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ME3Tweaks ModMaker (OVERRIDE BALANCE CHANGES)


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#451
Ghost Of N7_SP3CTR3

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Not sure if intended(because I didn't notice it in the update list),but the last zombie mod update allows the Juggernaut to be sync killed,and can be humped/hugged by husks/Aboms.



#452
Mgamerz

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That's a side effect of everything syncs. You can grab extra things and hacked bosses will sync kill each other.

#453
Terminator Force

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I thought you said the latest gamepad mod finally removes having to use the keyboard for the first button press at the title screen?



#454
Mgamerz

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You can add the skip splash screen mixin to skip it. But no, it is not possible at the time to use that due to how things are loaded.

#455
Terminator Force

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K, I just applied the mixin splash screen mod to gamepad mod and... it doesn't work. I still need the keyboard or mouse to get past title screen.



#456
Mgamerz

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You reapplied he mod?

#457
Terminator Force

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He mod. That sounds more macho then He-Man.

 

But sure, I'll try repairing then installing again.



#458
Mgamerz

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Re. Applied.


New ModMaker Content

6 new singleplayer only DLC powers

  • Triton Atlas Mech Rocket (Leviathan)
  • Dominate (Leviathan)
  • Lash (Omega)
  • Flare (Omega)
  • Biotic Protector (Omega)
  • Stim Pack (Citadel, Wrex)

4 new MixIns

  • Dominate Everything
  • Dominate Full Reaper Domination
  • Extending Domination
  • Dominate No Unaffected Pawns

Had to make a variety of these because of the different checks on what can be dominated. If you want to just tear it up just apply all of them.

Also made some mobile-friendly changes to the site that will make it a little easier to use on mobile.



#459
Terminator Force

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K, I got the splash screen to skip, and it feels good to not have to touch a keyboard/mouse after booting game. But I have a questions; Is it possible to give players the ability to adjust wave budget? I'd like something simple like an extra Trooper and extra shielded Trooper. But tinkering around with wave budget sounds like the most fun... Maybe replace Dragons with something else too... any way to get rid of Cerberus smoke screens?



#460
Mgamerz

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If only there was a website where you could go to mod the game and had its own thread on BSN.
  • Ghost Of N7_SP3CTR3, 7twozero et Black_Mage aiment ceci

#461
Terminator Force

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Hey, you sure that skip splash screen is compatible with the gamepad mod? Because it seems to disable gamepad support for me. I can see the "Press A or B button" symbols, but nothing works. Have to exit with console command. Restore everything didn't do it's job either. Have wait for game repair now to take forever...



#462
Terminator Force

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Alright, I've tried a few more times, and still same results on my end.



#463
Mgamerz

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I've found a bug in Skip Splash Screen that ruins gameplay without controller. I'm fixing it now. To make sure mods compile properly in the future, open your mixin library window andi t will download the update.

 

Edit: Fixed.

 

Also added 2 new MixIns, with 2 more on the way.

 

  • Cannibal 2 (MP): Faster Hungry Run. When going to eat enemy, runs 100% faster.
  • Cannibal 2 (MP): Eat Any Pawn. Can eat any dead pawn. I watched it eat a brute, hungry bastard.

 

@Terminator

I seem to be able to use MP Controller Support to skip splash screen. Curiously though, when I do that I can't use the controlelr to navigate the main menu like normal, only can use mouse until I get into MP. Don't know what dialog you brought up.



#464
Terminator Force

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^ No, that's what happened to me. Never tried to see if it works once entering mp, as that would defeat the purpose of using that mod since I want to avoid having to use mouse and keyboard.



#465
Mgamerz

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It used to work on the main menus, but you can't use any of them until you enter MP. Weird...

 

Also, trivia!

https://www.facebook...?type=3


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#466
Operator m1

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Not sure if I missed this, but is there a method for replacing the models of some enemy units (at least the ones with similar skeleton/animations as player characters) with player characters/vice versa?



#467
Terminator Force

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Is there a mod to remove dmg cap on explosive ammo? Otherwise explosive ammo is the biggest troll drop in the store. (And no, I can't remove Retaliation DLC because I need Phasics & VIs)

 

 

And I'm not sure if lag is eating my inputs sometimes or if the controller mod has a glitch capable of doing it too.



#468
wass12

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Is there a mod to remove dmg cap on explosive ammo? Otherwise explosive ammo is the biggest troll drop in the store. (And no, I can't remove Retaliation DLC because I need Phasics & VIs)

 

 

And I'm not sure if lag is eating my inputs sometimes or if the controller mod has a glitch capable of doing it too.

 

You can edit the damage cap's value in ModMaker.



#469
Mgamerz

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Is there a mod to remove dmg cap on explosive ammo? Otherwise explosive ammo is the biggest troll drop in the store. (And no, I can't remove Retaliation DLC because I need Phasics & VIs)

 

 

And I'm not sure if lag is eating my inputs sometimes or if the controller mod has a glitch capable of doing it too.

I'm going to quit responding to you since you keep asking questions about an online modding tool in a thread about modmaker.


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#470
Terminator Force

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Yeah, sure. But here's a bug that might interest you. You can't quit game with controller while in spectator mode (menu doesn't show up).



#471
qaskew24

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Femshep, I am unable to get it to work, I continue to get a Error message when I put a code in,  I downloaded  the program and I have read and watched the video, but I is not working for me. I wanted Hordes for all enemies, as many as possible. 



#472
Mgamerz

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I'd need a log or reproducable results.

#473
neocodex

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Hi FemShep! 

First of all your work is absolutely amazing and I cannot thank you enough for it! I only discovered it recently and started diving into it and I'm having tons of fun with doing my own tweaks, balance changes and custom spawns! It's a dream come true, really.

 

Now on to my problem: ever so often (in about 10% of the games, but sometimes it can happen even 2 games in a row) as mod host I get everyone on my team to disconnect. It usually happens in early waves around the first objective, yesterday it already happened at wave 2. And this time I had a friend in the game and he reported that his game crashed (as it probably did for everyone else). However, everything normal on my side, the rest just crash and DC. I don't recall this happening before I started using the mod. 

My mod code is 1776 and I tweaked almost every stat in the game by small or moderate, reasonable amounts. I am thinking it has to do with the custom spawn lists. I didn't keep track until now but I will from now on on which spawnlists and waves it happens most often. Last few times I'm pretty sure it was almost always Reapers. But since i use both classic and post-retalitation lists I can't recall which one it was.

 

Also, I discovered a bug if I use Original Marauder as basic enemy in Platinum on wave 1, after we kill first spawns of everything else, we will get the neverending infinite Marauder bug. Ever since then I removed Original Marauder from all my wave lists and am wary of using Marauder as basic enemy again, it could be just with the Original, or maybe adding any Original enemy into Platinum waves, tough I had that happen on Gold before too (maybe it's wrong to use Original enemies in new wave lists).

 

Anyway keep up the great work! Your website is beautiful and a pleasure to use. Tough I'm really interested if anyone else encountered the DC/crash problem.



#474
Mgamerz

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I have seen marauders do this. The wave gets to 25 wave points and then they stop using budget points for an unknown reason even though they should be pulling them.

Use the command 'profile mpgame' to see what's going on. Original marauders are Old_Marauder. profile none turns the display off.

I can do nothing about the crashes. Modding makes the game more unstable and since we can't see why the game crashes there's pretty much nothing I can do. I see it but I don't see any pattern to the cause. If you can log when it happens and tell me (and dont change your setup, it's most likely related to enemy spawning)ayve we can see a pattern.

Edit: I have identified the bug causing the infinite marauders. Wavecost is setting to 0 (due to typo) which makes them endlessly spawn if you have certain wave setups. Ill get a fix on ModMaker today and let you know.

#475
neocodex

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Ah, cool! Thanks for reply. About the crashes, if you go to my mod (1776) and check wavelist platinum original cerbreus, with these settings other players have reported all enemies invisible at wave 6. And at wave 7 or 8 there's a guaranteed ctd for everyone except me, I always end up alone at wave 7/8 with the current build. It almost feels like if we do 7 fast enough we get into 8 otherwise it starts crashing during 7 - just a suspicion. But I remember finishing this wavelist to wave 11 once before, but probably with a bit different spawns. Might look into it, if you maybe get any ideas what could be the cause of it. 

 

wave 6

wave 7

wave 8

 

(I have max enemies on field set to 9)

 

It could be that I pushed the engine limits too far with these settings, so in the worst case scenario I will probably have to dial it back down and make it more normal. With so many bugs still left in the original code I wouldn't be surprised the game to start breaking down if you change so many things, like they didn't even fix the occasional invisible banshee and phantoms, yet now this happens even more often when the game is modded.