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ME3Tweaks ModMaker (OVERRIDE BALANCE CHANGES)


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#376
Mgamerz

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Looking at the game manual textures it looks like some beta content:
 
MP cards with different background
FkkHpAE.png
Arguably I like this one more.
 
Bronze with the unknown difficulty background
JojduGm.png
 
What heavy weapon is this on his back? Is that the missile launcher the geth rocket trooper uses?
tuLueAA.png

 

 

I was also testing a new mixin that could raise the cap on number of charged banshees (turns out you don't need it... I thought you did). When a banshee is near you, but you aren't on a pathfinding node (I teleported onto a wall on giant), if you are within the range of a banshee jump it can still warp to you. I was able to lead a banshee up a ramp on a wall in front of LZ. As long as I was near it would walk towards me and warp at me. I then lead it off the map where it fell to its death.


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#377
Mgamerz

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Mod Manager 4.1 Beta 1 is now rolling out. You can download it via the site, and it is soak testing for users to update to. Has lots of bugfixes, new types of mod support, new options for modmaker (auto inject keybinds, auto install mixins), better logging.

 

Oh and it supports unpacked DLC so you can kind of texture mod with it. Kind of.

 

Full changelog

https://github.com/M...dmanager/pull/4


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#378
Mgamerz

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4.1 Beta 2 will unofficially support texture mods. Texture mods are not installed through mod manager but I am building in support for them by allowing Mod Manager to TOC the game files rather than local mod files. It won't be efficient in the first iteration (Having to toc like 2000 files for the basegame 10 at a time lol), in the future I may update this to use ME3Explorer's AutoTOC. I won't officially support mixing of mod manager and non-mod manager mods but I can see that I lose a lot of users because Mod Manager is not compatible with texture mods.

Also fix some bugs where prompt saying mod not found if you have an invalid modmaker code. Also will disable most things if .NET 4.5 or higher is not found in the registry. Because some people (cough cough terminator force) can't read :) I kid. When the basegame DB is updated I will check backed up files to see if they match. If they no longer do they will be deleted and backed up again once Mod Manager installs files again.

Mod Manager is also now on Nexus Mods, but it does not have any bundled mods.

#379
Terminator Force

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Is there a hack that increases the enemy limit to whatever I want? Was playing Bronze all morning and realized it would be way more excellent with the cap raised a bit. All these pugs with their recon mine spam are too OP for Bronze. They need more action.



#380
Mgamerz

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I'm going to let you use modmaker and see if that's possible.

Also I really discourage modding anything under gold simply because most players are new (on gold and platinum a lot more are veterans).

#381
Terminator Force

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^ New my butt. Some of these Bronze players shouldn't be in Bronze. But I understand what you mean, and I wasn't going to do something too drastic. Something like starting with 10 enemy cap, see how the pugs handle that, and take it from there.

 

Besides, I'm just about to move to Silver...



#382
Terca

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I'll use my Canadian freedom to torment new players with

INFINITE *PRAETORIANS

 

OR WHATEVER THE MAXIMUM NUMBER IS PROBABLY SOMETHING LIKE 65000 BUT IT WILL SEEM LIKE ENDLESS CRABBIES


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#383
Terminator Force

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^ Sounds hot. But being Praetorian buttlazered at 60 fps sounds a tad too OP for pugs...



#384
Mgamerz

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So in that previous image, the heavy weapon is the geth rocket launcher. In some promo art for MP this is also shown (such as the top of the mecoop subreddit). It's interesting, because that weapon is pretty busted in the final game. You would think that they would have had it working in order to take the shot, unless those pictures are just modeled in unreal engine. I noticed inconsitencies like this because in another MP shot they show a driver in an atlas (and a crazy dive) that never appears - and since it looks like atlas had no work for drivable MP, it was probably just a render.

I'm also starting a new video series where I do flyovers of all the SP missions like I did for MP. I just did Priority Earth I. Although I don't like the intro much because of how forceful that stupid kid is (if they just cut him out of the 2 scenes he's in, I honestly think it'd be a better intro. Or maybe if you actually protected him yet he still died).

I flew to the top of the reaper near you and holy hell is that thing big. It took almost 10 minutes to fly to the top of it. It would have been cool if they had shown, at least in a video clip, a view from the top of a reaper. To show just how MASSIVE they are. I also found some inconsistencies in their size. It's interesting. I really like looking at the artistic part of the game, where they create a scene. I'm looking forward to Omega and espeically leviathan (the water area looks amazing).
I'm using the SP controller mod so I will be able to test it and the video movement should be much smoother. You can also see just how weird cinematics are with everything jumping around (and screwing up my flycam). I also toss in a few lols like giving shepard the wrong gun in a cutscene which is hilarious.

Also leaving earth is an excellent song.

Edit: I noticed that off-host I was able to close the pause menu with the A button (seems weird). Can anyone confirm this. I am attempting to make it to maybe the keyboard works instead in the GUI. I am able to make teh title screen respond to up/down and enter(I don't get why they never bothered to do this)
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#385
Mgamerz

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New MixIns:

  • Skip Splash Screen
  • Enemies Always Berserk
  • MP Enemies Drop Ammo (requires changes to Ammo Drop Pct)

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#386
Smehur

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Heya, Mgamerz! Not sure this is the appropriate place for my question but it's kinda mod-related so here goes:

 

What stands in the way of finishing them unfinished maps as a fan effort? What would it take, and how come it hasn't been done yet? Such feats have been accomplished by gifted/skillful fans such as yourself in other games/communities, so I suspect it's impossible for some reason. Is it?



#387
Mgamerz

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Heya, Mgamerz! Not sure this is the appropriate place for my question but it's kinda mod-related so here goes:

What stands in the way of finishing them unfinished maps as a fan effort? What would it take, and how come it hasn't been done yet? Such feats have been accomplished by gifted/skillful fans such as yourself in other games/communities, so I suspect it's impossible for some reason. Is it?

We don't have a level editor. We have a level viewer. Everything ever done to levels is hex edited by hand and the complexity makes it nearly impossible.

Arguably the best thing that could be done is texturing the levels but we can't add shaders or light sources. I am not a texture modder so I don't know if that's even doable. It would require setting textures on all the level pieces.

This game is very unfriendly to modding. If we were able to manually write new scripts (rather than changing the logic of existing) we could do a whole lot more.

#388
Smehur

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We don't have a level editor. We have a level viewer.

 

By level viewer, do you mean the game itself? Or something else?



#389
Mgamerz

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No I mean an out of game viewer. And it's not that good either, we cannot see textures on objects. It's pretty much wireframe.

#390
Mgamerz

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Fixed Enemies Always Berserk. Phantom and Banshee don't use berserk commands so they woudl just kind of stand around. Thank you bioware for having an enemy combat mood of fallback that you did not use. It gave me an extra if statement I could modify to make mine work :)

 

Also added new Mixin: Phantom MP - Invincible Sword


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#391
Mgamerz

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New MixIns:
- Farther Banshee Teleports
- Slower Banshee Teleport
-Guardian Drop Shieldon any damage

#392
Mgamerz

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More Mixins:

- Reactor Hazard Auto Vent (vents automatically when full. No interaction anymore.)

- Reactor Hazard Immediate Vent (when venting procedure starts it begins immediately, no delay)


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#393
Alfonsedode

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New MixIns:
- Farther Banshee Teleports

 

 

More Mixins:

- Reactor Hazard Immediate Vent (when venting procedure starts it begins immediately, no delay)

Lol, i definitly  should use this without telling :D

 

Fixed Enemies Always Berserk. Phantom and Banshee don't use berserk commands so they woudl just kind of stand around. Thank you bioware for having an enemy combat mood of fallback that you did not use. It gave me an extra if statement I could modify to make mine work :)

 

Also added new Mixin: Phantom MP - Invincible Sword

I m not sure i dont get what is this mood which was not used ?



#394
Mgamerz

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Lol, i definitly should use this without telling :D

I m not sure i dont get what is this mood which was not used ?

Enemies have moods. As well as ai commands. E.g. phantom has aggressive ai and normal ai. All Enemies have moods. 5 is berserk mood 4 is aggressive 3 is normal. I assume 2 is fall back or find cover and IDK what 0 and 1 are. When choosing what command to start the AI up with for the first time it checks what the mood of the pawn has been set to (which is before the AI begins). If it is 5 and the enmy has a berserk command, it activates. (Most enemies inherit a run straight to enemy command). Phantom and Banshee will also beeline but Banshee won't charge (as it requires mood 4(aggressive) to start the aggressive command (Teleport).

So the Banshee would walk all the time and never warp and the phantom would run at you but it has timers to change moods. Since it did not start with the normal command it pops that command off the stack and there is nothing so it stood around.

So they coded the startup function as beserk check aggressive check fallback check.fallback commands are never used (or at least named as such) so that if statement is pointless. So I made it check for aggression commands instead so the AI would start properly. If enemy has no aggressive command they simply start beserked.
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#395
Alfonsedode

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mood and command seem a bit redondant, dont they? (Maybe 0 is ragdolled ?)

I m sorry, i m not following everything u say. To have the bersek mode engaged u need a mood 5 and the aggressive command ? Then if both are on, that translate into run straight to the enemy ?

Do they shoot more often or do more damage in this case ?



#396
Salarian Master Race

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I think it is along the lines of Pac-Man monster moods.  eg:

 

1-always turn clockwise

2-always turn counterclockwise

3-run straight at Pac-Man

4-derp in the corner

 

Each monster has one of these moods.  It is what enables them to flank you and outmaneuver you.  If all of them were set to the same mood, the game would be ridiculously easy.

 

Mass Effect is a 3D variation of the same thing.  If all of the enemies ran straight at you all the time, it would be extremely easy to kite them around or facetank camp in any given location.  But there are times when some enemies rush, some swing around to the back, some hide in a corner waiting for you to pass by.  It is the staggered enemy behaviour which makes the game challenging.  ME3 enemy moods can probably change based on several factors, timers being one, damage taken another, etc.  (Banshee automatically going into Warp Ball Mode when Barrier is initially depleted, etc).



#397
Tonymac

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The only thing that gives any difficulty in MP is that fact that stuff spawns right behind you, instantly and out of thin air.  



#398
Mgamerz

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Mood is essentially a generic description of how the enemy acts. The AI commands are the actual thing. An berserk trooper is a lot different than a berserk nemesis. To change states or use a power sometimes you must be in a specific mood. You can have a beserk command banshee but unless it is in the agressive mood it will not start teh charge.

 

Enemies appear to shoot more because your are in LoS. If you have a lot of enemies it can get overwhelming very fast.

 

Banshee for example can only warp and blast in its not agressive mood (3). Once it transitions to 4, at the same time it also starts up the teleport. After AggressiveTimeout is reached it goes back to mood 3 (and then teleport command check will fail)

 

 

All enemies have a Berserk command that is inherited from SFXAI_Core. However Banshee and Phantom also have Aggressive commands (and can transition to mood 4). For some reason they do not trigger berserk mode. When they do go into berserk mode via my edits they run at you and then stop, or just walk like granny.


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#399
Mgamerz

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More MixIns:

- Reactor Hazard - Faster Reactor (2.5x)

- Ghost Hazard - Always Raining


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#400
Salarian Master Race

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More MixIns:

- Reactor Hazard - Faster Reactor (2.5x)

- Ghost Hazard - Always Raining

 

These two mods, along with the automatic Reactor activation, drastically increase the challenge of these two maps.  GGs