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ME3Tweaks ModMaker (OVERRIDE BALANCE CHANGES)


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#276
Mgamerz

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Berserk is on the dev server ready to go. I need mod Manager 4 to stabilize first. I am moving right now so I have almost no time to look at it and haven't got any feedback. The publishing page, if you hover over the tables, shows your waves. Also your mod page in the gallery will too.

#277
Mgamerz

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So I'm working on some new powers for ModMaker. I don't have a desktop right now cause I'm in a layover of a week or so while I move cause my old place is no longer mine but I'm not in the new place yet. So far, I've added the following powers, but there's still a lot of work to go (Really just renaming text so it matches. If you want to help please do as this is a long monotonous task)

  • Adrenaline Rush SP/MP (fully done)
  • Inferno Grenade SP/MP
  • Incinerate SP/MP
  • Atlas DoT Rocket (MP4)
  • Pull SP/MP 
  • Dark Sphere (fully done)
  • Tech Armor SP/MP (too balanced to be much fun)

I've got more prepared for editing (discovery is done):

  • Throw
  • Stasis (oh man, this one is going to suck to do)
  • Frag Grenade
  • Lift Grenade
  • Carnage
  • Sticky Grenade

I've been spending a lot of time doing stuff for the ME3Explorer team whipping that project into better shape. Not that I understand much of how it works in the background, but admin stuff, better coding practices, moving to github, etc. If I do this by myself, it will be at least a week, probably more. Throw and Stasis are going to suck big time to do as they have a ton of variables and I have no idea what most of them do.

 

Mod Manager 4 seems stable enough without any changes that I will likely upgrade people to it in the next couple of days.

 

Also this is my 5200 post on this forum. I need a life.


  • bauzabauza et Terca aiment ceci

#278
Terca

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Well if you don't know what the variable is, be sure to just max it out until it's obvious ;)



#279
Mgamerz

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I'm writing a new power parser that lets me enter values one time and it will make all 5 steps for me. It's really complex but should greatly increase the speed I can make powers. SP powers will be a breeze with it.
  • bauzabauza, KrrKs et Terca aiment ceci

#280
Mgamerz

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New in next update:
You can turn off polonium/chakram/damper
You can turn off factions and difficulties

Laying the groundwork to enabling the original 3 wavelists. Also fixes wavelists randomizer and includes a reset wave function and makes the wave editor less irritating to use.

 

Edit: You can also turn on or off factions and difficulties and set their random selection weight. (geth and geth2 are 65, all others are 100 by default). I also made it so you can edit the original 3 wavelists. I am not sure how I am going to implement the old versions of enemies though. (No point for old phantom or geth prime)


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#281
Mgamerz

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I just got real broadband at my new place so I should be able to stream some mods if people are interested. Haven't got my computer set up fully yet though.
  • akots1, bauzabauza, KrrKs et 1 autre aiment ceci

#282
Terca

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:o I'd be willing to watch you stream some mods!



#283
Mgamerz

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I would use the origin broadcast feature, but it's broken....

Right now I'm not playing mods, only testing new stuff for modmaker. I have about 75% of the code done, but only like 10% of the images. I need to make a screenshots keybind file for the keybind injector.



#284
Terca

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OBS works decently for streaming, and doesn't require a whole lot of setup. And it's free! Which is nice.


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#285
Mgamerz

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Taking some screenshots, livestreaming it right now

https://www.youtube....h?v=j_Aptj0iw1Q.



#286
Black_Mage

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Taking some screenshots, livestreaming it right now

https://www.youtube....h?v=j_Aptj0iw1Q.

 

 

A short description will be useful.  The first wave looks like husk mode.  Not everyone will have the patience to sit through the entire video to find out what it was about.



#287
Mgamerz

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A short description will be useful. The first wave looks like husk mode. Not everyone will have the patience to sit through the entire video to find out what it was about.

Part you watched was. People kept ninja joining my screenshots and killing everything so I gave up.

#288
Terca

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RIP all these husks



#289
Mgamerz

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So I'm about wrapping up the photos. There's *a lot*, about 60. I should be done soon with this big update, and I expect lots of bugs as I can't recall everything that's changed...

 

Here's the list of new powers:

  • Melee Passive Base
  • Dark Sphere
  • Lift Grenade
  • Pull
  • Throw
  • Stasis
  • Incinerate
  • Inferno Grenade
  • Sticky Grenade
  • Tech Armor
  • Adrenaline Rush
  • Carnage
  • Frag Grenade

 

Here's the list of new features:

  • PermaDeath Timer (bleedout timer)
  • Beserk Counts (how many enemies remain before berserk kicks in when budget depletes)
  • Can now edit original 3 wavelists
  • Original 3 wavelists will default to using the original versions of enemies
  • Can turn on or off wavelists
  • Can change selection weight of wavelists when choosing random
  • Can turn on or off difficulties
  • Can now choose from the original atlas, cannibal, marauder, banshee, and geth pyro. They are also now included in the randomizers
  • Mod pages show selection weights and factions

 

Here's the list of bugfixes:

  • Scaling Randomizer was fixed

 

All powers are done but I need to do lots of testing to make sure they save properly and validation rules make sense.

 

Here's a list of the dev site's power list, lots aren't implemented. Some powers are missing too.

Sorry for potato framerate, too lazy to use real recorder

 

Edit: Only about 5 images to go, then I have to update mod page and test old enemy wavelists (it's pretty complex to use the old enemies), but then we should be ready to push to production, which will probably take a couple of hours.


  • bauzabauza, KrrKs et Terca aiment ceci

#290
Mgamerz

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Just started upgrading everyone to Mod Manager 4 Beta 2. It supports ModMaker 1.7, which a lot of this update uses.

One thing I noticed is that I still can't grab the Geth Pyro, even though I am loading the old version. My Full Experience mod works with it (I think), but I can't seem to get it to work in this instance.

I will be upgrading ModMaker tomorrow. Everything at this point is done and I just need to do a full diff between my dev and production server (and remove a few things that aren't ready)

Edit: diff done, have to figure out how to sync only changes to my dev server...
  • bauzabauza et KrrKs aiment ceci

#291
Mgamerz

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ModMaker is currently being upgraded.

I'm finding a lot of issues because my dev server doesn't throw errors if text is displayed in a handler (e.g. an error occured, and it printed a message). My production server does. I am currently generating everyone's new mod pages, which is a bit... interesting because it takes like 15 minutes and I don't think Dreamhost appreciates me hammering their SQL servers.

 

Also the wavelist randomizer appears to have some issues.

I might have randomized my zombie mod... It appears randomizer is also broken again. god damnit.

Yep. I did. good thing I take backups.

 

The upgrade has been completed. The randomizers have some issues because of the original enemies being added so don't use them until I figure out why.

 

The Wave randomizers have been fixed now. That was an interesting problem to solve.


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#292
Mgamerz

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Fixed a couple of pages.

Upgraded my Zombie mod with new gold wavelists, powers that have more impacts (and grenades stagger you). Time to test =)



#293
Terca

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:o Well it's good that it all worked out eventually, even if that sounds like it was a headache.



#294
Mgamerz

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I have 5 more powers done but I need images, but I need to take a rest. My hands need a break.

But if anyone is interested in taking screenshots I can give you the list of ones I need.



#295
akots1

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Fixed a couple of pages.

Upgraded my Zombie mod with new gold wavelists, powers that have more impacts (and grenades stagger you). Time to test =)

That were some good runs. Highly recommended in its current version, huge fun and well balanced, not really overdone despite some minor lift grenade nerf but still challenging especially on objective waves. Just a reminder for everyone if your MM does not update automatically with latest versions of all the mods (like mine got stuck), it helps to relogin to me3tweaks.



#296
Mgamerz

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There's a bug where the server version is matching the same local version even though they're not. I need to look into why its doing that.



#297
JunkoXan

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:o Asari Valkyrie Passive?! yes Please! :crying:



#298
Mgamerz

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Melee or standard passive?

Melee contains the stats for the heavy melee, while normal passive is I think fitness... They're the bottom 2 of every set of skills for kits, I don't recall which is what.



#299
Mgamerz

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Implemented in dev. Got the screenshots for most of the new powers too, should be about 5 new ones.

Got lots of cool screenshots for this batch.

 

pFyek97.jpg

Its cute how she holds his hand


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#300
KrrKs

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Its cute how she holds his hand

 

lol!

 

Let me hold your hand by the sunset and then HYAAA!