About this mod
Cheat mod that allows player to craft MP exclusive siphon weapon variants, including that of the 4 MP exclusive weapons.
Comes with a optional file that causes siphon variants to gain the effect of concussive and bulwark.
- Permissions and credits
- Changelogs
It appears to me that variants of all ranks have the exact same variant bonus as rank I variants. In "HeldBaseStats" of all weapons I've inspected, all the variant bonus point towards the same "WeaponIndex" - 0, in "GunmodStats". That's where rank I variant bonus is held. Rank X ones are in WeaponIndex 9. If my understanding is right, that means SP or MP, rank X variants are just the same as rank I! If true (and I've tested bulwarks), that's, scandalous.
Main file v1.2 has alleviated this by brutally changing the relevant WeaponIndex 0 values to that of WeaponIndex 9 (Proper fix requires changing around 1k files with higher risk of incompatibility). Keeping this change however demands the main file stays active after crafting. If you can't, take comfort in the fact that rank I siphon bonus is at 3% while rank X is only negligibly better at 3.75%.
I don't play MP but could someone confirm that rank X variants are better? Tooltip doesn't count cuz it's hardcoded. I'd appreciate proves like rank X concussive explosion can one-shot weak mobs at bronze but rank I can't.
And now the optional file allows siphon variants to have the benefits of bulwark as well! Hooray! Although judged by the DLs most players retain the minimal integrity to not use it so it does nothing for the majority. Jokes aside, here's its behavior:
You might sometimes see a blue vortex-like aura around Ryder as a visual hint of the effect.
Ryder, squadmates, assault turret, remVI and friendly combatants add towards ally count. Yep, engi profile drone doesn't count, Ryder is an ally and Drack DOESN'T count double(liar!). Ally count at 1 gives 25 DR, 2 gives 37.5, 3 gives 50, 4+, well, 4+ gives 0. I went through some trouble to make sure ally count never reaches 4. See the end of How this mod works if curious.
And I have another question : I know that an MP game could host at least 4 players, and if I've correctly parsed the file, in MP your own character should count as an "ally". That just means everybody sticking together can disable all bonus from bulwark variants. Design wise it's bizarre. Does someone impossibly have similar experience?
This mod aims to allow players to craft the siphon weapon variants and the 4 MP exclusive weapons (in their siphon variant) otherwise inaccessible in SP.
However, it is never enough to just have siphon weapons. Just like the standard variants aren't enough in the first place, shameless cheaters will not stop until they've put their dirty hands on the other two variant as well. Hence the optional file that makes siphon weapons incorporate concussive and bulwark variants.
How to use this mod
- DO NOT USE THIS MOD UNTIL REACHING RANK X or MP exclusive weapons and pathfinder weapons rank X will show up early.
- Install the main mod "Siphon in SP". Here's the tutorial by Kahmu which taught me how to do: Mod Manager Tutorial and My Recommended Mod List
- Craft the coveted weapons. ONLY RANK X PROJECTS YIELD SIPHON VARIANTS.
- Once done crafting, feel free to remove the mod. Crafted siphon variants should still function.
- If the brokenness from only siphon weapons aren't enough, go knock yourself out by installing the optional file "MP weapon variants 3 in 1". Siphon weapons will now trigger a biotic combo-esque explosion weapon on a weak-spot kill. The damage resistance granted by Bulwark may not work though.
- The optional mod must stick or siphons will again behave like normal siphons.
- DO NOT USE THE OPTIONAL MOD IN MP as it is sure to influence siphon in MP as well.
How this mod works
The technique employed for the main mod is the rather unsavvy "replacing existing crafting project". Each project in "Game/Research/Projects/Weapons" that is rank X has been modified. Its "CraftedItem" now points towards the corresponding weapon in "PostLaunch/weapons". Truly inelegant solution but at least it's more light weighted than creating a few dozens new development projects.
The optional mod simply added 2 timeline to the "StatusEffectsAppliedWhenHeld" to rank X siphon variants(v1.0) or modifies "timeline_equipped_..." of the weapon variants(v1.1&v1.2). By the way, avenger (siphon) is under "PostLaunch/weapons/variants/vampire".
v1.2 bulwarky siphon:
Look a bit further at Object[12] int provider (not [2] for whatever reason). This int provider is the value fed to the aforementioned switch case. Inspect it to realize that this provider doesn't take AI into account. Sheer discrimination. Luckily, SAM has forced a change by threatening to fry Ryder's brain. Now bulwark bonus can be granted in SP as well. (It didn't work in SP before 'cause I guess the switch case is initialized at 0 and the int provider only updates the switch when the number of non-AI character changes - in SP it's stuck at 1.) To make 4+ allies grant 50DR, I used a really inelegant way to clamp ally count between 0 and less than 4. Check for yourself.
Known issues & random notes
- Damage resistance from Bulwark variants probably doesn't work. If it is true, fixing is beyond me.
- Sovoa X has some severe balancing issue. In SP it does wayyyyyy to much damage. Didn't try to balance it though.
- X5 ghost and Halberd has only 2 aug slot in vanilla. I have fixed it.
- Valkyrie X and Hurricane X can respectively receive burst fire / full auto augmentation in vanilla. It still can with this mod. In fact, the shameless cheater in me enjoys a Valkyrie firing like Hornet and a Hurricane firing extremely fast.
- It seems that when an MP exclusive weapon takes a projectile aug, it can no longer hit anything. Maybe some imp file was not properly implemented.
- The 4 MP exclusive weapons refund nothing upon decomposition. This has been alleviated with the optional file v1.0.
- I have woefully linked the MP exclusive weapons with pathfinder weapon projects. There is an additional optional mod "Halberd & 4 MP weapons" for those who refuse to create their own minimal mod to fix my oversight or to fix the missing Halberd projects.