About this mod
Attempts to fix some of the long-existing bugs, inconsistencies, and jank in the MP component of the game.
- Requirements
- Permissions and credits
- Changelogs
Apologies for the delayed update. This mod was intended to be used online in public lobbies, but earlier versions were causing an issue where hosts using the mod could not receive clients, though could still join other games. Unfortunately the fix to Charge was one of the major causes, as the only viable method of implementation causes this incompatibility. As such Charge fix has been dropped until hopefully returning at a later date, if possible.
======================== ABOUT ========================
The purpose of this mod is simply to address long-standing issues existing in the game. This is not intended as a balance change, but a set of fixes and tweaks. Many of these are known bugs, others are assumed bugs or oversights. As such some changes may be controversial, but are done to patch up inconsistencies in the game. The hope is that eventually this mod will become a community standard, a 'must-have' that players can confidently take into public lobbies. While many of these changes work off-host, some of these fixes can only work if the host has the mod. This initial version is a little bold with the changes and somewhat experimental. Some features may be altered or removed entirely in future editions. As such currently it is currently best to consider it as a Private-Lobby-only mod pending further feedback. A companion mod with more controversial features will be included at a later date.
======================== INSTALLATION ========================
Simply install with the Mass Effect 3 Mod Manager. Make sure to back up the game files first, as some of the fixes alter TESTPATCH and cannot be uninstalled without restoring that file. To uninstall, use the Mod Manager. On the ME3 mod list > Manage Target > locate the mod > Disable / Delete. Then, go to Modified DLC Archives (SFAR) tab > TestPatch > Restore. This will also revert all other mods that utilize TestPatch, so they will need to be reinstalled.
======================== COMPATIBILITY ========================
This mod relies heavily on STARTUP priority due to the nature of MP powers. There are many duplicates of the power files contained within the different characters and other files across the base and DLC game. This means that replacing them across the board requires either an enormous patch, or the usage of STARTUP files. As such, any power modified in this mod will override all other mods that aren't using STARTUP versions. Some loose files are included that will override/be overridden based on ascending mount priority. STARTUP files override in descending mount priority. If any features are missing then they are likely being overridden by either another STARTUP file or loose files.
Mount Priority: 4770, DLC TLK ID: 400770
======================== MAIN FEATURES ========================
There are quite a few bugs in Mass Effect 3, many well known, others not much. This summary covers only some of the more standout of them. See the complete features list for more.
SNAP FREEZE:
There are 2 versions of Snap Freeze, the Paladin and the AIU version. Both versions share the detonation bug - when used as a detonator the explosion spawns on the player instead of the victim. Paladin's version is bugged further. His Snap Freeze gains the rank 6B combo damage evolution bonuses from rank 4B instead, making 4B overpowered and 6B completely useless. Additionally, his tech combo bonus only affects Cryo explosions instead of all tech explosions. All of these have been fixed.
SHOCKWAVE:
Shockwave has one major bug and a major design flaw. Shockwave's rank 4B radius evolution causes the Shockwaves to "turn off" after repeated uses. In practice, Shockwave's pulses are cone-shaped, and the radius increases the angle of this cone. Every time Shockwave is fired the radius is increased, and when the radius increases too much the cone folds back in on itself and becomes unusable. This mod fixes this bug.
Additionally, Shockwave can only hit 2 targets across the entire cascade. This makes it useless when Swarmers are around, and overall an incredibly unreliable power. This mod fixes Shockwave so each individual pulse can hit up to 2 targets. To maintain balance, the power can only trigger a total of 2 detonations, as with the vanilla version.
DARK SPHERE & DoT POWERS:
Dark Sphere has a major bug that is not so easily notice. Duration increases reduce the the damage per second, making the duration evolutions a net downgrade. The damage buffs aren't just nullified, they're failing to even break even. Worst still, while this bug is most noticeable on Dark Sphere, it affects several other DoT powers - Submission Net, Warp, Ballistic Blades. This mod fixes this, providing a noticeable DPS increase to Dark Sphere and Submission Net in particular.
TALON MERCENARY KEYBINDS:
Anyone attempting to use this kit with custom keybindings will know that they do not work on him. He forces default controls. This issue has a solution in the form of mods that add additional config files that need to be manually customized outside of the game. This mod fixes his keybinding issues without requiring any additional effort from the player.
DRELL & COLLECTOR CAMERA:
The Drell (and Collector) have a major bug where using infinite-fire guns (CSR, Lancer, PPR, CSMG) causes the camera to drop down. This makes them effectively unusable on those kits. This mod doesn't completely fix the camera issue, but makes it mostly unnoticeable when using those guns.
SWORD SLASH COMBOS:
Well-known bug is that the N7 Shadow's Electric Slash rank 5A tech combo damage evolution does not work. No combo damage increase will be made. Less well-known is that the N7 Slayer's Biotic Slash rank 5A biotic combo damage evolution also does not work. This mod fixes both.
======================= OPTIONAL FEATURES =======================
Most of these changes are proposed fixes to unconfirmed or controversial features of ME3. These features are NOT COMPATIBLE WITH PUBLIC LOBBIES, and should only be used in private lobbbies. Some of the more interesting ones:
ALIEN MELEE CONSISTENCY:
Some of the base game aliens like the Turians use default class heavy melees, but all share the same ones instead of their class-specific versions. For instance, the Turian soldier uses the human Sentinel heavy melee, instead of the human Soldier heavy melee. This option feature fixes that. This can't be added to the main mod as it causes version incompatibility in public lobbies.
ASARI HUNTRESS CLOAK:
The Asari Huntress' version of Tactical Cloak was bugged on release. While the final evolution 6B is for powers only, the rest of the damage modifiers are still supposed to buff weapon damage, like any other Infiltrator: +40% (1) +40%(4A) + 25% (6B powers-only), which should total to +80% weapon damage, +105% power damage when fully upgraded. Instead of fixing the bug Bioware simply increase the values, to a +60% (1) +60%(4A) +40% (6B) for a total +160% power damage. This fix restores the weapon damage of the cloak, but reduces all but 6B bonus +40% (1) +40%(4A) +40% (6B powers-only) for a total of +80% weapon damage, +120% power damage when cloaked. This still retains most of the power damage (diminishing returns) but massively boosts her weapon output. The fix was not included in the main features as it is too controversial, despite being a clear bug.
CRYO PRIMING:
Cryo Blast is a massive underperformer of a power, and Cryo Ammo likewise as an ammo power. Snap Freeze changed the rules of priming (likely due to a bug in implementation) so Cryo Blast's priming feels like a retroactive bug. This fix changes it so Cryo Blast primes through all protections. Cryo Ammo has also been given a fix to prime UNSHIELDED targets, like incendiary ammo. Essentially making them function like their fire counterparts, Incinerate and Cryo Blast.
INCENDIARY AMMO STACKING:
Incendiary Ammo is horribly bugged, creating something known as the Warp-Incendiary glitch. Incendiary Ammo is supposed to be able to stack DoT on itself, but it is bugged beyond that. Any power that does a special type of fire-DoT, such as Warp, Incinerate, Inferno Grenade, Flamer, will 'eat' Incendiary Ammo, stacking its damage onto itself and extending the duration. This allows for some obscene damage stacking with the modifiers of a fully upgraded power, completely shattering balance. On top of that, the damage stacking adds the full weapon DoT each hit, instead of the DoT/time, in practice tripling the damage after the first hit. Several fixes have been offered for balancing. Another clear bug, but very popular so left out of the main fixes.
LIFT GRENADE AND LASH COMBOS:
Lift Grenade only detonates unprotected targets. This is completely inconsistent with all other instant-damaging powers, and renders its performance compared to other grenade powers lacking. It is almost certainly a bug, as the power's code structure is a repurposed Slam, but Slam was specifically designed for mooks only. Also, the SP version of Lash can detonate armoured targets. The MP version cannot. Inexplicably nerfing the kits that use it. This optional fix simply restores that SP functionality. Barrier and Tech Armor detonations are quite wimpy. But they are instant-damaging powers, and Annihilation Field already set a precedent for 'barrier' type powers to trigger combos when detonated. So this option feature enables that for Barrier and Tech Armor, though Tech Armor can only trigger tech combos.
INFERNO GRENADE FIX:
A bug that seemingly went unnoticed for years, despite being incredibly obvious once noticed. As in ME2, Inferno Grenade has shrapnel. 3+1 in SP, 2+1 in MP. However, the intended shrapnel speed defined in the coalseced isn't used due to an error in the code. Instead, they end up with a speed of zero, hence the shrapnel just drops uniformly. This fix simply applies the correct speed to the shrapnel, propelling it outwards, greatly improving Inferno Grenade. Due to the controversial nature of this fix, it has been implemented as an optional extra.
BARRIER COMBOS:
Barrier and Tech Armor detonations are quite wimpy. But they are instant-damaging powers, and Annihilation Field already set a precedent for 'barrier' type powers to trigger combos when detonated. So this option feature enables that for Barrier and Tech Armor, though Tech Armor can only trigger tech combos. Like with Cryo Blast priming, this isn't so much a bug but more a glaring inconsistency made worse with post-DLC hindsight.
SPITFIRE JANK:
The Spitfire is an inexplicably worse Typhoon, even with the actual fix to RoF. The inability to run with it on most characters adds nothing but jank to the game, as it is in no need of balancing. This optional feature removes that limit entirely, so the gun is just as mobile as the Typhoon.
======================== FULL BUGFIX LIST ========================
- (BUGFIX) Crusader fire delay removed
- (BUGFIX) Harrier swapped recoil values fixed
- (BUGFIX) Spitfire no longer slows down Krogan Sentinel, and has reduced slowdown on Turian Cabal, inline with other Krogan/Turian kits
- (BUGFIX) Spitfire RoF increased to 800rpm, matching its statbar.
CHARACTERS:
- (CONSISTENCY) Batarian Adept now uses barrier instead of shields.
- (BUGFIX) Drell and Collector character cameras are now more stable when using infinite-ammo weapons
- (BUGFIX) Talon Mercenary should now no longer suffer from keybinding bug, without requiring third-party config files
- (BUGFIX) Turian Cabal now has proper teleport effects with heavy melee attack
- (CONSISTENCY) Quarian Marksman now has 600 shields, in-line with other Quarians
POWERS:
- (BUGFIX) Arc Grenade now counts as a tech power
- (CONSISTENCY) Arc Grenade (N7 Demolisher) radius increased to 8m, inline with Quarian version.
- (BUGFIX) Arc Grenade (N7 Demolisher) now does tech damage to match its tech-power status.
- (BUGXFIX) Arc Grenade (Quarian) is now a tech power with tech damage, inline with the Demolisher version.
- (JANK) Annihilation Field triggers more reliably
- (BUGFIX) Ballistic Blades no longer lose DoT DPS from duration increases
- (BUGFIX) Biotic Slash now properly applies its biotic combo damage evolution
- (BUGFIX) Blade Armour now returns base enemy damage instead of lowering per difficulty
- (BUGFIX) Dark Sphere no longer loses damage when using DoT duration upgrades.
- (BUGFIX) Dark Channel's damage type now carries over when jumping targets.
- (CONSISTENCY) Dark Channel (Collector) uses Javik's effects, in line with Collector's green aesthetic
- (BUGFIX) Electric Slash now properly applies its tech combo damage evolution
- (BUGFIX) Energy Drain should now properly boost defense off-host (may require host to have fix though)
- (BUGFIX) Energy Drain's rank 6B armor boost evolution should now work for off-host clients (may require host to have mod)
- (CONSISTENCY) Geth Turret (Juggernaut) shields increased to 1000, inline with Geth Engineer version
- (CONSISTENCY) Havok Strike now triggers martial artist effects inline with Charge
- (BUGFIX) Homing Grenade now properly registers as a tech power
- (BUGFIX) Homing Grenade fire evolution now primes targets
- (BUGFIX) Incineration 2nd DoT evolution now primes targets
- (BUGFIX) Sabotage backfire kills now appear in feed
- (BUGFIX) Sabotage now applies Backfire to synthetics when a hack fails
- (BUGFIX) Shockwave radius evolution now functions correctly.
- (BUGFIX) Shockwave now hits up to 2 targets per pulse and ragdoll 1 target per pulse, instead of for the entire cascade, but can only still detonate up to 2 targets per cascade.
- (BUGFIX) Submission Net no longer loses DoT DPS from duration increases
- (BUGFIX) Snap Freeze now detonates combos on the target and not the player
- (BUGFIX) Snap Freeze (Paladin) no longer receives tech combo evolution (6B) on rank 4B.
- (BUGFIX) Snap Freeze (Paladin) now receives combo damage on all tech combos, not just cryo, inline with AIU Snap Freeze
- (BUGFIX) Tactical Scan now applies its additive +10% headshot bonus evolution to mooks
- (BUGFIX) Warp no longer loses DoT DPS from duration increases
MISC:
- (JANK) Scoping no longer disables melee attacks and dodging for non-sniper weapons.
Most of these changes are proposed fixes to unconfirmed or controversial features of ME3.
Melee Consistency:
- (CONSISTENCY) Drell Adept: Adept Melee
- (CONSISTENCY) Drell Infiltrator: Infiltrator Melee
- (CONSISTENCY) Quarian Marsksman: Soldier Melee
- (CONSISTENCY) Quarian Male Infiltrator: Infitrator Melee
- (CONSISTENCY) Turian Soldier: Soldier Melee
- (CONSISTENCY) Cryo Ammo now primes armoured targets, like Incendiary Ammo
- (CONSISTENCY) Cryo Blast now primes all chilled targets, inline with Snap Freeze
- (JANK) Geth Spitfire no longer slows character movement speed
- (JANK) High Explosive Ammo now explodes 3s after the damage cap is reached, but the damage can stack beyond until the detonation
- (BUGFIX) Incendiary Ammo comes with three potiential fixes:
- DoT Damge fix: ammo still stacks but each stack is properly divided by duration, and Inferno Grenade's DoT is no longer compressed
- Warp-Incendiary fix (RECOMMENDED): same as previous, but now also removes the ability for Incendiary ammo to stack with other fire DoT effects, only stacking on itself
- Duration Restriction: keeps the Warp-Incendiary fix but stops Incendiary ammo from increasing the duration, so the stacks run out after 3s and have to be reapplied.
- (LEGACY) Phalanx now has laser sight and pinpoint accuracy when zoomed, as in ME2.
POWERS:
- (CONSISTENCY) Barrier and Tech Armor detonation now triggers combos, like Annihilation Field's detonation.
- (BUGFIX) Asari Huntress Cloak now has the weapon damage bonuses restored as originally intended, but has been reverted to +40% damage (rank 1 and 4B)
- (BUGFIX) Inferno Grenade shrapnel now flies outwards with the intended speed instead of dropping straight down (also an option for SP style 3 shrapnel instead of 2).
- (SP CONSISTENCY) Lash can detonate armoured targets, as with the SP version.
- (CONSISTENCY) Lift Grenade now detonates all targets inline with other instant-damaging powers
- (JANK) Nova and Slam now count as heavy melee kills with Martial Artist and related powers