File information

Last updated

Original upload

Created by

LegendDarkness97

Uploaded by

LegendDarkness97

Virus scan

Safe to use

23 comments

  1. LegendDarkness97
    LegendDarkness97
    • member
    • 10 kudos
    Locked
    Sticky
    The mod is now outdated, please use KrrKs ones instead: https://www.nexusmods.com/masseffectandromeda/mods/663?
  2. Braskus
    Braskus
    • premium
    • 6 kudos
    I very much like the Savoa.. It's quite unique. Only problem is.. It can't seem to equip the Full auto augment? Is it possible to 'fix' this? Or is it not possible? On the flip side is it possble to just make it full auto by modifying gunstats?
  3. squidney2k1
    squidney2k1
    • supporter
    • 3 kudos
    Is it possible to add any Siphon/Bulwark/Concussive weapons?
    1. LegendDarkness97
      LegendDarkness97
      • member
      • 10 kudos
      Yes, it is. Tried it myself once. Problem is, there are only a limited number of research projects that can be changed and there are 10 ranks for each of the three for each weapon (and Bulwark might not work).
      If you want to do it yourself: Open the research project of the weapon you want to replace (the filelist of my mod shows you where to find them). Now navigate to the weapon you want ( they are under postlaunch) and select the (and open) the weapon file. While the new weapon is highlighted, change the reference for the produced object in the research project by clicking on the arrow at said entrance. Finally you will want to copy the name and description (not sure about the later) into the research project file (not nessecary but better for consistency; when you select the text you will get a number, copy this number as it is the reference to the text).
      I might make a proper tutorial about this at some point.
  4. VigilancePress
    VigilancePress
    • premium
    • 0 kudos
    I was unable to deconstruct the Sovoa assault rifle to reclaim the augmentations and materials used to build it. Is this a conflict/bug of some kind, or are the guns not set up to be deconstruct-able? It only gave me the option to 'destroy.'
    1. LegendDarkness97
      LegendDarkness97
      • member
      • 10 kudos
      It's a bug. KrrKs fixed it in his rebalance of said weapons: https://www.nexusmods.com/masseffectandromeda/mods/596?.
      When I am rebuilding this mod once bundle editing becomes avaiable, I will include this fix myself.
  5. TheAncientHoplite
    TheAncientHoplite
    • supporter
    • 4 kudos
    Any chance you could provide the project file for certain personal edits?
  6. Gorodoff
    Gorodoff
    • member
    • 0 kudos
    First thank you for these weapons, like them very much

    Right now I use the Sonia and the Kishock in single player mode
    Did not saw any trouble till weapon level 6 but at this level both weapons does not propose receiver mod anymore (culasse in french, the one that extend deepness range behind shelters) even if you have bough them and are present in the inventory.
    Am I the only one?
    Maybe it is due to the fact level 6 to 10 are on a different 'extended' construction plan line in the research station
    1. LegendDarkness97
      LegendDarkness97
      • member
      • 10 kudos
      I will look into this when i rebuild this mod once we get bundle editing. Thing is, with the sovoa it makes sense that you cant use a receiver because its an explosive weapon. Did you try this with the multiplayer version as well? Because this bug should appear in multiplayer as weel.
  7. squidney2k1
    squidney2k1
    • supporter
    • 3 kudos
    For the SP version of the shorty, do you know the weapon Index#?
    1. LegendDarkness97
      LegendDarkness97
      • member
      • 10 kudos
      Already answered this, check the current gunstats table at the mea modding discord.
  8. ANHameed
    ANHameed
    • supporter
    • 0 kudos
    I think I found a bug..for some reason Kishock sniper can't be missed with SR Receiver. The mods simply don't show on the placeable mods list.
    Did anyone else have this problem or is it just me?
    1. LegendDarkness97
      LegendDarkness97
      • member
      • 10 kudos
      Did you also try this in MP (if yo have the weapon)? Because if it happens there as well, its a fundemental problem of the weapon and not my mod (my mod does in fact modify no files of the weapons, just crafting recipes).
      It might also be a design decision by the developers because it it fires special, non bullet ammuniotion (same with the explosive weapons).
  9. TheMercsAssassin
    TheMercsAssassin
    • supporter
    • 72 kudos
    Ummm, f*#@ yes!
  10. MesmerMonk
    MesmerMonk
    • BANNED
    • 8 kudos
    Hey, great work. I have a question though, if i wanted to edit the stats of these weapons, where in gunstats.ebx would these weapons be located?
    1. LegendDarkness97
      LegendDarkness97
      • member
      • 10 kudos
      They should be listed in the latest version of the gunstats table over at the mea modding discord, check the pinned messages in the modding channel.
  11. Tydeous
    Tydeous
    • premium
    • 285 kudos
    I'm curious, what is stopping you from adding these weapons as new research projects rather than replacing current ones?
    1. LegendDarkness97
      LegendDarkness97
      • member
      • 10 kudos
      I would need to add new files to the game, which is problematic because the game saves them as bundles (similiar to zip archives (oversimplified)). With the current version of the modding tools it is impossible to create new bundles or add files to existing ones. It will take a while before that is possible.