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ME3Tweaks ModMaker (OVERRIDE BALANCE CHANGES)
#526
Posté 01 juin 2016 - 05:00
#527
Posté 01 juin 2016 - 05:59
#528
Posté 02 juin 2016 - 12:17
Going by WiiU version, original Geth Primes can have up to 3 pets.
#529
Posté 03 juin 2016 - 04:56
ModMaker 2.1 is live - DYNAMIC MIXINS!

You can now edit variables that aren't editable normally by Coalesced modding through Dynamic Mixins. ME3Tweaks ModMaker will generate patch files for you on the server based on your values and Mod Manager will patch them into the game. This adds over 290! new variables of enemies to edit which leads to some crazy things like scary grenade lobbing bombers and banshee's that haul ass.
Other new stuff includes editability of max number of aggressive enemies, modmaker mods are compressed (much faster download), mobile optimizations, fix of that annoying fcking hover tooltip bug (that i forgot to fix on live after fixing on dev), changelog support for mods, and more.
Check it out now at modmaker: http://me3tweaks.com/modmaker
- akots1, KrrKs, Ghost Of N7_SP3CTR3 et 7 autres aiment ceci
#530
Posté 03 juin 2016 - 12:53
Ah, ok. So that's what all that mad science was about. I really liked the hauling butt Atlases best. And those Banshee's looked very creepy animation wise when deciding to haul butt. Like out of some horror movie.
#531
Posté 03 juin 2016 - 01:09
Quite impressive work.
Mix-ins don't 'mix in' with the MP controller mod still, I'm assuming? I tried the no-intro/splash screen one, and game no likey.
#532
Posté 03 juin 2016 - 01:20
Just tried to edit the waves' compositions and encountered a .... not that much of problem, but certainly a question: where I can see and modify the exact budgets for each wave?
For instance - I'd like Cerberus to send the structurized squads: 1 Centurion per 9 Assault Troopers (pretty much the same with Reapers - 1 Marauder per 8-9 Cannibals and Collectors - 1 Captain per 10-11 Troopers).
Centurions / Marauders / Captains are limited per se, but basic enemies are limited only by wave budget (if I understood it right). Thus - where I can see (and modify) the budgets for each wave (instead of only min-max values).
Another question is about weapon recoil: how it influences the weapon muzzle climb: "the higher the recoil is - the more muzzle climb is" or "the higher the recoil is - the less the muzzle climb is"? For instance - if I want Incissor to work as intended (i.e. really put 3 bullets in one hole), which recoil value should I set for it?
Plus - if there's no damage in the weapon stats, how can I know and change it?
Is it possible to change the enemies' weapons - like, say, make two kinds of Assault Troopers - with Hornets and with Mattocks?
Would appreciate the answer (here or in PM).
#533
Posté 03 juin 2016 - 02:09
You can change wave budgets on the editing page named... wave budget. There is no per wave. Its min and max for the whole match.
The only weapon you can change is ones with enemy files that list multiple. E.g. atlas can shoot hornet, geth prime (2) can shoot pule rifle, engineer can shoot turret.
Higher recoil is higher muzzle climb.
- Bud Halen aime ceci
#534
Posté 04 juin 2016 - 07:42
Later today you will be able to:
Change damage per sec on reactor (try 10000 - kills everything, atlas around 5 sec, like it should have)
Change TRANSITION speed of bees between patterns A B and C (LZ, lab, downstairs)
Change IDLE speed of bees (speed on its path)
Change damage of basic bees
Change damage of angry bees
- Bud Halen et Lvca_gr aiment ceci
#536
Posté 09 juin 2016 - 04:13
Say... could one make a mod, using these tools, that shuts up the banshees (as in, makes them never ever scream)? Alternatively, is there such a mod in existence already?
#537
Posté 09 juin 2016 - 09:36
#538
Posté 11 juin 2016 - 07:38
I see. Thanks.
#539
Posté 20 juin 2016 - 04:00
New Mixin: Medigel Transmitter - dead rising (revive dead players with transmitter)
Over 50 new dynamic mixins that allow you to tweak the damage values for enemy items on a timeline such as brute charge, husk throwdown, banshee warp field etc
- akots1, Mission_Scrubbed et Terminator Force aiment ceci
#540
Posté 20 juin 2016 - 05:36
- Terminator Force aime ceci
#541
Posté 20 juin 2016 - 05:48
^ It should then work really well with both rain Ghost Hazard mixins. Make it a really bad day for unsuspecting fresh pugs, but also be there to save the day as you pretend you have no idea what is happening.
#542
Posté 20 juin 2016 - 05:51
Later today you will be able to:
Change damage per sec on reactor (try 10000 - kills everything, atlas around 5 sec, like it should have)
Change TRANSITION speed of bees between patterns A B and C (LZ, lab, downstairs)
Change IDLE speed of bees (speed on its path)
Change damage of basic bees
Change damage of angry bees
So would that mean it's very possible and very easy to change missiles to only do 1 dmg as a workaround to my no missiles in ME3mp dream?
- Mission_Scrubbed aime ceci
#543
Posté 20 juin 2016 - 05:55
- Terminator Force aime ceci
#544
Posté 20 juin 2016 - 06:57
You can now modify banshee shield frequency and shield cooldown, as well as warp cooldown, long range warp cooldown, as well as (banshee only, not original) warp DoT DPS, warp DoT duration, and warp evasion distance.
#545
Posté 20 juin 2016 - 07:22
Not sure if is the best idea to ask in this thread but I don't feel like making a new one.
I've been using the full experience mod because is the only easy way I have to get access to the polonium rounds and the chakram launcher. But I didn't want all the other features that come with the full experience, like the old maps, the unfinished maps and all that jazz, so I did this:
Installed the mod, and then restore all the backups for all files with the exception of Patch 2 and Reckoning DLC.
This way I only have available the chakram launcher and the polonium rounds which is the only 2 things I wanted. But problem is, polonium IV (only IV) don't seem to work at all, no DoT, no poison effect on enemies, is just an ammo consumable that does nothing.
Maybe I scr3wed up at some point? It's weird that polonium II and III work, but IV does not.
#546
Posté 20 juin 2016 - 07:38
You can easily fork the mod on ModMaker and just turn the maps off.
- CHRrOME aime ceci
#547
Posté 20 juin 2016 - 08:57
Alright, thanks.
Yes, it is indeed ridiculously easy to tweak stuff with modmaker. I just didn't understand what the fork function was, heh. Now I only need to try my tweaks to see if it works as intended.
#548
Posté 21 juin 2016 - 05:49
Makes Praetorian laser able to damage things other than players only. Useful with enemy friendly fire mixin and hack all the things.
#549
Posté 21 juin 2016 - 06:18
Could it be possible to create a dynamic mixin for the extra maps? Like, so we can choose which unreleased maps we want to install.
#550
Posté 21 juin 2016 - 06:20





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