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Insanity too easy? Check out "Spectre difficulty" v0.25


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#251
capn233

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I might try out these changes and see what happens:

Wraith: ROF reverted to 48 (due to patch balance change to damage)

Claymore: distance penetrated reduced to 25

Katana: Damage 53.1-66.2

Scimitar: Damage 42.5-53.2

Vindicator: ROF 900, 0.625 min refire

Argus: Removed distance penetrated

Revenant: ROF to 700, Max Aim Error 5, Min Aim Error 1.8, Max Zoom Aim Error 2.0, Min Zoom Aim Error 0.1, Distance Penetrated 15, Zoom Recoil 0.71

Geth Pulse Rifle: Rate of Fire 1000

Shuriken: Rate of Fire 700, Min refire 0.1, Mag 24, Max Aim error 4, Max Zoom Aim Error 1.2, Recoil 0.75, Zoom Recoil 1.5, Rounds per burst 3

Tempest: Rate of fire 925, Recoil 0.65, Zoom Recoil 1.1

Viper: Mag size to 12, maxspareammo 36/60, ROF to 240, Refire to 0.2; add minzoomaimerror 0.1/0.1, maxzoomaimerror 1.75/1.75, zoomaccfireinterpspeed 35/35, zoomaccfirepenalty 37/37, zoomrecoil to 1.2.

Raptor: Headshot Damage Multiplier 2.75

Incisor: ROF 1000, Min Refire Time 0.4s
---

Fortification: reverted changes (some superceeded by patch)

Tech Armor: base penalty, DR changes reverted. Encumbrance evolution reverted

Sabotage: Base CD to 12s

Modifié par capn233, 16 avril 2013 - 05:44 .


#252
HolyAvenger

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Will it even approach the difficulty of regularly PUGging Platinum?

If not, no point in artificially increasing the difficulty for me. I only play SP for the story now anyway. Combat on tap in MP.

#253
Zjarcal

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capn233 wrote...

Bump now for something relevant.

We all know that the last patch brought various MP balance changes into SP. Fortification, Tech Armor, various guns.

Here is the problem. I started to work on rebalancing all the SP weapons to conform to my own vision of the game, but I didn't get too far. The third weapon I tried to alter was the Phaeston. As you know it received several balance changes to weight, damage, etc. No edit that I could make in coalesced affected the weight or damage whatsoever. Clearly the "balance changes" from the patch are overriding coalesced in this instance. I had thought this would be a possibility after the patch came out...

As it relates to this thread... anything in Spectre Difficulty that is in conflict with a MP balance imported to SP will not work correctly I would bet, which is pretty annoying.


Bah, I figured this would happen when I heard about the patch applying some of the balance changes. While it won't bug me that much when it comes to weapons or powers, if they applied some of the changes to enemy health values that will ruin most of the huge (ridiculously huge) buffs I've given them. Grrrr...

HolyAvenger wrote...

Will it even approach the difficulty of regularly PUGging Platinum?


I think it's impossible to achieve that tbh, SP throws so few enemies at you compared to MP, you'd have to redesign all the battles to really achieve that. No amount of tweaks to what we can do right now will get there sadly.

Modifié par Zjarcal, 16 avril 2013 - 04:48 .


#254
capn233

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HolyAvenger wrote...

Will it even approach the difficulty of regularly PUGging Platinum?

If not, no point in artificially increasing the difficulty for me. I only play SP for the story now anyway. Combat on tap in MP.

PUGs make the game artificially more difficult.  If you replaced Garrus and Ash with 2 PUGs it would be impossible to beat SP practically. ;)

I am changing most of those weapons to make them feel more like ME2 guns. ;)

Modifié par capn233, 16 avril 2013 - 04:55 .


#255
capn233

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Serious answer... the thing is that in Platinum you don't quite have as many basic people causing problems. So theoretically you could increase the damage and rate of fire of mooks enough that making mistakes will get you killed faster than on Platinum.

Zjarcal wrote...

Bah, I figured this would happen when I
heard about the patch applying some of the balance changes. While it
won't bug me that much when it comes to weapons or powers, if they
applied some of the changes to enemy health values that will ruin most
of the huge (ridiculously huge) buffs I've given them. Grrrr...


You can edit the bin file in the patch to work around this... but the issue is that the patch then fails the DLC check and you don't have any patches, so the changes you made in the patch don't apply.  So catch-22.

There are various cracks to bypass DLC checks, which might work (I haven't tried them).

Alternatively, if you patched the game back to 1.04 you would get the combo changes, but you would still have all weapon and power balance in coalesced (for the most part).  That would probably be the best way to do an SP difficulty mod if you didn't care about MP whatsoever.

Modifié par capn233, 16 avril 2013 - 04:54 .


#256
Cmpunker13

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capn233 wrote...

I might try out these changes and see what happens:


Are you changing Kronner coalesced?

If you need to test it I can try London with all my Shepards.

#257
HolyAvenger

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capn233 wrote...

HolyAvenger wrote...

Will it even approach the difficulty of regularly PUGging Platinum?

If not, no point in artificially increasing the difficulty for me. I only play SP for the story now anyway. Combat on tap in MP.

PUGs make the game artificially more difficult.  If you replaced Garrus and Ash with 2 PUGs it would be impossible to beat SP practically. ;)


 

Pfft. Those who can solo Plat can solo SP:wizard: 

I agree that boss spam versus mook spam with more health/damage etc is a different kind of challenge. Zjarcal's right about the lack of numbers in SP though, that's the problem with the scripted encounters we have in SP. 

I guess you could replace all mooks with Mirror Match Clones:devil:

#258
capn233

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HolyAvenger wrote...
Pfft. Those who can solo Plat can solo SP[smilie]http://social.bioware.com/images/forum/emoticons/wizard.png[/smilie]

While the "conventional" wisdom is that Shepard is "so overpowered," there are several characters in SP that are at least as overpowered if not more.  Nova cheese probably won't work as well in Spectre since nova immunity time is a lot less.

But yeah overall Platinum is probably harder than most of SP just because of the way enemy encounters are.   However, taking out win buttons and adjusting the power does make it different.

Cmpunker13 wrote...

Are you changing Kronner coalesced?

If you need to test it I can try London with all my Shepards.

I was changing it on Kronner's actually.  I originally was going to redo all the guns to my taste, but the patch sort of screws that up anyway.  So I decided on a whim to mess with Spectre (even though the patch screws with some guns and powers for Spectre as well).

Partly for balance and partly to make the ME2 weapons have some continuity with the previous game.  Some of the above values aren't right, I will edit it for what I tried so far.

Some of those values you have to add.  Like the Viper for instance doesn't have defined zoom accuracy originally.  What you can do is look at something like the Saber to see the syntax.

Modifié par capn233, 16 avril 2013 - 05:46 .


#259
capn233

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Alright something one of you guys alluded to before.

Not sure how this is applied, but it is in the patch bin file:

gethassaultrifle damage 35
gethflamethrower damage 65
gethshotgun ai_burstfiredelay 1.2-1.8, rateoffire 45
hornet idealmaxrange 3500 idealtargetdistance 800
mattock idealmaxrange 3500, idealtargetdistance 800

The last two should just affect how Cerberus tries to engage (CAT and Centurions specifically). The earlier might affect damage in SP, I am not entirely sure. But you do only rarely fight Geth in SP anyway.

#260
Cmpunker13

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capn233 wrote...
Partly for balance and partly to make the ME2 weapons have some continuity with the previous game.  Some of the above values aren't right, I will edit it for what I tried so far.

Some of those values you have to add.  Like the Viper for instance doesn't have defined zoom accuracy originally.  What you can do is look at something like the Saber to see the syntax.


Nice. If you don't mind to share that coalesced.bin when you're done with the mods I'll be happy to try it :ph34r:

#261
capn233

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Cmpunker13 wrote...

Nice. If you don't mind to share that coalesced.bin when you're done with the mods I'll be happy to try it :ph34r:

I don't know how much I am going to mess with it at present.

Someone is working on a "super coalesced" which would merge all of the bin files from DLC and patches and make this a lot easier.  I will probably hold off on too many changes until then.

#262
Cmpunker13

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Can you give me a hand just to change the Sabotage cooldown? I'm using ME3 Coalesced Utility, but I don't know where to look for it...

#263
capn233

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Cmpunker13 wrote...

Can you give me a hand just to change the Sabotage cooldown? I'm using ME3 Coalesced Utility, but I don't know where to look for it...


Open coalesced.

Should be a path similar to:

x:\\...\\Origin\\Games\\Mass Effect 3\\BIOGame\\CookedPCConsole\\Coalesced.bin

When you are in the file, look for biogame.ini, click on it.

Follow down the tree to sfxgamecontent\\sfxpowercustomaction

This is where the powers for SP are.

Some things in coalesced are named differently than you would expect.  "Sabotage" is listed under "aihacking."

Click on "aihacking"

The first entry has the base cooldown time.  Just edit the portion in the bracket for "BaseValue=" (original is 8s)

Modifié par capn233, 13 juin 2013 - 01:59 .


#264
Cmpunker13

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capn233 wrote...

The first entry has the base cooldown time.  Just edit the portion in the bracket for "BaseValue=" (original is 8s)


Thank you very much! B)

#265
Fredy AG

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///

Hello,

I see the file in OP is one year old, still working fine? I mean the game has been update a lot in all this time...

Thanks for any help =)

//////

#266
RedCaesar97

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smarteck wrote...

///

Hello,

I see the file in OP is one year old, still working fine? I mean the game has been update a lot in all this time...

Thanks for any help =)

//////

Read the last few pages of this thread. It mostly works, but there are some issues since patch 1.05 brought over some multiplayer weapon and power changes into single player that are stored in a different file. 

#267
Fredy AG

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Ok Thanks :D

///

#268
Ghost43

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This looks really cool. Curious, what's the lowest cooldown you can have on charge now? It was 4 seconds in ME2, I'd be a little sad if it was much higher than that.

#269
Chashan

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I know that this thread has been dormant for a long while, but...

capn233 wrote...

Serious answer... the thing is that in Platinum you don't quite have as many basic people causing problems. So theoretically you could increase the damage and rate of fire of mooks enough that making mistakes will get you killed faster than on Platinum.

Zjarcal wrote...

Bah, I figured this would happen when I
heard about the patch applying some of the balance changes. While it
won't bug me that much when it comes to weapons or powers, if they
applied some of the changes to enemy health values that will ruin most
of the huge (ridiculously huge) buffs I've given them. Grrrr...


You can edit the bin file in the patch to work around this... but the issue is that the patch then fails the DLC check and you don't have any patches, so the changes you made in the patch don't apply.  So catch-22.

There are various cracks to bypass DLC checks, which might work (I haven't tried them).


Alternatively, if you patched the game back to 1.04 you would get the combo changes, but you would still have all weapon and power balance in coalesced (for the most part).  That would probably be the best way to do an SP difficulty mod if you didn't care about MP whatsoever.


To get back on this issue of editing the patch-.sfar, at least, one can in fact do that now with the following in place within the Binaries-folder.

Tested it myself with more noticable spare ammo-values for certain main-game weapons within the patch.sfar. Editing those within DLC_UPD_Patch02 default.sfar's Coalesced after extracting that and replacing it within the .sfar through DLC Editor again does in fact work.

So, adjusting the .sfar with Spectre Difficulty's edits - or anything else that strikes your fancy - should not be too difficult a thing to do, now.

Modifié par Chashan, 13 février 2014 - 10:27 .


#270
capn233

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Yes, and I worked on a mod for SP last year that had changes to the patch bin. The main remaining issue is that load order is unreliable, so it is worthwhile to copy the same data in both places.

Also modding SP DLC (Omega, Citadel) seems to introduce a bug where the weight adding mods add double weight, which was very annoying and one of the reasons I stopped bothering with trying to mod them.

#271
Chashan

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capn233 wrote...

Yes, and I worked on a mod for SP last year that had changes to the patch bin. The main remaining issue is that load order is unreliable, so it is worthwhile to copy the same data in both places.

Also modding SP DLC (Omega, Citadel) seems to introduce a bug where the weight adding mods add double weight, which was very annoying and one of the reasons I stopped bothering with trying to mod them.


Is that the only hiccup you encountered? Because, far as I am concerned, that would be a small enough sacrifice for mixing up DLC-arsenal as well.

How'd you go about by-passing authorization for modded Levi/Citadel DLC? Last time I tried that not too recently, simply checking/checking-and-rebuilding .sfar after replacing the .sfar's respective Coalesced wouldn't work at all.

Modifié par Chashan, 14 février 2014 - 02:03 .


#272
capn233

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You bypass authorization with either Warranty Voider's mem patcher, or you find a cracked exe. Same as the patch file, because the patch basically counted as DLC in the check. There isn't anything special about the authorization.

The weight mods adding 100 encumbrance was the only thing I noticed, but that was a problem since one of the two things worth modding in the DLC are the encumbrance adds of some of the mods (since half of them aren't worth a 50 increase). Other than that, Omega only has 2 new enemies to mod their HP and contains 0 weapons (Valkyrie and Chakram were already in the game). Citadel has more things that are worth messing with. The SP Gun only DLC did not cause this problem when I edited them, just the story DLC.

If you were having an issue with the DLC it was either that you didn't fix file sizes in the PCConsoleTOC.bin files, or whatever version of the program you used to recompress it introduced errors. Gibbed's original code, which most every one of the modding tools is based on, has some bugs, as do others' code. For very simple things like coalesced modding, this doesn't seem to matter. For DLC modding, this does seem to matter.

#273
Chashan

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capn233 wrote...


If you were having an issue with the DLC it was either that you didn't fix file sizes in the PCConsoleTOC.bin files, or whatever version of the program you used to recompress it introduced errors. Gibbed's original code, which most every one of the modding tools is based on, has some bugs, as do others' code. For very simple things like coalesced modding, this doesn't seem to matter. For DLC modding, this does seem to matter.


I suppose it's that which I primarily encountered, then. Authorization is indeed a non-issue, but in-game I would be greeted by DLC-weapons stats not showing up at all in selection and edited stats still being vanilla if the guns can be selected at all (sometimes would default to the base-weapon of each type rather than the DLC-weapon selected, e.g. Mantis for sniper rifles, Katana for shotguns, etc.). Happened both for the story-DLC as well as the two weapon-packs.

ME3Explorer has had a couple updates since then, guess I could try and see whether latest version plays nice with check/check-and-rebuild (the purpose of which should be to take care of DLC TOC.bin).

#274
capn233

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Which version are you using? I have one from May last year, and one from March. There have been a lot of updates since.

Also, the in game stats displayed on the bars are not the same as the stats it uses for damage. The bars come directly from variables called "statbar..." damage, accuracy, etc.

#275
Chashan

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capn233 wrote...

Which version are you using? I have one from May last year, and one from March. There have been a lot of updates since.

Also, the in game stats displayed on the bars are not the same as the stats it uses for damage. The bars come directly from variables called "statbar..." damage, accuracy, etc.


Mh, it's very much possible I forgot about editing that last go, then. Still doesn't quite explain the selection-errors I mentioned.

I was currently running Version 0107, rev 600. Version I tried to run it before was none too old either (one of the 0106 ones, can't remember which). I'll have a look-and-see whether that will work any better.

EDIT: Right, just gave the Coalesced-editor included with ME3Explorer a go, changes didn't get registered after saving the file as with an earlier version, yet the saved Coalesced ends up a different size than the original. Going to try external Coalesced editor now.

EDIT 2: Nope, won't play along. Size seems okay, nearly same as original, replacement through DLC Editor 2 goes through, first rebuilds and then checks the file-size okay - and in-game, when I want to select the only weapon I edited, the Krysae, it doesn't show the stats (statbar was edited this time around), and selects the Mantis instead in selection.

Modifié par Chashan, 14 février 2014 - 04:47 .