RGFrog wrote...
Hehe, yeah, phoenixofthunder, completely forgot about the DLC stuff on the armor powers... the lazy bone won that one. Thanks for pointing it out, though. I've edited the post to seperate out the dlc.
With the dynamic load mapping, a pm requested assistance getting squad mate passives on their Shep.
Either it's the dynamic load mapping or it just can't happen. Trying to rule out everything before I deliver the bad news.
Not too big a deal as I've only ever been able to get one extra passive to work along side the current class passive. Would be fun to try out all the possible passives, though.
For instance, adding the Sentinel passive to my adepts list actually does work to combine the cooldown's. It doesn't come anywhere near to removing them, but it does make it so that I can pull my own warp bombs, pull/throws, etc. a bit easier.
However adding a second (3 total passives) seems to override either the original class passive or the first additional passive so no super-shep with all the class passives running amok.
Granted I don't know if this will work; haven't tested it.
If my theory works and can be considered valid. Then be concerned for the "
NewclassName" and what code portion follows it
only in the
[Engine.Engine] ActiveclassRedirects C.INI subsection.
Here is first test:
[Engine.Engine]
ActiveclassRedirects=OldclassName=SFXPower_Cloak,
NewclassName=SFXGameContent_Powers.SFXPower_Cloak
ActiveclassRedirects=OldclassName=SFXPower_KroganRegen,
NewclassName=SFXGameContent_Powers.SFXPower_KroganRegen
Maybe something like one of these using the above:
GameEffects=("SFXGameContent_Powers.SFXPower_Cloak","SFXGameContent_Powers.SFXPower_KroganRegen")
,PlotFlag=-1)
OR Maybe:
GameEffects=("SFXGameContent_Powers.SFXPower_Cloak"|"SFXGameContent_Powers.SFXPower_KroganRegen")
,PlotFlag=-1)