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Adding your assets to the Store in LE3

Padme4000 edited this page Jul 27, 2021 · 18 revisions

So this tutorial presumes you have your new assets ready to be added to the store. For example if you followed this tutorial Adding your outfit armour for Shepard as a new asset to set up your PCC and now all you are planning on doing is adding an option for your stuff to be in the store or just want them in the store.

Why is this only for LE3?

Well simply put because LE3 is a lot easier to do this per modder. For LE2 if you want it added to the store all you need to do is get in contact with the maker of this mod Expanded Shepard Armory (ME2LE) and have an image ready for the store. As LE2 is much more complicated. Your mod will still be on its own page but the code that activates it in the store would then be in ESA. Big thank you to Khaar for making LE2 store additions possible.

Extra Tip

Before I get into the tutorial I want to mention keeping a record of what ID/conditional/plotbools/tlk numbers for your Name/Description you use really helps for example these are the ones I currently have;

  • as a side note please don't use these as it will clash with my mods then
  • but this is a good example of keeping track of everything so you know you won't accidentally clash with your own mods too

What you need for this tutorial

Start of the Tutorial

So this tutorial will be using Clothing/Armour as an example but it is pretty much the same for the other items too. Just compare against a similar item in the store.

  1. We want to make some conditionals for our store items.
  2. So we first open ME3 Tweaks Mod Manager and then go to Tools > Legendary Explorer
  3. Under Core Editors go to Conditional Editor (see Figure 01)

Figure 01

  1. Once conditional editor is open go to File > New (see Figure 02)

Figure 02

  1. Locate your DLC folder and name your conditional then click save (see Figure 03)
    • So it doesn't clash with any other mods best to name it Conditional then your DLC name
    • For example mine is Conditionals_DLC_MOD_Jacobs_Armour

Figure 03

  1. Now lets add a new conditional. File > Add New Conditional or Ctrl + Shift + N (see Figure 04)

Figure 04

  1. Enter your Conditional ID (see Figure 05)
    • A high number is best not to clash with the games own conditionals
    • 4232 is the highest in the base game so anything above 5000 should be safe

Figure 05

  1. Now we want to edit our conditional
  • If wanting the item unlocking for both Femshep and Broshep we will use (plot.bools[26000] == Bool false)
    • We use Bool false so it is not auto unlocked
    • plot.bools 26000 anything above this and unique should work
  • For each item you need a new conditional + plot.bools
    • so if we add the first part to the conditional we are making the item only unlock for Broshep (bool false) or Femshep (Bool true) so to recap just unlocking for Broshep we'd use

((plot.bools[17662] == Bool false) && (plot.bools[26000] == Bool false))

just unlocking for femshep would be

((plot.bools[17662] == Bool true) && (plot.bools[26000] == Bool false))

for both Femshep and Broshep

(plot.bools[26000] == Bool false)

For my mod personally that I am using in this example requires it for both so I will be using the (plot.bools[26000] == Bool false) conditional

  1. Once you've made your edits to your bool press Compile and Replace then save via File > Save or Ctrl + S (see Figure 06)

Figure 06

  1. Continue adding conditionals until you have enough for your items. Making sure you have one for each item. If a pair like with my mod that is for both femshep and broshep you only need one for the two of them.

Editing the BioUI.xml

  1. Now we are going to make the edits needed to our BioUI.xml

If you haven't already unpack your Default_DLC_Mod_YOURMODNAMEHERE.bin by dragging and dropping it over the ME3 Tweaks Mod Manager (see Figure 07)

Figure 07

So in the BioUI this line is what determines what store your item goes into:

  <Section name="sfxgamecontent.sfxguidata_store_human">
  • This in paricular is the Kassa Fabrication Store

So before I continue first choose which store you want to add your item to. Here are a list of what each one is.

SFXGUIData_Store_Asari = Nos Astra Sporting Goods

SFXGUIData_Store_Batarian = Batarian State Arms

SFXGUIData_Store_Hanar = Kanala Exports

SFXGUIData_Store_Hospital = Sirta Supplies

SFXGUIData_Store_Human= Kassa Fabrication

SFXGUIData_Store_Salarian = Aegohr Munitions

SFXGUIData_Store_Spectre = Spectre Requisitions

SFXGUIData_Store_Turian = Cipritine Armory

SFXGUIData_Store_Volus = Elkoss Combine Arsenal Supplies

  1. So first I advise to turn on Word Wrap to NotePad ++ go to View > Word Wrap and click Word Wrap this means any lines that go beyond your screen will be compact so you don't have to side scroll

  2. This is what we will start with in our BioUI.xml (see Figure 08)

Figure 08

  1. We want to change make some edits/additions (see Figure 09) Changing

<Sections />

to

<Sections>

  • Adding the line
  <Section name="sfxgamecontent.sfxguidata_store_human">
  • making sure to reference the store we want to add our item to
  • and then under this line add
  	<Property name="storeitemarray">

Figure 09

  1. Now we add the line that is for our item in the store (see Figure 10)
  		<Value type="3">(ItemType=TYPE_QUEST,ArmorID=110007,BaseCost=0,PlotUnlockConditionalID=516849,PlotPurchaseID[0]=29399,ChoiceEntry=(srChoiceName=400002,srChoiceDescription=400003),LargeImage="gui_codex_images.Store.STO_JacobArmour_512x256",SmallImage="GUI_Icons.Notifications.NT_Store_256x1286")</Value>
		</Property>
		<Property name="storename" type="0">Human</Property>
	</Section>
</Sections>

Now breaking down each part of the above which is using my mod edits as an example

  • Value type="3" so it is added as a new item
  • ItemType=TYPE_QUEST I found works best for Casuals

ItemType=TYPE_WEAPON ItemType=TYPE_SHOULDERS ItemType=TYPE_ARMS ItemType=TYPE_LEGS ItemType=TYPE_TORSO ItemType=TYPE_Helmet

  • ArmorID=110007
    • must be the same as your ID for your item in the BioGame.xml
  • BaseCost=0
    • what you want your item to cost in the store, if you want to use the store to sort between Broshep and femshep only clothing by being in the store then I usually put the cost at 0
  • PlotUnlockConditionalID=516849
    • this should match the ID you gave your conditional at the beginning of this tutorial (see Figure 10)
  • PlotPurchaseID[0]=29399
    • this should match the plot.bool ID you gave in your conditional at the beginning of this tutorial (see Figure 10)
  • srChoiceName=400002
    • this should match the tlk ID you gave your item

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