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EyeSpy

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EyeSpy007

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36 comments

  1. Selonianth
    Selonianth
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    Been playing with this mod installed, including the weight mechanic, and this is probably on me to some extent, but I was really expecting the powers cooldown to feel more ME3-y with their speed, but I'm not sure it's doing anything to accelerate the cooldown when I'm only using the starting SMG on my Adept.
  2. AcesCreed
    AcesCreed
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    Must-have mod once the crashing is fixed. Absolute favorite mod for ME2 despite this. Thanks for the mod!
  3. Zorag
    Zorag
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    Did almost a whole playthrough with it, though admittedly without the weight and grenade mechanics.
    Save for flashbang crashes in DLCs and sticking primer VFX, it's really fun and makes combat more engaging as it should.
  4. lordofboring
    lordofboring
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    Is the mod compatible with gameplay(n7 warmaster)  and weapon mods (modern weapon pack)?

    P.S Mod is awesome btw
    1. lordofboring
      lordofboring
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      Thanks for the reply in advance!
  5. Maetch
    Maetch
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    I've seen a couple different mods already that cuts down on the enemies flawlessly shooting you to shreds at the slightest opening, and I'm trying to find one that gets enemies down to about the same level of aggression/accuracy as LE3 (scaled to Insanity, of course). How would you say that your patch compares to Combat Remastered or Enemies Shooting Accuracy on this?
  6. vyt74
    vyt74
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    Hi. Are there any plans to update the mod in the coming days? I really liked your work.
  7. dazewell
    dazewell
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    Hi - thanks for a mod - this feels like a new game now with all the added mechanics! I'm consistently facing hard game crashes with Flash grenades though - which are presenet in DLCs like with Kasumi, Arrival, and a Shadow broker (and I bet it will also cause the same behavior if you use it with Kasumi as a squad mate). It happens as soon as the Flash grenade detonates - whether it is visible or not, and whether it hurts or not. As soon as you see someone throwing that thing - I know it's gonna crash a game. For now, I just disable the mod for those DLCs but worth adding to known issues I guess.
    1. EyeSpy007
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      It's a known issue that has been fixed, but the fix hasn't shipped yet due to other commitments. It'll be out soon.
  8. BritishColonist
    BritishColonist
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    This mod prevents you from making progress towards the tactician achievement. Make sure to temporarily disable this mod if your currently doing an achievement run but wanted to use some mods too. 
    1. EyeSpy007
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      That's a good point. I'll add it to known issues. 
  9. panchasell
    panchasell
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    Adjusting my mod list to try this at the moment since I just started out my current LE2 run anyway. I encountered your install options, which include weapon changes and the option to remove protection of basic enemies.

    This probably makes it incompatible with N7 Warmaster, which includes similar options and also weapon changes etc. To be safe I'll remove Warmaster for now while trying your mod.

    A question of understanding: your install option ME3 Style Avenger: what does it have to do with "further reducing enemy accuray"? Do most enemies use avengers and are therefore affected?
    1. EyeSpy007
      EyeSpy007
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      Yeah. A lot of enemies use Avengers.
  10. JimKiller81
    JimKiller81
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    This just might be the most comprehensive power overhaul in all of ME modding.

    But before I try it I have some questions about compatibility:
    Are any of these gonna be a problem?

    Also are the power rebalances integral to the mod or could you make them optional like other changes?
    1. CommanderShepardHere
      CommanderShepardHere
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      Recovered powers works fine im currently using it with this mod 
    2. EyeSpy007
      EyeSpy007
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      • Bonus Bonus Powers: possible incompatible. If I understand the mod correctly, it doesn't edit the PCCs beyond making sure they load without requiring the main class PCCs. The STARTUP of this mod should override their functionality, while leaving the bonuses feature intact. Worth trying out.
      • Powers Penetrate Shields: my understanding is that's a simple Coalesced tweak that doesn't intersect with this mod. 
      • Recovered Powers: I believe they're entirely new powers, so won't have compatibility issues. However that also means they won't utilize the combo system.

      The combo system is modular, so compatibility patches for all of those are feasible if needed in the future. I'm looking at potential ways to overhaul the combo system and the deployment of the mod to make for easier patching. But this won't be an overnight thing.Currently the rebalances are baked into the mod, as most required scripting edits and the mod will get messy fast if every single one of those needs a 'vanilla' duplicate. Also, the entire combo system is based on ME3, and thus is balanced around ME3 functionality - encumbrance, certain power behaviour. The mod just... doesn't gel together so well without those changes. That being said, I can look at making that an option in future versions.