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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.ĥ. How do I obtain the Khan's Network Exposed intel asset? 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. 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. Really? I just drag and drop this into the game's DLC folder?Ģ. No, seriously, I don't have to fiddle with ME3Explorer at all for this to work?Ĥ. How do I obtain Stimulant Pack as a bonus power? Just drag and drop the "DLC_CON_StimPack" folder into your Mass Effect 3 DLC folder (Mass Effect 3\BIOGame\DLC).
#Mass effect 3 bonus powers mod mod
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: 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! 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!ģ. 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!Ģ. 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. 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.
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This mod MAY NOT under any circumstances be reverse-engineered, ported, or recreated for the Mass Effect Legendary Edition (or any future version of the franchise) without the expressed permission, knowledge, and involvement of its author, AVPen.įor 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). It's a great power, sure, but I'd rather have Fortification or Warp Ammo.Important Note About This Mod And The Legendary Edition: Put it all together with James' Squad Incendiary Ammo and Carnage, and we're all set for anything.īasically, since James already covers my fire needs, the one reason I would have for taking Carnage is gone. Kaiden's passive grants bonus to both tech and biotic damage, mine and James' combined grants the whole squad +50% health/shields, so all three of us have 1100 or so health/shields each. Since Kaidan has a parallel powerset to my own we've got everything covered twice over. My "ideal" setup with my Sentinel is to have Kaidan and James as my squadmates. Make his Incendiary Ammo squad-based as well and your whole team can turn up the heat with ease.
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Plus, you can just bring James as a squadmate his passive specced for squad-health/shield increase combined with yours makes your whole squad nigh-invulnerable. Warp/Throw is just as effective and faster The only class I can see that would really benefit from Carnage is the Sentinel (since they have no native fire-based abilities)īut my thinking is parallel with RedCaeser97: I think I'd have to agree with RedCaeser97 on Carnage.