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EyeSpy

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EyeSpy007

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About this mod

Extending the biotic combos system in ME2 to be closer to the full power combos system of ME3. Also includes a weapon encumbrance system.
Also features some balance changes and tweaks to powers to make them more like their ME3 versions. The goal is to remain an authentic middle ground to both ME2 and ME3.

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POWER COMBOS EXTENDED
!THIS MOD IS AN UNFINISHED BETA!


ABOUT:
Power combos have been extended beyond the simple biotic combos in vanilla ME2. Now the full combo system of ME3 has been incorporated - biotic, fire, cryo, and tech bursts. Combos damage scales with difficulty, as in ME3. The goal is to create an authentic bridge between ME3 and ME2, staying true to the spirit of both games. Some powers have been altered to function more like their ME3 counterparts.

Biotic Combos do bonus damage to barriers and armour, but weak against shields.
Tech Bursts do bonus damage to shields.
Fire Explosions do bonus damage to armour.
Cryo Explosions do bonus damage to barriers.

For most powers biotic detonators will trigger all types of explosions, and tech detonators will trigger tech combos. Reave is unique in that it can only trigger biotic combos (as in ME3). Some other notable power changes include Overload switching to single-target, but with a chain attack at rank 4B radius as in ME3 and stronger anti-shield power, especially at rank 4A Heavy Overload. Concussive Shot and Incinerate have their ME3 cryo-damage evolutions backed in to encourage combos. Cryo Explosions do bonus damage to barriers in light of Concussive Shot promoting barrier+cryo combos, along with ME2 separating shields and barriers moreso than ME3.

The mod also features a Weapon Encumbrance system as an optional feature. This system is designed to be used in conjunction with an ME3-style weapon selection mod, such as the Truly Unrestricted Weapons Mod (made by DropTheSquid). Weapon encumbrance is based on level 10 ME3 values for non-DLC weapons, and level 1 ME3 values for most weapons, for the OP DLC weapons. Currently there is no UI for them, but in general assume stronger guns = more weight. Encumbrance works like in ME3, so +200% to -200%. Low weight means fast cooldowns, high weight means slow cooldowns. ME3 Style Grenades and ME3 Style Tactical Cloak are also included. The ME3 style grenades can be picked up via thermal clips and heavy weapons caches for now. 


REBALANCES:
  • AI Hacking now receives overheating mechanic from overload for non-synthetics, like in ME3
  • AI Hacking damage increased to 125 for ranks 1/2/3, and 200 for Heavy Hacking evolution
  • AI Hacking now primes enemies for tech bursts
  • Charge Cooldown increased to 10.0s from 6.0s
  • Concussive Shot cooldown reduced to 5.0s from 6s
  • Concussive Shot now has ME3's Cryo Damage bonus baked in
  • Cryo Blast cooldown increased to 5.0s from 4.5s
  • Cryo Blast now does bonus damage to barriers instead of shields (on the very rare occasions it actually deals damage)
  • Flashbang Grenade (ME3) base damage increased to 200
  • Flasbang Grenade (ME3) rank 2 damage bonus 20%, rank 3 removed, rank 4 Frag bonus +30% (matching ME3)
  • Incendiary Ammo can now stack on itself, as in ME3
  • Incinerate Cooldown increased from 6.0s to 8.0s
  • Incinerate now no longer loses DoT damage from duration increases
  • Incinerate now has ME3's Cryo damage bonus baked in
  • Incinerate is now a single-target power until Incineration Blast evolution
  • Inferno Grenade cooldown increased to 8.0s from 6.0s
  • Inferno Grenade no longer loses DoT damage from duration increases
  • Inferno Grenade (ME3) now does 1.5x damage to armour, but Heavy Inferno Grenade does 2.25
  • Inferno Grenade (ME3) now works like the ME3 version and drops shrapnel down, but Radius Inferno Grenade acts like the ME2 version
  • Overload cooldown increased to 8.0s from 6.0s
  • Overload loses the overheating mechanic to be more like the ME3 version
  • Overload now works like the ME3 version - hits one target but can chain to another with the 4B radius evolution
  • Overload now does 3x damage to shields, 6x with the 4A damage evolution
  • Pull cooldown increased to 4.0s from 3.0s
  • Reave cooldown increased to 8.0s from 6.0s
  • Reave now works on any enemy, but can still only drain health from unprotected enemies
  • Reave does x2.0 damage to barriers, x1.5 to armour, x0.5 to shields, as in ME3
  • Shockwave cooldown increased to 8s from 6s
  • Singularity cooldown increased to 8s from 4.5s
  • Slam cooldown increase to 4.0s from 3.0s
  • Throw cooldown increased to 4.0s from 3.0s
  • Warp cooldown increased to 8s from 6s
  • Warp Ammo now does additional bonus damage to biotically primed targets, as in ME3

ENCUMBRANCE DETAILS:

Class Encumbrance Bonuses (passive skill ranks 1/3)
  • Adept: +0.10/+0.30
  • Soldier: +0.2/+0.5
  • Engineer: +0.1/+0.3
  • Sentinel: +0.15/+0.35
  • Infiltrator +0.15/+0.35
  • Vanguard +0.15/+0.35

Weapon Encumbrances:
  • Predator: 0.2
  • Carnifex: 0.7
  • Phalanx: 0.6
  • Shuriken: 0.2
  • Tempest: 0.3
  • Locust: 0.65
  • Avenger: 0.5
  • Vindicator: 0.7
  • Geth Pulse Rifle: 1.0
  • Collector AR: 1.2
  • Revenant: 1.25
  • Mattock: 1.5
  • Katana: 0.9
  • Scimitar: 0.7
  • Eviscerator: 1.25
  • Claymore: 2.0
  • Geth Pulse Shotgun: 2.0
  • Mantis: 1.0
  • Viper: 0.7
  • Incisor: 0.9
  • Widow: 2.0

KNOWN ISSUES:
  • Slam is currently broken (a fix is in progress)
  • Combos will not contribute to tactician achievement
  • The priming graphics tend to stick around.
  • Mod is mostly stable but may occasionally cause crashes (unconfirmed)
  • A lot of small issues, and balance tweaking required


INSTALLATION & REMOVAL:
Requires ME3Tweaks Mod Manager.
Several of the features require both a MergeMods and additional components that have been packaged separately. Make sure to install the MergeMod for relevant sections (Grenades, Cloak, Encumbrance).

To uninstall, SFXGame must be restored to vanilla. Then the mod can either be disabled or deleted.

PLANNED FUTURE UPDATES:
Upcoming planned changes, however due to other commitments these may be a long time coming.

  • Gathering player feedback to locate bugs and balance issues
  • Compatibility with other mods based on player feedback
  • Stasis and Dominate ME3-style rework
  • Combat Drone detonations
  • Optional Warp-Incendiary glitch from ME3
  • Proper grenade drops

COMPATIBILITY:
Expect this mod to be highly incompatible with any mod that touches powers, including passive powers. This mod uses a combination of STARTUP abuse and MergeMods to operate. Many powers will outright override alternative versions, or be overridden, depending on mod mount order. However this mod is designed to work with  Truly Unrestricted Weapons Mod

ME3 style grenades currently use INTEGER PLOT FLAGS 856 - 859 for saving grenade counts. This may cause compatibility issues with a host of unknown mods. This mod should be safe and has no obvious danger to save files in testing, but as always with mods use at your own risk. 

The Grenade part of this mod is currently incompatible with the Combined Ammo Mod


MODIFIED FILES FOR MODDERS TO CONSIDER:
STARTUP FILES
(Default)
  • BioHackingScript
  • SFXPower_AIHacking
  • SFXPowerScript_BioticCharge
  • SFXPower_BioticCharge
  • BioConcussiveShotScript
  • SFXPower_ConcussiveShot
  • SFXPowerScript_CryoFreeze
  • SFXPower_CryoFreeze
  • BioShieldJackScript
  • SFXPowerScript_Incinerate
  • SFXPower_Incinerate
  • SFXPowerScript_Overload
  • SFXPower_Overload
  • SFXPowerScript_PullProjectile
  • SFXPower_Pull
  • SFXPowerScript_Reave
  • SFXPower_Reave_Player
  • SFXPowerScript_Shockwave
  • SFXPower_Shockwave
  • BioSingularityScript
  • SFXPower_Singularity
  • BioCrushScript
  • SFXPower_Crush_Player
  • SFXPowerScript_ThrowProjectile
  • SFXPower_Throw
  • BioWarpScript
  • SFXPower_Warp
  • SFXGameEffect_CryoAmmo
  • SFXGameEffect_DisruptorAmmo
  • SFXGameEffect_IncendiaryAmmo
  • SFXGameEffect_WarpAmmo
  • SFXPowerScript_KasumiUnique
  • SFXPower_KasumiUnique_Player
  • SFXPowerScript_ZaeedUnique
  • SFXPower_ZaeedUnique_Player

(Encumbrance)
  • SFXPower_AdeptPassive
  • SFXPower_EngineerPassive
  • SFXPower_InfiltratorPassive
  • SFXPower_SentinelPassive
  • SFXPower_SoldierPassive
  • SFXPower_VanguardPassive

(Cloak)
  • SFXPowerScript_Cloak
  • SFXPower_Cloak

MERGEMODS:
(Encumbrance)
BioPowerScript.AdjustCooldown

(Cloak)
  • BioPowerScript.StartPhase

(ME3 Grenade)
  • SFXDroppedAmmo.GetUsedAmmoPct (required fix for compiling MergeMod)
  • SFXDroppedAmmo.CalculateAmmoStarvation (required fix for compiling MergeMod)
  • SFXDroppedAmmo.GiveAmmo
  • SFXInventoryManager.GetResource
  • SFXInventoryManager.AdjustResource
  • SFXTreasureUseModule.GiveAmmo
  • SFXTreasureUseModule.GiveMediGel