Mass Effect Andromeda
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Reaper647R

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  1. Reaper647R
    Reaper647R
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    4TH UPDATE [MAY 2020]:

    My Widow mod works perfectly fine on it's own, always has.

    But it mysteriously conflicts with Forkinator's Cyclone - No Wind Up mod. I sort of figured out how to temporarily fix the incompatibility issue, in-game. It is still not 100% and probably never will work 100% correctly with Forkinator's No Wind Up mod. The issue is the Cyclone sometimes won't fire with my Widow mod installed but I've got those scenarios mostly narrowed down . This is not the fault of Forkinator's mod, though I don't know why mine affects it when I didn't even touch Cyclone's stats/files for this. Anyway, here's the scenarios I've discovered and how to fix them, if possible:

    1. Initial game loaded on Nexus/Tempest:
    -These two mods have the least compatibility issues [none, in fact] when the game is loaded from one of these two areas.
    2. Initial game loaded while Ryder is anywhere EXCEPT on the Nexus or Tempest:
    -Cyclone more than likely won't fire, even though your character's animation is pretending it is. I found the fix for this is simply getting back on the Tempest, and then landing back down planetside.
    3. Separately-loaded missions don't seem to work with them [extremely limited testing]:
    -I've only officially tested this theory on the "Rescue the Moshae" mission because I didn't even know this was an issue until I recently played that mission with the mods installed; Cyclone No Wind Up will NEVER work on this mission if my White Widow mod is installed at the same time. Not sure why, this is yet another unexpected anomaly. I haven't tested all areas of the game and I'm not sure I ever will.

    Also, I have no intentions to get back into creating/altering/fixing mods at this time. My sudden absence from a couple years ago is still mostly in-effect. I will update this sticky note again if this changes.

    3RD UPDATE [2018]:

    Unfortunately, there will be no color adjustment to the white/purple scheme as previously promised... certain weapons [and armors] in the game, including both Black and regular Widows, have some hidden texture mask that covers both rifles. Another example of these hidden texture files involve anything with an N7 logo on them which makes covering up or erasing the N7 logo extremely difficult [and so far to me, impossible]. If anyone has a solution or has found these hidden texture assets, I'd love to know where and how you found them.

    Otherwise, the stat adjustments will remain. There is no reason for it to interfere with Forkinator's No Wind Up Cyclone mod but these two mods still remain incompatible.

    I am open to suggestions on solutions otherwise. I hope you enjoy my mod, and thank you! =]

    2ND UPDATE / SEMI SOLUTION:

    The bug that involves the Cyclone has been narrowed down to my mod conflicting with Forkinator's No Wind Up Cyclone mod... unfortunately, it's still a semi-permanent conflict after my mod is uninstalled, I can't figure out how to make this issue go away =[ Otherwise, my mod doesn't effect anything at all.

    The bug involving the permanent ammo increase remaining even after uninstalling - just waste your current magazine and the gun is reloaded with the proper "single shot" amount.

    Again, if anyone is able to find a work around between my mod and Forkinator's No Wind Up, I would love the input. I keep hitting dead ends with it and not understanding why...

    UPDATE/WEIRD BUG WORKAROUND:

    Okay, so the mod mostly works just fine. There's two things I've noticed that I can't figure out how to fix outside of the game but CAN be fixed inside the game. I'm leaving the mod up for now but I'm working on a remedy for what the crap is happening here... First, for some reason this mod made my Cyclone not fire... it acts like it is as far as character animation but no sound, bullets, muzzle flash, or anything else happens. The remedy for this was to leave the planet and then return and for some reason it was back to normal - happens every time for an unknown reason even though I didn't touch the Cyclone files whatsoever... And the second thing comes with removing the mod - the effects of the mod seem to remain permanent even after removing the mod UNTIL you create another Widow from scratch.

    I don't understand why, I've never had these issues before so I'm currently looking into what the problem is.

    If anyone has any ideas or knows the problem [before I update with, hopefully, a solution], here are the files I edited in Frosty Editor:

    game/sniperrifles/widow/gun_sniperrifle_mws_widow_01

    Files 01-10 were all edited with the same information: MagSize -> Min -> ConstValue [changed ConstValue from "1" to "8"

    There should be no reason for this to affect the Cyclone [doesn't seem to affect anything else]
  2. ILove2Play
    ILove2Play
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    Maybe I'm stupid but..... where do I find it? Do I have to buy it in-game or where will it appear?
    I LOVE the idea, since I loved the Black Widow, but it drives me CRAZY that it only has one shot per reload.....
  3. madfox11
    madfox11
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    Hello, cool mod!!! Is it possible to do this for KISHOK X, so that there would be a clip for 8-10 rounds and there was no idiotic charging of the shot?
  4. ArcturusXV
    ArcturusXV
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    I need this in my life so bad. Thanks Reaper.
  5. Godmezenger
    Godmezenger
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    If you can't find the asset for the max spare ammo, I think most people can't. They usually have to mod something like a weapon mod or augmentation in order to increase max spare ammo. So if you don't find it, no worries.
    I'm trying it now. Can't wait to endorse.
    1. Reaper647R
      Reaper647R
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      I may have found it but I'm not touching it yet since I just found a bug... read the sticky... sorry I didn't find the bug before you downloaded it. I've got today and tomorrow off work and I'm basically not stopping until I figure out the bug before I tackle the max ammo and recolor assets.