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gleamage

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About this mod

Cheat mod that enables Ryder & team to receive benefits from both power evolution branches while choosing one branch.

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Changelogs
AS OF v1.2
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Currently every power rank has at least one branch granting the bonus of both evolutions, which means this mod has attained all its envisioned purposes and will no longer receive any update(unless someone reports an actual bug out of the blue).
Vetra's Power Armor r6 has finally received its both evolutions branch - explosive purge(sorry for the respec cost). Please refer to its specifications for detail. Oh, and Nomad randomly discharging when driving is just Vetra's armor discharging. For those interested in what happened in modding, take a look at the end of How did I make this mod.


Why make choices? Everyone might dream of having both evolutions when leveling up. Shameless cheaters will go ahead and try to find mods allowing it. This mod is what I cooked up when I looked for and failed. Unfortunately I am not that experience a modder and not all desired effect is achieved. Made for MEA 1.10 with Frosty Editor v1.0.5.9. Project file included.

How to use this mod?
  • Install this mod and launch the game. Here's the tutorial by Kahmu which taught me how to do: Mod Manager Tutorial and My Recommended Mod List
  • Level up the powers of Ryder & crew by following the branches recommended below or in the appended text file. Not all branches grant the benefit of their opposing branch, but if the recommended branch has already been chosen, this mod does work retroactively.
  • If a non-recommended branch has been chosen, it is necessary to respec if benefits from both branches are desired. This introduces an issue where the mod might cause the respec of teammates to do nothing, at least before loyalty missions(Sorry!). To remedy this, deactivate this mod, respec your teammates, save, reactivate, level up.
  • To uninstall, just deactivate this mod should suffice. Do note that this mod must remain active for powers to receive the bonus from both evo-path. I have not tested what will happen when playing with this mod disabled, yet Ryder has a 4th weapon equipped and Combat Fitness R5-Heavy Lifting is chosen.

(for modders) How did I make this mod?
Hopefully explaining this will help people detect bugs.
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Upon loading MEA into Frosty Editor, first locate the skill rank assets in Game/Progression/Singleplayer/Skills and inspect one to modify.
Some skill ranks contain mundane bonus such as damage, duration, cooldown. These are located in Stats. For these simply copy the items from the opposing branch into this one should do.
Other bonus are exotic, such as radius, on-hit effect, conditional buff/debuff, priming & detonating. How I tackled this is by looking for references to the branch asset I'm modding (Frosty has a reference tab at the bottom for this). Usually the references are in the form of conditions like "BoolProvider_HasEvolution". Now the only thing left to do is to hunt down every occurrence that one thinks would matter and replace those HasEvolution with "BoolProvider_Or" satisfied by either evolution. Rinse and repeat for each power rank above 4. Nefarious errand. 
In general if an exotic bonus is related to hitting with a specific attack, the Impact files beginning with "Imp_" should contain the conditions to modify. Examples are Energy Drain(Jaal) (extended drain's shield HoT buff and its priming debuff, auxilliary drain's multi-targeting and detonation), Turrian Smuggler(Vetra) (r6 priming effect & shatter defense).
Conditions to modify also appear in "csm_"(no idea what this is), "status_"(buff & debuff in general) and "Logic_"(conditional triggers). Just like "Imp_", for the first two one should look into items in the "Action" tab and check out "conditional"For the last one, aim for "Objects" -> "DataProviders.BoolProviderEntityData" then "Provider".

(v1.2) Why I couldn't understand how Vetra's power armor r6-turbo armor works is because, well, it kinda not work. Take a look at "csm_entry_power_vetra", the first item in the bottom left window of "Game->AI->vetra->powerarmor". The [6] item in "Actions" resets CD of Vetra's turbocharge and requires only this power to fire off. No turbo armor evolution required though, and no other condition. So, it's a bug that turbo armor does nothing, right?
Anyway I changed it "conditional" to what I want. And still no luck to give turbo armor the bonus of explosive purge.


Recommended skill path & known issues
If no specification is given for a power/rank, any branch grants all benefit.
In general, to get all bonus of a skill rank, choose the alternative if one branch provides only mundane bonus. If both branches are exotic, radius is often but always right. Also, I don't think I have broken the bonus associated with a branch in vanilla, so if you absolutely want the bonus of one branch and are unsure if the alternative has the same benefit, choose the branch you what.
I have not tested all powers and some might not work despite what the tooltip indicates. So go go guinea pigs.

Combat
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---Omni-nade: r4-choose based of the desired behavior, r5-shrapenal
---Concussive Shot: r4-choose based of the desired behavior, r5-radius,
 r6 only causes either armor bonus or shield bonus to show up in skill summary but should work according to damage formulae. Actual effect untested. The same is true for all the anti-armor/anti-shield branches with similar behavior.
---Barricade: r6-electric defense
---Turbocharge: any
---Trip Mine: r4-sensor range, r5-radius, r6-emp
---Flak Cannon: r6-more flak
---Pistols: any
---Assault Rifles: r6-shatter defense
---Shotguns: r6-melee synergy
---Sniper Rifles: r6-killing spree
---Combat Fitness: r6-hold the line
Completely tangent but hold the line doesn't proc when Ryder has a sliver of shield, so no hold the line + saving barrier face tank shenanigan. I can confirm this when modding.
---Combat Tools: r6-martial arts


Biotics
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---Pull: r4-radius, r5-expose, r6-biotic drain
---Throw: r4-radius, r5-duration, r6-double
---Charge: r4-radius, r5-power, r6-bastion
---Nova: r4-radius, r5-untested, r6-choose based of the desired behavior
---Shockwave: r4-radius, r5-reach, r6-lifting
---Annihilation: r5-biotic wind, r6-draining field
---Backlash: r6-aftermath
---Singularity: r4-radius, r5-anti-shield, r6-expand
---Lance: r4-radius, r5-untested, r6-choose based of the desired behavior
---Barrier: r5-biotic link
---Offensive Biotics: r5-exploitation, r6-warrior
Fix(?) : in vanilla the power damage bonus from r6a seems trigged even prior to acquiring the branch. It now requires either of r6 to trigger(sorry)
---Containment: r5-concussive, r6-manifold


Tech
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---Overload: r5-charge, r6-charge
---Incinerate: r4-radius, r6-double
---Assault Turret: r5-omni-link, r6-flamethrower
---Cryo Beam r5-radius r6-snap freeze
snap freeze coupled with cryo trap is strong, maybe broken for non shameless cheaters.
snap freeze shattering seems applicable to other source of freeze(canister, Cora's shots). Wonder if it's true for Brittle's armor debuff.
---Energy Drain: r6-team drain
to be safe choose aux drain for r5. There is one Imp_Primary_miss file deemed unimportant that I left untouched. 
---Tactical Cloak: r4-damage, r5-movement speed, r6-escape artist
on r6 behavior: both branches should cause the main cloak to no longer interrupt regen, but lingering cloak after attacking still halts regen and delays CD.
the only difference between combat cloak and escape artist is the auto cloak after melee kill when tact cloak is equipped.
As of v1.1, escape artist doesn't block regen during bonus cloak.
---Flamethrower: r5-reach, r6-blinding heat
---RemVI: r5-choose based of the desired behavior, r6-missile
I didn't touch the AI of Zap.
The duration of electric beam priming feels short, overload-short. I didn't try to change it as it's the same in vanilla with electric beam.
Also the missile damage feels lame compared to a fully upgraded beam.
---Invasion r4-outbreak, r6-virulence
untested: visual effect might be different if r6-sabotage is chosen
---Team Support: r5-tactical revive, r6-defense grid
defense grid does work, although it only gives at most 18DR. Feels underwhelming.
---Offensive Tech: any
---Auxiliary Systems: r4-priming


Cora
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---Charge: r4-radius, r5-power, r6-shocktrooper
I couldn't find if there's a specific r6-bastion related DR buff (like its description). If there in fact is, shocktrooper will not have this bonus.
---Nova: r4-radius, r6-protective
---Shield Boost: r4-radius, r6-regen
---Asari Commando: r4-forceful, r5-weapon, r6-cryo
also add the missing cryo primer icon for r6-cryo
---Defensive Training: r5-active barrier
it seems that active barrier doesn't boost the shield of the other teammate


Drack
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---Blood Rage: r6-triggered
---Incinerate: r4-radius, r5-burn, r6-double
---Flak Cannon: r4-radius, r6-heavy flak
---Krogan Warrior: r5-veteran, r6-retaliation
---Grizzled Veteran: r5-regen


Jaal
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---Energy Drain: r5-persist (radius should also work), r6-auxiliary
In vanilla r5-persist only primes the target briefly like overload, presumably because the duration of the priming debuff isn't extended by the said skill branch. I took liberty to fix(?) this.
---Sticky-nade: r4-radius, r5-shrapenal
---Avenger Strike: any should work
In vanilla the localization strings for r6-cloak&dagger is triple power, and its applied bonus is twice power but no melee. I'm sure that this isn't intended and fixed it.
---Rebel Soldier: any
---Resilience: r5-deflection
I have tested that r6-obscuration doesn't have the bonus of r6-retaliation. Maybe retaliation works as intended?


Liam
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---Frag-nade: r4-radius, r5-shrapenal
---Havoc Strike: r6-stun
choose r4-radius if you want to be safe
Fixed not priming in vanilla.
---Overload: r5-chain, r6-chain
---Military Training: r4-bleed
---Defense: any



Peebee
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---Invasion: r4-outbreak, r6-virulence
---Pull: r4-radius, r5-expose, r6-biotic drain
---Shockwave: r4-radius, r5-reach, r6-lifting
---Duelist: r6-retaliation
---Survivalist: r6-reflexes


Vetra
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---Power Armor: r4-feedback, r5-enhance, r6-explosive purge
I just can't manage to give turboarmor explosive purge, but the opposite should be done already.
If I have correctly parsed the csm file, in vanilla power armor always reset the CD of turbocharge even without r6. It now requires to either of r6 to do so(sorry).
---Concussive Shot: r4-radius
---Turbocharge: r6-antishield
---Turian Smuggler: any
---Defensive Expert: r6-any(or emergency power tp be safe)


Other
Regarding conflicts with other mods, this should clash catastrophically with anything that tempers with power ranks and power logic. It's not like that a cheat mod fits well in design with other gameplay tweaks anyway.
I am skeptical as to the influence of this mod on MP, but no matter what DO NOT USE THIS OR ANY OTHER CHEAT MOD IN ONLINE MODE.
The release of this mod is in fact meant to encourage others to patch up where I simply fail, so I doubt how capable I am in maintaining it.