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ME3Tweaks ModMaker (OVERRIDE BALANCE CHANGES)


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#601
Mgamerz

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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. 


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#602
akots1

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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.


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#603
RoboArigatou

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WOOOOOAAAAH!!


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#604
Mgamerz

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You can also find me in the ME3MP discord on #modding. Sad day it seems.
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#605
Tonymac

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I'm adding your modding stuff to my favorites.  Please don't ever think that your work was not appreciated - because it is.


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#606
Mgamerz

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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.

 

9jbj3Tt.png

 

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.


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#607
neocodex

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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.


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#608
Mgamerz

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I've noticed some game instability with it. Not always but some. I need to see if C++ has try catch blocks for stopping crashes.

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.
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#609
Mgamerz

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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.


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#610
neocodex

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" It will not work with anything that inherits" - what does that mean?


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#611
Schachmatt123

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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 :)


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#612
neocodex

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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.


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#613
7twozero

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At 200 stuff like powers and shield regen will break unless you patch it, the engine can't handle it, also your pugs will hate your host
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#614
neocodex

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I spew that number out of my ass, actually I never checked, is fps capped by default at all? 


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#615
Mgamerz

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The fps effect is in the game 'tick'. I know of no way to change it. It's whenever the engine gets around to firing the method again. The faster the cpu the more likely it will fire more often. It's kinda like the old games where they relied on cpu speed, but here they cap it at 60. Tick typically involves multiplication against the difference of time since the last tick. If you have very high fps that will almost go to zero and when rounding is done it will simply be tossed out. The game seems designed around 30/60 and uses that in calculations a few times.

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.
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#616
morphisiusz

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Will I be banned if I use a tweaked  file in multiplayer ?
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#617
Lvca_gr

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Nope, there's no support on this game anymore. No bans, no fixes, no nothing. :wizard: Space magic :wizard:  runs rampant. 

 

However, please don't do lame stuff (an example of lame stuff would be OHK mods).


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#618
VaneJack

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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.


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#619
Mgamerz

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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)


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#620
VaneJack

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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  :blush:  :crying:  



#621
Mgamerz

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The store changes only affect the one with the mod. Does not affect clients at all.


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#622
VaneJack

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interesting.

 

thanks for clearing up my ignorance  :)


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#623
Mgamerz

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o4ifRIg.png

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.


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#624
neocodex

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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: 

 

Spoiler

 

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
Mgamerz

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Guns will likely not be done in the most cases. The main gun object, sfxweapon, is where the variant les are declared. At this declaration is where the flag to read from coalesced is set, which means balance changes. The subclass, such as krysae, don't have this declaration, only the assignment of many of them. Luke damage for instance. To override the balance change, I have to turn off the damage coalesced flag, which would be in sfxweapon - but all guns inherit that. That would essentially revert that stat back to shipping state for all guns. It also would nullify several reasons of modmaker.

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.