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addictinsane9

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  1. Yeah... and I didn't save any of the info in it. Is there any chance I can look at my history and see the info on the pages I had accessed before it shut down?
  2. The gibbed option didn't work. When using full armor, all individual armor pieces seem to be set at 0, including helmet ID. Full ID of Cerberus Shade Armor is 111. I tried setting helm ID to 1, didn't work. Tried switching the variable of Full armor to Parts, didn't work either. From what I've been reading, modifying the coalesced seems to be easier, but I've only found codes for full armor pieces, not for having "no helmet". Edit: I think I've found a way to wear full body armor without helmets, but the post has no code for the cerberus armors you get in the armax arena. Post is here: http://social.bioware.com/2134634/blog/212618/ Could anyone help? EDIT2: Long ago, some kind soul went through the same ordeal as me, and decided to post a tutorial to save all of us the trouble: https://forum.bioware.com/topic/468865-helmetless-cerberus-phantom-armor-shade-nightmare-spirit-a-how-to-for-dummies-like-me/
  3. Anyone knows a way? In ME2 it was so easy you could even find how to do it on the wiki. Now I can't find any info on it. (Yes, I know that, even if possible, some cutscenes shouldn't be skipped since bugs may happen).
  4. Thank you SO much for the alternate Gibbed option. I'm having a bug right now where, whenever I try to mod ME3, it crashes on startup. Later, when I get home, I'll post the error messages I get (plenty). I can, however, use Gibbed's and modify the Coalesced. Now, in case the Gibbed option sort of corrupts my file, what I should do is modify a "new" save file, instead of overwriting an existing one, right?
  5. Any help in how to do this? I especifically want the Cerberus phantom armor without helmet. Also, I have cero experience modding ME3, so detailed instructions, or links to tutorials would be immensely appreciated.
  6. I don't remember cannons in dragon age origins
  7. Guns in an era where gunpowder hasn't been invented? Kid, modern gaming has ruined you.
  8. APPOLOGY FOR LENGTH AND PERHAPS BEING IN THE WRONG FORUM Incoming wall of text. If you want to skip theory crafting, just skip to the sections in bold that say "Question: blah blah blah". This may not be the best forum for discussing combat strategies, but the EA bioware site is not letting me make an account and I haven't found any other forum site to discuss ME3 single player strategies. If you feel too lazy to read the Trump-sized wall of text incoming, but can point me to a more appropriate site for this discussion, I would still be tremendously grateful. (Also: my goal is a vanguard insanity run without nova nor medi-gel. Please consider those things when providing advice) So... onward... ISSUE 1: THEORIES ON DAMAGE AND BEST AMMO TYPE Incendiary Ammo: After looking at the latest spreadsheets I could find on weapon performance and several wiki articles, I have tentatively concluded that equipping weapons that can output the highest amount of projectiles (or constant damage, as in particle rifle) and combine it with the Explosive Burst Rank 6 of Incendiary Ammo can achieve the highest DPS. Explosive Burst on projectile-copious weapons: Both the wiki and the latest discussions I found agree that some weapons trigger Explosive Burst at a certainly broken rate (each projectile of rapid fire weapons, each pellet shot by a shotgun, and the prothean particle rifle seems to go up to astronomical numbers with this). Each explosion of EB is said to deal 100 damage. Moreover, the wiki states that this damage is affected by passive skills that increase power damage (skills, not equipment, not shadow broker upgrades, just skills). Therefore, if we compare a passive with 15% plus weapon damage on a weapon with less than 100 damage to a passive with 25% plus power damage for a 100 damage explosion, the winner is clearly there. I have even forgone James' Incendiary, boosted him with Squad-wide Incendiary at 50%, and have seen him melting armor. Now, something that I don not know, is this: Question: Granted that Explosive Burst is affected by plus power damage passives, then if you choose Squad Incendiary, will the Burst be affected by the power damage of the Incendiary "caster" or by the teammate's plus power damage passive? Another issue => Incendiary Ammo interacting with Warp and fire powers: Wiki claims that incendiary interacts with warp and fire powers in a non-intended, slightly broken way. It says the multiplier against armor is way bigger than intended, and that, in the case of warp, for some reason it even lets incendiary ammo gain a multiplier against shields. Shields! This means you can go all biotic!! Can anyone confirm/discuss their experiences with this? Question: Explosive Burst on Particle Rifle, Typhoon, and on Geth SMG considering Squad AI behavior Yes, EB Particle Rifle melts things… unless Shields or Barriers protect them, right? This makes Banshees extra dangerous (I believe Banshees can only synch-kill when protected by barriers, correct me if I’m wrong). So I’ve thought about the Typhoon’s 150% to barriers and it’s alleged damage reduction for the user (unconfirmed, just read it somewhere). Will I be losing a lot of damage against armor and health if I swap Particle Rifle with EB for Typhoon with EB? Regarding the Geth SMG, Wiki claims that 1.- it procs Explosive Burst very well, 2.- squad mates stay farther away from combat, therefore safer, than they do with most other SMGs, and 3.- EDI can “hold her own in a prolonged firefight” with it. My experience however, has been watching EDI shoot in three bullet bursts, therefore never reaching the increased fire rate that the SMG would need to make it a profitable EB gun. Thoughts on this? Question: Squad Cryo vs Squad Explosive Burst in a Nova-less Vanguard Shep Squad I’ve seen Cryo Ammo freeze shielded mooks consistently. For a Vanguard, a shielded mook is a mook not killing you. Extremely important if you took a rocket from an Atlas or a scream from a Banshee which took away all your shields and staggered you while said mook can be shooting you right in the health, no longer on the shield. However, of course, Cryo damage is crap compared to an Explosive Burst Squad. It seems to be a matter of damage versus survivability. My first insanity run was a nova-less vanguard on ps3. I hated the controller, I couldn’t aim, yet I had squad cryo and don’t remember dying that much. Last night I did my second insanity run on a PC, loved the controls, but had Squad EB. London pegged me so hard I finished the game at 1am on a work night out of sheer anger. What are your thoughts? Squad Cryo better for a Nova-less Vanguard than Squad EB? Or am I just a terrible player who charges at all the wrong times? Question: Does Cryo Ammo slow armored targets? Every time I’ve charged a Ravager using Cryo Ammo, I’ve been able to survive since apparently the Ravager didn’t have time to shoot me before I either killed it or Charged while the shot was in the air. With Explosive Burst, though damage is greater, I think I’ve died a few times. Is this just coincidence out of charging at the wrong times, or have you guys experienced significant slowing down of armored targets? ISSUE 2: WEAPONS AND SQUAD Question: My Nova-less Vanguard Shep’s weapons of choice. 1.- I couldn’t aim straight if my sanity depended on it (killing the last “Marauder Shields” in the game while dizzy and doing crap damage on insanity, anyone?). 2.- I believe no gun does damage like a gun with good EB synergy going crazy on an opponent. Therefore, my choices are Piranha X and Indra X. Why Indra? I modded Indra for enemy detection behind smoke and time dilation, because Cerberus are the ones I don’t want to Charge into and because I really can’t aim. Indra barely has recoil, biggest sniper clip and a good fire rate for proccing Explosive Burst. Suggestions welcome. I think I’ll try the Geth SMG sometime today and see how it goes. Why Piranha? After each successful Biotic Charge, the white flash in the middle of the screen means I can’t see crap. I really don’t know how some of you crack-shots shoot guys while blinded. Also, did I mention I really can’t aim? So what I do is Charge, hold left click, and pray I can follow my enemy’s movement. Also, Piranha’s 8 pellet, 8 shot automatic fire means EB all day long, baby. Suggestions welcome in this regard as well. Question: Nova-less Vanguard Shep’s best Squad Please remember that I really, really plan on never using Medi-Gel, so that affects my squad choice. I have chosen Liara-James for the following reasons: 1.- Liara is probably the most insane teammate for a biotic Shep. Maybe the best mate in the game, period. I pair her with James to help offset her fragility with +20% Squadmate durability, and because I choose the Shield damaging version of Frag Grenade to help with Shields against atlases. Marauders and Centurions get a Warp ->Biotic Charge-> Piranha EB in the face. 2.-I know I should pair Liara with Javik, but Javik doesn’t have fortification, can’t destroy shields, doesn’t have 1225 health and shields, and I also feel Liara already gives me enough potential for biotic explosions. Can you guys keep Javik and Liara alive consistently without needing your occasional Medi-Gel? I can’t. Advice would be welcome on this. 3.- Kaidan is dead in my playthrough. Can anybody help me editing save files?!? I never thought he would be such a beast in ME 3 :sad: :sad: !!!! 4.- If Liara dies I won’t Medi-Gel her. So I need a companion whom I KNOW can take a rocket to the face, else I’ll be fighting alone. I miss you, Kaidan :sad:. 5.- I tried using Garrus instead of Liara. The following things happened: - I equipped the Krysae on him (with Squad Cryo) and I saw a suspiciously low amount of explosions in my fights. Also, when I did see him shooting, he was insistently shooting at cover he could in no way pierce (Krysae explodes before piercing). – AFAIK Proximity Mines and Concussive Shot can’t prime combos. Am I wrong? And if I were, the cooldowns are hideous anyways. - and finally, yes, Carnage and Proximity Mine are great as a combo. And yes, Proximity Mine increases damage taken by 20%. However, I believe Warp’s buggy multiplier with Incendiary is way bigger than 20%. I have not done enough testing in this regard though, and would appreciate the input. 6.- Here’s what happens with Carnage, Warp, and Explosive Burst: If Warp is used as a combo detonator, the enemy will still be glowing in warp color, therefore primed for yet another explosion (says Wiki). So, for example, when facing a barrier-protected Banshee, my sequence is Warp->Carnage for a Bio explosion, unload with the EB Indra, and Warp again. After The Barrier falls, the sequence is Carnage->Warp->Biotic Charge-> Piranha goes boomboomboom! This causes a fire explosion, a bio one, and, since Warp’s damage modifier is still in play, its buggy interaction with Incendiary I think provides a x2 multiplier to Every. Single. Explosive Burst. Against armor!!! Bye, Bye, Banshee. 7.- Liara has freckles and blue eyes. Question: How buggy are Biotic Charge and Nova? Sometimes I can’t Charge, which is understandable since, provided how Mass Effect maps work, I always suspected Charge would be bug central since hearing about it in ME 2. But, also, sometimes I can’t Nova. This is actually one of the reasons I decided I would never Nova. I tried to use it only against turrets, but it’s unreliable. Not only broken, but not reliable enough to use it against your worst enemies, turrets and synch kills. Is there a minimum barrier you require to be able to activate Nova? Is my mouse completely broken? (Nova is middle mouse button, and its wheel is already dead, so might be that). Sorry for the long post. I'll be back later with some potatoes.
  9. I think you could runscript killallhostiles (I think that's the command). However, you can still find Dog in Return to Ostagar if you didn't get him before Lothering. Also, Dog and Shale are by faaaaaaaaaaaaar the worst companions.
  10. there's a mod here in the nexus that lets you type "runscript getx" in console and gives you a vase with all mod items for you to test them/get them back in case you lost them due to bugs. However I've been looking for it for a while and still can't find it. Which by no means equals to the mod being gone from nexus, just that I don't remember its title.
  11. hum... some of them have gone into massive overhauls... I strongly recommend GT Core Rules Fixpack and Dain's Fixes. The best part about these is that they are modular, and Dain wrote a compatibility file to be used in tandem with GT's. Also, I think Improved Atmosphere and (maybe) Flash's Creature Rescale fix a few issues that were, earlier in the game's lifetime, working as individual files. Perhaps Combat Tweaks fixes some other stuff. The Elven set and the blackblade set are bad... I suggest getting better armor for your rogues. They are here, though http://www.nexusmods.com/dragonage/mods/1112/? http://www.nexusmods.com/dragonage/mods/3380/? The difficult part comes when you now have several massive fixes which overlap and you have to make sure to take bits and pieces from each modular file, to make sure two mods aren't aiming at fixing the same thing. For example, Combat Tweaks makes a lot of stuff from GT and Dain's redundant, but there is still some vital stuff which CT left out. For instance, the Find Vitals fix you mention. Also, you have to make sure GT and Dain's load last, so put a "z" at the beggining of the folder's name. I think I had to do this to get the Find Vitals +10% to critical to work. with Improved Atmosphere, and the "Of Ferelden" version which is compatible with IA, you can pretty much forget about a lot of missing equipment. A lot of the stuff you find with this will be better than vanilla equipment. Silverite Mine's will still ruin your day, though. You still have the individual fix for that in nexusmods. My game has so many mods I no longer worry about buggy vanilla equipment XD.
  12. Well, let me rephrase my question: It seems you're in the very early stages of getting the backup together. But I really don't understand the technical lingo you use when discussing the topic. Will there be a backup of BSN coming from you guys and available to the public? Will this be anytime in the near future?
  13. That's nice, mcgoy. I can't afford premium though. I live in a third world country which is looking into the abyss of fourth world.
  14. Scratch that. I think A in the OC only modifies your level cap, while Flash's mod only modifies the enemies' level cap. Wait till I get home in the afternoon after work (it's 11 am here) and I'll PM you the file flixster gave me.
  15. I just started playing ME 2 again. I suppose asking you for access to the ME 2 mods you guys saved would be extremely premature and immature of me? Given how I haven't helped in the slightest XD?!?
  16. I think he means punch metaphorically. Just listen to mcgoy and starrarte's advice, they are very knowledgeable modders. Your thread couldn't be in better hands
  17. uh... yeah, that's a long story but I'll try to make it brief: 1.- If you install Awakening in the OC it will immediately make 35 your level cap, as in the Awakening expansion. I have never needed anything bigger than this. 2.- There is a mod for a level 50 cap. However, I don't know how well it plays with A in the OC. Might have to look into the details of that. 3.- Flash's mod says it modifies the enemies' level cap, however, the file that does it is sort of 'broken' in the folder, so you would need a fix. Alternatively, you can download combat tweaks which offers a similar modification, or I could send you a fix that flixster sent me through PM for the file in Flash's mod folder. 4.- Enemies still remain weak compared to yourself in lower levels. If you manage to timely kill mages in fights, nothing will get you after level 16, basically :(
  18. I have found the reason for my constant crashing, and boy was it a strange one. I used TWF to move the stats from battlemage regalia armor to the warden armor you get with the grey wardens of ferelden mod. For some reason, that kept crashing my game over and over whenever Morrigan cast a yet unidentified ability. All other bugs remain, though. And yes, will, I have too much stuff installed, though if you look at the bulk of it, cosmetics are requirements for face mods, and most of the fixes are for awakening, in case I ever decide to play through that again. I just can't believe they made only one character truly lovable (Sigrun). The rest... I mean, Velanna is despicable on purpose. You have to insult her to get approval from her. And a guy named Justice? What is this, 1960's campy comic books? Adam West's Batman???
  19. Yes, usually DA:O has your casual crash here and there, those crashes are not persistent to one specific area, and after restarting and loading you can continue your game. However, my crashes now are keeping me from moving forward. For example, there's a high dragon in the middle of the Swamp Adventure Mod. I can't finish the high dragon fight without the game crashing over and over again.
  20. Sky: installing deathblow multiplier didn't affect the ogres. It affected all other enemies except ogres. And it did mess up with the ranks of QaL located enemies. So it's a no-go for me. Some mod must be affecting this. If you want to provide some help, I opened a threat called "a crapfest of bugs" describing other bugs I'm experiencing, and my complete mod list. Thanks for everything anyways.
  21. EDIT: Mod list below. Ok, so... Combat Tweaks and other related bugs... I'll do some more testing and later today, if my testing fails, I'll post my mod list (I'm at work and it would be utterly impossible to memorize them), but so far: Combat Tweaks: - Paralyze runes, of whatever rank, always paralyze the opponent. With. Every. Single. Hit. - Frost weapons works on 'Mouse' in his bear form during the Mage origins, dealing a consistent +5 blue damage. After that, I don't remember ever seeing it trigger, and, of course, have never, ever frozen an opponent with it. - Telekinetic weapons, on the other hand, always knock the opponent down. - Flaming weapons never deal the occasional promised +20 fire damage. - I've been recently having constant crashes, and have reinstalled twice already, alternating between 1.05 and 1.04, and with and without IA's fixpack. The only thing I can think of that is creating this bug is a yet unidentified Sword and Shield ability (first time using them), because it always occurs during combat. So tonight I'll try using a 2h warrior to see if the crashing stops. If that fails, I'll be completely out of ideas and will be forced to post a detailed list of all my mods here (huge). IA: - Without the fixpack, Merrill (Dalish Origin) and Fergus Cousland (ultimate sacrifice ending of human origin) are naked. With the fixpack, Lanaya and Velanna are bodyless. I was instructed by BWUser to look for the files (ntb100cr_lanaya.utc, gxa000fl_velanna.utc), to check if they were in the right folder and to look for duplicates. No duplicates found (this solution once worked for me regarding a faceless Anora), and the files were in the right folders. - Maybe not precisely a bug, but I wanted to remove the changes that IA does to the stats of Awakening weapons and armor. I found a folder called something like item stats/for awakening/weapons and armor/ and deleted everything there. Voive of Velvet reverted to back its own vanilla, kick-ass self, but items like Stormchaser Gauntlets and Golem Shell Armor didn't. Unknown: - During the mage origins, when reaching the phylactery chamber, if either one of the sentinels inside the chamber attacks me, the game crashes. So far, the only way I have been able to keep the game going is to '-runscript killallhostiles' as soon as those three sentinels activate. Before this very recent stream of crashes began (yesterday) I had finished probably two complete playthroughs without any other instance of an enemy attacking me into a crash. - During human origin, the soldiers of Cousland castle have equipment with insane stats like +99 to a certain stat and stuff like that. Some of them have about 1000 hp if I remember correctly. - With the personal annoyance removers activated, sometimes one of my mages gets the spell might visual effect stuck on them, even though I never use that. I tried activating and deactivating spell might, didn't work. - I think Combat Tweaks states that it removed a bug that kept every Ogre from having a deathblow sequence, which is something intended only for Boss Ogres. However, I'm getting deathblows from all Ogres. I even installed deathblow multiplier with a "no deathblow" setting and I'm still getting them. OK, so, here we go... MOD LIST Awakening Related: - Awakening in the OC - Awakening in the OC Shops - Lower Skill Requirements for Awakening - Give Awakening Items to Bodahn (Serenity Store Mod) - Personal Annoyance Remover for Awakening Combat Skills Related - Combat Tweaks (Update and SP fixes, area scaling tweak [lvl 20 cap], pet persists through area change) - Dain's Fixes (with compatibility file for Combat Tweaks) - GT Core Rules Fixpack - Personal annoyance Remover - Haste and Aura of Pain VFX Remover Console commands - Angel's fonts - Add any item - Add any item visual deluxe Difficulty - Flash's Creature Rescale (with Body Stay Remove, so corpses disappear) - Nightmare v2.5 - Lemmings' Smarter Enemies Prepare to Die Edition Cosmetic - Dragon Age Redesigned - Improved Atmosphere (with compatibility files for FCR and CT) - Bidelle's Cosmetics - Hairstyle Day - More Hairstyles - Don't Worry Be Hairy - CC Extra Tints and Tones - Chargen Package - Female Face Mods - Lady of the Forest HD - LOTC's Eyelashes - No Helmet Hack - Aurora's Pretty Faces - Pretty Faces - PT's Vibrant Colors - REN's Hairs - Character Creation Files - Grey Wardens Of Ferelden (With IA Compatibility) - And of course, the CharGenMorph Compiler Party - Leave Wynne Behind - Bye Oghren Miscellaneous Fixes and Tweaks - Armor Rune Drop Fixes - Baroness Reward Fix - Blackblade Drop Fix - Cerra sells Barrier Runes - Dweomer, Hale and Silverite Runes back to weapon runes - Cutscene Fixes - Gift Guide (Origins and Awk) - Guaranteed Random Encounters - Joining Ritual Fix - Jowan's Intention Fix - Expanded Inventory - Plus Healing Received Fix - Riordan Glitch Fix - Silverite Mines Lost equipment Fix - Skip the Fade - Utility Sack - Vigilance/Starfang mesh Fix - Respecification DAO Quests - Infested Grounds - Jojjo Weapons (Jojjo's dungeon) - Pints and Quarts Tavern - Return to Korcari Wilds - Spiders and Knives - Swamp Tower Adventure - Tombs of the Undead - Temple of Vulak - Quests and Legends Tactics - 50 Tactic Slots - Even More Advanced Tactics - Cluster Fix (supposed to work for AT, but works for EMAT too) - Sustained Talents and Spells fix for EMAT and Awakening in the OC Textures - Theta HD - HDR Textures Weapons and Armor - Battlemage Regalia - Volcanic Sword Package (the ones supposed to accompany Voice of Velvet) - Edriano-Mordsith alternate equipment - Fadeweaver - Serenity Store - The Phoenix Armory - The Winter Forge - Upgrade Wand - Vengeance - Verdant Sonata - Wings of Velvet
  22. I said " some windows versions, when you choose to rename the file, won't let you change the file extension." Though you are right when correcting me about the source of the problem, I wasn't addressing the source of the problem, but some people's inability to find a solution to it, however temporary.
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