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ME3Tweaks ModMaker (OVERRIDE BALANCE CHANGES)


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#201
Mgamerz

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Hi,

Thank you for your work on the mods for ME3,

I am interested in using this mod however i do not want to fiddle to much i have a couple of questions if you dont mind answering them that would be great.:

1- Is it possible to use the Chakram Launcher and only the chakram launcher + polonium rounds in PUG matches?

2- Can i disable the full experience mod in game (ie not restart the game and opt for disabling full experience mod) so i can join or host pug matches?

3- Do my friends also need to have the full experience mod in order to play the modded ME3 or can they just join my lobby?

4- Will i get the dreaded "DLC error verification message" while using this mod?

5- I tried to find a simply mod or even a coalesced change to be able to use the Chakram Launcher in multiplayer is there a simple way in using this weapon without fiddling to much with files and be able to use it in pug matches without a problem?

Thx in advance

1. Yes it works fine in MP. With chakram make sure to uneqip and exit the weapons screen and then reequip it or you may get an infinite loading screen as it bugs out and gives you no gun.

2. No, all mods require a game restart as coalesced files are read into memory at game startup so it won't make a difference if you swap it later.

3. No, but to join nonstandard maps will require you to start the match and have them join in progress or you can't select the extra maps.

4. If you don't use a dlc authorizer, but modmanger installs one when compiling modmaker mods if it doesn't detect one. Start game will auto launch the authorizer.

5. I wrote a multiplayer store editing guide, I think I covered adding chakram (reckoning). I may not have... can't recall. But no its a dlc edit and a bit complex if you don't know what you're doing. I think its 3 lines but where they go takes some discovery.

#202
Excella Gionne

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You can use Chakram Launcher without the mod, but you need to be host to enter it into the command console. It'll be level X if you got it to level X with the mod, but you won't have mod attachments. I know for a fact that in the SP, if you have mod attachments on a weapon and you give that weapon to anyone on the team including yourself, it won't have attachments on it, but entering it in again will place the attachments on it.

#203
LawShadow

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Thanks Mgamerz.

 

Just to be sure regarding answer 1 and 3,

 

With the full experience mod i can still host pug matches as long as they are not non standard maps correct? I presume you can chose between non standard maps and the standard maps as shown in regular pug matches...

 

Lastly with the Chakram Launcher i can host pug matches emphasis on pugs and still use the weapon as long as i chose standard maps correct?

 

Actualy i am only interested in the Chakram Launcher (but doing those old maps like glacier and white can be fun).

 

I will read through your site and video to have a better idea.

 

Thank you.



#204
LawShadow

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You can use Chakram Launcher without the mod, but you need to be host to enter it into the command console. It'll be level X if you got it to level X with the mod, but you won't have mod attachments. I know for a fact that in the SP, if you have mod attachments on a weapon and you give that weapon to anyone on the team including yourself, it won't have attachments on it, but entering it in again will place the attachments on it.

 Hi thanks for the reply,

 

Can you provide how this is done (what steps are needed) in multiplayer what should i do to get the weapon in multiplayer?

 

Thanks in advance.



#205
7twozero

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Once any mod is installed from his site, the chakram launcher will drop in packs like the other weapons.

#206
Excella Gionne

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 Hi thanks for the reply,

 

Can you provide how this is done (what steps are needed) in multiplayer what should i do to get the weapon in multiplayer?

 

Thanks in advance.

You can download the Mod from Mgamerz site. The method I was talking about only grants temporary use of it. My method only allows you to equip it when you are out fighting in a match. It must be entered during the match and not in the lobby. If you enter the command: giveitem self reckoning which is the command to give yourself the Chakram Launcher, it will replace any current assault rifle you have equipped for the duration of the match.



#207
LawShadow

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Hi there,

 

Well i downloaded the ME3Tweaks ModMaker and did all that was contained in the tutorial video (extracting etc) including placing the LauncherWV.exe tool to the Mass Effect 3 Binaries directory. I made a backup as shown in the video i also downloaded the MPunlocker for the Chakram launcher and added them so next step was selecting the MP Unlocker and then i was greeted by this error message:

 

"Faled to process mod install. Some parts of the install may have succeeded. Turn on the debugging via help>about and check the log file."

 

Im using Windows 7 and a original Mass Effect 3 game on cd.

 

At this point i don' t know what to do....

 

Any help is appreciated thanks



#208
akots1

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It might happen if you have a mod for an earlier version of Modmaker. Sometimes, they fail to install in version 3. Can you install other mods?



#209
Mgamerz

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Hi there,

Well i downloaded the ME3Tweaks ModMaker and did all that was contained in the tutorial video (extracting etc) including placing the LauncherWV.exe tool to the Mass Effect 3 Binaries directory. I made a backup as shown in the video i also downloaded the MPunlocker for the Chakram launcher and added them so next step was selecting the MP Unlocker and then i was greeted by this error message:

"Faled to process mod install. Some parts of the install may have succeeded. Turn on the debugging via help>about and check the log file."

Im using Windows 7 and a original Mass Effect 3 game on cd.

At this point i don' t know what to do....

Any help is appreciated thanks

Are you talking about Mod Manager with 'MP unlocker' mod(this is a mod manager 2 version of that mod now its multiplayer unlocker, or similar. not just MP)
Typically this means one of the DLC is missing or something went wrong and the log file should show what the issue is.

Also to install the dlc authorizer just do it via the menus. That video is likely outdated. Make sure you're on Mod Manager 3 (2 is now unsupported)

To get the log file:
You should go to help>about>check debugging.

Then close and restart mod manager, reproduce your problem, close mod manager, and upload the last_me3cmm_run.text file yo something like pastebin.

Please don't do anything outside of reproducing the problem during that session as it adds extra stuff to the log file.

#210
LawShadow

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Thanks for the help Mgamerz,

 

I used an older version Modmaker 2.0.2 and lo and behold i could use either the full experience mod or the MP-unlocker mod i then could buy the polonium rounds and the Chakram Launcher. Another thing one of my friends on Origin used the same Modmaker 3 and got the exact same error message. He then to used the Modmaker 2.0.2 and now he can use the chakram launcher and polonium rounds as well...

 

Maybe we did something wrong because everything is "copied" from the video which you say is old and outdated.

 

What is the correct way of installing the Modmaker 3? Could you give me the correct steps i know maybe to much to ask...but if you can: please all the steps from extractings etc...in simple layterms this would be very much appreciated and i am a moderate skilled guy if its about programs installing but im no expert.

 

Is it wise to remove the modmaker 2.0.2 and then use modmaker 3 (if succesfull) will it not mess up the files?

 

I have seen more nice mods that i want to try out driving the atlas (only host must do that) and hack all things but thats only for version 3 sadly...it realy gives people a reason to play me3 again and im having a blast with the chakram now trying more mods will be even more fun.

 

Can i use the MP-unlocker for V2.0.2 and drivable atlas mod at the same time or should i only use one mod at a time?

 

Many thanks in advance.



#211
Mgamerz

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If you can attach the log file I will look into it.

You cannot mix the drinkable Atlas mod with anything except mods that lower the glass cockpit health of the Atlas. Otherwise it never breaks and nullifies the mod.

Installing mod manager 3 is as simple as just extracting the items to a folder. It should work with Mod Manager 2 mods, I haven't seen any issues with them, but some might. Before you migrate to mod manager 3 you should revert all your DLCs with the restore menu so MM3 will know what is original.

What video are you referring to?

#212
LawShadow

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Hi Mgamerz,

 

I tried this video first:

 

 

This failed with mod manager 3 with the above directions on the above video.

 

Then i tried the older version of Mod manager 2.0.2 which was a success.

 

Then i found this video which is different then the above video the second video is about installing the Mod manager 3:

 

 

I followed all the instructions

 

- download the mod manager 3

- extract it on my desktop

- open my mass effect 3 folder in C: (x86) and go to the correct folder as shown in the video

- i then put the extracted folder of mod manager 3 into the correct folder of me3 in C:

- followed the other steps like in the video ie update base data files and backup my game.

- install launcher wv via tools.

- i then tried to use one of the mods on the left like hack all things and then a pop up  but after 3 to 5%

 

and yet i get the same error message:

 

"Failed to process mod install. Some parts of the install may have succeeded. Turn on the debugging via help>about and check the log file."

 

How do you check a log file via debug?

 

Edit: everything is messed up now so il delete my me3 game and reinstall which was as if nothing happened so i got my vanila game with everything i had.

 

Thanks in advance



#213
LawShadow

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Hi Mgamerz ive send you a PM since that is more suitable then being kind of offtopic on this thread.



#214
Mgamerz

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Hi Mgamerz,

 

I tried this video first:

 

 

This failed with mod manager 3 with the above directions on the above video.

 

Then i tried the older version of Mod manager 2.0.2 which was a success.

 

Then i found this video which is different then the above video the second video is about installing the Mod manager 3:

 

 

I followed all the instructions

 

- download the mod manager 3

- extract it on my desktop

- open my mass effect 3 folder in C: (x86) and go to the correct folder as shown in the video

- i then put the extracted folder of mod manager 3 into the correct folder of me3 in C:

- followed the other steps like in the video ie update base data files and backup my game.

- install launcher wv via tools.

- i then tried to use one of the mods on the left like hack all things and then a pop up  but after 3 to 5%

 

and yet i get the same error message:

 

"Failed to process mod install. Some parts of the install may have succeeded. Turn on the debugging via help>about and check the log file."

 

How do you check a log file via debug?

 

Edit: everything is messed up now so il delete my me3 game and reinstall which was as if nothing happened so i got my vanila game with everything i had.

 

Thanks in advance

Go to Help>About. Check the checkbox for mod debugging and then close Mod Manager. Open it, reproduce your error, and close Mod Manager. Copy the contents of me3cmm_last_run_log.txt to pastebin.com and send me the link once you post it. The log will tell me what error you are getting.

 

As long as you've backed up your DLC with Mod Manager you can use the Restore menu in Mod Manager 3 to restore all of it. It makes a completely separate copy. The whole point of it is to bypass redownloading the DLC again.



#215
LawShadow

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Ok i have Mod Manager 3 working as i have suspected i did not used the requirements on the site but straight up followed the video tutorial which is my mistake. But all seems to work now.

 

Driving an Atlas is fun and hilarious but...its more of a gimmick by the time you enter the Atlas its health is pretty low specialy on platinum there are times you can use the atlas longer though if there are no enemies in close proximity this means long range attacks with the barrel and rocket, i even went to the extraction point in wave 11 to act like a shield lol.

 

It seems kills that you made with the Atlas are not registered correct?

 

Maybe increase its health while your in? Is there a command line to replenish Atlas health to full while your inside just like there is a command for "skipwave"?

 

I think the drivable Atlas can not sync enemies is this correct?

 

Other then that there are some bugs with this Atlas mod but its ok and fun.

 

Thanks



#216
Mgamerz

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Ok i have Mod Manager 3 working as i have suspected i did not used the requirements on the site but straight up followed the video tutorial which is my mistake. But all seems to work now.

Driving an Atlas is fun and hilarious but...its more of a gimmick by the time you enter the Atlas its health is pretty low specialy on platinum there are times you can use the atlas longer though if there are no enemies in close proximity this means long range attacks with the barrel and rocket, i even went to the extraction point in wave 11 to act like a shield lol.

It seems kills that you made with the Atlas are not registered correct?

Maybe increase its health while your in? Is there a command line to replenish Atlas health to full while your inside just like there is a command for "skipwave"?

I think the drivable Atlas can not sync enemies is this correct?

Other then that there are some bugs with this Atlas mod but its ok and fun.

Thanks

once the shield is down armor piercing head shots can kill the pilot and keep the glass intact, the javelin works best. The bugs are because it does not replicate events to clients so them getting in glitches them. There is no command to replenish HP. I made the glass have like 1000 health so it wasn't super easy to get in. And no it cannot sync. It can melee though.

Kills with the atlas count but it has no "pretty name" so it doesn't come up in the kill feed. All non MP weapons besides chakram and the hydra missile launcher do this. Technically it could be fixed but it doesn't work that well... E.g. Clients with a mod maker host see the Guth turret as Jedore over loudspeaker, lol.

#217
LawShadow

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Hi,

 

If i chose say for example "end game" mod or "hack everything" i lose the oppertunity to equip the Chakram Launcher which i already have at x with Mpunlocker. I know you can put the command "giveitem self reckoning" via console command but with no attachements or specific ammo type. Is there a way to always have the ability to use the chakram launcher in any mod that i use with all the attachments? Since mixing modmanager mods is a no go...

 

Thx



#218
Mgamerz

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Hi,
 
If i chose say for example "end game" mod or "hack everything" i lose the oppertunity to equip the Chakram Launcher which i already have at x with Mpunlocker. I know you can put the command "giveitem self reckoning" via console command but with no attachements or specific ammo type. Is there a way to always have the ability to use the chakram launcher in any mod that i use with all the attachments? Since mixing modmanager mods is a no go...
 
Thx

Unfortunately no.

#219
bauzabauza

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Hi,

 

If i chose say for example "end game" mod or "hack everything" i lose the oppertunity to equip the Chakram Launcher which i already have at x with Mpunlocker. I know you can put the command "giveitem self reckoning" via console command but with no attachements or specific ammo type. Is there a way to always have the ability to use the chakram launcher in any mod that i use with all the attachments? Since mixing modmanager mods is a no go...

 

Thx

 

well if you want that you need do some old fashion Space Magic  :wizard: to merge mods



#220
LawShadow

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Unfortunately no.

Ok thanks,

 

And thanks for all the help you provided for me much appreciated.



#221
LawShadow

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well if you want that you need do some old fashion Space Magic  :wizard: to merge mods

 

Well...im not even a student of Space Magic so i would probably mess up things il stick with the regular mods but thx anyway :lol:


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#222
Mgamerz

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To add chakram launcher (assuming its unlocked and in your inventory) you just need to create a type 3 for "reckoning" at the end of the uniqueids list. This appears to be the I'd of how that gun is flagged in the server db/save file. They type 4 it out in all the DLCs (subtract) but if you add it after the subtraction it just readds it. You can see a big list at the top of most biogame files.
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#223
Dalakaar

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Tried registering for the site a several hours ago. Haven't gotten any confirmation emails yet. Tried it twice on two different outlook accounts. Seems a bit odd? Checked my junk folder, no dice on either account.



#224
Mgamerz

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Since my site isn't "big" my automated emails are blacklisted by some email providers. Give me your username and I'll send you a link to your email.
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#225
Dalakaar

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Since my site isn't "big" my automated emails are blacklisted by some email providers. Give me your username and I'll send you a link to your email.

Dalakaar

 

Dalakaar@hotmail.com

 

Cheers :)