Mass Effect 3 - hacks / hacking / mods / trainers

get your superiourity here ! be an offline or online GOD of the game. infinite ammo, unlimited nitro, turbo boost, god mode, you name it !
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Mass Effect 3 - hacks / hacking / mods / trainers

Post by Sethioz »

1. Infinite ammo with reload
- no tutorial yet, but if you are smart, you can use the tool MS posted, extract the files and change infinite ammo "false" to "true"
- or do it with memory editor
However i have released a mod and it is available HERE


If anyone has legal copy and can play online and has interest in hacks, then make some noise. I think it is possible to get infinite ammo working online too. maybe file modification is enought, but if there is some kind of file check (like usually there is in online modes / games), then there should be bypass, but i can't test it myself.
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Re: Mass Effect 3 - hacks / hacking / mods / trainers

Post by MagicalSilence »

Update 6.4.2012
Activation of Hibernating weapon Successful
Collector Particle Beam Heavy Weapon :)
+ Minor tweaks
Ultimate Mod 1.2.5

Updated 3.4.

Already Done it. Pointers work/ASM work
Mass Effect 3 Hacking*
Tool is out. uploaded as attachment
Updated Tutorials on Me 3 for More Details*
Mass Effect 3 Mod Tutorials By MS*
*Crash Fixes to some things*
Video Previews/Tutorials

Heavy Weapons

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I only Noticed That Few Heavy Weapons work As they should by Default
Cain - Nuke Launcher 
BlackStar - Reaper Nuke Launcher
FlameThrower_Player 
MiniGun - Geth Heavy Minigun
TitanMissileLauncher - Hydra
-------------------------
Collector Particle Beam Works fine If you implant it correctly / Arc projector deals no real damage and avalanche has some issues with reusability

Mass Effect 3 DLC Weapons

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Add Code into bioinput.json
Search For  "( Name=\"Tab\", Command=\"PC_PushToTalk\" )",

And add below it this line >>> 
"( Name=\"F12\", Command=\"giveitem self reckoning | giveitem self valkyrie | giveitem self eagle | giveitem self crusader | giveitem self valiant | giveitem self raider | giveitem self argus | giveitem self indra | giveitem self hurricane\" )"

By pressing F12 you will get DLC weapons listed above ;)
Console Commands

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You Can Input these commands into bioginput.json 
Search For "sfxgame.sfxgamemodedefault"
There you will See   "( Name=\"Tab\", Command=\"PC_PushToTalk\" )", Press Enter after "," and add Command u want in Same Form 
---------------------------------------------------
Example*
 "( Name=\"Tab\", Command=\"PC_PushToTalk\" )",
 "( Name=\"F1\", Command=\"God\" )"    The dot  in the end of \")" Must be Used If there is Command After it. in our case God was last command so we don't need it now If there is Issues with extra space/dot compile will give error!
----------------------------------------------------
Givetalent xxx  - gives skill point xxx
giveitem self  item - gives item u asked for replace item with item name u want
GiveXP  xxxx - gives xxxx amount of exp
InitCredits xxxx - gives set amount of cash
AdjustCredits - money
Teleport - teleport to pointed area
SetRenegade xxx - increase renegade status
SetParagon xxx - increase paragon status
Ghost   - wall hack on 
Walk   - wall hack off
Fly  -  something to do with falling
God - Toggle on / Off (god mode)
 
How to Mod Weapons

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All weapon information is Stored in file named “10_bioweapon.json” (open with notepad++)

“sfxgamecontent.sfxweapon_assaultrifle_collector”: {  <– This is where Weapon stats Start Just Search name of the weapon u wanna mod.  ]

Under Weapon name you will see all weapon Statistics
like infiniteammo “false” Change statement  to “true” and weapon will have infinite ammo

There is lot more you can change like modify recoil Clip size  Damage
Add sniper zoom/remove zoom/increase zoom
Henchman Weapons

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There's no better sight than a Woman with Sniper  
This time we going to file name “05_biogame,json”

Use Search on notepad++  ”henchloadoutinfo”: This says what weapons Henchmen are allowed to use.

EDI : Original  ”(ClassName=SFXPawn_EDI,WeaponClasses=(LoadoutWeapons_AutoPistols,LoadoutWeapons_HeavyPistols))”,
------------------------------------------------------------------------------
EDI Modded*  ”(ClassName=SFXPawn_EDI,WeaponClasses=(LoadoutWeapons_AutoPistols,LoadoutWeapons_HeavyPistols,LoadoutWeapons_SniperRifles))”,

Same way you change to other henchmen  :)
Skill Points Per Level Modding

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Skill Points Per Level 

Skill points per level so lets stay in 05_biogame.json
Search for “(Level=60,ExperienceRequired=121400,TalentReward=4,HenchmanTalentReward=2)”

Now just scroll up back to Level 1 and change how much skillpoints you want per level *Talent Reward is Shepard’s points / Henchman talents are Liara etc  modify and save*
No Cooldown to Skills

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Open “05_biogame.json”  Lets Change Skill Warp for Adept
Search for Warp Or “sfxgamecontent.sfxpowercustomaction_warp”

“cooldowntime”: [
 "(BaseValue=5.f,Formula=DivideByBonusSum, RankBonuses[1]=0.25f)”

Base Value = 5 to 0 and your warp will be instant
“damage”: [
 "(BaseValue=250.f,RankBonuses[2]=0.2f)”  - increase base or rank 


Search for   usesharedpowercooldown and change True to false to remove shared cooldown function.
“usesharedpowercooldown”: [
 "TRUE"  - does not always work tho like in ME2

you can change almost anything under the skill name to your own taste when your done save and close*
Reaper Ships on Galaxy Map

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You can find Reaper ship in file "05_biogame.json"

Search for "sfxgamecontent.sfxgalaxymapreaper"

Below you see "acceleration": [
 "5.0"  = Change to 0.0 and reaper ship wont accelerate
"m_fscandetectionrange": [ = reapers scanner range
 "500;"
"maxspeed": [ Reaper's ships Max Speed
 "67.5"
= reapers scanner rangeF1\

Armor Unlocker

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 In Biogame.json Search for "fullbodyappearances"
There you will see Armors just Change their PlotFlag=-xxx  to PlotFlag=-1

-1 = By Default  same works for Casual armors and lot other things 
( May cause issues if conflicted with necessary storyline requirements )
Reaper's ships Max Speed

If there is something you want to know / have request Send me PM or post here.
Attachments
bin.rar
ME3 modding tool
(151.06 KiB) Downloaded 513 times
me3crashfix.zip
Fixes some random crash issues
(275.82 KiB) Downloaded 475 times
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Re: Mass Effect 3 - hacks / hacking / mods / trainers

Post by Sethioz »

yup im aware, however i first want to finish the game and then start releasing hacks and mods
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Re: Mass Effect 3 - hacks / hacking / mods / trainers

Post by MagicalSilence »

If theres Anything else you think i missed/ Not added Please do mention Or look Original Post in my little blog added compressed version here. but should be clear enough.
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Re: Mass Effect 3 - hacks / hacking / mods / trainers

Post by T-R-O-N »

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Select All
I have found something else, namely the prices of all things, money can buy.

-open the 09_bioui.json
-search for "weaponupgradecosts"
-and change the values ​​as you want
-for example like this:
Original
"1000",
"2000",
"3000",
"4000",
"5000",
"7500",
"10000",
"15000",
"20000",
"25000",
"30000",
"35000",
"40000",
"50000"
-Change it to:
"1",
"1",
"1",
"1",
"1",
"1",
"1",
"1",
"1",
"1",
"1",
"1",
"1",
"1"
-All your weaponupgrades cost now 1 Credit.
-------------------------------------------------------
Next one
-Go to the first line
-and search the complete File for "storeitemarray"
-and change all BaseCost to 1
- All Upgrades cost now 1 Credit
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Re: Mass Effect 3 - hacks / hacking / mods / trainers

Post by MagicalSilence »

It's an good way to eliminate prices good call
based on idea you most likely could add weapon into upgrade system by implanting them into correct places :) like collector assault rifle ive found tuning addresses for weapons for Level 10 etc but never bothered to look how to actually implant them into upgrade system.
only to implant some into game making them usable.
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