Search found 571 matches

by Mgamerz
Sun Oct 08, 2017 3:36 pm
Forum: ModMaker
Topic: ModMaker Issues
Replies: 15
Views: 43388

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.
by Mgamerz
Sun Oct 08, 2017 3:34 pm
Forum: ModMaker
Topic: Where did my platinum go?
Replies: 4
Views: 15688

Re: Where did my platinum go?

Earth dlc adds platinum.
by Mgamerz
Sun Oct 08, 2017 3:33 pm
Forum: Mass Effect 3
Topic: Changing pawns' weapons
Replies: 8
Views: 18871

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...
by Mgamerz
Tue Oct 03, 2017 8:05 pm
Forum: ModMaker
Topic: Where did my platinum go?
Replies: 4
Views: 15688

Re: Where did my platinum go?

Are you mixing this mod with others?
by Mgamerz
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: 12872

Re: Do i need to install Binkw32 DLC Bypass?

Installing any mod with mod manager will install the bypass.
by Mgamerz
Thu Aug 24, 2017 12:42 am
Forum: Mass Effect 3
Topic: a couple modding questions
Replies: 15
Views: 34578

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...
by Mgamerz
Mon Aug 14, 2017 8:01 pm
Forum: ModMaker
Topic: ModMaker Issues
Replies: 15
Views: 43388

Re: ModMaker Issues

Good catch, I will fix that.
by Mgamerz
Mon Aug 14, 2017 7:47 pm
Forum: Mass Effect 3
Topic: a couple modding questions
Replies: 15
Views: 34578

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...
by Mgamerz
Sat Aug 12, 2017 9:10 pm
Forum: Mass Effect 3
Topic: a couple modding questions
Replies: 15
Views: 34578

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...
by Mgamerz
Fri Aug 11, 2017 5:28 am
Forum: Mass Effect 3
Topic: Individual cooldown mod - useshared=false triggers zero CD
Replies: 9
Views: 20793

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.