Just some additional notes for using StimPack with certain classes:
- any "power duration" rank bonus that comes from a class's mastery passive (Combat Mastery, Assault Mastery, Tech Mastery, etc) does not affect StimPack's duration in any way.
- for a Soldier, the "Shield Boost" rank of Adrenaline Rush will further increase StimPack's shield strength while both powers are active together (meaning a Soldier can further boost its shield strength by combining the two powers).
- for a Vanguard, using StimPack followed by Nova then a Biotic Charge will refill it's barrier strength to StimPack's highest capacity for as long as StimPack's duration is active. StimPack's shield boost will also increase Nova's damage (since it increases the amount of shields/barrier strength).
- for an Infiltrator, using a StimPack while under Tactical Cloak will not break the cloak's effect.
UPDATE 5/9/15: Hey all, I've released an update for my Stimulant Pack mod, version 2.1 - this new update fixes the previous incompatibility that StimPack had with Sentinels, so now Sentinels can use the power as well.
If your having trouble getting the mod to show up in game and you're using SP Controller, go into your Mods Folder and take out "DLC_CON_XBX" and boot up the game. It should still let you use your controller for a bit even with the mod removed. Once you unlock the skill, make a save and put "DLC_CON_XBX" back in the mods folder. It should work then.
Now that ME3's Controller Mod has been revamped a bit (though that happened a little while ago), do you think that this issue's no longer, well, an issue?
Thank you so much for this mod, used it with my Sentinel for the final stages of the game and it was a very usefull power, allowing the Sentinel to further increase survivability and great sinergy with the tech armor, allowing for agressive playstyle with close range detonations and shotgun gameplay.
In case your character has extremely high shields ( using EGM and its "Avatar of resilience" prothean implant) is it possible that the max shields from the stim pack ovewrites for its duration the higher max base shields of shepard potentially reducing them? Im curious as Im planning to mod the in game difficulty to make it harder and it would be a major point in wether or not its worth to use both things at the same time.
For me it's available even from the start of the game (why?) and even upon deleting the mod and uninstalling game/reverting to vanilla, I still have it in Med Bay, however, choosing it crashes the game (for obvious reasons...) I assume I can't just install it again at this point, since I've already got EGM, ALOT installed...?
is there anyway you can make this mod comaptible with the SP gamepad mod? the BioD_CitApt_000Global.pcc file conflicts with it and they need to be merged together.
thanks!
-edit-
nevermind, got it all figured out merged together. thanks again for the mod!
I was wondering if Stimulant could be unlocked at the same time as the Bonus Power Packs? I'm using the Citadel Epilogue Mod and, well, i'll only get to use it at the end of the game
It should unlock permanently for your Player Profile once you unlock it once and make a save after that, so you should then have access to the power for a NG+ playthrough.
Firstly, thank you for this mod. I do love mods that restore cut/originally intended content.
Just some musings about one or two things: 1) The Stimulant Pack can't be chosen as the bonus power on the character creation screen. I'm assuming this just isn't possible to do, and that's cool. It's easy enough to purchase it in the MedBay when you get the run of the Normandy. 2) I uninstalled the mod, but I've found that the Stimulant Pack power is still available to purchase on my ME3-imported Shepard. I haven't purchased it and tried it out, and I doubt it's wise to do so without the mod installed.
I just wanted to say "I love how your mods I have dl'd don't require anything fancy with Texthingamabob or ME3Explorer. It's like... DAO or DA2 mods being installed, drag and drop into file X."
29 comments
- any "power duration" rank bonus that comes from a class's mastery passive (Combat Mastery, Assault Mastery, Tech Mastery, etc) does not affect StimPack's duration in any way.
- for a Soldier, the "Shield Boost" rank of Adrenaline Rush will further increase StimPack's shield strength while both powers are active together (meaning a Soldier can further boost its shield strength by combining the two powers).
- for a Vanguard, using StimPack followed by Nova then a Biotic Charge will refill it's barrier strength to StimPack's highest capacity for as long as StimPack's duration is active. StimPack's shield boost will also increase Nova's damage (since it increases the amount of shields/barrier strength).
- for an Infiltrator, using a StimPack while under Tactical Cloak will not break the cloak's effect.
Great!
In case your character has extremely high shields ( using EGM and its "Avatar of resilience" prothean implant) is it possible that the max shields from the stim pack ovewrites for its duration the higher max base shields of shepard potentially reducing them? Im curious as Im planning to mod the in game difficulty to make it harder and it would be a major point in wether or not its worth to use both things at the same time.
the BioD_CitApt_000Global.pcc file conflicts with it and they need to be merged together.
thanks!
-edit-
nevermind, got it all figured out merged together. thanks again for the mod!
Just some musings about one or two things:
1) The Stimulant Pack can't be chosen as the bonus power on the character creation screen. I'm assuming this just isn't possible to do, and that's cool. It's easy enough to purchase it in the MedBay when you get the run of the Normandy.
2) I uninstalled the mod, but I've found that the Stimulant Pack power is still available to purchase on my ME3-imported Shepard. I haven't purchased it and tried it out, and I doubt it's wise to do so without the mod installed.
Again, thank you very much for this!