ME3Tweaks ModMaker (OVERRIDE BALANCE CHANGES)
#426
Posté 30 novembre 2015 - 07:15
- Ghost Of N7_SP3CTR3 aime ceci
#427
Posté 03 décembre 2015 - 03:41
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
Posté 03 décembre 2015 - 04:22
Mixin only makes driver appear.
#429
Posté 04 décembre 2015 - 02:31
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
Posté 04 décembre 2015 - 03:31
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
Posté 04 décembre 2015 - 11:23
#432
Posté 16 décembre 2015 - 07:40
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
Posté 16 décembre 2015 - 10:47
Weruitas (hope I got your name right) did the remaining MP passive powers and they just need images and validation by me.
#434
Posté 18 décembre 2015 - 07:33
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
#436
Posté 19 décembre 2015 - 06:09
Some new collector images to show you since the current ones on ModMaker are terrible.





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.

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
Posté 19 décembre 2015 - 09:54
- Ghost Of N7_SP3CTR3, Mgamerz et Salarian Master Race aiment ceci
#438
Posté 19 décembre 2015 - 07:19
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
Posté 19 décembre 2015 - 07:42
No I mean he'd just be dead instantly. And I'm okay with that.
- bauzabauza aime ceci
#440
Posté 21 décembre 2015 - 01:28
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
Posté 22 décembre 2015 - 06:56
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
Posté 22 décembre 2015 - 04:08
- Mission_Scrubbed aime ceci
#443
Posté 23 décembre 2015 - 01:34
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
Posté 23 décembre 2015 - 06:35
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
Posté 23 décembre 2015 - 07:34
#446
Posté 23 décembre 2015 - 09:17
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
Posté 24 décembre 2015 - 04:50
Images are almost done. Mod Manager update is ready, just putting it through some paces.
Mod Manager 4.1 Build 49 ChangelogMod Manager 4.1 Beta 4 => Mod Manager 4.1New Features- Supports ModMaker 1.9 spec- New Open Mods/ folder in Actions menuBug 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
Posté 24 décembre 2015 - 11:19
Upgrade underway.
Uploading about 200,000 SQL rows... this is going to take a loonnnnngggggg time.
#449
Posté 25 décembre 2015 - 04:54
- Black_Mage aime ceci
#450
Posté 26 décembre 2015 - 03:36
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/





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