I have added support for this mod by providing optional mod Unyielding Ascension MPPOWERSINSP Patch Use it with my main mod Unyielding Ascension by WizKrafts to enjoy these MP Powers using Shields. Make sure the mod order in Frosty Mod Manager is as below when using the optional mod. 1.Unyielding Ascension by WizKrafts 2.Multiplayer Powers in Singleplayer by NightWolf2503 3.Unyielding Ascension MPPOWERSINSP Patch by WizKrafts
Features: Shield-Powered Biotics - Pull, Throw, Nova, Shockwave, Singularity, Lance, Warp Shield-Powered Tech - Overload, Incinerate, Cryo Beam, Flamethrower, Invasion, Snap Freeze, Recon Visor Shield-Powered Combat - Turbocharge, Avenger Strike Rechargeable Power Cells - Omni Grenade, Concussive Shot, Barricade, Trip Mine, Flak Cannon, Stealth Grid Unyielding Ascension MPPOWERSINSP Patch (Optional Mod) - Adds support for Multiplayer Powers in Singleplayer Mod by NightWolf2503
Thank you @NightWolf2503 for the fbproject file, it helped me add support for these MP Powers :) My next play-through is going to be fun :) Great if you can pin this.
Thanks for the pin.And glad to know you'll be using the mod in your next play-through. :) Also, about the patch, I had to preserve the ebxs for lance that were hex edited, because without that it was causing weird issues and load order wouldn't matter. And only other ebx that conflicts with the patch is status_reconvisor.
I thought that might be necessary, I'll let you know if I ever need to update those files.
Did a little test run yesterday, very fun to play with indeed. The recharging power cells make abilities that use them much more useful as well. All in all, amazing job. <3
Any chance to get this in the form of the mod Both power evolutions? So i can get the effect of both evolutions of the skill? Im trying to use Frosty Editor but its very different modding this game compared to others i have modded easily. I would even take a video walkthrough if i could on how to do it myself but there or no good tutorials for modding this game.
hello, i just wanted to say that i've read your replies to people and you're a great mod maker and a great person, being helpful to everyone. thank you, you rock!
Open the project file and find "Game/Progression/Singleplayer/Progression_Player_SP". The skill trees are listed under SkillGroupList. Just look for whatever you want to remove and click the x on the skill line entry.
Then would it be a terrible burden to ask for the update? I know you're not exactly flush with free time for modding, but it would make the mod more appealing since I suffer from OCD and having the powers after the passive abilities just really exacerbates it.
Do you know of a mod that adds and extra 137 skill points? Based on the math I've done, that's how many extra points I'd need to max out all powers without having any left over.
According to my math you'd need an extra 143 points. You need 903 points to max all skills, including the multiplayer ones. Together with the 8 bonus points from missions you can get a total of 760 points in the base game.
According to the wiki, the standard level-up grants 758 talent points. The bonus points earned from the vaults are an extra 8. That gives a total of 766 skill points. To max every vanilla skill you need 756. To max the multiplayer skills you need an additional 147. Subtracting the 756 to max out the vanilla skills from the 766 the vanilla game adds leaves 10 leftover points. Subtract those 10 from the 147 needed to max the multiplayer powers gives me 137. Though I guess the wiki could be wrong. I really don't know.
How do you increase the damage of Avenger Strike? Neither more melee damage or combat power damage seems to affect it. Also, using Tactical Cloak then Avenger Strike does not amplify the damage, even if TC level 6 is that which keeps buffs for 3s after breaking invisibility (though maybe the time Avenger Strike took to actually strike the enemy was the problem). Well, the thing is: absolutely nothing seems to increase it's damage or it is at least not clear. Combat power recharge speed does not reduce it's cooldown either, although the fusion mod that improves all cooldown by 50% works. This is my favorite skill so far, but not knowing how to increase it's damage outside of the increases the skill offers with ranks itself is frustrating...
Looking at the files melee damage bonuses and combat cooldown reductions should be properly applied. Damage bonuses for combat powers do not affect it however.
I use this mod as well: 793. In the comments page the author also puts a dropbox link to a few other projects he have and there is a mod that correctly displays the powers with global variables (here is the link: https://www.dropbox.com/sh/0jdb320qsefpfrk/AAA82EtIdatMN6YyUEU-dMtQa/Power%20Overhaul?dl=0&subfolder_nav_tracking=1), that means when I change profile it actually shows my Charge cooldown differently based on a cooldown reduction from the profile, same happens with power damage and duration. It also works with gear. When I change the profile from one that gives no melee bonus to one that gives melee bonus the damage, the Avenger Strike damage remains the same, and the author has a compatibility patch to your mod, so other online powers (like Warp) displays the real cooldown and damage values with global variables accounted for, except Avenger Strike. Either it is not applying the global variables (and in game it really seems like it is not, as I mentioned: usinh Avenger Strike from Tactical Cloak does not seem to amplify damage) or the mod does not display it correctly for this power. I tried to venture myself with Frosty Editor but got very confused and couldn't find a solution haha. Anyway, I'm also using the powers balanced from this dropbox link and it has your MP skills in SP (it even changes the order of the powers in game), and it also contains the .fbproject if you want to take a look at it. Thank you in advance for your time and congrats on the excellent work with your mod. It just makes Andromeda A LOT more fun.
In that case it's not being displayed correctly. In my tests I saw a clear difference in damage at least.
I even did a second test where I modified a passive skill to give high bonuses to combat damage, melee damage and combat cooldown to make it more obvious. The combat damage bonus did nothing, melee damage made avenger strike one-hit kill big enemies on highest difficulty and the combat cooldown bonus eliminated the cooldown completely. Same for tactical cloak, raising the melee bonus on it made avenger strike one-hit from stealth. So it's definitely being applied correctly. I don't see why it wouldn't work for you.
I looked at the mods you mentioned but couldn't find a project file for the compatibility patch, so I can't say why the changes are not being displayed. However when I tried it out myself I wasn't seeing any changes displayed for multiplayer powers at all. Singleplayer powers (at least those I checked) were changing dependent on profiles and equipment.
Edit: Actually, just comparing the files contained in the main mod with those in the compatibility patch it's quite clear the patch only adds the multiplayer powers back to the menu. It doesn't actually change how the stats are displayed for them.
So the compatibility patch does not add the better display mod feature to MP powers, then. That's unfortunate. And I might not notice melee increasing Avenger strike because I play on insanity. Also, how do I modify the project to include + combat power damage in the Avenger Strike damage calculation? Nothing in the Frosty Editor seemed clear, I'm guessing it's hex edited?
It's all in the editor, just takes some time to learn where to look.
Damage is calculated in "game/powers/avengerstrike/imp_primary_avengerstrike", first entry under "ImpactList", then "DamageInfo". Adding an additional modifier for "Game/Progression/Stats/Powers/Combat/StatFormula_DD_Combat" will make it add both combat power and general power bonuses.
Thank you! You're a life saver, or rather a "game saver" hahaha...
I will try to learn how the other modder added the global variables into power display and try to add it to the MP powers as well. I still haven't figured out how you added the MP powers into SP and when I open your project it shows under "modified only" just a few of them, not Avenger Strike, for example. You modders are genius, but I'll try to figure it out eventually haha! Also, I don't know why, but Hold tech powers (tested with Flamethrower at least, and IIRC it happened with the MP frost power when I tried it too) does not trigger the tech passive that recovers HP, I have no clue why.
The problem with the multiplayer powers is that the files only get loaded in multiplayer. At least some of them. Using the existing powers just crashes the game. I had to use a hex editor to add more entries to single player files and copy all the progression data and some stat modifiers into them to make it work. It's all stored in "Game/Progression/Singleplayer/Skills/Biotics/Skill_Lance1" and "Game/Powers/Lance/StatMod_Damage_Lance". At the top left click on "View Instances" while viewing the files to switch between the entries. The functionality to add more instances to a file has been added to Frosty as well by now, so no hex editor would be necessary anymore.
The multiplayer files I edited were only modified to use the new stat modifiers and fix some already existing bugs with the skills themselves.
Btw. the author of the mod contacted me a while back, asking for permission to include my powers with the mod. So he was at least planning to fully support them at some point. Thing is I had so much on my hands back then I plain forgot to reply. So thanks for reminding me, I guess.
Edit: About the Life Support bonus, it seems to activate properly for me. The effect does have a cooldown though, maybe it was on cooldown when you tried and that's why it wasn't activating for you?
Edit2: Nevermind, I found the issue. It works as long as you have other tech powers alongside the bugged powers equipped but not if for example Flamethrower is the only tech power equipped. Snapfreeze, Assault Turret and Recon Visor have the same bug.
Edit3: I uploaded a fix for the multiplayer powers. I'll add the fix for the singleplayer powers to my fixpack but the power overhaul and power display mods overwrite the files so the author would have to include the edit in his mod as well for it to work. For now you can load the project file of the mod and fix it for yourself. Open "game/powers/flamethrower/power_flamethrower" and "Game/Powers/AssaultTurret/Power_AssaultTurret", find "StatusEffectsAppliedOnEquip" and add "Game/Progression/Gameplay/Status_TechPowerEquipped" to it.
128 comments
Use it with my main mod Unyielding Ascension by WizKrafts to enjoy these MP Powers using Shields.
Make sure the mod order in Frosty Mod Manager is as below when using the optional mod.
1.Unyielding Ascension by WizKrafts
2.Multiplayer Powers in Singleplayer by NightWolf2503
3.Unyielding Ascension MPPOWERSINSP Patch by WizKrafts
Features:
Shield-Powered Biotics - Pull, Throw, Nova, Shockwave, Singularity, Lance, Warp
Shield-Powered Tech - Overload, Incinerate, Cryo Beam, Flamethrower, Invasion, Snap Freeze, Recon Visor
Shield-Powered Combat - Turbocharge, Avenger Strike
Rechargeable Power Cells - Omni Grenade, Concussive Shot, Barricade, Trip Mine, Flak Cannon, Stealth Grid
Unyielding Ascension MPPOWERSINSP Patch (Optional Mod) - Adds support for Multiplayer Powers in Singleplayer Mod by NightWolf2503
Thank you @NightWolf2503 for the fbproject file, it helped me add support for these MP Powers :) My next play-through is going to be fun :)
Great if you can pin this.
Also, about the patch,
I had to preserve the ebxs for lance that were hex edited, because without that it was causing weird issues and load order wouldn't matter.
And only other ebx that conflicts with the patch is status_reconvisor.
Did a little test run yesterday, very fun to play with indeed. The recharging power cells make abilities that use them much more useful as well. All in all, amazing job. <3
Could you please add the project file for the Compatibility Patch with Balanced New Game+?
If I edit the original project of NG+ (the skillpoints per level) the patch overrides it.
Thank you very much :)
Open the project file and find "Game/Progression/Singleplayer/Progression_Player_SP".
The skill trees are listed under SkillGroupList. Just look for whatever you want to remove and click the x on the skill line entry.
According to my math you'd need an extra 143 points. You need 903 points to max all skills, including the multiplayer ones. Together with the 8 bonus points from missions you can get a total of 760 points in the base game.
2 at level 1
6 at level 2-25
7 at level 26-132
This would give you 903 points for example.
1 at level 1
3 at level 2-3 (6 points)
4 at level 4-10 (28 points)
5 at level 11-25 (75 points)
6 at level 26-132 (642 points)
That's the vanilla progression. You get a total of 752 points. Plus the 8 extra points makes 760.
I even did a second test where I modified a passive skill to give high bonuses to combat damage, melee damage and combat cooldown to make it more obvious. The combat damage bonus did nothing, melee damage made avenger strike one-hit kill big enemies on highest difficulty and the combat cooldown bonus eliminated the cooldown completely. Same for tactical cloak, raising the melee bonus on it made avenger strike one-hit from stealth. So it's definitely being applied correctly. I don't see why it wouldn't work for you.
I looked at the mods you mentioned but couldn't find a project file for the compatibility patch, so I can't say why the changes are not being displayed. However when I tried it out myself I wasn't seeing any changes displayed for multiplayer powers at all. Singleplayer powers (at least those I checked) were changing dependent on profiles and equipment.
Edit: Actually, just comparing the files contained in the main mod with those in the compatibility patch it's quite clear the patch only adds the multiplayer powers back to the menu. It doesn't actually change how the stats are displayed for them.
Damage is calculated in "game/powers/avengerstrike/imp_primary_avengerstrike", first entry under "ImpactList", then "DamageInfo". Adding an additional modifier for "Game/Progression/Stats/Powers/Combat/StatFormula_DD_Combat" will make it add both combat power and general power bonuses.
I will try to learn how the other modder added the global variables into power display and try to add it to the MP powers as well. I still haven't figured out how you added the MP powers into SP and when I open your project it shows under "modified only" just a few of them, not Avenger Strike, for example. You modders are genius, but I'll try to figure it out eventually haha! Also, I don't know why, but Hold tech powers (tested with Flamethrower at least, and IIRC it happened with the MP frost power when I tried it too) does not trigger the tech passive that recovers HP, I have no clue why.
The problem with the multiplayer powers is that the files only get loaded in multiplayer. At least some of them. Using the existing powers just crashes the game. I had to use a hex editor to add more entries to single player files and copy all the progression data and some stat modifiers into them to make it work. It's all stored in "Game/Progression/Singleplayer/Skills/Biotics/Skill_Lance1" and "Game/Powers/Lance/StatMod_Damage_Lance". At the top left click on "View Instances" while viewing the files to switch between the entries.
The functionality to add more instances to a file has been added to Frosty as well by now, so no hex editor would be necessary anymore.
The multiplayer files I edited were only modified to use the new stat modifiers and fix some already existing bugs with the skills themselves.
Btw. the author of the mod contacted me a while back, asking for permission to include my powers with the mod. So he was at least planning to fully support them at some point.
Thing is I had so much on my hands back then I plain forgot to reply. So thanks for reminding me, I guess.
Edit: About the Life Support bonus, it seems to activate properly for me. The effect does have a cooldown though, maybe it was on cooldown when you tried and that's why it wasn't activating for you?
Edit2: Nevermind, I found the issue. It works as long as you have other tech powers alongside the bugged powers equipped but not if for example Flamethrower is the only tech power equipped. Snapfreeze, Assault Turret and Recon Visor have the same bug.
Edit3: I uploaded a fix for the multiplayer powers. I'll add the fix for the singleplayer powers to my fixpack but the power overhaul and power display mods overwrite the files so the author would have to include the edit in his mod as well for it to work.
For now you can load the project file of the mod and fix it for yourself. Open "game/powers/flamethrower/power_flamethrower" and "Game/Powers/AssaultTurret/Power_AssaultTurret", find "StatusEffectsAppliedOnEquip" and add "Game/Progression/Gameplay/Status_TechPowerEquipped" to it.