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ME3Tweaks ModMaker (OVERRIDE BALANCE CHANGES)


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#251
Mgamerz

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Any new host will sync all variables. Static variables, such as gravity, are still resynced every couple of seconds.

Updated the gallery and control pane boxes. Now they are not as hideous to look at.

Fixed initialstartdelay from not saving

 

In the next couple of days a couple new powers that I left unfinished on the dev server should be ready for me3tweaks (annihilation field, dark channel, homing grenade). A couple of more unfinished ones are devastator mode, multi frag grenade, and shadow strike. 



#252
Mgamerz

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I'm looking for people to help me finish the ME3 MP powers. In my mod manager tool I have lots of code generation tools that would make it easy to generate pages and backend for the other powers. The only thing that really takes work is figuring out what variables do (theres a naming scheme so its not too hard) and removing balance change lockouts. Also determining reasonable limits on values (such as not allowing some things to be zero). I've worked with a few others that sped it up. Image taking has been done by people like crashsuit.

The reason I cant really do this is cause at like 4 hours a piece by myself along with precarpal tunnel its not really feasible for me to do any real new work.

#253
Fuenf789

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I imagine some with me3 license on a PC would be the minimum entry criteria to test/run ? Maybe you can elaborate your expectation by example...

#254
Mgamerz

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Yeah I'll write a post about it when I get some time tonight.

#255
7twozero

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That one mod we played is coming along pretty good, can't remember the name but it's tough. You need a good team plus a little luck on top to make extraction.

#256
Mgamerz

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insanity challenge (modmaker). It's still nowhere as good as insanity challenge classic. I can't seem to figure out why either. 

 

Maybe I should make a wavelist reader that can update my DB... I can just use the exact wavelists from insanity challenge.

 

Interesting developments in script modding on ME3Explorer forums, http://me3explorer.f...78.html#p17878 

Assuming heff gets a script compiler working (of any sort, i doubt it'll be perfect) script editing will be way eaiser. It's not in reverse logic like the current ME3Explorer one is, which makes things confusing as hell to read. Already founds some goodies (like console commands)


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#257
7twozero

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Holy crap there's some good console cheats in there.

#258
Mgamerz

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Holy crap there's some good console cheats in there.

I've known about them for years but I never disclosed them. I probably won't post the obvious cheat ones on me3tweaks. It doesn't level up weapons either so its not as useful as you'd think.

#259
7twozero

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Yeah, I'm not gonna use any of them myself, but they sure are interesting.

#260
Mgamerz

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Dev site now has fully done biotic focus. I'm editing the video of how I did it... took about 2 hours.



#261
Mgamerz

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Homing grenade, annihilation sphere, devastator mode, n7 soldier melee, and one other power I cant recall is on the dev server. Most are done but need a couple of fix ups. The passive powers are interesting in mp3 as they seem to actually effect things as a power, e.g. sword mastery and shield mastery.

Also modding devastator mode is fun. I can make him run fast and have a quick shield recharge.

I made a guide on how I did biotic focus, if people want to seriously help with ModMaker give me a YouTube username and I can allow you access to the video. It won't be publically accessible. Work required for a power is about 2-3 hours but its not consecutive.
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#262
Fuenf789

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...While you are at it , can't you put your artist signature on it : ie like tinting the texture shape of the ammo boxes to orange, or something identifiable?.

I mean, modmaker is for people that are not ashamed of modding anyway(or hiding it from others)...

#263
Mgamerz

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...While you are at it , can't you put your artist signature on it : ie like tinting the texture shape of the ammo boxes to orange, or something identifiable?.

I mean, modmaker is for people that are not ashamed of modding anyway(or hiding it from others)...

I don't think you understand how modding works... Or how ModMaker works... I'm not going to just randomly mod something to make my mods identifiable for no good reason. Just have them record the title screen.

#264
Fuenf789

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No need for affront. Your purpose for modmaker is now clear.

#265
Mgamerz

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Yes. My purpose for modmaker is to make it much easier to mod this game rather than the extremely tedious method of by hand.



#266
Mgamerz

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Lots of new powers available on http://me3tweaks.com/modmakerfor editing:

  • Homing Grenade
  • Multi-Frag Grenade
  • Biotic Focus
  • Shadow Strike
  • T5-V Internal Systems (N7 Soldier melee passive)
  • Dark Channel (SP and MP)
  • Devestator Mode
  • Annihilation Field

eSTyzyY.jpg

Thanks to TheNightSlasher for helping with some of the images.


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#267
Seneva

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Impressive.



#268
TheShadyEngineer

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No need for affront. Your purpose for modmaker is now clear.

 

You seriously think modmaker was made for the sole purpose of allowing PC players to mod objectives for solo runs or better yet, get a leg up on console players at some random competition? That's some advanced next level tinfoil hat chit right there. Way to go dude.


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#269
Mgamerz

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New ModMaker update (when i finalize it) will require compliance level of 1.6 which means you'll need Build 40 of Mod Manager. Which is not yet available.

New items you can modify: Bleedout Timer, BeserkWaveCounts (units remaining until beserk mode)

New items in Mod Manager: You can inject your own keybindings into all mods

 

Here's a preview, likely processing, but its late so im just posting it anyways:

 

I'd find it interesting to see some teams play a no-bleedout game. I wonder how that'd be balance-able. Timers have to be >0 seconds otherwise they don't trigger. I died and never ended the game. Everything was trying to stomp me to death.

Finally got modmanager to build modmaker mods again... that took like 8 hours!


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#270
BloodBeforeTears

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Mgamerz - thanks for putting all the time and effort in to this, seriously.  Your efforts have extended the replay value of this amazing game to near-infinite proportions.

 

Although I frown upon the use of mods for the purposes of cheating on official servers, the ability to use said mods for experimentation and development on private servers is truly fascinating.  Thanks again for your efforts.



#271
Mgamerz

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Mgamerz - thanks for putting all the time and effort in to this, seriously.  Your efforts have extended the replay value of this amazing game to near-infinite proportions.
 
Although I frown upon the use of mods for the purposes of cheating on official servers, the ability to use said mods for experimentation and development on private servers is truly fascinating.  Thanks again for your efforts.

That's why credits are capped at 500K. You can cheat but I make it take your time.

#272
Mgamerz

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The new version of Mod Manager should hopefully be out today or tomorrow. ModMaker update will likely be the following day. 

 

I am working on 3.2 of Mod Manager (next one is 3.1 Final) which will allow you to merge pcc edits through the use of patch files - this will also drastically cut down on mods like Ragdoll Armor and Hack All The Things as they are only like 2 byte changes. 

 

With this, you can have a drivable atlas, with all enemies hackable, that can all be knocked down, all at once. The way it will work is that any mod that comes with a patch directory in it will migrate that patch to the patch library of Mod Manager, and then it will commit the patch to the mod, which will take likely a minute or two because it's extracting files with ME3Explorer.

 

Then you can browse the patch library and apply them to mods. Even if the mod doesn't modify that file, applying the patch will put that new file as part of the patch. After the first patch the clean file will remain extracted and it will not need to be re-extracted. Using this with the mod merging tool will mean that mods pretty much only can't be merged on coalesced differences.

 

This won't work with texture mods. I won't be supporting any files with texture mods, and it won't even attempt if the file sizes aren't right. Hex-edits don't change file sizes so this is fine.


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#273
Mgamerz

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I am going to postpone the updates until I am done with Mod Manager 3.2.

I have updated ME3Explorer to use some new options for the new patch/mixins library.

 

I'm currently creating some binary deltas of interesting script edits. With this, you can "mix-in" any amount of tweaks you want into the game.

For example, you could download my Zombie Mod and...

 - Add Hack All The Things patch

 - Add Unlimited Robots Hacking

 - Add Unlimited Hacks (no resistance)

 - Add Drivable Atlas

 - Make any of the armored enemies (except atlas) ragdoll-able

All in the same mod! And you can keep applying more as you go as long as you don't introduce size-changes like texture mods.

 

I think I will build a patch repo on ME3Tweaks so I can add them over time and you can download them through Mod Manager. 



#274
Mgamerz

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Mod Manager 4 Beta 1 is now available. It has a big list of changes: http://me3tweaks.mga...-manager-4.html

TLDR:

  • Mix-Ins (add few or tons of little tweaks automatically to mods)
  • Keybinds Injector (inject your keybinds into any mod)
  • Bug Fixes
  • Faster ModMaker compiling
  • ModMaker 1.6 compliance (mods are not yet publishing to 1.6, still 1.5)
  • Better organization, better recovery in case files go missing

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#275
Terca

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Just got the updated version :)

 

Have you made a way to read through your wavelists quickly? I never thought to ask, but now that I'm going through all I've done and comparing things it just takes a little while to click through it all. It's not something which is needed, I just didn't know if it already existed and I simply hadn't found it :P

 

Also what's this about Berserk?

 

Edit: There is much speed if you decide to mess around with your speed values. 2fast2quick