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Ravager

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burenkov

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About this mod

Overhauls many enemies with more powers, new faction classes, improved power usage, shields/barriers/armor regardless of difficulty and more.

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About

This mod adds lore friendly weapons, more powers, improved power usage, shields/barriers/armor regardless of difficulty, corrected blood colors and other minor additions and changes to most enemies throughout the game, including all DLC.



List of changes

Enemy Power Usage
All enemies which have powers now use them regardless of what you or your squad is doing and try to use their shield powers immediately after they loose their shields/barriers, so try to stun them before they do.[/spoiler]
New Enemy Types

  • Blue Suns Sniper
  • Eclipse Salarian Infiltrator
  • Batarian Sniper
  • Prison Sniper
  • Eclipse Asari Infiltrator
  • Geth Sniper
  • Batarian Vanguard


[/spoiler]New Powers for EnemiesMost enemies with shields or barriers now have a boost power that restores them.

Blue Suns
  • Centurion/Legionnaire - Concussive Shot
  • Commander (including Jentha, Captain Narom and Sergeant Boortis) - Concussive Shot, Inferno Grenade
  • Warden Kuril - Concussive Shot, Disruptor Ammo, Overload
  • Senior Engineer (N7: Stronium Mule) - Concussive Shot, Overload
  • Jedore - Tech Armor
  • Elite Heavy - Disruptor Ammo
Eclipse
  • Asari Sisterhood Initiate - Pull
  • Human Vanguard - Pull
  • Asari Vanguard - Throw
  • Salarian Engineer - Overload
  • Heavy - Cloak
  • Commando (including Captains Enyala and Wasea) - Throw, Singularity
  • Operative (including Jaroth, Morl and Captain Vorleon) - Energy Drain, Explosive Drone (replacing standard drone)
  • Chief Roe (Kasumi DLC) - Energy Drain, Explosive Drone (replacing standard drone)
  • Salarian and Asari Infiltrator - Cloak
Shadow Broker Mercs
  • Vanguard - Throw, Reave
  • Engineer - Energy Drain
Blood Pack
  • Vanguard (including Garm, Salamul and Kureck) - Shockwave, Incendiary ammo
  • Bounty Hunter and Kalusk - Tech Armor
Geth
  • Trooper - Hex shield
  • Hunter - Carnage
  • Geth Destroyer - Carnage
Batarians
N7: Javelin Missiles Launched
  • Commander - Carnage
  • Sniper - Disruptor Ammo
  • Vanguard - Warp, Throw
Arrival DLC
  • Elite Prison Guard - Concussive shot
  • Prison Sniper - Disruptor Ammo
Project Personell
  • Elite - Concussive shot
  • Engineer - Overload
Other
  • Gatatog Uvenk - Shockwave, Incendiary Ammo
  • Weyrloc Guld - Singularity, Carnage
[/spoiler]
New Weapons for Enemies
  • Turian Blue Suns Commander - Wraith Shotgun
  • Blue Suns Elite Heavy - Mantis Sniper Rifle
  • Eclipse Salarian Infiltrator - Viper Sniper Rifle
  • Eclipse Asari Infiltrator - Widow Sniper Rifle
  • Eclipse Heavy - Mantis Sniper Rifle
  • Eclipse Commando (including Captains Enyala and Wasea) - Disciple Shotgun
  • Blood Pack Warriors on Tuchanka - Graal Spike Launcher
  • Geth Sniper - Javelin Sniper Rifle
  • Geth Rocket Trooper - Geth Rocket Launcher (ME3 Model)
  • Geth Hunter - Geth Shotgun
  • Geth Destroyer - Geth Flamethrower (ME3 Model)
  • Geth Prime - Corrected Model to actual Spitfire
  • Batarian Trooper - Chakram Launcher Assault Rifle
  • Batarian Commander - AT-12 Raider
  • Batarian Sniper - Kishock Harpoon Gun Sniper Rifle
  • Batarian Vanguard - AT-12 Raider Shotgun
  • Prison Guard - Chakram Launcher Assault Rifle
  • Elite Prison Guard - Chakram Launcher Assault Rifle
  • Prison Sniper - Kishock Harpoon Gun Sniper Rifle
  • Project Elite - Valkyrie Assault Rifle
  • Project Engineer - Phalanx Pistol
  • Collector Guardian - Collector Assault Rifle Model
  • Weyrloc Clanspeaker - Graal Spike Thrower Shotgun
  • Weyrloc Clanguard - Graal Spike Thrower Shotgun
  • Gatatog warrior - Graal Spike Thrower Shotgun
  • Blood Pack trooper -  Blood Pack Punisher, Bloodpack Executioner Pistol
  • Bounty Hunter and Kalusk - Bloodpack Executioner Pistol
  • Feral Hunters and Brainwashed Guards - M7 Lancer Assault Rifle, Kassa Locust Submachine Gun
Lore accurate weapons for ambient NPC's in hubs, missions and cutscenes. Accurate weapons for player and party in cutscenes.[/spoiler]
Other Changes

  • Turian Troopers have a higher shield strength than Human and Batarian Troopers
  • Various blood color corrections
  • The new Eclipse Salarian Infiltrator replaces some Salarian Troopers in "Dossier: Archangel" and "N7: Captured Mining Facility"
  • The new Eclipse Asari Infiltrator replaces Eclipse Heavies in "Dossier: Justicar"
  • Blood Pack Warriors now have Armor and Shields but those on Tuchanka are without Shields as it wouldn't fit their brute strength mentality and traditions
  • The new Geth Snipers replace some Geth Troopers with camouflage armor on N7 missions
  • Most enemies now have shields/barriers/armor that are added on higher difficulties, on all difficulties (Except for Mechs on the Lazarus Station)
  • The Gunship in "Dossier: Justicar" has shields now
  • Feral Hunters and Brainwashed Guards in "Jacob: The Gift Of Greatness"  have no shields except for Engineers and they don't drop ammo when killed; There's some still around but you need to be more conservative with it now. Also their weapons dont need to be reload.
  • Prisoners and the Technician in "Dossier: The Convict" have no shields anymore
  • Batarian War Beasts in the Arrival DLC and Varren from the basegame have no armor anymore, but their health increased.
[/spoiler]



Installation
This mod has to be installed BEFORE any texture mods or other texture files!

Installation via Mod Manager
  • Download "ME2 Advanced enemy factions. V1.2 Mod manager support"
  • Drag and Drop the Archive into ME3Tweaks Mod Manager and press Import
  • Select the mod in the Mod Manager and press Install Mod
  • Select Optional Files and press Install
[/spoiler]
Optional FilesReduced Shieldboosting: Enemies use their Shield/Barrier powers less frequent

No Cloaked Enemy Callouts: Removes the callouts that your squadmates make whenever an enemy uses cloak

Overlord Geth Turret: Changes model for Geth Gun in Overlord DLC mission on actual geth turret from ME1. This feature could cause issues with healthbar and make gun's hitbox difficult to spot. So I make it optional, delete it if it make fight impossible.


No Cloaked Enemy Callouts may not be compatible with other mods that modify henchmen behavior!

These files are included in the Mod Manager version for selection when installing



Uninstallation

Uninstallation via Mod Manager
  • Press Manage Target in Mod Manager
  • Select Legenday Edition Mass Effect 2 in the upper bar
  • Locate the mod in the Installed DLC Mods List and press Delete
These steps only delete the Mod from the game, not from the Mod Manager. To do that, just right-click it in the Mod Manager and Delete it from the Mod Library.[/spoiler]
Manual Uninstallation
  • Locate your Mass Effect 2 Game Directory
  • Go to .../BIOGame/DLC/
  • Delete "DLC_EXP_AdvancedEnemies" from the DLC Folder
[/spoiler]


Credits

Herobrine24 and Gabe8 for the Mod Page design that was created for original ME2 mod which was reused here

ME3Tweaks Team for creating and maintaining the Modding Toolset and Manager

BioWare and EA for creating Mass Effect 2