Amazing mod. Combined with better enemies mod(gives shields to everyone) and increased spawns makes insanity feel like insanity even at max player level. If possible, can you increase enemy speed or decrease their reaction time? Even with improved enemies there is still room to put more pressure on the player.
Also I experienced a consistent crash on the 2nd monolith on Kadara (the one closest to the outpost location where friendly angara fighting some outlaws).
Upd: Frequent crashes on Kadara after completing High Noon mission and this mod is the culprit. It appears that friendly NPCs are causing the problem: collective fighting the outcasts.
Vidal as well. The first crash I experienced occurred before the High Noon mission when activating monoliths.
I am having doubts if it's your mod or some mod combination I am using. There is an overlap in modified files between your mod and stronger enemies: https://www.nexusmods.com/masseffectandromeda/mods/828 for several files in game/ai/sab: creaturestats_modifiers_sab_{asari, salarian, salarian_holo, turian}. I've tried different mod orders but experienced crashes in both cases. Separately mods seem to work fine. They should be compatible as stronger_enemies is just a stat increase.
The salarian( and his clone) is actually modified a lot to allow him to summon multiple clones. This is the most likely reason for the crash as some of the stats I modified actually control the AI. I'm sorry but I don't think I can modify my mod to be compatible with the stronger_enemies mod.
P. S.: Dabbling with AI is a nightmare( a loooot of crashes and loading screens) . I will never do it again!
For those who are curious to how much stats I gave the enemies, the thing is, I lied. Their stats are untouched, I instead gave them passive abilities kinda similar to League of Legends; for example, Annointed gets bonus damage resistance for every succesful hits with his weapon, Destined providing hp regen and bonus damage in addition to invisibility with its smoke, you get the idea. Higher tier have more of this passives with Ascendants and Architects having rather obvious changes if you played the game without this mod.
thank you for mod, most armor and or shielded enemies feel like a good step up and more dangerous with their attacks but still fun to play against, except for sometimes annointed who at times seem to spawn with ALOT of extra health and/or shields making it take many many bullets or powers to kill compared to the others. and not all annointed seem to spawn this way, sometimes if there are 2 of them only 1 may spawn with all the extra health and the other wont. just FYI.
either way thanks for mod, it is fun to fight more dangerous enemies
7 comments
Also I experienced a consistent crash on the 2nd monolith on Kadara (the one closest to the outpost location where friendly angara fighting some outlaws).
Upd:
Frequent crashes on Kadara after completing High Noon mission and this mod is the culprit. It appears that friendly NPCs are causing the problem: collective fighting the outcasts.
I am having doubts if it's your mod or some mod combination I am using. There is an overlap in modified files between your mod and stronger enemies: https://www.nexusmods.com/masseffectandromeda/mods/828 for several files in game/ai/sab: creaturestats_modifiers_sab_{asari, salarian, salarian_holo, turian}. I've tried different mod orders but experienced crashes in both cases. Separately mods seem to work fine. They should be compatible as stronger_enemies is just a stat increase.
P. S.: Dabbling with AI is a nightmare( a loooot of crashes and loading screens) . I will never do it again!
either way thanks for mod, it is fun to fight more dangerous enemies