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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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#6551
Getorex

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Dr_Extrem wrote...

Deager wrote...

Dr_Extrem. You're here! Good to see you.


hehe .. bad wheeds grow tall ...


holy hell ... the bsn went relatively silent ... only the ultras are still here.


We've also moved to Nexus (and Moddb).  

#6552
Dr_Extrem

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Deager wrote...

Dr_Extrem wrote...

Deager wrote...

Dr_Extrem. You're here! Good to see you.


hehe .. bad wheeds grow tall ...


holy hell ... the bsn went relatively silent ... only the ultras are still here.


Indeed. Many moved on, which makes sense. But there still seem to be quite a few players given the downloads over on Nexus.


believe it or not ... but the mod one of the few things that kept me checking out the bsn ... well .. the mod and some people here.

0.4 looks great and 0.5 will be awesome (like the versions that came before).

sadly only the real hardcore fans remained here ... i guess bioware did not imagine that their handling of the meu would let that many people abandon their post.


before i forget it ... your citadel ending mod looks great as well. the only thing i need now, is a propper hd-patch for me2 and 3 (i am replaying me1 and dao atm) and my next trilogy-run can begin.

mhmm .. .now that i think of it ... i could finally try to add the n7 valiant to me2 ... i never used/liked the incisor so the valiant would be an exelent substitute.

#6553
Dr_Extrem

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Getorex wrote...

Dr_Extrem wrote...

Deager wrote...

Dr_Extrem. You're here! Good to see you.


hehe .. bad wheeds grow tall ...


holy hell ... the bsn went relatively silent ... only the ultras are still here.


We've also moved to Nexus (and Moddb).  


cool .. i "reactivated" my nexus profile 2 days ago ... guess what my nick is ...

#6554
Tim Skijwalker

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finally started my new ME3 play-through.
excited.. still haven't played the citadel DLC (I kept postponing it because it will be the real ending to my mass effect experience, the last new thing =( but i want to play it, so now is the time)

ooh btw mehem trailer reached 90 000 views... awww yeah =D

#6555
Ironhandjustice

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timskywalker wrote...

finally started my new ME3 play-through.
excited.. still haven't played the citadel DLC (I kept postponing it because it will be the real ending to my mass effect experience, the last new thing =( but i want to play it, so now is the time)

ooh btw mehem trailer reached 90 000 views... awww yeah =D


By the way, the trailer is awesome :)

(Check my signature for my teaser of the Harby)

#6556
Chashan

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Dr_Extrem wrote...

Deager wrote...

Dr_Extrem wrote...

Deager wrote...

Dr_Extrem. You're here! Good to see you.


hehe .. bad wheeds grow tall ...


holy hell ... the bsn went relatively silent ... only the ultras are still here.


Indeed. Many moved on, which makes sense. But there still seem to be quite a few players given the downloads over on Nexus.


believe it or not ... but the mod one of the few things that kept me checking out the bsn ... well .. the mod and some people here.

0.4 looks great and 0.5 will be awesome (like the versions that came before).

sadly only the real hardcore fans remained here ... i guess bioware did not imagine that their handling of the meu would let that many people abandon their post.


before i forget it ... your citadel ending mod looks great as well. the only thing i need now, is a propper hd-patch for me2 and 3 (i am replaying me1 and dao atm) and my next trilogy-run can begin.

mhmm .. .now that i think of it ... i could finally try to add the n7 valiant to me2 ... i never used/liked the incisor so the valiant would be an exelent substitute.


You may want to give Eudaimonium's combat overhaul of ME2 a try, then. Incisor's a beast with that in place, actually doing its description justice as to the rapid tri-burst shot. The overhaul does fundamentally change ME2's gameplay beyond that - to the better, in my opinion. Up to you whether you want to give it a shot.

Which Incisor do you own, though, pre-order one or the one that comes with the Aegis pack? Euda's mod only covers the pre-order one, for the other you need to unzip the install-file, search for "incisor" within the text-file there and copy the stats of the gun over into the weapon-ini in BIOGame/DLC/DLC_CER_02/CookedPC.


Having fun with ME1 currently myself. Would kinda appreciate having access to the levelled lists there, though, adding a wider variety of items to the loot-tables and traders as well as editing values of some items. But even without access to that, it's a very enjoyable game especially with the ME1 high-res mod in place.

Modifié par Chashan, 08 février 2014 - 10:04 .


#6557
MrFob

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@creapsmantic: Dr_Extrem is correct. The memorial scene is one issue here. The other issue is that I overwrite quite a few "green" videos with new ones, I need for MEHEM (given that we now may have the opportunity to insert new files into the game, that might no longer be a problem but it's all untested yet). My personal main problem with though, is that it would be tough to explain from a plot perspective. Without the star kid explaining what exactly the green ending is and what it does and why it is there, it would just come completely out of the blue (or green as it were in this case :)). Granted, the star kid's explanation for it isn't much of an explanation at all but at least it primes the player for the possibility. MEHEM has no such thing and the syntheisi ending literally doesn't exist at all outside of the endings, no foreshadowing, no mentioning, no exposure, no nothing. So sorry, but there are currently no plans for this.

@Dr_Extrem: Hey, good to see you back on these boards. I'd have to agree, the forums have become a rather desolate place. Especially the story and campaign section has suffered IMO, as the same people keep making the same points about the same isues over and over again. Unfortunately, it seems that these games have been literally discussed to death by now. At least the fan creation section is still interesting. While it's also mostly a small group of people, we do see new ideas every now and so often and the number of awesome mods keeps growing. :)

@Tim: Cool! It is an awesome trailer indeed. We'll open a bottle of ryncol when it hits 100.000. :) If you ever want material from the new v0.4 vids, let me know. I can send you high res versions.

#6558
creapsmantic

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no i was wondering if I could do it just add a certain ems limit but would like to know how ..

but if i cant do it .. thank for heads up

#6559
cfs3corsair

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@ Dr_Extrem
Good to see you back!
Yeah seems most people have moved on from BSN. Frankly, MEHEM is the only thing that keeps me around here

#6560
The RPGenius

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Dr_Extrem wrote...

believe it or not ... but the mod one of the few things that kept me checking out the bsn ...


Same here.  When it became completely clear that no amount of reason was going to convince Bioware to act with integrity and respect for their creation, that we were well and truly stuck with the godawful mess of an ending that the Extended Cut still left us with...well, what was the point in staying around, is what I wondered, and I imagine a lot of others thought the same.

#6561
sH0tgUn jUliA

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There are a few of us still around. I've been doing that Battle of London thing.

#6562
MadCat221

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Chashan wrote...

Dr_Extrem wrote...

Deager wrote...

Dr_Extrem wrote...

Deager wrote...

Dr_Extrem. You're here! Good to see you.


hehe .. bad wheeds grow tall ...


holy hell ... the bsn went relatively silent ... only the ultras are still here.


Indeed. Many moved on, which makes sense. But there still seem to be quite a few players given the downloads over on Nexus.


believe it or not ... but the mod one of the few things that kept me checking out the bsn ... well .. the mod and some people here.

0.4 looks great and 0.5 will be awesome (like the versions that came before).

sadly only the real hardcore fans remained here ... i guess bioware did not imagine that their handling of the meu would let that many people abandon their post.


before i forget it ... your citadel ending mod looks great as well. the only thing i need now, is a propper hd-patch for me2 and 3 (i am replaying me1 and dao atm) and my next trilogy-run can begin.

mhmm .. .now that i think of it ... i could finally try to add the n7 valiant to me2 ... i never used/liked the incisor so the valiant would be an exelent substitute.


You may want to give Eudaimonium's combat overhaul of ME2 a try, then. Incisor's a beast with that in place, actually doing its description justice as to the rapid tri-burst shot. The overhaul does fundamentally change ME2's gameplay beyond that - to the better, in my opinion. Up to you whether you want to give it a shot.

Which Incisor do you own, though, pre-order one or the one that comes with the Aegis pack? Euda's mod only covers the pre-order one, for the other you need to unzip the install-file, search for "incisor" within the text-file there and copy the stats of the gun over into the weapon-ini in BIOGame/DLC/DLC_CER_02/CookedPC.


Having fun with ME1 currently myself. Would kinda appreciate having access to the levelled lists there, though, adding a wider variety of items to the loot-tables and traders as well as editing values of some items. But even without access to that, it's a very enjoyable game especially with the ME1 high-res mod in place.


Does this make shotguns viable beyond sneeze range?

#6563
Chashan

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MadCat221 wrote...

Does this make shotguns viable beyond sneeze range?


Been a while, had a quick look at it in-game. You won't be able to snipe and getting into people's faces is still the way to go, but the Evi I was using could hit at mid-range.

Modifié par Chashan, 09 février 2014 - 05:07 .


#6564
Dr_Extrem

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@ cashan ..

thank you very much .. the link looks very intersting. are there any intersting gameplay/combat mods for me3 out there? .. i did not find anything that made my day.


@ timskywalker

congratulations! your vid was and still is awesome and it gets the attention it deserves.

#6565
Chashan

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Dr_Extrem wrote...

@ cashan ..

thank you very much .. the link looks very intersting. are there any intersting gameplay/combat mods for me3 out there? .. i did not find anything that made my day.

A couple come to mind, some "only" changing one weapon like the following:

Fix for Typhoon within the Groundside DLC

(note here, you can simply drop the following couple files in your Binaries-folder and it'll take care of DLC-authorization; the bink23 is a backup of the original .dll)

Then, there is the following for re-worked Insanity-difficulty:

Spectre Difficulty

Have not tested that yet myself, from what I am reading it still works for the most part following the final patch to the game.

Else, you can in fact access the Coalesced.bin within the BIOGame-folder with little trouble, although I have noted that certain values there are overridden by the final patch as changes within the Coalesced.bin simply won't get registered in the game itself (spare ammo values for some weapons for one, for whichever reason). I have not yet looked into whether one can edit those directly in the patch.sfar with the bink32.dll in place, although I did not have much in the way of luck editing .sfar's coalesced.ini in general thus far.

Modifié par Chashan, 09 février 2014 - 08:17 .


#6566
Tim Skijwalker

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@Tim: Cool! It is an awesome trailer indeed. We'll open a bottle of ryncol when it hits 100.000. :) If you ever want material from the new v0.4 vids, let me know. I can send you high res versions.


hahaha yeah that sounds awesome.
you already gave me acces to some of the things for V0.4, next week i have a break i think i'll be looking at some of the UDK stuff then. 

#6567
CXantia

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Just finished the game using this mod.... IT IS EPIC!!! A far more satisfying ending, thank you to the creators!

#6568
Dr_Extrem

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Chashan wrote...

Dr_Extrem wrote...

@ cashan ..

thank you very much .. the link looks very intersting. are there any intersting gameplay/combat mods for me3 out there? .. i did not find anything that made my day.

A couple come to mind, some "only" changing one weapon like the following:

Fix for Typhoon within the Groundside DLC

(note here, you can simply drop the following couple files in your Binaries-folder and it'll take care of DLC-authorization; the bink23 is a backup of the original .dll)

Then, there is the following for re-worked Insanity-difficulty:

Spectre Difficulty

Have not tested that yet myself, from what I am reading it still works for the most part following the final patch to the game.

Else, you can in fact access the Coalesced.bin within the BIOGame-folder with little trouble, although I have noted that certain values there are overridden by the final patch as changes within the Coalesced.bin simply won't get registered in the game itself (spare ammo values for some weapons for one, for whichever reason). I have not yet looked into whether one can edit those directly in the patch.sfar with the bink32.dll in place, although I did not have much in the way of luck editing .sfar's coalesced.ini in general thus far.


this looks intersting .. maybe i will apply some changes by myself and create "my own vision" of a more me2-like combat in me3. atm its just mezz, bomb and repeat. the goons in this game are really weak ... no shields, no armor and their heads explode far too easy. me3s combat is too ability centred for my taste ... enspecially, if you mostly play as a sniper-infiltrator.


maybe i will give my valiant---->me3 project another chance. i just like the design of this gun.


i have a question regarding mehem and other mods:

is it possible to use mehem together with high-res mods and/or mesh-mods? 
beside those great hd-mods, i found very intersting mods that counter the "evolution" of the female bodies in me3. example: in me1, fem-shep was a well-conditioned soldier with normal "features". somehow that changed over time. i do not believe, that boobjobs were on my sheps agenda while waiting for the reapers to swoop down on us (alister: s-swooping is bad!).

#6569
Getorex

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MrFob wrote...

@creapsmantic: Dr_Extrem is correct. The memorial scene is one issue here. The other issue is that I overwrite quite a few "green" videos with new ones, I need for MEHEM (given that we now may have the opportunity to insert new files into the game, that might no longer be a problem but it's all untested yet). My personal main problem with though, is that it would be tough to explain from a plot perspective. Without the star kid explaining what exactly the green ending is and what it does and why it is there, it would just come completely out of the blue (or green as it were in this case :)). Granted, the star kid's explanation for it isn't much of an explanation at all but at least it primes the player for the possibility. MEHEM has no such thing and the syntheisi ending literally doesn't exist at all outside of the endings, no foreshadowing, no mentioning, no exposure, no nothing. So sorry, but there are currently no plans for this.

...


Thank Cthulhu.  I think I'd puke in my mouth if the green ending made its way into the light of day again.  Totally ruin the entire point of MEHEM.

#6570
MrFob

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@creapsmantic: Well, you can give it a try for sure. The first thing you'd need to do is either confirm that you can indeed add new video files to the game. Then take all the MEHEM videos that currently use synthesis videos as "hosts" and make them new files (alternatively, I guess you could try and change them to be hosted by control ending videos only). Then you'd need to edit MEHEM's pcc's to call the videos from their new file names. After that, you need some sequence modding to route the player into different endings, according to EMS. The only issue that is really tough to resolve is the memorial scene. I had to delete and replace the objects that are responsible for the green skin circuits, so you'd probably need to take the original green memorial scene and apply the MEHEM changes all over again. So it's tough but not impossible.

@sH0tgUn jUliA: I know. I have been following the London thread at the start but it was just too time consuming for me. It's a cool idea and looks pretty fun though. That reminds me, I do still have quite a draft lying around here of a fanfic story, I started to write. Sort of a series of short stories or episodes that bind together a post destroy ending plot around a new ship and a new crew. I hope I get to finish it sometime this year. :)

@timskywalker: Ah right. But I think that's just the assets. Anyway, curious to see what you'll make.

@CXantia: Thanks, glad to hear you enjoyed it. :)

@Dr_Extrem: There has been some important developments about MEHEM and texture/mesh mods in the last few days (see my comment on the last page or just follow this link).I am not too firm on texture mods but from what I understand, it sould make it easier for them to run with story mods like MEHEM. Just read the linked thread carefully and make sure that you don't use .mods that are too old. Let us know how you go if you get around to test it. We always need reports on how well the tools work.

#6571
creapsmantic

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thanks i wasn't thinking about changing the post ending scenes just the green energy thing  for just a very  high ems  

Modifié par creapsmantic, 10 février 2014 - 12:37 .


#6572
MadCat221

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Chashan wrote...

MadCat221 wrote...

Does this make shotguns viable beyond sneeze range?


Been a while, had a quick look at it in-game. You won't be able to snipe and getting into people's faces is still the way to go, but the Evi I was using could hit at mid-range.


IIRC, the Eviscerator already has more forgiving damage fall-off.  It still has some pretty absurd spread though.

#6573
Chashan

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MadCat221 wrote...

Chashan wrote...

MadCat221 wrote...

Does this make shotguns viable beyond sneeze range?


Been a while, had a quick look at it in-game. You won't be able to snipe and getting into people's faces is still the way to go, but the Evi I was using could hit at mid-range.


IIRC, the Eviscerator already has more forgiving damage fall-off.  It still has some pretty absurd spread though.


Just checked the Evi's stats. Doesn't appear as though Euda  touched those, which does put it behind the base-game shotties somewhat (it has very few entries within the bioweapon.ini, oddly enough). Those latter are altered quite a bit, though: more ammo, and I found them to be sufficiently reliable.

The stats can easily be accessed and changed, however, those of main-game weapons via Notepad++ and me2inifixer.exe, DLC-weapon.ini via simple notepad and giveme2entitlements.exe*.

*Edit: spoke too soon there. Authorization throws a fit after altering the Evi's BIOWeapon.ini, oddly enough. I'll try to use the following method and report back.

Edit 2: Appears to have worked! Upped mag-size to 6, spare-ammo to 18 and the game caught that with that method used.

Modifié par Chashan, 10 février 2014 - 12:48 .


#6574
MageTarot

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cfs3corsair wrote...

@ Dr_Extrem
Good to see you back!
Yeah seems most people have moved on from BSN. Frankly, MEHEM is the only thing that keeps me around here


Aside from those who left because they did not agree with the recent changes to BSN, I don't think people have moved on so much as moved around. Since the next big release is Dragon Age Inquisition, I feel there are more BSN'ers occupying those forums. As more and more info about the new Mass Effect becomes available l believe the numbers will return.


And I likewise agree that MEHEM is one of the main reasons I have BSN bookmarked. I'm not sure if everyone connected with it hears it often enough but thank you for such an amazing solution to ME3's shortcomings. It goes without saying that MEHEM is why ME3 is still on my hard drive. Image IPB

#6575
3DandBeyond

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Dr_Extrem wrote...

Deager wrote...

Dr_Extrem wrote...

Deager wrote...

Dr_Extrem. You're here! Good to see you.


hehe .. bad wheeds grow tall ...


holy hell ... the bsn went relatively silent ... only the ultras are still here.


Indeed. Many moved on, which makes sense. But there still seem to be quite a few players given the downloads over on Nexus.


believe it or not ... but the mod one of the few things that kept me checking out the bsn ... well .. the mod and some people here.

0.4 looks great and 0.5 will be awesome (like the versions that came before).

sadly only the real hardcore fans remained here ... i guess bioware did not imagine that their handling of the meu would let that many people abandon their post.


before i forget it ... your citadel ending mod looks great as well. the only thing i need now, is a propper hd-patch for me2 and 3 (i am replaying me1 and dao atm) and my next trilogy-run can begin.

mhmm .. .now that i think of it ... i could finally try to add the n7 valiant to me2 ... i never used/liked the incisor so the valiant would be an exelent substitute.


I think it's ironic that mostly people really still hang on for this mod that in reality changes the ending or what BW intended.