The dimmer flashlight is 1000% necessary on Havarl. I was trying to play through a migraine yesterday . . . My eyes and my head thank you. I was worried it would be too dim in really dark places, but it looks great everywhere I've tried it so far. A definite improvement overall.
That actually never bothered me. Someone else mentioned something like this and it sounded like an easy fix. Great that it helps you
Btw, if it is too dark there is a text file included in the download (together with the project file), detailing what and where to change to make custom version suitable to your liking
I don't know how you stand it, but each to their own, I suppose!
I think the values you picked are working well, but I'll keep this in mind in case I find somewhere that looks too dark. Regardless, I always appreciate having access to the source for mods (and instructions/documentation are a huge bonus!), even when I don't plan on using it.
@KrrKs Just learning frosty editor so if I understand instructions correctly, under: Dev/Characters/Spawners/PlayerSpawner_SP - Objects[5] - PbrSpotlightEntityData
in the right column with values I only need to change "intensity" settings?? from what I can tell vanilla is 8000 and you put it to 1000? Is that correct?
The readme is just a text file with the name of the asset and which reference to change.
The .fbmod file is the mod file for the frosty mod manager
the .fbproject file is an example project that can be opened in the frosty editor.
As MMAya said, if you want to change the intensity of the flashlight, then you have to find the intensity field in the spotlight, if you want to change the color, that would be the color and temperature fields instead.
I should probably mention that the playerspawner_sp asset is now also overwritten by the MEA Fixpack and the Enhanced Hotkeys mod. So if you use any of those maybe edit the variants from those mods.
Default hover stops or drastically slows down your movement to your original direction ( unless pressing the direction button ) The turian hover variant just keeps that initial momentum and lets you glide in the direction you moved to when starting the jump.
Cant seem to get the dim flashlight mod to work. When i try to drag in the individual files it says flashlightintensity.fbproject isnt a compatiable mod. is there something im doin wrong?
Just import the zip file instead Or if you want to unpack it first, import only the .fbmod file into the mod manager. The .fbproject is the project file for the editor.
I think so. The omnitool vfx should be located in different assets not affected by the dim flashlight mod. But i've never actually used one of those mods so i'm not completely sure.
These are all small individual mods so you can mix and match as you like. Trying to unify all those small mods into a single one would be a massive undertaking at this point. Even more so since I don't even know exactly what i changed in most of those mods any-more.
Besides: Having the individually allows you to switch out or remove the individual features if you don't like them. It also has absolutely no drawback, besides taking up a bit more space in the load order
Hello! Your fixes addendum conflict with Power Overhaul mod. Does it mean that 2 mods fix same bugs. Could I use both of them and in which order? Thanks in advance
As far as i can tell, Power Overhaul does not fix incorrect bonus damage application for Cora and Drack, but applies other changes. But these two fixes (or the bugs) are really not noticeable. I suggest loading Power Overhaul after FixesAddendum, so Power Overhaul sits lower and the load order and overwrites this mod.
How "drastic" is the change? OP? I play on Insanity btw... I don't want to feel as if the squadmates are doing all the work, etc... How much easier does it make the game? I still like a challenge.
I compared the weapon damage multipliers to their orignal values and put those in the spoiler in the Description. The gist of it is that Cora saw the largest increase, dealing more than 6 times ther vanilla damage now, while Liam only saw an increase of about 50%. Though overall, Drack is probably the strongest Squadmate now, as his health and health bonuses were increased as well.
As for overpowered or not, that is highly subjective. I think that the Squadmates still do only a fraction of the player damage, though that may be different at very low levels, and may depend on play-style.
When you think that insanity is too easy, I can highly recommend the 'Shields for Enemies' mod: https://www.nexusmods.com/masseffectandromeda/mods/717
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I was worried it would be too dim in really dark places, but it looks great everywhere I've tried it so far. A definite improvement overall.
Great that it helps you
Btw, if it is too dark there is a text file included in the download (together with the project file), detailing what and where to change to make custom version suitable to your liking
I think the values you picked are working well, but I'll keep this in mind in case I find somewhere that looks too dark. Regardless, I always appreciate having access to the source for mods (and instructions/documentation are a huge bonus!), even when I don't plan on using it.
Dev/Characters/Spawners/PlayerSpawner_SP - Objects[5] - PbrSpotlightEntityData
in the right column with values I only need to change "intensity" settings?? from what I can tell vanilla is 8000 and you put it to 1000?
Is that correct?
As MMAya said, if you want to change the intensity of the flashlight, then you have to find the intensity field in the spotlight, if you want to change the color, that would be the color and temperature fields instead.
I should probably mention that the playerspawner_sp asset is now also overwritten by the MEA Fixpack and the Enhanced Hotkeys mod.
So if you use any of those maybe edit the variants from those mods.
The turian hover variant just keeps that initial momentum and lets you glide in the direction you moved to when starting the jump.
Or if you want to unpack it first, import only the .fbmod file into the mod manager. The .fbproject is the project file for the editor.
But i've never actually used one of those mods so i'm not completely sure.
These are all small individual mods so you can mix and match as you like.
Trying to unify all those small mods into a single one would be a massive undertaking at this point. Even more so since I don't even know exactly what i changed in most of those mods any-more.
Besides: Having the individually allows you to switch out or remove the individual features if you don't like them. It also has absolutely no drawback, besides taking up a bit more space in the load order
Thanks in advance
But these two fixes (or the bugs) are really not noticeable. I suggest loading Power Overhaul after FixesAddendum, so Power Overhaul sits lower and the load order and overwrites this mod.
The gist of it is that Cora saw the largest increase, dealing more than 6 times ther vanilla damage now, while Liam only saw an increase of about 50%.
Though overall, Drack is probably the strongest Squadmate now, as his health and health bonuses were increased as well.
As for overpowered or not, that is highly subjective. I think that the Squadmates still do only a fraction of the player damage, though that may be different at very low levels, and may depend on play-style.
When you think that insanity is too easy, I can highly recommend the 'Shields for Enemies' mod:
https://www.nexusmods.com/masseffectandromeda/mods/717