Mass Effect Andromeda
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watafuzz

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watafuzz

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  1. watafuzz
    watafuzz
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    Couple of updates:

    -Detonating Nova was updated to also include jumping nova because I forgot.

    -Better Shockwave: change radius from 3 to 2, lift time from 3 to 2 (still a bonus compared to vanilla) and made the reach evolution a 100% bonus up from 50%. Old version remains if you preferred that one

    Check this out for a priming charge: http://www.nexusmods.com/masseffectandromeda/mods/348/?
  2. MerliniStyle
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    Is there a way to make Anihilation and Tactical Cloak both work and not disable each other?
    1. watafuzz
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      I'm not sure but I will take a look.
    2. watafuzz
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      Done and uploaded.
    3. MerliniStyle
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      Wow, that was fast. Thank you!
    4. ethys
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      tactical cloak evolution 6A ( escape artist) still cancels anihilation
      and bcs it´s passive it does so even if tactical cloak is not assigned to powers
      possible to fix that ?
    5. Malcroix
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      Damn, Escape artist was the reason I wanted to take Cloak with my Annihilation+Charge build... What a pity
    6. Malcroix
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      What did you do to make it work? I've tried removing the flag "remove all status effects of same type", but it did nothing.

      Also, your mod doesn't seem to be working, Cloak still turns off Annihilation when cast.
    7. offatlast
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      I know I'm a few years late but, sbdy else might wanna do it down the road so:
      In the file "status_tacticalcloak_escapeartist" there's a timeline with 11 actions 0-10.
      action (0) applies cloak upon melee kill. 
      action (1) removes annihilation status, so delete that action.
      action (2) removes any previous instance of escape artist - probably to refresh the new instance's duration.
      It goes like that for like 3 levels in.
      Expand action (2) down to "StatusEffectRef" then "Status". You'll see the the same actions but now they should only number 0-9, because it's a looping reference to the root timeline. If it is so, you're done. export it and simply place it under watafuzz's mod. ;)
  3. saloki
    saloki
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    Thank you SO MUCH for the silent annihilation mod!! It felt like I was underwater every time I tried to use the power, made me crazy! I wanted to play the old N7 Fury build though. Downloading now!
  4. Wolfmod
    Wolfmod
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    Well, I tried to install "better Shockwave" only to be told that it is missing archive files and so installation didn't happen.
    1. watafuzz
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      Just unpack it before dropping the files in Frosty.
  5. foxcool
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    Can you make Pull or upgraded Throw primes everything?

    Also, is it possible to give one of the tech primes (electric, burn, freeze) to a biotic power? Would be great if upgraded throw freezes instead of float. It's a good option since the only freeze power we got is cryo bean which we have to channel, having a projectile freeze doesn't make it redundant and it's something new that we can play with.
  6. timasahh
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    Can you tell me what values you adjusted to increase the reach of Shockwave?
    1. watafuzz
      watafuzz
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      Look for 'timetolive' in the proj_shockwave files
    2. timasahh
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      Thank you for your help. Was able to find the values.
  7. KainPrimus
    KainPrimus
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    Reiterating the request for priming charge, in case you feel like doing it.
    1. watafuzz
      watafuzz
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      I'm sorry to report that I tried and failed.
    2. KainPrimus
      KainPrimus
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      Oh well.
    3. watafuzz
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      Yeah... making stuff detonate is really easy, literally just a box to check. Priming tho isn't so simple, and I currently have no idea how to do it. I've not completely given up but don't get your hopes up.
    4. zeugeney
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      I made a priming charge and nova detonator mod but currently resolving issues with it only priming the selected target. Ill upload it once I finish
  8. Gawesome
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    Thanks, Exploding Singularity is now setting off combos! I tried Mass Pull briefly and it appeared to be working (though I think I only pulled 4-5 objects, didn't find a testcase for 10). That said, being able to pull 10 enemies seems kind of bonkers OP in comparison to vanilla. I'd recommend making another version with a more modest increase, like up to 3 or 4 characters.
  9. Gawesome
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    I've noticed that the Exploding Singularity mod doesn't seem to actually detonate primed enemies. I've tried enemies primed with Shockwave, Nova, Overload and Incinerate so far.
    1. watafuzz
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      You're absolutely right, I exported the wrong files to the mod -_-

      Should be fixed now, thanks for the report.
  10. Gawesome
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    This looks awesome, thanks!
  11. locos
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    is there a way to kill the recharge time for Biotic powers? or make it like 1 second recharge time, i remember there's a mod like that for ME3, i already finished the game and for a second playthrough this could be great, it would make the combat more fun.
    1. watafuzz
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      Ok I made something for you, it's out of the scope of this mod tho so go here:

      http://www.nexusmods.com/masseffectandromeda/mods/225?

      Download the Weight Cooldown Cheat in the optional files there, it will kill all cooldown times.
    2. locos
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      thank you very much.