Small Guide about how to change some things in coalesced.bin
I use ME3 coalesced Utility by Monochrome Wench for this.
First we start of course the editor itself, which will show a empty window.
On top left we choose File open, and we locate coalesced.bin ,
which normally resides in (windows 7) C:\Program Files (x86)\Origin Games\Mass Effect 3\BIOGame\CookedPCConsole.
Remark: the editor will make a backup of the original coalesced.bin the 1st time you use the editor.
Any second, third, etcetera, use of the editor will not make a new backup first.
I will use as example 2 folders which you see on the left side of the "Tree structure of the decrypted coalesced.bin"
Namely bioinput.ini and bioweapon.ini
Click on the + on the left of bioinput.ini, then click on the + of sfxgame, and then on the + of sfxgamemodedefault.
Click on bindings = (multiple) and we see on the right side keybindings values.
This is where different keybindings which in game are used are stored.
We can add simple a new keybinding here, we just add it on the last blank line.
A few examples what you can add.
( Name="F3", Command="giveitem self revenant" )
this will give you in game when you push F3 assaultrifle revenant. every time the weapon goes out bullets you simple
press F3 again.
( Name="F4", Command="God" )
this enables god mode. You have to click F4 every time you go to a new "adventure" in game.
( Name="NumPadNine", Command="givetalentpoints 50" )
this gives you points to use for your "skills".
( Name="NumPadSeven", Command="initcredits 5000000" )
this will give you 5 million credits.
( Name="F12", Command="giveitem self cain" )
this will give you a so called heavyweapon, something you cant add the normal way as weapon on shepard character.
its a "nuke launcher". To change stats of this weapon you go to + bioweapon.ini, then locate + heavy, then + cain
Remark: if you use the trainer for ME3 you have to be sure NumPadNine is not also used in the trainer of course
this goes for all the NumPad entries you use in coalesced editor.
To see which names you can use for the weapons to put in keybindings do this.
Scroll down in the editor and locate + bioweapon.ini ,click the +
Then click + sfxgamecontent, then + sfxweapon, then + assaultrifle.
and the names you see showing then are the names of the weapons you use in keybindings.
Of course you will see on the leftside of the editor window when you click on the + revenant,
all kinds of settings you can change , for example damage ,rateoffire , etcetera.
But i leave that to the players that want to change that.
After you are done with edits click on top left of window File save or save as
and the changes will be saved.
then start game and test the results.
Remark: Be sure as always to use this in Singleplayer not in Multiplayer.
Thanks go to Wench for this very effective and handy editor.
happy editing
THANK YOU!!! ive been looking all over google for a guide for a few days. This is as good as it gets so far.
There is so much you can tweak in this file i people keep contributing to this thread.
Heres what ive been trying to make work. In biogame.ini+ sfxgamecontent + sfxcharacterclass + (click any class) + mappedpowers=(multiple). Ive been trying to add every class ability into the adept class that im currently playing but no extra abilities show up in game. I basically copied every class ability that an adept does not have into the adept section like "SFXPowerCustomAction_Overpower" for example, but nothing. Any ideas? Thanks!.
Small Guide about how to change some things in coalesced.bin
I use ME3 coalesced Utility by Monochrome Wench for this.
First we start of course the editor itself, which will show a empty window.
On top left we choose File open, and we locate coalesced.bin ,
which normally resides in (windows 7) C:\Program Files (x86)\Origin Games\Mass Effect 3\BIOGame\CookedPCConsole.
Remark: the editor will make a backup of the original coalesced.bin the 1st time you use the editor.
Any second, third, etcetera, use of the editor will not make a new backup first.
I will use as example 2 folders which you see on the left side of the "Tree structure of the decrypted coalesced.bin"
Namely bioinput.ini and bioweapon.ini
Click on the + on the left of bioinput.ini, then click on the + of sfxgame, and then on the + of sfxgamemodedefault.
Click on bindings = (multiple) and we see on the right side keybindings values.
This is where different keybindings which in game are used are stored.
We can add simple a new keybinding here, we just add it on the last blank line.
A few examples what you can add.
( Name="F3", Command="giveitem self revenant" )
this will give you in game when you push F3 assaultrifle revenant. every time the weapon goes out bullets you simple
press F3 again.
( Name="F4", Command="God" )
this enables god mode. You have to click F4 every time you go to a new "adventure" in game.
( Name="NumPadNine", Command="givetalentpoints 50" )
this gives you points to use for your "skills".
( Name="NumPadSeven", Command="initcredits 5000000" )
this will give you 5 million credits.
( Name="F12", Command="giveitem self cain" )
this will give you a so called heavyweapon, something you cant add the normal way as weapon on shepard character.
its a "nuke launcher". To change stats of this weapon you go to + bioweapon.ini, then locate + heavy, then + cain
Remark: if you use the trainer for ME3 you have to be sure NumPadNine is not also used in the trainer of course
this goes for all the NumPad entries you use in coalesced editor.
To see which names you can use for the weapons to put in keybindings do this.
Scroll down in the editor and locate + bioweapon.ini ,click the +
Then click + sfxgamecontent, then + sfxweapon, then + assaultrifle.
and the names you see showing then are the names of the weapons you use in keybindings.
Of course you will see on the leftside of the editor window when you click on the + revenant,
all kinds of settings you can change , for example damage ,rateoffire , etcetera.
But i leave that to the players that want to change that.
After you are done with edits click on top left of window File save or save as
and the changes will be saved.
then start game and test the results.
Remark: Be sure as always to use this in Singleplayer not in Multiplayer.
Thanks go to Wench for this very effective and handy editor.
happy editing
THANK YOU!!! ive been looking all over google for a guide for a few days. This is as good as it gets so far.
There is so much you can tweak in this file i people keep contributing to this thread.
Heres what ive been trying to make work. In biogame.ini+ sfxgamecontent + sfxcharacterclass + (click any class) + mappedpowers=(multiple). Ive been trying to add every class ability into the adept class that im currently playing but no extra abilities show up in game. I basically copied every class ability that an adept does not have into the adept section like "SFXPowerCustomAction_Overpower" for example, but nothing. Any ideas? Thanks!.
it could be that the added or edited mappedpowers only work when a new game is started, but i am not sure if that works , what i do know, is that ME3 coalesced is working different then the ME2 coalesced. I didnt tried in ME2 to change the powers itself per henchman,but what worked in ME2 was giving them different weapons,or all the henchman the same weapons.
And that even worked when you were not starting a new game.
Maybe some editing needs to be done "outside" the coalesced.
By the way when you go to the medical area on the normandy,
there are 2 "beds" there in one of them you can reset
powers for player as well as henchman.
[Edited by jackbig, 3/7/2012 9:18:35 AM]
if I wanted to add paragon points how would I do that ^_^
paragon and renegade can be "set" to a amount only
example
( Name="f9", Command="setparagon 1000" )
( Name="f10", Command="setparagon 0" )
( Name="f11", Command="setrenegade 1000" )
( Name="f12", Command="setrenegade 0" )