Mgamerz
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Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
Posts: 326 Likes: 1,895
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Post by Mgamerz on Aug 3, 2016 19:09:24 GMT
ME3Tweaks ModMaker is an online mod creation tool for Mass Effect 3. You can create mods in an easy to use interface that details all the variables you are editing, categorized into logical containers that make it easy to tweak that one setting you wanted or tons of stuff if you so desire. Try it yourself at me3tweaks.com/modmaker. Fork Genesis or fork an existing mod to use that mod as a base to build on and then publish it. Once published, you can enter the code into Mod Manager and download it, and then play it. Some balanced items are not editable. List of editable items: [/a] You can now edit variables you can't normally edit via coalesced through Dynamic Mixins, an online patch generator that's as easy to use as the rest of ModMaker [/ul] How do I donate to youI don't accept monetary donations, I don't feel it's the right thing to do. If you want to help just use my site with the adblocker off. Or make a video of you playing a mod, because I like seeing people use my mods/tools and having a good time.
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Mgamerz
N3
Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
Posts: 326 Likes: 1,895
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Post by Mgamerz on Aug 4, 2016 4:04:38 GMT
I'm looking for people to help me make some "banners" that are part of the dynamic mixins page. Here are some examples: I am looking for more map ones. This is how they are displayed: The template is 1050x100, with the top 40px being the one always visible, and the bottom 60px sliding out to view. The banner always consists of two images with a fading left to right as you can see above. I need all of the first 3 DLC maps, if anyone is interested in making something cool It's a lot of work on my hands to do the image manipulation for this.
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Mgamerz
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Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
Posts: 326 Likes: 1,895
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Post by Mgamerz on Aug 4, 2016 4:07:24 GMT
Post reserved for migration of content.
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Mgamerz
N3
Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
Posts: 326 Likes: 1,895
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Post by Mgamerz on Aug 7, 2016 16:50:56 GMT
New MixIn: Geth Juggernaut - Team Heal 6A Makes the juggernaut's ally buff on 6A (that nobody ever takes...) restore shields of nearby friendlies instead of a weak damage buff. Requires you to change the buff % to a shield amount, so if you don't apply the mixin its like a 85000% buff.
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Post by Alfonsedode on Aug 7, 2016 19:33:36 GMT
I should have understand by now, but just in case : Do i have to install java runtim environment to install a mod ?
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Mgamerz
N3
Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
Posts: 326 Likes: 1,895
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Post by Mgamerz on Aug 7, 2016 19:38:25 GMT
Yep. Mod Manager is built on JRE.
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Mgamerz
N3
Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
Posts: 326 Likes: 1,895
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Post by Mgamerz on Aug 8, 2016 5:06:22 GMT
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. Notice the 5 sec upgrades. This is from the rank 1 upgrade. This is normally balanced to 17.5. You can change these on the new Balance Changes Lockout page under Dynamic MixIns.
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Post by Deleted on Aug 8, 2016 5:11:38 GMT
Are you still searching for someone to make your banners?
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Mgamerz
N3
Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
Posts: 326 Likes: 1,895
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Post by Mgamerz on Aug 8, 2016 6:52:07 GMT
I finished the map ones (not unreleased ones). However now I need ones for DLC kits and some of the projectile based guns (and geth plasma smg). I have collector adept, batarian sentinel, and N7 engineer done so far with many more to go. There won't be much I can do for vanilla kits. In other news: 5 new melee passives over the weekend: - Sexbot Melee Passive - Geth Juggernaut Melee Passive - Geth Juggernaut Sync Melee (tech) - Omni-Bow Mastery - Turian Cabal Melee Passive Additionally I have added many new dynamic mixins for maps and have started adding balance change lockout mixins, where you can override balance changes. Here's some pics from this round
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Mgamerz
N3
Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
Posts: 326 Likes: 1,895
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Post by Mgamerz on Aug 9, 2016 15:51:58 GMT
Are you still searching for someone to make your banners? Actually I do need one for jade.
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akots
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: akots
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Post by akots on Aug 9, 2016 20:30:11 GMT
I have had some problems with ModManager after migrating to Windows 10 (Pro, 64 bit). Specifically, the Launcher module within ME3CMM.exe was repeatedly crashing and failing to patch the DLCs. Can be easily fixed in my case by running ME3CMM in administrator mode. Just flagging compatibility did not work for me and it has to be done manually every time. Only one side effect is that after new Origin update, the one with fancy crap, if ME3CMM is active sitting in memory, Alt-tabbing is slow and glitchy. Looks like some mouse cursor/driver problem because cursor can sometimes disappear completely. So, if this is a problem, just close ME3CMM window which for me fixed everything.
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Mgamerz
N3
Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
Posts: 326 Likes: 1,895
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Post by Mgamerz on Aug 9, 2016 20:41:08 GMT
You must run in admin mode otherwise the game directory will be write protected in the default location.
LauncherWV may require admin in Windows 10 as it modifies another process and would easily be seen as a security risk by windows. Go to tools > install binkw32.
This morning I added turians ghost stimpack to dynamic mixins. You can now override the balance changes on that kit for stimpack.
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Mgamerz
N3
Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
Posts: 326 Likes: 1,895
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Post by Mgamerz on Aug 18, 2016 6:17:40 GMT
I have added the ability to modify all damage types resistance info. That is, the multipliers for shield/armor/barriers. It's quite complex (I'm having to patch in new classes, something i've never done before - and they read from coalesced!) but it works. This should help, but not totally fix the inability to change some guns damage like the valkyrie or spitfire. You can find what's completed so far in the dynamic mixins weapon page.
Note that these add coalesced entries and modify other guns than the one you are editing. For example, editing the tempest will patch the hurricane so it doesn't read the tempest damage type (which is what it uses) and uses its own new damage type of N7Hurricane. On Reckoning DLC this will add hundreds of MB to the mod.
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Post by CHRrOME on Aug 18, 2016 16:50:09 GMT
Last time I checked the Krysae was one of those weapons in which you couldn't modify pretty much nothing. Every stat was "locked due to balance" or something like that. I'm curious if it'll be possible at some point to buff the gun damage and the RoF, and make it great again.
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budhalen
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2
Origin: budhalen
XBL Gamertag: Bud Halen
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Post by budhalen on Aug 18, 2016 17:07:22 GMT
Last time I checked the Krysae was one of those weapons in which you couldn't modify pretty much nothing. Every stat was "locked due to balance" or something like that. I'm curious if it'll be possible at some point to buff the gun damage and the RoF, and make it great again. I like this snazzy chap as a way to make the Krysae feel great again.
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Mgamerz
N3
Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
Posts: 326 Likes: 1,895
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Post by Mgamerz on Aug 18, 2016 17:10:42 GMT
I tried the conventional damage lockout but then it does no dmaage as a patch file breaks the krysae. Buffing the damage to shields/armor/barriers did a pretty decent job, but the rof is still bad. That will never be truly fixed. Overall it becomes a standard sniper rifle instead of trash.
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Post by CHRrOME on Aug 19, 2016 0:32:06 GMT
I tried the conventional damage lockout but then it does no dmaage as a patch file breaks the krysae. Buffing the damage to shields/armor/barriers did a pretty decent job, but the rof is still bad. That will never be truly fixed. Overall it becomes a standard sniper rifle instead of trash. Damn. Oh well, It was a fun gun to use in its golden age. Rest in peaches I say.
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Post by neocodex and 23 others on Aug 26, 2016 9:54:40 GMT
Nah with the new buffs you can make with this change it can make it a completely viable gun, that goes for Krysae or any other AoE weapon. I don't mind a slow RoF if it just melts things. Should be awesome for zombie mods.
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Mgamerz
N3
Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
Posts: 326 Likes: 1,895
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Post by Mgamerz on Sept 2, 2016 7:58:10 GMT
I am looking for testers for Mod Manager 4.3.1. It had a lot of new features and lots of new modmaker support. So far I have fairly exiting new features complete but need more testing before they are ready.
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Post by neocodex and 23 others on Sept 2, 2016 11:07:59 GMT
Sure, I don't know how much help I can offer but I can try testing it.
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Mgamerz
N3
Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
Posts: 326 Likes: 1,895
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Post by Mgamerz on Sept 2, 2016 15:05:28 GMT
I don't need anything on the ModMaker side but I do need to make sure modmaker mods will work with the new configuration. I have opened the soak test to more users, if you open mod manager you should see an update. If you don't, it closed again, and you'll need to manually update it: me3tweaks.com/modmanager/updates/60/ME3CMM.7zI need you to download ModMaker Code 2808 and let me know if the instructions on what you need to do are clear while compiling and/or installing. Code 2808 will not compile on older versions of Mod Manager. If you could avoid talking about the new features in the mod that you see that'd be great as I am planning to make a video about it.
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Mgamerz
N3
Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
Posts: 326 Likes: 1,895
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Post by Mgamerz on Sept 2, 2016 18:01:41 GMT
So far have a few bugs that need fixed. Will be updated tonight.
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Mgamerz
N3
Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
Posts: 326 Likes: 1,895
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Toolset and Mod Developer for the Mass Effect trilogy
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Post by Mgamerz on Sept 5, 2016 0:49:08 GMT
MODMAKER 2.2 IS OUT! Edit all the things: - All enemy guns, balanced or not, can now have damage modifications!
- All player guns (basegame/mp), balanced or not, can have damage modifications!
- Want a wave 4 objective? You got it! Customize what waves are objectives and credit scaling they have on the objectives page. You can turn them all on or all off (though this is not recommended!) You're still limited to 11 waves due to how modmaker was designed.(edited)
- Geth Spitfire now has an accuracy rating in the weapon selection screen, if it has been modified since genesis!(edited)
- The Cain, blackstar, and SP spitfire now have names that make them show up in the killfeed. Show off your cool console command skills.
- Damage statbars are now accurate! All guns use the game's algorithm for this, so low damage shotguns will show up at 8x (mostly) in stat bar to show their full pellet impact damage!
- Mods are now optimized! If you turn off difficulties or factions, they don't get published at all. This should make mods compile faster, and potentially require less modules to install.
- The typhoon damage is now editable. Same for the venom. Both aren't balanced, but weren't on modmaker for some reason. So have at it.
- Enemies guns should now behave properly when edited on modmaker! Due to forgetting enemy guns don't have levels, variables you couldn't edit were used. Now its fixed and enemy guns should use what you set.
- The Atlas can now have its burst fire count modified! bom bom bom bom bom bom bom bom bom bom bom bom bom bom bom bom bom bom bom bom bom bom bom bom !
Requires Mod Manager 4.3.1. These are only availalbe after you publish the mod from this point on. Changes to balanced items will require you to install the binkw32 ASI bypass (tools menu) as well as the Balance Changes Replacer ASI (Mod Management > Manage ASI Code Injection Mods > Install Balance Changes Replacer).
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Post by neocodex and 23 others on Sept 5, 2016 12:21:38 GMT
You sir are doing god's work. Almost teared up reading this. I don't even know where to begin, hands are still shaking from excitement. I can't wait to test this out. Thank you
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Mgamerz
N3
Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
Posts: 326 Likes: 1,895
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Post by Mgamerz on Sept 5, 2016 23:37:02 GMT
Thanks to neocodex's help the wavelist editor now shows wave points and costs, budget, and info about the wave. You can also now set extended descriptions for mods!
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