Mass Effect 3

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Tajfun403

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Tajfun403

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Damage Numbers adds dynamic damage indicators to every hit - telling you exactly how much damage each attack dealt.

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Damage Numbers adds dynamic damage indicators to every hit -  telling you exactly how much damage each attack dealt.



Every hit - coming from your power, your weapon - be its yours, your squadmate's, or your enemy's - will now trigger a temporary, floating damage number in the place of hit, telling exactly how much how final damage (after all modifiers) has it dealt.
The damage numbers are animated and slowly move away from the enemy's center of mass. Bigger damage instances are more visible.
By default, all numbers are truncated to the nearest integer (as in pretty much every game ever). You can switch an install setting to instead display all numbers with accuracy of 4 decimal places.



Every damage instance is colored according to the protection type it is the most effective against. In case there is more than one protection type an attack is equally most effective against, it will receive a color which is a mix of the other two - but distinct enough so that it is still distinguishable.
Attacks equally effective against every protection type receive the white color.
The diagram below shows all damage combinations naturally occurring in the game, with their corresponding colors:




All damage numbers are additionally scaled according to their importance. Hits that dealt a larger amount of damage are both bigger in size, as well as have a longer duration.
Small arms hits, like from SMGs or assault rifles, will generally fade away quickly to make space for next hits which would be expected to arrive soon. Significant impacts, such as headshots from sniper rifles, stick around for a bit longer for the emotional impact.



Multiplayer mode is fully supported, but due to the multiplayer's nature, not all damage data is being synced between players:

  • When playing as host, all damage hits from all players are sent to you. As such, both your own and everyone else's numbers are always true.
  • Playing off-host is slightly more tricky, as not all hits data is sent to you. You can see generally see your own damage numbers accurately in the vast majority of cases. Hits inflicted by other players, however, are not always reliable. Especially significant hits, like those that can oneshot an enemy, are often not sent to clients and instead the enemy drops dead in place.
    • One situation where the damage shown as off-host is inaccurate is when hitting objects that block all damage - such as guardian's shields. Those always show up as successful hits when playing off-host, even if the host eventually nullified all damage against the shield.
  • MP damage dealing code is less robust, with a lot of orphaned (i.e. hits without a specified owner) or misplaced (i.e. with hit location far away from the actual impact) hits from various sources. Best effort has been made to fix those issues and/or address orphaned hits back to the owner, to assure readable display of those numbers.
  • This mod does not affect the matchmaking queue - as such, you can still freely use the public matchmaking and successfully join other people who do not have the mod installed.



Only installation with ME3Tweaks Mod Manager is supported. Manual installation is not supported.
The number spawner is injected directly into TestPatch -> Patch_SFXModule_Damage.pcc::​SFXGame.​SFXModule_Damage.​SFXTakeDamage() function, where all damage receive events are managed.
Additionally, TestPatch -> Patch_GmEfctMtchConsAmmoPwrDisrupt.pcc is edited to fix a bug where the attack is ownerless and contain no damage type, making it impossible to be correctly identified.
Your SFXGame.pcc and TestPatch (Patch_001.sfar) files will be automatically edited by the Mod Manager.

If you want to uninstall the mod fully, you will need to restore both SFXGame.pcc (Mass Effect 3\BIOGame\CookedPCConsole\SFXGame.pcc) and TestPatch (Mass Effect 3\BIOGame\Patches\PCConsole\Patch_001.sfar) files from a backup or by other means.
Optionally, you can disable the mod by removing its associated DLC folder in the "Manage target" section. This will not remove the injection, but will stop the numbers from being displayed.
You can freely re-install your current version of the mod as many times as you want while selecting different install options - those are all stored in the associated DLC folder.



This mod allows you to freely discover and experiment with the game's damage formula.
All damage numbers displayed by the mod are taken directly from their damage instances - they are true, with no external modifiers applied for any purposes.
There are, however, a few important things to note which you might notice quickly when using the mod.

  • Your damage values are not directly lowered when you level up or increase your difficulty. Instead, it is the enemy hp becoming bigger. As such, while progressing through the game, you will not notice your damage numbers decrease, but nevertheless it will take you more time to kill enemies due to their hp pools increasing.
    • This is in contrary to ME2, where it would be your damage becoming progressively smaller with enemy hp staying constant.
    • Additionally, the hp buffs in ME3 are less major than damage debuffs in ME2. While damage penalty in ME2 is as big as 2x on maximum lvl 30, in ME3 lvl 60 enemy hp increase is only around 40-50% (enemy and difficulty dependent). Every difficulty increase is scaled by the same factor - eg. going from Normal to Insanity is two "ticks" in the difficulty list, so 1.5x x 1.5x => around 2.25x enemy hp increase.
  • Some attacks impact a specific position on the enemy's body, while others - do not.
    • If a position is specified, then the damage number will appear exactly in the hit point, before slowly floating away from the object's center of mass to avoid buildup of damage indicators in the exact same place. This is the most common case for weapons - which allows them to for example headshot.
    • If a position is not specified, the numbers will appear at the center of mass of a target. This is the most common case for powers - which usually deal damage to the enemy body "in general", and not a specific location. This puts them in the exact opposite situation compared to weapons.
  • Damage bonus given by ammunition powers is a separate damage instance - applied right before the weapon's hit itself. As it's a power damage, it usually has no location specified - as such it cannot headshot, and it would be spawned at the enemy's center of mass. You can switch an install setting to automatically group those ammo hits together with their main weapon hit - their additional damage will be appended using a plus syntax, for example 💀120+49.