ME3Tweaks ModMaker

Mods by kilroy357

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9 mods published

explammo-normal enemy

571 ModMaker Code

better explosive ammo, AoE powers, standard enemy count (8, not 12 like in other mod) devices removed cause annoying

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Created by kilroy357 Revision 12 2016-11-18

OSABC Test

3591 ModMaker Code

Attempt at modding some weapons to be similar to weapons from a fanfic.

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Created by kilroy357 Revision 3 2016-11-17

ME3 Revision

1722 ModMaker Code

Adjustments to powers and consumables. Generally powers that normally have a capped number of hit enemies have that cap increased. So shockwaving an enemy cluster will have better results, for example

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Created by kilroy357 Revision 9 2016-01-03

ME3R Javelin Test

1735 ModMaker Code

This might work, maybe.

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Created by kilroy357 Revision 2 2015-12-17

testing

690 ModMaker Code

This chap did not give their mod a description.

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Created by kilroy357 Revision 1 2015-05-05

Guns Gone Wild

669 ModMaker Code

As name implies, weapons made ridiculous. Not finished.

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Created by kilroy357 Revision 3 2015-05-01

SP test

670 ModMaker Code

Attempt at rebalancing some weapons for SP. For some reason it breaks the javelin even though I didn't touch it.

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Created by kilroy357 Revision 2 2015-05-01

zombies - explosive ammo

561 ModMaker Code

I'm Commander Shepard and I like running from zombies on the Citadel. (Also includes better expl ammo and AoE powers, 1.5x credits, cluster grenade lols) set up for bronze

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Created by kilroy357 Revision 4 2015-04-01

explosive ammo - solo fun

558 ModMaker Code

Better explosive, cryo, disruptor ammo. AoE powers hit more targets, more cluster nades for funsies. 1.5x credits. enemy cap changed from 8 to 12

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Created by kilroy357 Revision 6 2015-03-31