ThaneMOD | Now Released! Keeping Thane Krios alive for ME3
#76
Posté 22 décembre 2013 - 11:39
#77
Posté 23 décembre 2013 - 07:26
Groovy.giftfish wrote...
FYI -- Testing for the final build is going well. We've started on the installer and are trying to make some headway
#78
Posté 23 décembre 2013 - 09:59
All working well together
#79
Posté 24 décembre 2013 - 09:49
PorcelynDoll wrote...
Oh I just found out about this. So happy! Can't wait to try it out, you modders are so amazing!
Hi PorcelynDoll! Glad to see you around, and are interested in the mod. Check out the OP for the link to the ThaneMOD forum and website. Feel free to join. We keep all the most updated info, on those sites.
#80
Guest_LagoonaLahaana_*
Posté 30 décembre 2013 - 10:32
Guest_LagoonaLahaana_*
#81
Posté 31 décembre 2013 - 07:04
Of course! We're excited to share it with you.LagoonaLahaana wrote...
So after careful and calm consideration (major venting) I have decided to take ARTISTIC control of my own game and am definitely supporting and getting this mod. Thank you to all those who worked hard to make it happen.
And, now I have some other exciting news to share....
We have Thane in the Memorial Scene for MEHEM. What trickery is this, you say? No trickery, indeed!
Those of you who keep an eye on ME3Explorer, might have noticed that last week JohnP posted footage of Miranda in the Memorial Scene, in LI capacity.Miranda, as you know, is never aboard the Normandy in ME3, so there arevarious technical challenges to putting her (and other ME2 LIs) in that scene. The fact that JohnP figured out a way to place her there, essentially meant the same thing could be done for Thane. We contacted him, asking for some tips on the procedure, and he was nice enough to simply repeat the procedure for Thane and share the resulting files. I've been testing them over the past 2 days, and everything looks good -- it fits perfectly into the ThaneMOD-compatible MEHEM ending. We will be including it in the v1.0 release.
This does change two things about how we originally planned the MEHEM ending, however, and we want to be clear about those changes:
- First,if you've read up on the website, you know that there were supposed to be two "epilogue slides" during MEHEM that related to Thane and Shepard. The first of these slides appears earlier in the epilogue, amongst the other ME2 crew. This slide will be altered from what we originally tested and planned, and a different slide placed in its stead. We are making the change in light of Thane now being in the MS, and because we think players will appreciate the change. The original slide will still be viewable on the "Spoilers" section of the website. It was created by myself.
- Second, the latter slide, akin to the Miranda and Jack LI slides at the very end of MEHEM, is removed. This is due to the different files that are used in the game when the LI is present in the Memorial Scene. In short, the file that Fob edited to put this slide in for us, is no longer used by the game if Thane is in the MS. We may consider asking Fob to put the slide back in, in the future, but honestly, it is a bit "anti-climactic" to go from seeing Shepard and Thane embracing, to a static slide right afterward. The slides were a substitute for not having Thane in the MS, so now that he's there, they aren't as necessary. Again, it will still be viewable on the "Spoilers" section of the website. It was a very lovely slide created by AndromedaShepard, and we are sorry we won't be using it -- we think the sacrifice is worth it, though

Getting Thane into the Memorial Scene is something that we have actively been working on since I initially contacted Fob about ThaneMOD 9 months ago. When we saw how difficult it was going to be, we bagged it for initial release, hoping that modding tools would continue to develop. Most attempts at doing this have involved mesh swaps, cloning, and the like, and JohnP not only found a great way around this -- but was also willing to share his work. Thane fans, he deserves a HUGE 'thank you'. Maybe we need to send him little, Thane-shaped cupcakes...where's Beanie??

At any rate, all file-editing is finished and content is locked. We're working on the installer, which is kicking our ass, since none of us are familiar with scripting. Once we're finished, we release
Modifié par giftfish, 31 décembre 2013 - 07:18 .
#82
Posté 02 janvier 2014 - 12:55
#83
Posté 09 janvier 2014 - 08:59
Currently, @giftfish is building the installers, along with some input from skipjack, Warranty Voider, JohnP (helixspiral), Mr. Fob and myself. Because of the complexity of the installation, and due to how many modified files we have (not to mention some are mutually exclusive from each other), we have opted to put together five or six different "packages". Our initial plan was to have everything a la carte, to allow people the freedom to choose as they saw fit. Unfortunately, this is proving to be impossible with the knowledge and resources we have.
Because @giftfish is working with a free installer suite (NSIS), and documentation is pretty "thin", it is not as neat and tidy as we had hoped. Hence, why we decided to go with "packages" versus full on a la carte. The scripting is very much new to her, and most of us working on this project are just as green or moreso (raises hand...lol!). There are installer programs that could do everything we wished (most likely), but unfortunately they cost $600 and up.
Now, on to what is NEW! JohnP has done it again.
And lastly, with the new "packages" we also plan to include JohnP's Anderson Dialogue Fix mod as well. This extends the dialogue exchanged between Shepard and Anderson, on the Citadel: The Return.
Modifié par coldwetn0se, 09 janvier 2014 - 09:01 .
#84
Posté 09 janvier 2014 - 09:34
While it is true that I usually have Thane bite the dust in ME2, this effort you're putting forth is going to have my current Shep romance Thane and check out this great work. I'm looking forward to seeing it in action.
I may have glossed over and missed it but will you be offering the files themselves for people to manually install via me3explorer?
#85
Posté 09 janvier 2014 - 10:55
Deager wrote...
@coldwetn0se
While it is true that I usually have Thane bite the dust in ME2, this effort you're putting forth is going to have my current Shep romance Thane and check out this great work. I'm looking forward to seeing it in action.
I may have glossed over and missed it but will you be offering the files themselves for people to manually install via me3explorer?
Hey Deager!. Nope, you didn't gloss anything over
Great to hear that you are going to give it a try. And just in case it hasn't been made clear enough, there are versions of this mod that work for either a Shepard who romanced Thane, and those that were just "friends" with Thane, and still want to try out the mod to have him live.
#86
Posté 10 janvier 2014 - 04:00
Thought it'd be amazing to sorta hang out with them too, like Shep spending time out with Jack blasting things up in the shooting galery.
I'm one for giving this mod a go, even if I didn't romance Thane (hey, he volunteered to watch over my guy in the hospital so if there is a chance to give him an alternate path where he could spend more time and be happy with his son.. Then where do I sign up?)
#87
Posté 10 janvier 2014 - 05:06
d1ta wrote...
Quick question, can Thane (if possible Kolyat) be added to the Citadel's Armax Arena?
Thought it'd be amazing to sorta hang out with them too, like Shep spending time out with Jack blasting things up in the shooting galery.
I'm one for giving this mod a go, even if I didn't romance Thane (hey, he volunteered to watch over my guy in the hospital so if there is a chance to give him an alternate path where he could spend more time and be happy with his son.. Then where do I sign up?)
You are one among a number of people who have asked about the Armax Arena, and getting Thane into it.
We have two current hangups with it, though one might be fixed by pairing it with something like the Citadel Epilogue Mod that Deager made. The first is unfortunately the big one; we are still relatively limited to what we can do with modding ME3 and it's DLC's. Having said that though, new stuff is being developed (there is even the starts of a level builder tool, that Warranty Voider has been making), and who knows what might end up being achieved.
The second problem simply stems from the lore content that "can" be played with, depending on the ThaneMOD package one chooses. The Email, War Assets, and Codex (EWAC) makes it tricky as to when Thane would be available to even return and participate in something like the Armax Arena (that is where a possible solution with something like CEM, or the likes, would come in handy). Now, for someone who only wants to use the Core mod (which avoids the Coup encounter), then one could "headcanon" what ever they wished. For those, the timing thing probably isn't as critical, but they would still need to imagine that Thane has had "some" kind of treatment to bolster his health. The EWAC does that, but is also beholden to a specific timeline then.
As for playing the ThaneMOD while your Shepard is involved with another LI, we are set up for that too. (in fact, I just got finished testing a play through of the Friend version of the ThaneMOD, with the enhanced EC ending....my test Shepard was romancing Kaidan). The ThaneMOD will have different versions based on whether you are playing with a Shepard who is just friends with Thane (but would like him to live), or one that romances him. And as stated earlier, we will have the manual files available for those that just want to do something, like have him avoid the Coup (their reasons may be that they just didn't like the Coup cutscenes with Thane, Kai Leng, and Shepard and Company).
When you get some free time, check out the links in the OP for the official website. We have the different mod aspects listed in more detail (be forewarned, it is slightly spoilerific, but we try to keep the spoilers to a minimum). It should give everyone a better picture, as to what they will see/experience in this mod.
Thank you for the interest and encouragement. Looking forward for this being available to everyone soon.
Modifié par coldwetn0se, 12 janvier 2014 - 06:05 .
#88
Posté 10 janvier 2014 - 06:29
Thx for the reply
So, here's to hoping that ME3 mods can skyrocket and be as diverse as Skyrim's (wishful thinking but hey, who knows
#89
Posté 10 janvier 2014 - 05:42
Deager wrote...
@coldwetn0se
While it is true that I usually have Thane bite the dust in ME2

Love to see more and more folks taking an interest in the mod, btw
#90
Posté 10 janvier 2014 - 05:47
Yeah, I was surprised you didn't respond to that statement the first time. He's grown on me a bit. Kaidan is the same way; I couldn't stand him at the beginning. I figure I can at least not have Thane die this time 'round and may as well go all in with a romance.
#91
Posté 10 janvier 2014 - 09:14
d1ta wrote...
@coldwetn0se:
Thx for the replychecked your project page and I think I'll go for the EWAC and everything. Sounds neato and I really feel happy that the friend!Thane also gets a good share of attention. I love every bit of the crew and it feels so nice when you can establish a buddy-buddy feewings from them (like in the femshep-Miranda interaction on the Citadel DLC)
So, here's to hoping that ME3 mods can skyrocket and be as diverse as Skyrim's (wishful thinking but hey, who knows) and well, who knows too, maybe Thane and Kolyat WILL make an appearence in the combat arena one day
I love the Fem!Shep x Miranda hangout in Citadel DLC.
As for more modding capabilities in the future...Here, here!
#92
Posté 11 janvier 2014 - 07:17
#93
Posté 11 janvier 2014 - 10:10
Getorex wrote...
Pretty major mod. Congrats. What I'd REALLY like to see is the ability to mod ME1 and 2 get some focus, but that's an ME3explorer issue rather than any particular modder's issue.
Coldi and I were just talking the other day about how it would be cool to make a mod that ensured Shepard's LI caught him/her at the end of the SM. Seems logical, and if I'm correct, having Jack always catch Shepard is a bug that was never fixed. But, yeah, tools doin't exist right now for us to look into that.
Maybe I can bug wv after we get v1.0 out, lol.
#94
Posté 13 janvier 2014 - 12:57
#95
Posté 18 janvier 2014 - 10:12
Installers are done. Yay!
Yeah, installerS. Plural. We couldn't get everything into a single one, I just don't have the scripting skills. So, the install plan has changed a bit for first release. We'll have 5 installer "packages" that contain specific modules. We put the 5 packages together based upon what we think would cover the majority of users. We will also have a full manual version, but it will be a bear to install, so we'll suggesting folks stick to one of the installer versions. There will be a detailed "Install Guide" to walk you through the entire process. Manual folks will have your work cut out for you -- and a good bit of reading to do, lol. You will need to work slowly and methodically, but I've arranged the folder structure to make it as easy as possible.
We're working on some final issues with making the use of the new textures in the mod as simple as possible. Once this is ironed out, I can start writing the Install Guide.
Finally, I still need to put together the patches for DLC files (the installer only covers main game files). We're looking into a new tool warrantyvoider made, so these should go pretty quick once I have it figured out.
#96
Posté 19 janvier 2014 - 01:15
giftfish wrote...
FYI --
Installers are done. Yay!
Great news!
Modifié par Deager, 19 janvier 2014 - 01:16 .
#97
Posté 19 janvier 2014 - 10:22
Modifié par Almostfaceman, 20 janvier 2014 - 12:58 .
#98
Posté 20 janvier 2014 - 09:50
Almostfaceman wrote...
I'm interested in installing this mod and I apologize if this question is premature, but still I ask it. I've a bunch of texture/mesh mods installed, along with Deager's Citadel mod and MEHEM. Will I have to uninstall all of these or some of these before installing this mod?
Heya Almostfaceman (still love your avatar pic...lol)! Sorry for the delayed response.
Currently, we have ThaneMOD packages for those that wish to use MEHEM or EC endings, and the ThaneMOD doesn't (as of the first release) have any conflicting modified files with Deager's CEM. How it would work though is, an order of installation, which would mean that your texture/mesh mods would need to be installed last. Generally, someone with your setup would be looking at:
MEHEM -> ThaneMOD/CEM (I put these on the same line, since they won't affect each other) -> Texture/mesh mods.
It should also be noted, that it is possible that some texture/mesh mods "might" cause a problem with the ThaneMOD. In most cases, it shouldn't (since most of the files concerned or associated with textures, are probably not already modified by the ThaneMOD). However, there is always a chance that that could happen. With more and more people putting texture mods and mesh mods out there, this chance could increase. With a full listing of files that ThaneMOD has modified, you could check against the files that are modified with your texture/mesh mods, and determine if any overlap. Check out the following link for file lists: http://thanemod.word...9/installation/
(It should be noted that this list may not be complete yet, but it will be updated as needed when we are ready to launch the mod.
Thanks for your continued interest.
#99
Posté 22 janvier 2014 - 07:13
I have a quick question for you actually. We've been talking about this a lot on our forum over the past few days, and I'm wondering how you get DLC textures to work with mods like MEHEM and CEM?
Scanning tree.bin is supposed to be done on vanilla files, before installing MEHEM/CEM. After that textures/meshes are modded. According to KFreon, the modded textures for DLC are first saved to the DLC extracted files in the TexplorerCache, and then those are written into the .sfar. But, in that case, you could end up overwriting Deager and Fob's modded .pccs.
How do you ensure compatibility and that you don't bork those mods by installing textures? Essentially ThaneMOD will be handled the same way as they are, the only hitch what Coldi said above: MEHEM users have to install MEHEM first and ThaneMOD second, to ensure ThaneMOD overwrites the appropriate files. CEM is a non-issue as for v1.0, ThaneMOD doesn't alter any Citadel DLC files.
Also, DLC .mod patches are done as of this morning. Unless something goes seriously wrong with our final test on the installer packages this weekend, ThaneMOD will be released late next week
Modifié par giftfish, 22 janvier 2014 - 07:16 .
#100
Posté 23 janvier 2014 - 06:44





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