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ME3Tweaks ModMaker (OVERRIDE BALANCE CHANGES)


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#351
Mgamerz

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Fixed.

Hopefully that version of Beta 2 had a working updater... I had that fixed for weeks :l



#352
Black_Mage

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Fixed.

Hopefully that version of Beta 2 had a working updater... I had that fixed for weeks :l

 

Ummm ..... the updater did not work for me.  :(

 

Edit:  Downloaded the new version of ModManager and did a clean install.  It is working perfectly.



#353
7twozero

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Hey quick question about the original geth faction... never played them before they were rebalanced so I don't know if this is normal, but just hosted a gold game with them (using modmaker's original geth faction) and got primes on wave 8 and there were three primes on wave 10, is that normal?
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#354
Mgamerz

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Yeah. Three geth bosses is normal. They replaced them with bombers in retaliation.
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#355
7twozero

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Jeez. Okay thanks.

#356
Mgamerz

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You can now edit Seeker Swarm and Biotic Orbs on ModMaker.

Wanted to play tonight but my friends list won't load.



#357
Mgamerz

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So I'm working on cain mines right now. I was looking over the variabels of the remaining ones I have to do and noticed a lot of interesting stuff for stimpack.

 

It has an impact radius, detonation parameters, , max impacts... like it was going to be an area of effect. I mean, leftover data right? Maybe a modified shield boost power. I looked into the code and its all new code. I am unsure why all this code is here for it but I wonder hwat happens if you make it like a 1 meter wide stim pack.

   <Section name="sfxgamecontentdlc_con_mp4.sfxpowercustomactionmp_stimpack">
      <Property name="damagebonus" type="0">(BaseValue=0.15,Formula=BonusIsHardValue,RankBonuses[2]=0.05f)</Property>
      <Property name="damageimmunitylength" type="0">1.f</Property>
      <Property name="detonationparameters" type="0">(BlockedByObjects=false,ImpactPlaceables=true)</Property>
      <Property name="duration" type="0">(BaseValue=10.0f)</Property>
      <Property name="evolve_damagebonus" type="0">0.10f</Property>
      <Property name="evolve_duration" type="0">0.5f</Property>
      <Property name="evolve_grenadecountbonus" type="0">1</Property>
      <Property name="evolve_meleedamagebonus" type="0">0.30f</Property>
      <Property name="evolve_shieldstrengthbonus" type="0">0.4f</Property>
      <Property name="evolve_shieldstrengthbonus2" type="0">0.6f</Property>
      <Property name="evolve_weapondamagebonus" type="0">0.15f</Property>
      <Property name="impactradius" type="0">(BaseValue=0.0f)</Property>
      <Property name="maxgrenadebonus" type="0">(BaseValue=0,Formula=BonusIsHardValue,RankBonuses[1]=1)</Property>
      <Property name="maximumrange" type="0">(BaseValue=6000.0f)</Property>
      <Property name="shieldstrength" type="0">(BaseValue=2000.0f)</Property>
    </Section>

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#358
7twozero

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I hope they get creative in me4 and figure out some powers like that where there's a primary bonus for you but also some kind of team benefit as a side bonus.

#359
Mgamerz

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You can now modify Cain Mines on ModMaker. Since they're already pretty OP its kind of hard to mod them to make them better (e.g. zombie mod balancing. I nerfed the damage and upped the grenade count since people spam them anyways)

 

BRD1nW9.jpg

 
9fvX29t.jpg
 
uRHy677.jpg
 
Nobody lived. On the other team anyways. It was a gorefest/meatgrinder for dragoons.
 
Stimpack just needs images edited. I tried out the radius and stuff, but I had nobody to test with. I couldn't tell if my bot could get upgrades. I didn't see any effects.
 
Edit 2: Code for shield boost, recon mine, and havok strike are in place. Needs images and testing. Probably won't be today, my hands are hurting pretty bad. It sucks. There's only 8 powers left for the MP and basegame, and then 2 or 3 for SP, and then all powers are done. Then the boring task of passives.

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#360
Black_Mage

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Question about weapon modding.

 

I've nerfed the Reegar by reducing its RoF from 1000 to 200.  Does this apply to clients as well as host?



#361
Mgamerz

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Not exactly sure. I'm pretty sure it does.

#362
bauzabauza

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I havent been able to verify effects on clients, but I use deferent methods for space magic  :wizard:



#363
Mgamerz

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Just ran the last 7 powers through my code generator. Just need to fix it up, edit some images, and test and then all MP powers will be moddable. Not including passives. I'll probably do dominate flare lash and stimpack SP next, then a few more MP powers that aren't defined in Coalesced like the base hammer smash.

Then we get to do the boring passives. If you want to help with passives they're pretty easy to understand.
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#364
JunkoXan

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i'll be looking forward to it :>



#365
Mgamerz

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All images are in place. Doing testing right now. When everything is a 7 or .7 or 700 or 7000, things get pretty OP pretty quick.

 

Edit: Upgrade complete. All MP powers are now moddable. God damn that's a lot of work.

 

New Powers:
Havok Strike
Recon Mine
Stim Pack MP
Shield Boost
Repair Matrix
Concussive Arrows
Armor Piercing Arrows
Biotic Hammer
Electric Hammer
Poison Strike
Nightshade Blades
 
Here's some shots.
 
jmLbptD.jpg
Man that's brutal. The juices coming out are what goes over the top.
 
LM3Etut.jpg
Sharp objects in reaper faces never gets old.
 
nPol6IB.jpg
Squishy flashlight. Maybe fleshlight I suppose?
 

a0KlaAU.jpg

Biotic Hammer.

 

SC16c5T.jpg

Sunrise.

 

nADXwxO.jpg

Only power that restores shieldgate.

 

This is my 5400ths post =)


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#366
JunkoXan

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I like them, especially AIU's Repair Matrix. make it where she's a bit more durable for when things get extremely heavy (Praet's, Atlas's, Primes, Banshee's, Poss Scions at the same time) and crowded.  :D



#367
Black_Mage

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Thanks for all the hard work, Mgamerz!  Much appreciated.



#368
Mgamerz

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If your former ISP is qwest (before centurylink) something in one of their edge routers is messed up. The edge router (centurylinks) is having serious issues connecting to dreamhost, so my site might not load for you until they fix it.



#369
Mgamerz

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Got some new stuff in the pipeline. It'll be some time before its ready though.

 

  • Can modify SP enemies, SP Global, SP "Global" values, omega and citadel DLC enemies. There is like 10 citadel DLC enemies so this is going to take some time to do.
  • SP enemies will include original atlas (also will work for MP's original atlas), kai leng, harvester, tutorial cannibal and husk.
  • Enemy weapon number of bursts can be modified for everything except geth prime (it doesn't use this for some reason). So now you can make things like nemesis shoot 2 bursts of 1 - 2 shots.
  • Couple of fixes for text (gravity, praetorian description)
  • A few other small surprises.

 

I'll be adding the SP DLC weapons and powers after this update. Also will add enemy AI shuriken (Eva core) to ai weapons.

 

I wouldn't mind making a playthrough a hardened difficulty. Not super bullet sponge enemies but faster shooting, more grenades... etc

 

Edit: You can now edit the MP Praetorian laser beam damage. Its misleading because it hits multiple times.



#370
Black_Mage

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Would it be possible to add an auto-fire option for weapons?  My G700s mouse does not like auto-fire macros.



#371
Mgamerz

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I think so but im pretty sure that's a pcc edit. I don't think I could do that on ModMaker.

Additionally right now ModMaker is on hold. I'm working on the MP Controller mod which is a lot of research. I have some stuff done on it but it'll be a while before the next update. Additionally mod Manager is getting some new features to work with the MP Controller mod and allow for more complex mods.

#372
Mgamerz

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Nothing new on the modmaker front. If anyone wants to help do passive powers its much easier now, because mod manager handles all the code generation, you literally just have to type in some text (what the varaible does, what the subtitle should be... is it an int or float, etc). It does the rest.

 

I'm working on a nice big bugfix update for Mod Manager with a few new features.



#373
The NightMan Cometh

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You can now modify Cain Mines on ModMaker. Since they're already pretty OP its kind of hard to mod them to make them better (e.g. zombie mod balancing. I nerfed the damage and upped the grenade count since people spam them anyways)

 

BRD1nW9.jpg

 
9fvX29t.jpg
 
uRHy677.jpg
 

 

^^^^^^^^^^^^^^^^^^^^

  Is just hilarious......     Reminds me of that scene in Entrapment    

 

that phantom will have to dance like the bad guy in Ocean's Twelve to get thru that laser grid



#374
Mgamerz

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So the new mod manager adds support for unpacked DLC. I just realized this is a problem, as the PCConsoleTOC file inside of a DLC uses compressed sizes, where unpacked ones do not. Obviously uncompressed is bigger, but my mods always (and modmaker) use the compressed size. Using the decompressed size makes the game use more memory.

 

Not sure how I will get around this. Might have to run autotoc on a full unpacked DLC. Or add a flag for uncompressed.

If you don't have the right sizes in PCConsoleTOC the game just crashes.


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#375
Mgamerz

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New build of Mod Manager hopefully today... Should bring 2 new things for modmaker:

AutoTOC should be faster now that it can do batch jobs

You can now auto-accept mixin selected from the site

 

Edit: can now also automatically inject keybinds into the mods while compiling so you don't have to do it manually