Aller au contenu

Photo

ME3Tweaks ModMaker (OVERRIDE BALANCE CHANGES)


  • Veuillez vous connecter pour répondre
626 réponses à ce sujet

#426
Mgamerz

Mgamerz
  • Members
  • 6 145 messages
Updated OP with new video and descriptions
  • Ghost Of N7_SP3CTR3 aime ceci

#427
Black_Mage

Black_Mage
  • Members
  • 694 messages

Did anyone manage to get the Drivable Atlas mix-in to work?  I could see the trooper inside the cockpit but never managed to break the cockpit glass.



#428
Mgamerz

Mgamerz
  • Members
  • 6 145 messages
Glass has 100,000HP in MP, you need to lower it with ModMaker or just use the drivable atlas mod itself (or merge with it)

Mixin only makes driver appear.

#429
Black_Mage

Black_Mage
  • Members
  • 694 messages

Thanks, Mgamerz.  btw I keep getting the "turn off ad-blocker" message.  I'm not using any ad-blocker (Firefox) and get ads just fine from other sites.



#430
akots1

akots1
  • Members
  • 1 222 messages

Thanks, Mgamerz.  btw I keep getting the "turn off ad-blocker" message.  I'm not using any ad-blocker (Firefox) and get ads just fine from other sites.

In my experience, there are usually either no ads or some small nice ad for something non-profit on me3tweaks. Most likely, it is your browser that is messed up and is not displaying the ribbon properly.



#431
Mgamerz

Mgamerz
  • Members
  • 6 145 messages
Just depends if the ad loads in time. You can ignore it.

#432
Algae22

Algae22
  • Members
  • 41 messages

Just wanted to say thanks thanks for all the hard work, I appreciate everything you've done for ME3MP. Your utility and website are fantastic.



#433
Mgamerz

Mgamerz
  • Members
  • 6 145 messages
I am working on SP stuff but I am really busy these days so progress is really slow. So far have some pages for omega and citadel enemies done.

Weruitas (hope I got your name right) did the remaining MP passive powers and they just need images and validation by me.

#434
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

I've got all the Citadel and Omega enemy pages UI at least done (input boxes) for all of their stats. Need to do hints/units/ and then make a unified naming scheme so I can quickly replace all of them in one swoop. 

 

Because I am using all of the values instead of cherry picking I should be able to easily port this into existing stat pages and make things like powerthreshhold's for stagger and stuff editable, since the way it is designed I can just turn those stats on for publishing. It will take me some time to finish this up. 


  • frank_is_crank aime ceci

#435
frank_is_crank

frank_is_crank
  • Members
  • 1 097 messages

I understand not even 37% of what you wrote.

 

But this applies to 49% of the discussions written in 17% of all threads in MEMP-part in BSN.

 

Just keep up the good work!


  • KrrKs, Mission_Scrubbed, Salarian Master Race et 1 autre aiment ceci

#436
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

Some new collector images to show you since the current ones on ModMaker are terrible.

 

j6TJcFI.jpg

6iCuxhm.jpg

GlaJ4Ko.jpg

xB33L7I.jpg

oGSOWtX.jpg

 

The Praetorian animation is soooo buggy. It literally only did the correct grab once. Every other time it does it in reverse which makes it look stupid. But it's interesting how the hand shakes and then goes limp. 

 

So far I've got all the SP enemy pages inputs done. You can see all defaults, all inputs have proper hints, and all inputs have proper data from the DB about your mod. I haven't hooked up any saving code yet cause I want to finalize all the boxes so I don't have to go back and make changes (which is a huge time sink). Once that is done I will verify some powers Weryutas (got your name wrong yet again) has done and make some shots for that. 

 

Due to how I am making it, all enemies should now have more editable stats, like stagger and evasion chances. 

 

I'll make Harvester and Kai Leng editable later (HP = 0 for kai leng eh?)

 

I also fixed Throw not being editable today, not sure how it became un-editable.

 

You will be able to switch difficulties from any screen and the ones not applicable will be hidden.

 

SPfcgQB.png

 

I have also become pretty irritated with the circular shadow that surrounds the game screen. If you take a screenshot there is this stupid black oval that shades all the corners and ruins a perfectly good shot. Take a look at the above image's corners.



#437
7twozero

7twozero
  • Members
  • 2 370 messages
Tell us more about this pulled pork
  • Ghost Of N7_SP3CTR3, Mgamerz et Salarian Master Race aiment ceci

#438
BurningBlood

BurningBlood
  • Members
  • 647 messages

 

I'll make Harvester and Kai Leng editable later (HP = 0 for kai leng eh?)

 

If you set Kai Leng's shields = 0, will he instantly destroy all the floor sections in the Illusive Man's lair and summon all his backup troops at once?  That might make that fight somewhat challenging for a change.



#439
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

No I mean he'd just be dead instantly. And I'm okay with that.


  • bauzabauza aime ceci

#440
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

You can now edit Rampart, Adjutant, Clone Shep, Brooks, Heavy/Specialist/Sniper now (on my dev site). Lots of new MP Passives are done as well. I am going to add some stats to existing pages that have been requested for some time (like dodges and stagger) since it should be easy. This huge upgrade on the other hand... Also you can modify SP versions of all the enemies now. I will do Kai Leng/Harvester next and then the SP player guns, and then SP DLC enemy guns (citadel has like 9 on its own).

 

Editing SP will require a mod manager update.



#441
Mgamerz

Mgamerz
  • Members
  • 6 145 messages
Got a huge number of images done today for all the new stats. Like 60 or 70 images. It was brutally long. Probably at least 1 or 2 GB of images.

Adding a few more stats to enemies (added stagger/evasion to all of them already), such as phantom evade damage reduction and armor damage reduction/cover damage bonuses/penalties. Also setting up some new images for existing ones such as geth bomber.

Hoping to have this done by christmas... gonna have to update Mod Manager though which means I'll probably have to go in and fix a couple of bugs.

#442
Ghost Of N7_SP3CTR3

Ghost Of N7_SP3CTR3
  • Members
  • 2 071 messages
That new mix in for the Banshee teleport is brutal.I love it!
  • Mission_Scrubbed aime ceci

#443
Mgamerz

Mgamerz
  • Members
  • 6 145 messages
So finally added just about all the variables I can to the enemy stats editors. MP/SP, global, MP/SP globals, and just about all the stats for enemies. Banshee is an exception because I frankly have no idea what they added in the Retaliation DLC for what appears to be Banshee Blast DOT (still not sure *what banshee blast is*.
 
mysql> describe modmaker_enemies_banshee;
+-----------------------------+------------+------+-----+---------+-------+
| Field                       | Type       | Null | Key | Default | Extra |
+-----------------------------+------------+------+-----+---------+-------+
| mod_id                      | int(11)    | NO   | PRI | NULL    |       |
| difficulty                  | varchar(9) | NO   | PRI |         |       |
| meleeattackinterval         | float      | NO   |     | NULL    |       |
| syncmeleeattackinterval     | float      | NO   |     | NULL    |       |
| shieldfrequency             | float      | NO   |     | NULL    |       |
| shieldduration              | float      | NO   |     | NULL    |       |
| longrangeblastinterval      | float      | NO   |     | NULL    |       |
| blastinterval               | float      | NO   |     | NULL    |       |
| aggressiveduration          | float      | NO   |     | NULL    |       |
| aoeblastinterval            | float      | NO   |     | NULL    |       |
| teleportinterval            | float      | NO   |     | NULL    |       |
| maxteleports                | float      | NO   |     | NULL    |       |
| synckillchance              | float      | NO   |     | NULL    |       |
| breachdamagethreshold       | float      | NO   |     | NULL    |       |
| maxbreachdamagethreshold    | float      | NO   |     | NULL    |       |
| breachdamageresetduration   | float      | NO   |     | NULL    |       |
| chargedintervallow          | float      | NO   |     | NULL    |       |
| chargedintervalhigh         | float      | NO   |     | NULL    |       |
| maxchargedbanshees          | float      | NO   |     | NULL    |       |
| maxhealth                   | float      | NO   |     | NULL    |       |
| maxbarriers                 | float      | NO   |     | NULL    |       |
| maxenemyshieldrecharge      | float      | NO   |     | NULL    |       |
| aishieldregendelay          | float      | NO   |     | NULL    |       |
| aishieldregenpct            | float      | NO   |     | NULL    |       |
| powerthreshold_standard     | float      | NO   |     | NULL    |       |
| powerthreshold_stagger      | float      | NO   |     | NULL    |       |
| powerthreshold_knockback    | float      | NO   |     | NULL    |       |
| hitreactionchancemultiplier | float      | NO   |     | NULL    |       |
| modified                    | tinyint(1) | NO   |     | NULL    |       |
| modified_genesis            | tinyint(1) | NO   |     | NULL    |       |
+-----------------------------+------------+------+-----+---------+-------+
30 rows in set (0.01 sec)

mysql> describe modmaker_enemies_bansheealt;
+------------------+------------+------+-----+---------+-------+
| Field            | Type       | Null | Key | Default | Extra |
+------------------+------------+------+-----+---------+-------+
| mod_id           | int(11)    | NO   | PRI | NULL    |       |
| difficulty       | varchar(9) | NO   | PRI |         |       |
| blastevadedist   | float      | NO   |     | NULL    |       |
| dotlength        | float      | NO   |     | NULL    |       |
| dotdamage        | float      | NO   |     | NULL    |       |
| modified         | tinyint(1) | NO   |     | NULL    |       |
| modified_genesis | tinyint(1) | NO   |     | NULL    |       |
+------------------+------------+------+-----+---------+-------+
BansheeAlt is part of Banshee2 which is used if Retaliation DLC is installed. The dotlength and dotdamage seem to take effect when the Banshee uses BansheeBlast2, which is a reworked banshee blast - but the original doesn't have most of the methods the new one has so I don't know what the difference is. Banshee2 uses standard banshee values and then also reads BansheeAlt, where the SP one (Original Banshee) does not.

It's going to take some time to write all the saving code for the enemies as just about all of them have new stats (phantom has a ton of new ones, like 15 or 16). Gotta take yet ANOTHER round of screenshots. They take so god damn long to take, then prepare, and upload. For every image you see on modmaker its probably about 4 minutes to make, once the shot is taken. Getting the shot is another 5-10 minutes sometimes.

So at this point we have practically a full 98% online Biodifficulty editor. I wonder if the devs had something that let them type stats in and autoconfigured it (guessing by the spelling errors, I guess not. Damn that would suck)

Hope my web host doesn't mind me uploading a couple hundred thousand rows into the DB.

#444
Mgamerz

Mgamerz
  • Members
  • 6 145 messages
I fixed an issue where gold original reapers wave 1 used the same wave composition as gold original reapers wave 10/11.
Curiously Wave 10 and 11 original reapers gold are the same in the game files.

I have applied this fix to all mods that have not modified that wave composition. Thanks likevel for pointing it out, I know its been ages since you did.

#445
7twozero

7twozero
  • Members
  • 2 370 messages
Banshee blast, is that her nova thing

#446
Mgamerz

Mgamerz
  • Members
  • 6 145 messages
I assumed so, but there is also something called longrangeblastinterval.

Perhaps something in the periodic move check tick function will lead me to some answers.

Also now can save all the new biodifficulty options, just need to write some client-side validation (should be pretty quick) and take images and it'll be ready to go. The last step will be getting genesis data from my dev site to my production site and then creating new rows for all users. Likely will take some time, will probably move genesis first, so all new mods will have the data. Then I can just clone genesis into all existing mods, and then enable the UI for users.

Probably will take about 4-5 hours to move everything. Hoping to get it done by tomorrow.

Here's a pre-changelog
 
New in ModMaker 1.9
 - New MP Passives editable (thanks to wass12 for doing this!)
 - Can now edit SP versions of enemy stats
 - Added SP enemies from OMEGA and CITADEL.
 - Added nearly all variables from biodifficulty to enemy stats. You can tweak just about everything from biodifficulty now.
 - Can now control enemy burst fire counts on their weapon pages

Fixes in ModMaker 1.9
 - Updated some variable descriptions to more accurately describe what they do
 - Corrected some validation mismatches between client and server to better detect errors before submission
 - Fixed collector trooper 404 on bad form submission (related to previous bug)
 - Redesigned powers interface into tabs. Will look into a way to better return to the previous tab.
 - Original Reapers Wave 1 Gold now defaults to the proper enemy list (thanks likevel)
 - Throw is editable again (thanks kilroy357). Not sure how this bug even happened.
 - Map descriptions should be fixed, hopefully

ModMaker 1.9 requires Mod Manager 4.1 (Build 49)
Build 49 contains additional data for SP modifications to work.
I expect we'll be seeing some bugs pop up since this is a pretty large update compared to adding individual powers.

Up next I plan to do SP enemy weapons and SP player weapons. For enemy weapons I will probably dump the strange 2-item box layout and just go with the standard format, though I do like the top and bottom look. Maybe I'll just make the boxes variable size.

#447
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

Images are almost done. Mod Manager update is ready, just putting it through some paces.

 

 


Mod Manager 4.1 Build 49 Changelog
 
Mod Manager 4.1 Beta 4 => Mod Manager 4.1
New Features
- Supports ModMaker 1.9 spec
- New Open Mods/ folder in Actions menu
 
Bug Fixes
- Mod Merging should no longer miss conflicts in basegame files due to accepting \ or / for target files.
- Mod Merging now uses case insensitive comparisons when finding merge conflicts. Should fix some issues.
- Errors will now show if the game repair database has an error loading. Previously it would only log it and attempt to continue typically leading to stalled dialogs.
- MixIn installations prioritizes non-finalizers before finalizers to maximize how many mixins you can stack on a single file. Currently I have no released finalizers (I have some private ones), in the future I may release finalizer versions.
 
Content Updates
- More verbose mod logging when checking mergability and merging
- MixIns are now marked as finalizer in the mixin library window
- Debugging mode updates


#448
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

Upgrade underway.

 

Uploading about 200,000 SQL rows... this is going to take a loonnnnngggggg time.



#449
Mgamerz

Mgamerz
  • Members
  • 6 145 messages
Upgrade done, lots of new editable content. I'm sure there are bugs so let me know if you find any.
  • Black_Mage aime ceci

#450
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

New MixIn: Teamwork Executions 

More than 1 enemy can come to execute a player that is dying.

 

 

Also I made a facebook page so I can spam your social network with goodies.

https://www.facebook.com/me3tweaks/