i'm looking to donate $100 dollars to anyone that can make these drones, spitters and warriors AI changes for Aliens fireteam: 1. Drones need to have silent footsteps, no screeching noise when coming and have them to have more random spawns and come out more often through out the level. 2. warriors should also not roar when it spawns 3. Spitters should and acid exploding xenos should get a 20 percent speed buff and spitters should not stand in the same location after spitting more than twice. 4. Prowlers need a 30 percent speed buff and increase attack damage more than the Runner Xeno 5. no color dots for special and boss xenos on the motion tracker
Very interesting take! I'm curious, could you go over how to tweak the values and such? For a long time now I've been wanting to do a rebalance, and this gets very close to what I had in mind save for some specific differences, and want to learn how to make something like this. I have a group of people, myself included, who feel Extreme and Insane need to be more skill based rather than class based, and I'd love to have an overhaul that meets that standard (Btw this mod is awesome, we enjoy it a lot.)
There's a very useful modding guide by another modder over here. I'd rather not go through the tutorial myself, so I write down the specifics (if you have any questions, feel free to PM me).
For the base mod, I edited the following .uasset files (after extracting all .pak files from "Aliens Fireteam Elite\Endeavor\Content\Paks\"): Endeavor\Content\Blueprints\Gameplay\GameplayEffects\CritterEffects\CritterScaling_DifficultyExtreme.uasset Endeavor\Content\Blueprints\Gameplay\GameplayEffects\CritterEffects\CritterScaling_DifficultyInsane.uasset
Once you open each .uasset file, navigate to "Code blocks -> Block 2 -> Modifiers" There are 3 "GameplayModifierInfo" there, each corresponding to the following attributes: HealthMax, ShieldMax, GlobalDamageStrength The values that need to be changed are under "ModifierMagnitude -> ScalableFloatMagnitude". Just for an example, if you want one-hit kill enemies with low health pool, you change HealthMax and ShieldMax to 0.5, and GlobalDamageStrenght to something like 1500. Just always make sure you're editing the correct values. You may extract my mod as well and check it out for reference.
Bonus: if you get a message that you are unable to save the file, don't forget to select the Unreal Engine version from the top right. I use 4.25, did not have any issues with that. This issue will persist with some files even after this, so the modding guide's last part could help.
You can also tweak several things over here: Endeavor\Content\Design\Difficulty\DifficultySlider.csv You may import the file to Excel to better understand it, though editing it in notepad does the job perfectly (it needs to be saved as UTF-8).
I hope this was helpful enough. Please note that I'm not a professional modder, I'm just like you and wanted to learn this in my free time.
Sorry for the late reply! Thank you very much! Once I can actually get back in town I'll try this out! Do you know what affects their movement speed and spawning pattern/spawn variety?
I've seen that modding guide, ran into a lot of issues with it until someone explained to me not to use "Quickbms & unrealtournament4.bms *Recommended*" and to just use Asset Editor, then proceeded to teach me how to get everything prepped to mod the game. Right from the start that guide overcomplicated things regarding modding AFE lol so I'd rather learn directly from people who know what they are doing.
Can you write exactly how much less health/more dmg values are now? 'Lower/slightly higher' is not enough in mods like this- percentage & numbers.
Also i dont understand why you lowered XP/resource values. How is that cheating? Did you make players invincible or something? You just adjusted unbalanced bullshit made by devs. If Insane is still not easier than Intense, you should left XP alone for people to enjoy game. Because now you are punishing them for using this mod without any reason.
Please read the whole description page for the actual values I've changed (scroll down).
There are people who do play the game on Extreme and Intense unmodded on purpose (which are so hard, they're borderline unplayable), therefore they deserve the higher XP/resource. I think this is fair from both ends until the developers make an official balancing.
The point is if you made no changes to casual, standard and intense then those XP values should remain vanilla and only change them for insane and extreme.
This mod is EXACTLY what my team have been looking for. It makes the last 2 difficulties so much more playable AND enjoyable. Not sure if you would like any feedback but I think this mod would benefit from -
Extreme difficulty having the same acid damage from regular aliens as you've made in the insane mode
Insane mode needing heavier acid damage from regular aliens (in the films acid would be enough to stop a marine in their tracks)
Insane mode having heavier friendly fire damage
In Insane mode can the aliens be made to move quicker? (I think it would really push players into making mistakes and force you to plan a little better)
Either way, we will be using this mod! really appreciate you putting time into this :-)
Thank you, I'm glad you put this mod into good use and I'm also open for feedback. :) I just uploaded an updated version with increased Runner acid damage (for all difficulties) and doubled friendly fire damage.
Unfortunately, I did not find the correct asset and values to change acid damage scaling for particular difficulties. I also have no clue how to make xenos faster at the moment - and even if I found it, I would have to globally apply that speed to all difficulties as well (most probably).
Just downloaded it and about to give this mod a try. I do have a request. can you give the Runners a little boost in speed, make acid more deadly if you kill xenos in close quarters, and maybe increase their size a little. also make Drones enconters more often and make them come more randomly without them and warriors making the screeching noise letting you know they're coming? Can you also make the special xenos and bosses show up as normal white dots for motion tracker?
I've been wanting to learn how to mod just to do basically what this guy has done. Totally agree the alien health should be lower, but acid damage and their attack damage increased. So basically you die by being over run.
Thanks for the feedback, I just uploaded an updated version with increased acid damage.
Making xenos faster, changing Drone encounters and messing around with the UI is unknown territory to me, so I can't make any promises. If someone else finds a way for any of it, I may update the mod to be compatible.
16 comments
1. Drones need to have silent footsteps, no screeching noise when coming and have them to have more random spawns and come out more often through out the level.
2. warriors should also not roar when it spawns
3. Spitters should and acid exploding xenos should get a 20 percent speed buff and spitters should not stand in the same location after spitting more than twice.
4. Prowlers need a 30 percent speed buff and increase attack damage more than the Runner Xeno
5. no color dots for special and boss xenos on the motion tracker
I'd rather not go through the tutorial myself, so I write down the specifics (if you have any questions, feel free to PM me).
For the base mod, I edited the following .uasset files (after extracting all .pak files from "Aliens Fireteam Elite\Endeavor\Content\Paks\"):
Endeavor\Content\Blueprints\Gameplay\GameplayEffects\CritterEffects\CritterScaling_DifficultyExtreme.uasset
Endeavor\Content\Blueprints\Gameplay\GameplayEffects\CritterEffects\CritterScaling_DifficultyInsane.uasset
Once you open each .uasset file, navigate to "Code blocks -> Block 2 -> Modifiers"
There are 3 "GameplayModifierInfo" there, each corresponding to the following attributes: HealthMax, ShieldMax, GlobalDamageStrength
The values that need to be changed are under "ModifierMagnitude -> ScalableFloatMagnitude".
Just for an example, if you want one-hit kill enemies with low health pool, you change HealthMax and ShieldMax to 0.5, and GlobalDamageStrenght to something like 1500. Just always make sure you're editing the correct values. You may extract my mod as well and check it out for reference.
Bonus: if you get a message that you are unable to save the file, don't forget to select the Unreal Engine version from the top right. I use 4.25, did not have any issues with that. This issue will persist with some files even after this, so the modding guide's last part could help.
You can also tweak several things over here:
Endeavor\Content\Design\Difficulty\DifficultySlider.csv
You may import the file to Excel to better understand it, though editing it in notepad does the job perfectly (it needs to be saved as UTF-8).
I hope this was helpful enough.
Please note that I'm not a professional modder, I'm just like you and wanted to learn this in my free time.
I've seen that modding guide, ran into a lot of issues with it until someone explained to me not to use "Quickbms & unrealtournament4.bms *Recommended*" and to just use Asset Editor, then proceeded to teach me how to get everything prepped to mod the game. Right from the start that guide overcomplicated things regarding modding AFE lol so I'd rather learn directly from people who know what they are doing.
Also i dont understand why you lowered XP/resource values. How is that cheating? Did you make players invincible or something? You just adjusted unbalanced bullshit made by devs. If Insane is still not easier than Intense, you should left XP alone for people to enjoy game. Because now you are punishing them for using this mod without any reason.
There are people who do play the game on Extreme and Intense unmodded on purpose (which are so hard, they're borderline unplayable), therefore they deserve the higher XP/resource. I think this is fair from both ends until the developers make an official balancing.
Uploaded a new version with intact values for the first three difficulties.
Either way, we will be using this mod! really appreciate you putting time into this :-)
I just uploaded an updated version with increased Runner acid damage (for all difficulties) and doubled friendly fire damage.
Unfortunately, I did not find the correct asset and values to change acid damage scaling for particular difficulties.
I also have no clue how to make xenos faster at the moment - and even if I found it, I would have to globally apply that speed to all difficulties as well (most probably).
making the screeching noise letting you know they're coming? Can you also make the special xenos and bosses show up as normal white dots for motion tracker?
Making xenos faster, changing Drone encounters and messing around with the UI is unknown territory to me, so I can't make any promises.
If someone else finds a way for any of it, I may update the mod to be compatible.