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Tajfun403

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69 comments

  1. HyppieDBArt
    HyppieDBArt
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    This mod caused crashes on Omega with my heavily modded game.
  2. laidback99
    laidback99
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    No Legendary Edition version on the Horizon? :(
  3. timestamped
    timestamped
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    ME3Tweaks says to contact developer as mod was made with it's tools but has not been deployed properly?
    1. MasterMigit3
      MasterMigit3
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      Seconding this. Still unsure if it works through ME3Tweaks anyway, but I'm going to try it anyway and see.
  4. Chupacabra31
    Chupacabra31
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    So carnage is effective against everything, literally? So Kinetic, Biotic and Armored shields at the same time? Sounds too overpower to me if this is the case and from what i have seen Carnage power on itself is very powerful if it's anything like ME3 variant, but than again Carnage in ME3 was purely Soldier class ability, which was only effective against Armors and Health bars and not much else (unless combined off course)...
  5. SilverAxe001
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    Could you be able to give recovered Carnage to Grunt?
  6. SpiritWarden
    SpiritWarden
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    The punch is great, mixing it with Tactical Cloak finally gives Shepard Shadow Strike and I love it! I can't wait to see this remade for ME2L, if only for the punch
  7. BarnieBarble
    BarnieBarble
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    PLEASE PORT THIS TO LE EDITION, this mod is awesome! and i can't play LE without it.
    1. Tajfun403
      Tajfun403
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      I plan to remake the mod, but I have a very little time for last months and unfortunately it may take a longer while.
    2. TheLegacyOfMuOfficial
      TheLegacyOfMuOfficial
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      Unfortunate to hear, yet I await its arrival.
  8. helhunter
    helhunter
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    The punch is so great, I got so used to vanguard charge then heavy melee in ME3, and this is just perfect imitation of that, maybe the effect isn't biotic heavy melee but some tech, but it still sends the enemy flying :D love it combined with individual cooldowns and Advanced Enemy Factions, it gets crazy if you charge in.
    1. Tajfun403
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      Glad you enjoy it ^^
      Unfortunately I could not get a more true biotic melee to work, but this is fine enough ;p
    2. ventobox90
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      How do you install individual cooldowns? would love to try this mod out with it.
    3. Tajfun403
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      Hey, it is a mod:
      https://www.nexusmods.com/masseffect2/mods/118

      If you use no minigames or controller mod, then you want to use a patched version of removed cooldowns:
      https://www.nexusmods.com/masseffect2/mods/205

      If you already installed ALOT, you'd need to either reinstall whole game, or patch the file manually (not really recommened).
    4. BarnieBarble
      BarnieBarble
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      Please redo this for the legendary edition.
    5. TheLegacyOfMuOfficial
      TheLegacyOfMuOfficial
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      • 8 kudos
      would love this for LE!!!
  9. blm1123581321
    blm1123581321
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    I wanted to say this mod is really great so far and the powers are pretty fun its nice having some new powers to mess around with! I do have a question though with new modding methods I guess since the last time I checked that make this mod possible does that mean that potentially you could now make a mod that could add other powers as bonus powers like class specific powers tech armor,cloak,singularity etc or do whatever new methods exist not allow quite that much?
    1. Tajfun403
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      The methods I used here are already quite old by current standards, but there is near 0% chance I'll remake them, at least in near future.
      The methods I used here were required by a different approach I had to take. Those powers were never designed to be used by player, so needed a lot of work. Especially in days where script relinking was not possible.

      There is another solution for what you want to do - you simply have to add DynamicLoadMapping to your power (in similar way as the mod). Then you should add bIsHenchmenUnique property to Default__SFXPower export inside SFXGame.pcc file. Use ME3Explorer ME3Tweaks Fork to open game files with the .pcc extension. 
      Base powers should be stored in the respective class file, like SFXCharacterClass_Vanguard.
      Then you can add those powers with console commands.
    2. blm1123581321
      blm1123581321
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      Im really sorry to ask but uh how do you add the dynamicloadmapping to the powers or can you go into more detail about how to set this up its been years since i did any mass effect modding and ive forgotten most of what I knew and even if I remembered I think the methods have changed since I last did any modding. Also is the method you are talking about to mod these powers compatible when you have a bunch of other mods through me3tweaks? If you dont wanna explain it I understand I dont wanna bug you or anything just thought id ask just in case.
    3. blm1123581321
      blm1123581321
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      Also when you say to add bIsHenchmenUnique to default__sfxpower do I want to set that value to true or false? For the dynamic load mapping I think I may have started figuring that part out though do I just need to add say for singularity DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Singularity",SeekFreePackageName="SFXCharacterclass_Adept")   to [SFXGame.SFXEngine] and im done or do I also need to add something for the evolutions? And does this method you are talking about stick around through loadscreens and game restarts or would I need to run the console command every loadscreen/restart?
    4. Tajfun403
      Tajfun403
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      Compatibility -> rather yes, why not 
      bIsHenchmenUnique -> set to true
      DynamicLoadMapping -> your research is correct :). One entry is enough to cover both base power and evolutions. 
      Loading screens -> iirc yes, they should be kept. This is why you need bIsHenchmenUnique. The game is running a check on loading screen where all non-bonus powers which you have, but you shouldn't have, are removed. As marking most basic power as bonus one, all powers in the game will inherit this setting, and therefore survive the skip.

      I'm European, I've been sleeping right now.
    5. blm1123581321
      blm1123581321
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      Thanks for the answers! One last question I hope do I want to put the dynamicloadmapping data in the [SFXGame.SFXEngine] section of the DefaultEngine.ini or in the [SFXGame.SFXEngine] section of the Coalesced.ini?
      Edit: I put it in the coal and that seems to be working so far lmk though if that wasnt were it was supposed to go. And Im so so sorry for this but I have another question which is if bIsHenchmenUnique marks most basic/class powers as bonus powers does that mean it also will allow me to remove some default class powers I dont want to make room to add the new ones without issues? And hopefully lastly THANK YOU so much for answering all of these questions i'm really looking forward to messing around with my own custom abomination... um I mean class for my probably at this point 50th playthrough of the game!

      Edit number 2: Also quick PSA in case anyone else decides to try and follow this to make there own custom class DO NOT use the Normandy's Advanced Training to change your bonus power it removes every single skill except the one skill you chose including the class passive lol I really should have seen that coming if I thought it through. Could be useful for a single skill challenge run maybe I guess???
    6. Tajfun403
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      Where to put DynamicLoadMapping -> either of them will work. All data you put to INIs inside DLCs are simply added to the base Coalesced on game loading.
      I put mine to DLC files so you can easily move it along rest of the mod. But editing base Coalesced is fine as well, when you don't care about DLC mod format.
      Removing base class powers -> actually the script ran on loading screens does two things (I didn't tell this yet as I did not see it as needed, and I didn't want to overwhelm anyone with amount of text). One is removing non-bonus powers, and second is making sure the default class powers are there. Therefore, to bypass the second part, you have to change default powers of your class. 
      You have to find your loadout in SFXCharacterClass file, then you should find a Powers array. You can just remove powers from there. Adding would need more work, that's why console stays a better option here.
      When the power is no longer default, you also have to remove it in game, with console "removepower name". Since all powers are bonus now, they won't disappear automatically. 

      I am glad to help ^^.
    7. blm1123581321
      blm1123581321
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      I didnt realize thats how the ini files inside dlc mods worked thats good to know for if I decide to make my future life easier and make all these edits a dlc mod for easier adding and removing of these edits. I figured I had to edit the classes default loadout a little bit ago when I was messing around and found out that a reload puts all the default skills right back though I hadnt found where exactly that was in the files so thanks for pointing me in the right direction there! And finally thank you so much for putting up with all my questions and walls of text regarding this ive had a lot of fun just messing around seeing how this all works and being able to make custom classes now will be a lot of fun so thank you again!!!
    8. Tajfun403
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      You're welcome. It was a pleasure to help.
      Let me know if you have any other questions. Good luck with new classes!
    9. blm1123581321
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      I am curious do you know if this same method can be used for ME3 as well?
    10. Tajfun403
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      Probably not exactly same method (eg. Coalesced is compiled in a different way, bIsHenchmenUnique property is renamed (I think IsBonusPower? I'm guessing).
      If you're ready to do a bit of guessing, I think method should be very similar. Actually it is ME3 research that I stumbled across in cold, empty and numb bottoms of reddit where I learned about loading screen scripts. Then I seeked similar methods in ME2, which worked.
      No way I can find the original post now, unfortunately. 
      ME2 and 3 are quite similar on many levels. ME1 is the dwarf here.

      This could also help you to some degree. It only describes temporary adding of powers (doesn't mention loading screen scripts), so it's a part you'll have to develop yourself.
      https://me3tweaks.com/guides/adding-more-mp-powers
    11. blm1123581321
      blm1123581321
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      Alright thanks for the info ill have to look into it further when I actually finish this me2 playthrough and move on to ME3.
    12. blm1123581321
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      Do you know if (ObjectName="SFXGameContent.SFXCharacterClass_Soldier",SeekFreePackageName="SFXCharacterClass_Soldier") already being in the dynamicloadmapping list one for each of the classes in me3 means that everything within the various sfxcharacterclass_ files are already set to load including all of the powers so I dont need to individually add each class power to the dynamic load mapping list or do they still need to be added? Im not 100% certain how exactly that part works.
    13. Tajfun403
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      Nope. ObjectName refers a particular object, not a tree of them. You need to add each power separately. The guide I linked previously had a list to copy paste.
    14. blm1123581321
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      The guide you listed only seemed to list the dynamicloadmapping entries for the mp powers not the sp class powers though I think i found what I needed to add for the sp class powers though just to double check does (ObjectName="SFXGameContent.SFXPowerCustomAction_TechArmor",SeekFreePackageName="SFXCharacterClass_Sentinel") look right as an example? If it is right then it either seemingly isnt possible to do the same thing in me3 that I did in me2 or it requires more than just adding the entries to the dynamicloadmapping list and adding bIsHenchmenUnique property to Default__SFXPower. Also according to the package editor from me3explorer Default__SFXPower cannot have the IsBonusPower value added to it though it could have the IsHenchmenUnique added to it and I tried that but it didnt seem to work the power didnt remain through reload. The Isbonus power could be added to a couple other power related entries I found so I decided to try those after failing for hours with everything else I figured it cant hurt to try worst case scenario I reload the backups again but none of them seemed to work as well I couldnt get the powers to remain through reload.
    15. Tajfun403
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      Ah, right. ME3 no longer uses SFXPower for most of power related things, but SFXPowerCustomAction. I would try to look there to add the bIsBonusPower property. (With Default__ prefix)
      If this doesn't work, unfortunately I don't have a better clue, sorry.
  10. SilverAxe001
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    Tęskniłem za Rzezią. Ogromne dzięki.