[Mayhem 3][Zero Hour compatible] Laser Overhaul

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SaulGoodman
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Joined: Sat, 28. May 22, 08:57

[Mayhem 3][Zero Hour compatible] Laser Overhaul

Post by SaulGoodman » Thu, 25. Aug 22, 00:50

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Do you think Mayhem 3's lasers are bland? That too much has been sacrificed for the sake of performance now with every weapon feeling, and looking the same?
That you almost want to go back to playing XRM, Xtended, or Mayhem 2? Are you a fan of beam weapons or is small ship combat infuriating for you, now that you can't dodge shots and are seemingly incapable of missing them either against that terraformer m5?

If your answer to some, or all of these questions is yes, then this mod may be the one for you.
After the Laser effects overhaul Of 3.13, I tried sticking with an older version of the game. But eventually I decided that even the old version's weapons were a bit too bland for my taste so I made this mod.
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This mod replaces the Mayhem 3 laser effects with various ones taken from vanilla, xrm, and xtended. It is important to keep in mind that a few weapons, like the PAA, have not been changed, and the PBG, now a split gun uses a far different model than it did in vanilla, but the vast majority of generic guns have been changed.

Beam weapons, such as the PALC, Tri-Beam Cannon, and Fusion Beam Cannon, make a great comeback looking as stunning as ever.
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In addition to the changes in weapon effects, I took the liberty of making the hitboxes of bullets smaller, now your ships and the enemy's can miss shots once again. I found it ridiculous in mayhem 3 that bullets seemed to have a wide "aura" around them that would destroy things even if they don't connect. A few weapons, such as the beam guns have had stats besides just bullet hitbox changed. I have not noticed changes in performance during huge battles with this installed but I recommend you test it for yourself.

I originally made this for myself as part of a big project but am now releasing it as a standalone mod.

DOWNLOAD TODAY

How to install:

1) download the Mayhem Laser Overhaul .rar and extract it to an empty folder.
2) copy the content of it's addon folder to the addon folder of x3 mayhem 3
3) rename weapons.cat and weapons.dat to one plus the largest numbered cat/dat pair in the folder.
4) load the game.

This mod works for any post 3.13 version of mayhem 3 and is also compatible with the Zero Hour mod. This mod can be installed mid-playthrough and probably removed as such too but I do not recommend removing any mods mid playthrough. Plans for the future include more bullet trails, improving effects, making weapons even more unique, and perhaps a few new weapons for you and the AI to play with.

If you are still not sold on downloading, check out a few more screenshots of the modified weapons in action:

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Last edited by SaulGoodman on Fri, 26. Aug 22, 01:07, edited 1 time in total.

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alexalsp
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Re: [Mayhem 3][Zero Hour compatible] Laser Overhaul

Post by alexalsp » Thu, 25. Aug 22, 09:22

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Hairless-Ape
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xr

Re: [Mayhem 3][Zero Hour compatible] Laser Overhaul

Post by Hairless-Ape » Tue, 30. Aug 22, 18:25

I really love this addition. Works great with all of Mayhem 3 and Zero-Hour.

Especially love the Fusion Bean Cannon and Phased Array Laser Cannon animations. Now THOSE are lasers! Excellent work.
Out of my mind. Back in 5 minutes.

SaulGoodman
Posts: 7
Joined: Sat, 28. May 22, 08:57

Re: [Mayhem 3][Zero Hour compatible] Laser Overhaul

Post by SaulGoodman » Tue, 30. Aug 22, 23:46

Hairless-Ape wrote:
Tue, 30. Aug 22, 18:25
I really love this addition. Works great with all of Mayhem 3 and Zero-Hour.

Especially love the Fusion Bean Cannon and Phased Array Laser Cannon animations. Now THOSE are lasers! Excellent work.
Thank the folks at Awesomeified beam weapons,
That is what I think the developer of Lxxrm used for the beam weapons. :)


Also, I just wanted to let you know that the terran mod is going along great, I sent the files to hector for assistance with making them compatible with ZH, You may want to start looking at adding the option in your galaxy generator. The mod will release only the faction first and later, when I am certain the ships are balanced well I will release them as a "ship pack".

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Hairless-Ape
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Re: [Mayhem 3][Zero Hour compatible] Laser Overhaul

Post by Hairless-Ape » Wed, 31. Aug 22, 16:49

I don't understand what changes you are proposing well enough to start making changes to the map generator.
Out of my mind. Back in 5 minutes.

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Hector0x
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x3tc

Re: [Mayhem 3][Zero Hour compatible] Laser Overhaul

Post by Hector0x » Thu, 1. Sep 22, 15:32

Hairless-Ape wrote:
Wed, 31. Aug 22, 16:49
I don't understand what changes you are proposing well enough to start making changes to the map generator.
I think he wants you to add the Terrans and give them sectors during galaxy creation.
But i didn't look into which race slot he is using. If its the actual vanilla Terran race or something else like Phanon. (if Phanon is used we would have a conflict with future ZH additions)

You could already implement this new race but set their territory share of sectors to 0% until i can properly add them to ZH.

And even after it might be best to show a big red warning whenever people are giving Terrans any sectors with those territory sliders, so that ZMap does not accidentally add Terran sectors for base Mayhem which doesn't have Terrans.

SaulGoodman
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Joined: Sat, 28. May 22, 08:57

Re: [Mayhem 3][Zero Hour compatible] Laser Overhaul

Post by SaulGoodman » Thu, 1. Sep 22, 22:12

Hector0x wrote:
Thu, 1. Sep 22, 15:32
Hairless-Ape wrote:
Wed, 31. Aug 22, 16:49
I don't understand what changes you are proposing well enough to start making changes to the map generator.
I think he wants you to add the Terrans and give them sectors during galaxy creation.
But i didn't look into which race slot he is using. If its the actual vanilla Terran race or something else like Phanon. (if Phanon is used we would have a conflict with future ZH additions)

You could already implement this new race but set their territory share of sectors to 0% until i can properly add them to ZH.

And even after it might be best to show a big red warning whenever people are giving Terrans any sectors with those territory sliders, so that ZMap does not accidentally add Terran sectors for base Mayhem which doesn't have Terrans.
I am using the vanilla terran race slot to bring them back. The phanon one I was using for something else until you told me you would need it.
Also, did you receive the file I sent via direct message

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Hairless-Ape
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xr

Re: [Mayhem 3][Zero Hour compatible] Laser Overhaul

Post by Hairless-Ape » Tue, 22. Nov 22, 17:56

This mod is great. Love the lasers.
Out of my mind. Back in 5 minutes.

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