ME3 Console Commands
ME3Tweaks does not condone cheating in online multiplayer. This guide is for informational and educational purposes only.
Table of Contents
Enabling the UE3 Console
Mass Effect 3 is built on Unreal Engine 3, which means it has a console that you can access in game and type commands into. It is very useful for debugging, and nearly every game has one, though if is accessable in shipping builds of software is up to the developer. BioWare tried to hide the console but it was easily found by several people. In order to access the console, you will need to enable access to it using one of the following methods.
DLC Verification Bypass Methods
You can use Mod Manager to install either of these bypasses for you. When installing a mod, if a bypass is not detected by default Mod Manager will install LauncherWV.
Alternatively, you can install them manually. These two methods will both enable the full console as well as force DLC to authorize even if it has been modified. Both of these methods were developed by WarrantyVoider.
Using Bink32 bypass
The Binkw32 bypass dll modifies the game's process when it is loaded and enables the console. This is always executed, unlike Launcher WV which requires Launcher WV to be run. It does not survive a game repair.How to setup Binkw32 bypass
Using Launcher WV
Launcher WV patches the binary in memory and enables the console and bypasses the DLC verification. To install it, place it in the same folder as MassEffect3.exe and launch that instead. You must manually run Launcher WV before the main menu, but it will survive a game repair. Mod Manager 2.0.1 and above will automatically launch this if it detects it when using Start Game from inside Mod Manager.Download Launcher WV
The two below methods do not enable full console access in multiplayer. They are not recommended.
By patching the binary
Arguably the most difficult solution for enabling the console, you can enable the console by editing the MassEffect3.exe binary with a tool like HxD. Instructions on how to do this are located on the PC Tweaks page of the Mass Effect Wiki.
By hardcoding items into BioInput
If you really don't want to do any of the above changes, you can hardcode commands in the BioInput file and bind them to a key. Note that this method is the most time consuming and gives you little freedom with the command interpreter. However, this is how you can also split your keybinds, since all movement controls are console commands.
In ME3Explorer, console commands are denoted in the script tab with a flag named Exec. You should read the editing .pcc files guide if you want to do this. There are some key ones that are useful to look into like BIO_MP_COMMON.pcc, SFXGame.pcc, and anything related to BioCheatManager. Many are defined in the TESTPATCH patch DLC.
Looking through the left we can see many "exports", which are objects compiled by Unreal Engine. These define almost all data for the game, such as scripts, data structures, textures, and more. You can find scripts easier by using the export name, which typically is a verb, such as OnFriendDied or Activated.
By identifying a "base" object, we can determine easier that that is a method. The other items that are above a "base" are typically variables in that function. In the above image, you can see an example "base" object/method on the left, and its variables above it. The above image is a valid method, and it's also a valid console command because it has the Exec flag. In this specific instance, this command takes a string and will list all variables the player has that contains the search string.
The above image is from the Info tab, which can also list if an export is a function. In this instance we have RestartFromWave. Using logic we can infer that this method probably takes a wave number, which it does.
Methods with the Native flag are defined in the .exe itself rather than unrealscript, so we cannot read those methods. We likely will never be able to edit these as it is very complex and difficult.
Here is a list of commands that are known to work. Some of them are likely just built-in Unreal Engine 3 commands. A master list of console commands is available on my blog, perhaps sometime I will attempt to figure out how they all work.
|cooldown||boolean||Turns global cooldown on or off. While it makes you very powerful, it makes some enemies very powerful, especially the Geth Prime drone. For powers that have a time-used based cooldown like cloak, you may get the absolute maximum cooldown (several minutes).||SP, MP|
|profile||string [...]||Shows various debug stats on the screen. See the profiles command for a list of parameters. To hide this text, use profile none.||MP, MP non host|
|profiles||Shows all profile command parameters you can use. Some require a target id following the string, e.g. combat would be done with profile combat target.||MP, MP non host|
|God||Toggles player invincibility. In SP this will make your career invalid, and in MP this will send god mode telemetry data to Bioware.||SP, MP|
|disconnect||Begins loading the multiplayer menu. This is useful if you wish to quickly exit a game or jump to MP from SP, and really useful when getting out of the "join bug" where you stall at "Joining game...".||All|
|EnableDamage||boolean||Enables or disables damage, to both teams.||SP, MP|
|EnableAllAI||boolean||Enables or disables ai, to both teams and pets. Killing a pawn in MP will spawn a new one with it's AI turned on. Useful for getting certain enemies to do things.||SP, MP|
|GiveItem||id objectname||Gives the id the specified object. Useful ids are target (what you are looking at), self (yourself), or an objectid, which you can get through some of the debugging commands. ID's are typically the last name of a weapon, such as reckoning and cain.||SP, MP|
|splitscreen||Creates a duplicate of your character and places them at the spawn point. There is no way to control the duplicate, but it's HUD will overlay the original. It really messes up the lobby and the game must be restarted to remove it. Issuing this command with a fully lobby will immediately kick you out.||MP|
|say||string||Sends a message to all players in a lobby. Incredibly useful! The text only stays for a few seconds and it cannot be very long.||MP, MP non host|
|talk||Opens the mini-console with the word Say prefilled. This is very useful for keybinding, and can essentially become an in-game chat function.||MP, MP non host|
|RestartFromWave||int||Immediately kills the existing wave and sets the next wave from the parameter. Note that waves are 0 based, so using 5 as a parameter will start wave 6. Useful for testing.||MP|
|RestartWithFaction||string||Restarts the current wave with the given faction. Valid values are cerberus, geth, reaper, and collector. Seems to load the Gold wavelist, but with your difficulty's parameters.||MP|
|SkipWave||Immediately kills the existing wave.||MP|
|revive||Sends the 'wave clear' revive command. All dead or dying allies will be revived. If you are not the host, you will revive with temporary desynchronization.||MP, MP non host|
|changesize||float||Scales the player size. The baseline is 1.0. Larger sizes make it difficult to see. If performed off-host, other players will see player at regular size floating above or below the ground. Hitboxes on the player are scaled accordingly, but animation hitboxes (such as WarLord hammer) are not.||SP, MP|
|changeteam||In singleplayer, you will change teams immediatey. In multiplayer, this immediately downs the player and places them onto the opposing team. To deal damage the player must have disruptor rounds - powers will not do damage (though lash works!). The AI will entirely ignore this player. Cobra missiles will sometimes knock the player down, preventing them from getting up.||All|
|Spectate||Puts you into spectate mode, or takes you out of it. Sometimes you will need to do this multiple times to get to a desired camera.||MP, MP non host|
|ToggleFlyCam||Enables the fly cam that flies around. You cannot control your character during this time.||All|
|ToggleDebugCamera||Enables the debug camera that flies around like the fly cam. It turns very slowly. This shows locations, object names, and other debug information. Useful if you need to get the name or type of an object.||All|
|Respawn||Moves your character outside of the map, which drops below the map forcing you to respawn at the map's starting point. In singleplayer this typically puts you aboard an unloaded Normandy.||All|
|mpbots||boolean||Creates a testing bot (true), replacing your current character with a bot. If clients are connected they will become bots too. To create more, you must use the spectate command to get back to a standard camera, then do mpbots true again. To return players to their normal selves, use mpbots false - the current viewed bot will be removed from the game and replaced with your character. It seems to disconnect clients at times. If you lose the ability to use powers, issue the respawn command to restore them.||MP|
|ViewBot||[integer]||Changes the camera position to follow enemy AI. The AI camera does not look up or down and is typically placed above the head. The parameter is optional and lets you change what bot is followed.||All|
|ViewSelf||Brings the camera back to your player character.||All|
|DebugWounds||Shows hitboxes for bodyparts.||All|
|DebugAIVals||Shows AI cone of vision, line of sight, last known location of target.||All|
|DebugAI||Pauses the game and enters a debugging mode where you can see some variables internal to a pawn. Use left/right arrows to change enemies. Note it is very slow. Enter the command again to exit.||All|
|Ghost||Collisions with the player are turned off. If you ragdoll, you will fall through the floor. Issue the walk command to return to normal.||SP, MP|
|Fly||Makes player able to go up and down with the keyboard arrows. You cannot turn while this mode is on. Issue the walk command to return to normal.||SP, MP|
|Suicide||Immediately kills the player in singleplayer and makes the current player go into the dying state in multiplayer. Works even if god mode is on.||All|
|SpawnSeeker||pawnid||Usable only on collector enemies. Typically will be used in the fashion of spawnseeker target. Enemies will use special abilities, such as web spawn, seeker spawn, laser attack, and cluster grenade blast. Enemies don't need to be possessed to react to this command.||SP, MP|
|teleport||Fires a tracer directly in front of the camera. Upon impact with a solid object (note that just because its visible does not mean its solid), the player will be teleported there. If the tracer fails to hit anything, crazy things will happen (try the citadel sky for an example)||All|