victor122 Posted March 26, 2018 Share Posted March 26, 2018 Hey everyone.So today I finally discovered the wonderful EGM mod, and I absolutely love it. Unfortunately, it seems that some changes I made to my coalesced.bin file are no longer active, especially the Reaper alertness while scanning (I removed it) and the fuel consumption (which I reduced to 0.0). Everything else works fine. I tried to edit both values in the mods' coalesced.bin file, but the fuel consumption keeps reverting back, and the sfxgalaxymapreaper part under the Biogame.ini. (sfxgamecontent) is missing from it. ME3s' coalesced.bin is still modified, but these to features fail to work. Has anyone tried doing this and managed to make it work? I can bypass the fuel thing with cheat engine easily enough, it's the reaper part that bothers me. Thanks in advance to all the helpers Link to comment Share on other sites More sharing options...
Chashan Posted March 27, 2018 Share Posted March 27, 2018 (edited) Using ME3Explorer's Coalesced Editor, unpack EGM's Default_DLC_MOD_EGM.bin and add these lines, with values adjusted to your liking, to its BioGame.xml via Notepad++: <Section name="sfxgamecontent.sfxgalaxymapreaper"><Property name="acceleration" type="2">5.0</Property><Property name="m_fscandetectionrange" type="2">300;</Property><Property name="maxspeed" type="2">67.5</Property></Section> right above this section here at the bottom of EGM's BioGame.xml:<Section name="sfxgamecontentlivekismet.sfxseqact_leavemission"><Property name="leavemissionarray" type="2"></Property></Section><Section name="sfxgamecontentlivekismet.sfxseqact_missionidtoname"><Property name="mapiddataarray" type="3">(MapID=85, MapName="BioP_EGM")</Property></Section></Sections></CoalesceAsset> It should look something like this: <Section name="sfxgamecontent.sfxgalaxymapreaper"><Property name="acceleration" type="2">5.0</Property><Property name="m_fscandetectionrange" type="2">300;</Property><Property name="maxspeed" type="2">67.5</Property></Section><Section name="sfxgamecontentlivekismet.sfxseqact_leavemission"><Property name="leavemissionarray" type="2"></Property></Section><Section name="sfxgamecontentlivekismet.sfxseqact_missionidtoname"><Property name="mapiddataarray" type="3">(MapID=85, MapName="BioP_EGM")</Property></Section></Sections></CoalesceAsset> After you are done with your edits, don't forget to repack the various .xml as a .bin-file via ME3Explorer Coalesced Editor, selecting the Default_DLC_MOD_EGM.xml and clicking convert. After that, replace the .bin found within EGM's DLC-folder with that repacked .bin and run auto-TOC. Edited March 27, 2018 by Chashan Link to comment Share on other sites More sharing options...
victor122 Posted March 28, 2018 Author Share Posted March 28, 2018 Using ME3Explorer's Coalesced Editor, unpack EGM's Default_DLC_MOD_EGM.bin and add these lines, with values adjusted to your liking, to its BioGame.xml via Notepad++: <Section name="sfxgamecontent.sfxgalaxymapreaper"><Property name="acceleration" type="2">5.0</Property><Property name="m_fscandetectionrange" type="2">300;</Property><Property name="maxspeed" type="2">67.5</Property></Section> right above this section here at the bottom of EGM's BioGame.xml:<Section name="sfxgamecontentlivekismet.sfxseqact_leavemission"><Property name="leavemissionarray" type="2"></Property></Section><Section name="sfxgamecontentlivekismet.sfxseqact_missionidtoname"><Property name="mapiddataarray" type="3">(MapID=85, MapName="BioP_EGM")</Property></Section></Sections></CoalesceAsset> It should look something like this: <Section name="sfxgamecontent.sfxgalaxymapreaper"><Property name="acceleration" type="2">5.0</Property><Property name="m_fscandetectionrange" type="2">300;</Property><Property name="maxspeed" type="2">67.5</Property></Section><Section name="sfxgamecontentlivekismet.sfxseqact_leavemission"><Property name="leavemissionarray" type="2"></Property></Section><Section name="sfxgamecontentlivekismet.sfxseqact_missionidtoname"><Property name="mapiddataarray" type="3">(MapID=85, MapName="BioP_EGM")</Property></Section></Sections></CoalesceAsset> After you are done with your edits, don't forget to repack the various .xml as a .bin-file via ME3Explorer Coalesced Editor, selecting the Default_DLC_MOD_EGM.xml and clicking convert. After that, replace the .bin found within EGM's DLC-folder with that repacked .bin and run auto-TOC.Thank you! That worked! Do you mind helping with one more thing? the fuel thing... which lines should I add to the bioweapon.xml? Link to comment Share on other sites More sharing options...
victor122 Posted March 28, 2018 Author Share Posted March 28, 2018 :sad: went back to the game, and for some reason, it does not work. I noticed that the reapers are only chasing me in the custom added systems... Link to comment Share on other sites More sharing options...
Chashan Posted March 28, 2018 Share Posted March 28, 2018 (edited) :sad: went back to the game, and for some reason, it does not work. I noticed that the reapers are only chasing me in the custom added systems... You mean in the vanilla-systems they don't chase you? Might be that editing that variable simply doesn't apply there or something similar. Also somewhat at a loss why editing fuelefficiency in bioweapon.xml wouldn't work, as the variable is right there already... Edited March 28, 2018 by Chashan Link to comment Share on other sites More sharing options...
Uniqmia Posted April 30, 2018 Share Posted April 30, 2018 Hi there! So i tried this, got it converted to xml, added the texts, but if i try to convert it back to bin, the me3exploler just crash.I tried with different options, but the results are the same.I use me3exploler version 3.0.0, any suggestions?Thanks,Uniqmia Link to comment Share on other sites More sharing options...
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