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ME3Tweaks ModMaker (OVERRIDE BALANCE CHANGES)


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#101
Mgamerz

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They do great with bosses,mooks tend to die too quick from ammo damage before the DOT takes effect.I still like using them from time to time though.

The current description from modmaker mods is wrong, I just took it from Full Experience Mod, which had some balances to them to make them a little less OP. But I don't think I'm going to for modmaker, they're not that great against mooks but great on bosses, its like an extra 4 or 5 bars on geth prime.



#102
Terca

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Awesome mod, I've been fiddling with it for a while and am quite liking it. One of the mods, the full unlocks mod, did do something weird where it didn't add my gear levels, instead it made it so I had multiples. It was a bit weird, but installing a different mod on top fixed it. Thanks for making this site, it's pretty awesome!



#103
Mgamerz

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That's not modmaker, that's an old mod. You can pretty much make that mod in modmaker now without the bugs.

I'm about 75% done with guns, I have some code that generates all the pages for me so they'll all be identical without bugs. There's a lot of small things to do... I've found we'll be able to do some pretty cool tweaks to most guns.

 

E.g. we can make battle rifles out of most guns by making it shoot 2 or 3 shots per burst instead of 1 which most use.

Additionally I think you can make different weapon levels have different stats, like magazine sizes, recoil, rate of fire... I bought an alt account I'll be testing it on. If all the guns have different stats (so every level makes the gun better in many better ways rather than just 3) it'd be actually kind of fun to do the grind again. E.g. javelin upgrades to a 3 round clip.


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#104
MEuniverse

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All mods on the public site (me3tweaks.com) that are published from today on will have chakram launcher and polonium rounds 1-3. I might make it toggle-able, and pending how clients without mods work with polonium rounds IV, I might add that too.

Here's the look of it in game BTW.

XHil6us.png

:crying: :crying:



#105
Terca

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It might be nice to go into the weapons that don't get a lot of love and trying to find a good way of making them more notable... CAR, GPR and Phaeston come to mind. They're feasible, but not great when compared to some of the rest. I'll keep tabs on the tweaks website since I'll probably lose track of this thread.



#106
Mgamerz

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I have added weapons to the public modmaker site. All existing mods were upgraded and I added lots of info... tons of work on this part. Check it out.

http://me3tweaks.com/modmaker


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#107
Mgamerz

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So apparently the Geth Juggernaut Turret is weaker than the Geth Engineers one. Did anyone know that?

#108
Mgamerz

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You can now edit Geth Turret (both classes ones) as well as the parent of all powers, SFXPowerCustomAction Base. This allows you to change things like power combo explosion delays and if powers hit allies (not damage). So you can shockwave stagger your allies.

 

This also will fix an inconsistency where the Juggy's geth turret was weaker than the Engineer's even though they're identical.

 

Also here's a video of downloading and merging mods:


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#109
Subject-IV

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You can now edit Geth Turret (both classes ones) as well as the parent of all powers, SFXPowerCustomAction Base. This allows you to change things like power combo explosion delays and if powers hit allies (not damage). So you can shockwave stagger your allies.

 

This also will fix an inconsistency where the Juggy's geth turret was weaker than the Engineer's even though they're identical.

 

Also here's a video of downloading and merging mods:

 

Thanks sooo much :) Amazing !!!!



#110
Mgamerz

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Almost there...

SLe5WYS.jpg

Just have to figure out why I can't select it.



#111
7twozero

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Same reason no bf3 infiltrator selectable?

#112
Mgamerz

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Same reason no bf3 infiltrator selectable?

No. That kit is not selectable because the list of kits is stored on the server. It's there cause of how they slowly did retaliations character release.



#113
Mgamerz

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All mods on ModMaker that are published from now on will include Vibration Damper in the store.

http://me3tweaks.mga...o-modmaker.html

 

Additionally you can now edit lash, and throw pugs around if you choose to do so, you slimy BSNers. Also fixes some bugs and general updates to other parts of ModMaker.


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#114
Black_Mage

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Hi, I have two questions -

 

(1)  Is the Drivable Atlas mod working?  I tried six or seven times, including repairing/reinstalling ME3, updating modmaker, deleting everything and downloading a fresh copy of modmaker - nothing seems to work.  I was not able to break the canopy.

 

(2)  I can run Hack All The Things (great mod, Mgamerz!).  In the lobby, I do not see the Chakram Launcher or Polonium rounds.  I was also not able to get the Vibration Damper from the store.  I thought these have been included in all the mods?



#115
Mgamerz

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Hi, I have two questions -

(1) Is the Drivable Atlas mod working? I tried six or seven times, including repairing/reinstalling ME3, updating modmaker, deleting everything and downloading a fresh copy of modmaker - nothing seems to work. I was not able to break the canopy.

(2) I can run Hack All The Things (great mod, Mgamerz!). In the lobby, I do not see the Chakram Launcher or Polonium rounds. I was also not able to get the Vibration Damper from the store. I thought these have been included in all the mods?

Its only with modmaker mods. If the mod description in mod manager does not list the code its not a modmaker mod. Drivable atlas should work but you can't merge it with other mods unless that one sets the canopy glass to less than 1000hp or so. Otherwise it won't break. I'll take a look at it.

Mod Manager and ModMaker are two different things.

 

Update: Testing out Drivable Atlas does indeed not have the glass break... or the pilot appear. I wonder if I copied an old one from ages ago when I thought it could work. I know I had like 15 copies of this mod floating around when I was developing it.

 

Edit 2: This is related to an issue with the version of TankMasters compiler I used. And a problem in my moddesc.ini file that I thought I had fixed but apparently didn't. I'll give upload a new version shortly.



#116
Mgamerz

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Hi, I have two questions -

 

(1)  Is the Drivable Atlas mod working?  I tried six or seven times, including repairing/reinstalling ME3, updating modmaker, deleting everything and downloading a fresh copy of modmaker - nothing seems to work.  I was not able to break the canopy.

 

(2)  I can run Hack All The Things (great mod, Mgamerz!).  In the lobby, I do not see the Chakram Launcher or Polonium rounds.  I was also not able to get the Vibration Damper from the store.  I thought these have been included in all the mods?

I fixed the drivable atlas mod. Download an update here: http://me3tweaks.com.../showcase?id=8 

Delete the existing Drivable Atlas folder and then extract this one in tis place. I tested it, and I'm uploading the fixed one to the full package. I'm not going to push out a fix till the next modmanager update.



#117
Terca

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Used weapon tweaks and found out that the only buff the Shuriken needed to be a decent weapon was to halve the refire time. At 0.2 seconds the gun is actually fairly decent with incendiary rounds (well, and polonium rounds, but everything is better with polonium rounds).



#118
Black_Mage

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I fixed the drivable atlas mod. Download an update here: http://me3tweaks.com.../showcase?id=8 

Delete the existing Drivable Atlas folder and then extract this one in tis place. I tested it, and I'm uploading the fixed one to the full package. I'm not going to push out a fix till the next modmanager update.

 

Thanks.  That was fast.



#119
Mgamerz

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I just pushed an update to both ModMaker and Mod Manager. 

Mod Manager 3 Build 30: Works with ModMaker 1.3 mods (deals with adding/removing properties not in arrays, also can add or remove sections)

ModMaker updated to 1.3 to use new Build 30: Fixes Vibration Damper so it works like it should. Adds cluster grenades... oh man is it fun to mess with those.

erZuFtQ.jpg


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#120
Terca

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Ah, Mgamerz, does one have to manually re-download the mod manager for each build update? I've tried to use the inborne update (I'm using version 3, build 25(?)) but I've had to just decline because the update fails after it downloads the update itself. So do I just go onto ME3tweaks and download the full packet again?

 

I don't know a better place to ask, so I'm sorry to ask it here on the modmaker thread :ph34r:



#121
Mgamerz

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Yes. I'm trying to figure out a way around that - on build 27 or so I updated TankMaster's compiler and it's only in update 27, but your mod manager doesn't know of a way to deal with that. On the next versions I plan to make certain versions upgrade to certain versions first, e.g. 25 -> 27 -> 30.

 

It's fine to ask it here, it has to do with modmaker (builds most times are for modmaker updates)



#122
Mindlog

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Hey.

Nice work.


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#123
Terca

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Bug: On the site clicking on the Locust it shows the BPP weapon screen. The URL says it's the locust but the options include the BPPs AP round modifiers as well as showing the BPP values.

 

Do you know if it is possible to add values to weapons? Like giving the AP multiplier of the CSMG to a weapon, or the headshot bonus that the M-11 Suppressor has. They might be values that can't really be transferred, but it's been something I've been wondering about while fiddling with weapons.



#124
Mgamerz

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Bug: On the site clicking on the Locust it shows the BPP weapon screen. The URL says it's the locust but the options include the BPPs AP round modifiers as well as showing the BPP values.

Do you know if it is possible to add values to weapons? Like giving the AP multiplier of the CSMG to a weapon, or the headshot bonus that the M-11 Suppressor has. They might be values that can't really be transferred, but it's been something I've been wondering about while fiddling with weapons.

Fixed, will upload when I get home.

Update: try it now. I can't access my site at work but I did it via my phone.

You can add properties for weapons that are shared such as headshot multiplier, but for undeclared variables (like recharge stats on recharge guns) they aren't read by the PCC files and do nothing.

I may add custom headshot multipliers but right now it isn't on the horizon. For powers I am adding some extra things that aren't declared like detonation powers hitting friendlies. It all depends on how much I want to develop my parsers. And they're already pretty big, like 2000+ lines for each category.

#125
Terca

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It's fixed now, it shows the right information.

 

And interesting. So you couldn't change the CAR from a thermal clip weapon to a recharging one like the CSR and CSMG.