About this mod
Modern Weapon Pack adds 22 new weapons for you and your squad, including numerous known from ME3.
- Requirements
- Permissions and credits
-
Translations
- Spanish
- Italian
- Changelogs
Modern Weapons Pack (MWP) adds 22 new weapons, including 18 that you know from Mass Effect 3, one from ME: Andromeda, and something brand new as well. Full list below.
Mass Effect 2 is just very poor in weaponry terms. Standard game offers only 19 weapons, with all DLCs - 29. ME3 has 63 weapons, 68 if you include seasonal heavies.
MWP aims to increase ME2 variety and provides some game continuity - you see most of these guns in ME3 too, sometimes their improved versions.
All weapons from MWP are unlocked in few first assignments of the game - pistols after completing recruitment missions on Omega, and everything else after Horizon. It's because they're balanced to par with better weapons unlocked along with campaign progress.
If you import ME2 character you will get all of these weapons instantly (ie. after completing mission on Freedom's Progress, when you have first occasion to change your loadout).
Heavy Pistols
- N7 Eagle — full-auto Phalanx upgrade. Its firepower is similar to standard assault rifle.
- M-5 Buck — brand new pistol with shotgun ammo. The highest spread in the game doesn't make it effective on distances, but its stun ability definitely compensate it.
- M-77 Paladin — Carnifex upgrade. It has less countable, but stronger shots.
- N7 Hurricane — despite its lower accuracy, great damage makes it a standard-issue SMG for many soldiers.
- Geth Plasma SMG — fully-automatic geth submachine gun. Its rate of fire increases as the trigger is being held.
- Collector SMG — rare and deadly self-cooling weapon. While it doesn't have as high heat capacity as an assault rifle, its cooling rates are much faster.
- M-25 Hornet — a common Cerberus submachine gun shooting in 3-round bursts with sizeable recoil.
- Cerberus Harrier — full automatic upgrade of the Mattock. It's just classic AR with stronger bullets. However, it holds small amount of ammunition and has significant recoil, so aim wisely!
- M-89 Halberd — variant of the Mattock. Fewer, but stronger shots make it better for longer distances.
- Heavy Collector Rifle — brand new weapon, hybrid of rifle and shotgun. When you press the trigger, it shoots 5 bullets in small angle. Low fire rate, but very high damage.
- M7 Lancer — a relic from the past. Classic all-around assault rifle that can dissipate heat by its own.
- Phaeston — a Turian assault rifle with great accuracy and stability.
- N7 Valkyrie — a modern Alliance weapon, featuring 2-round bursts.
- Black Widow — upgrade of the normal Widow. 3 shots instead of one - everything needed for dominance.
- M-90 Indra — first sniper rifle that fires in true full-automatic mode. A bit smaller scope and an insane rate of fire.
- N7 Valiant — incredibly accurate 3-round rifle with nearly no recoil and fast reload.
- M-11 Wraith — Eviscerator upgrade. Shots are stronger, but you can hold only 2 of them.
- N7 Crusader — fires a single, pinpoint accuracy slug which looses less power in range compared to normal shotguns.
- Disciple — a very successful and powerful shotgun of asari design.
- Collector Cannon — fires a burst of mortar-like shots and hits everyone in the line of fire.
- Geth Prime Cannon — a high-powered hand-held geth cannon, shooting in 3-round bursts.
- N7 Typhoon — a classic light machine gun.
Additionally, you can unequip any weapon by choosing Nothing option from the list. There aren't any combat reasons for that, but maybe you want?
This option is limited to Shepard. Squadmates are designed to only have 2 weapons - no less, no more.
Unequipping all weapons is possible, but strongly unadvised - you are not really able to progress into the game with no guns at all, and several things might break, like melee button or walk animation not working at all.
- Weapon rebalances (such as Combat Remastered, N8 Weapons Remix, etc) - MWP will not affect any of the vanilla weapon changes introduced by the rebalance mods, although MWP weapons will not inherit any of these edits, either. You can consider such mods kinda compatible in the sense nothing will break.
- Deep weapon edits (such as Classic Heatsinks) - edits that change very core aspects of weapons, like globally toggling the heat mechanic. Should be generally compatible and apply to MWP's weapons as well to a lesser or bigger degree.
- Change available weapon loadouts (such as Nearly Unrestricted Weapons, Fully unrestricted weapons) - full compatibility. Only one "nothing" option will end up being shown, as they are all essentially the same edit.
- Merge SMGs and Heavy Pistols (such as Combat Remastered) - partial compatibility. Due to the way these mods work, one of the aforementioned weapon classes are effectively disabled. Weapons from the orphaned category are moved one-by-one to the new, merged class, by the mod author. Would require to re-assign my weapons' to the new "universal" weapon category chosen by a particular mod author.
- Other new weapons mods (such as Classic Weapons) - full compatibility.
Please keep in mind that these are merely basic guidelines. Many mods might have exceptions or edit the mod files in ways that are not expected at the first glance. For example, Universal Thermal Clips seem to be a deep weapon edit at first, but it is also a rebalance (it changes the ammo of spare ammo each magazine has), thus putting it into two categories at once. Mods might also apply their edits in a non-standard way, creating even new (un)compatibility opportunities.
MWP will work in any game language, but it's translated only to English and Polish. For other languages, descriptions of MWP weapons will be displayed in English.
MWP uses TLK strings from 943000 to 943200 and has Mount priority at 4600.
MWP is made to work on at least 30 Frames Per Second (<33ms). If you have less, some muzzle flashes won't display at all and some weapons' rate of fire will be too low.
You can install/uninstall MWP in any moment of your playthrough. Saves made when mod was installed will still work after uninstall. In this case, game won't find my guns, so then Shepard will equip default weapons (Predator, Avenger etc.) instead. Note: Unequipped weapon slots will stay unequipped after uninstalling the mod. You must go to the weapons locker and there select some new weapon.
Both manual and ME3Tweaks Mod Manager install is supported. Whichever you choose is your choice. However, if you're an average user who doesn't have experience with Mass Effect modding, I strongly recommend using the Mod Manager.
ME3Tweaks Mod Manager
If you're an average user, the most recommended method of installation is using ME3Tweaks Mod Manager made by Mgamerz.
- Download the mod from Files tab. Don't unpack the 7z!
- Drag-and-drop the 7z you've just downloaded to the Mod Manager window
- Hit Import Mod button from right-lower corner of the window.
- Select the mod from list on the left side and click Apply Mod
Manual install
In case you prefer old-fashioned way or have literally any other reason, manual install is still available.
- Unpack the 7z that you've downloaded from 'Files' tab
- You need to know where your game is installed. .../Documents/BioWare is NOT a game installation path.
- Copy DLC_EXP_MdrnWpn folder to .../Mass Effect Legendary Edition/ME2/BioGame/DLC.
Uninstall
Uninstalling the mod is really simple if you ever need to do so. In case you're a Mod Manager user:
- Open MM
- Select Mass Effect 2 dir from Installation Target list
- Find Modern Weapon Pack on the list and click Delete