Cool. Does the longer black screen before the memorial wall work better you think?
Re the epilogue music: I'm going to make it an optional download.
Cool. Does the longer black screen before the memorial wall work better you think?
Re the epilogue music: I'm going to make it an optional download.
That's right! I forgot you had done that. I never felt like there was an odd transition from the breath to the memorial so yeah, you nailed it.
I should add, I'll do more testing for you once I get mine a little more squared away. The memorialblue and green work great for the full version. But it appears once the player has triggered everything but the party the game won't load the CitApt so I'm venturing into new ideas for that. But I won't leave yours hanging for long since I have ungibbed saves of LIs for Ash, Kaidan, Garrus, Liara, Jack, none, and Tali is coming up here too on run #8.
I'll try to test sometime this week, JohnP ![]()
OK, I got some more testing in. I will try a reinstall to be sure but if I click through the dialogue with the intelligence a little quickly (although who would really do that?) it goes to that effect bright screen transition effect. Seems to trigger when he's talking about control. But the effect doesn't go away making it impossible to see going forward.
I had one ending where the game hung after the credits and the Bioware message were done. Kelly was the LI; if that helps.
I'll test more. I have a little testing of my own I'd like to do now.
Thanks for testing.
The catalyst conversation usually doesn't allow skipping but I changed it for ease of testing. So yeah, if you skip the scene where it fades to white, it never gets the command to turn off the white since it's been skipped over. I should probably restore the original functionality to the conversation.
Good to know. Then I bet it's going to be fine. I'll test more as soon as I resolve one little thing in CEM.
Quick question, JohnP.
I was getting ready to install JAM and I'm wondering about the BioD_CitHub_HospitalP3.pcc.ThaneMOD has 3 versions of this file, two that you made. The one dated 12/30/2013 is for use with MEHEM; this seems to be the one that is included in JAM. However, the other version of this file is dated 1/6/2014, and that is the one used with the EC. The EC is what I currently have installed.
I just wanted to be sure there wasn't a mistake with the file. So, I should overwrite the TM version of this file dated on 1/6/2014, with the JAM version dated 12/30/13? Is that correct?
EDIT: Also, I'm guessing I'm going to need to check and rebuild the sfar, as well?
If I included that file in the download, it was a mistake. That file is only relevant for TM, so you should use whatever version of the file is already installed by TM.
Ok, I just tested Synthesis, and there's definitely a complication with either the file I aksed about, the Memorial Green file, or both.
Thane was absent from the Memorial Scene. Or, I should say...he was a phantom. The sign moved onto the wall of it's own accord and EDI hugged someone invisible. Ha!
Good news is that the child convo went without a hitch. I listened to it fully, exhausted as many options as I could and didn't skip. I received the proper ThaneMOD LI FB. Thane's name was still absent from the wall and the proper FB slide appeared. The TM credit music was also unaffected. Extended Anderson convo worked. So, all that is good.
Here's what I did to install:
1. I already had ThaneMOD v1.0C installed. This is the romance version for EC, which should work with JAM, as per your instructions.
2. Dropped the Kelly bik into the Movie folder.
3. Dropped everything else into the CookedPCC folder. That includes this list of files:
I'm wondering about those last two pccs, as I thought all "Memorial pccs" would be placed into the sfar to have an affect?
4. Ran AutoTOC. Worked fine.
5. Ran the .mod file. Worked fine.
6. Ran DLC TOC. Checked and Rebuilt the sfar. Worked fine.
7. No problems with game launch or DLC auth or anything else.
You might already know whatever the issue is, but I did want to reiterate that the version of BioD_CitHUb_HospitalP3.pcc that you included in the zip (and that I didn't install) is not the version that is used with the EC version of ThaneMOD. That's the version used with MEHEM version (I think...the time stamp on the file is different). So, if that is the version that you tested with, then your testing results would force you to draw incorrect conclusions, since ThaneMOD users would have a different file installed.
I'll hold of on testing the other endings, since I'm guessing Thane won't be in the MS for any of them. Let me know how you want to proceed :]
Booo! Ok, I know what that issue is. It won't affect testing the destroy ending FYI, but it's something I'll fix for the others.
Booo! Ok, I know what that issue is. It won't affect testing the destroy ending FYI, but it's something I'll fix for the others.
Lol. Ok, I'll test Destroy then, momentarily. Brb.
EDIT: High EMS Destroy worked fine. Loved how everything turned out with the voices!
And, sir, I am mighty curious about how you added those subtitles and the label for who is speaking. I'm guessing for the subs you just expanded them by adding entries in via the dialogue editor? Did you sort of cheat and also put the speaker's name and the colon in the string? Actually, now I'm wondering how you added the separate sound files, since one string corresponds to one sound file, and none of those strings/sound files were there previously.
I didn't test low EMS Destroy, since I'm guessing it would have the same issue as Synthesis.
OK, the last of my testing complete. I went with a clean ME3 install by dumping out the directory of CookedPCConsole and Movies. Works great except 1 Shep. Doesn't matter if it's the destroy ending (he had over 3,100 ems) or refuse (I didn't test sythesis or control yet.) But the game hangs after the message from BW. His save has
1. romanced Kelly
2. romanced Ash but...
3. didn't have her come back to the Normandy
4. game reads it as romancing Kelly at breath scene
Don't know if that helps you figure out why the game might be hanging; strangely on more than just high-ems destroy.
It might be a bear, but if the blue light version of geth could be used that might be better. Blue reads more like white; basically a neutral color. Green seems a bit off. If it's possible though and not a huge hassle.
Can you upload the save?
Yeah. Sorry, I was off to bed when I wrote that. This save puts you at the "choice."
Good ol' Costanza Shepard. The trilogy run where he did the opposite of what I would do.
Have you tried that Shepard without any mods? It worked fine for me, but that's probably because when it ran the LoadLegendSave, it loaded the legend save for the Shep I stuck your AutoSave file into. I wonder if the legend save for that Shep is messed up?
BTW, that is one ugly dude. LOL.
And, sir, I am mighty curious about how you added those subtitles and the label for who is speaking. I'm guessing for the subs you just expanded them by adding entries in via the dialogue editor? Did you sort of cheat and also put the speaker's name and the colon in the string? Actually, now I'm wondering how you added the separate sound files, since one string corresponds to one sound file, and none of those strings/sound files were there previously.
It was a pain.
Sequence-wise, they're all BioSeqAct_FaceOnlyVO objects. FaceOnlyVO is what the game calls voice overs that aren't being spoken by an on-screen actor. I assume the "Face" refers to the fact that there are no face animations associated with the line.
The text is all added entries to the EC .tlk.
The audio and the speaker names were the hard part. For the speaker names, the FaceOnlyVO objects have a "Speaker" link that connects to a SeqVar_Object. That it turn contains an SFXPointOfInterest object. THAT then refers to an SFXSimpleUseModule that has a .tlk ID for the speaker name (except for Shepard, where you connect the Speaker link to a SeqVar_Player object). So I basically had to clone four objects for each voice over, plus all the PMCheckState objects to pick the proper LI.
For the audio, luckily the 610EpilogueRed_LOC_INT.pcc contains the dialog for all three epilogues, so I used that file's version of the synthesis epilogue. When the game goes to play dialog audio, it looks for WwiseEvent objects that are named like: VO_<string_id>_<g>_Play, where string_id is the ID in the .tlk file and <g> is either m or f. Every line of dialog has a male and a female WwiseEvent. The game automatically picks the correct one depending on Shepard's gender.
What I did was change the name of some of these WwiseEvents to match the string IDs of my new lines, then change the file, offset, and length in the corresponding WwiseStream objects so it would play the new audio.
Take a look at my modifed BioD_End002_610EpilogueRed.pcc and BioD_End002_610EpilogueRed_LOC_INT.pcc.
Have you tried that Shepard without any mods? It worked fine for me, but that's probably because when it ran the LoadLegendSave, it loaded the legend save for the Shep I stuck your AutoSave file into. I wonder if the legend save for that Shep is messed up?
BTW, that is one ugly dude. LOL.
When I played through as him no mods existed that I used. MEHEM came out or I learned about it 2 weeks before finishing. But who knows. I'm hoping odd glitch. I think your mod is solid as all my other Sheps worked.
Yeah, the goal was to make him look as ridiculous as possible. Figuring I was going to kiss ME goodbye. Then comes MEHEM, 6 trilogy runs and a mod I did later...![]()
It was a pain.
Sequence-wise, they're all BioSeqAct_FaceOnlyVO objects. FaceOnlyVO is what the game calls voice overs that aren't being spoken by an on-screen actor. I assume the "Face" refers to the fact that there are no face animations associated with the line.
<snip>
Wow. It continues to amaze me the **** you figure out. Fob is going to love this, since he's been trying to figure out how to change the names attached to teh subtitles for MEHEM. And, it seems like what you've done here should be able to help with getting that final audio into Huerta, but I think the big wrinkle is having FaceFX animations to deal with and their link in the chain of events. Blarg.
Thanks for taking the time to explain
I still dont quite understand how to "follow" objects around sequence maps and PCCEd2 like you/Em/Fob do. As soon as I "inspect" and enter treeview I'm pretty much lost. No idea what all the numbers or anything else means. The new sequence editor is awesome, though. Certain things are much more explicit than they used to be.
That's some cool stuff with the subs and the voices JohnP!
I always thought that the dialogue connects to an SFXStuntActor object for speaker identification but I never tracked it properly. Thanks for that info.
Sounds like I'll have to implement this for the next version of MEHEM. Damn that's going to be tedious. ![]()
FYI--
This is OT, but since a lot of you are in this thread I thought I'd pop a note here rather than on the TM forum. I'm trying to get some clarification on the DLC unpacking. For example, if it requires the user to run Texplorer, if it still doesn't unpack the entire sfar, etc. I'm updated to the current rev and right now I don't see a way to unpack without running Texplorer, which is a problem.
I also never considered that it wouldn't unpack all files, and that we would potentially still need .mod files even after unpacking the DLC. One of the big advantages to unpacking is being able to streamline the install process. But, unless all the files are unpacked, modding DLC will still likely require .mod files, despite being able to use an installer for the pcc/tfc files. If that's the case, then why even bother to make an installer? I get that it helps with texture modding, but it makes more work for us as content modders and more install steps for the user. Unless there is a reason why they can't be, all DLC files should be included in the extraction--not just tfc and pcc files.
At any rate, I don't want to hijack JohnP's thread, and perhaps some of you already know the answers to these questions. If so, please respond to my post on ME3xp. If you also don't know the answers to these questions, then keep an eye out ![]()
Answered on ME3Exp.
I just got a response by KFreon on ME3Exp. He's under the impression that the DLC Editor 2 unpacks everything, so I was waiting on confirmation from WV. That would be interesting...two different methods of unpacking? Talk about a recipe for installation errors and headaches.
Good to know that everything can be extracted, though I'm interested to see what WV is going to say. I don't get why they wouldn't have extracted everything off the bat. I mean content modders are going to need to modify files other than those that contain textures/texture references. And, only allowing installation of certain DLC files via an installer and requiring others to use a .mod file/patch is a giant pain in the ass. It really doesn't make it any easier for the user -- especially the content mod user who doesn't texture mod.
Sucks a bit about the TOC.bins. Another reason to try to figure out how to run that inside of NSIS. My scripting skills leave much to be desired, though. Ick.
Thanks for the info ![]()
@JohnP -- I see you responded to Praedor, lol.
My guess is with what we just figured out regarding unpacking not being handled the same way in Texplorer and DLCEd2, even if wavion made a new installer, there would be a serious issue getting VPatch to work. *If* the files are completely unpacked from the sfar (as in no longer inside it). You may (or may not) know that there are size checks in the installer script, and if there is now variation in what files remain inside the sfar, then that size will change. The size needs to be consistent to "pass" the size check.
If they still remain inside the sfar even when unpacked, then it shouldn't be a problem. But, I thought that was the difference between extraction and unpacking. The former "copied" the file and the later fully removed the file from it's orginal location in a compressed format.
Yeah, a file size check will never pass because just the differences in users' DLC TOC.bin will change the file size of the remaining SFAR.
Hey guys, I put an answer into both, the BSN and the ME3Explorer threads. The upshot is that you don't want to modify files that have texture mods on them.
This si a really tricky problem. Ideally, I guess we'd want to create script like the cloning script, basically recreates the file from scratch while inserting all the new an changed objects into it while leaving all other objects (which might be modded or not already) alone, except for adjusting their offsets in the export list. As far as I can see, this would be the only way to make things somewhat compatible.
Since I didn't really document all the changes I made for MEHEM for instance, without some sort of comparison tool, which compares objects in the file and extracts all changes, I'd have to go back and manually figure out all the objects i have changed (which would take forever
).
AFAIK, the .mod creator inserts changes into the pcc files but it wouldn't account for possible changes in offsets that may occur with teture mods. So that won't do. Is that correct? I might not be entirely up to date on some of the latest tools, so please correct me if I'm wrong here.