Mass Effect Andromeda
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KrrKs

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32 comments

  1. MeicalHoel
    MeicalHoel
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    I noticed some conflicts with the mod X5 Deconstruction. Does that mean you include that fix?
    1. KrrKs
      KrrKs
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      The deconstruction mod is actually outdated and no longer necessary. Bioware fixed that with patch 9.
      Since this mod is based on patch 10, the rebalanced guns are based on the patched base game.
  2. lexo1000
    lexo1000
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    Your mod seems great! I wonder if I can use it with Weapon Overhaul mod?
    Thanks
    1. KrrKs
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      These two mods are incompatible.

      Though If Weapon Overhaul does not alter the impact assets, there is a _very slim chance_, to use load Weapon Overhaul after this mod. That way you would get the weapon stats of that mod, and the altered (incendiary ammo application) and fixed impact assets of this mod.
      It might also completely break your game, especially when trying to use projectile augments. -_-

      All in all, I'd rather advise for using one mod xor the other.
  3. Illius
    Illius
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    I started using this mod in September of last year and I really like 99% of what it does. But with my previous ( And first play through of MEA. ) I started using the M25 Hornet very late in the game ( Around character lvl 51/52. ) and I could see the potential of that SMG. I want to start a second play through and the lower damage is something I can live with considering the RoF of the Hornet ... but the increased RecoilMultiplier from 1.0-0.5 to 2.4-1.9 is very nasty in my opinion.

    Is there a chance for a version where the RecoilMultiplier is not that nasty?
    1. KrrKs
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      Recoil got increased that far for two reasons.
      Reason one is because the hornet is the second highest-singleClip-DPS gun in the game. (Or somewhere along there, I don't have the spreadsheet open  right now)
      Reason two - and a bit more important to me - is to get its behaviour more in line with the ME3 version.

      As for your request: I won't be doing that myself. If I ever touch this mod again it will most likely be w.r.t. sniperrifles or shotguns.
      But you can simply do that yourself: If you want to have the default hornet overwrite the changes from this mod, then simply edit something/anything in the hornet1 to 10 weapon assets. It doesn't actually need to change anything, just Frosty needs to think the file is altered. If you export that as mod and let it overwrite mine you'll have the original Hornet back.
      - The Hornet Rank 1 asset is this one: game/weapons/smgs/hornet/gun_smg_mws_hornet_01
      - It is enough to toggle the 'isStackable' checkbox right at the top for the editor to think the asset was altered.
    2. Illius
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      Guess I will have to download the whole Frosty Suite then in the next few days. So far I have only been using the Frosty Mod Manger and not the Suite. If I can make the change myself as you described, can I install it while I already started a new game? 
    3. KrrKs
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      'The whole Suit' is just the editor in addition to the mod manager. It takes some time initially for the editor to create the necessary game library/cache. But otherwise the setup is the same 'point to .exe' as with the mod manager.

      Most mods are completely save to install or remove at any time during a playthrough.

      The ones that have or may have side effects are the ones that add or reorder powers/skills. Mods that add new items are also _likely_ not save to remove from a savefile where they are in used.
      AFAIK all of the few ones that fall into those categories have that warning written in a disclaimer somewhere.

      But stuff that just alters some existing assets, like this mod, is totally fine to be removed or added any time.
    4. Illius
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      Alright, thank you for the explanations, I will will give it a try to make those changes to the MK25 Hornet tomorrow.
    5. Illius
      Illius
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      Actually it looks like I did something right. I first tried using the method you described by using the fbproject file you provided. Just checking the 'isStackable' box and then exporting it under a different name. And after installing and testing it on a old save from my first character, it did not seem to do anything?

      BUT ... then I read your post again ( Reading seems to be difficult all of a sudden. ) and saw that no where did you mention I had to use your fbproject file. So I then just started Frosty Editor, and did what you mentioned ... exported it as a mod. And after installing it I tested it in game and it appears to be working, so again thank you for explaining how to do this.
    6. KrrKs
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      remember to uncheck that isStackable checkbox again, otherwise you'll end up with just one large stack of multiple hornets, and probably can't select which exact ones you want to take on missions, sell, or break down.
    7. Illius
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      Okay, thanks for the warning.
  4. MindDoser
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    Great mod. However, Sniper rifles hitting range seems weird and i'm sure this due to engine limitation.Any info whats the max affected range for direct hit?I mean 100mt is the maximum range that your sniper shots can affect/hit enemies? And if so,is there any way to increase sniper's hitting range please? Thanks in advance.
    1. KrrKs
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      There is some sort of bullet drop implementation in the game.
      In vanilla, projectiles start dropping after about 25m or so, and the effective range of sniper rifles is limited to about 100m.
      With this mod, sniperrifle projectiles start dropping after 80m, and you should be able to comfortably hit enemies up to 125m away. Further away and you need to adjust aim more and more.

      Further there is a 'effective range' parameter, which is 100m in vanilla. I can't remember what it does, but at 2km with this mod it shouldn't matter anyway.

      There is also the problem that vanilla enemy camps just respawn new enemies, if you killed one from outside 45m away. Though there is a mod for that problem as well: https://www.nexusmods.com/masseffectandromeda/mods/733
  5. Rambo1988
    Rambo1988
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    only what is missing, please add

    "Increased Weapon Range"
    Increases the range at which you can actually hit enemies with all guns from 100 meters to 2000 meters and removes bullet drop. Now if you can see the enemy, you can actually hit the enemy.

    "No Scope No Problem"
    Removes the 50% damage penalty when no scoping(not zooming in) on a sniper rifle.

    look:!! https://www.nexusmods.com/masseffectandromeda/mods/402
    look !! https://www.nexusmods.com/masseffectandromeda/mods/477?tab=posts

    both mods clash:(:(:(

    be sure to add these mods !! merge it all together



    1. KrrKs
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      This mod already removes the 50% noScope penalty to sniper rifles. The sniper rifle effective distance and max distance have been increased to distances you can't even see enemies at.
      The bullet drop for sniper rifles and some others was vastly reduced, but I'm not removing it, because I kind of like that feature. Even in MEA's horrible implementation.
      (Just look at that readme, it details every change made)

      As for increasing weapon ranges of other weapon types: No. Then there would be no point in using a sniper rifle any more. Besides, enemies outside of 115 metres or so respawn anyway in vanilla, making any fight at that distance a waste of heat sinks.
  6. Nolanoth
    Nolanoth
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    I hate this mod and I love this mod, I love it because it makes some nice changes, I hate it because the game just spazzes out due to the way they are implemented, causing me to go in to the project to try to fix everything.

    All weapons are apparently now coded instead of using the standard list and that is one hell of a bad idea as the altered stats don't always come up in the game... like the Reverent which apparently has a fire rate of 650 but! The game description only show it as 600... yay... how awesome is that? And I don't even have any other mods that would affect firearms and cause some kind of conflict.

    On top of all of that, if you even try to do some personal balancing weird stuff starts to happen because of how the weapons are actually now working, which means that you split yourself between the list and the weapon files themselves because... reasons... I guess. This means that you actually have to go in to the files, return something like:

    Stats -> StatValue -> BaseValue = Weight (IfFalse)

    Back to the way it was with WeaponIndex and this will actually not only make sure that you can use the GunStats list again but the changes you make will also always show up in your weapon description/info, instead of sometimes showing up and sometimes eh, not at all.
    1. KrrKs
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      The altered stats *do* show in the weapon research, weapon crafting, and item screens. It's just that I seem to have missed the Revenant 4, so that still has its vanilla firerate of 620. I will eventually fix that when I get enough time.

      If the altered stats do not show up in your game, then the mod is not properly applied. I'd suggest loading the game through frosty completely without mods once. Either using a new profile or with deactivating all mods. that way Frosty will be forced to clean up the mod folder. When re-enabling the mod after that, it should be properly applied.

      As for the weapon stats table, I deliberately did not alter that one. Every mod that alters that specific asset is automatically completely incompatible with any other mod that does changes there.
      The way this mod works, with altering specific values directly in the weapon files, you can simply make your own mod altering some of the weapons. Let your mod overwrite this mod, and you got your own changes working as well as mine for the other weapons.

      As for weird stuff happening: Yeah, if you try modding the statlists then yes, you have to alter at least something directly in the weapon files (I suggest using vanilla files or if you like, export the assets from this mod and reimport into your own mod). Only then will the weapon assets be registered as altered, and overwrite the changes that I made to them.
  7. CamblongKaras
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    Is this compatible with the Andromeda Fix Pack?
    1. KrrKs
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      It is, there is not a single conflicting asset between the two mods.
  8. squidney2k1
    squidney2k1
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    Was surprised to see an update to this mod.
    1. KrrKs
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      Yeah. It only took me one year to get around and do one small improvement...

      Sarcasm aside, I was kind of surprised as well. Originally I wanted to wait until I'm about to replay MEA and then try and assess the current mods and what may needs changing. And then I got fed up with something else and did this instead
  9. plasmaticbrains
    plasmaticbrains
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    I would like to say thank you to yourself (KrrKs) and all the other modders out there that have been sharing your project files with the rest of us. And of course, my gratitude goes to all those who gave us the frosty tools to begin with. I just learned how to use frosty edit about 3 days ago and was going cross-eyed trying to figure out how to properly edit stuff. Too used to the simplicity of bethesda's creation kits. But with the ability of comparison of modded files to the stock ones I've learned a lot the past couple of days. I'm one who cannot and will not be content with an original game once I've learned there is a way to make it better. I'm a noob still of course. What brought me to your mod was the idea of proper weapon force. The fact that each individual weapons' force can be modified tickled the s#*! out of me. But I could not get the desired ragdoll effect to show up in game with any weapons other than the sniper rifles that was already present in the original game. But after some tinkering, several CTDs and mother fookering my computer I figured it out. The only thing I changed from your mattock edits(that I could tell) was in the DamageInfo/ImpulseProvider/Modifiers/Asset/ statformula_force_assaultrifles.........(I changed the statformula_force_assaultrifles to the statformula_force_sniperrifles). Now all is well. I'd have been lost without your project files so thank you. So anyway, now you can just knock the weapon force up to 400 in the gunstats and send wraiths and anointed flying backwards upon kill. It's awesome! I've applied it to several weapons now and they all work. And for all you other newbies out there afraid to try modding. Just backup your game files first and dive into it. But be prepared to get pissed off...haha
  10. LegendDarkness97
    LegendDarkness97
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    Hi, would you be willing to take a look at the formerly multiplayer exclusive weapons that I have added to the singleplayer: https://www.nexusmods.com/masseffectandromeda/mods/488?
    1. KrrKs
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      I'l try to look at those either this or the next two week ends.
      Originally I wanted to wait until frosty can do bundle editing before looking at the MP weapons.