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 3.4 (requiring Frosty 1.0.5.9 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: 3.4
This mods adds several new or previously unavailable items for the player to use.
Requires Frosty v. 1.0.5.9 or above.
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.
Note: If you also use the ‘Andromeda Weapons Rebalanced’ -mod, let this one overwrite the Rebalanced mod (place this one lower in the Frosty Mod Manager), otherwise the added weapons will not work with Projectile Augments.
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!
What this mod adds to the game are:
+ Weapons:
+ MP Weapons:
+ Kishock Sniper Rifle
+ Shorty Shotguns
+ 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 ('Extra')
FlavourText: This is Alec Ryders old (crappy ME1) M7 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, and is able to maintain firing for longer 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 'Shotgun' (its no a shotgun) - This is the prototype model of the weapon the Salarian Pathfinder uses at Meridian.
Tab 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.
+ New Weapon 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.
+ 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.
+ Power Radius 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.
+ Speed Augment for Legs (Exclusive). Offers a 30% boost to movement speed while in combat mode and +25 Damage Reduction while evading. (Needs to be researched)
+ Rate of Fire Augment for fireweapons. These offer a 5% increase to rate of fire.
+ Aerial Engagement 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 allies data of allies is received, but effective maximum is reached whith 5 allies, as the data of more incoming data packets cannot be aggregated and evaluated in time.
+ Overcharge 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 charging the capacitors more, the longer the weapon is fired.
+ 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.
+ First Aid Pack (Medigel). 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: Desinged around fast response and guerilla tactics as prevered 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. 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:
+ 'Explorer'
+ 'Delegate'
+ 'Pioneering Scientist'
+ 'Technical Operator'
# 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 the augmentation and consumable drop lists, as well as the Nexus' Armour and Weapon merchants selection, and selection of the Meridian weapon merchant.
- Removed the Ammo Consumables' Cooldown period.
Ammunition 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. Exception is the Speed Augment, which needs to be researched before it begins to drop.
BUG: The research screen does not display a text for the Speed 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 'delegate' jacket draws its colour from the armour selection, to prevent horribly messed up tint maps.
Note about incendiary ammo:
Impacts from the MP weapons and the shock coil 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; Weithg: 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; Weithg: 0.7 - 0.5; Notes: 50% Anti armour bonus, 4m Area of Effect Explosion. The missile is target tracking.
Batarian Melee: Damage: 300 - 660; N/A Firetype: Melee; N/A Weight: N/A
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:
GalaxyMan2015, Benji, Cade, Derwangler for creating and maintaining the Frosty tool suite.
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 for (unknowingly ) providing ideas and inspiration for this mod.
Changelog:
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 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: 3.4
This mods adds several new or previously unavailable items for the player to use.
Requires Frosty v. 1.0.5.9 or above.
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.
Note: If you also use the ‘Andromeda Weapons Rebalanced’ -mod, let this one overwrite the Rebalanced mod (place this one lower in the Frosty Mod Manager), otherwise the added weapons will not work with Projectile Augments.
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!
What this mod adds to the game are:
+ Weapons:
+ MP Weapons:
+ Kishock Sniper Rifle
+ Shorty Shotguns
+ 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 ('Extra')
FlavourText: This is Alec Ryders old (crappy ME1) M7 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, and is able to maintain firing for longer 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 'Shotgun' (its no a shotgun) - This is the prototype model of the weapon the Salarian Pathfinder uses at Meridian.
Tab 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.
+ New Weapon 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.
+ 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.
+ Power Radius 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.
+ Speed Augment for Legs (Exclusive). Offers a 30% boost to movement speed while in combat mode and +25 Damage Reduction while evading. (Needs to be researched)
+ Rate of Fire Augment for fireweapons. These offer a 5% increase to rate of fire.
+ Aerial Engagement 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 allies data of allies is received, but effective maximum is reached whith 5 allies, as the data of more incoming data packets cannot be aggregated and evaluated in time.
+ Overcharge 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 charging the capacitors more, the longer the weapon is fired.
+ 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.
+ First Aid Pack (Medigel). 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: Desinged around fast response and guerilla tactics as prevered 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. 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:
+ 'Explorer'
+ 'Delegate'
+ 'Pioneering Scientist'
+ 'Technical Operator'
# 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 the augmentation and consumable drop lists, as well as the Nexus' Armour and Weapon merchants selection, and selection of the Meridian weapon merchant.
- Removed the Ammo Consumables' Cooldown period.
Ammunition 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. Exception is the Speed Augment, which needs to be researched before it begins to drop.
BUG: The research screen does not display a text for the Speed 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 'delegate' jacket draws its colour from the armour selection, to prevent horribly messed up tint maps.
Note about incendiary ammo:
Impacts from the MP weapons and the shock coil 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; Weithg: 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; Weithg: 0.7 - 0.5; Notes: 50% Anti armour bonus, 4m Area of Effect Explosion. The missile is target tracking.
Batarian Melee: Damage: 300 - 660; N/A Firetype: Melee; N/A Weight: N/A
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:
GalaxyMan2015, Benji, Cade, Derwangler for creating and maintaining the Frosty tool suite.
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 for (unknowingly ) providing ideas and inspiration for this mod.
Changelog:
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 Initial Release as Groundside Firepower pack. This includes:
+ Rearch Projects for the MP Weapons, Halberd, Coras shotgun and the M-7 Lancer,
+ Ammo Mods