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The Vindicator AR is now Semi-Automatic.


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#1
Iclonic

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 Oh yes, you heard that right.  Changed my Vindicator into a Semi-Automatic rifle!  

I'm not sure my changes will effect MP, and will not be playing until I sync my cloud data to correct my changes.  

I also increased the Damage for the round to deal (X=257.4, Y=274.4)

Original three round burst was at:  (X=68.6, Y=85.8)

I made the damamge so high because I figured...hey, if all my rounds hit home, it would equal 257 to 274 damage.  

The Vindicator is now even more fun to play with.

Topping that, I gave Tali an AR, along with Garrus.

Both amped their damage stats from 0.3 to 1.0! (Means they do as much weapon damage as Shepard)
:D

We Own.  Though I only play on Insanity. (I still die a lot, so maybe I don't own so much) :P 

Anybody want to be let in on this little game change? :wizard: 

#2
ElectronicPostingInterface

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How'd you edit the game to give the squadmates new weapon types?

#3
Iclonic

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PKchu wrote...

How'd you edit the game to give the squadmates new weapon types?


Well, first you need to get  into the Games Coalesced.bin file.

You can get a spcial reader program that reads the file. 

From there, the Program (Made spcifically for this purpose (And easy to use) becomes your own little playground.

I could make the gun shoot 24 rounds all at once if I wanted to.  
I could make Tali carry a Sniper rifle.  

I'll help you if you want! :)

#4
ElectronicPostingInterface

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Ah, yeah I already have that and have tinkered with it. I was just wondering where in the .ini you could edit that value - didn't see it in the modding thread or when I looked through the .ini earlier.

#5
TookYoCookies

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Nice.

I had my ME3 edited, so the Valkyrie had a 32 round clip, and gave it a faster recoil decrease time (i wanted it to behave more like the AN-94 from Battlefield 3) but higher initial recoil. I also increased the clip size on the viper so its 10 rounds as apposed to 6 to behave more like the mk11 from BF3.

I've been trying to find a way to make the M-37 Falcon work as it looks.. By that i mean make the top barrel actually do something, like shoot... Bullets.. Like an AR does.. Basically ive been trying to make it behave like integrated over/under barrels, top being a regular assault rifle, and the under barrel firing the 30mm grenades.

I want the top to behave like a slightly more powerful, 30 round, locust, given it has a built in Grenade launcher (dont want it to be OP), but i have yet to be successful in finding a way to give a gun 2 toggle-able firing modes.

#6
Iclonic

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PKchu wrote...

Ah, yeah I already have that and have tinkered with it. I was just wondering where in the .ini you could edit that value - didn't see it in the modding thread or when I looked through the .ini earlier.


i will tell you later tonight how to do it! I just need to get home from work. :)

#7
ElectronicPostingInterface

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Thanks. : D

#8
Dark Satris

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i would be interested in this, however would said program work with 360? ( i know some ppl mod their sp game on 360, want to know is this might work)

#9
Iclonic

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TookYoCookies wrote...

Nice.

I had my ME3 edited, so the Valkyrie had a 32 round clip, and gave it a faster recoil decrease time (i wanted it to behave more like the AN-94 from Battlefield 3) but higher initial recoil. I also increased the clip size on the viper so its 10 rounds as apposed to 6 to behave more like the mk11 from BF3.

I've been trying to find a way to make the M-37 Falcon work as it looks.. By that i mean make the top barrel actually do something, like shoot... Bullets.. Like an AR does.. Basically ive been trying to make it behave like integrated over/under barrels, top being a regular assault rifle, and the under barrel firing the 30mm grenades.

I want the top to behave like a slightly more powerful, 30 round, locust, given it has a built in Grenade launcher (dont want it to be OP), but i have yet to be successful in finding a way to give a gun 2 toggle-able firing modes.


I'm still not completely familiar with all of the codes. I wish I could bring the ME2 avenger back. I just don't know how to increase rate of fire. :/

#10
Iclonic

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1.)  Locate Bioweapon.ini
2.)  SFXgame
3.) SFXgamecontent
4.) SFXweapon

5.) From there, you can change the damamge type, rate of fire, number of rounds per burst, etc.  

:wizard:


#11
EvilIguana966

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You seem to have a bit of knowledge on the subject of editing weapon attributes. I am attempting to make a semi-automatic weapon, the Mattock, into a fully automatic one that just lets me hold mouse1 down to fire.  I thought that the weapons
that were semi or burst fire all had the "roundsperburst" attribute
while the fully auto ones did not, so I removed that attribute. That
turned out to be an inaccurate observation and at any rate did not
change the way the mattock works at all as far as I can see.  Any idea what I would need to do to achieve my goal?

Modifié par EvilIguana966, 18 octobre 2012 - 04:27 .


#12
ElectronicPostingInterface

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Is Bioweapon.ini where you edit what squadmates can carry?

#13
Iclonic

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PKchu wrote...

Is Bioweapon.ini where you edit what squadmates can carry?



ill tell you later today when I get home from work. lawl. I'm going to have to scrounge around. I forgot where exactly. 

#14
Iclonic

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EvilIguana966 wrote...

You seem to have a bit of knowledge on the subject of editing weapon attributes. I am attempting to make a semi-automatic weapon, the Mattock, into a fully automatic one that just lets me hold mouse1 down to fire.  I thought that the weapons
that were semi or burst fire all had the "roundsperburst" attribute
while the fully auto ones did not, so I removed that attribute. That
turned out to be an inaccurate observation and at any rate did not
change the way the mattock works at all as far as I can see.  Any idea what I would need to do to achieve my goal?



You know, I'm still learning myself. I'm trying to change the vindicator to full auto but 
Can't seem to find the right....calibration. :police: Ill figure it  out and tell ya when I do. 

#15
saltisgood

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PKchu wrote...

Is Bioweapon.ini where you edit what squadmates can carry?


Nah. biogame.ini/ sfxgame/ sfxplayersquadloadoutdata/ henchloadoutinfo

Haven't tested it but that's what it seems like.

#16
ElectronicPostingInterface

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Thanks SaltisGood. You're always in the shadows. Helping me out. <_<

#17
Iclonic

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EvilIguana966 wrote...

You seem to have a bit of knowledge on the subject of editing weapon attributes. I am attempting to make a semi-automatic weapon, the Mattock, into a fully automatic one that just lets me hold mouse1 down to fire.  I thought that the weapons
that were semi or burst fire all had the "roundsperburst" attribute
while the fully auto ones did not, so I removed that attribute. That
turned out to be an inaccurate observation and at any rate did not
change the way the mattock works at all as far as I can see.  Any idea what I would need to do to achieve my goal?



You know, I'm still learning myself. I'm trying to change the vindicator to full auto but 
Can't seem to find the right....calibration. :police: Ill figure it  out and tell ya when I do.