Updated to 1.6 and Unyielding Ascension MPPOWERSINSP Patch to 1.1 (Optional Mod) Fixed All Visual FX Issues - Thanks to GalaxyMan2015 for bug fixes in Frosty Editor 1.0.5.5
Updated to 1.5 and Unyielding Ascension MPPOWERSINSP Patch (Optional Mod). Check logs for detailed changes. 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
My intention isn't to make it over-powered but fair and balanced overall. So, if you still find it OP. Please let me know. :)
Hi @WizKrafts , not sure if you are still modding MEA, but I've recently started new playthrough using mods "Power Overhaul" and "Profiles Reworked" by @Kahmu which are (IMO) improved versions in the spirit of the great work of Nightwolf's previous mods. I really like the tweaks Kahmu made but would also love to use Unyielding Ascension along side. curious if a patch could be worked out between you? either way, great work and thanks!
Didn't notice your message before. I don't have access to system to play the game or edit my mod yet. Mostly I'll get access next month and that's when I can look into creating a compatibility patch.
Sorry I haven't worked on this yet and I've been really wanting to go back to modding MEA and updating my mods since the recent upsurge in Mass Effect Andromeda... such an awesome game... I'll try to make some time this month.
How did you go about making the "Power Cells" rechargeable ? Did you use a script ?
Sorry but that's the only thing I'm interested in, because its a pain too look for restock containers. And to have like only 2 cell's at the beginning with no way to replenish these power cells other then using those restock crates/containers is a nightmare.
I understand having an unlimited amount would be overkill and definitely unbalanced but how about just having a long cool down period between uses so as to not make it overkill, meaning use it twice(use 2 power cells) and wait like for 60 seconds or 120 seconds to use the 2 initial power cells again.
I haven't been here for long time. But this is an interesting thought. This mod actually gives back power cells on shields dropping down below 10% Implementing a timer might be difficult but maybe I can separate parts of this mod which affects only power cells.
Hey! Great mod! You're saying that this mod is compatible with "Multiplayer Powers in Singleplayer Mod" (MPSM) by NightWolf2503. But does this mod compatible with "Favorite Swapping Overhaul" (FSO) by watafuzz ? Cause i can see in Frosty Mod Manager that FSO has a lot of conflicts with your mod. And FSO also have a patch file for MPSM just like your mod Its just right now im using MPSM and FSO but i also want to use your mod with them. If your mod compatible with FSO then in what order do i need to install them (including patch files) ?
Any progress on this effort? Strictly speaking, the two mods (FSO and UA) DO work together (though not quite as intended), although the cooldowns/shield(s) drain are overridden by whichever is enabled 'later' / 'lower' in the load order.
Unfortunately I didn't get any response from the FSO Mod Author. If the author has retired I'll see if I can re-implement the changes. Also, I am working on making some important changes so my mod works with the new Power Overhaul mod that has been posted.
I haven't been checking here too often. I just get little happy when I see a post here though lol.. That someone is still into this game. It's been a while since last I worked will check where the project file is and upload it. May I know what values you planning to adjust, Just Curious :)
I bought the game just recently. It's a good game despite of critics and combat is more fun than in previous games, except for the squad ai.
Now to your your values:) I want to experiment a little with your mod, see how you achieved this and if it is possible to include all powers. Also if you can have this option right from the start. I want to change Singularity that it only draws its energy once by activation not again at deactivation. Not sure about the power cell recovery. Maybe your values are good as they are. Just want to try different things.
some of your description comes off as confusing to me. What's that chart at the bottom, it looks like the numbers get progressively higher as you rank up skills and collect shield reduction passives or from profile, but what does the number even represent? I like the idea of the telekinesis but I'd prefer to have a more clear idea of what I'm getting in the package.
Honestly I would love to have the changes you made to the 2 talents in the barrier tree without the unyielding ascension hidden effects. Some damage resistance is something that is always welcome but seldom found.
Hi, just wanted to know if this mod is compatible with the Powers Boosted and Balanced mod?? Link: https://www.nexusmods.com/masseffectandromeda/mods/404/?
I just had a look at ebx's modified. And they are completely different which means my mod should be perfectly compatible. But it would be over-powered. So, it's fine if that's what you want
Since you reworked some powers, most notably Nova. I want to set Charge and Nova up like they were in ME2 and ME3, Charge Primes an enemy (no Armor or Shields only) and Detonates as well and Nova which Detonates too instead of the Vanilla Nova Priming and Charge Detonating only. Since you use Charge to jump into the middle of some enemies, priming them and then use Nova to detonate them and not walk to an enemy use nova and then jump after a single enemy to detonate it.
I found the necessary action for priming i would need to add (i think), but i don't know where to add it to AND i cannot find the action that is needed for detonation of a combo effect.
I think this mod already does what you want to achieve, https://www.nexusmods.com/masseffectandromeda/mods/348?tab=description Did you try using it ? I don't have direct answer and will have to check myself what needs to be changed exactly, if you aren't having much luck figuring out, I would be glad to help. Let me know. :)
This mod is not for multiplayer, its for single-player :) And yes that's correct. it uses shields and removes cool down. Almost similar to how Human Kineticist Character in Multiplayer works.
44 comments
Fixed All Visual FX Issues - Thanks to GalaxyMan2015 for bug fixes in Frosty Editor 1.0.5.5
Updated to 1.5 and Unyielding Ascension MPPOWERSINSP Patch (Optional Mod). Check logs for detailed changes.
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
My intention isn't to make it over-powered but fair and balanced overall.
So, if you still find it OP. Please let me know. :)
Also, please endorse my mod, if you like it. :)
How did you go about making the "Power Cells" rechargeable ? Did you use a script ?
Sorry but that's the only thing I'm interested in, because its a pain too look for restock containers. And to have like only 2 cell's at the beginning with no way to replenish these power cells other then using those restock crates/containers is a nightmare.
I understand having an unlimited amount would be overkill and definitely unbalanced but how about just having a long cool down period between uses so as to not make it overkill, meaning use it twice(use 2 power cells) and wait like for 60 seconds or 120 seconds to use the 2 initial power cells again.
Please help ?
This mod actually gives back power cells on shields dropping down below 10%
Implementing a timer might be difficult but maybe I can separate parts of this mod which affects only power cells.
Sorry for late response. I don't seem to get any notification for comments here.
But does this mod compatible with "Favorite Swapping Overhaul" (FSO) by watafuzz ? Cause i can see in Frosty Mod Manager that FSO has a lot of conflicts with your mod. And FSO also have a patch file for MPSM just like your mod
Its just right now im using MPSM and FSO but i also want to use your mod with them. If your mod compatible with FSO then in what order do i need to install them (including patch files) ?
If the author has retired I'll see if I can re-implement the changes.
Also, I am working on making some important changes so my mod works with the new Power Overhaul mod that has been posted.
Great Mod. Could you please upload your project file. I want to adjust some values.
Thanks.
It's been a while since last I worked will check where the project file is and upload it.
May I know what values you planning to adjust, Just Curious :)
It's a good game despite of critics and combat is more fun than in previous games, except for the squad ai.
Now to your your values:) I want to experiment a little with your mod, see how you achieved this and if it is possible to include all powers. Also if you can have this option right from the start.
I want to change Singularity that it only draws its energy once by activation not again at deactivation. Not sure about the power cell recovery. Maybe your values are good as they are. Just want to try different things.
Honestly I would love to have the changes you made to the 2 talents in the barrier tree without the unyielding ascension hidden effects. Some damage resistance is something that is always welcome but seldom found.
Link: https://www.nexusmods.com/masseffectandromeda/mods/404/?
But it would be over-powered. So, it's fine if that's what you want
maybe you could help me.
Since you reworked some powers, most notably Nova.
I want to set Charge and Nova up like they were in ME2 and ME3, Charge Primes an enemy (no Armor or Shields only) and Detonates as well and Nova which Detonates too instead of the Vanilla Nova Priming and Charge Detonating only.
Since you use Charge to jump into the middle of some enemies, priming them and then use Nova to detonate them and not walk to an enemy use nova and then jump after a single enemy to detonate it.
I found the necessary action for priming i would need to add (i think), but i don't know where to add it to AND i cannot find the action that is needed for detonation of a combo effect.
I think this mod already does what you want to achieve, https://www.nexusmods.com/masseffectandromeda/mods/348?tab=description
Did you try using it ?
I don't have direct answer and will have to check myself what needs to be changed exactly, if you aren't having much luck figuring out, I would be glad to help. Let me know. :)
Is it removing the cool down for the powers and use shields like a resource that powers use?
And yes that's correct. it uses shields and removes cool down.
Almost similar to how Human Kineticist Character in Multiplayer works.
Sounds like a cool mod! I'll try it out!