Mass Effect Andromeda
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LegendDarkness97

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LegendDarkness97

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15 comments

  1. jwarner
    jwarner
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    Does the halving and removal only alter the negative traits, or both the negative and positive? Because I don't really like the negative traits being so high, but I don't want to lose the positive ones' impact.
    1. LegendDarkness97
      LegendDarkness97
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      It halves both. I thought about offering what you describe, but my work on another project with many options resulted in me deciding that I gave enough options.
    2. jwarner
      jwarner
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      Ahh, ok. Do you still have the project file so that we can tweak settings ourselves with a faster basis?
    3. Great Sephiroth
      Great Sephiroth
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      Yea the main issue for those mode augments is that there's very little viability in them because the people that designed them clearly had I can only assume very little math education(real life consequence of affirmative action quotas instead of hiring qualified staff regardless of their race or gender). They assumed cutting weapon damage by 50% and adding 50% attack speed meant they cancel each other out lmfao, that's some third grade stuff right there. All in all they didn't consider the consequence of adding burst fire to an automatic rifle, or single fire to an assault rifle, or how scaling issues would come into play, and just threw it in because why not. Just lazy lazy lazy, it's no wonder the original developers left bioware once ea started taking over with their bureaucratic nonsense, guaranteed the company was going to nosedive and the best they can do is start a new company from scratch, start a new franchise, a new series, and this time remember not to sell your soul to the devil for shortcuts.
  2. Great Sephiroth
    Great Sephiroth
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    Not sure how it'll work out but an interesting mod for sure. I know the weapon augments really messes with the game balance. Makes most guns useless and a few choice configurations undisputed. I can see what they were thinking like they wanted to add some customization options that previous games lacked, but they didn't understand the consequences of trying to turn the weapon system into a melting pot.
  3. LtFirestarter
    LtFirestarter
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    Any chance of an updated version?

    Or maybe just a tiny hint at how to change firemode augments so they don't have any penalty?

    Thanks :-)
  4. Zitchas
    Zitchas
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    Thank you for the Vintage Heat Sink mod. It has annoyed me to no end that the vintage heat sink was stuck with that -60% ammo clip capacity penalty. And now you've fixed it.
  5. Meckruco
    Meckruco
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    Thank you for this wonderful mod. I know that you might not read this but could you do something like this for the Vintage Heat sink so that we do not lose 60% of the clip. It is up to you, just a request from a a guy that knows enough about computers to know when not to mess with something. again thank you for the fire mode augment have a good day.
    1. LegendDarkness97
      LegendDarkness97
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      Might look into it, should be pretty easy.
    2. LegendDarkness97
      LegendDarkness97
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      Done
    3. Meckruco
      Meckruco
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      if i could i would endorse you again and again. thank you.
  6. res0nat0r
    res0nat0r
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    Do you have any idea by any chance how to change the fire type of a weapon? For example Valkyrie from burst to auto? I've tried changing FireType from MEWeaponFireTypeEnum_Burst to MEWeaponFireTypeEnum_Automatic in assaultrifle_valkyrie_fire. It works, but it empties the whole clip at once. Any clues mate?
    1. LegendDarkness97
      LegendDarkness97
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      Had the same issue, that is why i made this mod. I wanted my Harrier
    2. res0nat0r
      res0nat0r
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      But your mod has no use on the 1.05 version. Because of the bug all the fire modes are not available in the shops unfortunately and I need an autofire badly.
  7. MesmerMonk
    MesmerMonk
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    Works wonderfully. Thank you sir!