I guess if you want to follow modding news you can find me on /r/mecoop on reddit and on my forums at http://me3tweaks.com/forums.
ME3Tweaks ModMaker (OVERRIDE BALANCE CHANGES)
#601
Posté 30 juillet 2016 - 05:43
- Tonymac et Salarian Master Race aiment ceci
#602
Posté 30 juillet 2016 - 07:28
You always welcome at civfanatics.ru . I can make a separate subforum there. Spam, off topic, teasing and other things normally banned here are very much welcome there. You can have avatars and all kind of cool attachments.
- Mission_Scrubbed et Salarian Master Race aiment ceci
#603
Posté 30 juillet 2016 - 07:39
WOOOOOAAAAH!!
- Salarian Master Race aime ceci
#604
Posté 31 juillet 2016 - 08:54
- JGDD, Salarian Master Race et Lvca_gr aiment ceci
#605
Posté 01 août 2016 - 01:26
I'm adding your modding stuff to my favorites. Please don't ever think that your work was not appreciated - because it is.
- JGDD, Mission_Scrubbed et Salarian Master Race aiment ceci
#606
Posté 01 août 2016 - 05:33
I'm adding your modding stuff to my favorites. Please don't ever think that your work was not appreciated - because it is.
Thanks, I really appreciate it.
I am working on adding ASI management to Mod Manager.

ASI's are essentially executable code that the game loads and can patch the game on the fly. They're really advanced (I haven't successfully made my own yet...) and can easily crash the game but ErikJS seems to be making some interesting ones. We have a mostly working ME3 MP SDK now.
- Tonymac, Mission_Scrubbed et Salarian Master Race aiment ceci
#607
Posté 01 août 2016 - 06:52
I really like the MP Status mod that is very useful, damn I wish I knew about this sooner. Is it an older mod? I'm not familiar with ASI from before.
Also as you already know your work is extremely appreciated. You're better at this than a payed software company would be.
- Salarian Master Race aime ceci
#608
Posté 01 août 2016 - 12:53
ASI has been around a few months but ErikJS and I have really been he older users as we had to build from source. It's not ready yet. It's getting closer though.
- Salarian Master Race aime ceci
#609
Posté 03 août 2016 - 04:27
I have a bunch of new dynamic mixins pending categorization (need some map pics to make the headers with). Mostly extractoin coordinate changes.
Also just tested a balance change lockout (new procedure) that lets me edit *some* balance changed items. The first one I tested was ascension duration. I changed it from 30 (balacned: 45) to 6000 and it was essentially a toggle. It will not work with anything that inherits though, like almost everything with weapons.
- Salarian Master Race aime ceci
#610
Posté 03 août 2016 - 04:51
" It will not work with anything that inherits" - what does that mean?
- Salarian Master Race aime ceci
#611
Posté 03 août 2016 - 04:56
How can I tweak the enemy behaviour that is bound to the framerate. 60 FPS is fine, but I'd like to play at 120 FPS. When I host, the game is nearly unplayable at higher framerates (Drell Shields, enemy accuracy etc.).
Would be nice to know ![]()
- Salarian Master Race aime ceci
#612
Posté 03 août 2016 - 05:36
I never bothered with this and I don't even have my fps capped, we probably play at like 200 and do fine. You can always just balance around it and reduce their global damage or whatever.
- Salarian Master Race aime ceci
#613
Posté 03 août 2016 - 06:32
- Salarian Master Race aime ceci
#614
Posté 03 août 2016 - 06:35
I spew that number out of my ass, actually I never checked, is fps capped by default at all?
- Salarian Master Race aime ceci
#615
Posté 03 août 2016 - 06:51
Anything that inherits is like damage, all guns have it, so the base weapon object has a damage variable that all of them inherit (and set). To disable that would disable balance changes on all guns damage. It would require a lot of work to restore weapons to their original vanilla state (balanced).
UE3 has exports that have flags (read from coalesced is one), and then a defaults object that will set that export value. The defaults object does not contain the flag. This way it can have inherited exports, but custom set values. At least that's what I get from the reverse engineering , I haven't read the docs very much.
- Schachmatt123 et Salarian Master Race aiment ceci
#616
Posté 04 août 2016 - 09:23
- Salarian Master Race aime ceci
#617
Posté 04 août 2016 - 10:51
Nope, there's no support on this game anymore. No bans, no fixes, no nothing.
Space magic
runs rampant.
However, please don't do lame stuff (an example of lame stuff would be OHK mods).
- Schachmatt123, Mission_Scrubbed et Salarian Master Race aiment ceci
#618
Posté 06 août 2016 - 06:28
tried the mod thing awhile back and made a silver plus mode with slightly more credit payout, but also more wave budget and 10 enemies per round.
but i quit using it because of how the extra weapons and stuff that is added to the store, if it wasnt for that then it would be alot cooler.
- Salarian Master Race aime ceci
#619
Posté 06 août 2016 - 07:01
You don't like the fact that you have more items in the store that drop from packs? For real? You know you can turn those off right?
Lots of new dynamic mixins: Change spawn and extraction points on 10 more maps
New Mixin: Geth Juggernaut - Team Heal 6A (allies restore shields automatically near the juggy. Powers boosted, but no damage/melee damage boosts)
- Salarian Master Race aime ceci
#620
Posté 06 août 2016 - 09:37
im probably retarded and you probably have it in the guide somewhere, i must have over looked that the extra stuff in the store can be turned off.
i was trying to do something cool for people, and even told them on the mic what the deal was with modded silver, but because of the store thing they complained.
anyway was just giving honest feedback, i need to learn to use the thing properly
#621
Posté 06 août 2016 - 09:40
The store changes only affect the one with the mod. Does not affect clients at all.
- Ghost Of N7_SP3CTR3 et Salarian Master Race aiment ceci
#622
Posté 06 août 2016 - 09:46
interesting.
thanks for clearing up my ignorance ![]()
- Salarian Master Race aime ceci
#623
Posté 08 août 2016 - 05:05

ModMaker now has the ability to start overriding balance changes. This has to be done manually on a case by case basis, and there are lot of limitations, but there will be some good things coming out of this.
- neocodex aime ceci
#624
Posté 08 août 2016 - 09:59
This is crazy news! Any plans on writing any more blog posts on how you managed to do this? This was not supposed to be possible last I remember and I thought you scrapped the idea.
And it just happens that it's right on my birthday that you finally unlock the ever elusive balance changes
probably the best gift I could hope for lol.
On things that would be cool to see unlocked - first thing comes to mind is weapons! Powers are really cool to tweak but in general I think they're not in such a bad state as most of the weapons are. For mostly nostalgic reasons, there's plenty of them that are in need of some love and cannot be fixed without a damage buff. Spam clicking Mattock until your finger hurts is not fun and this is not how it was in ME2 where this gun was epic. I want to make my Vindicators and Mattocks lower RoF with a stronger kick as they should have. More damage per shot than a Harrier, but really starved on ammo! Secondary guns would be a must. And more powerful Mantis and Widow, and a Disciple that actually does damage!
I was also discussing the Sabre with a friend recently - in my mod I reduced it's accuracy falloff by half (from 0.4 to 0.2 degrees) and no, this does not reduce the "skill level" required for landing headshots, but it reduces the RNG part of your shots missing because there's a random 0.4 degree dropoff which is extremely annoying. As far as I've played any other shooter games, I don't remember any of them having additional RNG inside your crosshairs. If that's where the crosshair points, this is where the bullets ussualy go. Stability and recoil is another thing, but there's nothing worse than the game lying to you that this will be where your shot will go but then it just misses by a hair (I'm looking at you Crusader, with your 1.5 degree aiming drift on a perfectly spot on crosshair! Ridicolous!). By not removing this mechanic completely and just reducing it, it keeps the original spirit of the weapon but the ones that *should* be accurate (like the Sabre and Raptor) already feel more satisfying to use.
For those that are not aware:
But there are still some good guns that benefit, like the Crusader. And you know what? I completely forgot I made this change, and for quite some time now the Crusader has been my go-to weapon as off-hand on my N7 Destroyer because it's really good at mid to long range to complement my assault rifle for short range, and what happens is I keep using the shotgun for most of the match, just because of this simple change by reducing it's accuracy dropoff. It's more reliable and it works. But even so, I still feel that some guns like the Saber could do with a tiny bit more damage increase to set them in line with other top contenders and make them worthy of title ultra rare, best of the best marksman rifle...
Oh... if you can make this It's better than a new DLC, we can just make our own new weapons and take them to our platinum/diamond. I hope it's possible to do!
#625
Posté 08 août 2016 - 02:43
It's possible, but as one person I just don't have the time to do it. If I had people help it wouldn't be hard, I built tools to do just bout all of it.





Retour en haut








