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Post by patrickbateman on Aug 22, 2016 11:13:30 GMT
None, I've been thinking about the Crusader fix a couple of times but I use that gun rarely anyway and only on host where it's ok.
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budhalen
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2
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Post by budhalen on Aug 22, 2016 14:34:55 GMT
I can't seem to have any success installing the shotgun latency mixin fix via Mod Manager. Tried it with a few of the default available mods just to experiment and see if that made any difference, but no luck. But I see FemShep also made a cousin mod via ModMaker ( link). I'll try 'forking' that in and applying it.
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Games: Mass Effect Trilogy
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Post by Mgamerz on Aug 22, 2016 14:43:10 GMT
No luck how?
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budhalen
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Post by budhalen on Aug 22, 2016 14:48:45 GMT
Error message and failure resulting from the mixin attempt. I also tried to mixin others from the vast mixin library -- with other available default mods (mods that I'm not actually using). Those went in without issue.
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Mgamerz
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Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
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Post by Mgamerz on Aug 22, 2016 15:03:28 GMT
Needs to be more specific or the log file to help. Mixins dont work with already modified files
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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 22, 2016 15:27:30 GMT
The error message directed me to look over the log, but there was nothing noticeable related to my mixin issue (that I could tell). I also did the error message quick-search function to see if there was anything else stamped earlier in the log, but those weren't related to my mixin attempt.
My steps: When I re-installed the game and ModManager, I downloaded the controller mod and attempted to apply the shotgun fix as a mixin. It failed during the 'apply' attempt (with the error message). I tried to apply it to a different default mod to see if it just didn't jive with the controller mod, but that failed as well. So I took that other default mod and applied a different mixin to it (it was a Banshee teleport mixin, I believe), and that applied fine. No issue.
I might try a fresh game install again and start over. I never attempted to apply other mixins to the controller mod either.
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Mgamerz
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Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
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Post by Mgamerz on Aug 22, 2016 15:44:38 GMT
Without a log that doesn't tell me anything. Logs only work for the current session (or previous if it's closed).
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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 23, 2016 19:59:46 GMT
For those scoring at home...
I got the shotgun mod in OK. I performed a full game fix via Origin utility, and I removed my existing MP controller mod within Mod Manager...followed by a 'fresh' unpacking of it. I then installed FemShep's ModMaker code 2905 shotgun fix. Its installation recommended the shotgun - no latency mixin, and that applied without any issues. From there I could merge the shotgun mod and MP controller mod. The merge had a shared file/resource warning, but I just defaulted to the MP controller mod (which is way more important to me).
I did a couple quick Bronze solo waves to validate once the game launched. Felt slightly snappier with my shotguns...so I'm assuming it's successfully applied.
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Mgamerz
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Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
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Post by Mgamerz on Aug 23, 2016 21:35:38 GMT
If you choose controller support over it it won't have any effect. You need to either apply the mixin directly to the controller support mod or install controller first and then shotgun over it (you will lose auto camera turning, which imo is not s big loss).
Sfxgame for controller makes auto camera turning, sfxgame for shotgun latency turns off the latency.
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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 25, 2016 18:00:40 GMT
I'll try a fresh install again and overlay the 2905 shotgun mod over the Mp controller mod instead. My observed shotgun snappiness may have been a placebo from hosting (which I don't often do).
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Cyberzombie
N3
Reborn
Games: Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Origin: GrantMPCredits
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Post by Cyberzombie on Jan 19, 2017 11:16:01 GMT
So coming back to this thread, I am finding my custom keybinds coalesced won't work on this PC. It has a Collectors Edition ME3, does that affect anything?
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Mgamerz
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Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
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Post by Mgamerz on Feb 8, 2017 16:19:27 GMT
No the collector's edition is just a small dlc add on
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Post by BlackMage on Feb 11, 2017 7:38:12 GMT
The only mods I use now are HD textures, Crusader delay fix and modded Coalesced (FOV, custom keybinds and Talon Mercenary fix). With HD textures, environments look so much nicer!
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Post by SalMasRac on Feb 11, 2017 9:39:46 GMT
I tried Mod Manager a few years ago and I was getting a lot of crashes so I never really bothered much with it.
Mods I use are typically just stuff I can do through Coalesced Editor, some custom keybinds, no restriction on what type of weapon attachments can go on which weapon (though most of the vanilla choices really aren't useful so I never actually utilize this, and DLC attachments I don't think can be modded with Coalesced), and if I am the host, there are max 10 enemies at a time, up from 8. It's not drastic, but it does give Gold a little bit of an edge in the challenge department, those 2 extra enemies can make things a bit more hectic. I don't feel bad hosting pugs with this, because I can carry when they wipe. It makes for some amusing matches, earlier today I hosted a x10 enemies Hazard Reactor Collectors, pugs got roflstomped and never knew what hit them.
And the Crusader fix of course.
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Post by neocodex and 23 others on Feb 14, 2017 13:33:02 GMT
I tried Mod Manager a few years ago and I was getting a lot of crashes so I never really bothered much with it. Mods I use are typically just stuff I can do through Coalesced Editor, some custom keybinds, no restriction on what type of weapon attachments can go on which weapon (though most of the vanilla choices really aren't useful so I never actually utilize this, and DLC attachments I don't think can be modded with Coalesced), and if I am the host, there are max 10 enemies at a time, up from 8. It's not drastic, but it does give Gold a little bit of an edge in the challenge department, those 2 extra enemies can make things a bit more hectic. I don't feel bad hosting pugs with this, because I can carry when they wipe. It makes for some amusing matches, earlier today I hosted a x10 enemies Hazard Reactor Collectors, pugs got roflstomped and never knew what hit them. And the Crusader fix of course. I never had any problems with the MM and I'm always juggling between several heavy mods at the time, perhaps you should give it another try? On topic of favorite mods, I created various different versions of custom difficulties setups with fully unique spawnlists. Each of the mod has different spawnlists, so when I want to change it up a bit, it doesn't only change what enemies come but also some of their stats and attacks. I'm also adding modmaker codes in case somebody wants to try them too: I strongly suggest that you do not try U/U on Diamond or higher, better pick a faction and map and prepare for it. A tank and a balanced team that works together is strongly recommended on higher difficulties. If you're getting overwhelmed, a class with some form of CC can also be very helpful and is worth considering. Remember, powers like statis and shockwave are buffed, just try taking into consideration that I thought of everything and if something seems like it should work in theory, than I probably did it this way and you should feel free to experiment outside of the most common classes and weapons. This is a world where even weapons like Falcon and Striker have a good use. These weapons are amazing in dealing with masses of trash mobs that will overwhelm you if you bring just a group of heavy hitting anti-boss one shotters. You still need them, but it's not just the big guys that you have to worry about. So, the mods: - 1776 Gold+ (not many changes from vanilla, but it does spice up gold a bit) - 4016 Platinum Extreme (Same as Diamond but pug friendly version with toned down damage, suitable for random hosting on plat) - 1831 Diamond (10 enemies, this one also has a fourth faction that is extra hard, U/U is not advised) - 2501 Nightmare (10 enemies, more punishing wavelists and stronger enemies) - 3058 Nightmare II (12 enemies, pure insanity, don't ever host this for pugs, only play if you can beat Nightmare I and want some change) - 3171 Invasion (An insane zombie apocalypse boss mode, 30+ enemies, simulates a real reaper/collector invasion) The last one is using over 200 mixins with a change to almost every possible thing that the tools allow you to tweak, on top of all the other basic stat and wavelist changes. Each of the mods has slightly changed some of the enemy attacks or their grouping to keep some unique flavor for each difficulty, a complete overhaul of weapon and power balance that remains consistent across all my mods (I'm porting changes to each one of them) with intent of bringing up weaker weapons and kits up to be viable and less frustrating to use on plat+ difficulties. Posting a link to weapon rebalance stats if you want to check them out. It's a bit outdated as I did make additional changes after testing, but these were the initial tweaks. For example, Mantis does same damage as the old Widow now, it's even lighter in weight (can bring it as a secondar weapon if you want without much penalty), but Widow hits even stronger than Javelin now and has less ammo, while Javelin has increased base penetration to 3 meters, it's like a railgun now out of the box, and you can increase this with mods and ammo even further. All other guns are touched to put them to similiar dps or to emphasize their unique roles. I was thinking about making a seperate completely clean vanilla mod with only weapon rebalance pass in case somebody wants that, as I've been getting pretty good feedback on it (of course it's not perfect tough, and it's free to adjust for yourself) but it takes quite a lot of time to port all of it again. But again, anyone can do this, or make your own tweaks on the way. It's just that this version has at least every single change documented on paper so it's a lot easier to keep track of balance. There's also tweaks to class powers that slightly improve most of the stuff, biggest boosts were done to make melee viable, it's pretty strong now on most classes from which you would expect that they should be strong. Not that you should make a Destroyer melee build, but his melee attacks do a hell of a damage now in case you need to use them. For example ex-cerbreus baton stun is fixed too, does more damage then the whip aoe but it's not aoe so you have to choose, everything is changed into what would make sense. Prothean light melee attack is also insanely strong now and fun to use. These are just a few examples. And all of this is consistent across all of the mods. One of the most fun things you can do with mods imho is removing aoe hit restrictions from max 1-2 enemies affected to infinite for aoe melee hits or novaguard powers making him a real monster if you add some damage buffs or radius on top of it. When you have more trash mobs enemies swarming you compared to the vanilla game, removal of these restrictions really spices up the game and makes the fantasy of a powerful novaguard/batarian/drell kung fu master a bit more possible to execute in this environment. I have to admit tough, if you do play Diamond and Nightmare, that most of these encounters can be... overly difficult, as the enemies can overwhelm you. You do get buffed weapons and powers, but it's small changes in numbers to give you just that tiny bit of edge on weaker classes (yes, turian ghosts and EDIs didn't get any buffs) in case you choose to play them. Can still fail just as you can in vanilla games if you get really bad luck with objectives but that's the nature of the game, so it's a bit hard to point a finger at the modmaker saying "you made this way too difficult". Sometimes it does feel that way, but overall it's a hell of a lot more dynamic and a lot more fun. Proper use and saving of consumables is crucial.
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soultaker65
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Yo I'm here to lurk.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
PSN: Soultaker655
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Post by soultaker65 on Feb 16, 2017 4:55:37 GMT
Mods for ME3MP is yet another reason The PC version is so great. I've been using some of the ModMaker mods and they are pretty fun. I even made a ModMaker mod to try and make Platinum harder. I call it the "N7 Difficulty" mod. It's Modmaker code is 4028 if you are want to try it out.
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Post by neocodex and 23 others on Feb 16, 2017 8:38:08 GMT
Oh right, I should add modmaker codes to the mods I mentioned in case somebody wants to try them, I regulary update and I can give info about everything what's changed in the mods in case somebody's interested.
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Cyberzombie
N3
Reborn
Games: Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Origin: GrantMPCredits
Prime Posts: 1
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Post by Cyberzombie on Feb 17, 2017 13:01:45 GMT
No the collector's edition is just a small dlc add on Man, this is just so perplexing. I have a modified Coalesced, many of them in fact, with custom keybinds, added text chat functionality, and a couple of other tidbits. It works fine on my other PC, but on this one the controls revert to the original state, whilst the text chat functionality and other tidbits work fine. I don't get why it isn't accepting the custom keybinds.
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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 Feb 20, 2017 17:09:20 GMT
No idea what that has to do with collectors edition.
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Post by Qui-Gon GlenN7 on Feb 21, 2017 14:23:24 GMT
How do you folks feel about setting the lobby to UU when you have the unfinished maps installed?
Everytime I have a host migration to me, and the match doesn't suck, I will keep the lobby going for another round. It almost always takes us to an unfinished map, which elicits fear, anger, and sometimes happiness, for the guests.
Do you care? Do you preset to avoid this?
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Toolset and Mod Developer for the Mass Effect trilogy
Games: Mass Effect Trilogy
Origin: Mgamerz
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Post by Mgamerz on Feb 21, 2017 14:40:04 GMT
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OneWomanArmy
N5
Queen of BSN
I’m a brilliant brunette with lots of blonde moments 😜
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
XBL Gamertag: Theonewomanarmy
PSN: HypnoticEyes
Prime Posts: A great deal, I'm an old timer
Prime Likes: A LOT....
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Post by OneWomanArmy on Feb 21, 2017 18:01:24 GMT
LOL When I read the title, I thought you meant mods as in mods in here and that you perhaps were referring to which one of those mods who were posting here was our favourites haha
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Post by Jeremiah12LGeek on Feb 21, 2017 23:41:40 GMT
*shudder*
Apparently, I'm still traumertiz'd by the word "mod."
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Cyberzombie
N3
Reborn
Games: Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Origin: GrantMPCredits
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Post by Cyberzombie on Feb 22, 2017 0:05:13 GMT
LOL When I read the title, I thought you meant mods as in mods in here and that you perhaps were referring to which one of those mods who were posting here was our favourites haha Back on BSN Prime people had their favourite moderators. Speaking of mods, I have made a mod, aptly named Diversified Gold Waves if anyone is interested in testing it out. It doesn't significantly affect anything aside from having cross faction enemies mixed into most waves.
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Post by crashsuit on Feb 22, 2017 1:15:32 GMT
Having favorite mods is ridiculous when everyone knows BioWareMod02 was the one true waifu
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