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


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#276
capn233

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Chashan wrote...

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.

Yeah I don't know the version numbers off the top of my head.  The one from March of last year supposedly is the one that repacks DLC the best.

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.

When you make a change in the coalesced editor in ME3Explorer in a section, you have to click the "Save Changes" button in the toolbar first.  After that, then you can save the actual file by hitting the File tree, and then Save.  IIRC this is because the one in ME3 explorer splits the bin files into temporary json files, the "Save changes" button updates the json you are working on, whereas the File > Save button just recreates the bin from the working jsons.

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.

The reason bin files are (almost) never recompressed to the same size as the original bins is simply because the third party compression is not as efficient as Bioware's.  So most of the time if you change more than one bit it will not compress to the same size.  It shouldn't matter that much though.

As for display errors, this is indeed related to DLC editing, it is changing the load priority of the bin files.  The last time I read about this was in regards to femshep's SuperCoalesced mod that would have merged every bin into one file.  This project was abandoned because it did not seem there was a way to get around various glitches.

When I made my mod I was predominantly working with a version where the exe is dated 5/5/2013.  I am not sure what the version number is.  There isn't one dated that way on the sourceforge list over versions.

#277
Chashan

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capn233 wrote...


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.

When you make a change in the coalesced editor in ME3Explorer in a section, you have to click the "Save Changes" button in the toolbar first.  After that, then you can save the actual file by hitting the File tree, and then Save.  IIRC this is because the one in ME3 explorer splits the bin files into temporary json files, the "Save changes" button updates the json you are working on, whereas the File > Save button just recreates the bin from the working jsons.


Palm-to-the-face, argh. Stupid me of course overlooked that.

Will try that then and otherwise see whether one of the earlier ME3Explorer-versions will do the job.

EDIT: It werked! Even without resorting to older ME3Explorer-version, simply used DLC Editor 1 and check-and-rebuild after. Krysae feels a lot more awright as a one-shot RPG. :lol:

Modifié par Chashan, 14 février 2014 - 05:16 .


#278
corporal doody

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i was interested until i read..."Power Using classes will be punished. Weapons are pwnage!"

#279
Chashan

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corporal doody wrote...

i was interested until i read..."Power Using classes will be punished. Weapons are pwnage!"


Nothing's stopping you from bringing powers to the same level, really. Including the couple DLC-ones that are out there, summed the process for editing DLC-sfar Coalesced up as follows:

1) Extract their respective Coalesced.bin from their .sfar via DLC Editor.

2) Open the extracted Coalesced.bin with ME3Explorer's Coalesced-editor.

3) Select one of the .ini shown in the left window. Do the changes in the
.ini you want to change; for weapons, that's weapon.ini, for powers
that's biogame.ini

4) Rather than just go to file > save, you
need to "save changes" on the top left first, otherwise the edits within
the .ini are not saved to file. You are then free to save those changes
to the Coalesced.bin's name through file > save.

5) Open up the DLC .sfar again via DLC-Editor; select the DLC's Coalesced.bin and replace it with the edited one.

6) Finally, have the .sfar checked-and-rebuilt via DLC TOC.bin updater. Edits should be in-game and good to go then.


Modifié par Chashan, 21 février 2014 - 07:27 .


#280
shadow2761

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does this mod make ME3 much harder? I want a real challenge, insanity is far too easy. 



#281
capn233

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does this mod make ME3 much harder? I want a real challenge, insanity is far too easy. 

 

It's a bit outdated since there have been multiplayer balance changes ported into SP with the last patch (which override some of the values).  That was part of why I made one that altered those bins and required WV's launcher.



#282
perfectstranger84

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Ehm, hi guys. I stumbled upon this mod when i thought i'd like to make game harder.
 

It's a bit outdated since there have been multiplayer balance changes ported into SP with the last patch (which override some of the values).  That was part of why I made one that altered those bins and required WV's launcher.

So i see that it does not affect properly some post-patch things and DLC things, and I see some guys like you have edited the mod themselves. I know how to edit the file and what can i do with that, but I highly doubt I wll make things balanced enough and don't screw up. Can anyone just send here such an Coalesced.bin with kinda "upgraded" mod? I would be very grateful.



#283
capn233

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Sorry for the late reply, I had a thread here where I was trying to mess with the game.  It used mod manager to inject

 

http://forum.bioware.../?hl= operative

 

But as for being worried about balancing the game, it will all be subjective so it isn't like you can really screw it up necessarily.  For instance, in the base game at release the Revenant was relatively heavy, but had mediocre damage and terrible accuracy.  So how do you balance it?  Up the damage, increase the accuracy, or drop the weight?  For MP they did the last option, which I thought was the worst.

 

In any case, the simplest edit you can do to make the SP campaign more difficult is just change a few things in the difficulty handler.  Open up coalesced and look in "biodifficulty.ini."  The first section ("sfxgame.sfxdifficultyhandler") is the for SP difficulty settings. "level5difficultydata" is Insanity.  You can start there.  Here is what will make the biggest differences, in relative order IMO:

 

PlayerShieldGateDuration -> set to 0.05 or less

PlayerHealthGateDuration -> set to 0.05 or less

 

PlayerShieldRegenDelayFromPartial -> increase (time to start regenerating shields when only partially damaged)

PlayerShieldRegenDelayFromDestroyed -> increase (time to start regenerating shields when they are completely gone)

 

Really those four things by themselves can transform the game with the right modifications, but there are a couple more possibly worth looking at

 

NoCoverDamageBonus -> increase (this is the extra damage enemies do to you when you are out of cover, it is "40%" by default)

OutAIDamageScale -> increase (this is the damage multiplier for Insanity.  It has two values and starts with the X when Shepard is Level 1 and goes to Y as Shepard goes to 60).

MaxEnemyShieldRecharge-> increase (each unit with shields has this variable, it is the max amount they can restore after you drop their shields if you leave them alone)

AIShieldRegenDelay-> decrease (time for enemy to regen shields after they stop taking damage.  In combination with above you can make shielded units a lot tougher by setting their recharge to 1.0 and regen times to a small amount of time in seconds.)

AIArmorDamageReduction-> increase (the flat damage reduction of yellow armor.  Keep in mind that increasing will further make many automatics useless vs armor).

 

The only thing in there perhaps worth making "easier" is AIEnergyShieldGatePct since default is 100% and that was a bad weapon balance choice, IMO.  There are also enemy health and shield values which you could increase.  They will also be on a range since they scale with Shepard's level.  Setting the just the upper number to say Platinum levels will make the latter game more difficult without changing much at the beginning.  Alternatively, if you set both to the same amount so there is no scaling, that makes the early game relatively more difficult.

 

Otherwise without going through all the powers or weapons, the other place to take a peek is in "bioai.ini"  The main thing I might mess with here is "interpenemylocspeed" which is the foundational variable for enemy AI.  Lower means AI gets your location more frequently and they lock on you faster.  To figure out the actual lock time, you need to know this variable and the actual framerate in game.  With default speed of 20 and 60fps, lock time is 3s.  If framerate is 30fps, it is 6s.  The rest of the variables mostly have to do with how soon they can detect you, and messing with them can make them do snap turns or start firing at you before they are even turned around, so I wouldn't mess with them much.  The one other variable in this section that might be worth modifying though is "maxnumaggressive" which is the total number of units that might bum rush you at once.


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