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JazzManSahz

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JazzManSazh

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About this mod

The Super Adept Overhaul mod goes ahead and cranks up all of the Adept's abilities - all of them, including some adjustments to their passive abilities. The optional files will also allow you to add the Vanguard's Charge and/or allow the Adept to equip the Assault Rifle from the start of the game.

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This mod alters all of the Adept's abilities - every single last one, with the intent of increasing their power and making Adept gameplay more satisfying.

Brief overview of changes are as follows:

- Cooldown reduction and power damage bonuses from Adept's passive ability raised considerably overall.
- Pull now is less lame - now has a splash effect, more damage, more force and more effect time.
- Shockwave has been amped up - more damage, more splash, more bursts, (bursts may not render beyond the 14th in some areas), and more force.
- Singularity feels way more powerful, lasts longer, can snag more enemies for longer, is larger and deals increased impact damage.
- Throw can now spear through enemies and hit multiple targets - plus, it moves faster, has around double the force, double the damage, and less cooldown.
- Warp now hits like a truck, with all levels gaining damage, force, splash: to the point Heavy and Radius Warp feel like biotic cannons.
- If you picked the optional file, you can use a modified version of the Vanguard's Charge, that does more damage, has more range, and gives you more shields.
- If you picked the other optional file, the Adept can now use the Assault Rifle from their first mission after the beginning of the game.
- And if you picked the OTHER optional file - you have both. Go ham!


HOW TO INSTALL:

Using ME3Tweaks mod manager, drag and drop the RAR archive into the mod manager, press Import Mod, and it will do the
rest of the work for you. Press Apply Mod to...uh, apply the mod.
Afterward, you can use the Manage Target menu to delete it if you do not
like the changes.

Using anything else - I am not liable for the mod not working. I recommend you use the Mod Manager for safety
purposes, as it allows you to remove the mod afterward if something does
not work or is not what you desire without having to backup the
specific PCC file for the Adept and replace it manually.

You CAN manually place the SFXCharacterClass_Adept.pcc file directly into
your Cooked PC folder inside the BioGame directory found where you
installed Mass Effect 2 - theoretically. This does work FOR ME, but I
reccomend you find the original and make a backup of it just in case.

ME3Tweaks Mod Manager can be found here: https://www.nexusmods.com/masseffect3/mods/373

Despite the name, it works for all three Mass Effect original trilogy games,
and the Legendary edition. I personally vouch for the usefulness and
functionality of the software - I couldn't be making this mod or
distributing it without it and the tools it provides.


How can I do something like this?

This is what I followed to learn how to modify my Infiltrator class to have
Tech Armor, Incendiary Ammo, Charge and also Armor instead of Shields:
https://www.nexusmods.com/masseffectlegendaryedition/mods/477

If you're open to experiment and undergo some trial and error, you can make
your own mods, just like this one. Go ham! Just remember to BACK UP THE
PCC FILES! The game WILL NOT WORK if you manage to break a class - it
will crash when you try to load a save with that class on, so keep a
working one handy just in case.


OPTIONAL FILE:

I have created a Super Adept with the Vanguard's Charge, a Super Adept with the Assault Rifle, and a Super Adept with both.
Why? To start, I feel like the Adept should have had the ability to use the Charge as part of their toolset, being an incredibly efficient way to move around the battlefield, even whilst the Adept themself is not so capable in close quarters, it acts as an excellent ability to reposition, slaps on an added layer of shielding, and really hurts whatever you pick for your target...I may have considerably increased the aformentioned properties, but point is, use it right and it makes the Adept really, really dangerous, altered or not.

There may have been a reason it wasn't a thing to begin with, but WHO CARES? Modding exists for a reason, baby.


RECOMMENDED MOD:
Remove Shared Cooldowns will allow you to use all of Sheperd's powers individually - they will cool down one at a time, instead of all being forced into cooldown at once, meaning you can Charge, Throw, Warp, Shockwave, Throw, Charge, Shockwave, Singularity, Warp, Throw...you get the drift, all consecutively, making you into a massively effective Biotic and a gotdanged force of nature. It might actually make the game too easy in combination with this mod - so I recommend playing on Hard as a baseline whilst using it.

Mod link is here: https://www.nexusmods.com/masseffect2/mods/118

Also, much thanks to the creator of the mod, as well. Personally, I felt like the powers shouldn't share the cooldowns, although after using them with this mod, I can understand why the shared cooldown was implemented - who the hell needs guns when you can pummel the enemy with endless biotic power, after all.