So what are some things you guys have noticed about GIB's new ME3 build that released today? I usually have trouble spotting the updates.
So what are some things you guys have noticed about GIB's new ME3 build that released today? I usually have trouble spotting the updates.
thats because it's mostly small tweaks made to the program not always big changes
Im not sure if this was already covered in the past few pages. But i figured out how to disable Reaper Awareness when scanning for items on the Galaxy Map. go to Raw Tab --> Galaxy Map --> Systems Collections ---> then set Reaper Detection to False. So far its worked for me, but i've also heard some people couldn't get it to work. Test it out if you get the chance.
Yeah I tried modding my Effective Military Strength and I got the same results. The only way I was able to get the good ending was playing multiplayer and increasing the galaxy at war theatres to %100. Doesn't take too long if you play everything at random. My 6000+ assets weren't cut down in half afterwards since the Galaxy at War percentage is multiplied to your Total Military Strength.
Found Resurgence weapon codes to add to your Single Player arsenal. Add as you normally would to your Raw> Plot> Player Variables
SFXGameContentDLC_CON_MP1.SFXWeapon_SniperRifle_Ba tarian
SFXGameContentDLC_CON_MP1.SFXWeapon_AssaultRifle_K rogan
SFXGameContentDLC_CON_MP1.SFXWeapon_SMG_Geth
Weapons work fine in game but I'm not sure yet as to whether they can be upgraded via terminal or not. I'll check later and post my results. Note that there may be a slight lag in coming out of the weapon swap screen.
i may have missed it but can the editor mod the biotic dmg, tech dmg, health and shield like the Gibbed Editor 2?
Does your [ASS] get jealous of the [CRAP] that comes outta your mouth?!.....
Has anybody figured out how to unlock the robotic dog & the 4 alternate squad outfits that the Collector's Edition adds?