Aller au contenu

Photo

MEHEM - the Mass Effect (3) Happy Ending Mod - No more star kid, no more deaths and a reunion


  • Veuillez vous connecter pour répondre
7348 réponses à ce sujet

#2951
Dr_Extrem

Dr_Extrem
  • Members
  • 4 092 messages

PKchu wrote...

jsamlaw wrote...

The only thing I'd actually like to see from a future MEHEM update is a slightly clearer dialogue sequence between Joker and the captain of the vessel that assists in Shepard's rescue. I imagine it was the VA of the mod's creator or someone he knows and that's cool; it simply could be a bit clearer/fluid with the game video.

Yeah, I'd like that too. I don't have anything against Fob's voice being in the mod, but I think it could be made to be clearer and fit the sequence better.


aye .. and the evac-request should be tended to .. it still sounds strange ... i mean .. shep is barely alive and has problems stying on conscious.

#2952
Iakus

Iakus
  • Members
  • 30 388 messages
Also, the "Joker, we've got Shepard" probably shouldn't be coming from "Captain Fob" if he's helping run interference with the Reapers. I understand the intention was fro that voice to be Traynor's?

#2953
MrFob

MrFob
  • Members
  • 5 413 messages
Yes, that is correct. I just had trouble finding fitting audio clips from the game.
Same goes with Shep saying "Joker, go!" (I am guessing that is what Dr_Extrem means by "exac request"?) I went through literally hundreds of sound files from ME1, 2 and 3. This was still the best I could come up with. If anyone can think of a good clip, let me know please.

As for "Cpt. Fob's" voice, I am happy to try and improve things there. I just don't quite get what exactly the problem is. This is supposed to be a little distorted by a comm channel after all. I put that effect in on purpose (IIRC it's a bandwidth filter). I also heard people say he should be more emotional. I actually wanted him to sound rather cool and detached, a bit like Hackett is with his retreat order).
Anyway, for v0.4 I might need some new VO soon anyway. At that point, we'll see what we can do.

#2954
AVPen

AVPen
  • Members
  • 2 599 messages

Alienmorph wrote...

Hmm, I have to admit, getting rid of the damn kid would be quite good indeed, but also tricky as hell. Also honestly with all the crap Shepard has to endure I'd honestly imagine that it would be more fitting if each time there's a different character showing up. Like, well, the fist time is still the kid, as symbol of all the innocents he failed/wasn't possible for him to save, the second time the Virmire Casualty, since also it's the one he's thinking about in the dialogue right after he wakes up, and the in the final one it's Shepard and his/her LI, as he's afraid that in the next hours one or both of them will die.

Again, tricky as f**k to do, I'm sure, but just think how much more in-character and powerful it would be.

Really cool idea and I'd absolutely love to see something like this, but I'd imagine it'd be terribly difficult to pull off, both because replace the kid with an adult-sized character would undoubtably screw up the character animations and because the in-game camera is focused on a character smaller than Shepard.

It'd sorta be as difficult as replacing the Catalyst's model, which is admittedly something I've been really curious about pulling off (replace the "child" model with like a transparant, glowing "Shepard" model instead, redub the character's lines, etc).

#2955
Dr_Extrem

Dr_Extrem
  • Members
  • 4 092 messages

MrFob wrote...

Yes, that is correct. I just had trouble finding fitting audio clips from the game.
Same goes with Shep saying "Joker, go!" (I am guessing that is what Dr_Extrem means by "exac request"?) I went through literally hundreds of sound files from ME1, 2 and 3. This was still the best I could come up with. If anyone can think of a good clip, let me know please.

As for "Cpt. Fob's" voice, I am happy to try and improve things there. I just don't quite get what exactly the problem is. This is supposed to be a little distorted by a comm channel after all. I put that effect in on purpose (IIRC it's a bandwidth filter). I also heard people say he should be more emotional. I actually wanted him to sound rather cool and detached, a bit like Hackett is with his retreat order).
Anyway, for v0.4 I might need some new VO soon anyway. At that point, we'll see what we can do.


i'll keep my ears to the ground ..

or we fake something with a va, that sounds quite like the original va and put some static over it.

or .. now that the single player is officially close to be finished (last sp-dlc and end of shepards story), we can ask the original actors for their support and 1 or 2 short lines. maybe the new dlc will have something, that could be used as well.

#2956
MrDbow

MrDbow
  • Members
  • 1 815 messages

AVPen wrote...

Alienmorph wrote...

Hmm, I have to admit, getting rid of the damn kid would be quite good indeed, but also tricky as hell. Also honestly with all the crap Shepard has to endure I'd honestly imagine that it would be more fitting if each time there's a different character showing up. Like, well, the fist time is still the kid, as symbol of all the innocents he failed/wasn't possible for him to save, the second time the Virmire Casualty, since also it's the one he's thinking about in the dialogue right after he wakes up, and the in the final one it's Shepard and his/her LI, as he's afraid that in the next hours one or both of them will die.

Again, tricky as f**k to do, I'm sure, but just think how much more in-character and powerful it would be.

Really cool idea and I'd absolutely love to see something like this, but I'd imagine it'd be terribly difficult to pull off, both because replace the kid with an adult-sized character would undoubtably screw up the character animations and because the in-game camera is focused on a character smaller than Shepard.

It'd sorta be as difficult as replacing the Catalyst's model, which is admittedly something I've been really curious about pulling off (replace the "child" model with like a transparant, glowing "Shepard" model instead, redub the character's lines, etc).


That's why I think the only dream sequence that works, if you want it to change it, is the 3rd one, where you see both the kid and Shepard burst into flames.  It might be far easier to replace the uniformed Shepard with either a LI (dead or alive) or the Virmire Casuality.

#2957
wavion

wavion
  • Members
  • 270 messages
Another inconsistency, (sorry if it's already been mentioned), is that when Joker says "you better take the shuttle for this one", it's obvious that the dude standing next to him is Shepard, with his N7 Armor. The only other person it could be is Conrad Verner. Honestly, I would love it to be Conrad Verner - that would be an absolutely awesome payoff to a seemingly minor comic-relief plot thread. You could probably even find a Conrad line of audio to replace "We've got Shepard".
But, since most people would think this is silly, you should at least recapture the scene and equip Shepard in a more universal armor.

Also, I'm happy with the dream sequences as they are.  Now that the kid is just a kid, it makes sense that Shepard is having nightmares over watching him die.  And he's not just a literal casuality, he's a symbolic loss of innocence and hope.

Modifié par wavion, 25 février 2013 - 10:49 .


#2958
CommanderVyse

CommanderVyse
  • Members
  • 521 messages

MrFob wrote...

Yes, that is correct. I just had trouble finding fitting audio clips from the game.
Same goes with Shep saying "Joker, go!" (I am guessing that is what Dr_Extrem means by "exac request"?) I went through literally hundreds of sound files from ME1, 2 and 3. This was still the best I could come up with. If anyone can think of a good clip, let me know please.

As for "Cpt. Fob's" voice, I am happy to try and improve things there. I just don't quite get what exactly the problem is. This is supposed to be a little distorted by a comm channel after all. I put that effect in on purpose (IIRC it's a bandwidth filter). I also heard people say he should be more emotional. I actually wanted him to sound rather cool and detached, a bit like Hackett is with his retreat order).
Anyway, for v0.4 I might need some new VO soon anyway. At that point, we'll see what we can do.


My constructive criticism would be this:

-Cpt. Fob's voice is a little too loud. Joker (who is in the same "room" as the camera is softer than Fob.

-Drop the "SSV" from the call sign. When calling their mother in ME1, a spacer Shepard does not use the prefix when talking about the Kilimanjaro or the Einstein. You also rarely (if ever) here someone say SSV Normandy in game. It is always just "Normandy" or "the Normandy"

#2959
CommanderVyse

CommanderVyse
  • Members
  • 521 messages

wavion wrote...

But, since most people would think this is silly, you should at least recapture the scene and equip Shepard in a more universal armor.


Since this scene is from ME2, I would suggest the Kestral Armor without any lights. It doesn't have the N7 logo.

masseffect.wikia.com/wiki/Kestrel_Armor

#2960
MrFob

MrFob
  • Members
  • 5 413 messages
YES!!!! Just found and fixed the most annoying error I got in the memorial scene yet. 3 days of testing this dammed thing are over. Sitting through 10 minutes of video every time is a real pain, let me tell you.

...Sorry, /outburst of joy
Still a lot of things to be tested. Could really use a Jack romance save by now.;)

@wwinters99: good point on the SSV. Don't really want to make him much quieter though. I had the volume down in v0.1 and then it was too quiet. Ahh, maybe I still have to find the right balance there. Will try.

@wavion & wwinters: Just made a few new recordings on that scene with a modded in standard alliance armor. That should take care of the problem.

Modifié par MrFob, 25 février 2013 - 11:24 .


#2961
Emphyr

Emphyr
  • Members
  • 675 messages
Chris Priestley on Mehem--->

http://social.biowar...ndex/16024281/2

he said the Citadel DLC might not unlock correct with the mhem mod..

go see.. i have no time.. (working)

#2962
wavion

wavion
  • Members
  • 270 messages

MrFob wrote...
@wavion & wwinters: Just made a few new recordings on that scene with a modded in standard alliance armor. That should take care of the problem.


Cool. You're fast!

#2963
wavion

wavion
  • Members
  • 270 messages

Emphyr wrote...

Chris Priestley on Mehem--->

http://social.biowar...ndex/16024281/2

he said the Citadel DLC might not unlock correct with the mhem mod..

go see.. i have no time.. (working)



Further down he says:

Oh. If the changes to saves are made after Cronos, it should be much
less likely. I haven't used teh MEHEM, so didn't know where it
reads/changes the data.

Overall, people who have altered their
games via modding alays run a risk something may not work in a new DLC,
but it does sound like that is a low risk here.



#2964
MrDbow

MrDbow
  • Members
  • 1 815 messages
Nothing unusual from that. I think that is pretty standard with any mods that deal with game saves.

#2965
Sable Rhapsody

Sable Rhapsody
  • Members
  • 12 724 messages

Emphyr wrote...

Chris Priestley on Mehem--->

http://social.biowar...ndex/16024281/2

he said the Citadel DLC might not unlock correct with the mhem mod..

go see.. i have no time.. (working)


As far as I'm aware MEHEM doesn't change any plot flags.  It simply plays its set of cinematics in lieu of the regular ones.  It still flags the legend save file as "Destroy."  Leviathan only caused problems because it changed some minor things in the EC ending.

If what the devs said about no more ending-related DLC is true, MEHEM should be fine if the Citadel DLC doesn't touch the ending.

#2966
Dr_Extrem

Dr_Extrem
  • Members
  • 4 092 messages
it is simple - if "citadel" does not change the ec-ending files, it will work. omega already proved that.

#2967
MrFob

MrFob
  • Members
  • 5 413 messages
Chris's second post on this clarifies things a bit further:

Chris Priestly wrote...

Fawx9 wrote...

Why? I thought the DLC had nothing to do with the ending? The legends save is created for pre Cronos play. There should be hardly any end info in it other than what was chosen, which is Destory in MEHEM's case.

Oh. If the changes to saves are made after Cronos, it should be much less likely. I haven't used teh MEHEM, so didn't know where it reads/changes the data.

Overall, people who have altered their games via modding alays run a risk something may not work in a new DLC, but it does sound like that is a low risk here.


:devil:


As far I can see the following should be the case:
- If you play the DLC before the endings, it's no problem because MEHEM has not done anything at all yet.
- If you play the DLC after the ending, it should also be no problem because what happens after the stargazer scene as far as I can see in the files (and I might be wrong) is that the game literally loads your save from before Cronos Station. So there should be no issue

Also, MEHEM does not change any plot flags in your legend save in any other way than the original endings. You will have chosen destroy and even EDI will be flagged as dead (might change that some day).

All that said, of course, Chris is right, there might be interactions I haven't acoounted for and therefore, there is always the risk of something going wrong.
This is exactly why I want to wait with v0.3 until the DLC is out. I'll test it, see if it works. If it does not work properly I want to try and fix it before getting it out there. I don't expect too many problems from my end though.

BTW, nice to see the mod mentioned by a BW employee without the word LOCKDOWN in the same post :).

Modifié par MrFob, 26 février 2013 - 12:59 .


#2968
Iakus

Iakus
  • Members
  • 30 388 messages

MrFob wrote...

YES!!!! Just found and fixed the most annoying error I got in the memorial scene yet. 3 days of testing this dammed thing are over. Sitting through 10 minutes of video every time is a real pain, let me tell you.

...Sorry, /outburst of joy


Never apologize for good news ;)

#2969
ElectronicPostingInterface

ElectronicPostingInterface
  • Members
  • 3 789 messages
It's hard for me to say Mr. Fob what exactly seemed off about the voice.

I think it sounded a bit too conversational and less military "confident assertion", I guess.

People who understand why audio sounds good or bad should reply to you. : V

#2970
cfs3corsair

cfs3corsair
  • Members
  • 479 messages
Glad to hear you got that part of testing done MrFob. While I havent modded like you have, I can still understand the frustration of bugs. Now I have 2 reasons to look forward to the march 5 timeframe, haha
out of place question, but since this is a modding community good a place to ask as any. I really dont like the gore animations (such as when you get a headshot, or when you throw a grenade) in ME3 SP because it feels so Gears of War-ish imo. In ME2 it wasnt so prominent, but in ME3 the frequency increased and was a lot... bloodier. Is there any way to easily make a no gore, or reduced gore mod for ME3? Thanks.
hope I havent opened the proverbial can of worms...

#2971
ElectronicPostingInterface

ElectronicPostingInterface
  • Members
  • 3 789 messages
Are those gore animations like particle effects or textures?

I wonder if you could just go into the game and deletes those animations or textures or replace them with nothing.

#2972
MrFob

MrFob
  • Members
  • 5 413 messages
@cfs3corsair: Sounds like a threat for the ME3Explorer forums. I haven't worked much with textures and decals but I guess it's somewhere in that department. The guys over there have done quite a bit of work in that area. They should be able to get you on the right track.

#2973
Dr_Extrem

Dr_Extrem
  • Members
  • 4 092 messages
They are most likely particle effects. The flesh explosions follow physics and terrain. In mass effect 2, only vorcha with flamers exploded - it was enough for me as well.

If I am informed correctly, it is not yet possible to read out and change animations. I want to change the infiltrators heavy melee animation - it looks bad and I prefer the soldiers stab.

#2974
MrFob

MrFob
  • Members
  • 5 413 messages
Well, you can change the animation objects though to replace one with another (like I did with male and female animations for the memorial scene). Also, in ME2, you could just extract animations and load them into 3dsMax (see here). Not sure how much they changed in ME3 though. As I said, ME3Explorer forum is the place to be for this.

#2975
Iakus

Iakus
  • Members
  • 30 388 messages

MrFob wrote...

Well, you can change the animation objects though to replace one with another (like I did with male and female animations for the memorial scene


So, you could make Cerberus heads explode with candy after a headshot?  :lol: