PC Tweaks (Mass Effect 3)

Mass Effect 3 is based on Unreal Engine 3 and many settings can be modified in a way similar to Mass Effect and Mass Effect 2, allowing the user to mod, tweak or cheat.

Preface
Download the coalesced editor from here: http://wenchy.net/me3-coalesced-utility

This is the recommended editor. Check regularly for updates.

Backup Your File
Before making any edits make sure to make a copy of your original/clean coalesced file.

The Coalesced.bin file is located at C:\Program Files (x86)\Origin Games\Mass Effect 3\BIOGame\CookedPCConsole

Backup Your Career
The career folder is located at C:\Users\\My Documents\Bioware\Mass Effect 3\Save\\ for Windows 7.

(For example, with the username of Admin and the character name of Damian Sheperd the location will be C:\Users\Admin\My Documents\Bioware\Mass Effect 3\Save\Damian_22_Infiltrator_06031_516e172) The numbers at the end are unique to every player and playthrough. Back up the entire Save folder for safety.

Misc Coalesced.bin Tweaks
This section is for assorted tweaks and cheats that enhance or alter gameplay.

Eliminate Store Mark-up
Go to

bioui.ini > sfxgamecontent > sfxgamechoiceguidata > storedata > normandy > markuppercent = 0.1f

Change markuppercent to 0.0f.

This will eliminate the store mark-up at the Acquisition Board on the Normandy, allowing you to buy things there at the same price as at the various stores.


 * Note: You can change it to negative values for a discount, but anything equal or higher then 1.0f crash the game at start up. Having too much credits while buying might also crash your game.

Editing War Assets
All War Assets can be found here: bioui.ini > sfxgame > sfxgawarassethandler > allassets = (multiple)

To change the value of a War Asset, edit the "StartingStrength" value. To negate the Galactic Readiness penalty, for example, you can double all the values.

Example: (ID=0,AssetName="GAWAsset_AllianceEngineeringCorp",Type=GAWAssetType_Military,SubType=GAWAssetSubType_Ground,StartingStrength=260,GUIName=715401,GUIDescription=715515,bIsExploration=False,UnlockPlotStates[0]=0,GUICategoryID=1,DebugConditionalDescription="None",bShowNotificationOnAward=false,ImagePath="gui_codex_images.galaxyAtWar.GM_HumansNoArmor_512x256",NotificationImagePath="")


 * Note: Any changes to War Assets already collected in a game in progress will not be affected by any changes to Coalesced. (You can only change assets you don't already have.)  For maximum effect, make any changes before starting a new game.

Find interaction objects more easily
Setting the highlight distance to make it easier to find interactable objects:

Biogame.ini/sfxgame/bioplayerselection/maxhighlightrange=800

800 is default, 8000 works nicely and highlights objects far enough out to cover your visible range easily.

Eliminate Encumbrance (Weight Penalty)
Go to biogame.ini > sfxgame > sfxcharacterclass

Change encumbrancemaxcooldown and encumbrancemincooldown both to -2.0f.

This will eliminate the weight penalty on your powers, allowing you to take the full 200% cooldown bonus with any combination of weapons.

Note: Increasing encumbrancemaxcooldown will increase your base cooldown bonus. Changing it to -3.0f, for example, would result in a 300% cooldown bonus.

Exploration Tweaks
Expand the Normandy scan range when searching for War Assets:

Biogame.ini > sfxgame > bioplanet

 m_fscandectionrange=60

Default is 60. Anything over 240 should cover an entire system in one scan.

Increase the Maximum fuel the Normandy can have:

Bioweapon.ini > sfxgame > sfxinventorymanager

maxfuel=1000

Default is 1000. This can go up to 9,999,999.

Improve Normandy Fuel Efficiency:

Bioweapon.ini > sfxgame > sfxinventorymanager

fuelefficiency=1.5

Default is 1.5. The lower the number, the less fuel used (0.0 = Never use fuel).

Control the speed of the planet scan reticle:

Bioinput.ini > sfxgame > sfxgamemodeorbital

reticledegreespersecond=90

This is the default reticle speed when not scanning. (Higher number = faster.)

scanningreticledegreespersecond=35

This is the default reticle speed when scanning. (Higher number = faster.) Setting this to 90 will significantly speed up planet scans.

Change how Reapers detect and chase you in the Galaxy Map

3 stats control how the reapers find and chase you when you are scanning systems. All are located here:

Biogame.ini > sfxgamecontent > sfxgalaxymapreaper

How quickly they catch up to you: acceleration = 5.0

How easily they find you: m_scandetectionrange = 300

How fast they can go: maxspeed = 67.5

Reduce all of these to nerf the reapers, or increase them to make searching for war assets more of a challenge.

Get Maximum Level and Talents for all Squad Members
To generate enough skill points to max all skills at level 60: Go to biogame.ini > sfxgame > sfxgameconfig > levelrewards = (multiple)

Go to the first line and change it to:

(Level=1,ExperienceRequired=0,TalentReward=11,HenchmanTalentReward=16)

OR

Go to the last line and make it this: (Level=60,ExperienceRequired=121400,TalentReward=12,HenchmanTalentReward=17)

Changing either line will give you enough points that a level 60 Shepherd and squad can have all skills maxed.


 * Note: Because ME3 recalculates skill points at every scene load, you can add the extra points needed to any levelrewards line and it will update your character with the extra points automatically. If you are already partway through a game, add the extra to your next level.

Quick skip to level 60: Go to bioinput.ini > sfxgame > sfxgamemodedefault > bindings = (multiple)

Add this line: ( Name="NumPadOne", Command="givexp 180000" )

While in-game, press numpad 1 to get to level 60 instantaneously.

Editing Store Contents
All stores can be found here:

bioui.ini > sfxgamecontent > sfxguidata > store

Here you will find subsections, corresponding to each stores in the game ("asari" is nos astra, "batarian" is batarian state arms, and so on).

Each of those "stores" have a subsection called "storeitemarray = (multiple)". In this subsection, you will see items available from the store. Remove the value: "PlotUnlockConditionalID=XXXX, PlotPurchaseID[0]=XXXX" from desired weaponmods.

Example:

For instant purchase access to level 5 SMG damage upgrade, "asari -> storeitemarray = multiple"

Modify the value:

(ItemType=TYPE_MOD,ItemClassName="SFXGameContent.SFXWeaponMod_SMGDamage",BaseCost=4000,PlotUnlockConditionalID=1535,PlotPurchaseID[0]=21304)

to

(ItemType=TYPE_MOD,ItemClassName="SFXGameContent.SFXWeaponMod_SMGDamage",BaseCost=4000)

When in game, you will be able to purchase the SMG damage mod from lvl 1 to 5 instantly from Nos Astra Sporting Goods.


 * Note: It is possible to copy items from one store to another if you want to do so.

Editing Intel Bonuses
The Intel bonus "store" can be found here: bioui > sfxgamecontent > sfxguidata > store > intel > storeitemarray = (multiple)

To unlock each intel bonus, remove the part ",PlotUnlockConditionalID=XXXX" from each intel drop you wish to unlock.


 * Note: This is tested and mostly working. The intel drops are unlocked and you can pick a bonus from each one but they don't disappear after as they're intended to and it allows both bonuses to be obtained.

Additionally, you can alter the values of the bonuses by going here:

biogame > sfxgame > sfxpawn > player > permanentgameeffects = (multiple)

This list contains both of the unlocked bonuses for each of the 13 intel drops (26 total). Altering the field "Value=0.05" will alter the value of the bonus.

Example:

Value=0.05 = 5% bonus Value=0.10 = 10% bonus Value=0.15 = 15% bonus

Editing FOV
Edit the string found here... bioinput.ini > sfxgame > sfxgamemodebase > bindings (multiple)

look for the string named "Shared_Aim" and copy and paste the following string replacing the old one...

( Name="Shared_Aim", Command="SwapWeaponIfEmpty | TightAim | FOV 0 | OnRelease FOV 90 | OnRelease StopTightAim" )

simple replace "Fov 90" with desired value

Default FOV = 70

OP Suggests a Medium FOV of 90-110 (Still experimenting with preferred values)

Credit: Grimeleven Page Source: http://www.gamespot.com/mass-effect-3/forum/lets-start-some-coalesced-modding-62160490/?page=7

Disable the intro movie (EA logo)
Edit the value found here...

bioengine.ini > fullscreenmovie > startupmovies

Simply add a semicolon in front of the ME3_sig_logo value to show like this

;ME3_sig_logo

Tweaking the Bloom lighting setting
The setting can be found here:

Biogame.ini > sfxgame > bioworldinfo > defaultpostprocesssettings=

This value has a long string of settings, but you would only change

Bloom_Scale=0.2

and leave everything else intact. The higher the value, the brighter/bigger Bloom lighting will be. Work with small increments, lower than 1 recommended. The game accepts negative values.

In-game Commands
This section is for information on commands that can be activated through key bindings.

Keybinding commands are only available when you are in command of Shepherd. They do not work during cutscenes and some effects may be reset when you are not in control of Shepherd.

All normal mode keybindings are found here: bioinput.ini/sfxgame/sfxgamemodedefault/bindings = (multiple)

On the right side of the editor you will see the existing keybindings. Scroll down to the bottom where there will be a blank line. Add any new bindings one at a time. Press 'enter' once you've entered a new binding to start a new line.

Keybinding command structure:

( Name="BUTTON",Command="COMMAND" )

For BUTTON, substitute any key not already in use on another binding.

For COMMAND, substitute any valid ME3 command.

Multiple commands can be executed on a single binding by separating them with | like this:

( Name="BUTTON",Command="COMMAND1 | COMMAND2 | COMMAND3" )

Keybind examples
Unlock EVERY weapon in the game (for real this time): ( name="NumPadZero", command="giveitem self argus | giveitem self avenger | giveitem self cobra | giveitem self collector | giveitem self falcon | giveitem self gethplasma | giveitem self mattock | giveitem self reckoning | giveitem self revenant | giveitem self saber | giveitem self valkyrie | giveitem self vindicator | giveitem self carnifex | giveitem self eagle | giveitem self ivory | giveitem self phalanx | giveitem self predator | giveitem self scorpion | giveitem self talon | giveitem self thor | giveitem self claymore | giveitem self crusader | giveitem self disciple | giveitem self eviscerator | giveitem self graal | giveitem self katana | giveitem self raider | giveitem self scimitar | giveitem self striker | giveitem self hornet | giveitem self hurricane | giveitem self locust | giveitem self shuriken | giveitem self tempest | giveitem self blackwidow | giveitem self incisor | giveitem self indra | giveitem self javelin | giveitem self mantis | giveitem self raptor | giveitem self valiant | giveitem self viper | giveitem self widow | giveitem self sfxweapon_shotgun_geth | giveitem self sfxweapon_assaultrifle_prothean" )

Enough credits to buy everything up to Level X: ( Name="NumPadSeven", Command="initcredits 9000000" )

To set your paragon / renegade scores: ( Name="NumPadEight", Command="setrenegade 1000" ) or ( Name="NumPadTwo", Command="setparagon 1000" ) To reset paragon / renegade scores, set value to 0.

Double movement speed while holding a key: ( Name="NumPadSix", Command="SloMo 2 | OnRelease SloMo 1" )

For unlimited ammo and grenades on Reload: ( Name="PC_Reload", Command="SwapWeaponIfEmpty | TryReload | initammo 999 | initgrenades 10" )

To upgrade your current weapon to the SuperGun (9999 ammo / ultra-high damage): ( Name="F4", Command="givesupergun" )

To upgrade your current armor's damage protection: ( Name="F5", Command="givesuperarmor" )

For God Mode: ( Name="NumPadZero", Command="God")

For no Power Cooldown period: ( Name="NumPadZero", Command="ENABLEPOWERCOOLDOWN 0" )


 * Note: Both God Mode and Power Cooldown effects reset every time you lose control of Shepherd (cutscenes) and need to be re-enabled.

FlyCam
The flycam allows you to detach the camera from the player and fly around the map. It can be used to view normally inaccessible areas of the game or to set up screenshots from alternate angles. To make the flycam work properly you have to set up the following command...

( Name="F9", Command="ToggleFlyCam" )

Replace "F9" with a key of your choice.

in the following directories...

Bioinput.ini/sfxgame/sfxgamemodedefault Bioinput.ini/sfxgame/sfxgamemodeflycam

Toggling the flycam during conversation mode will not allow you to move or look around unless you add the following commands...

( Name="MouseX", Command="PC_LookX" ) ( Name="MouseY", Command="PC_LookY" ) ( Name="A", Command="PC_StrafeLeft" ) ( Name="W", Command="PC_MoveForward" ) ( Name="D", Command="PC_StrafeRight" ) ( Name="S", Command="PC_MoveBackward" )

to...

Bioinput.ini/sfxgame/sfxgamemodeconversation

Remap the "T" Key
By default, you're not able to remap the "T" key using the in-game options menu. To allow "T" to be remapped, look in each of these four sections: bioinput.ini/sfxgame/sfxgamemodedefault/00000409/localizedbindings=(multiple) bioinput.ini/sfxgame/sfxgamemodedefault/0000040c/localizedbindings=(multiple) bioinput.ini/sfxgame/sfxgamemodegui/00000409/localizedbindings=(multiple) bioinput.ini/sfxgame/sfxgamemodegui/0000040c/localizedbindings=(multiple) and change the "T" in the entry: "(Name="T", Command="PC_Talk")" to whatever key you would like to use as the new multiplayer communication key (this key will then become unbindable in game.)

Launching commands from an external batch file
The batch file trick for executing multiple commands that worked with Mass Effect 2 will also work with Mass Effect 3. You can assign a key to execute a text file and in-game it will run whatever command in the text file through the console. Doing so makes it easy to change console commands on the fly by alt-tabbing and saving a new command into the text file.

( Name="NumPadNine", Command="exec powers.txt" )


 * Note: the powers.txt file in this case should be placed under /Origin Games/Mass Effect3/Binaries/, along side with Mass Effect 3 Config.

Editing Powers
This section is for information on adding / editing powers.

You will find the list of all the available powers in the game here: Biogame.ini > sfxgamecontent > sfxgamepowercustomaction

Unlocking Bonus Powers
All available bonus powers can be found here:

bioui.ini > sfxgamecontent > sfxgamechoiceguidata > storedata > bonuspowers > bonuspowerarray = (multiple)

Remove the ",PlotUnlockConditionalID=XXXX" or set "XXXX" to "-1" on the desired powers to unlock them.

Alternative method:

A more apt option will be to replace the XXXX of desired power with XXXX of a power easily/already unlocked.

For example - one may edit the reave power to become-

(ItemType=TYPE_POWER,PlotUnlockConditionalID=1281,BaseCost=3000,ItemClassName="SFXGameContent.SFXPowerCustomAction_Reave",ChoiceEntry=(srChoiceName=314878,srChoiceDescription=314879),Priority=9,BaseCost=5000,LargeImage="gui_codex_images.Store.STO_BonusPower_512x256",SmallImage="GUI_Icons.Notifications.NT_Store_256x1286")

XXXX originally was 1276 but i replaced it with 1281, allowing it to be unlocked along with fortification(unlocked after one good long paragon conversation with Mr. Vega), see Powers (Mass Effect 3) for reference.

To change the cost of switching bonus powers, go here:

bioui.ini > sfxgamecontent > sfxgamechoiceguidata > storedata > bonuspowers > storeitemarray = (multiple)

From here, change "BaseCost=5000" to the value of your choice.

Temporarily Adding Any Power
There is a simple method to add any power to your character; however, this talent will be removed every time another save game is loaded or mission start (unconfirmed). Just keep checking your active powers and hitting the Num Pad button you bind.

Go into bioinput.ini... bioinput.ini > engine > playerinput > bindings = (multiple) copy and paste the following string into a blank line on the right of the editor ( Name="NumPadFour", Command="givepower self cryoammo" ) Simply change "cryoammo" to any power name [most correct names have no space, should be straight forward for all powers]

The command's effect will add a talent to your character with the first level already active. You can add as many powers as you like. Simply copy and paste into a second blank line, and change the Num Pad number key being targeted as well as the power itself)

Credit: celestialblaze on GameSpot PC fourms (direct link to page: http://www.gamespot.com/mass-effect-3/forum/lets-start-some-coalesced-modding-62160490/?page=11)

Editing Weapons
-For Unlimited ammo

Go into bioweapon.ini/sfxgame/sfxweapon, from there change the line binfiniteammo=false to binfinteammo=true


 * If you alse want bottomless clip/no reload, change

ammopershot=1 to ammopershot=0


 * Certain Weapons (like the smg hurricane) have a special parameter for the ammo per shot. You'll have to find them using the method described below and edit their particular value.

-Individual weapon tweaks

If you want to change the stats of an individual gun, such as fire rate, damage, or recoil go to bioweapon.ini/sfxgamecontent/sfxweapon

From there you can open up the files for each weapon which are broken up into sections based on weapon type.

Properties of Individual Weapons
Go to bioweapon.ini -->sfxgamecontent -->sfxweapon -->assaultrifle <---DOING IS HERE AS AS AN EXAMPLE!!! -->avenger <---Again, EXAMPLE!!!

Choose the weapons you'd liked to edit.

-What changes what?

ACCURACY:

maxaimerror = (x=, Y= ) minxaimeror = (x=, Y= )

X and Y fields should be SAME. Bigger values mean less accurate. The above two values fix accuracy when not holding down right mouse, or aiming. "zoomaimerror" is for accuracy while aiming.

maxzoomaimerror = (x=, Y= ) minzoomxaimeror = (x=, Y= )

CROSS-HAIR SIZE:

maxzoomcrosshairrange = (x=, Y= ) minzoomcrosshairrange = (x=, Y= )

Cross-hairs DO NOT scale with accuracy. It is up to you to fix the cross hair size to fit the accuracy that you have modded.

RECOIL:

recoil = (x=, Y= ) <-- this is for recoil when not aiming, bigger is more recoil zoomrecoil = (x=, Y= ) <--this is for recoil while aiming

DAMAGE:

damage = (x=, Y= )

X is value of weapon damage at level I, while Y is value of damage at level X.

Make sure you also fix the following:

statbardamage = (x=, Y= )

to be the same values as the damage that you set. There are two other values for s tat bars: accuracy and rate of fire. These two values don't correspond with the values that actually affect the behavior of the gun.

RATE OF FIRE:

rateoffire = (x=, Y= )

BOTH X and Y values should be SAME.

WEIGHT:

encumbranceweight = (x=, Y= )

Value x is the weight of the weapon at level I, and value y is the weight at level X. For example, a weight of 1.4 means your cooldown will be slowed by -140% if you equip this weapon.

Editing Armor
This section is for customizing armor and appearances and the bonus stats.

All armor and appearances can be found here:

biogame.ini > sfxgame > sfxplayercustomization

Unlocking Armor
Component Armor piece listings:

armappearances = (multiple) helmetappearances = (multiple) legappearances = (multiple) shoulderappearances = (multiple) torsoappearances = (multiple)

Single Piece Armor: fullbodyappearances = (multiple)

To unlock, set the PlotFlag for the armor that you want to -1.

Example: (Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Slv_MDL",Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Slv_MDL"),GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ShieldBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_PowerDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_PowerCooldownBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ConstraintDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_MeleeDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_WeaponDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_AmmoCapacityBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ShieldRegenBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_PowerDamageBonus"),Id=0,Name=339526,Description=339527,PlotFlag=-1,Type=CustomizableType_Arms)

Editing component armor bonuses
List of all component armor bonuses:

"SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus" "SFXGameContent.SFXGameEffect_PartBasedArmor_AmmoCapacityBonus" "SFXGameContent.SFXGameEffect_PartBasedArmor_MeleeDamageBonus" "SFXGameContent.SFXGameEffect_PartBasedArmor_PowerCooldownBonus" "SFXGameContent.SFXGameEffect_PartBasedArmor_PowerDamageBonus" "SFXGameContent.SFXGameEffect_PartBasedArmor_ShieldBonus" "SFXGameContent.SFXGameEffect_PartBasedArmor_ShieldRegenBonus" "SFXGameContent.SFXGameEffect_PartBasedArmor_WeaponDamageBonus" "SFXGameContent.SFXGameEffect_PartBasedArmor_ConstraintDamageBonus"

Each gives a 10% bonus to that stat.


 * Note: "Constraintdamagebonus" is headshot damage bonus.


 * Note: Adding "_Weak" to the end after "Bonus" will halve the effect to 5%.

Example tweak:

biogame.ini > sfxgame > sfxplayercustomization armappearances = (multiple)

For this example, the arm piece of the N7 armor (the first item on the list) is edited to become this:

(Mesh=(Male="BIOG_HMM_ARM_SHP_R.SHPa.HMM_ARM_SHPa_Slv_MDL",Female="BIOG_HMF_ARM_SHP_R.SHPa.HMF_ARM_SHPa_Slv_MDL"),GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_AmmoCapacityBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_MeleeDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_PowerCooldownBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_PowerDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ShieldBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ShieldRegenBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_WeaponDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ConstraintDamageBonus"),Id=0,Name=339526,Description=-1,PlotFlag=-1,Type=CustomizableType_Arms)

This piece will now contain EVERY bonus stat available. Copy-paste the GameEffects terms into other armor pieces to give them all stats. Doing this will completely fill the stats bar.


 * Note: It is not confirmed that the effects actually stack in combat, hence the uncertainty on getting 100% stats on "full set" armor. Needs more play-testing.

You can also add these effects to the "No Helmet" component if you prefer to play that way.

Example tweak:

Go to here: biogame.ini > sfxgame > sfxplayercustomization > helmetappearances = (multiple)

and edit the first line as follows: (GameEffects=("SFXGameContent.SFXGameEffect_PartBasedArmor_HealthBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ShieldBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_PowerDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_PowerCooldownBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ConstraintDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_MeleeDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_WeaponDamageBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_AmmoCapacityBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_ShieldRegenBonus","SFXGameContent.SFXGameEffect_PartBasedArmor_PowerDamageBonus"),Id=0,Name=339533,Description=339532,PlotFlag=-1,Type=CustomizableType_Helmet)

The "No Helmet" appearance now gives bonus effects.

Editing complete armor set bonuses
Complete armor sets (non-component) can also be tweaked this way. The bonus stats for these armors are below and can be added to all armor in the same method as adding to the components above.

"SFXGameContent.SFXGameEffect_UniqueArmor_BloodDragon" "SFXGameContent.SFXGameEffect_UniqueArmor_Cerberus" "SFXGameContent.SFXGameEffect_UniqueArmor_Inferno" "SFXGameContent.SFXGameEffect_UniqueArmor_Reckoning" "SFXGameContent.SFXGameEffect_UniqueArmor_Tank" "SFXGameContent.SFXGameEffect_UniqueArmor_Terminus"

For this example, all custom armor powers are added to the Inferno armor that is inherited from ME2:

(Mesh=(Male="BIOG_HMM_ARM_SHP_R.FBDa.HMM_ARM_FBDa_MDL",Female="BIOG_HMF_ARM_SHP_R.FBDa.HMF_ARM_FBDa_MDL"),GameEffects=("SFXGameContent.SFXGameEffect_UniqueArmor_Tank","SFXGameContent.SFXGameEffect_UniqueArmor_Inferno","SFXGameContent.SFXGameEffect_UniqueArmor_Cerberus","SFXGameContent.SFXGameEffect_UniqueArmor_Terminus","SFXGameContent.SFXGameEffect_UniqueArmor_Collector","SFXGameContent.SFXGameEffect_UniqueArmor_Reckoning","SFXGameContent.SFXGameEffect_UniqueArmor_BloodDragon"),Id=0,Name=711024,Description=711025,PlotFlag=20988,Type=CustomizableType_Torso)

These effects do appear to stack in-game.

Changing Armor Appearances
In biogame.ini -->sfxgame -->sfxplayercustomization -->fullbodyhelmetappearances = (multiple) <- Using the non-customizable armor as an example, in this case, changing the helmet of N7 Defender armor.

The default line for the armor's helmet appearance:

(Mesh=(Male="biog_hmm_hgr_shp_r.SHPa.HMM_HGR_SHPa_MDL",Female="BIOG_HMF_HGR_SHP_R.SHPa.HMF_HGR_SHPa_MDL",bHideHair=True),Id=0,Type=CustomizableType_Helmet)

Changing the mesh reference in the line so that it would look as follows:

(Mesh=(Male="biog_hmm_hgr_shp_r.SHPc.HMM_HGR_SHPc_MDL",Female="BIOG_HMF_HGR_SHP_R.SHPc.HMF_HGR_SHPc_MDL",bHasBreather=True,bHideHead=True,bHideHair=True),Id=0,Type=CustomizableType_Helmet)

This would result in the armor using Death Mask helmet model, complete with the flanging effect when Shepard speaks.

Removing the mesh reference completely in the line so that it would look as follows:

(Id=0,Type=CustomizableType_Helmet)

This results in the helmet mesh being removed, leaving Shepard without any headgear. Neither modification alters the armor bonuses in any way, and is purely cosmetic.

List of helmet meshes is found in helmetappearances = (multiple), just below fullbodyhelmetappearances = (multiple).

Unlocking Casual Appearances
Casual appearances can be unlocked the same way as armor. All casual appearances are located here:

biogame.ini > sfxgame > sfxplayercustomization > casualappearances = (multiple)

To unlock, set the PlotFlag for the armor that you want to -1.

Example: (Mesh=(Male="BIOG_HMM_ARM_CTH_R.CTHl.HMM_ARM_CTHl_MDL",Female="biog_hmf_arm_cth_r.CTHk.HMF_ARM_CTHk_MDL"),Id=9,PlotFlag=-1,Type=CustomizableType_Torso)

Adding a new casual appearance
If you know the mesh name of an alternate character appearance, you can add this as a new casual appearance for your Shepard.

Edit this location:

biogame.ini > sfxgame > sfxplayercustomization > casualappearances = (multiple)

Copy the last line to a new line,

Replace the "BIOG_HMM_ARM_CTH_R.CTHl.HMM_ARM_CTHl_MDL" and "biog_hmf_arm_cth_r.CTHk.HMF_ARM_CTHk_MDL" with the name of the new mesh.


 * The format for these entries may take some trial and error, so back up before trying this.

Next, increment the Id= field by 1 to add this new outfit to the end of the selections.

Example with one of the party outfits from Purgatory:

(Mesh=(Male="biog_hmm_arm_nkd_r.NKDb.HMM_ARM_NKDb_MDL",Female="BIOG_HMF_ARM_NKD_R.NKDb.HMF_ARM_NKDb_MDL"),Id=10,PlotFlag=-1,Type=CustomizableType_Torso)

Tools

 * Mass Effect 3 Coalesced Utility
 * Gibbed's Mass Effect 3 Tools