Search found 571 matches
- Sun Oct 08, 2017 3:36 pm
- Forum: ModMaker
- Topic: ModMaker Issues
- Replies: 15
- Views: 46213
Re: ModMaker Issues
Yea, I am not 100% sure how client waves are loaded to be honest. Platinum is pretty hard to design as clients won't be able to see enemies that should be following the wavelists builder... Haven't seen it have invisible extra guys though.
- Sun Oct 08, 2017 3:34 pm
- Forum: ModMaker
- Topic: Where did my platinum go?
- Replies: 4
- Views: 16089
Re: Where did my platinum go?
Earth dlc adds platinum.
- Sun Oct 08, 2017 3:33 pm
- Forum: Mass Effect 3
- Topic: Changing pawns' weapons
- Replies: 8
- Views: 19908
Re: Changing pawns' weapons
Unfortunately no. The get prime one is doable because his turret has is actually using the geth pulse rifle so it is baked into the same file. The mesh is hidden though. I could only do it for one of the primes as the other is patched and is not possible (there are 2 primes, one patched and then ano...
- Tue Oct 03, 2017 8:05 pm
- Forum: ModMaker
- Topic: Where did my platinum go?
- Replies: 4
- Views: 16089
Re: Where did my platinum go?
Are you mixing this mod with others?
- Fri Sep 29, 2017 5:48 am
- Forum: Mass Effect 3 Mod Manager
- Topic: Do i need to install Binkw32 DLC Bypass?
- Replies: 2
- Views: 13196
Re: Do i need to install Binkw32 DLC Bypass?
Installing any mod with mod manager will install the bypass.
- Thu Aug 24, 2017 12:42 am
- Forum: Mass Effect 3
- Topic: a couple modding questions
- Replies: 15
- Views: 36144
Re: a couple modding questions
That seems to be calculated in each pawn's class when getting the power resistance value. It would require script editing (very painful even for me), plus due to the duplication of pull in so many files I am not sure which one you would even need to edit to have it take affect (lots of data is dupli...
- Mon Aug 14, 2017 8:01 pm
- Forum: ModMaker
- Topic: ModMaker Issues
- Replies: 15
- Views: 46213
Re: ModMaker Issues
Good catch, I will fix that.
- Mon Aug 14, 2017 7:47 pm
- Forum: Mass Effect 3
- Topic: a couple modding questions
- Replies: 15
- Views: 36144
Re: a couple modding questions
It should be in either the archetype class or the pawn class properties in their file. Drop the PCC files onto mod manager and dump them using the defaults. Then open the corresponding text file and search for Shields and health strings. The juggernauts can't be sync killed because they don't have a...
- Sat Aug 12, 2017 9:10 pm
- Forum: Mass Effect 3
- Topic: a couple modding questions
- Replies: 15
- Views: 36144
Re: a couple modding questions
1. Base health and shield stats are defined in biodifficulty.xml of coalesced. You can see how it loads through the SFXAI_<pawnname>'s initialize() method. It will read the current difficulty's stat. 2. It is in the list of supportedsyncactions in the pawn class (Default__SFXPawn_<pawnname>). If the...
- Fri Aug 11, 2017 5:28 am
- Forum: Mass Effect 3
- Topic: Individual cooldown mod - useshared=false triggers zero CD
- Replies: 9
- Views: 21819
Re: Individual cooldown mod - useshared=false triggers zero
Unfortunately yes. The only way to fix this would be to remove the patch entry from bioengine in testpatch. I spent lots of time trying to script edit it and it didn't work, but I learned a lot about how testpatch works. Unfortunately there is no way to patch the patch file to work again.