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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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#2151
3DandBeyond

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This is just fantastic. An installer would really help a lot of people. Installation is the most confusing part, I am sure.

#2152
3DandBeyond

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Ok, I have not installed the mod yet myself and this may be stupid, but I've got the MEHEM 0.2 and Leviathan 0.2. I wanted to edit the ending scenes to get rid of Shepard's injuries and change outfits as Fob stated. I have a hex editor hxd and when I look at the hex, the hex offsets that you have to go to don't exist. So, I looked at them in decimal and the decimal versions don't exist, so I can't change anything. I know this is probably the wrong place to ask this but I can't figure out what I'm doing wrong here. I've rechecked and I'm opening the right files in the hex editor but can't find the things I need to change.

EDIT:
Ok, I'm sure this is my lack of understanding how hex works and all.  I finally did figure it out.

Modifié par 3DandBeyond, 20 janvier 2013 - 06:34 .


#2153
Patrick260284

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Hy Guys,

since I didn´t want to read through 87 pages here are my questions:


First Question:

In the instruction of this mod it says:

At the moment, you need to run this mod with a Shepard who started the Cerberus HQ mission with the Extended Cut already installed.

Does this mean I have to play until I can start the mission with Cerberus and THEN install the mod

or

I can install it anytime (I´m right now pretty much at the beginning recovering primarch victus) and It works fine?



Second Question:

When the Extended Cut is installed I need to apply Leviathan Fix, right?


Thanks a lot
and I´m really looking forward to see this real ending :o

#2154
Iakus

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Dolph1984 wrote...

Hy Guys,

since I didn´t want to read through 87 pages here are my questions:


First Question:

In the instruction of this mod it says:

At the moment, you need to run this mod with a Shepard who started the Cerberus HQ mission with the Extended Cut already installed.

Does this mean I have to play until I can start the mission with Cerberus and THEN install the mod

or

I can install it anytime (I´m right now pretty much at the beginning recovering primarch victus) and It works fine?



Second Question:

When the Extended Cut is installed I need to apply Leviathan Fix, right?


Thanks a lot
and I´m really looking forward to see this real ending :o




1) You can install the mod right away, and play teh game.  It's just that, like EC, you have to start with a Shepard who has not yet attacked Cronos Station.  

2) You only need the Leviathan fix if you have the Leviathan DLC installed (Leviathan alters an ending file)

#2155
Dr_Extrem

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Dolph1984 wrote...

Hy Guys,

since I didn´t want to read through 87 pages here are my questions:


First Question:

In the instruction of this mod it says:

At the moment, you need to run this mod with a Shepard who started the Cerberus HQ mission with the Extended Cut already installed.

Does this mean I have to play until I can start the mission with Cerberus and THEN install the mod

or

I can install it anytime (I´m right now pretty much at the beginning recovering primarch victus) and It works fine?



Second Question:

When the Extended Cut is installed I need to apply Leviathan Fix, right?


Thanks a lot
and I´m really looking forward to see this real ending :o




*the dr is in*

greetings. if you already have started the cerberus-hq mission, the mod will cause a bug (the moment you start the mission, the game loads "ending files", that cant be altered later - i.e. by the mod). you have to install the mod BEFORE you activate the cerberus-hq mission.

you need the ec to be installed to use the mod. the leviathan fix is only needed, if you have leviathan. if you have levieathan installed, you need to install the mod first and then apply the fix after you have finished the installation.

i hope, i was able to help. have fun.

#2156
Dr_Extrem

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3DandBeyond wrote...

Ok, I have not installed the mod yet myself and this may be stupid, but I've got the MEHEM 0.2 and Leviathan 0.2. I wanted to edit the ending scenes to get rid of Shepard's injuries and change outfits as Fob stated. I have a hex editor hxd and when I look at the hex, the hex offsets that you have to go to don't exist. So, I looked at them in decimal and the decimal versions don't exist, so I can't change anything. I know this is probably the wrong place to ask this but I can't figure out what I'm doing wrong here. I've rechecked and I'm opening the right files in the hex editor but can't find the things I need to change.


use the "goto" command in the "search tab" of the program. the offsets are different, if you have the leviathan-fix installed.

this tutorial should give you additional info. http://me3explorer.f...st656.html#p656


have fun ..

Modifié par Dr_Extrem, 20 janvier 2013 - 06:34 .


#2157
3DandBeyond

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Dr_Extrem wrote...

3DandBeyond wrote...

Ok, I have not installed the mod yet myself and this may be stupid, but I've got the MEHEM 0.2 and Leviathan 0.2. I wanted to edit the ending scenes to get rid of Shepard's injuries and change outfits as Fob stated. I have a hex editor hxd and when I look at the hex, the hex offsets that you have to go to don't exist. So, I looked at them in decimal and the decimal versions don't exist, so I can't change anything. I know this is probably the wrong place to ask this but I can't figure out what I'm doing wrong here. I've rechecked and I'm opening the right files in the hex editor but can't find the things I need to change.


use the "goto" command in the "search tab" of the program. the offsets are different, if you have the leviathan-fix installed.

this tutorial should give you additional info. http://me3explorer.f...st656.html#p656


have fun ..


Thank you and I finally did use my eyeballs and note at the bottom that when I find the right offset it tells me.  Goto works perfectly.  I was stupidly trying to use search.


I wanted to change the injuries to be healed so did find the right offset for that.  I kind of think it would be cool to have the injuries not be healed but only if the other teammates also looked like they had been shot up too.  Injured but not all bloody maybe, but I know that would be hard to do.

Modifié par 3DandBeyond, 20 janvier 2013 - 06:39 .


#2158
Dr_Extrem

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3DandBeyond wrote...

Dr_Extrem wrote...

3DandBeyond wrote...

Ok, I have not installed the mod yet myself and this may be stupid, but I've got the MEHEM 0.2 and Leviathan 0.2. I wanted to edit the ending scenes to get rid of Shepard's injuries and change outfits as Fob stated. I have a hex editor hxd and when I look at the hex, the hex offsets that you have to go to don't exist. So, I looked at them in decimal and the decimal versions don't exist, so I can't change anything. I know this is probably the wrong place to ask this but I can't figure out what I'm doing wrong here. I've rechecked and I'm opening the right files in the hex editor but can't find the things I need to change.


use the "goto" command in the "search tab" of the program. the offsets are different, if you have the leviathan-fix installed.

this tutorial should give you additional info. http://me3explorer.f...st656.html#p656


have fun ..


Thank you and I finally did use my eyeballs and note at the bottom that when I find the right offset it tells me.  I wanted to change the injuries to be healed so did find the right offset for that.  I kind of think it would be cool to have the injuries not be healed but only if the other teammates also looked like they had been shot up too.  Injured but not all bloody maybe, but I know that would be hard to do.


i prefer my shepard to be beaten but not bloody (the normandy has showers for more reason, than spending free time with the communications officer). in this case, the 0.2 version was perfect for me. shepard still bears her (new) "scars" but the healing has already started. i personally find it very fitting. 

i changed my outfit to the dark "working uniform", shepard wears during the tutorial - femshep looks strange in dress blues.  

#2159
Fawx9

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Question, since I'm planning to eventually get from ashes once this trilogy play through hits the third game, is there an easy switch to put Javik back in instead of EDI? Yes, I know hearsay, but knowing my luck its not just a simple byte change, and was wondering what the process to do it would be. That is, if anyone knows.

Modifié par Fawx9, 20 janvier 2013 - 07:11 .


#2160
Ironhandjustice

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Bad news, I'm having problems with the shell decompression, it says the file is corrupted.

I need to make more tests, but right now I'm not capable of starting the game... seems to be something related to compression factor.

#2161
Dr_Extrem

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Ironhandjustice wrote...

Bad news, I'm having problems with the shell decompression, it says the file is corrupted.

I need to make more tests, but right now I'm not capable of starting the game... seems to be something related to compression factor.


i have the fear, that replacing the original ec-files with modded ones, will cause problems due to different version numbers. a new version of the mod could be needed after every update/version.

a script that uses me3explorer and replaces the data inside the original files would be a "longliving" solution. i know its a big task.

good luck with your testing.

#2162
Dr_Extrem

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Fawx9 wrote...

Question, since I'm planning to eventually get from ashes once this trilogy play through hits the third game, is there an easy switch to put Javik back in instead of EDI? Yes, I know hearsay, but knowing my luck its not just a simple byte change, and was wondering what the process to do it would be. That is, if anyone knows.


in the very first version of the mod, javik was still around instead of edi ..

sadly, i dont know the offsets.


maybe a later version will find an additional and new place for him.

#2163
Patrick260284

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Thx a lot dr_extrem & iakus.

#2164
thatdude90210

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Someone mentioned the extended Anderson/Shepard dialog earlier. I know some people say it's too long, or that it would be difficult due to the lack of animation. Something that I haven't seen mentioned is that it adds back "An end, once and for all" in the background.

I like the added dialog from that scene, and I really miss that awesome piano piece.

#2165
Ironhandjustice

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Dr_Extrem wrote...

Ironhandjustice wrote...

Bad news, I'm having problems with the shell decompression, it says the file is corrupted.

I need to make more tests, but right now I'm not capable of starting the game... seems to be something related to compression factor.


i have the fear, that replacing the original ec-files with modded ones, will cause problems due to different version numbers. a new version of the mod could be needed after every update/version.

a script that uses me3explorer and replaces the data inside the original files would be a "longliving" solution. i know its a big task.

good luck with your testing.


This is not the point. Sadly, when I recompress the file using MEExplorer, the game runs smoothy. When I decompress the files, replace, and recompress (to be fair, is the same process), it doesn't seem to use the same compression factor, and the file sizes are different...:?

#2166
Dr_Extrem

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Ironhandjustice wrote...

Dr_Extrem wrote...

Ironhandjustice wrote...

Bad news, I'm having problems with the shell decompression, it says the file is corrupted.

I need to make more tests, but right now I'm not capable of starting the game... seems to be something related to compression factor.


i have the fear, that replacing the original ec-files with modded ones, will cause problems due to different version numbers. a new version of the mod could be needed after every update/version.

a script that uses me3explorer and replaces the data inside the original files would be a "longliving" solution. i know its a big task.

good luck with your testing.


This is not the point. Sadly, when I recompress the file using MEExplorer, the game runs smoothy. When I decompress the files, replace, and recompress (to be fair, is the same process), it doesn't seem to use the same compression factor, and the file sizes are different...:?


thats strange .. can you manually adjust the compression? ..


imho, the different versions could become a problem later.

#2167
Ironhandjustice

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Nope, I can't. I've read that the sfar files are related to the TOC.bin file, this could fix the problem... or not, not sure.

By the way, the versions will not be a problem. The installer is self buildable. Once done, MrFob will only have to replace the correct files and recompile it. It will take 10 minutes with one double-click.

The problem is the damned compression :(

#2168
CommanderVyse

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thatdude90210 wrote...

Someone mentioned the extended Anderson/Shepard dialog earlier. I know some people say it's too long, or that it would be difficult due to the lack of animation. Something that I haven't seen mentioned is that it adds back "An end, once and for all" in the background.

I like the added dialog from that scene, and I really miss that awesome piano piece.


If the camera was behind Shepard and Anderson's head as they watched the battle, the lack of animation wouldn't really matter.

#2169
Dr_Extrem

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wwinters99 wrote...

thatdude90210 wrote...

Someone mentioned the extended Anderson/Shepard dialog earlier. I know some people say it's too long, or that it would be difficult due to the lack of animation. Something that I haven't seen mentioned is that it adds back "An end, once and for all" in the background.

I like the added dialog from that scene, and I really miss that awesome piano piece.


If the camera was behind Shepard and Anderson's head as they watched the battle, the lack of animation wouldn't really matter.


once my tv-program is finished, i will shift through the thread ... someone posted a tutorial if i remember correctly. a simple requote should do the trick.

#2170
Dr_Extrem

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Jade8aby88 wrote...

Mr. Fob! You should so add the extended Anderson death scene to this mod!

A following link shows how it can be done, I think they did pretty damn well mimicking the words.

https://www.youtube....SJo3BxZac#t=37s


bullseye

i knew i have seen it somewhere.

#2171
Ironhandjustice

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Solved.

The problem is that every time we re-compile the sfar files for first time, we must build a PCConsoleTOC.bin file using the editor. I mean, we can include it in the installer, but we be mandatory to compile a new PCConsoleTOC for each modification on EC or Leviathan files if we want to use the shell compiler.

I don't know if is mandatory right now, but is good to know. The MEExplorer and the shell one compile the PCConsoleTOC on a different way.

Once done, we can include it on the installer and the problem is solved.I still have to play the ending in order to be sure, but looks good.

Modifié par Ironhandjustice, 20 janvier 2013 - 10:20 .


#2172
WarrantyVoider

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well you are free to code it however you like, I just wanted to point out, that we are thinking about another way to do it: we'd like to save the mehem mod as a big list of single mod jobs, into a single file, just like we do now for texplorer. This way we dont need to deploy (copyrightened) pccs and sfars. All the changes will be done "manually" by code, we only need to redo mehem into the new format, but as you know Mr. Fob is in a break and I am as well so this wont happen in the next month. Imagine that we (literally) just record all changes we do per hand and get a file that will do all these changes on any ME3 edition. This auto generated installer is easier than a custom handcrafted installer for each mod... just my 2 cents :P
greetz

#2173
Ironhandjustice

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WarrantyVoider wrote...

well you are free to code it however you like, I just wanted to point out, that we are thinking about another way to do it: we'd like to save the mehem mod as a big list of single mod jobs, into a single file, just like we do now for texplorer. This way we dont need to deploy (copyrightened) pccs and sfars. All the changes will be done "manually" by code, we only need to redo mehem into the new format, but as you know Mr. Fob is in a break and I am as well so this wont happen in the next month. Imagine that we (literally) just record all changes we do per hand and get a file that will do all these changes on any ME3 edition. This auto generated installer is easier than a custom handcrafted installer for each mod... just my 2 cents :P
greetz


You have two problems with this. First is that, as you said, we would have to deploy the complete DLC. No problem on the EC DLC as is free, but is a huge problem with Leviathan.

Second, the file will be almost (or even more) 3GB size. Mehem is less than 400 mb right now.

The point of this kind of installer is not "do the installer". Is that the installer, once done, allows the modder to simply change the mod, recompile and redeploy the installer, auto-generating it after any change ;)

On the other hand, the installer just does the same that you can do with the ME3 Explorer:

-Copy and backup the three files (the Toc.bin is new, and I can compile it, so no problem) previous to Sfar.
-Recompile the EC sfar, backup the old one, and copy it to its place (done recompile)
-Recompile the Leviathan sfar, backup the old one, and copy it to its place (done recompile)
-Run.
-Uninstall/deactivate (if you want).

I mean, the hardest part was recompiling automatically the sfar, and now its done. I only needed a bat that did it, the other part, even if I copy the entire compiled files, has the same work. Not too much, but too much test in order to not ****** off anyone. :whistle:

It will include options to install lev, ec, and optional slides as well, and of course, the option of "unmount" mod instead of just deleting it.

This installer, once finished, will have a dark point. Due compilation requirements, it takes up to 45 minutes install the leviathan version. Sure, you can do manually, but is prohibitive for people who don't have the skills to do it.

Is directed to this people ;)

Of course, I will provide my code installer (I use NSIS freeware) once done. Cheers.

Modifié par Ironhandjustice, 21 janvier 2013 - 06:09 .


#2174
WarrantyVoider

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WarrantyVoider wrote...

This way we dont need to deploy (copyrightened) pccs and sfars


are you kidding? I just said you DONT need to deploy tfcs, pccs, sfars (and with this DLCs). This also means its alot SMALLER than current mehem, as I only save the data that gets changed, not entire files... plus you do a custom installer for ONE mod, mine will be autogenrated for ANY mod... tell me again why that is worse?!

well you know what, keep your installer, perfect it if you want, I wont look into coding an installer then... why doing work nobody wants?!
greetz

Modifié par WarrantyVoider, 21 janvier 2013 - 09:42 .


#2175
Ironhandjustice

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WarrantyVoider wrote...

WarrantyVoider wrote...

This way we dont need to deploy (copyrightened) pccs and sfars


are you kidding? I just said you DONT need to deploy tfcs, pccs, sfars (and with this DLCs). This also means its alot SMALLER than current mehem, as I only save the data that gets changed, not entire files... plus you do a custom installer for ONE mod, mine will be autogenrated for ANY mod... tell me again why that is worse?!

well you know what, keep your installer, perfect it if you want, I wont look into coding an installer then... why doing work nobody wants?!
greetz



First of all, sorry for misunderstunding your post. I read it this morning and I was VERY sleepy. I understood the opossite.

Second, don't be rude. I'm working freely for this mod, not for other mods. I admire your vision, but my "useless installer" is made with a modular, open source professional engine. It uses scripting for generate code, and can be easily modified using even bats. Yes, you can even use a bat with parameters to modify and recompile the installer. And the installer to launch exes and bats

To be precise, the engine is Nsis

Third, I have the mood, I can extend this install script to a template that can be modified with a few routes.

Forth, with the installer that I-will-end-on-the-next-two-days, only modified files will be updated on the destiny pc. It means that MEHEM (that has 400 mb size) will be ported to the host pc, installed, and deleted keeping original files. Yes, this installer recompiles Sfar on target PC. Is slow, so if you have a better compiler exe, it could be a good modification.

Fifth, have you queued everyone to conclude that "no one" wants "my" (at least for me is "ours") installer? It sounds like "no one wants a new ending" stuff.

And last... I'm not interested in fighting with you. I'm here to help, so if you are not going to help me or give a better, finished idea, please be constructive. We don't want to make this thread closed, right?

If I offended you, I'm sorry. As I said, I was very sleepy... and to be fair, english is not my native language.

Modifié par Ironhandjustice, 21 janvier 2013 - 04:20 .