies=((EnemyType=\"WAVE_CER_Centurion\"),(EnemyType=\"Wave_COL_Scion\", MinCount=2, MaxCount=2),(EnemyType=\"WAVE_GTH_GethPrime\", MinCount=3, MaxCount=3)))" }, ... ] } ``` -------------------------------- ### Define Geth Bomber Wave Source: https://me3tweaks.com/guides/wavelist_editing Example of a basic wave definition for a Geth Bomber in Gold difficulty. Ensure a base enemy is always present. ```json "sfxwave_horde_cerberus1 sfxwave_horde_cerberus2": { "enemies": [ ... { "Type": 2, "Value": "(Difficulty=DO_Level3,Enemies=((EnemyType=\"Wave_GTH_GethBomber\")))" }, ... ] } ``` -------------------------------- ### Define a Pool in Patch2 Source: https://me3tweaks.com/guides/store_editing This example shows a pool definition from Patch2, named 'bronzeconsumable', which lists the unique names of cards available in that pool. This structure is used by the game to determine pack contents. ```xml
(UniqueName="SFXGameMPContent.SFXPowerCustomActionMP_Consumable_Ammo") (UniqueName="SFXGameMPContent.SFXPowerCustomActionMP_Consumable_Revive") (UniqueName="SFXGameMPContent.SFXPowerCustomActionMP_Consumable_Rocket") (UniqueName="SFXGameMPContent.SFXPowerCustomActionMP_Consumable_Shield") bronzeconsumable
``` -------------------------------- ### DLC Coalesced Format Example Source: https://me3tweaks.com/guides/dlc_editing This snippet shows the structure of a decompiled DLC Coalesced file, highlighting the 'Type' and 'Value' fields for entries. ```json "engine.gameinfo": { "defaultmapprefixes": [ { "Type": 2, "Value": "(Prefix=\"MPLobby\",bIsMultiplayer=TRUE,bUsesCommonPackage=TRUE,GameType=\"SFXGameMPContent.SFXGameInfoMP_Lobby\",OverrideCommonPackage=\"BIOP_MP_COMMON\",ForcedObjects=(\"BioGlobalResources.BioGlobalResources\"))" }, { "Type": 2, "Value": "(Prefix=\"MPLobby\",bIsMultiplayer=TRUE,bUsesCommonPackage=TRUE,GameType=\"SFXGameMPContentDLC_Shared_MP.SFXGameInfoMP_Lobby_DLC\",OverrideCommonPackage=\"BIOP_MP_COMMON\",ForcedObjects=(\"BioGlobalResources.BioGlobalResources\"))" } ] }, ``` -------------------------------- ### Searching for Initialization Scripts Source: https://me3tweaks.com/guides/pcc_editing To find initialization scripts within a PCC file, use the 'Find' bar in PCCEditor2 and search for '_initialize_'. This process can be CPU intensive. ```text _initialize_ ``` -------------------------------- ### Loading Atlas2 into PCCEditor2 Source: https://me3tweaks.com/guides/pcc_editing This section details the process of loading the SFXPawn_Atlas2.pcc file from the MP4 DLC using ME3Explorer's PCCEditor2. Ensure you select the correct .pcc file and wait for the extraction to complete. ```text File > Load from DLC ``` -------------------------------- ### Complete Dynamic Load Mapping Entries for Coalesced.bin Source: https://me3tweaks.com/guides/adding-more-mp-powers This list provides all necessary entries for the dynamicloadmapping section of coalesced.bin to enable various multiplayer powers in singleplayer. Ensure no empty lines are present. ```ini // Copy each entry here into your Coalesced.bin file. // Navigate to: bioengine.ini -> sfxgame -> sfxengine -> dynamicloadmapping // Copy each line here as a separate line entry in "dynamicloadmapping" // *Remember never to leave an empty line as that will result in a crash! If you need to remove a line, right click on it // and delete it in the editor. (ObjectName="sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_seekerswarm",SeekFreePackageName="Collector_Adept_MP") (ObjectName="sfxgamecontentdlc_con_mp5.sfxpowercustomaction_darksingularity",SeekFreePackageName="Collector_Adept_MP") (ObjectName="sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_darkchannelprothean",SeekFreePackageName="Collector_Adept_MP") (ObjectName="sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_fembotcloak",SeekFreePackageName="Fembot_Infiltrator_MP") (ObjectName="sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_repairmatrix",SeekFreePackageName="Fembot_Infiltrator_MP") (ObjectName="sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_snapfreeze",SeekFreePackageName="Fembot_Infiltrator_MP") (ObjectName="sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_hexshield",SeekFreePackageName="GethDest_Soldier_MP") (ObjectName="sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_siegepulse",SeekFreePackageName="GethDest_Soldier_MP") (ObjectName="sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_gethsentryturret_mp5",SeekFreePackageName="GethDest_Soldier_MP") (ObjectName="sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_biotichammermodal",SeekFreePackageName="KroganWarlord_Sentinel_MP") (ObjectName="sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_techhammermodal",SeekFreePackageName="KroganWarlord_Sentinel_MP") (ObjectName="sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_cainmine",SeekFreePackageName="Merc_Engineer_MP") ``` -------------------------------- ### Define Pack Contents and Pools Source: https://me3tweaks.com/guides/store_editing These XML snippets illustrate how the contents of a 'silver' pack are defined, including item quantities, selection pools, and weights. Note the use of BackupPool for fallback rewards. ```xml (PackName="silver", Quantity=2, Pools=((PoolName="silverconsumable")), BackupPool="silvercommon") ``` ```xml (PackName="silver", Quantity=1, Pools=((PoolName="silvercommonweapon",Weight=0.4),(PoolName="silvercommon",Weight=0.6)), BackupPool="silvercommon") ``` ```xml (PackName="silver", Quantity=1, Pools=((PoolName="silvermod",Weight=0.55),(PoolName="goldmod",Weight=0.05),(PoolName="xpchar",Weight=0.1),(PoolName="silvercommon",Weight=0.3)), BackupPool="silvercommon") ``` ```xml (PackName="silver", Quantity=1, Pools=((PoolName="silvergear",Weight=0.125),(PoolName="goldgear",Weight=0.025),(PoolName="silverweapon",Weight=0.525),(PoolName="silverchar",Weight=0.225),(PoolName="goldperm",Weight=0.02),(PoolName="goldweapon",Weight=0.02),(PoolName="goldchar",Weight=0.02),(PoolName="respec",Weight=0.04)), BackupPool="silverbackup") ``` -------------------------------- ### Add Dynamic Load Mapping Entry to Coalesced.bin Source: https://me3tweaks.com/guides/adding-more-mp-powers Add entries to the dynamicloadmapping section of coalesced.bin to ensure specific powers are loaded. The SeekFreePackageName must correspond to copied .pcc files. ```ini (ObjectName="sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_seekerswarm",SeekFreePackageName="Collector_Adept_MP") ``` -------------------------------- ### Extract GUI Files with Transplanter-CLI Source: https://me3tweaks.com/guides/gui_editing Use this command to extract all GUI files from a specified PCC file or a folder containing PCC files. It's useful for dumping all GUI assets for later modification. ```bash Transplanter-CLI.exe --gui-extract [--inputfile or --inputfolder] [pcc file or folder containing pcc files] ``` -------------------------------- ### Define Store Pack Names Source: https://me3tweaks.com/guides/store_editing This XML snippet shows the mapping of consumable IDs to pack names within the ME3BINI.bin file. It lists available store packs and their internal identifiers. ```xml null (ID=200000, PackName="silver") (ID=300000, PackName="gold") (ID=350000, PackName="goldpremium") (ID=300500, PackName="goldjumbo") (ID=500500, PackName="equipjumbo") (ID=650100, PackName="n7equipment") (ID=650200, PackName="arsenal") (ID=650300, PackName="reserves") ``` -------------------------------- ### Inject SWF Files with Transplanter-CLI Source: https://me3tweaks.com/guides/gui_editing Replaces SWF files within a target PCC file. Ensure SWF filenames match the export's package.filename format. Use -v for verbose output. ```bash Transplanter-CLI.exe --injectswf [--inputfile or --inputfolder] [swf or folder of swfs] --targetfile PCCFILE ``` -------------------------------- ### Define Abomination and Banshee Wave Source: https://me3tweaks.com/guides/wavelist_editing Wave definition including specific counts for Abomination and Banshee enemies in Gold difficulty. Always include a base enemy. ```json "sfxwave_horde_cerberus2 sfxwave_horde_cerberus2": { "enemies": [ ... { "Type": 2, "Value": "(Difficulty=DO_Level3,Enemies=((EnemyType=\"WAVE_CER_Phoenix\"),(EnemyType=\"WAVE_COL_Abomination\", MinCount=2, MaxCount=2),(EnemyType=\"WAVE_RPR_Banshee\", MinCount=2, MaxCount=2)))" }, ... ] } ``` -------------------------------- ### Add Corresponding Unique ID Entry to Coalesced.bin Source: https://me3tweaks.com/guides/adding-more-mp-powers Each entry in dynamicloadmapping requires a corresponding entry in the sfxuniqueids section of coalesced.bin. This ensures the game recognizes the power. ```ini sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_seekerswarm ``` -------------------------------- ### Bind Key to Cast Power in ME3 Source: https://me3tweaks.com/guides/adding-more-mp-powers Use this format to bind a specific key to cast a power in Mass Effect 3. Ensure the key is not already bound and consider using numbers 10 and above for custom powers. ```ini ( Name="Y", Command="castpower 10" ) ``` ```ini ( Name="U", Command="castpower 11" ) ``` ```ini ( Name="I", Command="castpower 12" ) ``` ```ini ( Name="Q", Command="castpower 13" ) ``` ```ini ( Name="E", Command="castpower 14" ) ``` ```ini ( Name="M", Command="castpower 15" ) ``` -------------------------------- ### Modify Multiplayer Condition in SetInitialState Script Source: https://me3tweaks.com/guides/pcc_editing This snippet demonstrates reversing a multiplayer condition by changing a 'True' token to 'False' in the script's bytecode. This is done to alter game behavior, such as making an enemy spawn in single-player mode. ```Assembly 0xC5: 27 ``` ```Assembly 0xC5: 28 ``` -------------------------------- ### Edit Geth Prime Rifle Properties (XML) Source: https://me3tweaks.com/guides/simple_modding Modify the Geth Prime rifle's firing characteristics by adjusting its XML properties. Ensure range structs like (X=...,Y=...) are preserved. ```xml
(X=0.0,Y=0.0) (X=0.0,Y=0.0) (X=0.0f,Y=0.0f) (X=3,Y=3) (X=2.f,Y=3.25f) 0 (X=230,Y=230) 4000.f 500.f 3000.f (X=10,Y=10) (X=70,Y=70) 1.0f
``` -------------------------------- ### Enemy Wave Cost Definitions Source: https://me3tweaks.com/guides/wavelist_editing This snippet shows how enemy types are assigned to archetypes and their associated wave costs in the Coalesced files. Adjusting 'WaveCost' can alter how quickly a wave budget is depleted. ```json "enemylist": [ "(EnemyType=\"WAVE_CER_AssaultTrooper\",\tEnemyArchetypeName = \"Char_Enemies.Archetypes.Cerberus.AssaultTrooper\",\tWaveCost=20)", "(EnemyType=\"WAVE_CER_Centurion\",\t\t\tEnemyArchetypeName = \"Char_Enemies.Archetypes.Cerberus.Centurion\",\t\tWaveCost=30)", "(EnemyType=\"WAVE_CER_Nemesis\",\t\t\tEnemyArchetypeName = \"Char_Enemies.Archetypes.Cerberus.Nemesis\",\t\tWaveCost=40)", "(EnemyType=\"WAVE_CER_Engineer\",\t\t\tEnemyArchetypeName = \"Char_Enemies.Archetypes.Cerberus.Engineer\",\t WaveCost=40)", "(EnemyType=\"WAVE_CER_Guardian\",\t\t\tEnemyArchetypeName = \"Char_Enemies.Archetypes.Cerberus.Guardian\",\t WaveCost=40)", "...", "..." ``` -------------------------------- ### Understanding Unreal Engine 3 Bytecode Source: https://me3tweaks.com/guides/pcc_editing The script tab in PCCEditor2 displays reverse-engineered Unreal Engine 3 bytecode in a human-readable format. This script reads information from Biodifficulty.ini, such as 'MaxHealth' for the 'Atlas' heading. ```plaintext 1F8 line, it is getting the floating point number from "MaxHealth" under the heading "Atlas" ``` -------------------------------- ### Add Multiplayer Powers to Self Source: https://me3tweaks.com/guides/adding-more-mp-powers Use the 'givepower' command to add a specific multiplayer power to your character. This is a prerequisite for using 'castpower' commands. ```plaintext givepower self AdrenalineRush givepower self AIHacking givepower self BioticCharge givepower self Carnage givepower self Cloak givepower self ConcussiveShot givepower self CryoBlast givepower self DarkChannel givepower self Discharge givepower self EnergyDrain givepower self Incinerate givepower self Marksman givepower self Overload givepower self ProximityMine givepower self Pull givepower self Reave givepower self Shockwave givepower self Singularity givepower self Slam givepower self Stasis givepower self Throw givepower self Warp givepower self Decoy givepower self CombatDrone givepower self ProtectorDrone givepower self SentryTurret givepower self Barrier givepower self Fortification givepower self GethShieldBoost givepower self TechArmor givepower self BioticGrenade givepower self FragGrenade givepower self InfernoGrenade givepower self LiftGrenade givepower self StickyGrenade givepower self ArmorPiercingAmmo givepower self CryoAmmo givepower self DisruptorAmmo givepower self IncendiaryAmmo givepower self Warp Ammo ``` -------------------------------- ### Add Combat Powers Source: https://me3tweaks.com/guides/files/adding-more-mp-powers/KMPowersGive.txt Commands to grant offensive combat abilities. Note that some powers have multiple associated commands, possibly for different variants or implementations. ```plaintext givepower self AdrenalineRush givepower self sfxpowercustomactionmp_adrenalinerush ``` ```plaintext givepower self sfxgamecontentdlc_con_mp1.sfxpowercustomactionmp_batarianattack ``` ```plaintext givepower self sfxgamecontentdlc_con_mp2.sfxpowercustomactionmp_bloodlust givepower self SFXGameContentDLC_Shared.SFXPowerCustomActionMP_BloodLust_Shared ``` ```plaintext givepower self Carnage givepower self sfxpowercustomactionmp_carnage ``` ```plaintext givepower self ConcussiveShot givepower self sfxpowercustomactionmp_concussiveshot ``` ```plaintext givepower self sfxgamecontentdlc_con_mp3.sfxpowercustomaction_devestatormode ``` ```plaintext givepower self sfxgamecontentdlc_con_mp2.sfxpowercustomactionmp_flamer givepower self SFXGameContentDLC_Shared.SFXPowerCustomActionMP_Flamer_Shared ``` ```plaintext givepower self SFXGameContentDLC_CON_MP4.SFXPowerCustomActionMP_JetPackCharge ``` ```plaintext givepower self sfxgamecontentdlc_con_mp3.sfxpowercustomaction_missilelauncher ``` ```plaintext givepower self sfxgamecontentdlc_con_mp1.sfxpowercustomactionmp_supercharge *** givepower self SFXGameContentDLC_Shared.SFXPowerCustomActionMP_Supercharge_Shared ``` ```plaintext givepower self Marksman givepower self sfxpowercustomactionmp_marksman ``` ```plaintext givepower self sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_venomtippedblades ``` ```plaintext givepower self sfxgamecontentdlc_con_mp3.sfxpowercustomactionmp_palmblaster ``` ```plaintext givepower self ProximityMine givepower self sfxpowercustomactionmp_proximitymine ``` ```plaintext givepower self SFXGameContentDLC_CON_MP4.SFXPowerCustomActionMP_ReconMine ``` ```plaintext givepower self sfxgamecontentdlc_con_mp5.sfxpowercustomactionmp_siegepulse ```