MEA: Groundside Firepower Pack (for new Items)
Mar 22, 2020 17:24:50 GMT
capn233, Unicephalon 40-D, and 2 more like this
Post by KrrKs on Mar 22, 2020 17:24:50 GMT
I thought I had already created this thread, but can't find it anywhere...
So in continuation of the previous 'MP Weapons in SP' mod by LegendDarkness97, but now with much, much wider scope, I present the
(Yeah, I didn't know what to name it, until I slapped together ME2 and ME3 weapon DLC names...)
This is now available in version 3.6 (requiring Frosty 1.0.6.3 or higher).
Included are new weapons, new weapon mods, new augments, new armours, new casual outfits, and a new consumable.
I'll paste the current readme in the spoiler below (which will most likely mess up formatting again )
Readme:
Groundside Firepower Pack
Version: 3.6
Made with Frosty v1.0.6.3
This mods adds several new or previously unavailable items to the singleplayer.
Requirements:
Frosty version 1.0.6.3 or above.
TextMod for the Groundside Firepower Pack in the text language of your game.
The optional addons require the main mod and must be loaded after it to work ( i.e., lower in the list when using default list ordering).
Important Notes:
Assume that this mod is incompatible with anything else that adds new items, powers, effects, alters store or loot drops, inventory capacity, or similar! Compatibility patches will be needed int those cases!
If you intent to uninstall this mod, unequipp, 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!
Do not use this mod in multiplayer, it alters several mp specific parts and stats and will cause crashes!
The new casual outfits prevent saves in several places to load! Do not try save or load saves from these locations when wearing the new outfits. These Places are:
Hyperion Medbay, Hyperion Atrium for most of them.
The Explorer Outfit ( previously called Technician) instead won't work at Nexus commons/docking area ("7101_tempestarea_phase01", no idea when this is loaded ) and when entering the nexus for the very first time on NG+.
Sloane's Corset / the female Clique Leader Outfit instead prevents leaving the Kadara Badlands during or after quests involving Reyes ( not Sloane! ). Deactivating the addon mod ( not the main mod, you will lose items otherwise! ) or sometimes just activating a different quest in the journal should prevent this bug.
General Incompatibilities:
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.
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.
Mods that alter consumables are incompatible. They might work when loaded before this mod. Otherwise they will likely lead to CTDs!
Compatible with correct load order (default list ordering means mods lower in the list overwrite those higher up):
'No Consumable Cooldown' must be overwritten by this mod.
'Andromeda Weapons Rebalanced' must be overwritten by this mod.
Compatible with patch ( patches must overwrite both conflicting mods):
'Powers Pack' requires a patch found on that mod's site.
'LoadoutConsumableScreen - Quantities' requires a patch found on that mod's site.
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.
What this mod adds to the game:
+ Weapons:
+ MP Weapons:
+ Kishock Harpoon Gun
+ Shorty Shotgun
+ Silhesh SMG
+ Sovoa Assault Rifle
+ Batarian Gauntlet Melee Weapon
+ New Weapons:
+ M-28 Pilgrim (Cora's Shotgun)
FlavourText: When tasked with creating a shotgun that could be used for a hefty punch at longer ranges than traditional shotguns, Ariake Technologies redesigned their popular Katana line of shotguns, reduced the number of pellets from the traditional 8 to 7, and tightened the spread.
This gun became the M-28 Pilgrim. But the Alliance was not too pleased with the weapon, and Ariake finally decided to completely redesign the gun again. They went for firing a single armour piercing high-powered 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.
+ M-7 Lancer
FlavourText: This is Alec Ryders old (crappy ME1) M-7 Lancer. This remnant shares many similarities with the cheaper, modern M-8 Avenger, but still utilizes the old internal heat sink - firing less powerful projectiles instead of limiting the number of shots before overheating.
Compared to newer 'augmented' weapons, this Rifle cools down more quickly when not driven into the heat limit. Compared to the Avenger, the old Lancer has a higher rate of fire, less accuracy, fires less powerful projectiles, but is able to maintain firing for a longer period of time before overheating.
As its internal system are for the most part identical to the Avenger, its research costs are significantly reduced, but research is only possible after the equivalent research tier for the Avenger has been unlocked.
+ Flak Cannon
Sort of Anti Air / Anti Boss heavy assault weapon (its not a shotgun) - This is the prototype model of the weapon the Salarian Pathfinder uses at Meridian.
Tap fire to fire a 20-round burst of fast anti shields projectiles. Hold to prepare a single tracking anti-armour missile (about 18.5 times the stated base damage).
FlavourText: 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 plattform 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.
+ Blood Pack Executioner Pistol
A variant of the pistol used by the Blood Pack mercenaries in the milky way. This weapon seems to include parts of the Talon pistol.
+ Phalanx S Pistol ( Optional addon )
This special pistol can be used by the Ryder sibling during the Kett capture of the Hyperion, and be bought on Meridian afterwards.
It deals unified 16% of the enemies max. lifes as damage to health and shields. Damage to Armour is 40% of that ( so base 6,4% of max. enemy health ). Damage percentage can be increased by all effects on weapon damage.
+ New Mods:
+ Craftable Elemental Munition mods. These are just like the munition consumables, but in weapon mod form. (Please see below for more details)
+ Augmented Targeting Assistance mods for assault rifles, pistols, and sniper rifles. These go into the scope slot, but do not provide amplification. They provide +9% - 21% weakpoint bonus and +1% - 10% accuracy bonus.
+ MP Shotgun Smart Choke mods for increase accuracy. These are MW specific and can occasionally be found at the Nexus General merchant, Kadara Mods merchant, or the Krogan merchant in New Tuchanka.
+ Medi-gel Autoinjector Mod for Armor Chest pieces. This takes the place of Fusion mods and automatically applies Medigel to Ryder if their health goes below 15% and the player has any Medigel left in the inventory. Automatic application does not revive Squadmates! These mods only show up in stores unfiltered all category!
+ New Augmentations:
+ Hydraulic Joints Augment for chest and arm pieces. These offer a 5% increase to melee damage and force.
+ Grenade Capacity Augment for chest and leg pieces. These add +1 to the max power cell capacity.
+ Area Effect Modulator Augment for chest and helmet pieces and (non melee) weapons. These add +5% or +10% to AoE radius, damage and force.
FlavourText: 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.
+ Motorized Leg Joints (Exclusive). Offers a 30% boost to movement speed while in combat mode and +25 Damage Reduction while evading. (Needs to be researched)
+ Rapid Recharge System for fireweapons. These offer a 5% increase to rate of fire.
+ 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. AoE Attacks don't deal weakpoint damage.
+ 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. (Needs to be researched)
FlavourText: 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 data of allies is received, but effective maximum is reached with 5 allies, as information from more received data packets cannot be aggregated and evaluated in time.
+ 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!
FlavourText: 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 (re)charging the capacitors more, the longer the weapon is fired.
+ Explosive Detonator augment for fireweapons. Deals 30% damage directly on impact, and 70% in a delayed explosion over 0.5 m. The explosion has a chance to detonate combo explosions with 75% effectiveness.
+ Pellet Shear Modulator augment for fireweapons. This augmens switches Milky way projectile weapons to use shotgun pellets instead. Milky way shotguns instead fire a single slug. Not compatible with non milkyway weapons and several others.
+ Laser Shells augment for fireweapons. Provides anti armor bonus for weapons.
+ Siphon augment for fireweapons similar to the MP Weapon variants.
+ Concussive System for fireweapons. Similar to the MP weapon variants, this creates an explosion when an enemy is killed by weakpoint damage. The explosion deals half the enemies original health points as damage. This is halfed again if the enemy is armored.
Note: This interferes with AoE and explosive weapons and augments!
+ XP Booster augment.
+ Improved Holster augment for chest and legs. Provides +5 inventory, +10% spare ammo, 5% weapon weight reduction
+ Reaction Resonator augment for weapons and armor, providing +10% or +4% combo damage against defenses, respectively.
+ Linked Barrier Recuperator augment for weapons and armor. Provides bonus to shield cost reduction for shield powered skills. Intended for use with the Unyielding Ascension mod by WizKrafts ( www.nexusmods.com/masseffectandromeda/mods/559 )
+ New Consumables:
+ Vulnerability VI. An all new Consumable that boosts damage to weak points by 25%. It also increases Accuracy by 3% (Both of these bonuses are increased by Consumable effectiveness bonuses). Lasts for 90 seconds.
+ Medi-gel. Refills 50% ( + Consumable Effectiveness ) health for the user and squad mates and revives all dead squadmates. (Always uses up one consumable)
+ Additional Armour:
+ 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.
FlavourText: 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.
+ 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 and heavier weapons. But slows the down the wearer's movement speed and power recharge rate.
FlavourText: 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 (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.
FlavourText: 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.
+ Additional Casual Outfits:
+ 'Initiative Jumpsuite'
+ 'Business Suite'
+ 'Science Outfit'
+ 'Exploration Outfit'
+ 'Clique leader outfit' ( Optional addon mod )
# Altered Drop Lists:
# I added the missing ammo consumables to the list of consumables returned by Cryo Pod Perk and probably Apex teams.
# This mod alters multiple drop lists, as well as several merchants' item selections.
- Removed the Ammo Consumables' Cooldown period.
Optional Addon Mods:
GFP - Phalanx S
Enables the Phalanx S for the sibling segment and to be brought from the meridian weapons merchant.
HAS TO BE LOADED AFTER THE MAIN MOD TO WORK! ( Lower in the list when using default list ordering )
GFP - Kadara Apparel
Enables Clique leader outfit (Reyes' vest or Sloane's corset) as casuals for the player. They can be brought from the armor merchant on the Nexus.
HAS TO BE LOADED AFTER THE MAIN MOD TO WORK! ( Lower in the list when using default list ordering )
ATTENTION: Sloane's casual outfit variant causes an infinite loading screen when trying to leave the Kadara Badlands after the Reyes Quest "Precious Cargo". Simply deactivate this mod to be able to leave, and reactivate it again later.
This addon is partially included in the main Groundside Firepower Pack, so you will not lose the casual outfit as long as the main mod stays active. Instead if will be replaced by the default long sleeve casual option.
Note about TextMods:
You have to use the textmod in the language your game is set to!
If you find errors or want another language supported then please take a look at the project files to find the language xmls and send me an updated version or the project file with the updates.
How To: Ammunition Weapon Mods:
These mods do not alter weapon appearance, and go into their own slot. So they can be used together with every other type of mod.
They come in two tiers: Tier 1 offers the consumables’ effect at 50% effectiveness, Tier 2 increases this to 95% efficiency.
These mods are incredibly rare and costly, but IMO well worth the effort to buy or craft them.
Crafting these sadly require a few more steps than I'd like, but the rundown is:
Preparation:
prep A) Buy the Research blueprint bundle from the weapons merchant at the Nexus or Meridian.
prep Find the blueprint bundle in the inventory - <Special Items>, and 'destroy'/deconstruct it to receive the four blueprints for the weapon type mods.
Crafting:
1) 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.
Note2: The crafting material cannot be used as consumable, but automagically reverts back into its consumable form upon loading a save.
2) Craft the mod of choice at a research station. The blueprints can be found under Special Items.
2b) Optional: Find the newly crafted weapon mod in the inventory, Resources - Special Items, and 'destroy' it to gain directly usable weapon mod.
(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: Once 2b has been performed or a save with the items has been loaded, they can be found as usual mods in the inventory under the specific weapon-mods category. They are usable even in the 'special item' state, though.
Note: Performing 2b means that the blue 'crafted' marker as well as any custom name given are lost.
Note: Refrain from using any munition consumable together with the munition mod. I tried to prevent it, but it can still be done, screwing up munition and status handling.
Augments and consumables:
These should drop or be sold wherever other augments/ consumables are. Exceptions are several augments, which need to be researched before they begin to drop.
BUG: The research screen does not display a text for the Motorized Leg Joints augment.
Research Requirements:
The M-7 Lancer / Extra and the Ark Scout items require the research project of their respective base versions (M-8 Avenger, Initiative Armour) before their research nodes unlock.
Armours:
The squadmate armours cannot be tinted, neither can the backpack of the Ark Scout chest.
The research bonus of the Ark Scout Helmet is triggered by getting hit and then not getting hit for 30 seconds.
Casual Items:
The female 'Business Suite' jacket draws its colour from the armour selection, to prevent horribly messed up tint maps.
Note about incendiary ammo:
Impacts from the MP weapons, Flak Cannon, Shock Coil augment and Overcharge Capacitors augment do additional anti armour damage with incendiary ammo. This is calculated the same way as in the 'Andromeda Firearms Rebalanced' mod.
The Pilgrim and Lancer will receive that anti armour bonus when using the rebalancing mod together with this.
The weapons in this mod are (re)balanced in the same way as the weapons in the 'Andromeda Weapons Rebalance' mod.
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 Gauntlet: Damage: 300 - 660; N/A Firetype: Melee; N/A Weight: N/A Notes: Detonates combos with 70% of their normal detonation damage and force.
Executioner: Damage: 497 - 845; Rounds per Minute: 60; Firetype: Single; MagSize: 1; Weight: 0.12 - 0.08; Notes: Inherent penetration up to 0.5 m at 25% damage. Deals additional 200% damage to allies, extra damage ignored health and shieldgates.
Phalanx S: Damage: 16% Rounds per Minute: 250; Firetype: Single; MagSize: 12; Weight: 0.12; Notes: Deals its damage as percentage of maximum enemy health. Armor takes only 40% of the damage.
Notes w.r.t. the now deprecated ‘MP Weapons in SP’ and ‘Researchable Halberd and Pilgrim’ mods:
This mods is not compatible with the older versions! (Mp weapons in SP, Researchable Halberd /and Pilgrim).
IMPORTANT: Saves made with Cora's shotgun from the previous mod (Researchable Halberd and Pilgrim) are likely not compatible. You'd need to deconstruct / sell any existing Pilgrim Shotguns before using this mod. Test indicate that the game simply ignores items it can't find, but I have not tested if that may corrupt game save states.
As the deprecated versions did already, this Mod makes the MP weapons, the Halberd and Cora’s shotgun available for research in the SP.
Other than before, this mod now does save research progress and other new items, so now there is no ugly workaround required anymore.
Credits and Special Thanks in no particular order:
Aislyrith for vastly improving several item descriptions and providing the french translations for version 3.5!
Aquaos for additional french translations for version 3.6
Cole Phelps for the russian translation for versions 3.5 and 3.6
Krozt for the italian translations for version 3.5
Loadingue for additional french translations for version 3.6
specopsbarton for the Polish text mod for version 3.5
TittyFish for the italian translations for version 3.6
Audemus for the BloodPack's Icon
munchyfly for the medigel icon
Wavebend for providing the piggypacker used in previous incarnations of this mod and help with setting me up.
Sil for figuring out the name of Cora's shotgun.
Anotheraza for the mesh swapping tutorials that saved me a lot of time!
munchyfly again for (unknowingly ) providing ideas and inspiration for this mod.
RedCaesar97 for reminding me again how frustrating the Phalanx 1 is to use during that sibling segment, which finally gave rise to the Phalanx S in this mod.
GalaxyMan2015, Cade, Wannkunstbeikor, Benji, Brawltendo, BreakfastBrainz2, Derwangler, Dyvinia, Mophead01, NM and all the other contributors for creating and maintaining the Frosty tool suite. Without their work none of the mods would be possible!
Changelog:
v3.6:
Made with Frosty v1.0.6.3
+ Add Blood Pack Executioner Pistol variant ( Inherent penetration up to 0.5 m at 25% damage, deals additional 200% damage to allies, ignoring health and shieldgate )
+ Add Medi-gel Autoinjector Armor Mod. This automatically applies Medigel to Ryder if their health goes below 15% and the player has any Medigel left in the inventory. Automatic application does not revive Squadmates! These mods only show up in stores unfiltered all category!
+ Add Explosive Detonator augment
+ Add Pellet Shear Modulator augment. This augmens switches Milky way projectile weapons to use shotgun pellets instead. Milky way shotguns instead fire a single slug. Not compatible with non milkyway weapons and several others.
+ Add Laser Shells augment. Provides anti armor bonus for weapons.
+ Add Siphon augment similar to the MP Weapon variants.
+ Add Concussive System. Similar to the MP weapon variants, this applies an explosion when an enemy is killed by weakpoint damage. The explosion deals half the enemies original health points as damage. This is halfed again if the enemy is armored. Note: This interferes with AoE and explosive weapons and augments!
+ Add XP Booster augment.
+ Add Improved Holster augment for chest and legs. Provides +5 inventory, +10% spare ammo, 5% weapon weight reduction
+ Add Reaction Resonator augment for weapons and armor, providing +10% or +4% combo damage against defenses, respectively.
+ Add Linked Barrier Recuperator augment for weapons and armor. Provides bonus to shield cost reduction for shield powered skills. Intended for use with the Unyielding Ascension mod by WizKrafts ( www.nexusmods.com/masseffectandromeda/mods/559 )
+ Add Phalanx S Pistol as optional mod for the sibling part.
+ Add new unique textures for the M-7 Lancer, Flak Cannon, and Executioner
+ Add unique HUD texture for M-7 Lancer, M-28 Pilgrim, Flak Cannon, Executioner, and Phalanx S
+ Add new icons for most items added by this mod.
+ Add Reyes' vest or Sloane's corset ( 'Clique leader outfit' ) as casuals for the player.
+ Add VFX for Bulwark Augment.
# Fix Infinite loading screen when leaving Nexus commons/docking area after browsing the added causual options at the store as female Ryder. This was caused by the change to the change to the Initiative Jumpsuite in 3.5b
# Fix Barrel mods the M-7 Lancer
# Fix wrong barrel and melee mods appearing in selection screen of the M-28 Pilgrim ( I can't get the proper ones to show up in the world thought )
# Fix incorrect force application for overchare augment
# Fix broken conditional on the Kishock that caused evading left instead of firing uncharged harpoons. ( No idea how that happened )
# Fix missing projectile augment sound changes on Kishock Harpoon Gun
# Fix incorrect damage for Shorty 5.
# Increases chance for shotgun chokes to appear in store at the krogan colony.
# Add Sovoa and Executioner to Nexus and Aya or Elaaden weapon stores.
# Rename Medigel to Medi-gel
# Renamed Augmented Targeting Assistance for assault rifles and pistols to Targeting System.
# Incorporate fix for movie night supply at the Kadara Mods Merchant from the MEA Fixpack by Nightwolf2503
- Remove option to craft Kishock with beam or other augments that won't work well with it.
- Remove option to craft Talon Pistol with beam augment that won't do full damage on it.
v3.5b:
Made with Frosty v1.0.6 Beta 5
+ Include the new medigel icon made by Munchyfly into the main project.
# Increased medigel rarity-tier to two to match the new icon, slightly increased the price and lowered drop chances for medigel.
# Fixed female 'Initiative Jumpsuite' casual outfit causing a CTD when trying to load savegames made during the Khi Tasira main mission.
v3.5a:
Made with Frosty v1.0.6 Alpha 5
# Changed elemental munitions mods to use the names created extra for them in the text packs.
# Fixed wrong rarity types for Incendiary Ammo for Shotguns 1
v3.5:
Made with Frosty v1.0.6 Alpha 2 and / or 3 (can't remember)
- Reverted Game/UI/PauseMenu/Skills/SkillsUIAsset (statistics page), which was left altered from a test build in the last version. There should be no more conflict with the Enhanced Statistic Page mod now.
+ Added MP Shotgun Smart Choke weapon mods to several merchants. (Nexus General merchant, Kadara Mods merchant, and the Krogan merchant in New Tuchanka)
# Added TextPack dependency and several new descriptions and item names.
Renamed Weapons:
'Extra' to 'M-7 Lancer'
'Cora' to 'M-28 Pilgrim'
Renamed Augments:
'Aerial Engagement' torso augment to 'Efficient Thrusters'
'Speed' leg augment to 'Motorized Leg Joints'
'Overcharge' weapon augment to 'Overcharge Capacitors'
'Rate of Fire' weapon augment to 'Rapid Recharge System'
'Power Radius' augment to 'Area Effect Modulator'
Renamed Casual Outfits:
'Explorer' to 'Initiative Jumpsuite'
'Delegate' to 'Business Suite'
'Pioneering Scientist' to 'Science Outfit'
'Technical Operator' to 'Exploration Outfit'
Renamed Cosumable:
'First Aid Pack' to 'Medigel'
v3.4a
Last version made with Frosty v1.0.5.9
# Fixed Lancer3 / Extra 3 Research project being awarded instead of the Avenger 3 with the tier 3 rewards.
v3.4
Introduce:
+ Aerial Engagement Torso Augment
+ Shock Coil Weapon Augment
+ Overcharge Weapon Augment
+ Bulwark Augment
+ Batarian Gauntlet Melee Weapon
+ Flak Cannon
# Fixed weird disruptor ammo bonus application to shields for Sovoa
# Fixed incorrect disruptor ammo bonus application to shields for Shorty
# Fixed Heat Generator leg augments fire area effect being removed by Speed Augment, even if that is not installed.
v3.3
Introduce:
+ First Aid Pack Consumable
- Removed Cooldown Time on the Elemental Ammo Consumables
v3.2
Introduce:
+ Speed and Rate of Fire Augments.
+ Wearable squadmate armour and 'Ark Scout' Chest and Helmet.
+ 'Explorer', 'Delegate', 'Scientist', and 'Technician' casual outfits.
# Fixed M-28 Pilgrim not displaying a preview model in R&D and loadout screens.
# Fixed the AoE Augment not displaying the correct stats.
v3.1
Introduced:
+ Hydraulic Joints, Grenade Capacity and Power Radius Augment
+ Vulnerability VI Consumable
+ Augmented Targeting Weapon mods.
v3.0a
#Fixed Halberd and Pilgrim Research nodes sharing the same ID, resulting in only Cora's shotgun research beeing awarded to the player.
v3.0
Made with Frosty v1.0.5.9
Initial Release as Groundside Firepower pack. This includes:
+ Rearch Projects for the MP Weapons, Halberd, Coras shotgun and the M-7 Lancer,
+ Ammo Mods
Version: 3.6
Made with Frosty v1.0.6.3
This mods adds several new or previously unavailable items to the singleplayer.
Requirements:
Frosty version 1.0.6.3 or above.
TextMod for the Groundside Firepower Pack in the text language of your game.
The optional addons require the main mod and must be loaded after it to work ( i.e., lower in the list when using default list ordering).
Important Notes:
Assume that this mod is incompatible with anything else that adds new items, powers, effects, alters store or loot drops, inventory capacity, or similar! Compatibility patches will be needed int those cases!
If you intent to uninstall this mod, unequipp, 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!
Do not use this mod in multiplayer, it alters several mp specific parts and stats and will cause crashes!
The new casual outfits prevent saves in several places to load! Do not try save or load saves from these locations when wearing the new outfits. These Places are:
Hyperion Medbay, Hyperion Atrium for most of them.
The Explorer Outfit ( previously called Technician) instead won't work at Nexus commons/docking area ("7101_tempestarea_phase01", no idea when this is loaded ) and when entering the nexus for the very first time on NG+.
Sloane's Corset / the female Clique Leader Outfit instead prevents leaving the Kadara Badlands during or after quests involving Reyes ( not Sloane! ). Deactivating the addon mod ( not the main mod, you will lose items otherwise! ) or sometimes just activating a different quest in the journal should prevent this bug.
General Incompatibilities:
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.
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.
Mods that alter consumables are incompatible. They might work when loaded before this mod. Otherwise they will likely lead to CTDs!
Compatible with correct load order (default list ordering means mods lower in the list overwrite those higher up):
'No Consumable Cooldown' must be overwritten by this mod.
'Andromeda Weapons Rebalanced' must be overwritten by this mod.
Compatible with patch ( patches must overwrite both conflicting mods):
'Powers Pack' requires a patch found on that mod's site.
'LoadoutConsumableScreen - Quantities' requires a patch found on that mod's site.
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.
What this mod adds to the game:
+ Weapons:
+ MP Weapons:
+ Kishock Harpoon Gun
+ Shorty Shotgun
+ Silhesh SMG
+ Sovoa Assault Rifle
+ Batarian Gauntlet Melee Weapon
+ New Weapons:
+ M-28 Pilgrim (Cora's Shotgun)
FlavourText: When tasked with creating a shotgun that could be used for a hefty punch at longer ranges than traditional shotguns, Ariake Technologies redesigned their popular Katana line of shotguns, reduced the number of pellets from the traditional 8 to 7, and tightened the spread.
This gun became the M-28 Pilgrim. But the Alliance was not too pleased with the weapon, and Ariake finally decided to completely redesign the gun again. They went for firing a single armour piercing high-powered 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.
+ M-7 Lancer
FlavourText: This is Alec Ryders old (crappy ME1) M-7 Lancer. This remnant shares many similarities with the cheaper, modern M-8 Avenger, but still utilizes the old internal heat sink - firing less powerful projectiles instead of limiting the number of shots before overheating.
Compared to newer 'augmented' weapons, this Rifle cools down more quickly when not driven into the heat limit. Compared to the Avenger, the old Lancer has a higher rate of fire, less accuracy, fires less powerful projectiles, but is able to maintain firing for a longer period of time before overheating.
As its internal system are for the most part identical to the Avenger, its research costs are significantly reduced, but research is only possible after the equivalent research tier for the Avenger has been unlocked.
+ Flak Cannon
Sort of Anti Air / Anti Boss heavy assault weapon (its not a shotgun) - This is the prototype model of the weapon the Salarian Pathfinder uses at Meridian.
Tap fire to fire a 20-round burst of fast anti shields projectiles. Hold to prepare a single tracking anti-armour missile (about 18.5 times the stated base damage).
FlavourText: 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 plattform 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.
+ Blood Pack Executioner Pistol
A variant of the pistol used by the Blood Pack mercenaries in the milky way. This weapon seems to include parts of the Talon pistol.
+ Phalanx S Pistol ( Optional addon )
This special pistol can be used by the Ryder sibling during the Kett capture of the Hyperion, and be bought on Meridian afterwards.
It deals unified 16% of the enemies max. lifes as damage to health and shields. Damage to Armour is 40% of that ( so base 6,4% of max. enemy health ). Damage percentage can be increased by all effects on weapon damage.
+ New Mods:
+ Craftable Elemental Munition mods. These are just like the munition consumables, but in weapon mod form. (Please see below for more details)
+ Augmented Targeting Assistance mods for assault rifles, pistols, and sniper rifles. These go into the scope slot, but do not provide amplification. They provide +9% - 21% weakpoint bonus and +1% - 10% accuracy bonus.
+ MP Shotgun Smart Choke mods for increase accuracy. These are MW specific and can occasionally be found at the Nexus General merchant, Kadara Mods merchant, or the Krogan merchant in New Tuchanka.
+ Medi-gel Autoinjector Mod for Armor Chest pieces. This takes the place of Fusion mods and automatically applies Medigel to Ryder if their health goes below 15% and the player has any Medigel left in the inventory. Automatic application does not revive Squadmates! These mods only show up in stores unfiltered all category!
+ New Augmentations:
+ Hydraulic Joints Augment for chest and arm pieces. These offer a 5% increase to melee damage and force.
+ Grenade Capacity Augment for chest and leg pieces. These add +1 to the max power cell capacity.
+ Area Effect Modulator Augment for chest and helmet pieces and (non melee) weapons. These add +5% or +10% to AoE radius, damage and force.
FlavourText: 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.
+ Motorized Leg Joints (Exclusive). Offers a 30% boost to movement speed while in combat mode and +25 Damage Reduction while evading. (Needs to be researched)
+ Rapid Recharge System for fireweapons. These offer a 5% increase to rate of fire.
+ 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. AoE Attacks don't deal weakpoint damage.
+ 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. (Needs to be researched)
FlavourText: 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 data of allies is received, but effective maximum is reached with 5 allies, as information from more received data packets cannot be aggregated and evaluated in time.
+ 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!
FlavourText: 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 (re)charging the capacitors more, the longer the weapon is fired.
+ Explosive Detonator augment for fireweapons. Deals 30% damage directly on impact, and 70% in a delayed explosion over 0.5 m. The explosion has a chance to detonate combo explosions with 75% effectiveness.
+ Pellet Shear Modulator augment for fireweapons. This augmens switches Milky way projectile weapons to use shotgun pellets instead. Milky way shotguns instead fire a single slug. Not compatible with non milkyway weapons and several others.
+ Laser Shells augment for fireweapons. Provides anti armor bonus for weapons.
+ Siphon augment for fireweapons similar to the MP Weapon variants.
+ Concussive System for fireweapons. Similar to the MP weapon variants, this creates an explosion when an enemy is killed by weakpoint damage. The explosion deals half the enemies original health points as damage. This is halfed again if the enemy is armored.
Note: This interferes with AoE and explosive weapons and augments!
+ XP Booster augment.
+ Improved Holster augment for chest and legs. Provides +5 inventory, +10% spare ammo, 5% weapon weight reduction
+ Reaction Resonator augment for weapons and armor, providing +10% or +4% combo damage against defenses, respectively.
+ Linked Barrier Recuperator augment for weapons and armor. Provides bonus to shield cost reduction for shield powered skills. Intended for use with the Unyielding Ascension mod by WizKrafts ( www.nexusmods.com/masseffectandromeda/mods/559 )
+ New Consumables:
+ Vulnerability VI. An all new Consumable that boosts damage to weak points by 25%. It also increases Accuracy by 3% (Both of these bonuses are increased by Consumable effectiveness bonuses). Lasts for 90 seconds.
+ Medi-gel. Refills 50% ( + Consumable Effectiveness ) health for the user and squad mates and revives all dead squadmates. (Always uses up one consumable)
+ Additional Armour:
+ 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.
FlavourText: 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.
+ 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 and heavier weapons. But slows the down the wearer's movement speed and power recharge rate.
FlavourText: 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 (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.
FlavourText: 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.
+ Additional Casual Outfits:
+ 'Initiative Jumpsuite'
+ 'Business Suite'
+ 'Science Outfit'
+ 'Exploration Outfit'
+ 'Clique leader outfit' ( Optional addon mod )
# Altered Drop Lists:
# I added the missing ammo consumables to the list of consumables returned by Cryo Pod Perk and probably Apex teams.
# This mod alters multiple drop lists, as well as several merchants' item selections.
- Removed the Ammo Consumables' Cooldown period.
Optional Addon Mods:
GFP - Phalanx S
Enables the Phalanx S for the sibling segment and to be brought from the meridian weapons merchant.
HAS TO BE LOADED AFTER THE MAIN MOD TO WORK! ( Lower in the list when using default list ordering )
GFP - Kadara Apparel
Enables Clique leader outfit (Reyes' vest or Sloane's corset) as casuals for the player. They can be brought from the armor merchant on the Nexus.
HAS TO BE LOADED AFTER THE MAIN MOD TO WORK! ( Lower in the list when using default list ordering )
ATTENTION: Sloane's casual outfit variant causes an infinite loading screen when trying to leave the Kadara Badlands after the Reyes Quest "Precious Cargo". Simply deactivate this mod to be able to leave, and reactivate it again later.
This addon is partially included in the main Groundside Firepower Pack, so you will not lose the casual outfit as long as the main mod stays active. Instead if will be replaced by the default long sleeve casual option.
Note about TextMods:
You have to use the textmod in the language your game is set to!
If you find errors or want another language supported then please take a look at the project files to find the language xmls and send me an updated version or the project file with the updates.
How To: Ammunition Weapon Mods:
These mods do not alter weapon appearance, and go into their own slot. So they can be used together with every other type of mod.
They come in two tiers: Tier 1 offers the consumables’ effect at 50% effectiveness, Tier 2 increases this to 95% efficiency.
These mods are incredibly rare and costly, but IMO well worth the effort to buy or craft them.
Crafting these sadly require a few more steps than I'd like, but the rundown is:
Preparation:
prep A) Buy the Research blueprint bundle from the weapons merchant at the Nexus or Meridian.
prep Find the blueprint bundle in the inventory - <Special Items>, and 'destroy'/deconstruct it to receive the four blueprints for the weapon type mods.
Crafting:
1) 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.
Note2: The crafting material cannot be used as consumable, but automagically reverts back into its consumable form upon loading a save.
2) Craft the mod of choice at a research station. The blueprints can be found under Special Items.
2b) Optional: Find the newly crafted weapon mod in the inventory, Resources - Special Items, and 'destroy' it to gain directly usable weapon mod.
(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: Once 2b has been performed or a save with the items has been loaded, they can be found as usual mods in the inventory under the specific weapon-mods category. They are usable even in the 'special item' state, though.
Note: Performing 2b means that the blue 'crafted' marker as well as any custom name given are lost.
Note: Refrain from using any munition consumable together with the munition mod. I tried to prevent it, but it can still be done, screwing up munition and status handling.
Augments and consumables:
These should drop or be sold wherever other augments/ consumables are. Exceptions are several augments, which need to be researched before they begin to drop.
BUG: The research screen does not display a text for the Motorized Leg Joints augment.
Research Requirements:
The M-7 Lancer / Extra and the Ark Scout items require the research project of their respective base versions (M-8 Avenger, Initiative Armour) before their research nodes unlock.
Armours:
The squadmate armours cannot be tinted, neither can the backpack of the Ark Scout chest.
The research bonus of the Ark Scout Helmet is triggered by getting hit and then not getting hit for 30 seconds.
Casual Items:
The female 'Business Suite' jacket draws its colour from the armour selection, to prevent horribly messed up tint maps.
Note about incendiary ammo:
Impacts from the MP weapons, Flak Cannon, Shock Coil augment and Overcharge Capacitors augment do additional anti armour damage with incendiary ammo. This is calculated the same way as in the 'Andromeda Firearms Rebalanced' mod.
The Pilgrim and Lancer will receive that anti armour bonus when using the rebalancing mod together with this.
The weapons in this mod are (re)balanced in the same way as the weapons in the 'Andromeda Weapons Rebalance' mod.
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 Gauntlet: Damage: 300 - 660; N/A Firetype: Melee; N/A Weight: N/A Notes: Detonates combos with 70% of their normal detonation damage and force.
Executioner: Damage: 497 - 845; Rounds per Minute: 60; Firetype: Single; MagSize: 1; Weight: 0.12 - 0.08; Notes: Inherent penetration up to 0.5 m at 25% damage. Deals additional 200% damage to allies, extra damage ignored health and shieldgates.
Phalanx S: Damage: 16% Rounds per Minute: 250; Firetype: Single; MagSize: 12; Weight: 0.12; Notes: Deals its damage as percentage of maximum enemy health. Armor takes only 40% of the damage.
Notes w.r.t. the now deprecated ‘MP Weapons in SP’ and ‘Researchable Halberd and Pilgrim’ mods:
This mods is not compatible with the older versions! (Mp weapons in SP, Researchable Halberd /and Pilgrim).
IMPORTANT: Saves made with Cora's shotgun from the previous mod (Researchable Halberd and Pilgrim) are likely not compatible. You'd need to deconstruct / sell any existing Pilgrim Shotguns before using this mod. Test indicate that the game simply ignores items it can't find, but I have not tested if that may corrupt game save states.
As the deprecated versions did already, this Mod makes the MP weapons, the Halberd and Cora’s shotgun available for research in the SP.
Other than before, this mod now does save research progress and other new items, so now there is no ugly workaround required anymore.
Credits and Special Thanks in no particular order:
Aislyrith for vastly improving several item descriptions and providing the french translations for version 3.5!
Aquaos for additional french translations for version 3.6
Cole Phelps for the russian translation for versions 3.5 and 3.6
Krozt for the italian translations for version 3.5
Loadingue for additional french translations for version 3.6
specopsbarton for the Polish text mod for version 3.5
TittyFish for the italian translations for version 3.6
Audemus for the BloodPack's Icon
munchyfly for the medigel icon
Wavebend for providing the piggypacker used in previous incarnations of this mod and help with setting me up.
Sil for figuring out the name of Cora's shotgun.
Anotheraza for the mesh swapping tutorials that saved me a lot of time!
munchyfly again for (unknowingly ) providing ideas and inspiration for this mod.
RedCaesar97 for reminding me again how frustrating the Phalanx 1 is to use during that sibling segment, which finally gave rise to the Phalanx S in this mod.
GalaxyMan2015, Cade, Wannkunstbeikor, Benji, Brawltendo, BreakfastBrainz2, Derwangler, Dyvinia, Mophead01, NM and all the other contributors for creating and maintaining the Frosty tool suite. Without their work none of the mods would be possible!
Changelog:
v3.6:
Made with Frosty v1.0.6.3
+ Add Blood Pack Executioner Pistol variant ( Inherent penetration up to 0.5 m at 25% damage, deals additional 200% damage to allies, ignoring health and shieldgate )
+ Add Medi-gel Autoinjector Armor Mod. This automatically applies Medigel to Ryder if their health goes below 15% and the player has any Medigel left in the inventory. Automatic application does not revive Squadmates! These mods only show up in stores unfiltered all category!
+ Add Explosive Detonator augment
+ Add Pellet Shear Modulator augment. This augmens switches Milky way projectile weapons to use shotgun pellets instead. Milky way shotguns instead fire a single slug. Not compatible with non milkyway weapons and several others.
+ Add Laser Shells augment. Provides anti armor bonus for weapons.
+ Add Siphon augment similar to the MP Weapon variants.
+ Add Concussive System. Similar to the MP weapon variants, this applies an explosion when an enemy is killed by weakpoint damage. The explosion deals half the enemies original health points as damage. This is halfed again if the enemy is armored. Note: This interferes with AoE and explosive weapons and augments!
+ Add XP Booster augment.
+ Add Improved Holster augment for chest and legs. Provides +5 inventory, +10% spare ammo, 5% weapon weight reduction
+ Add Reaction Resonator augment for weapons and armor, providing +10% or +4% combo damage against defenses, respectively.
+ Add Linked Barrier Recuperator augment for weapons and armor. Provides bonus to shield cost reduction for shield powered skills. Intended for use with the Unyielding Ascension mod by WizKrafts ( www.nexusmods.com/masseffectandromeda/mods/559 )
+ Add Phalanx S Pistol as optional mod for the sibling part.
+ Add new unique textures for the M-7 Lancer, Flak Cannon, and Executioner
+ Add unique HUD texture for M-7 Lancer, M-28 Pilgrim, Flak Cannon, Executioner, and Phalanx S
+ Add new icons for most items added by this mod.
+ Add Reyes' vest or Sloane's corset ( 'Clique leader outfit' ) as casuals for the player.
+ Add VFX for Bulwark Augment.
# Fix Infinite loading screen when leaving Nexus commons/docking area after browsing the added causual options at the store as female Ryder. This was caused by the change to the change to the Initiative Jumpsuite in 3.5b
# Fix Barrel mods the M-7 Lancer
# Fix wrong barrel and melee mods appearing in selection screen of the M-28 Pilgrim ( I can't get the proper ones to show up in the world thought )
# Fix incorrect force application for overchare augment
# Fix broken conditional on the Kishock that caused evading left instead of firing uncharged harpoons. ( No idea how that happened )
# Fix missing projectile augment sound changes on Kishock Harpoon Gun
# Fix incorrect damage for Shorty 5.
# Increases chance for shotgun chokes to appear in store at the krogan colony.
# Add Sovoa and Executioner to Nexus and Aya or Elaaden weapon stores.
# Rename Medigel to Medi-gel
# Renamed Augmented Targeting Assistance for assault rifles and pistols to Targeting System.
# Incorporate fix for movie night supply at the Kadara Mods Merchant from the MEA Fixpack by Nightwolf2503
- Remove option to craft Kishock with beam or other augments that won't work well with it.
- Remove option to craft Talon Pistol with beam augment that won't do full damage on it.
v3.5b:
Made with Frosty v1.0.6 Beta 5
+ Include the new medigel icon made by Munchyfly into the main project.
# Increased medigel rarity-tier to two to match the new icon, slightly increased the price and lowered drop chances for medigel.
# Fixed female 'Initiative Jumpsuite' casual outfit causing a CTD when trying to load savegames made during the Khi Tasira main mission.
v3.5a:
Made with Frosty v1.0.6 Alpha 5
# Changed elemental munitions mods to use the names created extra for them in the text packs.
# Fixed wrong rarity types for Incendiary Ammo for Shotguns 1
v3.5:
Made with Frosty v1.0.6 Alpha 2 and / or 3 (can't remember)
- Reverted Game/UI/PauseMenu/Skills/SkillsUIAsset (statistics page), which was left altered from a test build in the last version. There should be no more conflict with the Enhanced Statistic Page mod now.
+ Added MP Shotgun Smart Choke weapon mods to several merchants. (Nexus General merchant, Kadara Mods merchant, and the Krogan merchant in New Tuchanka)
# Added TextPack dependency and several new descriptions and item names.
Renamed Weapons:
'Extra' to 'M-7 Lancer'
'Cora' to 'M-28 Pilgrim'
Renamed Augments:
'Aerial Engagement' torso augment to 'Efficient Thrusters'
'Speed' leg augment to 'Motorized Leg Joints'
'Overcharge' weapon augment to 'Overcharge Capacitors'
'Rate of Fire' weapon augment to 'Rapid Recharge System'
'Power Radius' augment to 'Area Effect Modulator'
Renamed Casual Outfits:
'Explorer' to 'Initiative Jumpsuite'
'Delegate' to 'Business Suite'
'Pioneering Scientist' to 'Science Outfit'
'Technical Operator' to 'Exploration Outfit'
Renamed Cosumable:
'First Aid Pack' to 'Medigel'
v3.4a
Last version made with Frosty v1.0.5.9
# Fixed Lancer3 / Extra 3 Research project being awarded instead of the Avenger 3 with the tier 3 rewards.
v3.4
Introduce:
+ Aerial Engagement Torso Augment
+ Shock Coil Weapon Augment
+ Overcharge Weapon Augment
+ Bulwark Augment
+ Batarian Gauntlet Melee Weapon
+ Flak Cannon
# Fixed weird disruptor ammo bonus application to shields for Sovoa
# Fixed incorrect disruptor ammo bonus application to shields for Shorty
# Fixed Heat Generator leg augments fire area effect being removed by Speed Augment, even if that is not installed.
v3.3
Introduce:
+ First Aid Pack Consumable
- Removed Cooldown Time on the Elemental Ammo Consumables
v3.2
Introduce:
+ Speed and Rate of Fire Augments.
+ Wearable squadmate armour and 'Ark Scout' Chest and Helmet.
+ 'Explorer', 'Delegate', 'Scientist', and 'Technician' casual outfits.
# Fixed M-28 Pilgrim not displaying a preview model in R&D and loadout screens.
# Fixed the AoE Augment not displaying the correct stats.
v3.1
Introduced:
+ Hydraulic Joints, Grenade Capacity and Power Radius Augment
+ Vulnerability VI Consumable
+ Augmented Targeting Weapon mods.
v3.0a
#Fixed Halberd and Pilgrim Research nodes sharing the same ID, resulting in only Cora's shotgun research beeing awarded to the player.
v3.0
Made with Frosty v1.0.5.9
Initial Release as Groundside Firepower pack. This includes:
+ Rearch Projects for the MP Weapons, Halberd, Coras shotgun and the M-7 Lancer,
+ Ammo Mods