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All effects of this mod apply to vanilla War Assets, but also any War Assets added or modified by other mods.
Displays the numerical Military Strength values of all Assets and modifiers on the War terminal. Many War Assets have a base value, which gets modified/updated following certain events, choices, or actions from the player. My mod makes the War terminal display the base value and numerical effect of each update, so the consequences of each decision are made clearer.
Ensures consistency with mod setup. In vanilla, the War Assets always keep the value they had at the moment they were acquired. This creates inconsistencies if mods that add or modify War Assets are installed/uninstalled/updated mid-playthrough. My mod re-calculates and updates the values of all War Assets to ensure consistency with whatever mods are currently installed. For example, if you install mid-playthrough a mod like EGM that modifies War Assets, the assets previously acquired will properly get the modified EGM values. And if you decide at some point to uninstall the mod, the assets will return to their vanilla values, and any EGM-added assets will remain marked as acquired in your save but given a value of 0.
(Optional) Military Strength multiplier. This is mostly a cheat that boosts the values of all War Assets (either +20%, +50%, or +100%). Unlike previous mods that did similar things, my mod will apply this multiplier on all Assets, even those already acquired, and those modified or added by other mods. It is also possible to reduce the value of all War Assets (either -20% or -40%), in case you want a particularly desperate playthrough, or to compensate for mods that add War Assets. This can be switched on and off (or with a different option) at any time during a playthrough, and the War Assets will properly update.
(Optional) Military Strength randomizer. The Military Strength of each War Asset is randomly modified in a balanced manner. This serves mostly to introduce a bit of variety between playthroughs: e.g. instead of the "Krogan Clans" always having a base military strength of 300, you may have it at 240 or 375. It does not have a very large effect on balance, since some assets will be reduced and others increased, but your overall luck may result in a slightly larger or smaller total. It can be used along with the Military Strength Multiplier if you don't want to take any chances of not reaching a certain threshold. The random modification occurs the first time a save file is loaded with the mod; after saving the game again, all assets will have fixed (but modified) values for the whole playthrough. But this can be switched on and off at any time, and the War Assets will properly update.
Drag and drop the compressed (.7z) mod file for War Assets Tweaks into the Mod manager window, and import it.
Select the mod in the Mod Manager library list (for LE2) and click "Apply Mod".
This is installed as a mergemod to SFXGame.pcc (you can check in Manage Target -> Modified basegame files, but it won't show if you already have textures installed).
Uninstall with ME3Tweaks Mod Manager.
Simply click "Apply Mod" once again, and select the "Uninstall War Assets Tweaks" option, to revert the effects of the mod.
Alternatively, go in Manage Target (for LE3), and restore SFXGame.pcc under the "Modified basegame files". This will also revert any modifications to this file made by other mods.
You may also Disable or Delete the War Assets Tweaks DLC mod, in Manage Target, but this is not doing anything on its own.
SPECIAL THANKS
To Mgamerz, SirCxyrtyx, d00t, HenBagle, Kinkojiro, and anyone who contributed to ME3Tweaks Mod Manager and ME3/LegendaryExplorer.