Search found 45 matches
- Sun Sep 30, 2018 11:31 am
- Forum: Mass Effect 3
- Topic: Flinch/Stagger
- Replies: 1
- Views: 17706
Flinch/Stagger
I started recently playing (and modding) ME3MP again and was thinking about what causes the player to flinch (Rockets from Geth Rocket Troopers) and what causes a massive stagger ( Rockets from Geth Prime Drones)? Is it possible to also change the type of stagger? For example, making Geth Hunter Pro...
- Sun Aug 20, 2017 6:59 pm
- Forum: Mass Effect 3
- Topic: a couple modding questions
- Replies: 15
- Views: 40503
Re: a couple modding questions
i hope i dont annoy you with my question too much... 1 more thing i am looking for a way to make powers like Pull and such affect target that have shields and barriers...i know you can make so that it affects armor units but thats not what i am looking for...i thought maybe you have already a soluti...
- Sun Aug 13, 2017 2:30 pm
- Forum: Mass Effect 3
- Topic: a couple modding questions
- Replies: 15
- Views: 40503
Re: a couple modding questions
1. I dont mean health and shields of enemies...i mean like base health for the classes you can play...Drell Adept, Asari Vanguard.....
2. well i meant what makes Geth Juggernaut not synckill-able while the krogans still can be grabbed and stabbed...there must be a difference between them somewhere...
2. well i meant what makes Geth Juggernaut not synckill-able while the krogans still can be grabbed and stabbed...there must be a difference between them somewhere...
- Sat Aug 12, 2017 6:55 pm
- Forum: Mass Effect 3
- Topic: a couple modding questions
- Replies: 15
- Views: 40503
Re: a couple modding questions
ok...here is my next set of questions xD : 1. I figured out how to chance passive stats through pcc editing but where do i find the data for the base health and shields stats? I dont see it anywhere... 2. what determines if a char can be synched killed or not? 3. Have you messed with replacing chara...
- Thu Aug 10, 2017 8:15 pm
- Forum: Mass Effect 3
- Topic: a couple modding questions
- Replies: 15
- Views: 40503
Re: a couple modding questions
OK...problem solved. I added your EverythingCanBeMeleed-Mixin and it fixed my problem...
Anyway thx for your help and time
Anyway thx for your help and time
- Thu Aug 10, 2017 7:34 pm
- Forum: Mass Effect 3
- Topic: a couple modding questions
- Replies: 15
- Views: 40503
Re: a couple modding questions
it seems that only Geth have the Property "Racetype"... Anyway i added the Property "Racetype" to all Reaper Units and set it to "maschine"...it works! Except for the Brutes for some strange reason....i modded SFXPawn_Brute.pcc (Basegame) and Patch_SFXPawn_Brute.pcc (Te...
- Tue Aug 08, 2017 11:40 am
- Forum: Mass Effect 3
- Topic: a couple modding questions
- Replies: 15
- Views: 40503
Re: a couple modding questions
any tips for what exactly i need to look?
dont wanna spend hours looking through files xD
dont wanna spend hours looking through files xD
- Sun Aug 06, 2017 7:36 pm
- Forum: Mass Effect 3
- Topic: a couple modding questions
- Replies: 15
- Views: 40503
Re: a couple modding questions
yo...is it possible to make sabotage only work on specific enemies....like Geth and Reapers only and nothing else? thx
- Sun Mar 19, 2017 12:15 pm
- Forum: Mass Effect 3
- Topic: a couple modding questions
- Replies: 15
- Views: 40503
Re: a couple modding questions
so this is the last part of my questions.... 1. I noticed that in the Dynamic MixIns/Weapons Page is not every weapons listed. Are those the only Weapons where you can change the DMG modifiers or is this section just unfinished...? Also could die briefly explain how do you change them. I mean i dont...
- Fri Mar 17, 2017 4:43 pm
- Forum: Mass Effect 3
- Topic: ModMaker Bugs
- Replies: 26
- Views: 24804
Re: ModMaker Bugs
bug #4
changing Flamer Range does not work...it always stays at 10m on every char.
changing Flamer Range does not work...it always stays at 10m on every char.