Mass Effect Andromeda

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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:
  • TextMod for the Groundside Firepower Pack in the text language of your game. Currently available are English, French, German, Italian, and Polish. The Polish texts are in their own file, the others are individual mods in a single zip. 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 requirements can still be found under Old Files

Important Notes:
  • There is a slight chance for savegame incompatibility: When using the new casual outfits, savegames on certain places on the Nexus or Hyperion might not load properly. (Though I haven't encountered this problem, so far). Version 3.2 to 3.5a of this mod will lead to savegames made during the Khi Tasira mission not loading, when Ryder uses the female version of the 'Initiative Jumpsuit' casual outfit.
  • 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.
  • If you also use the ‘Andromeda Weapons Rebalanced’ -mod, let this one overwrite the Rebalanced mod (place this one lower in the Frosty Mod Manager), otherwise the new weapons will not work with Projectile Augments.
  • Any other mod that alters store or loot drops, or introduces other addition items may be incompatible with this mod!
  • 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!
  • If you use this mod together with the Powers Pack, a compatibility patch is required which can be found on the other mod's site.
  • Do not use this mod in multiplayer, it alters several mp specific parts and stats!
  • This mods is not compatible with the predecessor mods! (MP weapons in SP, Researchable Halberd /and Pilgrim).
  • Saves made with Cora's shotgun from the previous mod (Researchable Halberd and Pilgrim) are not compatible. You'd need to deconstruct / sell any existing Pilgrim Shotguns before using this mod.

Known Incompatibilities:
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Incompatibilities without Conflicts in the FMM conflicts tab:
  • 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.

Incompatibilities that show in FMM's conflicts or actions tab:
  • 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.
  • Munchyfly's No Consumables Cooldown is incompatible if loaded after this mod. Place this mod lower in the load order.

Thanks to increased capabilities of the Frosty tool suite, the items added in this mod now save and load from save files as intended. This means that saves made with the new items will not load properly without this mod!*
*Preliminary tests indicate that loading a save with unresolvable items simply ignores those items, though I have not tested whether this may corrupt
game or save-state. Further testing also occasionally resulted in saves that could not be loaded, when certain timelines or effects from armours where active.


Known Bugs:
  • The casual outfits will cause endless loading screens after buying when trying to go do specific other areas (mostly affects female versions). The workaround is to immediately save after buying them, and then reloading that save.

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:
  • Previously unavailable and new Weapons
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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
      • Shorty
      • Silhesh
      • Kishock
      • 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 ME1)
    • Flak Cannon (new weapon, conceptually based on the one used by the salarian Pathfinder at the Meridian battle)

  • Previously unavailable or new Weapon 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.

  • 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!    Warning: Fully automatic weapons that use projectile augments together with this will *not* receive the damage bonus!

  • 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.

  • Additional Armours
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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.

  • 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.
BUG: There is bug where buying the casual outfits causes endless loading screens when trying to go to the tempest or different areas of the Nexus!
The workaround is to create a manual save directly after buying them, and then immediately loading that save.

Highly Recommendet:
Munchyfly was so kind to provide a much more fitting new Icon for the medigel consumable. Versions > 3.5b of the main mod include this file.
For previous versions you can find that under the 'optional files' section. I only the mod description for that, that's why its speaking of her in third person.

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.

 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/A                           Firetype: 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.


Flavour Texts for some new Items:
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  • Cora's Shotgun / M-28 Pilgrim: In the previous versions simply called 'Cora', original Name for that weapon is M-28 Pilgrim. (Thanks to Sil for figuring that out!). From the looks of it, I imagine it to be a middle step between the Ariake made M-23 Katana and the N-7 Crusader. When tasked with creating a shotgun that could be used for a hefty punch at longer ranges than traditional shotguns, Ariake reduced the number of pellets from the traditional 8 to 7, and tightened the spread. This is what the M-28 Pilgrim became. But the Alliance was not too pleased with the weapon, and Ariake finally decided to redesign the gun, firing for a single armour piercing high-power slug. That weapon became the Crusader. The Pilgrim was nonetheless somewhat successful marketed to the Asari republics, and found its way into several police and huntress units across the Athena Nebula.
  • Extra / Lancer: Sharing the general appearance of the M-8 Avenger, this weapons blueprints are actually those of the original M-7 Lancer (the crappy ME1 version), which Alec Ryder brought along to Andromeda. Compared to the more modern and cheaper Avenger, the Lancer still uses the original internal heat sink mechanism and low powered rounds. But it can fire faster and for longer before overheating. In contrast to retrofitted weapons, using the Vintage heat sink, or the Remnant weapons, the Lancer almost immediately begins to cool down again. But if it is driven into overheating, it takes much longer before the weapon allows firing again.
  • Flak Cannon: After the successful cooperation between Angarans and Nexus scientists and militias that resulted in the Sovoa, the two groups began collaborating on this project. The goal was to stop or hinder Kett abductions of angaran settlements. The Kett most often utilize quick, but armored, shuttles to drop raiding parties nearby, so the idea was born to create a dedicated anti air gun. That weapon should be able to overwhelm an inbound vehicles shields, while also damaging or even destroying the heavy armour utilized by the kett's vehicles. The existing Venom platform was chosen as base for the prototype, as it has a rather large munition department for the grenades. The grenades where stripped out and replaced with a slightly smaller variant of the Sovoa fire mechanism. The remaining space was used to house a few miniaturized anti armour missiles, that could be fired after target acquisition. The result was still larger and heavier than the base Venom. Due to the prototype nature of this weapon, a lot customizability was lost, a majority of augments or weapon mods are incompatible with this gun.
  • Power Radius Augment: The AoE Aug works by linking the armour's or weapon's sensors with the user's power set: Modifying the biotic, tech, and combat powers to direct their destructive forces to where they have the most effect.
  • Bulwark Augment: The augment adds an additional fast-forecast-system to the helmet's sensor and communication pallet. It uses the sensory data from the helmet and data broadcasted by nearby allied hardsuitsystems or autonomous systems to better predict the actual hit locations of incomming attacks before they actually land. This allows the user's hardsuit to adapt its kinetic barrier just in time to improve directional damage resistance against these attacks. The augment works better the more allies data of allies is received, but effective maximum is reached whith 5 allies, as the data of more incoming data packets cannot be aggregated and evaluated in time.
  • Overcharge Weapon Augment: The augment adds additional capacitors to single or burst fire weapons, such as found on the Kett Lanat Sniper Rifle. These can be precharged, allowing for a heavier projectile to be fired. Fully automatic weapons also feed back some of the recoil and excess heat generated by the fired heavier projectiles, effectively even charging the capacitors more, the longer the weapon is fired.
  • Augmented Targeting Assistance mod: These scopes mods include additional sensors and a targeting vi specializing on hitting a target's where it does the most damage. Compared to other accuracy boosting mods, most of the in-built processor's computation cycles are devoted to finding these weak points, meaning that less computation power is devoted to compensating the weapon's inaccuracy. As the sensor equipment is also comparatively larger, the scope does not actually incorporate any (additional) magnification for the user.
  • Vulnerability VI Consumable: This combat software for the user's suit includes a cheap targeting VI, similar to the ones built into weapons or weapon mods. The VI relies on the armour's sensors, aggregates the data, and sends its findings into the wearer's HUD and the targeting computer of any currently equipped weapon. The cheap knock-off VIs brought to Andromeda are actually protected with the same high-grade DRM and copy protection as their Milkyway military grade counterparts they are most likely based on. However, their data-aggregation, memory handling, and garbage collection are much less sophisticated - resulting in a stack overflow error after only a short period of use. The merchants in Andromeda assure every buyer that use of these VIs is completely save with all current generation armours. They also note that using such VIs will void the armour's warranty.
  • Reactive Armour & Thermostatic Helmet: Designed around fast response and guerilla tactics as preferred by Asari, this Hardsuit is designed for fast, hard hitting attack runs before retreating to safety for a short time, and then attacking again.
  • Ark Scout Chest: Based on standard initiative armour but designed for scouting units that spend days or weeks in uncharted territory. The addition of a backpack allows these units to carry additional supplies needed for such a long mission duration.
  • Ark Scout Helmet: This helmet has additional sensors that log hits on the users shields and slowly provides additional research on the enemies encountered and their weapon systems.


Credits and Special Thanks:
 Aislyrith for vastly improving several item descriptions and providing the French translations!
 Munchyfly for the cool new medigel icon and (unknowingly ;) ) providing ideas and inspiration for this mod!
 Krozt for the Italian translations
 specopsbarton for the Polish text mod
 Wavebend for providing the piggypacker used in previous incarnations of this mod and help with setting me up.
 SilTydeous for figuring out the name of Cora's shotgun.
 Anotheraza for the mesh swapping tutorials that saved me a lot of time.
 GalaxyMan2015, Benji, Cade, Derwangler, Wannkunstbeikor and all the other contributors for creating and maintaining the Frosty tool suite.