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


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#5251
MrFob

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@Melbella: Unfortunately this is a recurring bug in v0.3, which is terribly hard to pinpoint since it seems to happen randomly. You could try reloading you save and see if you get the correct ending but I am aware that this not a viable solution. I am trying to repair this in v0.4 but since I haven't uite figured out the pattern of the bug yet, it's a tricky thing to fix.

#5252
Saito404

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@MrFob To solve Ashley-Traynor merge bug, try to use a conditional 619 to check Ashley's romance. It always works. For emails, at least.

#5253
MrFob

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Hey, cool. Thanks Saito404. That's extremely valuable info. I know we talked about this a few weeks ago but I hadn't gotten around to check this out. Cheers man, I'll try that out.

#5254
TheTallSpartan

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@MrFob - Quick question regarding my attempted little addition. What program do you use for animations? Especially how do you make an animation that keeps the players custom Shep in it rather than the default one? So far I've downloaded 3dsmax and learned how to extract models etc and played around a little bit but can you please point me in the right direction now?

#5255
Ironhandjustice

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@TheTallSpartan

At the moment, MEHEM does not use Sheppard scenes (as far as I know) where s/he is shown.

About the program used for animations, is currently UDK for ships. Animate characters are major works, but if you are interested, there are lots of tutorials on the internet.

For basics (I've only animated ships) feel free to ask =)

#5256
Getorex

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@Ironhandjustice: I've sent you a friend request as I'd like to pm you a question about UDK and a puzzling issue I'm having with one of my models.

#5257
Ironhandjustice

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@getorex

Sure, PM me when you want. I'll do my best ;)

#5258
TheTallSpartan

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Ok then. Based on my very, very limited experience with this kind of thing I think I'd be better of starting by using 3dsmax and other programs to create a couple of slides and if people really like it I could consider moving onto some animations.

#5259
creapsmantic

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i was wondering could it be possible to add something to the scene were the Normandy is getting chased by the Red energy thing ?

#5260
Melbella

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MrFob wrote...

@Melbella: Unfortunately this is a recurring bug in v0.3, which is terribly hard to pinpoint since it seems to happen randomly. You could try reloading you save and see if you get the correct ending but I am aware that this not a viable solution. I am trying to repair this in v0.4 but since I haven't uite figured out the pattern of the bug yet, it's a tricky thing to fix.


Good to know it's not just me, but that sucks you don't know the cause yet. If you need any save games for research just let me know.

#5261
survivor_686

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@Ironhandjustice

Sorry to burst in on this trend. But I was recommended to contact you by a fellow modder regarding psk editing and related issues in UDK.

Here's the link to the thread: http://social.biowar...9479/1#17049479

Essentially the mesh for the right arm seems to have been warped. Which is odd considering I imported from the Ajax armour PCC. The weighting may have been thrown off, but am trying to figure out how to fix in UDK.

#5262
og2203

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Hi Mr_Fob,

What's the path to the credits song in the .pcc files? I.e. which BioSnd_XYZ.pcc is the Faunts song located at? I want to edit the original credits song back into this mod. Thanks in advance

Modifié par og2203, 26 juillet 2013 - 09:39 .


#5263
NOD-INFORMER37

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og2203 wrote...

Hi Mr_Fob,

What's the path to the credits song in the .pcc files? I.e. which BioSnd_XYZ.pcc is the Faunts song located at? I want to edit the original credits song back into this mod. Thanks in advance


That's a good idea, I was wondering the same thing.

And since the credits for ME3 is lengthly enough for more than one song may I suggest using the complete M4- Faunts song? (That is, parts one and two together)

Personally I think it adds a more positive closing touch to the series than Das Malefitz, and brings back good memories. ^_^ 

#5264
Jafroboy

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Well I finally downloaded your mod and am going to try it out because ANYTHING, that removes the starchild has GOT to be better!

Quick question though, would this interefere with my realistic damage mod I made by editing the coalesced.bin?

#5265
MrFob

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Ok, got around to fiddle a bit more with the UDK and I made my very first CGI scene, made from scratch. It's a go at the final scene in the game, after the memorial. Notice that this is very much a WIP. There are no stars yet and I am fiddeling a lot with the lighting at the moment but I guess it kinda represents a standard for the kind of quality I want to achieve with this. Let me know what you think. Here is the link.



@TheTallSpartan: You can see the animations in the PCC Editor 2.0 of the ME3Explorer, within their AnimationTrees and I think you can also view them with the PSK viewer. Theoretically, you should be able to export them and import them into 3DsMax with ActorX import tool from Epic but I have never tried that. I only edited one single animation of ME3 and that was a direct Hex edit in the game file (all I did was to change Garrus' position during the hug slightly to avoid some clipping). In principle, most of what I did for MEHEM involves sequence modding and some video insertions +sound and music changes. You can read about most of this in the Tutorials section of the ME3Explorer forums. Feel free to sak technical questions there as well. There are plenty of people (me included) around who are happy to help out.

@creapsmantic: That's mainly problematic because of the timing of the music. I can't change that and therefore, the scenes from the beginning of "An End Once And For All" ("Suicide Mission" in MEHEM v0.3) to the end of it must stay the same length. If you wanted to add something there, you'd need to take something else away to preserve the timing.

@Melbella: Thanks for the offer but I've got saves. If it turns out, that it's dependent on an individual save though, Imay get back to you. :)

@og2203: You need to extract the BioSnd_End002.pcc from the Extended cut DLC with the DLC editor and you need to edit the sound in DLC_CON_END_SFX.afc. I guess you already read the music change tutorial on the ME3Explorer forums. That's the procedure you need to use.

@Jafroboy: A coalesced mod should not interfere with MEHEM (or the other way). Only if you use something that changes the PCConsoleTOC.bim, you need to run the Updater but that should not be the case here. Just be aware that if you changed the index numbers for casual clothing, you can end up with strange results. :)

Modifié par MrFob, 27 juillet 2013 - 04:01 .


#5266
Deager

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Pretty amazing. I like it.

It's interesting that the original videos by Bioware you used also don't have any stars in the background. Even though they didn't, that would be my only recommendation to add.

Lighting seems pretty solid. Earth looks fantastic and I think having it not all charred up is a better last scene anyway. Basically, even as the video is now, it shouldn't cause anyone to think "well, this isn't original bioware work."

#5267
AVPen

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MrFob wrote...

Ok, got around to fiddle a bit more with the UDK and I made my very first CGI scene, made from scratch. It's a go at the final scene in the game, after the memorial. Notice that this is very much a WIP. There are no stars yet and I am fiddeling a lot with the lighting at the moment but I guess it kinda represents a standard for the kind of quality I want to achieve with this. Let me know what you think. Here is the link.

Very cool, MrFob, and a definite improvement over the reused Mars scene footage. ;)

In addition to the starfield background, I also recommend maybe adding the Citadel to the background of Earth (maybe not the completed version, since the memorial wall scene is suppose to be a few days or so after the victory, but maybe show it being reconstructed with a few other ships near it like in the EC slide)

Modifié par AVPen, 27 juillet 2013 - 03:30 .


#5268
TheTallSpartan

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Ok thanks, I'll most definitely take a look at some more animations and see what I can find. I'm still working on this, looking at any tutorial I can find. I'm struggling with texturing in 3dsmax, no problem now applying the ones already there but trying to make one from scratch... Well frankly I have no idea where to start. I'll move on and come back to that but in the meantime if someone could point my in the direction of someone or something that could help me I'd be very grateful.

And I'd like so say again how great that is looking, you've made immense progress on this mod.

#5269
Iakus

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MrFob wrote...

Ok, got around to fiddle a bit more with the UDK and I made my very first CGI scene, made from scratch. It's a go at the final scene in the game, after the memorial. Notice that this is very much a WIP. There are no stars yet and I am fiddeling a lot with the lighting at the moment but I guess it kinda represents a standard for the kind of quality I want to achieve with this. Let me know what you think. Here is the link.


I love it.  Seriously.

Trying to figure out if we're seeing Earth at an angle where the Citadel would be visible, though.  

#5270
BDelacroix

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Mr. Fob. I have found that the buggy LI happens just about every time I play. It seems a bit hard NOT to end up in a relationship with Ashley. I'm too nice a fella as I want to be sure my team is happy and hasn't any problems. Then she pops into your room and you have to tell her to pound sand. That or you have to get her killed.

#5271
Getorex

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After such a huge and damaging war, if the scene is intended to depict just a few days post ending then the earth should display some damage, debris should still be drifting all over the place and rebuilding the citadel seems a bit too early (responding to AVpen). Lots of ships about, sure, but still signs of a HUGE war just fought. That is if it is to depict just days afterwards.

#5272
BDelacroix

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MrFob wrote...

Ok, got around to fiddle a bit more with the UDK and I made my very first CGI scene, made from scratch. It's a go at the final scene in the game, after the memorial. Notice that this is very much a WIP. There are no stars yet and I am fiddeling a lot with the lighting at the moment but I guess it kinda represents a standard for the kind of quality I want to achieve with this. Let me know what you think. Here is the link.


Looks cool.  I have a 3ds max earth made up with clouds and shadows sourced from the NASA blue marble if you want it.  It even has city lights on the dark side.  I don't know if you can turn that into something UDK uses.

The basic idea is that the planet is a 3 layer sphere.  The first being the terrain/water.  Next is the clouds and then another layer that is used to give the atmosphere a bit of a dirty glow from pollution.  Not dystopian levels of pollution, just a sort of glow.  It is a pattern I use whenever I do any planets actually.  Makes the whole thing look more real.

Here is the link to a still image.  The nebula I tossed in isn't necessarily part of the model of course.

#5273
MageTarot

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The video looks fantastic. Left a comment on YT but I'll repeat it here. Seeing the Normandy arriving back to Earth combined with that music got me teary-eyed. v0.4 is going to be amazing. :)

Once again, thank you to everyone (double to MrFob) who is making this mod the best it possibly can be. I bow to your talents. :)

Modifié par MageTarot, 27 juillet 2013 - 04:57 .


#5274
Getorex

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Referencing my previous comment...as is the video could be quite perfect if it is meant to refer to a fairly more distant time point from the war rather than just days. It depicts "life continues" with Shepard and crew still going on about their Normandy business after things have more-or-less settled down.

Nicely done in any case MrFob. I'll have to start delving more into UDK because you and Ironhandjustice have me curious about dabbling in it.

#5275
Alienmorph

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That is quite a nice first attempt... I don't think you need to add stars, given the fact that the light of the sun both direct and reflected on earth is supposed to hid them... what you definately should add are some dead reapers and random debriebs and/or the Citadel orbiting around the planet. Which I know, is gonna be quite harder than adding a a static background with stars, but once you'll manage to add something like that you're going to have the perfect final scene done and sealed, and in a quality matching the vanilla game. So i think it'd be worth the extra effort :3

Modifié par Alienmorph, 27 juillet 2013 - 10:10 .