A lot of game tweaks are possible for the PC version of Mass Effect 3, both in terms of graphics and 'cheats', and can be done by editing Coalesced.bin. Most of the results you find when you Google for how to do a tweak or cheat will tell you which ini file and variable to change, but not exactly HOW to do that.Warning before you start: I do not recommend using any 'cheats' or a modified Coalesced.bin file if you are going to play multiplayer. You may end up banned. See.The coalesced.bin file is basically a collection of variables that the game uses to determine different things, from graphical effects to key bindings to things like shield recharge rates. You can affect the game in fairly signficant ways by modifying this file. To do so, you'll want to grab the ME3 Coalesced Utility. ME3 Coalesced Utility?
What?It's a tool that unpacks the.bin file so that you can edit it, and then repacks it when you save. There are many ways you can do this, but this is the easiest to use tool that I've found. So where is coalesced.bin?. Its in your Mass Effect 3 install directory, under BIOGameCookedPCConsole.Err. Where's my Mass Effect 3 install directory?.Okay, I've got those.
Now what?. Make a backup (i.e., copy and paste somewhere) of your Coalesced.bin file first. You'll want this as a backup in case something goes wrong, and also so you can swap back to it if you're going to play multiplayer. Run the tool. Go to File-Open. Select the Coalesced.bin file discussed above.You should get a screen that looks like this:Okay, I'm ready!
What settings can I tweak?Way more than I'm going to go into. If you want to know if something specific is possible, either Google for it or post a question and ask.One common usage will probably be to bind keys to commands so that you can manually trigger them in-game. For example, this is how the current answer about does it. You smack a numpad key and it changes your FOV.
A good place to find more information and tips on tweaking the game and unlocking all weapons, armor. Is at masseffect wiki. Under guides there is a section for. They have the information where to go and copy and paste the coding to unlock all weapons. Than you hit whatever key you bind it to and you get them all.Under the section I also have guides to increase scanning radius, speed up the scanning on planets.
Also to make the red circle on items you can pick up appear from further away, because in ME3 you have to be on top of an item to see the red circle and is easy to miss some weapons and armor on your first play through because of it.
To help the staff, users, and modders of Nexus, a few of us senior mod authors in the Mass Effect modding community have written up this FAQ about DLC mods. Short of textures and coalesced modding, DLC mods are the most common type of mod for ME3 and they are becoming more common for ME1 and ME2. It's important everyone understands the basics.This FAQ is not meant to be a complete reference. For an introduction to the various mod formats available for ME3. To find out if a mod should be released as DLC in the first place.We may build onto this FAQ or create new ones as the need arises.Q: What is a DLC mod?A: A mod which functions similarly to official DLCs from Bioware. The mod is in its own folder, inside the DLC folder of Mass Effect.Q: How are DLC mods structured?A: The structure of every DLC mod follows official BioWare DLC (that's been extracted). There are a few folders involved, and inside those folders are files, most of which are 'PCCs'.
PCCs are compressed archives similar to a ZIP file, and are the game's main way to store its content. Each PCC stores a complete game 'level', such as Normandy's cargo bay. This means a single PCC contains level objects, NPCs, dialogues, cutscene data, meshes, materials, powers, texture mipmaps (and sometimes full textures), and much more.
The base game alone contains almost 2500 PCCs and all the DLC add even more. DLC mods contain copies of these same PCCs, with a blend of edited and vanilla content.Q: How do I install a DLC mod and does it require a separate program?A: Every mod is different. Most mod authors provide instructions, so it's important to read them thoroughly. Ultimately, any DLC mod installation involves adding the DLC mod folder to the Mass Effect DLC directory. Whether this is done via an automated installer, a separate tool, or manually (via copy/paste), that will change for each mod.Q: What is mount value?A: Mount value, also called 'mount priority', is how the game prioritizes content.
Think of it as a built-in load order. In the case of duplicate files (in the base game, official DLC, or DLC mods) the file with a higher mount value/priority is loaded by the game. The lower file is ignored. For example, the official Leviathan DLC overrides the Normandy CIC file from the main game. Likewise, the Citadel DLC does the same above Leviathan.
And EGM (Expanded Galaxy Mod) overrides a variety of official files, preserving some functionality of the main game files while adding what is necessary for EGM to work.Q: In general, how can I tell if DLC mods will work together?A: Look at the contents of the DLC mod and for any files with the same name. If you don't see any files of the same name, everything is likely to work. If you do see files of the same name, whichever mod has the higher mount value will be the only file to load in the game.In addition, if you see two mods editing the exact same file and there is no patch available from either mod author, then the mods are not fully compatible. There is a 'conflict', and one of the mods will override the changes of the other mod. The game may not break if you use both, but know that whichever mod is mounted higher is going to control the changes you see in the game. This may affect your playthrough in unpredictable and unintended ways.Q: What is a 'compatibility patch'?A: Due to the file structure of the ME trilogy, conflicts and compatibility is a larger problem than with most games. DLC mods come with edited game files, not a newly-named ESP of changes like Skyrim.Modders can choose to resolve file incompatibilities with a 'patch'.
The fine technical details of patches can differ, but most of the time it amounts to combining the edits found in both mods, allowing the player to experience both. If there is a thematic conflict - one mod edits an NPC in one way, and the other mod edits the same NPC in a different way - then it's up to the two authors to decide how they want to build the patch.Patches, by nature, always contain the creative content found in two mods and can only be released with the permission of both authors. Compatibility patches for every conflict are likely to not be available, especially as modding for the ME trilogy continues to grow.Q: I've modded Skyrim and Oblivion before. Looks like I can just reorder the priority for mods using ME3 Mod Manager.A: Avoid this. Remember, unlike Skyrim, DAO, and a variety of other games, DLC for the Mass Effect trilogy contain a built-in load order. When an author creates their mod they look at the mount values used by official DLC and other mods, and set theirs accordingly. They also design patch content assuming those values are in place.
If they change, mod functionality can be affected.If you choose to change mount values anyway, you're taking a risk and your results will vary. Some mods are fine with this type of rearranging, but more complex mods (like ones that alter story) will have problems. Mod authors may not help troubleshoot technical problems that result from a user tampering with mount priority, and any help they provide will only be of use if you disclose that you've changed the mount.Q: When is a mod 'deprecated'?A: Deprecation is a term frequently used in coding and software. Generally, it indicates a feature or version that shouldn't be used as it's been superseded by something newer or more complete. Often deprecated software is removed or becomes unsupported by the creator.When it comes to mods, deprecation commonly occurs if the game itself is updated and the mod no longer works. Deprecation can also occur when a mod author releases a new version of their mod, resulting in them no longer supporting (and potentially removing) the old version.
An author combining several smaller mods into one larger mod is also another cause of deprecation.Mods, generally, do not deprecate each other. In short, feature redundancy/similarity should not be confused with deprecation. For example, contains edits similar to the. However, ME2Recalibrated doesn't 'deprecate' these other mods.
They remain valid choices for any user, as ME2Recalibrated contains a significant amount of other content that the player may not wish to use.We hope this helps everyone.-Deager, author of CEM-AVPen, author of Tali Romance Mod-Kinkojiro, author of EGM-JohnP, author of JAM.
Mass Effect 3 Mod Manager 5.0 Build 75Mod Manager 5.0 is a significant update for Mod Manager - it adds a many new features and contains huge performance increases as well as a lot of bugfixes from the 4.5.x series!MR1 Changelog: New Features. ME3Explorer is no longer used behind the scenes. It now uses my Mod Manager Command Line library of tools, which is partially based on both ME3Explorer's code as well as Mass Effect Modder's. This results in huge speed boosts because the way ME3Explorer was called was incredibly inefficient. This speed boost is distributed across most behind the scenes things like AutoTOC, MixIn caching, ModMaker compiling, and DLC unpacking.
In measured tests I was able to see up to 7.2x increases in speed for compiling ModMaker mods from scratch (with no cache), and mod installation time is cut in half. Unpacking DLC literally takes seconds now rather than tens of minutes. Mod Manager can now switch between different installation directories and update the Mass Effect 3 registry key so the game can boot from whatever one you choose. If the key isn't updated, Origin runs MassEffect3.exe from the folder listed in the registry key even if the one launching is different. The directories are now listed in data/BIOGAMEDIRECTORIES. The value in me3cmm.ini is deprcated and is read-only now.
Mod Manager can now grant write permissions to the user account for the selected Mass Effect 3 game directory. No more 'don't install in C:Program Files (x86)', just let Mod Manager grant you the necessary write permissions. You can find it in the tools menu.
You can now create batch install mod groups, so you can just click a few buttons and multiple mods install. Find it under the Mod Management menu.
You can now choose to use a Windows based theme in the settings, rather than the cross-platform default look. New tool in the tools menu: Map Pathfinding Viewer. Lets you open a pcc or pcc dump file (typically a BioD file) and view the pathfinding mesh for the AI in an overhead view. Kind of clunky, but was used by me for a bit when I fooled with it. Maybe someone will find it useful.
New tool in the tools menu: PCC Data Dumper. It is the tool I built for quickly finding variables and values from PCCs by dumping their data into a human readable text format for easy searching.
Pretty slow, but very handy. You can now unpack TESTPATCH (Patch001.sfar) in read-only mode. It will dump the files into /data/Patch001Extracted. Tools On Demand: Tools not included but available on github can be automatically downloaded and updated. This release includes Mass Effect Modder and ME3Explorer. When you run the program, if your local copy is out of date, Mod Manager will prompt to update it for you. You can now deploy mods using the mod utils menu.
It will stage the mod (so only relevant files are included), TOC the mod, and then compress it for you. You can then post this to sites like NexusMods where both Mod Manager and non-Mod Manager users can download and install it. Tips are now displayed on the right side pane (description area) when no mod is selected. These tips are updated via the ME3Tweaks Tips Service. NEW DOWNLOADS ONLY: A vanilla game repair database is shipped with Mod Manager, so if you forget you should still be covered. You can update it if you need to still.Changed Features. ModMaker now multithreads decompiling and recompiling coalesced files, which should result in moderate speed boosts.
Mod Manager now does a Full AutoTOC on all mod installs. The option to turn this off has been removed. Using the new FullAutoTOC.exe makes this take seconds and works with SFARs.
Mod Manager no longer reloads the entire interface to refresh the mod list - the list will simply update. Mod Manager will highlight updated or new mods in certain scenarios, like downloading or importing a mod. ModMaker entry window (where you insert the code) now will attempt to automatically detect your game language by reading the game's registry key.
ModMaker now caches the mod delta files to data/modmaker/cache. In the event that ME3Tweaks disappears your downloaded mods will be preserved. You can drag and drop these files or sideload them through the entry window. Sideload window now opens this directory by default. About Window has been updated. Hyrule warriors unlock all weapons. Mod Merging Utility has been removed.
Mount.dlc Editor has been moved to the development submenu. There is no longer an enforced ME3Explorer minimum version.
When launching ME3Explorer from the tools menu, it will check the local version against the listed server version and prompt for an update if one is available - but it is not mandatory. The updates are downloaded from their github. ModMaker Compiler is no longer logged by default.
The compiler logs a lot of useful debugging information but for almost all users it is not used. It can be turned on in options if I request it.
Turning it off saves a lot of log clutter. 7za.exe has been replaced with 7z.exe and 7z.dll. JoJo Differencing Tools (jptch/jdiff) are now downloaded on update check if not found on the startup update check. They used to only download on mixin installation. Exiting Debug Mode option has been removed. The only feature debug mode does now is force logging to the console. Only a very few select users knew how to enable debug mode.
Mod Manager 3.1's MixIn Shipping for mods has been removed. This was a feature that allowed users to ship patch files that would compile into a mod. This feature was never used by any mods and was not documented. Some dialogs now show up in a slightly different order than before to make the UI a bit more proper feeling. The Official DLC window no longer shows a dialog to reload mods - they simply refresh in the background. The logging to file option has been removed. It is now always on.
GUI compatibility generator now always decompresses files to avoid some issues that ME3Explorer introduced when saving some PCCs. The GUI transplanter tool now is based on MEM code and is slightly faster, and should have less issues. ModMaker now shows what is going on when working with language files (TLK).
The About window has been completely redone in Java FX. I wanted a decent looking about window, but I don't have the time or willpower to rewrite the entire app in the new UI framework.
Links are clickable and its much better. Drag & Drop now supports multiple same-file extensions rather than only singular file or a folder. Drop 2 TLK files for example. Mod Utils menu is now available via right clicking directly on a mod. Mod Utils menu now has a 'open mod folder' option.Bugfixes. Mod Manager no longer writes to System.out or System.err, only to the log file. It used to write to both concurrently.
I use these extensively to debug and only in debug mode will they be output. Removing the invisible output results in huge speed boosts - merging coalesced's in ModMaker compiler literally takes seconds now. Tooltips no longer appear on the menu items if the tooltip is blank in the help menu. Custom DLC Mod Importer no longer shows red text if there is nothing available to import.
You can now upload or save just a Mod Manager Session Log from the log options window. It used to require at least one other option. The MixIns application dialog now centers to the calling window properly. ModMaker works again if you pick italian or the all languages option. Used to fail as italian was included in the supported languages list twice. Importing a mod with a name consisting only of spaces will now fail validation. It wouldn't import, but would fail instead.
Now it just fails the precheck. Security update for the mixin downloader. Logging has been fixed for mod startup and mixin startup.
It used to leak some messages to the log even if they were turned off. Should slightly improve startup performance. ME3Tweaks Mod Identification service now stores the mount priority as an integer rather than a short.
Some telemetry data indicates user(s) have uploaded mods with a very high mount priority that would cause the identification service to crash when parsing. Older builds of Mod Manager will show 0 for these high priorities, while 5 and up will work properly. Importing a compressed mod will now properly show the description (and scroll to top) if it has substitute or alternate file specifications. Updated Commons Lang to 3.6. GUI Compatibility generator now simply promotes files that are blacklisted - This should finally fix BioDCitCas.pcc issues from CEM that have somehow persisted through multiple builds. Multiple minor bugfixes. Changes in this commit.
Testpatch unpack location now opens if you unpack testpatch. Grant Write Permissions on initial startup when finding the registry key (not when a user selects directory). ModMaker create mod - scroll mod list to have it come into view when reloading the mod list. New item in mod utils menu: Compress mod for deployment. Stages, AutoTOCs, and then does a pretty hefty compression on the mod.
Compresses better the more RAM you have - I limit it to try to prevent paging. Move Mod Created dialog over main window when mod is created. Log save failure due to size - save button is disabled.
Change Browse. To Add Target if 0 biogame directories. Unpack window now shows 30GB requirement. Custom DLC Manager now has View conflicts button.
Fix Import compressed mods table header not showing until mouseover from previous betas. Bugfix: Compressed mods would not show description as loading error in compressed mod inspector was not ignored (files obviously don't exist locally yet). Compressed mods description panel scrolls to top when selecting a mod now rather than being at the bottom.
Most windows (not dialogs) should now show up in the taskbar. How to get crew members starbound. They could sometimes get lost and cause issues. This should alleviate some of that. The standard dialogs will not show up still and a few custom dialogs I made will also not (like.NET missing dialog). Add license text for libraries.
Add zlib to About Window. About Window is no longer resizable. GUI Compatibility generator now simply promotes files that are blacklisted - This should finally fix BioDCitCas.pcc issues from CEM. Don't know how this was not fixed, I remember testing it. Mod Manager Command Line v5 now required - fixes some transplanter issues.
GUI Compat mods now include the version they were built with. Log uploader capped at 512000 bytes, which is pastebin's limit. Used to calculate it wrong. Serverside Change: Bad pastebin post will now have a bit better message formatting. This affects all versions of Mod Manager, not just MM5. MEM is now a tool on demand and has a built in updater. Logging has been changed in some areas.
Removed logging for starter kit TLKs as it slowed it down. Highlighting a mod in the modlist on reload (e.g.
A new mod was imported) now makes sure the list scrolls into visibility. PCC Data Dumper header was improved to reflect faster dump times. ModMaker accept mixins dialog now details why the dialog is shown and that you should accept mixins. Starter Kit window updated to teach users on mod deployment. ModMaker Coalesced Compiler has a more accurate progressbar now.
Minor text changes in various UIs. Changes in this commit. File drop now shows if batch operation had an error. This also applies to starter kit and gui compat libraries. GUI compat won't show the error though, but it is now logged. Batch installs now stop if X is clicked. Compress output was fixed.
Add tips service. Removed upgrade cleanup from Mod Manager 3/3.1 - should improve startup times. Mod Manager Command line is now x64/x86 specific. Removed GUI transplanter updater.
It will now update with command line tools. If issues show up I may reintroduce this. Changed compress mod for deployment to Deploy Mod. Fixed previous beta issues where check all mods for updates did nothing.
Fixed starter kit button disappearing when it should have just disabled it. ModMaker Compiler is now visible in aero peek.
ModMaker Entry Window is now visible in aero peek. Derby.log has been moved to data/databasesTODO:. Upgrade testing. Take a copy of your 4.5.5 install and overwrite the EXE with the new build. Add this suggestion to a batch that can be applied as a single commit. This suggestion is invalid because no changes were made to the code. Suggestions cannot be applied while the pull request is closed.
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To help the staff, users, and modders of Nexus, a few of us senior mod authors in the Mass Effect modding community have written up this FAQ about DLC mods. Short of textures and coalesced modding, DLC mods are the most common type of mod for ME3 and they are becoming more common for ME1 and ME2. It's important everyone understands the basics.This FAQ is not meant to be a complete reference. For an introduction to the various mod formats available for ME3. To find out if a mod should be released as DLC in the first place.We may build onto this FAQ or create new ones as the need arises.Q: What is a DLC mod?A: A mod which functions similarly to official DLCs from Bioware.
The mod is in its own folder, inside the DLC folder of Mass Effect.Q: How are DLC mods structured?A: The structure of every DLC mod follows official BioWare DLC (that's been extracted). There are a few folders involved, and inside those folders are files, most of which are 'PCCs'. PCCs are compressed archives similar to a ZIP file, and are the game's main way to store its content.
Each PCC stores a complete game 'level', such as Normandy's cargo bay. This means a single PCC contains level objects, NPCs, dialogues, cutscene data, meshes, materials, powers, texture mipmaps (and sometimes full textures), and much more.
The base game alone contains almost 2500 PCCs and all the DLC add even more. DLC mods contain copies of these same PCCs, with a blend of edited and vanilla content.Q: How do I install a DLC mod and does it require a separate program?A: Every mod is different. Most mod authors provide instructions, so it's important to read them thoroughly. Ultimately, any DLC mod installation involves adding the DLC mod folder to the Mass Effect DLC directory.
Whether this is done via an automated installer, a separate tool, or manually (via copy/paste), that will change for each mod.Q: What is mount value?A: Mount value, also called 'mount priority', is how the game prioritizes content. Think of it as a built-in load order. In the case of duplicate files (in the base game, official DLC, or DLC mods) the file with a higher mount value/priority is loaded by the game. The lower file is ignored. For example, the official Leviathan DLC overrides the Normandy CIC file from the main game. Likewise, the Citadel DLC does the same above Leviathan. And EGM (Expanded Galaxy Mod) overrides a variety of official files, preserving some functionality of the main game files while adding what is necessary for EGM to work.Q: In general, how can I tell if DLC mods will work together?A: Look at the contents of the DLC mod and for any files with the same name.
If you don't see any files of the same name, everything is likely to work. If you do see files of the same name, whichever mod has the higher mount value will be the only file to load in the game.In addition, if you see two mods editing the exact same file and there is no patch available from either mod author, then the mods are not fully compatible.
Alien shooter 3.0 free download full version game. There is a 'conflict', and one of the mods will override the changes of the other mod. The game may not break if you use both, but know that whichever mod is mounted higher is going to control the changes you see in the game. This may affect your playthrough in unpredictable and unintended ways.Q: What is a 'compatibility patch'?A: Due to the file structure of the ME trilogy, conflicts and compatibility is a larger problem than with most games. DLC mods come with edited game files, not a newly-named ESP of changes like Skyrim.Modders can choose to resolve file incompatibilities with a 'patch'. The fine technical details of patches can differ, but most of the time it amounts to combining the edits found in both mods, allowing the player to experience both.
If there is a thematic conflict - one mod edits an NPC in one way, and the other mod edits the same NPC in a different way - then it's up to the two authors to decide how they want to build the patch.Patches, by nature, always contain the creative content found in two mods and can only be released with the permission of both authors. Compatibility patches for every conflict are likely to not be available, especially as modding for the ME trilogy continues to grow.Q: I've modded Skyrim and Oblivion before. Looks like I can just reorder the priority for mods using ME3 Mod Manager.A: Avoid this. Remember, unlike Skyrim, DAO, and a variety of other games, DLC for the Mass Effect trilogy contain a built-in load order. When an author creates their mod they look at the mount values used by official DLC and other mods, and set theirs accordingly.
Cem Mass Effect 3d
They also design patch content assuming those values are in place. If they change, mod functionality can be affected.If you choose to change mount values anyway, you're taking a risk and your results will vary. Some mods are fine with this type of rearranging, but more complex mods (like ones that alter story) will have problems. Mod authors may not help troubleshoot technical problems that result from a user tampering with mount priority, and any help they provide will only be of use if you disclose that you've changed the mount.Q: When is a mod 'deprecated'?A: Deprecation is a term frequently used in coding and software. Generally, it indicates a feature or version that shouldn't be used as it's been superseded by something newer or more complete. Often deprecated software is removed or becomes unsupported by the creator.When it comes to mods, deprecation commonly occurs if the game itself is updated and the mod no longer works. Deprecation can also occur when a mod author releases a new version of their mod, resulting in them no longer supporting (and potentially removing) the old version.
An author combining several smaller mods into one larger mod is also another cause of deprecation.Mods, generally, do not deprecate each other. In short, feature redundancy/similarity should not be confused with deprecation. For example, contains edits similar to the. However, ME2Recalibrated doesn't 'deprecate' these other mods. They remain valid choices for any user, as ME2Recalibrated contains a significant amount of other content that the player may not wish to use.We hope this helps everyone.-Deager, author of CEM-AVPen, author of Tali Romance Mod-Kinkojiro, author of EGM-JohnP, author of JAM.
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Also check out our.What does 'OT' stand for?In our sub, 'OT' stands for 'Original Trilogy,' and refers to Mass Effect 1-3, excluding Andromeda.Is the ME3/MEA multiplayer still active?Yes. Please visit.Which DLC should I get?Check out by.Is Mass Effect: Andromeda really that bad / worth it?Andromeda went on sale pretty soon after release and currently goes down to about $5-10 USD. Are some threads discussing this topic, but most users will say that the game is worth getting at the discounted price.Do I need to play the OT before playing Andromeda?Technically, no. However, it is generally highly recommended you do so, as playing the OT will greatly enhance your understanding of MEA.What mods are available/recommended for Andromeda?Tagging SpoilersSpoilers can be posted in the comments using the following formatting: SPOILER(#s 'Femshep is best Shep.'
)which will show up in your post like this:For game-specific versions: ME1 SPOILER(#s 'Femshep is best Shep.' )ME2 SPOILER(#s 'Femshep is best Shep.' )ME3 SPOILER(#s 'Femshep is best Shep.'
)MEA SPOILER(#s 'Sara and Scott are twins.'
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