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KrrKs

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KrrKs

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About this mod

Makes additional weapons, weapon mods, augments, consumables, armour, and casual clothes available in the single player.

Requirements
Permissions and credits
Changelogs
This mod is the continuation of the (now deprecated) 'ME Andromeda Weapon Pack' by LegendDarkness97, the 'MP Weapons in SP', and 'Researchable Halberd and Pilgrim' mods.

Requirements:
  • Frosty version 1.0.6.3 or newer ( Available from GitHub: https://github.com/CadeEvs/FrostyToolsuite/releases )
  • TextMod for the Groundside Firepower Pack in the text language of your game. Currently available are English, French, German, Italian, Polish, and Russian, all bundled together in a single TextPack that has to be downloaded separately. If the language for your game is missing or lacking, i'd be happy for help with translations and/or translation mods!
Previous versions without these specific requirements can still be found under Old Files. Check the included readme for their specific requirements

Important Notes:
  • Assume that this mod is incompatible with anything else that adds new items, powers, effects, alters store or loot drops, inventory capacity, or similar! Compatibility patches will be needed int those cases!
  • If you intent to uninstall this mod, unequip, destroy or sell all items added by this mod beforehand! There is an increasing chance that savegames made with the new items cannot be loaded without this mod!
  • Do not use this mod in multiplayer, it alters several mp specific parts and stats and will cause crashes!
  • The new casual outfits prevent saves in several places to load! Do not try save or load saves from these locations when wearing the new outfits. These Places are:
    • Hyperion Medbay, Hyperion Atrium for most of them.
    • The Explorer Outfit ( previously called Technician) instead won't work at Nexus commons/docking area ("7101_tempestarea_phase01", no idea when this is loaded ) and when entering the nexus for the very first time on NG+.
    • Sloane's Corset / the female Clique Leader Outfit instead prevents leaving the Kadara Badlands during or after quests involving Reyes ( not Sloane! ). Deactivating the addon mod ( not the main mod, you will lose items otherwise! ) or sometimes just activating a different quest in the journal should prevent this.
  • Refrain from using any munition consumable together with the munition mods. I tried to prevent it, but it can still be done, screwing up munition and status handling.

Due to the scope of this mod, there will be only this one version of it.
This includes a rebalancing of all included weapons in the same kind as the 'Andromeda Weapons Rebalanced' -mod does.
I will not create separate mods including or excluding specific items
, and no version with the original weapon stats for the MP weapons.


What this mod adds to the game:
  • 11 previously unavailable or entirely new weapons and variants
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(Note: These must be crafted and will not drop as part of loot or in stores)

    • All base versions of the MP weapons:
      • Sovoa Assault Rifle
      • Shorty Shotgun
      • Silhesh SMG
      • Kishock Harpoon Gun
      • Batarian Gauntlet melee weapon
    • Research project for the Halberd (I.e., the weapon can now be researched and crafted)
    • M-28 Pilgrim (Cora's shotgun)
    • M-7 Lancer variant (new weapon based on the ingame Avenger and the Lancer from OT ME1)
    • Flak Cannon (new weapon, conceptually based on the one used by the salarian Pathfinder at the Meridian battle)
    • Blood Pack Executioner Pistol
    • Phalanx S Pistol ( Optional addon )

  • 4 previously unavailable or new types of weapon and armor mods
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    • Elemental weapon mods for Cryo, Disruptor, and Incendiary ammunition. These go into a new mod slot. (Details for how to acquire them are below. Please read that part carefully!)
    • Augmented Targeting Assistance weapon mods (scope slot) for increased headshot damage and accuracy. (These drop and are sold wherever other weapon mods do)
    • Shotgun Smart Choke mods from MP for increase accuracy. These are milky way specific and can occasionally be found at the Nexus General merchant, Kadara Mods merchant, or the Krogan merchant in New Tuchanka.
    • Medi-gel Autoinjector Mod for armor chest pieces.

  • 18 new augments
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(These drop wherever other common augments drop or a sold):

    • Hydraulic Joints Augment for chest and arm pieces, to increase melee damage by 5%.
    • Grenade Capacity Augment for chest and leg pieces, to increase the max. number of power cells by 1.
    • Area Effect Modulator Augment for chest and helmet pieces and (non melee) weapons. These add +5% or +10% to AoE radius, damage and force.
    • Motorized Leg Joints Augment (exclusive augment) for a 30% boost to movement speed while in combat mode and +25% Damage Reduction while evading.
    • Rapid Recharge System for non-melee weapons to increase RoF by 5% per augment.
    • Efficient Thrusters Torso Augment. These offer +15% hoover duration and +10 aerial damage resistance. You can apply multiple to a torso.
    • Shock Coil Weapon Augment. Fires an exploding plasma projectile that deals damage in 1.5m radius around the impact. It does 13% reduced damage, but has 15% anti shields bonus. This augment is based on the Sovoa.
    • Bulwark Augment for helmets: Adds +5 damage resistance to the player for each squadmate or construct within 8m distance. Similar to the defense grid skill6a of the tech team support tree.
    • Overcharge Capacitors Weapon Augment. Allows to charge up single and burst fire weapons for additional damage (5% per .2 seconds, up to max 50% increase ). Full auto weapons require to charge up before firing (immediate 5% damage increase, 5% increase per 1/3rd second up to 35% max)
      Note: This augment interferes with projectile augments! Fully automatic weapons that use projectile augments together with this will *not* receive the damage bonus!
    • Explosive Detonator augment for fireweapons. Deals 30% damage directly on impact, and 70% in a delayed explosion over 0.5 m. The explosion has a chance to detonate combo explosions with 75% effectiveness.
    • Pellet Shear Modulator augment for fireweapons. This augmens switches Milky way projectile weapons to use shotgun pellets instead. Milky way shotguns instead fire a single slug. Not compatible with non milkyway weapons and several others.
    • Laser Shells augment for fireweapons. Provides anti armor bonus for weapons.
    • Siphon augment for fireweapons similar to the MP Weapon variants.
    • Concussive System for fireweapons. Similar to the MP weapon variants, this creates an explosion when an enemy is killed by weakpoint damage. The explosion deals half the enemies original health points as damage. This is halfed again if the enemy is armored.
      Note: This interferes with AoE and explosive weapons and augments!
    • XP Booster augment
    • Improved Holster augment for chest and legs. Provides +5 inventory, +10% spare ammo, 5% weapon weight reduction
    • Reaction Resonator augment for weapons and armor, providing +10% or +4% combo damage against defenses, respectively.
    • Linked Barrier Recuperator augment for weapons and armor. Provides bonus to shield cost reduction for shield powered skills. Intended for use with the Unyielding Ascension mod by WizKrafts

  • 2 new consumables
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(Note: These should drop or be sold wherever other consumables are. If you use any other mod that alters those lists, these items will not be available!)

    • Vulnerability VI. Boosts damage to weak points by 25% and accuracy by 3%. Lasts for 90 seconds.
    • Medigel: Restores 50% (+ consumable effectiveness) of Health for Ryder and Squadmates. Revives all fallen Squadmates.

  • 4 additional armour pieces
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    • Reactive Armour (The Model Cora and Liam use). Provides bonuses to movement speed, power recharge, shield strength and shield recharge delay. Comes with 3 to 5 Augment slots, depending on level and Cryo Pod Perk. (Note: These may not work correctly when using mods that alter the Squadmate's Armours)
    • Thermostatic Helmet (The model Cora and Liam use). Provides a bonus to hazard resistance. Also removes 50% of the shield recharge delay when evading.
    • Ark Scout Chest Piece. Increased ammo and grenade supply, as well as stronger shields. It also lets you carry more items. But slows the down the wearer's movement speed and power recharge rate.
    • Ark Scout Helmet (The same model as the AI - Elite Helmet). This helmet provides 5 research points per encounter (when getting hit at least once), based on the enemy faction. Ranks 6 to 10 generate additional 5 research points of whatever type the player has the least of.

  • 5 additional casual outfits
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(These are all sold in the Nexus Armour shop)

    • Initiative Jumpsuit: The default AI jumpsuit. (Note: The female version is the colonist version, as the Ark one appears messed up)
    • Business Suite: The Jacket worn by the AI ambassador to the Angara, Jien Garson, and a few others (Note: The female version draws it colour palette from the armour colour selection, to prevent appearing messed up)
    • Science Outfit: The default medic and researcher outfit.
    • Exploration Outfit: The worker or 'Slum' outfit.
    • Clique leader outfit (Optional addon mod): The outfit worn by Sloane, or the vest worn by Reyes and Bradley over a Suit similar to what Gil wears.


Addon Mods:
Version 3.6 comes with two optional addon mods. These have to overwrite the main mod to work.
  • GFP - Phalanx S: Enables the Phalanx S for the sibling segment and to be brought from the meridian weapons merchant.
  • GFP - Kadara Apparel: Enables the Clique leader outfit (Reyes' vest or Sloane's corset) as casuals for the player. They can be brought from the armor merchant on the Nexus.
    ATTENTION: Sloane's casual outfit variant causes an infinite loading screen when trying to leave the Kadara Badlands after the Reyes Quest "Precious Cargo". Simply deactivate this mod to be able to leave, and reactivate it again later.This addon is partially included in the main Groundside Firepower Pack, so you will not lose the casual outfit as long as the main mod stays active. Instead if will be replaced by the default long sleeve casual option.


Notes and stats for the new Items:
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All of the research projects for the added weapons can be found at the bottom of the respective origin-> weapons research tabs.
The movement speed augment and the new armours can be found under milky way research.
The other ammo consumables besides incendiary ammo where added to the list of consumables returned by Cryo Pod Perk and Apex teams.
All the loot drop lists were updated to included the new items. Since there are now way more items, the individual chance to get a specific one was slightly lowered.

Cora's shotgun had only the files needed to work as Squad-mate weapon present, a large portion of what player weapons need was missing. The indication of the weapon mods in the load-out screens is incorrect and taken from the Katana.
Attachments do not alter the Pilgrim's appearance in the world map, with the exception of the spare clip mods. These weapon mods nevertheless all work as intended.

Each tier of the M-7 Lancer has the corresponding Avenger research project as prerequisite.
Each tier of the Ark Scout armour pieces has the corresponding Andromeda Initiative armour piece as prerequisite.


Stats:

  • Sovoa:Damage: 150 - 255; Rounds per Minute: 200; Firetype: Single; MagSize: 10; Weight: 0.4 - 0.2; Notes: 2.25m Area of Effect Explosion, Alien anti-shield bonus
  • Shorty: Damage: 23 - 39 (*5); Rounds per Minute: 400; Firetype: 3-Burst;MagSize: 15; Weight: 0.45 - 0.23; Notes: 10% Anti shield bonus
  • Silhesh: Damage: 35 - 60;Rounds per Minute: 800; Firetype: Auto;MagSize: 50; Weight: 0.2 - 0.1; Notes: Seeking Projectile and Alien anti shield bonus.
  • Kishock: Damage: 500 - 850; Rounds per Minute: 100; Firetype: Single; MagSize: 1; Weight: 0.55 - 0.31; Notes: Damage is applied as 70% direct Damage upon impact and 30% DoT over 3s. Charge the Kishock for a 50% bonus to direct damage
  • M-28 Pilgrim: Damage: 44 - 75 (*7); Rounds per Minute: 80; Firetype: Single; MagSize: 5; Weight: 0.32 - 0.16; Notes: Same bonuses as Katana, tighter spread.
  • M-7 Lancer: Damage: 26 - 44;Rounds per Minute: 600; Firetype: Auto;MagSize: 38 - 57; Weight: 0.2 - 0.1; Notes: Faster Recharge when not overheating, longer cooldown when driven into overheat. Initial accurary is better than the Avenger's, but accurary deteriorates fast and the maximum spread is larger than the Avenger's
  • Flak Cannon Burst:Damage: 135 - 230; Rounds per Minute: 600; Firetype: 20-Burst; MagSize: 60; Weight: 0.7 - 0.5; Notes: 50% Anti shield bonus, 1m Area of Effect damage
  • Flak Cannon Missile: Damage: 2500 - 4250; Rounds per Minute: ~30; Firetype: Single; MagSize: 3; Weight: 0.7 - 0.5; Notes: 50% Anti armour bonus, 4m Area of Effect Explosion. The missile is target tracking.
  • Batarian Melee:Damage: 300 - 660; N/AFiretype: Melee; N/A Weight: N/A
Notes on the new elemental Ammo weapon mods:These mods come in two tiers. Tier 1 allows the weapon to use the consumable effect at 50% effectiveness, Tier 2 increases effectiveness to 95% of the consumable. Bonuses to consumables also affects these weapon mods.So those munition consumable -boosting weapon augments are finally useful, if you also use the bugfix provided by FixesAddendum.The Elemental weapon mods require a few more steps to get working that I'd like. Due to that I also made them available for direct purchase. But both the mods as well as the research projects are very rare and expensive.These specific weapon mods as well as their research project bundles can be bought at the weapon merchants on the Nexus and Meridian.
Steps to craft specific elemental weapon mods are in the spoiler:
Spoiler:  
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Preparation:
  • Buy the appropriate Blueprint bundle from the weapons merchant at the Nexus or Meridian.
  • Find the blueprint bundle in the inventory - Special Items, and 'destroy'/deconstruct it to receive the four blueprints for the weapon type mods. These Research Projects can be found under Special Items in the Research tab.

Crafting:
  • Acquire enough of the Consumable to craft the mod. Tier 1 mods require 10 pieces, tier 2 mods are made from 30 consumables.
  • Go to Inventory - > Consumables. Find the munition consumable of choice and 'destroy' it to gain the crafting material version of it. The crafting material munition can be found in the inventory, in Resources - Faction Materials
    Note: Up to 100 of the consumable are converted to crafting material. If there were more than that amount in inventory, the rest is lost. The crafting material version is not usable as consumable, but will automagically revert back into its consumable state upon loading a save.
  • Craft the mod of choice at a research station. The blueprints can be found under Special Items.
  • Optional: Find the newly crafted weapon mod in the inventory, Resources - Special Items, and 'destroy' it to gain the usable weapon mod in the correct items category.
    (Imagine the you build the mod with a lot of plastic wrapping around or something, and 'destroying' means unpacking and playing with the bubble wrap - or something.)
    Note: The last step is not necessary, the item can be used as weapon mod even without it. It will simply not appear in its correct inventory category without this step or loading a save with the item. When deconstructing the crafted weapon mod in its 'special item' state, it will lose its blue 'crafted' marker as well as custom names given during crafting.



Compatibility:
General Incompatibilities:
  • Mods that alter Cora's or Liam's armour model (e.g., 'Cora and Liam Overhaul' ) will prevent the Reactive Armour from working with a Ryder of the same gender as the replaced squadmate.
  • Mods that alter the AI Elite Helmet will prevent the Ark Scout helmet from working.
  • Anything altering network registries e.g., the 'Powers Pack' ) or the MasterItemList is completely incompatible and requires a compatibility patch loaded after both conflicting mods! Missing compatibility patches or incorrect load order will lead to CTDs!
  • Anything affecting inventory size (e.g., 'Better Inventory' ) should be loaded after this mod. This means losing the bonus provided by the Ark Scout Chest. Wrong load order may lead to CTDs!
  • Any other mod that alters store or loot drops may be incompatible with this mod! Depending on the load order, the items of one of the mods will not be available.
    • The above point is also true for 'All Cryo Pod Perk Rewards Increased', respectively the 'Munitions' or 'All in One' mods from there. Using these will prevent the new items to appear as cryo pod rewards
  • Any other mod alters the research screen, or the positioning of items in it will be incompatible. If the other mod is loaded after this one, you'll lose the ability to research the new weapons, armours, and augments.
  • Mods that alter consumables are incompatible. They might work when loaded before this mod. Otherwise they will likely lead to CTDs!

Compatible with correct load order (default list ordering means mods lower in the list overwrite those higher up):

Compatible with patch ( patches must overwrite both conflicting mods):


Credits and Special Thanks:
   Aislyrith for vastly improving several item descriptions and providing the French translations for version 3.5!
   Aquaos for additional french translations for version 3.6
   Cole Phelps for the russian translation for versions 3.5 and 3.6
   Krozt for the italian translations for version 3.5
   Loadingue for additional french translations for version 3.6
   specopsbarton for the Polish text mod for version 3.5
   TittyFish for the italian translations for version 3.6
   Audemus for the BloodPack's Icon
   Munchyfly for the cool new medigel icon and (unknowingly ;) ) providing ideas and inspiration for this mod!
   Wavebend for providing the piggypacker used in previous incarnations of this mod and help with setting me up.
   Sil / Tydeous for figuring out the name of Cora's shotgun.
   Anotheraza for the mesh swapping tutorials that saved me a lot of time.
   RedCaesar97 for reminding me again how frustrating the Phalanx 1 is to use during that sibling segment, which finally gave rise to the Phalanx S in this mod.
   GalaxyMan2015, Cade, Wannkunstbeikor, Benji, Brawltendo, BreakfastBrainz2, Derwangler, Dyvinia, Mophead01, NM and all the other contributors for creating and maintaining the Frosty tool suite. Without their work none of the mods would be possible!