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Stimulant Pack: True Bonus Power mod (DLC-mod now available)


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#1
AVPen

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UPDATED 4/19/15:

 

I have some fantastic news, folks.... after a lot of work and research, the "Stimulant Pack - True Bonus Power" mod is now available as a DLC-Mod.  :)
stimpack_unlocked00_zpsyzzaw4a4.jpg

 

What this means for you is no more need to use ME3Explorer and copying/pasting various files in order for Stimulant Pack to work in your game - just drag and drop the new "DLC_CON_StimPack" folder into your Mass Effect 3 DLC folder (Mass Effect 3\BioGame\DLC) to install.

 

This new DLC version also comes with a fix for obtaining the Khan's Network Exposed intel asset after completing the second Citadel DLC mission, "Silver Coast Casino: Infiltration" (special thanks and credit goes to modder Kinkojiro for developing this intel fix).

 

 

About the Mod
For me, it was pretty apparent that Wrex's power Stimulant Pack was always intended to be an unlockable bonus power in the Citadel DLC, but for several unknown reasons, it was never unlocked in the DLC's final release (this was further confirmed by developers in BioWare, who stated that it was intended as a bonus power). In digging through the various game files of the DLC, it became apparent that the power was intended and developed to be the DLC bonus power, but there were a few key issues missing in the data that kept it from actually appearing in the game. After much research and data editing, I developed a mod for unlocking Stimulant Pack as a true, genuine bonus power that can be used by Shepard in single-player. That means:

1. No need to fiddle with the in-game console to give yourself the power - Stimulant Pack needs to be unlocked only once as a permanent bonus power for Shepard!

2. No need to keep toying with the console to lock/unlock the power in order to get a new bonus power - Stimulant Pack functions exactly like every other bonus power in the game!

3. No need to constantly give yourself back the power with the console after loading a new map/level - Stimulant Pack is completely and 100% usable all the time!

Required Files/Programs
This mod does require both the Citadel DLC (duh, lol) and WarrantyVoider's DLC Patch files to be downloaded and installed in the "Mass Effect 3\Binaries\Win32" folder: http://www.mediafire...sr9/binkw32.rar
 
Download Link
Available on the NexusMods website: http://www.nexusmods...ect3/mods/299/?

Install Instructions
Just drag and drop the "DLC_CON_StimPack" folder into your Mass Effect 3 DLC folder (Mass Effect 3\BIOGame\DLC). :)

Q&A
1. Really? I just drag and drop this into the game's DLC folder?
Yep. :)

2. No, seriously, I don't have to fiddle with ME3Explorer at all for this to work?
Nope.

3. ... Really?
Really :)

4. How do I obtain Stimulant Pack as a bonus power?
You need to complete the fourth Citadel DLC mission, "Citadel Docks: Retake the Normandy" - upon returning to Shepard's apartment, the power will unlock in the MedBay's terminal on the Normandy. If you've already completed the Retake the Normandy mission and left the apartment before you installed the mod, you need to return to the apartment for the power to unlock. Once Stimulant Pack has been unlocked once, it becomes permanently unlocked in the player's Profile data, meaning all of the player's Shepard's have access to the power.

5. How do I obtain the Khan's Network Exposed intel asset?
You need to complete the second Citadel DLC mission, "Silver Coast Casino: Infiltration" - after returning to Shepard's apartment after the mission, the intel will unlock in the Shadow Broker's Intel Terminal on the Normandy. If you've already completed the Silver Coast Casino mission and left the apartment before you installed the mod, you need to return to the apartment for the intel to unlock.

6. Why does Stimulant Pack disappear from the MedBay terminal's power list after I purchase it?
This is standard behavior for any bonus power that comes from a DLC (Leviathan/Omega/Citadel). My guess is the developers changed how bonus powers appear in the MedBay terminal starting with Leviathan (and honestly, it makes sense - if you buy the power once, there's no need for it to remain in the list since you already have it). If you purchase a different bonus power, though, then Stimulant Pack will reappear under the Terminal's power list.

  
Screenshots
stimpack-01_zpsc8304957.jpg
stimpack-02_zps16370082.jpg
stimpack-03_zpse018b02d.jpg


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#2
magentaman215

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This is brilliant. Thanks a lot!



#3
AVPen

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Just some additional notes for using StimPack with certain classes:
 
- any "power duration" rank bonus that comes from a class's mastery passive (Combat Mastery, Assault Mastery, Tech Mastery, etc) does not affect StimPack's duration in any way.
 
- for a Soldier, the "Shield Boost" rank of Adrenaline Rush will further increase StimPack's shield strength while both powers are active together (meaning a Soldier can further boost its shield strength by combining the two powers).
 
- for a Vanguard, using StimPack followed by Nova then a Biotic Charge will refill it's barrier strength to StimPack's highest capacity for as long as StimPack's duration is active. StimPack's shield boost will also increase Nova's damage (since it increases the amount of shields/barrier strength).
 
- for an Infiltrator, using a StimPack while under Tactical Cloak will not break the cloak's effect.


#4
Excella Gionne

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Thanks! I do have it in my medbay, but I have to use the console command to make it stay. I'll download this another time. :D



#5
Excella Gionne

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Did you fix the conflict with Tech Armor? Sentinels cannot use StimPack unless that is fixed.



#6
AVPen

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Did you fix the conflict with Tech Armor? Sentinels cannot use StimPack unless that is fixed.

I had thought that I tried my StimPack mod with one of my Sentinels during my experiments, but I must have missed that during testing...

 

If by "conflict" you mean that Stimulant Pack refuses to appear in the Sentinel's power list at all...... then no, that conflict has not been fixed  :( I have no idea where or how that conflict is coming from, whether it's in one or multiple pcc files, etc. Unfortunately, unless someone else has found a solution to that problem, I'm afraid Sentinels can't use Stimulant Pack as a BP.



#7
AVPen

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Hello again, everybody:

You might remember that many months ago, I developed a method for unlocking Stimulant Pack as a true bonus power in the Citadel DLC - the solution required using several programs in ME3Explorer, unpacking the Citadel DLC folder, and a bunch of swapping modified files back and forth in order for the power to be unlocked and usable for Shepard.... and frankly, the method could be a real pain in the a** to use, especially for those not accustomed to modding with ME3Explorer.  -_- 

However, I now have some fantastic news.... after a lot of work and research, the "Stimulant Pack - True Bonus Power" mod is now available to players as a DLC-Mod :D

stimpack_unlocked00_zpsyzzaw4a4.jpg

 

What this means is, NO MORE F***ing need to use ME3Explorer and copying/pasting various files in order for Stimulant Pack to work in your game - just drag and drop the new "DLC_CON_StimPack" folder into your Mass Effect 3 DLC folder (Mass Effect 3\BioGame\DLC) to install. :)

To obtain Stimulant Pack as a bonus power, you need to complete the fourth Citadel DLC mission, "Citadel Docks: Retake the Normandy": upon returning to Shepard's apartment, the power will unlock in the MedBay's terminal. If you've already completed the Retake the Normandy mission and left the apartment before you installed the mod, you need to return to the apartment for the power to unlock. Once Stimulant Pack has been unlocked once, it becomes permanently unlocked in the player's Profile data, meaning all of the player's Shepards have access to the power.

 

This new DLC version also comes with a fix for obtaining the missing Khan's Network Exposed intel asset after completing the second Citadel DLC mission, "Silver Coast Casino: Infiltration" (special thanks and credit goes to modder Kinkojiro for developing this intel fix).

The first post of the thread has been updated with the new information on the mod, as well as the link on NexusMods where you can download the mod.


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#8
Drengin

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Great news! Thanks for this :D



#9
KrrKs

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Stimulant packs plus Kahn's network as DLC mod? :o

This is absolutely truely awesome!  :wub: 

Many thanks to you and Kinkojiro!



#10
AVPen

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Just a heads up, folks - I've released a version 2.1 update for this mod, which fixes the previous incompatibility that Stimulant Pack had with Sentinels' Tech Armor (which turned out to be a much simpler solution than I thought, lol), so now StimPack is 100% usable by Sentinels :) You can find the updated version on the Nexus,


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#11
KrrKs

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I'm curious; what was the reason for the problem with Tech Armour?

 

Also, awesome work again! ^_^



#12
AVPen

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I'm curious; what was the reason for the problem with Tech Armour?

To make a long story short, the PowerID data for Wrex's Stimulant Pack was the same one used for Tech Armor - I just changed the PowerID data to a different one in StimPack's file and Sentinels can use it just fine now.


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#13
Kurt M.

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Installed it, more for the Khan's bonus than the Stim Pack (which I love it...but AF is current my Novaguard's bonus power). Just amazing work!

 

It was about time modding was made easy for 'end-and-dumb' users like me :D