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Kahmu

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Kahmu

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39 comments

  1. withoutnick
    withoutnick
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    is it possible to improve also Enemy AI (Fire Rate, etc)?
    that would be good for a very difficult insanity playthrough! 
  2. JoMashBrains2
    JoMashBrains2
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    does the mod only work for upgraded members?
  3. JoMashBrains2
    JoMashBrains2
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    Mod not working for me I have another mod installed and its working ok but for some reason im still getting the same amount of enemies
  4. SacredRebirth
    SacredRebirth
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    Does this still work with the current version of the game?
    1. Kahmu
      Kahmu
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      Yes it does!
    2. SacredRebirth
      SacredRebirth
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      Awesome!! Thanks for responding!
  5. UniqueUserID
    UniqueUserID
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    GREAT MOD!
  6. Saber57Draxus
    Saber57Draxus
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    trying to use this on my first playthru with insanity difficulty  I am on the kett ship and not only am i not being swarmed by enemies, my audio/character dialog will cut out and i had to turn it off to get ahead.  

    I am using the newest and most recent game files by EA and don't know how to revert back to old versions.  

    any way i can help you update this? 
    1. Kahmu
      Kahmu
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      I need a bit more/precise information. Where does this happen exactly? Is it a consistent error, i.e. did it happen on multiple reloads?
      Maybe you can just upload a save so I can reproduce it.

    2. Kakashi2016
      Kakashi2016
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      so fixed or ?
  7. doyoume8p
    doyoume8p
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    Just tried the mod for the early parts of the game and I like how the combat is now more engaging and deadly if not built well. However I just tried the turian survivor part. Lots of enemy angarans have spawned and the ally turiun npcs seems to be far less and weaker. Perhaps a little bump to friendly npc spawns could add more a bit more realism? 
  8. alex200037
    alex200037
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    mod work?
  9. onedownyeahs
    onedownyeahs
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    This adds some nice craziness to a playthrough, endorsed!
  10. Lodango
    Lodango
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    • 9 kudos
    Is it possible to a get a version with even more enemies?! or is that pushing the limits? regardless this mod is amazing.
    1. Kahmu
      Kahmu
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      • 63 kudos
      Should be possible, but I can't promise it for the near future.

      If you want to, you could do it yourself. It's pretty simple, just requires some work, because a few dozen files are affected. Let me now if you need some instructions.
    2. DominusTanis
      DominusTanis
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      Would you mind posting those instructions on how to edit the number of enemies? Been loving the mod but as ever I thirst for more things to shoot.
    3. Kahmu
      Kahmu
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      Just open the project file in FrostyEditor:
      https://i.imgur.com/22RE9aX.png

      Each of the files (bottom left) contains the description of one enemy group. The file contains the SpawnBundles whichs a list of the enemies in that group. The names of the enemies are a bit cryptic, for example "ket_aco1" is a Kett Destined and "ket_sol1" is a Kett Chosen. I've added a file that lists the names/abbreviations in the download section.

      To add a new enemy to the group:
      - Add a new entry (plus sign in the top right)
      - Copy an existing entry via right-click
      - Right-click on the empty entry and use Paste

      That's basically it. There are files for Kett, Remnant and Outlaws. So if you want more enemies everywhere, you'll have to change them all.
      I don't know if there is any limit to the number of enemies in a group, or if a very large number (when multiple groups spawn) will cause any issues. But I didn't encounter anything in that direction.

      I would advise to only change the files that are already modified, because changing some bundles (especially the dropship ones) can cause problems. Also, adding new types of enemies to a group may be problematic because not all enemies can be spawned at every location. So would be best to just add more enemies of the existing types in a group.