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Fix for N7 Typhoon recoil glitch, plus other stuff


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#1
TheKillerAngel

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Courtesy of Xhantus:

Xhantus wrote...

For the N7 Edition owners, if you're still having issues trying to get this to run because the game won't let you authenticate the Groundside Resistance DLC, there is now a solution courtesy of WarrantyVoider.

Replace the sfar file as stated in the instructions, download WarrantyVoider's ME3 launchers, launch the game using LauncherWV_DLC.exe and voila, no more whining from the game that the DLC couldn't be authenticated.




Note: Owners of the N7 Collector's Edition may not be able to use this mod.


Download here: http://www.mediafire...gj88gfm5ndzfrw4

As some of you may know, the N7 Typhoon in single player has a bug in which the recoil increases sharply with the weapon level. The N7 Typhoon was also affected by multiplayer balance changes which reduced its penetration by 75% and ramped damage multiplier by 50%.

Using ME3 explorer, I have fixed the recoil and undone some of the balance changes, along with adding my own totally OP custom version to the game (honestly though, sans the 100cm penetration and magazine size increase, I believe the Typhoon does need a base damage buff in MP, but that is another matter).

This fix is of course, only available to people with the Groundside Resistance Pack. To use these mods, copy them to the Biogame/DLC/DLC_CON_GUN02/CookedPCConsole directory. Back up your original default.sfar and replace it with any of the packages you like. 

If you are wondering what the .bin files are, they were extracted from the default.sfar so I could mod the stats. Then, they were repacked into the default.sfar. You do not need to do anything with them unless you would like to examine them in ME3 Explorer for your own interest.

There are 3 versions available:

Typhoon with fixed recoil, no other changes
  • Normalized recoil and zoomrecoil
Pre MP Nerf Typhoon
  • Normalized recoil and zoomrecoil
  • Increased base penetration to 100 cm, from 25
  • Increased damage multiplier to 2.0, from 1.5
Typhoon with custom stats
  • Normalized recoil and zoomrecoil
  • Increased penetration to 100 cm, from 25
  • Increased base damage to 66.6-76.8, from 44.4 to 55.5
  • Retained 1.5 multiplier
  • Increased magazine size to 120
  • Spare ammo increased to 480-600

Modifié par TheKillerAngel, 14 juin 2013 - 08:25 .


#2
ElectronicPostingInterface

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Incredibly badass, awesome to see people do stuff like this with ME3 Explorer.

#3
juli4n0liver

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wait, I thought that the SP typhoon had its original stats (the 2X multiplier and the 100cm pen)

#4
Xhantus

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Do the two bin files also go in BIOGame\\DLC\\DLC_CON_GUN02\\CookedPCConsole? I'm asking because there's only the Default.sfar file currently in the folder.

#5
TheKillerAngel

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Xhantus wrote...

Do the two bin files also go in BIOGameDLCDLC_CON_GUN02CookedPCConsole? I'm asking because there's only the Default.sfar file currently in the folder.


The .bin files were for my own purposes in making editing easier, but are also for anyone interested in checking the stats of the weapons or modifying them. You don't need to put them in the directory, since they're just extracted .bin files from the .sfar package. Putting in the directory won't do anything, though.

juli4n0liver wrote...

wait, I thought that the SP typhoon had its original stats (the 2X multiplier and the 100cm pen)


I thought so too, until I looked at the stats. Here are the relevant lines of code that were edited:

"damagemultiplier": [        {          "Type": 2,          "Value": "1.5f"        }          ]


"distancepenetrated": [        {          "Type": 2,          "Value": "25"        }          ]


"recoil": [        {          "Type": 2,          "Value": "(X=0.11,Y=1.11)"        }          ]

"zoomrecoil": [        {          "Type": 2,          "Value": "(X=0.21,y=1.15)"        }          ]


The typhoon has an integral 40% damage reduction when firing but some testing by the MP folks has cast doubt on whether it works.

 "damagereductionamount": [        {          "Type": 2,          "Value": "0.4"        }          ]


Modifié par TheKillerAngel, 29 décembre 2012 - 10:16 .


#6
juli4n0liver

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TheKillerAngel wrote...

Xhantus wrote...

Do the two bin files also go in BIOGameDLCDLC_CON_GUN02CookedPCConsole? I'm asking because there's only the Default.sfar file currently in the folder.


The .bin files were for my own purposes in making editing easier, but are also for anyone interested in checking the stats of the weapons or modifying them. You don't need to put them in the directory, since they're just extracted .bin files from the .sfar package. Putting in the directory won't do anything, though.

juli4n0liver wrote...

wait, I thought that the SP typhoon had its original stats (the 2X multiplier and the 100cm pen)


I thought so too, until I looked at the stats. Here are the relevant lines of code that were edited:

"damagemultiplier": [        {          "Type": 2,          "Value": "1.5f"        }          ]


"distancepenetrated": [        {          "Type": 2,          "Value": "25"        }          ]


"recoil": [        {          "Type": 2,          "Value": "(X=0.11,Y=1.11)"        }          ]

"zoomrecoil": [        {          "Type": 2,          "Value": "(X=0.21,y=1.15)"        }          ]


The typhoon has an integral 40% damage reduction when firing but some testing by the MP folks has cast doubt on whether it works.

 "damagereductionamount": [        {          "Type": 2,          "Value": "0.4"        }          ]



that sounds unnecessary complicated
 

#7
Lykurgos88

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Very nice job, although this just shows how pathetic bioware has become when fans have to fix their game bugs, upgrade textures etc.

#8
TheKillerAngel

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Lykurgos88 wrote...

Very nice job, although this just shows how pathetic bioware has become when fans have to fix their game bugs, upgrade textures etc.


The cause of the glitch was incredibly careless. "Preventing" it is as simple as copy-pasting the X value to the Y value. The zoomrecoil error is even harder to explain because the Y values are wholly different from the X values; at least in the regular recoil error it appears to be a typographical error. 

Modifié par TheKillerAngel, 31 décembre 2012 - 03:19 .


#9
Trylane

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I can't get this fix to work. I've renamed \\Mass Effect 3\\BIOGame\\DLC\\DLC_CON_GUN02\\CookedPCConsole\\Default.sfar to Default.sfar.original. I've put the edited Default.sfar into that directory.

Upon launch, ME3 checks the DLC and complains:
Unable to authorize the listed DLC. Please log into the Alliance Network with the account used to purchase the DLC.
Mass Effect 3: Groundside Resistance Pack

No issue with the original file.
How do I install this fix properly?

#10
TheKillerAngel

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What version of Mass Effect 3 are you using (Collectors Edition, etc)?

#11
Trylane

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Collector's Edition. According to the Configuration Utility, game version is at 1.04.

DLC installed:
From Ashes
M90 Indra Sniper Rifle
Reckoner-Knight
Chakram Launcher
M55 Argus Assault Rifle
N7 Warfare Gear
Leviathan
Alt Appearance 1
Extended Cut
Groundside Resistance Pack
Omega
Firefight Pack
Retaliation
Earth
Rebellion
Resurgence

I have installed the ME3 Hi-Res Project. Do you think it might be interfering? It doesn't seem to tamper with the Groundside Resistance Pack, though. 

#12
TheKillerAngel

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I figured you were using the collector's edition, since some people have reported issues with modifying DLC on that. The easiest way to bypass this error is usually doing something that I cannot discuss openly, but I am very sure there isn't any sort of interference with the Hi-res project.

#13
Trylane

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Understood!

#14
CJMissen

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Managing to modify the Typhoon seems to be as hit and miss as the entire process of modifying DLCs on base line.

I've already started to tweak and see if I can't fix certain things in weapons and the like that I'd like to balance for myself in Singleplayer, but the values don't seem to want to stick in some cases. or in others do the complete opposite of what I wish to do.

(not nerf the gun some more, I'm trying to take it BACK to its former glory, without waiting for Bioware to do it for me when their more or less assured to be busy working on their latest/next DLC cash cow)

do we know of any reason why value modifications won't stick (they stay logged in file but do nothing in game) when modifying DLC content?

#15
survivor_686

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In response to OP:

Thank you! Now...could you fix the Marksman Bug? Or is that out of the question?

#16
TheKillerAngel

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CJMissen wrote...

Managing to modify the Typhoon seems to be as hit and miss as the entire process of modifying DLCs on base line.

I've already started to tweak and see if I can't fix certain things in weapons and the like that I'd like to balance for myself in Singleplayer, but the values don't seem to want to stick in some cases. or in others do the complete opposite of what I wish to do.

(not nerf the gun some more, I'm trying to take it BACK to its former glory, without waiting for Bioware to do it for me when their more or less assured to be busy working on their latest/next DLC cash cow)

do we know of any reason why value modifications won't stick (they stay logged in file but do nothing in game) when modifying DLC content?


One of the issues has to do with ME3 explorer. In some cases you can't directly save a file by overwriting the old one. When this happens, it is better to save your changes as a new file, if that makes any sense.

survivor_686 wrote...

In response to OP:

Thank you! Now...could you fix the Marksman Bug? Or is that out of the question?


I don't think I can do that. The causes of the Marksman bug on Ashley aren't entirely well understood to me.

Modifié par TheKillerAngel, 17 janvier 2013 - 09:10 .


#17
CJMissen

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TheKillerAngel wrote...


One of the issues has to do with ME3 explorer. In some cases you can't directly save a file by overwriting the old one. When this happens, it is better to save your changes as a new file, if that makes any sense.


I manage to save the file as something different, and then proceed to use the modified copy to replace the original file and its values, but it comes back to things changing but not in the direction I hope for, maybe there's something about the typhoon I don't quite have a handle on yet. complexities of damage modifiers perhaps. Any other notes on this particular pain in the ass would be appreciated.

thanks for the reply by the way, don't often get that here.

#18
TheKillerAngel

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What sort of changes are you trying to make? I could see if I can get them working on my end.

#19
CJMissen

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looking at buffing up the damage slightly, (making it hefty, but not one hit kill weapon, I try not to cheat my way through things) boosting penetration back to something like the full 100cm (tossing that one up as could be one of the reasons BW nerfed it to begin with), and the full speed spool up damage modifier from 1.5 to 2.0 I think it was, and limiting the recoil a bit so it can actually be USED when aiming. 

leaving most else as is I think, at least for the moment.

Basically make it an obviously superior weapon to the Ceberus Harrier, as in MP ratings it IS meant to be an ultra rare... redundant as that claim may be considering I don't touch online with a yard stick for the most part.

I don't know the specifics of pre-nerf Typhoon but I know I liked it. the weight spoke for itself in terms of balancing, and still does to my opinion. Hell, if I wasn't keen on balance I could make myself an avenger that does all this and more with a single triggerpull... but where would the fun in that be?

all I've been able to do for in game modification is change what the menu/stat layout says it has on the weapon bench. So in theory the weapon LOOKS like it has fantastic stats next to other weapons but in reality, its been doing no more than normal.

Good test I've been running to see if any modifications have actually been working is up the standard ammo count by a number and see if that translates... always fails in this case where its worked on standard vanilla weapons, even the later DLC unlockable ones. the eagle, valkyrie and the like as you can find them in the standard Coalesced.ini... but on DLC content that you know, we've actually had to download? I know cantankerous parasites more cooperative.



All this however... is basically what you've done already, was just seeing if I could manage it myself, and as a note I DO have the N7 edition but I've been able to find work arounds to the DLC checker... its just fiddly as all hell. I'll pass along if your version works after I try it.

Modifié par CJMissen, 19 janvier 2013 - 02:49 .


#20
CJMissen

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well there you have it, your version works, N7 collectors edition and all... don't know whats going on with my editing but you've managed to do what I couldn't... not that thats saying much.

thanks ( though if you've any ideas how it was happening, I'd like to hear them, setting my sights on the piranha next, and after that the crusader but thats small fry stuff.)

#21
TheKillerAngel

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I'm more interested in how you're getting it to work on the N7 edition and I sent you a PM.

#22
survivor_686

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@TheKillerAngel

One theory floating around is that the new feature for Marksman insta-reloading the ammo wreaks havoc on AI squadmates since they don't carry ammo per say. Hence they're stuck trying reload something that doesn't exist.

#23
TheKillerAngel

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survivor_686 wrote...

@TheKillerAngel

One theory floating around is that the new feature for Marksman insta-reloading the ammo wreaks havoc on AI squadmates since they don't carry ammo per say. Hence they're stuck trying reload something that doesn't exist.


Definitely plausible. I might dig around in ME3explorer to see if anything can be done about that.

#24
ZLurps

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TheKillerAngel wrote...

survivor_686 wrote...

@TheKillerAngel

One theory floating around is that the new feature for Marksman insta-reloading the ammo wreaks havoc on AI squadmates since they don't carry ammo per say. Hence they're stuck trying reload something that doesn't exist.


Definitely plausible. I might dig around in ME3explorer to see if anything can be done about that.


Thank you for the effort. It would be very cool if this could be fixed.

#25
survivor_686

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TheKillerAngel wrote...

I'm more interested in how you're getting it to work on the N7 edition and I sent you a PM.


It works if you use modded coalesced file. There are premodded coalesced version floating out there.