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Created by

Noli Timere

Uploaded by

silentgator

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About this mod

This is a Difficulty/rebalance; contains; Spawning changes, Difficulty Changes, Weapon Changes, and likely more in the future.

Requirements
Permissions and credits
You need to use one of the newer cores, it will tell players in the difficulty pick, that its a modded version of the game, as some people were not enjoying the fact that it wasnt the original experience in public games, this is a reup from 1.10 update notes.

To other Modders: Anything and everything in my mod is usable in yours, feel free to rip it apart and see how I did various bits, however as I am no longer working on mods for this game, I will likely be unable to help with hand holding, sorry for this, the only thing I am not ok with, is repackaging.


Please check the requirements for a Optional modpack, however understand that the Classes mod within that pack, has major issues on Coop (if this changes I will update this); Do not use Corpses Extended, as it overwrites some needed changes in the core (if its lowest in folder list, or if it isnt it does nothing) Corpses are also technically persistent now, and that mod will just change it to 50 allowed persistent corpses instead of the current ammounts given in the core choices.

Mods Included
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!!ESSENTIAL!! NTMod - Core :  fixes corpses, fixes ai, fixes xp/cash rewards, and fixes difficulty of the game to work with the below spawning mods, if you are using the spawning mods you HAVE TO USE THIS, any support will revolve only around people using this core mod.
NTMod - Increase Husk Swarm : Increases lower end (and some higher) population controls, to increase the ammounts seen ingame
NTMod - Increase Synth Groups : Increases lower end (and some higher) population controls, to increase the ammounts seen ingame
NTMod - Increase Xeno Swarm : Increases lower end (and some higher) population controls, to increase the ammounts seen ingame
NTMod - Supply : Updates a few guns ammo ammounts and changes some other variables to slightly balance the increase, and also increases a few other consumables stats (mainly turret ammo max)
NTMod - Specials (adds in special enemy changes for populations depending on which it states in the name; can be a bit extreme but have tested with a 3 player run, and have beaten it up to Hard, past that depends soley on how good your team is and how good the classes they pick synergize)
NTMod - Bosses (adds in enemy boss changes for populations, and in synths case weapons, and can be VERY extreme, however have again tested with 3 player group, and beaten up to hard, however will ALWAYS depend on your classes synergy, and how good your team is; as such its located in optional, as specials alone can give most of the needed extra challenge, bosses just makes it many times harder during the situations they appear)

Optional NTMod - Core : Does what normal Core does, but also removes friendly fire completely (sept barrels) and adds highlighting for ADS on all levels (not tested since i hate highlighting and prefer FF on)

You can pick and choose which parts you want.
When installing new versions of NTMod pack delete the old ones even if you think there ment to be there, and recopy over the files from the archive, this is just incase, as if i rename things having the old versions due to being renamed could cause issues.

Installation
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- extract the archives ~mods folder into the games Paks folder located in "Steam\steamapps\common\Aliens Fireteam Elite\Endeavor\Content\Paks" (or wherever you have mklinked or otherwise moved said game folder too)

- Add whatever you want from Optionals folder into the ~mods folder, copying over file if it asks.


Notes
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I was unsure of some of the variables changed for parts, as such some changes may result in nothing or strange occurances here and there, if i figure out what certain variables pretain too, I will likely correct the issues.

Bugs and so on may take time to fix if reported as i have my own game project I am working on, as well as other real life stuff, so support may be at a minimum, however please feel free to report anything.

Coops confirmed working, some vanilla bugs can happen more however (like xeno's jumping to map layers that go outside of the map, saddly this is a vanilla issue with the spawning the devs never fixed, and I am unsure of if i could fix it without access to the editor project).

Coop Needs:

- Make sure all clients have the mods installed properly (spawning mods may only need the host to install, but I cannot atm confirm this to be true)


Discord
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Modpacks Community Discord: Here
setup to allow finding people to play with using the modpack, and a place for me to get help testing bits, as well as put up quicker updates if any occur.



Updates
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1.01 - Added in supply mod, for increased ammo consumption, as well as fixed most of Fixed Difficulties mod, and increased various bits and pieces, as well as disabled highlighting, and added minor FF to all difficulties, leading up to the hardest difficulty with 100% FF, may make a casual version later with highlighting added to all difficulties, and FF disabled all difficulties.

1.02 - Added in more weapon changes to the supply mod, added in 50% ambush chance to all difficulties, instead of 1-0.1 (this is nested inside xeno specials mod, so if you remove that it will remove the ambush changes as ambush is heavily only xeno with some minor adds for the others), added in bosses and specials population additions, updated xeno swarms mod with a bit higher cap on some sections, I had forgotten to mention that the sidearm pistol for those who dont use the classes mod got updated with better reload times, to make it workable in this mod with the class perks from demo, now it will be able to stand a bit better in this mod (may get nerfed down the road though as it is pretty fast), changed how eggs spawn.

1.03 - updated difficulty fixes, updated xeno specials, added even more weapon defenitions to supplies with increased ammo ammounts (also reduced reload speed on sidearm slightly - probly going to reduce further down the road), moved ambush to difficulties mod, for those who want the ambush stuff but dont want the specials changes, changed more to do with egg spawning.

1.04 - made allied synths follow there own stat markup, and as such they should be able to survive in harder difficulties (this works along side gladias9's smarter bots mod), fixed some of the weapons in supply, as ammo for different variants were off, and the launcher weapons had way more ammo then intended on top ammo mods.

1.05 - Added Atmosphere mod (not much in it yet and needs balancing), pre-emptively added the new dlcs weapons into supply that mattered, still need to wait for the devs to properly release the dlc to use them though (and might need to redo that part since im not 100% sure if there all being used for this coming dlc), added optional No Friendly Fire and ADS highlighting for all difficulties difficulty file.

1.06 - Redid spawning system, as old setups were causing issues with the vanilla bug where a xeno could get trapped outside of the map, the bug still exists as im unsure of how to fix it myself without access to the level files in unreal, but should be better with the increased spawns, spawns also have some breath times now, but not very long breath times, also added in pulse rifles to the weapon definitions for supply.

1.07 - combined atmosphere with difficulty, and renamed to Core, as its essential now for the ai to work properly, as well as for the corpses to stay on the ground almost indefenitly (this likely will cause a hit to performance but theres a top limit of 255 corpses allowed in play, if i need to reduce it then i will later, readded xeno old method of spawning, as it now works good enough with the ai edits. Check the mods discord for a lowend core file with 60 only corpse limit, if one in 1.07 causes massive fps loss)

1.08 - Added in the lowend core as the primary starting core, and put the highend 255 corpse max volume, the issues occuring with the higher one rely on the processor you have more then the video card, as the bodies you kill dont get rendered once your looking away, but still exist in the level, so the load stays in use by the processor/memory, and the processor still technically is running there physical model I think, as this is how they programmed the game, I cannot change that without rewriting stuff, and that would take months of work likely, due to not having unreal toolkit for this game.

1.09 - fixed something in lowend core that probly wasnt doing anything bad but just incase, added NoCorpse core, which makes persistent corpses disable corpses, for those having issues with passing locations which could be because of corpses not unregistering from being alive, or whatever the devs did to determine alive and dead in the game, this likely isnt what causes the random wave unpassable bugs but incase it is, this versions now in the pack.

1.10 - Updated difficulty names in core, to tell players its a modded game, due to complaints in steam discussions, anyone who still has any complaints can take it up with god, as I dont have to give a shit about it, since its up to the players using these mods to use them respectfully, all im doing is sharing my creations that I use personally, for me and my friends enjoyment, however now every difficulty as long as the person using them is using the NEEDED core mod, will show that its a modded gamemode, and as long as there using 1.10 or above.

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To other Modders: Anything and everything in my mod is usable in yours, feel free to rip it apart and see how I did various bits, however as I am no longer working on mods for this game, I will likely be unable to help with hand holding, sorry for this, the only thing I am not ok with, is repackaging.