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ME3Tweaks ModMaker (OVERRIDE BALANCE CHANGES)


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#326
Mgamerz

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I don't really plan on adding extra levels to those consumables. It's a lot of work for little benefit.


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#327
7twozero

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OK fair enough, thanks mgamerz. Looking forward to those hidden packs though, that'll be cool. Edit- I take it 43 and/or the new mixins aren't live yet?

#328
Mgamerz

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No. I was on a huge project for the last week at work making an interface for a 1 week notice project... like an 80 hour workweek. My hands are feeling it pretty bad.



#329
Mgamerz

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So I'm trying to make challenges doable again. It's not making any progress. Bryan Johnson apparently had a lot of work for the challenges system because its quite complex covering the GUI and the Accomplishment Manager. I've attempted to inverse some logic that I think hides it in MP5 but that doesn't do anything nor does modifying Accomplishment Manager via the patches. The only other place I see MPChallenges is MP4 so maybe it's just importing it or something... If retaliation is missing challenges don't appear if I recall.

I did find a way to change your banner via the console but it doesn't show ones you haven't unlocked. I got a debugging tool hooked up to ME3 that can read some of their debug output. They named challenges/accomplishments progress "grinders"... Should have named RNG that.

 

Update 1: I figured out where the bug where it doesn't show squad elite as unlocked where its checking unlockIcon = percentComplete == 100% (since its not 100% its "not complete") and I was able to fix it. It's still at 150%, but now it shows that its unlocked with the icon. (You could previously still set the banner. Now the icon is just correct)

 

Update 2: I am able to make some weekend challenges appear (Operation Jackhammer). I don't seem to be able to update them. I short circuited some logic to make it return true on canUpdate(), and I got about 600 Nova Points 10 (10 nova points lol) when I played for 1 wave. Took so long to save that it never finished loading after the match finished.


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#330
JunkoXan

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oh look another thing  can check off my wish list, hidden packs being purchasable. :D



#331
Mgamerz

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So I have most of the server-side stuff done for updates to ModMaker.

  • Online MixIn Library autodownloads when you open mixin window (mod manager, not really modmaker)
  • Can now choose recommended mixins to install for ModMaker mods. Only ones you can use are from ME3Tweaks though.
  • Biotic Charge's code is done and needs testing and images

I am working on getting Mod Manager 4 build 44 going. It will support 1.8 which is the intro of <MixIns>.

 

When it's synced to the site you will be able to access all the mixins I have described.


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#332
Mgamerz

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Found some bugs in Builds 41-43 related to the MixIn library. I am working on fixing them. I also have found that Ragdoll Brute attempts tp apply to the Dragoon instead due to a copy paste error and it will bust your game. 

 

In the new library it is only going to work with items that have a me3tweaksid. Otherwise it deletes them, because it will download duplicates right now due to how it figures out if a patch is the same as the server one. I will rescind this in a couple of weeks when I think the userbase has got the latest mixins. Ids are assigned by my database on the site when downloading. It will update mixins to the fixed versions, but it's taking some substantial time to test all of these because I'm finding lots of bugs in them (e.g. geth pyro does not ragdoll). 

 

Then again seeing the banshee ragdoll from throw is pretty entertaining.



#333
The NightMan Cometh

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What are in those hidden packs..like the N7 & Collectible ?  they are nicely priced...does the N7 give you a better chance at n7 weapon upgrades?



#334
Mgamerz

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Here's the relevant store data from the server:

       <Value type="3">(PackName="n7equipment", Quantity=1, Pools=((PoolName="equipammo")), BackupPool="bronzecommon")</Value>
        <Value type="3">(PackName="n7equipment", Quantity=1, Pools=((PoolName="equiprevive")), BackupPool="silvercommon")</Value>
        <Value type="3">(PackName="n7equipment", Quantity=1, Pools=((PoolName="equiprocket")), BackupPool="silvercommon")</Value>
        <Value type="3">(PackName="n7equipment", Quantity=1, Pools=((PoolName="equipshield")), BackupPool="bronzecommon")</Value>
        <Value type="3">(PackName="n7equipment", Quantity=5, Pools=((PoolName="silvercommon",Weight=0.4),(PoolName="goldcommon",Weight=0.4),(PoolName="goldequipment",Weight=0.1), (PoolName="equiprand",Weight=0.1)), BackupPool="silvercommon")</Value>
        <Value type="3">(PackName="n7equipment", Quantity=1, Pools=((PoolName="goldcommon",Weight=0.8),(PoolName="goldequipment",Weight=0.125), (PoolName="goldultrarare",Weight=0.075)), BackupPool="goldequipment")</Value>

It gives one item from equipment ammo (falls back to the bronze common pool, typically weak stuff)

Gives a revive, rocket, and shield item, falling back to other pools if it's full

Picks 5 cards from silver/gold with similar chances, with gold equpiment, all equipment (low chance), and if none of those work, it just picks a silver card. Kinda crappy.

Last slot has a 7.5% chance if you've maxed out your gold cards and equipment.

 

Looks like a JEP + Spectre Pack. Doesn't give as good stuff as PSP but it's probably good for maxed manifests (or almost maxed) in terms of quality.

 

Collectible packs are the various entitlements you get from buying things like the collector assault rifle replica and stuff. I don't know exactly what they are but they always have 1 item it seems.

 

Jumbo PSP is nice. Lots of good equipment.


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#335
Mgamerz

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ModMaker 1.8 is out with support for MixIns and Biotic Charge.

Mod Manager Build 44 is required, and 40/41/42 builds don't have a working updater unfortunately.

 

Changelog is here.


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#336
7twozero

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Thanks a lot man, jumbo psp is the steezy. From now on I'm gonna try regular jumbos to max my consumables then jumbo psp to work on my ultra rares. 4 rare slots each with same ultra rare drop rate right? Seems ridiculous to buy any of the 99k packs now. Edit - got so many new ultra rares and level 3 and 4 equipment out of the jumbo psp packs, thank you based mgamerz.

#337
Mgamerz

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How do you know it has 4 UR slots?

#338
7twozero

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I don't, I'm guessing, but that's why I asked, I figured if anyone knows you'd know. I bought a bunch last night and didn't pay too close attention but I think I saw ultra rares drop in the different rare slots.

#339
Mgamerz

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(PackName="goldjumbo", Quantity=2, Pools=((PoolName="goldconsumable")), BackupPool="goldcommon")

(PackName="goldjumbo", Quantity=2, Pools=((PoolName="goldcommonweapon",Weight=0.25),(PoolName="respec",Weight=0.05),(PoolName="goldcommon",Weight=0.45),(PoolName="goldxpchar",Weight=0.25)), BackupPool="goldcommon")

(PackName="goldjumbo", Quantity=2, Pools=((PoolName="goldmod",Weight=0.4),(PoolName="silvergear",Weight=0.15),(PoolName="silvergearmp3",Weight=0.15),(PoolName="silverchar",Weight=0.15),(PoolName="goldperm",Weight=0.15)), BackupPool="goldcommon")

(PackName="goldjumbo", Quantity=4, Pools=((PoolName="goldgear",Weight=0.2),(PoolName="goldweapon",Weight=0.4),(PoolName="goldchar",Weight=0.275),(PoolName="goldultrarare",Weight=0.075),(PoolName="ultrararechar",Weight=0.05)), BackupPool="goldbackup")

2 cards from gold consumables, fallback to gold common.

2 cards from gold weapons, respec, gold common, gold xp characters (gold chars), or just all gold. IDK why it fallsback to a pool in the pool already.

2 cards from gold weapon mods, some silver gear, gear from earth DLC, silver chars, goldperm (I think these are capacity upgrades), with all gold cards being the fallback.

 

Then we have 4 slots that have gold gear, gold weapon, gold chars, gold ultra rare (UR)!, and then ultrararechar (which aren't really ultra rare BTW, just the color of the card).

 

So you are right, it has 4 UR slots. For an extra 1K thats a pretty sweet deal.


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#340
7twozero

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Thanks a lot, you're the man. So basically seems like jumbo psp packs let people max manifest twice as fast.

#341
Mgamerz

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Thanks a lot, you're the man. So basically seems like jumbo psp packs let people max manifest twice as fast.

Pretty much. Though the press pack is like 100x... Accidentally maxed the last few things in my manifest with it.



#342
7twozero

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I wasn't sure if I should open that one, but I did and I think I got 4 ur cards from it.

#343
Mgamerz

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Right now I'm livestreaming a test of making acid rain do damage through shields...

This is going to be a BLAST!

 

Surprisingly not that bad. Only thing that would be issue is the disarm but it looks pretty doable.



#344
Mgamerz

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I have to only test Warp, Fortification, and Cryo Blast and they'll be ready to go.

 

The only powers (in MP at least) to go from the base game are Sentry Turret, Energy Drain, and cloak (ugh... thats gonna be a pain).

From SP we have the ammo powers, and maybe some bonus powers. I don't seem to see stats related to them in coalesced though.

 

Here's some interesting shots I took. It was a poor choice of a map because I couldn't get it to rain. I wonder if you need more than 1 player...

sLka3dn.jpg

29HeLbp.jpg

Tge1kHD.jpg

dlneSFI.jpg


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#345
Mgamerz

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TRIPLE POST...!!!

4 new powers now on ModMaker:

  • Warp (with added impact radius variables not present in the normal game!)
  • Energy Drain
  • Fortification
  • Cryo Blast

Only Sentry Turret and Tactical Cloak to go for the basegame. I'll probably do the SP bonus powers and get those out of the way next since theres only like 3. I need to update mod manager...

 

pEArECg.jpg

 

Taking pictures of dragoons getting mutilated never gets old.


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#346
7twozero

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So I'm trying to make challenges doable again. It's not making any progress. Bryan Johnson apparently had a lot of work for the challenges system because its quite complex covering the GUI and the Accomplishment Manager. I've attempted to inverse some logic that I think hides it in MP5 but that doesn't do anything nor does modifying Accomplishment Manager via the patches. The only other place I see MPChallenges is MP4 so maybe it's just importing it or something... If retaliation is missing challenges don't appear if I recall.

I did find a way to change your banner via the console but it doesn't show ones you haven't unlocked. I got a debugging tool hooked up to ME3 that can read some of their debug output. They named challenges/accomplishments progress "grinders"... Should have named RNG that.

 

Update 1: I figured out where the bug where it doesn't show squad elite as unlocked where its checking unlockIcon = percentComplete == 100% (since its not 100% its "not complete") and I was able to fix it. It's still at 150%, but now it shows that its unlocked with the icon. (You could previously still set the banner. Now the icon is just correct)

 

Update 2: I am able to make some weekend challenges appear (Operation Jackhammer). I don't seem to be able to update them. I short circuited some logic to make it return true on canUpdate(), and I got about 600 Nova Points 10 (10 nova points lol) when I played for 1 wave. Took so long to save that it never finished loading after the match finished.

 


Just curious, ever get any farther on this?

#347
Mgamerz

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Unfortunately no. Lots of methods have no content and I don't know of why. It might be they are built into the exe rather than the pcc file.

#348
Mgamerz

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Tactical cloak just needs images and testing. Working on sentry turret. What a chore. This page is going to have like 50 fields. So many variables and boxes.

Also working on an advanced SP mod that will hopefully make some people happy. No idea if it will work though.
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#349
Mgamerz

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Tonight I will be releasing Tactical Cloak, Sentry Turret, and the Ancient Warrior Passive power. This will round out most powers (not passives) from the basegame, excluding ammo types and a few here-and-there SP ones.

 

I will be taking a break for a few days on modding after that. 

If I can. I'm sort of addicted.


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#350
Black_Mage

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Hi, the download for ModManager beta 4 contains beta 2 instead.