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Stimulant Pack: True Bonus Power (DLC-mod version available)

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Stimulant Pack: True Bonus Power (DLC-mod version available)

Postby AVPen » 19 Apr 2015, 21:58

Hello everyone :) you might remember that many months ago, I developed a method for unlocking Stimulant Pack as a true bonus power in the Citadel DLC - the solution required using several programs in ME3Explorer, unpacking the Citadel DLC folder, and a bunch of swapping modified files back and forth in order for the power to be unlocked and usable for Shepard.... and frankly, the method could be a real pain in the *** to use, especially for those not accustomed to modding with ME3Explorer. :|

However, I now have some fantastic news.... after a lot of work and research, the "Stimulant Pack - True Bonus Power" mod is now available to players as a DLC-Mod :D
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What this means is, NO MORE F***ing need to use ME3Explorer and copying/pasting various files in order for Stimulant Pack to work in your game - just drag and drop the new "DLC_CON_StimPack" folder into your Mass Effect 3 DLC folder (Mass Effect 3\BioGame\DLC) to install. :)

To obtain Stimulant Pack as a bonus power, 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. 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. Once Stimulant Pack has been unlocked once, it becomes permanently unlocked in the player's Profile data, meaning all of the player's Shepards have access to the power

This new DLC version also comes with a fix for obtaining the Khan's Network Exposed intel asset after completing the second Citadel DLC mission, "Silver Coast Casino: Infiltration" (special thanks and credit goes to modder Kinkojiro for developing this intel fix).

This updated DLC-version of the mod is now available on NexusMods: http://www.nexusmods.com/masseffect3/mods/299/?

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Re: Stimulant Pack: True Bonus Power (DLC-mod version availa

Postby AVPen » 10 May 2015, 05:09

Hey everyone, I've released version 2.1 of my Stimulant Pack mod, which fixes the compatibility issues that the power had with Sentinels ;) the update is now available on the Nexus.
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Re: Stimulant Pack: True Bonus Power (DLC-mod version availa

Postby JunkoXan » 23 May 2015, 16:16

Stimpack on my end breaks the game in to a infinite load screen (all mods are up to date and using vanilla ME3).

current mods:

Ash Marksman Fix
Anderson extended dialog
Ken and Gabby Recruitment
Casual Jack
Bonus Power Pack 1 and 2

I did test them one after the other until the Stim-pack was installed and it all loaded just fine until Stim-pack installed then the infinite loading screen happened.
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Re: Stimulant Pack: True Bonus Power (DLC-mod version availa

Postby AVPen » 24 May 2015, 21:26

JunkoXan wrote:Stimpack on my end breaks the game in to a infinite load screen (all mods are up to date and using vanilla ME3).

current mods:

Ash Marksman Fix
Anderson extended dialog
Ken and Gabby Recruitment
Casual Jack
Bonus Power Pack 1 and 2

I did test them one after the other until the Stim-pack was installed and it all loaded just fine until Stim-pack installed then the infinite loading screen happened.

That.... should not happen, at all :| I have those same mods installed as well along with StimPack on my system and all are working just fine without any infinite loading screen. You are using the latest DLC version of the mod, correct? Does the infinite loading screen begin when you start the game, at a specific level/map, when you try to purchase the power, etc?
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Re: Stimulant Pack: True Bonus Power (DLC-mod version availa

Postby JunkoXan » 26 May 2015, 03:56

yeah, all are up to date. happens at different parts, sometimes even when i start very fresh with a new imported save. luckily the game saves the game to the next part before the infinite loading screen takes place. so it's alright for now, i did notice though that some of my DLC content was deactivated (Robo Dog and some of my DLC Weapons) which i have to fix some how, they are supposed to be available at the very start but they're not. >_> my ME3 really don't like me to play with the good stuff.


Update: well, found out why my DLC was deactivated in terms of my N7 weapons, Firefight, Groundside and the Robo Dog. seems that the exe i was using crapped out on me seemingly (though not sure how as it worked without problem before, let alone the Deluxe edition outfits were active), so used different one and it's all good on that. will give the Stim-Pack another shot when I get close to doing doing the Citadel DLC (have yet to do the summit still very early in the game)
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Re: Stimulant Pack: True Bonus Power (DLC-mod version availa

Postby giftfish » 26 May 2015, 13:33

JunkoXan wrote:Update: well, found out why my DLC was deactivated in terms of my N7 weapons, Firefight, Groundside and the Robo Dog. seems that the exe i was using crapped out on me seemingly (though not sure how as it worked without problem before, let alone the Deluxe edition outfits were active), so used different one and it's all good on that. will give the Stim-Pack another shot when I get close to doing doing the Citadel DLC (have yet to do the summit still very early in the game)

Also, if you don't have Origin online when you create a new character, the N7 weapons, robot dog, etc, won't be available until you allow Origin online one time. You don't mention the circumstances, so just thought I'd toss that out there.
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Re: Stimulant Pack: True Bonus Power (DLC-mod version availa

Postby JunkoXan » 26 May 2015, 22:26

it was online that's what was confusing me.
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Re: Stimulant Pack: True Bonus Power (DLC-mod version availa

Postby FemShep » 04 Jan 2016, 21:22

AVPen I sent you a PM about this mod.
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