I have this mod and the power pack mod and I also have the patches. But when in game I did not see those 7 power from multiplayer in my skill tab. is it I must unlock profiles first only can see those skill pop out.
Hello. I used FMM 1.0.7.0 and it always throw unhandled exception when it comes to loading this mod. just this mod is causing the FMM to crash. any idea how to fix?
yeah I used to 1.0.6 and the mod works normally. was using 1.0.7 for Veilguard, thought it would also work for andromeda. I guess it's the nature of Alpha build.
Hey, Kahmu? Would it be possible to update Cora and Peebee to get biotic dashes and jumps? I know Peebee gets biotic evades as part of her progression, but Cora doesn't.
Moin! Unfortunately the added/changed powers aren't available for me anymore - I have a new computer now, and apparently the game doesn't find the local saves, but only one from the cloud, which is the first autosave in NG+, and I cannot check whether older saves would be affected, too. Interestingly, the "Multiplayer Powers in Singleplayer" mod by Sirana2503 is working, so I'm using this one right now, but I would prefer yours. I'm using Frosty v1.0.6.3 btw., but since the other mod hasn't been updated since 2020, I guess this can't be the problem - or is there a newer Frosty version? Anyway, I would really appreciate your help! :) Vielen Dank im Voraus!
That's odd, the mod should definitely not be affected by saves (the worst that can happen is a save not loading at all because of incompatible skill point assignments). Are you sure there isn't some other mod that causes a conflict? Try starting the game with just this mod enabled and/or check the conflicts tab in the mod manager.
Thanks for the quick reply. I don't see any conflicting mods, and I would be surprised if there were any since I'm using the same mod combination as on my old computer. Loading the game only with your mod didn't help either - the powers are still not available. I'm using the version with loyalty mission requirements, but it seems to be the same for the default version, too.
Edit: I figured out part of the problem: It's a problem with the compatibility patch for your mod with another one, and it either loads yours or the other one or freezes, but never loads both. I'm trying to figure out the problem with the creator of the other mod and the compatibility patch, but I think it's nothing about your mod per se.
I don't really know how their changes to the Squadmates compare to mine, so hard to make any comments on that. I can just say that I did really try to make the Squadmates powerful, but definitely not overpowered, also in combination with my other mods.
One obvious advantage of Power Overhaul is that it reworks both Ryder's and the Squadmates' powers, so you'll get a lot more improvements from it. "MEA Trained Squad Team" definitely will conflict with Power Overhaul, so I don't think it would be a good idea to use both.
I woulld like to modify your mod and the Balanced New Game Plus mod, but whenever I try to test your fbproject or export it as Frosty Editor 1.0.6.3 throws an error and crash. Should I roll back to an older version of the Editor? Which version did you use?
I think I have found "why" your project file does not export to mod in 1.0.6.3: it seems that the ExcelImports tables PowerStats and PowerStatsSP were responsible.
Could I release a new version of the project file or give it to you?
I also deleted instances of objets that weren't used,I think. I corrected StatFormula_Force_Tech that used StatMod_Force_Combat.
Some questions: Does skill_avengerstrike6_cloak&dagger_jaal of Jaal truky a detonator, because there is no ComboData linked to it in the Imact File but reference to status_damagebuff_avengerstrike_jaal ? Are the file StatFormula_***Fixed necessary ? I don't see much difference with the vanilla files, and if modifications are necessary, you could still only modify those formula and not create more.
What was the problems with the ExcelImports then / what did you change?
I guess avengerstrike6_cloak&dagger_jaal really shouldn't be a detonator, so seems like an error to display that. Regarding the "Fixed" stat formula files I'm not sure honestly, has been a while since I created those.
If you could provide me your changed mod file, I'd be happy to take a look at it, and test it myself with 1.0.6.3.
I don't know what was the problem or what change between the version in the handling of exceldataimports. What I did: -export in xml your exceldataimport files -compare with the xmls of the originals in notepad++ -then change the values in Frosty Editor.
After that I could export the project to mod.
P.S.: I would try to appeal to your knowledge, I mod a little, I can modify existing objects. But when creating knew skill evolutions, creating skillstats and puting a new skill in the skilltrees, Mass Effect Andromeda won't let me resume my saves. I thing that I don"t know to generate skillid, uniquehash and the like. Thanks.
P.P.S.: I have put the project on the nexus, I don't know if the restrictions are at your convenience. For Kahmu
Thanks, unfortunately your mod didn't work for me, the game just crashes when I try to open the Skills screen.
So I just reset the PowerStats files and restored the changes. Also fixed the StatFormula_Force_Tech, Jaal's Avenger Strike and some issue with Warp.
Thanks for your comments :-)
You're still having some problem with making your changes? What exactly are you trying to do? FYI, I didn't add the Multiplayer power myself, I just copied the changes from "Multiplayer Powers in Singleplayer" and then adjusted these new files. So I'm not the total expert on adding completely new stuff, but maybe I can help.
The thing about boosted abilities mods is that they’re catered to the specifications and preferences of the mod creator. However, that doesn’t necessarily mean they will be bad or good changes; preferences vary from person to person.
Personally, I am happy using the powers boosted mod from another creator, as it doesn’t change anything drastically and keeps the game closer to a vanilla-esque type of gameplay, which I prefer.
However, if you feel inclined to change the way you play and operate, the mods provided by this creator are exactly that. They are not just a rebalance but an entire configuration to their specifications, published in the hope that other people will like or agree with the changes they made.
Just thought I'd throw that out there for people who're... unprepared for what this mod has to offer.
It was an overkill buffing shield regen abilities like "Energy Drain", as a result "Power Restoration & Defense" became worthless to have on Sentinel profile. Multiplicative stacking it too much. I don't feel like Sentinel profile is a thing now, he was intended to be the one who specialize on shield regen. But on the other side Sentinel become even more broken abusing Lance build with this crazy shield regen.
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my bad, I'm sorry
Are you sure there isn't some other mod that causes a conflict? Try starting the game with just this mod enabled and/or check the conflicts tab in the mod manager.
Edit: I figured out part of the problem: It's a problem with the compatibility patch for your mod with another one, and it either loads yours or the other one or freezes, but never loads both. I'm trying to figure out the problem with the creator of the other mod and the compatibility patch, but I think it's nothing about your mod per se.
Do you suggest to use MEA Trained Squad Team with your mod?
I don't know what mod is better balanced (too much power) regarding squadmates.
Thanks!!
One obvious advantage of Power Overhaul is that it reworks both Ryder's and the Squadmates' powers, so you'll get a lot more improvements from it. "MEA Trained Squad Team" definitely will conflict with Power Overhaul, so I don't think it would be a good idea to use both.
I woulld like to modify your mod and the Balanced New Game Plus mod, but whenever I try to test your fbproject or export it as Frosty Editor 1.0.6.3 throws an error and crash.
Should I roll back to an older version of the Editor? Which version did you use?
Could I release a new version of the project file or give it to you?
I also deleted instances of objets that weren't used,I think.
I corrected StatFormula_Force_Tech that used StatMod_Force_Combat.
Some questions:
Does skill_avengerstrike6_cloak&dagger_jaal of Jaal truky a detonator, because there is no ComboData linked to it in the Imact File but reference to status_damagebuff_avengerstrike_jaal ?
Are the file StatFormula_***Fixed necessary ? I don't see much difference with the vanilla files, and if modifications are necessary, you could still only modify those formula and not create more.
I guess avengerstrike6_cloak&dagger_jaal really shouldn't be a detonator, so seems like an error to display that.
Regarding the "Fixed" stat formula files I'm not sure honestly, has been a while since I created those.
If you could provide me your changed mod file, I'd be happy to take a look at it, and test it myself with 1.0.6.3.
What I did:
-export in xml your exceldataimport files
-compare with the xmls of the originals in notepad++
-then change the values in Frosty Editor.
After that I could export the project to mod.
P.S.: I would try to appeal to your knowledge, I mod a little, I can modify existing objects. But when creating knew skill evolutions, creating skillstats and puting a new skill in the skilltrees, Mass Effect Andromeda won't let me resume my saves. I thing that I don"t know to generate skillid, uniquehash and the like. Thanks.
P.P.S.: I have put the project on the nexus, I don't know if the restrictions are at your convenience.
For Kahmu
So I just reset the PowerStats files and restored the changes. Also fixed the StatFormula_Force_Tech, Jaal's Avenger Strike and some issue with Warp.
Thanks for your comments :-)
You're still having some problem with making your changes? What exactly are you trying to do? FYI, I didn't add the Multiplayer power myself, I just copied the changes from "Multiplayer Powers in Singleplayer" and then adjusted these new files. So I'm not the total expert on adding completely new stuff, but maybe I can help.
doesn’t necessarily mean they will be bad or good changes; preferences vary from person to person.
Personally, I am happy using the powers boosted mod from another creator, as it doesn’t change anything
drastically and keeps the game closer to a vanilla-esque type of gameplay, which I prefer.
However, if you feel inclined to change the way you play and operate, the mods provided by this creator are
exactly that. They are not just a rebalance but an entire configuration to their specifications, published in the
hope that other people will like or agree with the changes they made.
Just thought I'd throw that out there for people who're... unprepared for what this mod has to offer.