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gleamage

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  1. Geverage9883
    Geverage9883
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    Hey so im currently teaching myself to use Frost Editor its not exactly how im used to modding game stats and stuff but its not that bad. I was reading your tutorial on one of the below comments trying to figure out how to implement this into the Multiplayer Powers in Singleplayer mod but for some reason when i open his fsproject that he published for the same version it doesnt look the same as when im editing the stats on the Vanilla game through the editor. Is there any way i could get a compatibility patch from you, you amazing creature.. lol EDIT: I honestly just want to spam avenging strike.
    1. gleamage
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      Well first thing, I've tried out NightWolf's mod and I don't know what dark sorcery was used (hex edit?) but the two mods are FULLY COMPATIBLE. You can already get enjoy both evo SP powers and single evo MP powers with no issue. So no need for compatch. 

      Second thing, if you are so degenerate as to yearn for both evo on MP powers as well (I get it), I do encourage you to try mod the game yourself. Then should you want pointers, you'd need to elaborate what "doesnt look the same" means. Missing tons of files below [root]? Did you untick "Show only modified" in the Data Explorer? Good luck tampering. The fluff I wrote below should be over-detailed enough to guide you step by step (and to scare you away from reading it). You might also want to check how I modded Jaal's Avenger Strike as a reference. If you need more help, feel free to ask. I'll try my best to give brief and clear answer.

      Finally, asking for update from a declared COMPELETED mod from a LAZY modder? That blunt, huh?
  2. TheNightOwl11683
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    Where ideally would you place this in the load order? Towards the top or bottom?
    1. gleamage
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      That's kind of hard to answer. I can only say put mods you prefer to guarantee to function towards the bottom. That being said, mod order doesn't matter so long as FMM detects no conflict, so if you're asking, I take that there is conflict? What are the conflicting mods you're using? If it happens to be Kahmu's Power Overhaul, I guess putting mine towards the bottom should result in MP skills being available and SP skills having both evolutions.
    2. TheNightOwl11683
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      Well, there's Power OverhaulPowers Pack, & Better Squad, along with all the compatibility patches. I know all of those alter the power evolutions in some form, so I'm not entirely sure how compatible they are. 

      Edit: Yeah, not very compatible. If I activate all of them, game stops loading on the Tempest. Power Overhaul seems to be the main culprit of incompatibility. I deactivated that, restarted the game, & it loaded fine. 
    3. gleamage
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      That's a fair amount of mods just for power. If you are content with playing sans Power Overhaul I suppose you can keep trying the config you use right now. However, if you really desire to leave none of these mods behind, I would somewhat suggest overwriting this mod with others so that MEA can at least launch. I believe that the modifications I've made are mostly overwrite-safe in the meaning of not crashing the game. Yet doing so should most likely result in most of the recommended both evolution branches being butchered, hard, by Power Overhaul. Anyway, just leaving the suggestion here.
      And sorry in advance should you have hope for a compatibility patch. I don't understand the other mods well enough to make one. I'm ridiculously lazy to make one or to playtest (hence the call for guinea pigs). And as declared this cheat mod kind of not fits with other normal mods. Sorry for the mess and hopefully you can still have fun.
  3. Gunchitus
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    Hi, awesome mod.  Just got your mod open in editor (first time using it) and was wondering how I only change annihilation r5 to both activated? If it's too complicated to explain to a novice, I get it. Thanks all the same.
    1. gleamage
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      Sorry the untimely reply. Assuming that I have correctly parsed you question, you want to know specifically how to only make annihilation r5 Damage Attractor & Biotic Wind have the effect the opposite branch? Well that's easy. Just load my project file and revert all changes introduced except those on annihilation r5. Question answered. (Don't do this though. Technically feasible but nefariously inefficient.)

      Here's how I'd do it:
      Spoiler:  
      Show
      It seems that you have endured the long cataloging during the first time you load MEA main executable with Frosty. Now lets go over what I have vaguely explained on the mod intro page. On the leftmost of Frosty there's a window bearing the title "Data Explorer". You need to navigate to the file associated to the skill ranks in this window. Look for "Game/Progression/SinglePlayer/Skills/Biotics". Upon choosing "Biotics", the smaller window on bottom left will display various files representing skill ranks. The 6th & 7th file among them, "skill_annihilation5_bioticswind" & "skill_annihilation5_damageattractor" are what you want. Choose either, double click to inspect them if you want.

      In this particular case though, you should go to the bottom right window bearing 4 tabs. Activate the 3rd tab "References" and say you have highlighted "skill_annihilation5_damageattractor" in the bottom left window, the "References" tab should give a list of files that refer to the highlighted skill branch. "skill_annihilation5_damageattractor" is referred to by some ignorable "Progression" files but the last one "status_annihilation" stands out. Double click to inspect this file. Before being dazed by the mess, unfold "Actions" under "Misc". Now you may get dazed.

      Go on and unfold "[4]"(ApplyDamageModifier), then unfold the 5th item "Conditional". 4 lines below the item "Skill" will have "skill_annihilation5_damageattractor" attributed to it. Rings a bell? Well that's how the game decides if acquiring a skill rank will change a power. Now, to give Biotic Wind the same benefit, copy the whole "Conditional" thing, click on the button with 3 horizontal points on the right, choose "Create new...".

      A window titled "Select a class" should pop up. Choose the last one "DataProviders". Slightly below the middle there's a "BoolProvider_Or", choose it. Now back to the main window, "Conditional" will have a "BoolProvider_Or" attributed to it. Add 2 items with a + button to "Params" 3 lines below and paste the old conditions "HasEvolution" to the added items. Finally change the "Skill" of 1 item just pasted to "skill_annihilation5_bioticswind" (do so by highlighting "skill_annihilation5_bioticswind" in the bottom left window then assign with an arrow button at the right of "Skill").

      Repeat till all "Condition" containing "skill_annihilation5_damageattractor" in "Actions" are replaced ([4] to [8] in this case). That will give biotic wind the benefit of damage attractor.


      To make Damage Attractor behave like Biotic Wind you will want to look into "pfs_annihilation". Those "BoolProviderEntityData" under "Objects" have a similar structure in "Provider". I just couldn't find it this time though.

      Anyway, always great to see a new face trying to mod (although I'm new myself). Feel free to ask if not yet scared away.