Aller au contenu

Photo

ME3Tweaks ModMaker (OVERRIDE BALANCE CHANGES)


  • Veuillez vous connecter pour répondre
634 réponses à ce sujet

#176
Mgamerz

Mgamerz
  • Members
  • 6 152 messages

 

requesting it as a feature

 

I've actually commited to writing the store editing guide now, and it's about half done. I hope to have it done tonight... there's a ton of stuff to cover and it's really confusing. So far I'm like 5 pages deep (printer page sized) and I've only covered the terminology and how packs and pools work together. I still have to cover the server id's, tokens, card data... etc.

 

The guide covers adding new items (polonium rounds), adding a new level (polonium IV), and making it save to the server. That should cover all of what I know.

 

I have decided I'm not going to add this to modmaker, it'd require redoing a lot of existing work for not much benefit (for clients).

 

Update: basic verison is up, more advanced sometime soon.


  • Terca et 7twozero aiment ceci

#177
Mgamerz

Mgamerz
  • Members
  • 6 152 messages

I have updated the wavelist editor:

  • Added scaling wave randomizer (waves get tougher, but still random)
  • Added faction wave randomizer (swaps waves with others in the same difficulty)
  • Updated original randomizer to not put in enemies clients will not be able to see.


#178
Mgamerz

Mgamerz
  • Members
  • 6 152 messages

Today I enabled about 10 new powers in ModMaker today:

  • Singularity (MP)
  • Shockwave
  • Combat Drone
    • Combat Drone Zap
    • Combat Drone Rocket
    • Combat Drone Shock
  • Geth Prime Drone
    • Shield Drone
    • Shield Drone Rocket
  •  Geth Prime Turret

I also reenabled powers that disapppeared from the list cause of me deleting too much:

  • Escort Drone Zap
  • Escort Drone Shield Restoring

 I have also updated the scaling randomzier to remove lower tier enemies in the higher waves, depending on which difficulty you chose. Bronze is not affected.

 

I additionally uploaded Full Experience Mod since it was removed from Mod Manager downloads and can now be downloaded on the mods page. 

 

Mod Manager 3 Build 31 is required to download mods published from now on as it adds support for extra files that older builds did not support (TESTPATCH namely, but it also now can do SP DLC)



#179
Mgamerz

Mgamerz
  • Members
  • 6 152 messages

Fixed ModManager trying to build it's own PossessionWave list and just use the server's version (so I don't have to make a new build for a fix). 

I currently have the rest of the consumables done, but I'm going to have to update their card data to reflect it... which mean it'll be more work.



#180
Mgamerz

Mgamerz
  • Members
  • 6 152 messages

I haven't updated this thread with all the stuff I've been adding, but here's a roundup of the last week or so:

 

New editable powers

  • Overload
  • Hawk Missile Launcher
  • Sabotage has been upgraded to edit more
  • Combo detonations (biotic/cryo/fire/tech) are now editable
  • Swarmers are now editable
  • Geth prime shield drone and turrets are now editable
  • Snap freeze
  • Siege Pulse

 

All consumables (not gear) are editable.

 

kceSSDy.jpg

QmB8jpG.jpg


  • Terca et Black_Mage aiment ceci

#181
Pearl (rip bioware)

Pearl (rip bioware)
  • Members
  • 7 305 messages
Even though I don't play enough any more to make any use of this, I'm impressed by how well you're supporting it. Very nicely done.

#182
Mgamerz

Mgamerz
  • Members
  • 6 152 messages

So I figured out you can add detonation paramters to powers. I only came across this cause I remember turning on friendly fire mod and having reave hit allies but the power has none defined, which means it inherits the impact parameters (friendly hits/blocked by walls/etc).

 

I added detonationparamaters to reave.... and voila! I can now reave my feet and I'll get a damage reduction. On my zombie mod if I throw cluster grenades at my feet I can become a walking biotic mine.

 

 

Additionally some stats on modding:

  • ME3Tweaks Blog has 350,000 views since opening in early June 2012
  • ME3Tweaks Site has 60,000 views since opening in late September 2014

You can now edit reave with modmaker.

cjuWWEE.jpg


  • KrrKs et Terca aiment ceci

#183
Mgamerz

Mgamerz
  • Members
  • 6 152 messages

You can now shoot your friends in the back with some really sharp knitting needles by editing ballistic blades on ModMaker.

AhLrv5u.jpg


  • Black_Mage aime ceci

#184
Marksmad is waving goodbye

Marksmad is waving goodbye
  • Members
  • 7 861 messages

You can now shoot your friends in the back with some really sharp knitting needles by editing ballistic blades on ModMaker.

 

 

I heartily endorse this product and/or service.



#185
BurningBlood

BurningBlood
  • Members
  • 647 messages

Curse you!

 

Edit:  Wasn't there, at one time, a bug that caused ballistic blades to fire in 360o instead of just 90o?  Let's bring that back.


  • Marksmad is waving goodbye aime ceci

#186
Mgamerz

Mgamerz
  • Members
  • 6 152 messages

Next update to ModMaker will include the following:

  • Quarian Male Fitness
  • Ex-Cerberus Fitness
  • Vorcha Fitness
  • Tactical Scan
  • Flamer
  • Smash
  • Arc Grenade
  • Bloodlust

 

So far I have the Smash, Arc Grenade, and Ex-Cerberus pages done. God damn the fitness pages are a lot of work. Normally each power takes about 4 hours. How I do work for the developer site:

  1. Gather coalesced data, identify uneditable data and scattered data (balance changes, patched data, perhaps only some stats are in MP while the rest come from the SP version), about 20 minutes on average.
  2. Run data through power parser, add to handlers, loaders, publisher, save handler... etc (6 steps). About 20 minutes. Add more for complex powers like singularity.
  3. Tweak publisher to use correct path names if scattered.
  4. Run data through power parser HTML generator. Create page, remove unneeded sections from template page. Identify correct names, variable names, load names, htaccess entries, list page, etc. About 20 minutes.
  5. Use Kalence Character Builder, ME3Explorer to figure out what variables do what for a power. Update all text for rank information. About 1 hour 30 minutes.
  6. Update the save data handler with the newly formed rank information and entry names. Test it. Stress test a little bit to make sure all data is working. About 20 minutes, sometimes longer. Inidicate data that appears to do nothing, make note of balance changes on page... etc.
  7. Test javascript validation. Verify it lines up with the PHP version. About 10 minutes.
  8. Test publisher. Verify mod can compile. Modify publishing entries to their correct areas of the modinfo file that is generated, about 15 minutes
  9. Gather images. Ranges from 5 minutes to about an hour, sometimes need help from someone like Turiathar (thanks!). Depends on how many images I need.
  10. Put all the stuff together, do some testing, fork test, publish test, etc. Basic stuff.

When moving to the public site:

  1. Copy images to public server.
  2. Download the correct source code folders from developer site, delete files that are not in this content upgrade to prevent chances of errors. Takes a couple of minutes.
  3. Delete all mods except genesis from the developer site. Dump new data from SQL tables to dump file.
  4. Extract insert statements, replace mod id's with placeholder value. Run it through the public site's upgrade generator to generate code to use for upgrade. For each power this step adds about 10 minutes.
  5. Merge dump file and new insert statements.
  6. Prepare the new powers list (or whatever is being upgraded), but do not save.
  7. Run data import for SQL on public server, upgrading mods. A few seconds into it, upload all new source files from dev server to public server so forking does not become inconsistent (essentailly a race condition)
  8. Test out pages with specific links.
  9. Test new publish on existing mod, create a new fork, make sure it works. Delete new fork.
  10. Save the new list. Insert news announcing new feature.
  11. Repeat.

 

Fitness powers include the melee attacks. For some reason you can't seem to edit the 4th slot passive... There's no entry for it.

 

Haha wow writing all that gave me a headache... time for a break.


  • JohnBorrows et Marksmad is waving goodbye aiment ceci

#187
DeckardWasAReplicant

DeckardWasAReplicant
  • Banned
  • 1 579 messages

Mgamerz is there any way you could make every enemy in the game look like tom brady? I would switch to the mustard race just to kill him over and over and over and over.



#188
Mgamerz

Mgamerz
  • Members
  • 6 152 messages

Some items don't exist in coalesced... e.g. The vorcha fitness does not have the evolve_shieldregenbonus (rank 5B) value defined, but the pcc has the default values. If I add that value to coalesced, it takes effect. But new sections don't seem to have any effect, e.g. if it's not in coaelsced at all it does not work.

 

Weird. But I suppose I'll add some stats you can't easily edit.



#189
Mgamerz

Mgamerz
  • Members
  • 6 152 messages

I have added the following powers to ModMaker:

  • Quarian Male Fitness
  • Ex-Cerberus Fitness
  • Vorcha Fitness
  • Tactical Scan
  • Flamer
  • Smash
  • Arc Grenade
  • Bloodlust

Additionally I have fixed the batarian slasher adept lash not being edited when modifying lash. For some reason they put lash_shared in MP4 AND MP5, even though lash never appears in MP5. They do this with quarian male too. I don't get why they bothered with this _shared thing, they added it far too late in the game and only make everything more complex. Hell some of their own balance changes don't cover both which proves it was confusing for them too.

 

Also now when you hover over a power in the power list it shows you what kits use that power which is handy.

 

iJ27zrl.jpg

mXfbIkO.jpg

 

 

The images for these nine powers took about 6 hours. Extra work had to be done on the shared ones.


  • 7twozero aime ceci

#190
Mgamerz

Mgamerz
  • Members
  • 6 152 messages

You can now edit the following 5 powers:

  • Biotic Sphere
  • Barrier
  • Hunter Mode
  • Blade Armor
  • Submission Net

Now you can be a drunk krogan like your friends.

FGt1MPW.jpg

 

Or you can hold the line with the asari assets.

EzAHSmT.jpg

 

Additionally I fixed some bugs in the wave editor.


  • KrrKs et Black_Mage aiment ceci

#191
Mgamerz

Mgamerz
  • Members
  • 6 152 messages

I'm back to work on ModMaker... it's slower though. I took a break to give my hands a rest, they hurt even with my wrist braces. I'm trying to get a page or so done when I work on it, so it'll be like at least a week or more before I get the MP3 update out.

 

TLDR: I'm not dead


  • KrrKs, BurningBlood, Terca et 1 autre aiment ceci

#192
Terca

Terca
  • Members
  • 1 397 messages

I wonder if the devs from ME3 multi ever pop by here to see what mistakes or weirdness you found in their code.

 

"Aw hell I remember that. Why did we let Steve do that. Why did I let Steve do that."


  • KrrKs aime ceci

#193
TheNightSlasher

TheNightSlasher
  • Members
  • 6 365 messages

"Aw hell I remember that. Why did we let Steve do that. Why did I let Steve do that."

STEEEEVE!


  • KrrKs et Terca aiment ceci

#194
7twozero

7twozero
  • Members
  • 2 387 messages
Request- adrenaline mod xxxviii

#195
Smehur

Smehur
  • Members
  • 618 messages

I've a silly problem (or maybe not silly, don't know). I wanted to register an account on the modmaker site. When I entered all the info, the site told me that it can't send emails so I won't be getting a verification email (and I didn't). Don't remember if there was something else in that message, I kinda half-ignored it like users do. :) And then when I tired to log in, I was told that I can't because my email isn't verified. What am I missing and/or doing wrong?



#196
Ghost of N7 SP3CTR3

Ghost of N7 SP3CTR3
  • Members
  • 208 messages

I just did a password reset,and got the email.I'm not sure what to tell you.Maybe you should shoot Mgamerz a pm.

 

maybe post here too http://me3explorer.f...tweaks-f33.html



#197
Mgamerz

Mgamerz
  • Members
  • 6 152 messages
I see it. Its a sync error from the developer site. I will fix it today.

Edit: it should still send you the email. Its just displaying the wrong text. I fixed that. Let me know if it doesn't work (try a username with test in it and I'll delete it later)

#198
Smehur

Smehur
  • Members
  • 618 messages

I created the test account and it all went well. Still haven't received the verification email for the non-test account. I'd like to use that user name (same as here), so if it can't be verified, can you please delete it so I can use it again?

 

Thanks, and keep up the good work! :)



#199
Mgamerz

Mgamerz
  • Members
  • 6 152 messages
I don't have SQL access to my server at work but I'll verify accounts that aren't verified in the last couple of days. I'll send out an email too.

Michael

#200
LawShadow

LawShadow
  • Members
  • 211 messages

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