Mass Effect 3 Weapons Stats
ME3 Weaponry tweaks:
- General description;
- Weapon template;
- Global weapon properties;
- Weapon properties specific for each gun;
- Additional weapon properties;
- Heavy weapons;
- Weapon upgrades;
- Player classes and squadmates types of weapons use settings;
- Notes;
^ Here described 'Mass Effect 3 Coalesced.bin tool' and 'TankMaster`s Coalesce Interface' edit metods as most efficient.
If you want to edit weapons through Wench Coalesced editor you must manually find values in editor (see weapon table) ^
++++++++++++++++++++ General description ++++++++++++++++++++
All ME3 main game weapon properties are stored in Coalesced.bin / 10_bioweapon.json;
All ME3 DLC weapon properties are stored in Default_DLC_(DLC NAME).bin / _bioweapon.json (in each DLC folder);
Most DLC weapons already included to base game Coalesced.bin;
'DLC_UPD_Patch02' overrides several parameters of base game and other DLC weapons (see table) - copy your edited values to this DLC;
AI (enemies) weapon properties are stored in Coalesced.bin / 00_bioai.json and in Default_DLC_(DLC NAME).bin / 00_bioai.json (in each DLC folder);
// most enemies are use their own weapons, and some enemies are use same weapon models as player //;
^ Edit tutorial:
Mass Effect 3 Coalesced.bin tool
------------------------------------
How to use: // Mass Effect 3 Coalesced.bin tool disassembles Coalesced.bin to .json files, which can be assembled back after adding changes //
Base game Coalesced.bin: Mass Effect 3BIOGameCookedPCConsole
DLC .bin-s: Mass Effect 3BIOGameDLCCookedPCConsole
To decompile:
- Drop a Coalesced.bin file into the 'Gibbed.MassEffect3.Coalesced.EXE' to decompile the .bin file into .json files. It will decompile .bin to a folder with the same filename (same as DLC);
- Remove/move for backup Coalesced.bin;
- Edit file(s) with Notepad++;
To (re)compile:
- Drop the folder with the .json files (that were decompiled) back onto the 'Gibbed.MassEffect3.Coalesce.EXE'. It will make a new .bin file with the same filename (same as DLC);
- Place New Coalesced.bin to its folder;
Weapon settings are stored in: Coalesced 10_bioweapon.json;
Mass Effect 3 Mod Manager
Use TankMaster`s Coalesce Interface
------------------------------------
How to use: // TankMaster`s Coalesce Interface disassembles Coalesced.bin to .xml files, which can be assembled back after adding changes //
Base game Coalesced.bin: Mass Effect 3BIOGameCookedPCConsole
DLC .bin-s: Mass Effect 3BIOGameDLCCookedPCConsole
To decompile:
- Drop a Coalesced.bin file into the opened Mod Managed window to decompile the .bin file into .xml files. It will decompile .bin to a folder with the same filename (same as DLC);
- Remove/move for backup Coalesced.bin;
- Edit file(s) with Notepad++;
To (re)compile:
- Drop the manifest .xml file with the same name of DLC (that was decompiled) back onto the opened Mod Managed window. It will make a new .bin file with the same filename (same as DLC);
- Place New Coalesced.bin to its folder;
Weapon settings are stored in: Coalesced / bioweapon.xml;
------------------------------------
Note: Gibbed's DLC Coalesced.bin tool does not properly serialize Type 3 and Type 4 entries which will (may) make duplicate elements appear in multiple places in the game, such as maplists and store items.
------------------------------------
^ Coalesced.bin structure:
@coalesced - list of files - what to initialize (same name as DLC folder);
bioai - AI settings (behavior, health, weapons, etc);
biocompat - PC system settings configurator (CPU, GPU, etc);
biocredits - game credits;
biodifficulty - various configurations for each difficulty level;
bioengine - system settings (graphics, textures, etc);
biogame - global settings for gameplay (player, squad, game behavior, etc);
bioinput - controls (keybord);
biolightmass - light graphical system settings;
biotest - developer section - game tests;
bioui - additional global settings for gameplay (stores, etc);
bioweapon - weapons properties;
^ Edit description:
- Json file strings format:
'sfxgame.sfxweapon': {
'damage': [ {'...'} ],
'rateoffire': [ {'...'} ]
},
- Logic of value types: '0' - for force override; '2' - override and if not present add;
- Always check accuracy of writing when you edit file!
- Place comma between lines in section, last line don`t contain comma - remove it after last line when you copy/paste lines;
- Upcase and lowcase code lines are equal - Damage=damage;
- Float numbers can be edited: 1.f > 2.0f;
- In Notepad++ is present option to expand/collapse code sections - its useful for edit large files (+/- symbols on the field);
- All ME3 weapons properties are initialized/described in gun model code lines sections:
- M-76 Revenant: 'sfxgamecontent.sfxweapon_assaultrifle_revenant' / sfxgamecontent.sfxweapon assaultrifle revenant
- All guns inherit their properties from base weapon model - 'sfxgame.sfxweapon' AND other parameters that related to guns;
- Each gun overrides base model with it's specific properties (damage, firerate, etc);
For example, damage:
Base - 20; < Revenant - 85; = it will deal 85 damage;
- Weapon evolving parameters from level I (min) to level X (max): Damage, MaxSpareAmmo, Weight, ~Accuracy;
// You can override default base weapon model properties by adding it's values to specific weapon model //;
// If you will edit specific weapon don't edit base model! (base weapon model also used by AI) //;
^ Numerical values:
Integer: Y=80; (min=0; max=unlimited, (recomended=999));
Boolean: true / false; (true=yes/on/use; false=no/off/don't use);
Float type1: 0.7; (min=0.0/0; max=unlimited, (recomended=99.0));
Float type2: 0.7f; (min=0.0f; max=unlimited, (recomended=99.0f)); (f=float);
^ Examples:
rateoffire=(X=850,Y=850); (where always X=Y);
damage=(X=35,Y=80); (where X= min value; Y= max value (from X to Y));
binfiniteammo=true; (true=yes/false=no); (b=boolean);
minrefiretime=0.1 (result will be in %-s 0.7f=70%, where 1.0f=100%(max));
rateoffireai=0.7f; (result will be in %-s 0.7f=70%, 1.3f=130%; where 1.0f=100%);
^ Formulas:
rateoffire=(X=100.0,Y=100.0) // of gun, used by player //
1.0f = 100%
rateoffireai=0.7f = 70%
100 * 0,7 = 70
rateoffireai=(X=70.0,Y=70.0) // of gun, used by AI //
^ Terms:
AI = Enemies and Squadmates; (all non-player values);
Hench = Squadmates; (separated value);
AimError = Accuracy;
RateOfFire = Firerate;
CrosshairRange and ZoomCrosshairRange = Scope;
^ Description structure:
biogame -- .json filename (if not set, than bioweapon by default);
AccFireInterpSpeed=0.0f -- value;
++++++++++++++++++++ Weapon template ++++++++++++++++++++
// Each value was set to '0' - set your desired when edit//
Global
bCanDropAmmo=true
DamageHench=0.0f
meleedamagemodifier=(X=0.0,Y=0.0);
-------------------------
Base_Acc_Standing=0.0
Base_Acc_Zoom=0.0
AccMod_Move=0.0
AccMod_ViewTurn=0.0
AccMod_Crouched=0.0
AccMod_MouseMultiplier=0.0
AccMod_MaxCameraLoss=0.0
Base_Interp_Speed=0.0f
InterpMod_Move=0.0f
InterpMul_ViewTurn=0.0f
-------------------------
bAimAssistEnabled=true
GlobalFrictionFactor=0.0f;
GlobalAimCorrectionFactor=0.0f;
GlobalAdhesionFactor=(X=0.0,Y=0.0);
badhesionenabled=true
maxadhesiondistance=0.0f
minadhesiondistance=0.0f
maxlateraladhesiondist=0.0f
adhesionrot=(X=0.0,Y=0.0)
badhesionduringcam=true
caminputadhesiondamping=0.0f
minadhesionvelocity=0.0f
bfrictionenabled=true
maxfrictiondistance=0.0f
minfrictiondistance=0.0f
peakfrictiondistance=0.0f
peakfrictionheightscale=0.0f
peakfrictionradiusscale=0.0f
frictionmultiplierrange=(X=0.0,Y=0.0)
bfrictiondistancescalingenabled=true
frictiontargetoffset=Z=0.0f
-------------------------
m_fCrosshairAccuracyModifier=0.0
DecalLifeSpan=0.0
-------------------------
Damage
Damage=(X=0.0,Y=0.0)
headshotdamagemultiplier=(X=0.0,Y=0.0)
distancepenetrated=0
bleedduration=0.0
Damage on various ranges
idealmaxrange=0.0f
idealminrange=0.0f
idealtargetdistance=0.0f
ImpactRelevanceDistance=0
Firerate
RateOfFire=(X=0,Y=0)
RateOfFireAI=0.0f
Fire modes
lazyrateoffire=0.0
roundsperburst=0
minrefiretime=0.0
bforcefireaftercharge=true
Ammo
bInfiniteAmmo=true
MagSize=(X=0,Y=0)
MaxSpareAmmo=(X=0,Y=0)
AmmoPerShot=0
LowAmmoSoundThreshold=0
NoAmmoFireSoundDelay=0.0
SteamSoundThreshold=0
LastBulletStrongerPercent=0.0f
Accuracy
MinAimError=(X=0.0,Y=0.0)
MinZoomAimError=(X=0.0,Y=0.0)
MaxAimError=(X=0.0,Y=0.0)
MaxZoomAimError=(X=0.0,Y=0.0)
AccFirePenalty=0.0f
ZoomAccFirePenalty=0.0f
AccFireInterpSpeed=0.0f
ZoomAccFireInterpSpeed=0.0f
Scope
maxcrosshairrange=(X=0,Y=0)
mincrosshairrange=(X=0,Y=0)
maxzoomcrosshairrange=(X=0,Y=0)
minzoomcrosshairrange=(X=0,Y=0)
ZoomFOV=0
aimmodes > ZoomFOV=0
aimmodes > bScoped=true
aimmodes > FrictionMultiplier=0
aimmodes > AdhesionMultiplier=0
bUseSniperCam=true
bzoomsnapenabled=true
Recoil
Recoil=(X=0.0,Y=0.0)
ZoomRecoil=(X=0.0,Y=0.0)
RecoilCap=0.0f
ZoomRecoilCap=0.0f
RecoilInterpSpeed=0.0f
RecoilFadeSpeed=0.0f
RecoilZoomFadeSpeed=0.0f
RecoilYawScale=0.0f
RecoilYawBias=0.0f
RecoilYawFrequency=0.0f
RecoilPitchFrequncy=0.0f
RecoilMinFadePitch=0.0f
RecoilMinFadeYaw=0.0f
RecoilPitchOscillation=0.0f
Reload
reloadduration=0.0
EjectShellCasingTimeRatio=0.0
Weight
encumbranceweight=(X=0.0f,Y=0.0f)
Tracer rounds
TracerSpawnOffset=0.0
dotduration=0.0
TraceRange=0
ShowTracerDistance=0
Weapon stats
statbaraccuracy=(X=0,Y=0)
statbardamage=(X=0,Y=0)
statbarrateoffire=(X=0,Y=0)
Aiming assistance/autoaim
MagneticCorrectionThresholdAngle=0
MaxMagneticCorrectionAngle=0
AI hit/death reactions
hitreactions
impactforcemodifier=(X=0.0,Y=0.0)
Weapon Mod Body colours
(R=0.0f,G=0.0f,B=0.0f,A=0.0f)
++++++++++++++++++++ Global weapon properties ++++++++++++++++++++ // used by Player, Squadmates and AI //
Global melee gun damage
meleedamagemodifier=(X=0.0,Y=0.0);
- Base melee damage you deal by current equiped gun;
min~=0.01; max=unlim;
// Damage=(X=1.0,Y=1.0) = Damage=100% //;
meleerange=0.0f
- Base melee damage radius for current equiped gun;
min~=0.01f; max=unlim; // in ~meters //;
// 300.0f by default ~=1,5m //;
Global squadmates damage
DamageHench=0.0f
- Damage multiplier for squad members;
Damage=(X=100.0,Y=100.0) = Damage=1.0f (= 100%);
DamageHench=1.0f = Damage = equals player's damage;
Global accuracy
// all '0' values = accuracy=100% //;
Base_Acc_Standing=0.0
Base_Acc_Zoom=0.0
- Base accuracy loss when you stand and aim;
AccMod_Move=0.0
AccMod_ViewTurn=0.0
AccMod_Crouched=0.0
- Accuracy loss when you: move, turn, in cover;
AccMod_MouseMultiplier=0.0
AccMod_MaxCameraLoss=0.0
- Accuracy loss when you turn mouse;
Base_Interp_Speed=0.0f
InterpMod_Move=0.0f
InterpMul_ViewTurn=0.0f
- Base accuracy modifiers for how quick accuracy parameters approximate their maximal values per shot when you: stand, move, turn;
bioui
m_fCrosshairAccuracyModifier=-17.0
- Determines weapon scope size increase / per shot for (CrosshairRange=(X=0.0,Y=0.0) // X=min; Y=max //);
Global ammo
bCanDropAmmo=true
- Whether enemies drop ammo or not;
biogame
DecalLifeSpan=0.0
- Time of decals will be shown on surfaces; // decal - is the trace/hole from shot on different surfaces //;
min~=0.1; max=unlim; // in seconds //;
++++++++++++++++++++ Weapon properties specific for each gun ++++++++++++++++++++
Damage
Damage=(X=0.0,Y=0.0)
- Base damage of the gun from level I (min) to level X (max);
min=0; max=unlim;
headshotdamagemultiplier=(X=0.0,Y=0.0)
- Additional damage for headshots; // in %-s //;
min=0; max=unlim;
1.5 = 50% (where 1.0=100%);
// generaly used in pistol headshot weapon mod //;
distancepenetrated=0
- Projectile penetration distance; // in meters //;
min=0; max=unlim;
100 = 1m;
bleedduration=0.0
- Additional damage - bleedtime; // in seconds //;
min=0; max=unlim;
// if this parameter is set, when you hit target it will suffer from bleeding damage and loose some amount of health //;
// by default this option is set for Graal Spike Thrower shotgun (it shoot spikes that can penetrate targets and would cause additional bleeding damage) //;
Damage on various ranges
idealmaxrange=0.0f
idealminrange=0.0f
idealtargetdistance=0.0f
- Max relevant hit distance for dealing damage; // in ~meters //;
ImpactRelevanceDistance=0
- Max hit range; // in ~meters //;
8000 = 80m;
Firerate
RateOfFire=(X=0,Y=0)
100 = 1 shot/second;
RateOfFireAI=0.0f
- Rate of fire for enemies and henchmen;
RateOfFire=(X=100.0,Y=100.0) = RateOfFire=1.0f (= 100%);
RateOfFireAI=0.9f = RateOfFireAI=(X=90.0,Y=90.0) (= 90%);
Fire modes
lazyrateoffire=0.1 // semi-auto //;
- The weapon requires to rearrange the trigger to keep firing;
roundsperburst=0 // burst //;
- Number of shots/shots per burst;
// if set =1 - gun won`t use burst fire mode: =full-auto or =single//;
min=0; max=MagSize;
MagSize=(X=30,Y=30)
roundsperburst=3
(MagSize)/(roundsperburst) = (MagSize=10); // you'll be able to shoot 10 times with 3 bullets per shot //;
// For shotguns: projectile count: x8 for most shotguns; projectile count can`t be increased - it`s capped; roundsperburst=3 (3x8=24) - can`t be set //;
minrefiretime=0.0 // burst/semi-auto/single //
- Delay before next shot/burst shot; // in seconds //;
- Disables full-auto fire mode;
- Set from =0.01 to =0.5 for burst-fire and semi-auto fire modes;
- Set from =0.06 to >=1.0 for single-shot fire mode;
min=0; max=unlim;
bforcefireaftercharge=true
- Delay before next pre-charged shot. Set requirement for gun to charge shot before fire (Javelin); // in seconds //;
- Disables full-auto, burst fire modes;
AI_BurstFireCount=(X=0,Y=0) // X=min; Y=max //;
- Amount of bursts enemies and henchmen make before returning to cover;
min=0; max=MagSize;
AI_BurstFireDelay=(X=0.0f,Y=0.0f) // X=min; Y=max //;
- Time enemies and henchmen wait between firing bursts from cover; // in seconds //;
min=0; max=unlim;
------------- Fire modes to set: -------------
full-auto:
- lazyrateoffire={same value as MagSize} OR delete this parameter;
or - roundsperburst=0 (! gun won`t stop firing until entire MagSize will be empty);
- delete minrefiretime;
and - RateOfFire >300;
semi-auto:
- lazyrateoffire=0.1 + minrefiretime=0.2 + roundsperburst=1;
burst:
- lazyrateoffire=0.1 + minrefiretime=0.2 + roundsperburst=2;
single:
- lazyrateoffire=0.1 + minrefiretime=1.0 + roundsperburst=1;
or - RateOfFire <200;
Ammo
bInfiniteAmmo=true
- Infinite ammo: gun must be reloaded, spare ammo won't be decreased;
// you can set this parameter for each gun OR globaly in 'sfxgame.sfxweapon' and delete from all guns //;
MagSize=(X=0,Y=0)
- Number of rounds in gun's current magazine;
min=1; max=unlim;
MaxSpareAmmo=(X=0,Y=0)
- Number of total spare ammo from level I (min) to level X (max);
min=1; max=unlim;
manualy calculate value based of: MagSize (10) x desired number of spare magazines (8/12) = MaxSpareAmmo=(X=80,Y=120)
// For single shot type weapons such as Widow set custom amount of ammo (for example, 40 ); //
AmmoPerShot=0
- Amount of ammo spent per shot;
min=0; max=MagSize;
// min=0; = infinite ammo without reloading (ammo won`t spend at all) //;
// warning!: if you set this value to Avenger or Predator - you might not be able to pass tutorial level (Prologue: Earth) - as there needed to spend all ammo for Normandy appearance //;
LowAmmoSoundThreshold=0
- Threshold for low ammo warning - how much ammo must be less than that value in current magazine to receive warning 'Reload';
min=0; max=MagSize;
NoAmmoFireSoundDelay=0.0
- Delay before pulling the trigger and playing 'click' sound for weapon without ammo;
min=0.0; max=99.0; // in seconds //;
SteamSoundThreshold=0
- Amount of ammo to be left in clip before playing 'running low' sound along with normal shooting sound and receive warning 'No ammo';
min=0.0; max=99.0; // in seconds //;
LastBulletStrongerPercent=0.0f
- Last bullet from magazine will deal more damage;
min=0.01; max=unlim; // in %-s //;
0.1 = 10%
Accuracy
Counts as increasing value: lesser the values = more accuracy;
0.1 ~= 1 cm;
// all '0' values = accuracy=100% //;
MinAimError=(X=0.0,Y=0.0)
MaxAimError=(X=0.0,Y=0.0)
- Bullet drift per shoot from the hip (without aiming);
MinZoomAimError=(X=0.0,Y=0.0)
MaxZoomAimError=(X=0.0,Y=0.0)
- Bullet drift per shoot while aiming;
AccFirePenalty=0.0f
ZoomAccFirePenalty=0.0f
- Determines cone of fire increase per shot from the hip/zoom;
AccFireInterpSpeed=0.0f
ZoomAccFireInterpSpeed=0.0f
- Determines how quick accuracy parameters approximate their maximal values per shot from the hip/zoom;
Bigger values = greater speed;
~ MaxAimError > AccFireInterpSpeed - AccFirePenalty > MinAimError;
AI_AccCone_Max=(X=0.0,Y=0.0) // X=min; Y=max //;
- Maximal accuracy cone for AI;
AI_AccCone_Min=(X=0.0,Y=0.0) // X=min; Y=max //;
- Minimal accuracy cone for AI;
AI_AimDelay=(X=0.0,Y=0.0) // X=min; Y=max //;
- Time while AI is aiming;
Scope // doesn't affect on accuracy - just on HUD //
Counts as dinamic values: greater values = bigger scope;
10 ~= 1 cm;
// In ME2 (X=0,Y=0) was equal from min to max value (when you shoot your crosshair become bigger, value depends from scope settings and firerate) //;
// In ME3 hip-shooting-mode crosshair replaced to default small scope for all weapons, so you may modify only max and min zoomcrosshairrange //;
maxcrosshairrange=(X=0,Y=0) // can be added as separate value //;
mincrosshairrange=(X=0,Y=0) // can be added as separate value //;
maxzoomcrosshairrange=(X=0,Y=0)
minzoomcrosshairrange=(X=0,Y=0)
- Scope/crosshair size;
min=15; max=999; // recomended: min=25; max=90; //
// in >= 100 disappeared completely //
// synchronize Accuracy and CrosshairRange: 0.1=20 //
crosshairrange - when you shoot from the hip;
zoomcrosshairrange - when you shoot while aim;
ZoomFOV=0
- Sniper scope magnification (bigger number=smaller zoom);
min~=10; max~=100;
aimmodes
(ZoomFOV=0.0,bScoped=false,FrictionMultiplier=0,AdhesionMultiplier=0)
ZoomFOV=0
- Sniper scope magnification for installed scope upgrades (bigger number=smaller zoom);
min~=10; max~=100;
bScoped=true
- Use sniper scope for a weapon;
FrictionMultiplier=0
- aimassist option - see details in Additional weapon properties;
AdhesionMultiplier=0
- aimassist option - see details in Additional weapon properties;
bUseSniperCam=true
- Use sniper scope for a weapon;
bzoomsnapenabled=true
- Use sniper scope for a weapon and damage dealing in sniper mode;
// actulaly sniper scope only appeares on sniper rifles, for other weapons it only allows to aim from 1-st person view //;
Recoil
Recoil=(X=0.0,Y=0.0)
- Recoil hip fire;
ZoomRecoil=(X=0.0,Y=0.0)
- Recoil aim fire;
RecoilCap=0.0f
- Max recoil hip fire;
ZoomRecoilCap=0.0f
- Max recoil aim fire;
RecoilInterpSpeed=0.0f
- Shakiness of the screen when firing;
RecoilFadeSpeed=0.0f
- Rate of recoil fade hip fire;
RecoilZoomFadeSpeed=0.0f
- Rate of recoil fade aim fire;
RecoilYawScale=0.0f
- Shakiness angle (up/down) when firing;
RecoilYawBias=0.0f
- Shakiness angle (left/right) when firing;
RecoilYawFrequency=0.0f
- Shakiness angle (top-right > middle-right) when firing;
RecoilPitchFrequncy=0.0f
- Shakiness angle (top-left > middle-left) when firing;
RecoilPitchOscillation=0.0f
- Shakiness angle (round random order) when firing;
RecoilMinFadePitch=0.0f
RecoilMinFadeYaw=0.0f
- Rate of recoil fade;
Reload
reloadduration=0.0
- Time which take to reload/recharge the gun;
min~=0.01; max=unlim; // in seconds //;
// you can set 0.01 for all weapons - they will be reloaded instantly - this will simulate ME1 guns behavior: without reload and infinite ammo //;
EjectShellCasingTimeRatio=0.0
- Thermal clip removal animation time;
min=0.0; max=unlim; // in seconds //;
Weight
encumbranceweight=(X=0.0f,Y=0.0f)
- Weapon weight count from level I (min) to level X (max); // in %-s //;
min=0.0; max=unlim;
Formula: +200% {min time} + 40% {player start weight capacity} - 140% {Argus Х} = +100%;
// Result in weapon selection/upgrade table will be in %-s: 1,4f*100%=140% //;
// Our squadmates do not depend on the parameters of the weapon: Ammo, Accuracy, Recoil. Only Weight affects the speed of reloading their skills //;
Tracer rounds
TracerSpawnOffset=0.0
- Frequency of tracers (visible bullets with smoke tail like comets have);
min=0.0; max=MagSize;
dotduration=0.0
- Duration of spike projectiles appearance on the surfaces; // in seconds //;
min=0.0; max=unlim;
// Shotguns that shoot spikes: Eviscerator, Wraith, Graal //;
TraceRange=0
- Max tracer rounds travel distance;
// must be equal or less than ImpactRelevanceDistance value //;
ShowTracerDistance=0
- Max tracer rounds visibility distance;
// must be equal or less than ImpactRelevanceDistance value //;
Weapon stats // Dispay info in weapon selection/mod table; //;
statbaraccuracy=(X=0,Y=0)
- Set custom values that depends on: accfireinterpspeed, accfirepenalty, max/min aimerror;
min=0; max=100; // in %-s //;
// synchronize value based on: Accuracy sections and CrosshairRange: lesser the values = more accuracy //
// don`t set 100, because weapon upgrades are increasing accuracy bar - in that case you won`t see any difference //;
statbardamage=(X=0,Y=0)
- Set equal to Damage=(X=0.0,Y=0.0) for normal weapons, for shotguns set Damage x8/x6/x4 (see weapon table);
statbarrateoffire=(X=0,Y=0)
- Based on rateoffire value; rateoffire = statbarrateoffire when gun has full-auto fire mode;
- Set: = 1/2 for semi-auto; = same for single; = 60% for burst;
Weapon Mod Body colours
(R=0.0f,G=0.0f,B=0.0f,A=0.0f)
- Determines weapon body colors change when you install weapon mods;
R - red; G - green; B - blue; A - alpha;
// by default for majority of weapons A=0.0f //;
++++++++++++++++++++ Additional weapon properties ++++++++++++++++++++
--------------------------
If you want to add global parameter from 'sfxgame.sfxweapon' section - you have to copy and paste it to desired gun model;
For example, you want to increase headshot damage you`ll deal by M-98 Widow:
// copy line //
headshotdamagemultiplier=(X=2.5,Y=2.5) /250%/;
// from: //
SFXGame.SFXWeapon
// add line to: //
sfxgamecontent.sfxweapon_sniperrifle_widow
// set desired value //
headshotdamagemultiplier=(X=4.0,Y=4.0) /400%/;
--------------------------
Aiming assistance/autoaim
// This option generaly used in consoles - it helps player to aim more accurate via auto-aiming //;
-------------------------- Global for weapon --------------------------
biogame
bAimAssistEnabled=true
- true = on; false = off;
biogame
GlobalAimCorrectionFactor=0.0f;
AimCorrectionAmount=0.0
- Ballistics: converts all bullets to homing-sticky type (how close from enemy you need to shoot);
-------- Adhesion -------- / - https://en.wikipedia.org/wiki/Adhesion /;
- Ballistics: mathematical graph of bullet spread (cone of bullets calculation when you shoot);
biogame
GlobalAdhesionFactor=(X=0.0,Y=0.0);
EnemyMovementAdhesionFactor=0.0;
bioweapon
badhesionenabled=true
maxadhesiondistance=0.0f
minadhesiondistance=0.0f
maxlateraladhesiondist=0.0f
adhesionrot=(X=0.0,Y=0.0); // X=min; Y=max //;
badhesionduringcam=true
caminputadhesiondamping=0.0f
minadhesionvelocity=0.0f
-------- Friction -------- / - https://en.wikipedia.org/wiki/Friction /;
- Ballistics: mathematical graph of bullet kinetic energy (when if falls on the surface after certain distance);
biogame
GlobalFrictionFactor=0.0f;
bioweapon
bfrictionenabled=true
maxfrictiondistance=0.0f
minfrictiondistance=0.0f
peakfrictiondistance=0.0f
peakfrictionheightscale=0.0f
peakfrictionradiusscale=0.0f
frictionmultiplierrange=(X=0.0,Y=0.0); // X=min; Y=max //;
bfrictiondistancescalingenabled=true
frictiontargetoffset=Z=0.0f
-------------------------- Specific weapon --------------------------
MagneticCorrectionThresholdAngle=2
- How close you must be to your target, in degrees
MaxMagneticCorrectionAngle=1
- The maximum amount of correction, in degrees;
- This two values (used by sniper rifles by-default), converting all bullets to homing-sticky type;
in degrees: 1 ~= 10°; (where 36~=360°);
min~=0.01; max~=36;
// if you set greater values to min/max AimError, min/max AccFirePenalty and set ~max Magnetic values - you can convert your gun to ZX-1 from '5-th element' ;) //;
AI hit/death reactions
'hitreactions'
(BodyPart='Head',Reaction=Reaction_Medium,ReactionChance=0.2,MaxRange=HitReactRange_Medium)
- Determines enemy reactions on hit;
Reaction available types: _VeryLight _Light _Medium _Heavy (reaction type) / _Death... (reaction type on AI death);
bodyparts: Head, Chest, LeftArm, RightArm, LeftLeg, RightLeg;
ReactionChance=0.2 // in %-s //; (0.2 = 20%, where 1.0 = 100%);
MaxRange available types: _Short _Medium _Long (max hit distance that need for animation appearance);
impactforcemodifier=(X=0.0,Y=0.0)
- Determines impact force that affect enemies by explotions, melee strikes, grenades, etc - all physical damage that deal damage to moving targets;
min=1.0; max~=unlim; (1.0 by default);
++++++++++++++++++++ Heavy weapons spawn (bindings) ++++++++++++++++++++
Generaly heavy weapons can be found in certain places during missions.
In ME2 we have opportunity to carry HW as separate weapon class - why this option was removed from ME3?
Now you can spawn/add HW to player by pressing hotkey. No one says that this option would be balanced - all is up to you how often you can use HW.
(and you also can add HW to your squadmates: /giveitem Garrus cain/, but you have to set bindings each time and you dont have so much buttons to add all HW to each squadmate ;) ).
bioinput
'Value': '( Name='NumPadOne', Command='giveitem self Flamethrower_Player' )'
'Value': '( Name='NumPadTwo', Command='giveitem self minigun' )'
'Value': '( Name='NumPadThree', Command='giveitem self particlebeam' )'
'Value': '( Name='NumPadFour', Command='giveitem self grenadelauncher' )'
'Value': '( Name='NumPadFive', Command='giveitem self avalanche' )'
'Value': '( Name='NumPadSix', Command='giveitem self arcprojector' )'
'Value': '( Name='NumPadSeven', Command='giveitem self rocketlauncher' )'
'Value': '( Name='NumPadEight', Command='giveitem self titanmissilelauncher' )'
'Value': '( Name='NumPadNine', Command='giveitem self blackstar' )'
'Value': '( Name='NumPadZero', Command='giveitem self cain' )'
Notes:
Several HW dont added to game, but included in game resource files: Collector Particle Beam; M-100 Grenade Launcher; M-622 Avalanche; Arc Projector; M-597 Ladon (ML-77 Missile Launcher);
In Coalesced.bin there are no described properties for them, so this mod fix this (if you plan to manualy add HW to game you must add properties for those heavies: look for values in bioweapon file);
Adding HW to game through this way caused ALL HW disappearance from game levels. Normaly its not an issue or bug, but:
! Attention ! In Priority: Earth mission there will be no Cains to shoot Spider reaper - you must manualy ADD it to take it down;
++++++++++++++++++++ Weapon upgrades ++++++++++++++++++++
Weapon upgrades are cool stuff. In ME1 we have opportunity to mod our weapons as we see fit. In ME3 this option became limited.
Now you can mod your weapons with all available mods (see table for details), each gun in total has 18 upgrades to mod (dublicated, similar upgrades, non-logical fitting - are not included);
WU are stored in:
base game: Coalesced / bioweapon.json;
DLC upgrades: Default_< dlc_name >.bin-s in each DLC folder/bioweapon.json;
All DLC are contain same code sections and values for WU (even if this upgrades isn`t from this DLC);
So if you want to edit DLC WU values you must set equal for each DLC;
Weapon upgrades sections in bioweapon.json:
sfxgame.sfxweapon_pistol_base
sfxgame.sfxweapon_smg_base
sfxgame.sfxweapon_assaultrifle_base
sfxgame.sfxweapon_shotgun_base
sfxgame.sfxweapon_sniperrifle_base
Descriptions for all WU see in 'me 3 weapon upgrades' table;
Notes:
WU Scope, Piercing, Recoil and Heat sink mod values CAN`T be higher than 1.0 or 1.0f (=100%);
// for example you can`t put 1.2 for Heat sink mod - it can`t reduce your ammo spend to 120%/per magazine size - it`s impossible //;
For unknown reason WU don`t change it values in statbars (in upgrade/weapon change table), stats for weapons itself are change properly (maybe because WU don`t have their own separated statbars);
// so don`t believe weapon table`s statbars - all values will be set properly, but its hard to test them without in-game meter - you can only rely to your observations //;
++++++++++++++++++++ Player classes and squadmates types of weapons use settings ++++++++++++++++++++
Weapon loadouts (types of weapons they can use) are described in:
base game: Coalesced / biogame.json;
DLC: Default_< dlc_name >.bin-s in each DLC folder / biogame.json;
Type of weapons that are available to change:
Change: LoadoutWeapons_ ...
AssaultRifles, AutoPistols, HeavyPistols, Shotguns, SniperRifles;
For player class:
playerloadoutinfo
'(ClassName='SFXGameContent.SFXCharacterClass_Soldier',StartingWeaponClasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_Shotguns,LoadoutWeapons_HeavyPistols),NumOptionalSlots=4)'
For squadmates:
henchloadoutinfo
'(ClassName=SFXPawn_Garrus,WeaponClasses=(LoadoutWeapons_AssaultRifles,LoadoutWeapons_SniperRifles))'
DLC squadmates: Javic, Aria, Nyreen, Wrex:
Javic: DLC_HEN_PR
Aria and Nyreen: DLC_EXP_Pack002
Wrex: Default_DLC_EXP_Pack003
Note: Squadmates can't use more than 2 weapon types - the game will read only 2 from the hash;
++++++++++++++++++++ Notes ++++++++++++++++++++
Recoil removed (animations were left);
As magazine size for all weapons has been increased - I also added more amount of shots that squadmates (henchman) and AI shoot in firefight for all guns (AI_BurstFireCount);
Weapons upgrades re-balanced: DLC melee, penetration, scope, barrels how have weight penalty: 10/15/20/25/30 % / per upgrade level; and change other several values - see 'Weapon upgrades' table;
-------- Major changes for weapons: --------
M-3 Predator - auto FM;
Acolyte - don`t need recharge to fire;
N7 Valkyrie - s/a burst x5 FM;
M-55 Argus - s/a burst x7 FM;
Cerberus Harrier - semi-auto FM (as Mattock);
M-11 Wraith, M-22 Eviscerator, Graal Spike Thrower: +distancepenetrated; +dotduration; +bleedduration;
M-13 Raptor - burst x5 FM (was s/a by default);
Added new Heavy weapons from ME2;
Squad weapon lodouts changes:
Javic: Assault rifles and Shotguns; // Javic holds shotgun on the party selection screen :) //;
Wrex: Assault rifles and Shotguns; // Wrex would never use pistol instead of assault rifle - sat as for Grunt in ME2 and ME3 //;
Kasumi: AutoPistols and SniperRifles; // set as for Infiltrator class in ME2 //;
Zaeed: AssaultRifles and Shotguns; // one-eyed sniper? :) //;
++++++++++++++++++++ Edit suggestions ++++++++++++++++++++
Use Notepad++, Akelpad, etc text editors with proper coding;
Make bkp-s!;
Open: right-click on .json/xml file and open with notepad++;
Mass Effect Best Weapons
Jun 5, 2019 - 1 Weapon availability; 2 Types of weapons; 3 Firing modes; 4 Technology types. Weapons stats can be affected by a number of factors.