Mass Effect 2

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  1. Tajfun403
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    Adding new weapons?
    This one single question is reoccurring from a longer time. I answered it multiple times already, and I'll probably have to answer it dozens more.
    Because of its popularity, whole answer I can provide is now sticked to anyone interested.

    TLDR: don't make any hopes. Just don't. Some niche possibilities might have been opened up recently but it's still months before they could be materialized.
    Additionally I am not taking any requests in any form. It is NOT matter of willingness, but of possibility, and as such requests see no point.

    Now a full version:
    Spoiler:  
    Show

    First of all you need to understand one thing: these weapons were not drag-and-dropped. They were more or less remade basing on existing ME2 weapons and modding capabilities. And capabilities are not big - for majority of time (anything before v2.5) it meant new textures, stat changes; most of other assets had to be reused.
    After over a year from last content update, more capabilities - like basic mesh and script editing - opened up, but they're not as much as one would think.
    Weapons are really advanced objects. Remaking weapons with special capabilities (like bouncing projectile, charge mechanic, punchthrough, etc) is nigh impossible given how hard and limited script editing is. Script can only be edited in raw bytecode (which there are no tutorials for, but this might give you some idea. It's just a wall of hex). Form is not as hard as it's tedious once you understand the syntax, but scripts often utilize low-level calls and references (especially non-local object references which has been the most problematic for me) which I don't even fully understand.
    They would require much bigger knowledge of UE3 than I have now.
    I can do simple arithmetic and variables, but not much more.
    Mesh editing paired with animation means a lot, but it's not everything that matters. A lot of ME3 weapons are way more advanced than this.

    All previous releases were introducing as many weapons as it was possible with my level of knowledge and/or general modding abilities.
    Mesh and animation replacing, as well as limited UnrealScript editing capabilities, opened up a lot of options. Much more than any single previous release.
    In order to not delay the update to infinity, I decided to go for a half release. It's essentially a tech demo of what became possible.
    v2.5 is a sweat spot for release number. Omitting middle numbers indicate the jump from v2.1 is noticeable, but at the same time it's not what v3.0 deserves to be.
    It also indicates it's not official stop of works.
    I'm not excluding possiblity of another partial releases, like v2.6 or v2.9.
    I can't give any ETA on when would next update arrive, neither am I taking any requests. Minimal time frame would be counted in months, which I still cannot guarantee.
    Because of this, don't build any hopes. Sooner or later, new weapons might arrive. But it's absolutely not something to actively anticipate.
    3.0 will review all possible weapons, similarly as 1.0 and 2.0 did.
    You need to remember that even though few new weapons might arrive, capabilities are still limited, and only the most basics weapons might have chance of being "ported". Anything with special mechanics/VFXs is still beyond any reach.

    Legendary Edition?
    Legendary Edition version is out now at N7 Day 2022, featuring all weapons from the pack's last OT release and a few more!
    Due to a severe drop in popularity of the Original Trilogy edition, as well as inferior modding capabilities of OT compared to LE, no new updates are planned for the OT version. It is not possible to simply copy-paste content between OT and LE - instead, everything needs to be remade, which would result in a requirement of a heavy time investment in order to support both editions at once.
    Additionally, one of the main new benefits of LE - the ability to edit sounds - have made lots of new weapons possible to be created in the LE version, which could never be accurately represented in the OT one. As such, the mods even theoretically would not be able to maintain feature parity due to pure technical limitations.
    I am glad to have started this journey in OT, and it will continue in LE, with hopefully more weapon ports.
    Last updated: 7th November 2022
  2. Nilsen554
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    No sound for collector guns or collector faction :(
    I tested it and this mode is the cause.
    1. Tajfun403
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      Honestly speaking, doubtful I would look into it. I mostly moved on from the OT scene. This mod was made back when our toolset wasn't advanced enough so probably lots of stuff would enjoy being rebuilt for improved stability.
  3. Mozgil
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    Some weapons have words instead of damage numbers -- base_here, armor_here etc.
    1. Tajfun403
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      This feature is an extension provided by Easy Armor Stats mod and as such reports related to its functionality should be reported there.
  4. deleted189327948
    deleted189327948
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    Excelent Mod. Some weapons very difficult to use, but excellent for followers
  5. KarasuRen
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    Do you recommend to play with this mod on first playthrough ?
    1. Tajfun403
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      Don't see why not. Most of weapons unlock in the second act of the game, so you'll also have enough time to play with vanilla guns.
    2. KarasuRen
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      I try this on second playthrough. I already understand that this game lacks of armor and arms, but i'll complete this game as intended, and then i try this mod and armor mod.
  6. wakalolo
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    Can anyone help me troubleshoot? I installed it with ME3Tweaks and I only got the N7 eagle. Where are the other guns?
    1. Tajfun403
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      They unlock in the second act of the game.
  7. Ottakanawa
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    Somebody needs to port this to LE
  8. Chupacabra31
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    I'm not a fan that this gives you access to a whole bunch of the guns at the same time, i'd rather them being unlocked one by one and be consistent with the weapon unlock pattern of the rest of the game to retain balance! Some of the weapons could be put in stores from this pack, some of them could be added as pick up to missions, which previously don't have weapons as pick ups, like some recruitment missions (on Korlus or Purgatory prison ship for example)...For Korlus the best spot for a weapon pick up is right in the Okeer's labaratory before the final battle with Jedore ('i'm thinking of the Shotgun here, so Wraith most likely), while on the Purgatory the small room with the console to release Jack just asks to put something near on the table (probably a handgun, like Paladin)...All the weapons labeled "N7" should be put in stores on the Citadel and only be sold there, since Turian merchant from the top level of Zakera Ward is the only one, who seems to be fitting selling weapons, then all of N7 weapons probably should be given to his kiosk inventory! 
  9. Anvel89
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    Good mod but Colerctor SMG is way overpowered, it has perfect accuracy without recoil and DPS bigger than Tempest, Black widow should have lower damage per shot than Mantis SR. And can you increase ammo capacity for Carnifex/Paladin?
    1. MaalyG84
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      bro you can do that by yourself
    2. Chupacabra31
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      Agree on Collector SMG and heavily disagree on Black Widow! The best sniper rifle and the heaviest - Black Widow weaker than default Sniper Rifle of the game? What in the actual heck man?! It's supposed to be OP, that's the whole point and it's like that in ME3...
  10. Ottakanawa
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    I wish this was ported to LE2 it's my favorite.
  11. kizabloodborn
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    so any eta on the LE port?