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ME3Tweaks ModMaker (OVERRIDE BALANCE CHANGES)


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#401
Tonymac

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These two mods, along with the automatic Reactor activation, drastically increase the challenge of these two maps.  GGs

Funny, I have had those games where it always rains INDOORS, and those games are a beast.


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#402
Mgamerz

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I played it, it wasn't too bad. Once you die in the reactor once you get used to it. It makes the map better IMO than letting people actually troll you. Mixing always rain and rain health damage is pretty evil though.

Another mixin:
Glacier Hazard - Super Saiyan Bees (0 damage to make angry. Once angry always angry)

Full list http://me3tweaks.com/mixins
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#403
Mgamerz

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I made a new MixIn (this one probably won't be distributed) where the reactor kills anyone inside it if they go down.

 

Host will be fully dead. Clients will be down but can gel to get up but cannot be revived. It's pretty cool but a bit too trolly.


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#404
JRandall0308

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Glacier Hazard - Super Saiyan Bees (0 damage to make angry. Once angry always angry)

 

How do the bees' damage work when angry vs. normal? Do they actually do more damage when angry, or just have a bigger area of effect?

(I'm talking normal non-modded bees but interested in any changes you've made also.)


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#405
Salarian Master Race

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How do the bees' damage work when angry vs. normal? Do they actually do more damage when angry, or just have a bigger area of effect?

(I'm talking normal non-modded bees but interested in any changes you've made also.)

 

Get back on PC and come find out!



#406
Mgamerz

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So I have a mixin that makes the Banshee warp behind you when nearby instead of in front of you. It's the same action as the Banshee does when trying to get behind you while you are in cover (as the front is blocked).

It's incredible how much harder it makes her. It's also incredible how much more effective in terms of combat strategy it is for her.
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#407
7twozero

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You've stepped over the line from mad scientist to bond villain.
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#408
Mgamerz

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More MixIns

Engineer - Repair any armored enemy
Engineer - Deploy Turret Anywhere
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#409
Mission_Scrubbed

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Engineer - Deploy Turret Anywhere

 

:lol: This is going to be fun...


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#410
Tonymac

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:lol: This is going to be fun...

Lets set the max number of deployed turrets to hmmmm, lets say 20?


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#411
Mgamerz

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If you put 20 engineers there are 20 turrets.

They are capped at 2 per engi.

#412
Tonymac

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so that's 10 engineers, and 20 nut shredders.   Got you.


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#413
frank_is_crank

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Just pray to have at least one sabotage user with low cooldowns in your team.


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#414
Mission_Scrubbed

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Ok - Banshees ignoring pathfind is amazing. Makes them waaayy deadlier.


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#415
Mgamerz

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I have a stream of the Turret wave of zombie mod. Twitch is being stupid and won't export it to YouTube.

Long story short: 15 Turret all in a row
4 dead bodies laying next to each other

I made banshees ignore pathfinding so they would get into areas they shouldn't on my gravity mod. Like the top ring on thessia or the spawn boxes on ghost. Makes they say more terrifying when they can get up to you.
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#416
Mgamerz

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New MixIns:

 

 - Engineer's Turret's don't auto-explode after a while (they will requre you to kill them)

 - Every SFXPawn can gib

 - Every wave is objective*

 

* has to be used carefully with assassination objective


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#417
frank_is_crank

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New MixIns:

 

 - Engineer's Turret's don't auto-explode after a while (they will requre you to kill them)

 

Is there a cap on how often Sabotage can be used on them? If so, you should mod Sabotage so that I can assume control of the turret over and over...



#418
Mission_Scrubbed

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 I don't know if this is the right place, but I'll ask anyway:

 

1) Why it has to be a Banshee in wave 11 Platinum Collectors? Trying to get rid of her results to some kind of error.

    Also, I want to create an Abomb mob and for the life of me, it's not working. I've set maximum possessions (20) and interval (1 sec).

    Abombs are set to default enemy (number of enemies 12) for the wave and I'm still getting low possessed units.

2) Altering weapons is not working off-host. I've tried to balance the Revenant (Rof to 800~850 = sounds like a true machine gun) and it

    stays the same. Although I've successfully Krysae'd the Reegar. 

3) Changing Tactical's cloak minimum cooldown (3sec = absurd) to 8 seconds created a humongus cooldown on the host.

4) How difficult it is to mod Gear? (Armor Compartments :sick: ).

5) Is it possible for ModMaker to have a full reset button to revert to defaults?

 

Thanks for your good work.



#419
Mgamerz

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I don't know if this is the right place, but I'll ask anyway:

1) Why it has to be a Banshee in wave 11 Platinum Collectors? Trying to get rid of her results to some kind of error.
Also, I want to create an Abomb mob and for the life of me, it's not working. I've set maximum possessions (20) and interval (1 sec).
Abombs are set to default enemy (number of enemies 12) for the wave and I'm still getting low possessed units.
2) Altering weapons is not working off-host. I've tried to balance the Revenant (Rof to 800~850 = sounds like a true machine gun) and it
stays the same. Although I've successfully Krysae'd the Reegar.
3) Changing Tactical's cloak minimum cooldown (3sec = absurd) to 8 seconds created a humongus cooldown on the host.
4) How difficult it is to mod Gear? (Armor Compartments :sick: ).
5) Is it possible for ModMaker to have a full reset button to revert to defaults?

Thanks for your good work.

Almost all gear is balanced so you can do maybe three gear, the rest are locked.

I don't know what you mean by some kind of error.

Define how abom mob is not working.

Modding is meant for on host so off host lots of things will not work. It's just how the game is designed. Powers will sync most things, weapons will not. To test to defaults just fork genesis again. If you are not host almost nothing will work as host values will override yours.

Cloak has some weird thing where it divides by how long you did it for I think. If it's very early you get like the maximum cooldown time which is like 5 minutes.

I'd need your code to help on some of these issues.

@frank read the MixIns list. http://me3tweaks.com/mixins
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#420
Mission_Scrubbed

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I'd need your code to help on some of these issues.

 Pm sent.

 

Also I forgot: Is there a way to change mesh and textures between kits? I'd kill for my female HSol to look like Infil/Engineer. Anything I've messed up with ends up crashing the game. :unsure:



#421
Mgamerz

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Not with anything on ModMaker, I don't do mesh texture modding. Seems pointless to me.

#422
Mgamerz

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Issue fixed in wave editor where once you set a 5th enemy it will always appear even if you lower the amount of enemies.

#423
Black_Mage

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If you put 20 engineers there are 20 turrets.

They are capped at 2 per engi.

 

 

so that's 10 engineers, and 20 nut shredders.   Got you.

 

I blame the education system.



#424
Mgamerz

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4 new Mixins:

- Everything can be meleed (by the AI)

- Everything can be synced (1 + 2) (including players and enemies)

- Geth Juggy's heavy melee will sync any enemy now. use on a turret for a good laugh

 

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#425
Ghost Of N7_SP3CTR3

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The Husk,abom,and Guardians mod is more like the old MP4 zombie mod,just a shitload of like enemies every wave.Fun,but not what it says it is.