Mass Effect Andromeda
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KrrKs

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9 comments

  1. onedownyeahs
    onedownyeahs
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    Great fix, thank you for this!
  2. Phantom0013
    Phantom0013
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    First I just want to say thank you for this, I've been waiting a long time for a mod like this to use with my pistol ( m-3 Predator) I just noticed a little bug, where if you're on ship or anywhere else that doesn't draw weapons seems to fire from the hip (literally) when I hit the fire button. Hope to see a quick fix, and thank you for all the work you've done so far!
    1. KrrKs
      KrrKs
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      Wait what?
      One the Ship?, you mean the Tempest? I can't replicate that. I tried the Tempest, Prodromos and Havarl's Outpost and in neither of those zones can I reproduce that. Only outside of those, in combat zones, where firing immediately un-holsters the weapon (see the bug report).
      If you really mean you can fire on the Tempest, that would mean that the weapon timeline is not unloaded (which it should upon entering the tempest, IIRC), and that the Tempest is considered a 'combat zone' (which it is not when unaltered).
    2. Phantom0013
      Phantom0013
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      Sorry, I didn't see the bug report at the bottom, (too excited I to try it out guess) I tried it on ship and outpost on vold which is where I noticed it, don't know why you can't replicate it (just me and my bad luck I guess) thanks for looking into it anyway. Just another thing I noticed, have you tried unequiping all weapons besides the electrical conduit, because I think in these areas when I unequip and reequip it defaulted to the second one (no conduit weapon mod installed) and no firing, but when I unequip the other weapons, leaving the conduit weapon it fires.
    3. KrrKs
      KrrKs
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      Hm, I tried unequiping all other weapons -leaving only the EC weapon. Also tried unequiping all weapons and only re-adding an EC weapon after that and still don't get that on the Tempest or the outposts.

      Though i did recently stumble across a 'bug' pertaining timelines not (re)setting when they should in another mod that alters profiles. That one is really weird, and i cannot reproduce it consistently, too.
      But *maybe* they are connected somehow. Out of interest, how many active mods do you use?
    4. Phantom0013
      Phantom0013
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      The only mod that I have that alters profiles is the no cooldown when you swap profiles, and if it counts, a few that balance powers and add the powers from multi player to single player. Thank you again for looking into this, hope you have a good Thanksgiving.
      After some testing, it seems to only happens with weapons that are non-automatic (like sidewinder or m-3 predator).
  3. Gawesome
    Gawesome
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    Thanks for making this mod! It drove me crazy that Bioware introduced this odd behavior when they last touched this system.

    Just so I understand things correctly, you mentioned that projectiles with electrical conduits applied, by default, only apply 2/3 of the normal projectile's damage, is that correct? Does this 2/3 damage apply to both automatic fire and burst/single fire weapons?

    This sounds like a bug - not sure if you'd be willing to release an optional mod file that fixes the impact asset on its own, for folks that don't necessarily want to install all of the changes in your weapon rebalancing mod?

    I'm also curious how much extra damage this mod does to shields. Andromeda's weapon modding system isn't always clear about all this stuff.
    1. KrrKs
      KrrKs
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      The decreased damage applies to all electric conduit impacts, independent of fire type, beam, or projectile, as long as Disruptor ammo is not used simultaneously.
      With Disruptor ammo, there is damage penalty, but also no anti shield bonus other than the one provided by disruptor ammo.
      Though I don't think it is a bug, but a design choice to offset the +50% damage against shields and the faster 'fire-rate' of the beam.

      I try to get some time to package a standalone impact asset for this. Good suggestion!

      Edit: I uploaded an optional file which includes only the impact file changes (and corresponding frosty project).
    2. Gawesome
      Gawesome
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      Thanks for adding the optional file!