Mass Effect Andromeda
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KrrKs

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KrrKs

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  1. KrrKs
    KrrKs
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    Before anyone asks:
    Yes adding the MP weapon variations (Detonator, TeamDefense, Vampire) to SP is possible the same way.
    However, as there are literally hundreds of file edits necessary to do so, I won't be doing it.
    If you want a specific gun variation in SP, take a look at LegendDarkness97's ME A Weapons pack project files or the project from this mod for an idea what to do to accomplish that.
  2. BarnieBarble
    BarnieBarble
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    Not working, the only mod that keeps crashing my game 1.10 patch.

    Shame
  3. Apex720
    Apex720
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    I wonder, is this mod currently compatible with Frosty MM 1.03?
    1. KrrKs
      KrrKs
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      Sorry for the late reply, I only get here like once a week.
      To answer your question: I don't think it will be compatible with Frosty MM (or Editor) 1.03.
      AFAIK the mod was last build with Frosty 1.0.4.5.
      I last asserted compatibility with Frosty version 1.0.5.3, though I'm pretty sure it still works with the current version.

      The current version of the Frosty Tools as of today is 1.0.5.6, available from there: http://frostytoolsuite.com/

      Unless you absolutely have to use v 1.0.3 for whatever reasons, I'd advice going with the current and much improved version.
  4. squidney2k1
    squidney2k1
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    Comment removed because I failed at reading comprehension.
  5. Guba666
    Guba666
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    THis MOD make MEA load in an infinite loop with Frosty MM 1.0.3 and next.
    It works only with MM 1.0.2
    Also, if the weapon (like SOVOA) is retained AFTER the MOD deactivation, this lack of the mod makes MEA to CTD if the selection wheel is called via TAB keypress.
    1. KrrKs
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      The problem here seems to have been an incompatible mod or load order, not *this* mod itself.
      Just in-case anyone is stumbling across this and wondering
  6. oldsledneck
    oldsledneck
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    Any chance you could lower the research point requirements? As they stand now, I'll need to play for several more playthroughs to get them.
    1. KrrKs
      KrrKs
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      Hm, I actually thought about *increasing* the needed points for some weapons, especially the Sovoa.
      As I don't have any interest in creating yet another variation of this, I let those be right were they are.

      BTW, with the research cryo pod perks, apex missions from the tempest terminal or the app, there should be more than enough research points available.

      Edit: You can also download the project file, and alter the research cost for the weapons yourself. It's not difficult.
  7. MrTactician
    MrTactician
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    Hey, was just wondering do augmentation mods like full auto affect these weapons? Really wana try a full auto shorty

    Edit: Can confirm it does work and is hilariously strong
    1. KrrKs
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      Fire type augments that change the guns fire type should all work.

      If any of those cannot be applied to a weapon, i made a mistake there and can fix it in another version.

      Edit:
      FelisImpurrator on the discord noticed that the Sovoa above rank1 does indeed not take full fire augments.
      This has been fixed in v2.1c
  8. VonHelton
    VonHelton
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    Um, weren't the Batarians wiped out in Mass Effect 3??????
    1. Trinitykill
      Trinitykill
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      Not entirely, their colonies got hit hard by the Reapers because they were remote and weren't as technologically advanced or well-defended as other species. But there's probably still a few million of them scattered in the outer systems, also the millions living on the Citadel, Omega, and various other stations.

      Plus don't forget the Initiative ships in Andromeda departed the Milky Way shortly before the arrival of the Reapers.
  9. User_12912980
    User_12912980
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    So I researched Savoa but didn't have enough materials to craft it, when I come back to it later it's showing me Zalkin assault rifle instead which I did not research.
  10. forgetti9
    forgetti9
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    YES! This is something I've been wanting since they started doing new MP weapons