There is a supposed fix for this mentioned in the comments on the Kaidan Alenko Overhaul by User Chashan.
Quote:
BIOA_NOR10_01_DSG.pcc BIOG_HumanMale_Hench_C.pcc
need the following editing steps:
1) Open one of these up with Package Editor, which can be accessed via Legendary Explorer through ME3Tweaks Mod Manager's tools
2) Open up BIOG_PTY_HumanMale_Appr_L(Package) for Kaidan, BIOG_PTY_HumanFemale_Appr_L(Package) for Ash (it's found within _DSG.pcc, so might as well edit this too in case you want her to use said armors), either via the menu to the left or by typing in "headgear" (without parentheses) into "Find object by class" (search function, that is) up top.
3) There, with the properties tab selected in center, open Headgear > PTY_HumanMale_Appr (Kaidan) / PTY_HumanFemale_Appr (Ash)
4) Within these, open m_aArmorSpec[2] to the right and select m_aModelSpec. After, click the "Add Array Element" in the bar below the properties tab. With that, the light armors are fixed.
5) Repeat step 4) for m_aArmorSpec[4], the heavy armors.
6) Save the file. Before you do, be certain you got a vanilla backup available.
Does its two effects actually work? i.e., Damage over Time (5 seconds) and -% to DP (Damage Protection?)
I kept reloading a save point, kept loading a Harpoon Ammo IX onto / unloading it from my weapons. I wanted to test the ammo to see how much damages it could inflict on enemies. It did not seem to do anything. Enemies lost about the same amount of health bars when they were hit by the harpoon round... or without. The enemies were not losing health over time either after they were hit by Harpoon Round IX, so the "15 Damage/sec for 5 sec" also did not seem to work.
Does the "-DP" effect bypass or decrease/reduce Damage Protection?
Bypassing defense vs. reducing defense are quite different effect: if the ammo simply bypasses Damage Protection, then each shot bypasses the same percentage of "DP" and inflicts about the same amount of damage. On the other hand, if the ammo actually decreases/reduces Damage Protection, (which the descriptions of the ammo seems to suggest,) then each shot shred away a certain percentage of Damage Protection, and the reductions stack. That would be huge.
Please change and spell out the "DP" to "Damage Protection", (if that is what the DP means.) So, "-X% DP" should be "-X% Damage Protection" in the descriptions for Harpoon rounds. All the other in-game ammo/weapon upgrades spell out the effects instead of using abbreviations. i.e., "+X% Toxic Damage" instead of "+X% TD", "+X% Physical Force" instead of "+X% PF", "+X% Weapon Stability" instead of "+X% WS".
I was just making assumption that "DP" meant "Damage Protection" instead of "Defense Penetration", but I could be wrong. (Come to think of again, "Defense Penetration" would actually make more sense with the descriptions of the Harpoon ammo, which means the ammo bypasses instead of reduces Damage Protection.)
It is restored, but is restored as is. As mentioned on the mod page, I didn't change any of the stats or description for any of the items (except the weapons). If Harpoon rounds are bugged and I find a way to fix it, I'll do so when I can in a next update. Thanks for the tests and comment.
The "Revoke Black Market License" item appears twice in the menu, after Shepard becomes a Spectre and returns to Normandy. The two items appear to be linked: buying one (i.e., revoking the license) also removes the other.
In my game, it happened between when Shepard became a Spectre and the search for Liara. After Shepard recovered and rescued Liara and returned to Normandy, the duplicate was gone.
IMO:
Maybe the store created another Black Market License for sale after Shepard had already purchased a Black Market License, (i.e., the mod did not check for the condition if Shepard already owned a Black Market License.) That additional license showed up as the duplicate.
Maybe you should just get rid of the option to revoke the Black Market License. I do not see why you put that option into the mod. For all other manufacturer licenses in the game, Shepard does not have the option to "revoke" them after she buys them. IMO the best mods always stays consistent and cohesive with the rest of the game, as if the mods are parts of the original game, so that the mods do not feel out of place.
Getting rid of the Revoke option is also a good way to "hide" that duplication bug: it still happens, but players can't see it, and it does not affect the game at all. (It is annoying and unsightly when the duplicate appears.)
Side note: If you're using a mod which changes the appearance of the hidden armours (e.g. Cat Suit Armors for Fem Shep), this mod is also a great way of incorporating those new armour designs into the game naturally.
They work really well with this, so... extra thanks, 55tumbl.
Comment from Lavallet over on Kill Balak says both mods modify same file BIOA_UNC52_05_DSG.pcc and yours being higher mount number overwrites Kill Balak and Save Hostages changes.
there seems to be a whole bunch of these guns that have either glitched out or just not properly registering stats and nonfunctional because I keep getting guns that are 1 dps and 0 heat capacity, ill see if its just an installation issue and get back on that.
Yes that's pretty typical of an installation issue. Try re-applying the mod. If it really doesn't work, you can try installing version 1.2 of the mod (which is the same but with a different installation method -- you just have to make sure to install it first before any other mods).
I love so many of these weapons and armors! This is awesome work. I've run into an issue that I thought I'd run by the community though and see if anyone else has seen it. For ME1 LE, just carrying the Hydra shotgun (Hydra V specifically) makes my game quit when I try to switch to shotgun. Has anyone run into this before? I do have this with the advanced weapon models, checked for updates, tried stopping and reapplying them. (note: even if I don't have the shotgun as my active, if I try to equip a different standard shotgun it still quits)
Sorry about those troubles you have. I have never heard someone having a similar issue with my mod, and I can't really imagine why this would happen. If you want to give more detail, open a bug report here and post all the logs from mod manager, maybe your save file, etc. I don't really have much time for the moment, so not sure when I'll be able to look at it. Is it only Hydra? or other weapons/shotguns as well? What if you restore the backup to re-vanilla your game, and apply only Black Market License?
If you have Streamlined Weapon Loadouts, that might be a suspect... you can see on the comments page that CTD upon switching weapons is something that happened with that mod (not sure if the author has managed to fix it).
I don't know if this is a problem with the mod or the ME3TMM, but sometimes the (batarian) Judgement pistol doesn't display stats, works like a ME1 (and not LE1) pistol. I reinstalled BML and it worked but the muzzle flash and bullet trajectory come from screen center and not the barrel. And ME3TMM says the sfxgame.pcc file was modified only by BML when in-game I sees that at least HUD Enhancements has been applied.
This "doesn't display stats, works like a ME1 (and not LE1) pistol" could be due to the mod not being properly installed. Although then it wouldn't be just "sometimes", and idk why it would be only Judgement and not any of the other Black Market weapons? How about shotguns? But this "the muzzle flash and bullet trajectory come from screen center and not the barrel" is very strange, never heard any complaint of the sort. Could it be HUD Enhancements? No idea.
What happens if you restore your backup and install only Black Market License?
Well, it works now, but the interactions beetween BML, Advanced Weapon Models and EoCW aren't stable on my end (is it due to LE1 DP?) : Broken textures and wrong models, wrong behaviours, no stats.
But after reinstalling BML, EoCW (and maybe AWM, but I don't remenber the order), it finally works. There is still a discrepency : some times shredder, tungsten rounds (and others ones limited to level 7) appears (loot or vendor) with level 8+. Log + save
Afaik Advanced Weapon Models and BLM shouldn't have problematic interactions. EoCW, don't know what that is? EDIT: ahah ok it's my mod, yeh that one should not interfere either.
As for shredder, tungsten rounds (and others ones limited to level 7) appearing at higher levels. My mod doesn't touch that. But maybe another mod did unlock that at higher levels. Wouldn't be too hard to do.
196 comments
10/10
Quote:
I have not tried this yet, though.
Does its two effects actually work? i.e., Damage over Time (5 seconds) and -% to DP (Damage Protection?)
I kept reloading a save point, kept loading a Harpoon Ammo IX onto / unloading it from my weapons. I wanted to test the ammo to see how much damages it could inflict on enemies. It did not seem to do anything. Enemies lost about the same amount of health bars when they were hit by the harpoon round... or without. The enemies were not losing health over time either after they were hit by Harpoon Round IX, so the "15 Damage/sec for 5 sec" also did not seem to work.
Does the "-DP" effect bypass or decrease/reduce Damage Protection?
Bypassing defense vs. reducing defense are quite different effect: if the ammo simply bypasses Damage Protection, then each shot bypasses the same percentage of "DP" and inflicts about the same amount of damage. On the other hand, if the ammo actually decreases/reduces Damage Protection, (which the descriptions of the ammo seems to suggest,) then each shot shred away a certain percentage of Damage Protection, and the reductions stack. That would be huge.
Please change and spell out the "DP" to "Damage Protection", (if that is what the DP means.) So, "-X% DP" should be "-X% Damage Protection" in the descriptions for Harpoon rounds. All the other in-game ammo/weapon upgrades spell out the effects instead of using abbreviations. i.e., "+X% Toxic Damage" instead of "+X% TD", "+X% Physical Force" instead of "+X% PF", "+X% Weapon Stability" instead of "+X% WS".
I was just making assumption that "DP" meant "Damage Protection" instead of "Defense Penetration", but I could be wrong. (Come to think of again, "Defense Penetration" would actually make more sense with the descriptions of the Harpoon ammo, which means the ammo bypasses instead of reduces Damage Protection.)
Thanks.
IMO:
Maybe the store created another Black Market License for sale after Shepard had already purchased a Black Market License, (i.e., the mod did not check for the condition if Shepard already owned a Black Market License.) That additional license showed up as the duplicate.
Maybe you should just get rid of the option to revoke the Black Market License. I do not see why you put that option into the mod. For all other manufacturer licenses in the game, Shepard does not have the option to "revoke" them after she buys them. IMO the best mods always stays consistent and cohesive with the rest of the game, as if the mods are parts of the original game, so that the mods do not feel out of place.
Getting rid of the Revoke option is also a good way to "hide" that duplication bug: it still happens, but players can't see it, and it does not affect the game at all. (It is annoying and unsightly when the duplicate appears.)
They work really well with this, so... extra thanks, 55tumbl.
also, use a translator, ain't that hard
Sorry about those troubles you have. I have never heard someone having a similar issue with my mod, and I can't really imagine why this would happen. If you want to give more detail, open a bug report here and post all the logs from mod manager, maybe your save file, etc. I don't really have much time for the moment, so not sure when I'll be able to look at it. Is it only Hydra? or other weapons/shotguns as well? What if you restore the backup to re-vanilla your game, and apply only Black Market License?
If you have Streamlined Weapon Loadouts, that might be a suspect... you can see on the comments page that CTD upon switching weapons is something that happened with that mod (not sure if the author has managed to fix it).
And ME3TMM says the sfxgame.pcc file was modified only by BML when in-game I sees that at least HUD Enhancements has been applied.
But this "the muzzle flash and bullet trajectory come from screen center and not the barrel" is very strange, never heard any complaint of the sort. Could it be HUD Enhancements? No idea.
What happens if you restore your backup and install only Black Market License?
Broken textures and wrong models, wrong behaviours, no stats.
But after reinstalling BML, EoCW (and maybe AWM, but I don't remenber the order), it finally works.
There is still a discrepency : some times shredder, tungsten rounds (and others ones limited to level 7) appears (loot or vendor) with level 8+.
Log + save
EoCW, don't know what that is? EDIT: ahah ok it's my mod, yeh that one should not interfere either.
As for shredder, tungsten rounds (and others ones limited to level 7) appearing at higher levels. My mod doesn't touch that. But maybe another mod did unlock that at higher levels. Wouldn't be too hard to do.