Update 1.1 released, all outstanding bugs should be fixed. Update 1.2, turns out I created a new bug, now fixed. Update 1.3, obviously, putting the cooldown on power activation then allowing the power to be activated while on cooldown will result in... a second cooldown, fixed. + some turbocharge cleanup. Update 1.31, fixed a small incompatibility with MEA Fixpack and the sprinting bug for fortify in the MP powers in SP patch.
Still, the bulk of this mod is carrying over a not insignificant amount of stats and I may have missed some so if you notice some weirdness leave a comment or bug report.
MP powers in SP patch is up and out of beta, turns out the only problems with shield boost and stealth grid were ones I myself created.
This mod is great! I'm fully playing the game for the first time (a little late to the party I know) and this makes the game so much more fun.
I only have 1 issue however. For powers like cloak having the duration added to the cooldown causes a pretty significant issue. When using cloak and then switching to another profile the duration can end, but now the cooldown + the added duration for the power is paused. So basically upon switching back I now have to wait considerably longer for the power to cooldown even though the duration is already over. Maybe I'm mistaken but it seems like it would make more sense to just have the cooldowns be the default length anyway since they are still going to end up being longer since they pause whilst in another profile anyway.
Yeah I get that it's not ideal, I did it that way because otherwise it'd be really easy to have a cooldown shorter than the spell duration when not swapping profiles. Not the most elegant solution I admit but regardless I'm pretty unlikely to revisit this again.
FYI for anyone interested, this mod causes an infinite load screen upon starting the game up (load or new game), at least on the Deluxe Edition. Ofc endorsed anyway, I'm sure it is a good mod in any case.
Working fine over here, new game or load. Try extracting the files before installing in Frosty. If that doesn't work then I don't know what's going on.
you probably didn't unzip the files before use.. standard mistake. don't use rar and zip in frosty. unzip the files and use only .fbmod and .archive files, that is proper way to use Frosty
I have the same problem. and no, I didn't put the file without unzipping, as you can see in the image.
I tried using this file that you put in the comments, but it didn't work either. and yes, I tested your mod without the "Power Overhaul".
edit: I solved the problem! It was just my game that wasn't updated to version 1.10. Furthermore, you must also download two files called (AnselSDK64) and (AnselSDK64_org) for the mods to work in Frosty.
I no longer have the link from where I downloaded these 2 files, however I will put a link to a folder of mine where there are these 2 files. Just download the files (AnselSDK64) and (AnselSDK64_org) the other files in the folder will not be useful to you.
I realize this is an old comment, but it's still near the top, so I thought I should point out that there's now a patch for this mod on the power overhaul page.
I don’t know if you are even paying attention to this mod anymore, but if you are, a couple things are still not working for me:
Tactical cloak > escape artist is canceled upon profile switch, and will not stay on if initiated by a melee kill in another profile. It will cloak for a second and then immediately turn off.
Team support > life support Is canceled upon profile switch.
I haven’t tested offensive tech > technical rounds, but I’m guessing it follows the same pattern.
Anyway to fix this? Or can you tell me how to fix it in the Frosty Editor? I was able to get annihilation to stay on when escape artist procs, but I can’t get the above two issues figured out in the editor.
76 comments
Update 1.2, turns out I created a new bug, now fixed.
Update 1.3, obviously, putting the cooldown on power activation then allowing the power to be activated while on cooldown will result in... a second cooldown, fixed. + some turbocharge cleanup.
Update 1.31, fixed a small incompatibility with MEA Fixpack and the sprinting bug for fortify in the MP powers in SP patch.
Still, the bulk of this mod is carrying over a not insignificant amount of stats and I may have missed some so if you notice some weirdness leave a comment or bug report.
MP powers in SP patch is up and out of beta, turns out the only problems with shield boost and stealth grid were ones I myself created.
Can you please PM me to discuss ? Thanks
I only have 1 issue however. For powers like cloak having the duration added to the cooldown causes a pretty significant issue. When using cloak and then switching to another profile the duration can end, but now the cooldown + the added duration for the power is paused. So basically upon switching back I now have to wait considerably longer for the power to cooldown even though the duration is already over. Maybe I'm mistaken but it seems like it would make more sense to just have the cooldowns be the default length anyway since they are still going to end up being longer since they pause whilst in another profile anyway.
https://cdn.discordapp.com/attachments/412582927344336896/798178923510497310/Favorites_Overhaul.fbmod
Exported the project using updated Frosty, maybe that could fix whatever the problem is.
I tried using this file that you put in the comments, but it didn't work either. and yes, I tested your mod without the "Power Overhaul".
edit: I solved the problem! It was just my game that wasn't updated to version 1.10. Furthermore, you must also download two files called (AnselSDK64) and (AnselSDK64_org) for the mods to work in Frosty.
I no longer have the link from where I downloaded these 2 files, however I will put a link to a folder of mine where there are these 2 files. Just download the files (AnselSDK64) and (AnselSDK64_org) the other files in the folder will not be useful to you.
Google: MEAExplorer's github
Game should work fine with that AnselSDK64.dll file and Frosty.
Most likely.Most likely not, shouldn't post at 6 am.Tactical cloak > escape artist is canceled upon profile switch, and will not stay on if initiated by a melee kill in another profile. It will cloak for a second and then immediately turn off.
Team support > life support Is canceled upon profile switch.
I haven’t tested offensive tech > technical rounds, but I’m guessing it follows the same pattern.
Anyway to fix this? Or can you tell me how to fix it in the Frosty Editor? I was able to get annihilation to stay on when escape artist procs, but I can’t get the above two issues figured out in the editor.
Thanks! Seriously amazing mod.