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

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

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.

Coalesced.bin
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.

FlyCam
The flycam allows you to detach the 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

Exploration Tweaks
I believe this will increase the normandy scan range. (hit scan once anywhere let it go and everything should be highlighted)

Biogame.ini/sfxgame/bioplanet/m_fscandectionrange=1000

Increase the Maximum fuel the Normandy can have:

Bioweapon.ini/sfxgame/sfxinventorymanager/maxfuel=1000

1000 is default, 10,000 works well enough to let you scan without stopping to refuel constantly while not taking forever to refuel when you do.

Increase the Normandy's fuel efficiency (This lets the Normandy use up zero fuel as she tours the galaxy.):

Bioweapon.ini/sfxgame/sfxinventorymanager/fuelefficiency=0.0

This controls the speed of moving the scanning reticle when not scanning :

Bioinput.ini/sfxgame/sfxgamemodeorbital/reticledegreespersecond=90

This controls the speed of moving the scanning reticle when scanning. The default is 35, but increasing it to 90 speeds up scanning considerably :

Bioinput.ini/sfxgame/sfxgamemodeorbital/scanningreticledegreespersecond=90

Weapon Properties

 * Note: all these edits are made using The Mass Effect 3 Coalesced Utility below

-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.

In-game Commands

 * As said above the following codes only work if used when you are in command of Shepard and walking around

go into bioinput.ini/sfxgame/sfxgamemodedefault/bindings = (multiple)

On the right side of the editor you will see a bunch of lines pop up, ignore those. Scroll down to the bottom where, there should be a blank line. (If not go to the end of the very bottom line and hit enter.)


 * Note: all the commands below will in the beginning say -

( Name="NumPad...",Command="... ) The key listed after Name= can be changed to any key on your keyboard, it is simply the key used to run the command. It could read ( Name="F8",Command="... ) if you wanted.

The following Command will unlock every weapon for you in the singleplayer campaign.

( Name="NumPadZero", Command="giveitem self argus | giveitem self avenger | giveitem self cobra | giveitem self collector | giveitem self falcon | giveitem self geth | giveitem self mattock | giveitem self reckoning | giveitem self revenant | giveitem self saber | giveitem self sentryturret | giveitem self valkyrie | giveitem self vindicator | giveitem self carnifex | giveitem self eagle | giveitem self endgamecarnifex | 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 gethplasma | 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" )

If you want credits to buy that gun you really want ( 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.

For unlimited ammo and grenades on Reload

( Name="PC_Reload", Command="SwapWeaponIfEmpty | TryReload | initammo 999 | initgrenades 10" )

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.

Unlocking Bonus Powers
From bioui.ini -->sfxgamecontent -->sfxgamechoiceguidata -->storedata -->bonuspowers -->bonuspowerarray = (multiple)

Remove the ",PlotUnlockConditionalID=XXXX" on the desired powers to unlock them.

For those who cannot find "bonuspowerarray" try looking for "storeitemarray = multiple"(it's just under another name) if u don't have any success concentrate on the "multiple" & try to find it in the "bonuspowers" section.

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.

Editing Powers(Damage, Duration, Upgrade Factor, etc.)
Go to Biogame.ini => sfxgamecontent => sfxgamepowercustomaction

You'll see a list of all the powers present in the game. Take your pick & edit the values, to make your power better than ever --Aditya14 07:59, March 14, 2012 (UTC)

Editing Armor Statistics
Example tweak in 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.

The stats are pretty self-explanatory. Note that "Constraintdamagebonus" is head damage bonus. If you add "_weak" at the end of a term to make it something like "_WeaponDamageBonus_Weak", the bonus is 5% instead of the regular 10%.

If you apply these terms to all 5 pieces of an armor set that you will wear, you will find that they will fill up ALL the stats bar.

It is not sure that the effects stack, hence the uncertainty on getting 100% stats on "full set" armor. Need testing...

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 Armor
Go to biogame.ini/sfxgame/sfxplayercustomization/armappearance = (multiple) <- example

Now all that's left to do is to set the PlotFlag for the piece/pieces of armor that you want to -1.

Repeat for every type of armor (shoulder, armpiece, helmet, etc.) that you want unlocked.

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 > 0000040c -->bindings = (multiple)

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

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

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.)

Examples
Same trick 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.

E.g. ( 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.

Tools

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