Citadel Epilogue Mod
#26
Posté 10 août 2013 - 09:41
#27
Posté 12 août 2013 - 04:44
Well done! You done Jack and I proud. Your mod seamlessly makes the Citadel party the epilogue the series deserves.
Thank you.
Now back to the party. Jack's dancing on the table again......
#28
Posté 14 août 2013 - 02:37
Thanks. I hope you continue to enjoy.
@spamtrash
Thanks for the second opinion and for that Jack save. Sometimes looking at sound waves in Audacity actually works out.
#29
Posté 16 août 2013 - 12:40
the line.
not word for word.
Liara
"I wish we cold do this more often Maybe after this we..."
Shepard
"Every day after"
if it is after the war then whats stopping them?
2 at the end what fight are the going back to?
only small thing lip sinking was fine and I didn't get all the invites so I may of missed some. it is amazing how a word change hear and there can change the whole feel of a scean.
A grate mod very well done congrats I also hear that it is being integrated into MEHEM 0.4 that's a grate Idea and the perfect edition. a grate mod very well done and thank you for making the Citadel DLC the Epilogue that it should of been.
#30
Posté 16 août 2013 - 05:30
Thanks for the feedback. I'm hoping in v0.2 to comb over those types of comments and tighten that up when possible. I know of a few others which need some adjustments as well.
I'm glad you like the mod!
#31
Posté 16 août 2013 - 09:48
#32
Posté 20 août 2013 - 08:06
Honorable Ensign wrote...
Ooo, nice! I figured somebody could do this, though I'm not sure I'll use it myself. A few questions: for the party only version, would it still trigger if you chose Control or Synthesis? What happens if you have the party only version installed and try to start the party before the end of the game? Is that option simply removed?
Good questions. At the moment this is a very humble audio mod. So, you have to manually not throw the party and after finishing the game, decide if you want to load a save for the party or fly back to the citadel and then party.
Hopefully it will be integrated a bit better in the future but for now it's a manual process.
#33
Posté 31 août 2013 - 07:39
I just stumbled onto something big yesterday. I won't spoil too much but v0.2, which I really want to finish this weekend, is going to be fully playable as an epilogue. The clone mission, the whole thing. The quality of it should improve and subtitles will be included this time. And it looks like, this time, all Cerberus talk in the present tense can be taken out. This also will provide more flexibility to MrFob and incorporating it into MEHEM for those of you who like MEHEM.
#34
Posté 01 septembre 2013 - 04:50
Haven't installed this mod yet, but if definitely sounds interesting, plus your secret mentioning of finding "something big" has colored me quite curious.Deager wrote...
Update for everyone.
I just stumbled onto something big yesterday. I won't spoil too much but v0.2, which I really want to finish this weekend, is going to be fully playable as an epilogue. The clone mission, the whole thing. The quality of it should improve and subtitles will be included this time. And it looks like, this time, all Cerberus talk in the present tense can be taken out. This also will provide more flexibility to MrFob and incorporating it into MEHEM for those of you who like MEHEM.
#35
Posté 01 septembre 2013 - 08:20
AVPen wrote...
Haven't installed this mod yet, but if definitely sounds interesting, plus your secret mentioning of finding "something big" has colored me quite curious.Deager wrote...
Update for everyone.
I just stumbled onto something big yesterday. I won't spoil too much but v0.2, which I really want to finish this weekend, is going to be fully playable as an epilogue. The clone mission, the whole thing. The quality of it should improve and subtitles will be included this time. And it looks like, this time, all Cerberus talk in the present tense can be taken out. This also will provide more flexibility to MrFob and incorporating it into MEHEM for those of you who like MEHEM.
Certainly, I don't want to over-promise, but there was something I accidentally learned I could do while editing tlk files which allows me much greater freedom when working with lines. Final testing is beginning right now. I think the mod will be able to live up to its name.
#36
Posté 04 septembre 2013 - 09:41
#37
Posté 04 septembre 2013 - 12:43
Yestare7 wrote...
It was only a matter of time... Wonderfull job!
I have not used it yet, but have played Citadel as my ending twice. Now I can Joker to shut up about the Reapers!!
Yestare7 and all...
Citadel Epilogue Mod v0.2 is here. The entire Citadel DLC can be played after MEHEM and make sense now.
If anybody is jaded about purchasing the Citadel DLC, I suggest letting go of the bitterness, get Citadel DLC, and enjoy the epilogue it has become.
#38
Posté 04 septembre 2013 - 03:28
Deager wrote...
Yestare7 and all...
Citadel Epilogue Mod v0.2 is here. The entire Citadel DLC can be played after MEHEM and make sense now.
If anybody is jaded about purchasing the Citadel DLC, I suggest letting go of the bitterness, get Citadel DLC, and enjoy the epilogue it has become.
Excellent, I'll be sure to test that in the next few days, still got a save somewhere with the DLC not started yet.
Edit: Btw, not to nag, but were any additional files of the DLC altered in this new version? Or is it still the same one?
Modifié par Chashan, 04 septembre 2013 - 03:48 .
#39
Posté 04 septembre 2013 - 03:52
A true epilogue!
#40
Posté 04 septembre 2013 - 05:33
That's a good question Chashan. There are a few more files edited now.Chashan wrote...
Deager wrote...
Yestare7 and all...
Citadel Epilogue Mod v0.2 is here. The entire Citadel DLC can be played after MEHEM and make sense now.
If anybody is jaded about purchasing the Citadel DLC, I suggest letting go of the bitterness, get Citadel DLC, and enjoy the epilogue it has become.
Excellent, I'll be sure to test that in the next few days, still got a save somewhere with the DLC not started yet.
Edit: Btw, not to nag, but were any additional files of the DLC altered in this new version? Or is it still the same one?
the lite install includes
DLC_EXP_Pack003_Int.afc (as before)
DLC_EXP_Pack003_INT.tlk
BioD_CitApt_PartyAftermath.pcc (after the party)
the full install includes
DLC_EXP_Pack003_Int.afc (as before)
DLC_EXP_Pack003_INT.tlk
BioD_CitApt_PartyAftermath.pcc (after the party)
DLC_EXP_Pack003_Base_Int.afc
DLC_EXP_Pack003_Base_INT.tlk
BioD_CitApt_Party.pcc (after the clone mission is done)
BioD_CitApt_00AptIntro.pcc (your first visit to the apartment)
For the full manual install, only the Pack003_Base files, two of them, go into the Pack003_Base Default.sfar. All the pcc files and Pack003 files go into Pack003 Default.sfar. The lite manual install does not use the Pack003_Base Default.sfar at all.
Modifié par Deager, 05 septembre 2013 - 02:14 .
#41
Posté 04 septembre 2013 - 07:47
*glares at ME3 Xbox 360 copy*
Why!? Oh well this is awesome anyway.
#42
Posté 04 septembre 2013 - 09:25
Oh, and stole your sig!
#43
Posté 04 septembre 2013 - 10:26
#44
Posté 05 septembre 2013 - 02:16
Please do keep the feedback coming. spamtrash pointed out a slight problem with something...I won't even say what, just in case others miss it and can enjoy the mod by not noticing the mistake. It's very minor, but this is where I need all of you. If you notice something I missed I really want to hear about it to do any final polishing for a v0.3 release.
@Yestare7
Steal away. Many won't give a rip about this mod but there are probably plenty who would if they knew about it.
Modifié par Deager, 05 septembre 2013 - 02:21 .
#45
Posté 05 septembre 2013 - 08:38
I complete the extraction from the sky-car lot but then am returned to my apartment, with no-one else there, and the navigation marker still informing me to go and met Joker.
While I can exit the apartment to the corridor, I can't exit at the other end because there is no green lock on that door.
Checked the terminal and there are no messages there. Scouted the entire apartment and it is empty aside from my Shepard.
Up until then it worked great, with all mentions of the Reapers well removed.
Modifié par voteDC, 05 septembre 2013 - 08:39 .
#46
Posté 05 septembre 2013 - 09:25
Modifié par Deager, 05 septembre 2013 - 03:43 .
#47
Posté 05 septembre 2013 - 04:51
why not use me3xplore/text mod to change EDI into a human ? you can say that the explosion made her evert to a human form I.E dr eva at the start of the mars missionDeager wrote...
@Bourne Endeavor
Thanks. I'm glad you liked it. My hope for everyone is that the party is less cringe worthy for ignoring reaper lines and that heading back to the ship feels like a nicer goodbye now.
I got some info on the EDI situation. I'm pretty sure she is required at the party in the game and because of that, there's probably no way I or anyone else can remove her and then replace her with someone else.
#48
Posté 05 septembre 2013 - 07:00
Tharja wrote...
why not use me3xplore/text mod to change EDI into a human ? you can say that the explosion made her evert to a human form I.E dr eva at the start of the mars mission
Well, she'd still be EDI right? Even if she looked different?
Modifié par Deager, 05 septembre 2013 - 07:17 .
#49
Posté 05 septembre 2013 - 07:11
http://rapidshare.co...ual_Install.zip
As soon as the automatic installer is ready it will be uploaded.
Thanks for your patience and sorry to everyone who already downloaded it.
Modifié par Deager, 07 septembre 2013 - 03:17 .
#50
Posté 05 septembre 2013 - 11:08
yup she just be human and no cyborgy stuff hey If Bioware can use space magic so can we lolDeager wrote...
Tharja wrote...
why not use me3xplore/text mod to change EDI into a human ? you can say that the explosion made her evert to a human form I.E dr eva at the start of the mars mission
Well, she'd still be EDI right? Even if she looked different?





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