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#126
giftfish

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I was still working under the caveat that content mods need to be installed before texture mods. That doesn't change, regardless of sfar unpacking. What the unpacking does is prevent a texture-modded pcc from overwriting a content-modded pcc when it is repacked in the sfar (the old method that texplorer doesn't use anymore).

 

This is how I see it working:

 

1. The user extracts their DLC. either via DLCEd2 or Texplorer. The key is that both methods have to extract all files, so we can assume every user has all DLC files extracted.

2. User installs MEHEM/TM/JAM. Main files and DLC files are replaced via an installer.

3. User might have to run a main game/DLC TOC.bin update, depends on the mod.

4. User installs texture mods.

 

Problem is that right now Texplorer only unpacks pcc and tfc files. We need to make sure that all DLC files are unpacked, standard. Then that means as content modders we can make installers that handle any DLC file just as if it was a main game file. That means no concerns about sfar size, having a vanilla install, using .mod files, etc. And, it's easier for the user.

 

It does not solve the problems of PCC replacement, i.e., overwriting a user's current, modded PCC with another modded PCC. But, my impression is that sfar unpacking wasn't supposed to solve that issue. It was to ensure files didn't get overwritten inside the sfar, which was the only way that both texture mods and content mods could be applied until unpacking came along. Basically, you had to pick one or the other if both modified the same file.

 

Now, assuming that content mods are applied first, users can texture mod DLC files til their hearts content.



#127
MrFob

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I was still working under the caveat that content mods need to be installed before texture mods. That doesn't change, regardless of sfar unpacking.

As far as I can see, this holds true. You install e.g. MEHEM first. Than, suring your tree-scan, the MEHEM files will be extracted and everything should work (in theory).

This is how I see it working:
 
1. The user extracts their DLC. either via DLCEd2 or Texplorer. The key is that both methods have to extract all files, so we can assume every user has all DLC files extracted.
2. User installs MEHEM/TM/JAM. Main files and DLC files are replaced via an installer.
3. User might have to run a main game/DLC TOC.bin update, depends on the mod.
4. User installs texture mods.

 
I'd say you run the tree-scan after you install the mods, not before (see above). I am not sure what exactly tree-scan does to the files but I think it basically records where textures can be found in the files. Since content mods may change offsets and other data, they should already be applied at the time, so that tree-scan already scans the modded files and stores that information for later texture modding.

Now, assuming that content mods are applied first, users can texture mod DLC files til their hearts content.

Yes, basically installing content mods is the first thing you want to do after a vanilla install.

#128
giftfish

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As far as I can see, this holds true. You install e.g. MEHEM first. Than, suring your tree-scan, the MEHEM files will be extracted and everything should work (in theory).

As the situation exists now, yes. But, this whole discussion is in the context of users who extract their DLC, and the presumption that the content modders will now be able to make WIndows installers for those DLC files (if they choose). If that's the case, MEHEM/TM doesn't need to be installed to the sfar anymore; it can treat the unpacked DLC files as any other game file.

 

Your comment here seems to assume that MEHEM/TM would still be installed to the sfar via VPatch or a .mod file. But, for TM, if I'm going to have to make windows installers for folks who unpack their DLC, then what I'd like to do is only have windows installers, and not need to make .mod files any longer. Saves me some work, ugh.

 

On a related note, what's your strategy if a user unpacks their DLC (either via DLCEd2 or Texplorer) *then* decides they want to install MEHEM?

 

I'd say you run the tree-scan after you install the mods, not before (see above). I am not sure what exactly tree-scan does to the files but I think it basically records where textures can be found in the files. Since content mods may change offsets and other data, they should already be applied at the time, so that tree-scan already scans the modded files and stores that information for later texture modding.

You've mentioned that you and KFreon have an ongoing discussion about this, and I'm aware you disagree with him. But, it seems to me that it's important everyone is on the same page about this stuff. Right now, KFreon and Ottemis are still telling everyone to scan on vanilla files. It's basically become a mantra, and anyone who spends any amount of time on ME3Exp knows this. It's also in the ME3Exp Set Up Guide that Ottemis mainstains. So, when users start to hear from someone else that they should scan on modded files, it's just going to create confusion, especially for new users.

 

Maybe WV should create a "private" section on the forum similar to what TM has (or something)? That way ME3Exp developers and major mod creators can talk amongst themselves and try to figure out the best way to handle difficult issues like this? I can make the suggestion to WV via PM if you like the idea. If you think it's not necessary, then that's fine, too. Just tossing the idea out there.

 

Here's the thread on ME3Exp, btw, where WV, JohnP and I have been talking about some of this.



#129
MrFob

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I created a new topic about this issue, not to derail Helix's thread any further. See here.



#130
giftfish

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I created a new topic about this issue, not to derail Helix's thread any further. See here.

 

Thanks! Sorry, JohnP :/



#131
JohnP

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Should be the final version now. I've made the following updates:
  • Set the Anderson/TIM visions to be unskippable to keep people from getting stuck on a white screen.
  • Added the MEHEM version of the quarian/geth slide for highest-EMS destroy instead of reusing the synthesis slide.
  • Fixed the control/synthesis level streaming for ThaneMOD compatibility.
There's now an installer: http://1drv.ms/1mn3zd2
 
There is no uninstaller; all you need to do to uninstall is delete the folder "DLC_CON_JAM" from your DLC folder.


#132
Deager

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Just tested the destroy ending and oh yeah, working like it always has, which is great. I like the slide change for the geth; I'm glad a blue light is acceptable and seems white. I attempted to skip all lines and as expected, no white light got in the way.

 

And I noticed you decided to go for it and replaced the epilogue music.  ;)



#133
giftfish

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Just downloaded. I'll test tomorrow :)

 

And, I see you are now JohnP on this site, sir. Very nice.



#134
giftfish

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Ok, just tested Starbrat convo and Synthesis. This time Thane was in teh MS as he should have been. The synthesis crust effect even applied, which was cool to see. I'm not sure if I remember that in the standard EC version for ThaneMOD. So, no issues there.

 

BUT. something got messed up with the credits music. ThaneMOD users have different credits music and it didn't play when the credits kicked in. However, it DID play when the Stargazer scene appeared.

 

So, I'm guessing you made an edit there, JohnP? I'll test the other endings momentarily :)



#135
giftfish

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Alright, finally done.

 

So the credits music issue is the same with all of them. In my last post I forgot to mention that it worked properly for the last version I tested, so i just wanted to make sure that was clear.

 

Control worked like Synthesis, but with the different FF slide. So, good there.

 

Low EMS destroy I wanted to ask one thing. I'm assuming this is as intended, so while all the Catalyst stuff is still removed, you did intend for all Synthetics to get wiped out, right? I got the vanilla Starbrat dialogue regarding the end of synthetics, EDIs FB popped up, and she wasn't in the MS. Low EMS only.

 

Now, High EMS Destroy. Ah, this was fun to watch. Since it was messed up the first time, I wasn't sure what to expect. I thought you meant to have Thane putting up the plaque and not Shepard, but now it's clear. You get the breath scene and then it cuts to Shepard with the plaque and Thane is in the LI spot. Really nice flow there.

 

What's particularly cool about this now is there are 3 "happy endings" for ThaneMOD users. MEHEM version. JAM, which is similar to the MEHEM version for the epilogue, anyway. And the standard TM version that has Thane hesitating to put up the plaque and then the cut to the breath scene and the hospital slide after that. Seems like one of those should make everyone happy, lol.

 

Very cool stuff. Nice work, JohnP :D 

 

P.S. Note that I didn't test any friendShep versions. I'm sort of assuming that they will be correct based upon the LI results. Otherwise, er, I have to test 4 more times >.<



#136
CommandBenX

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Any Chance for a Video Showing the Endings?



#137
JohnP

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Ok, just tested Starbrat convo and Synthesis. This time Thane was in teh MS as he should have been. The synthesis crust effect even applied, which was cool to see. I'm not sure if I remember that in the standard EC version for ThaneMOD. So, no issues there.

 

BUT. something got messed up with the credits music. ThaneMOD users have different credits music and it didn't play when the credits kicked in. However, it DID play when the Stargazer scene appeared.

 

So, I'm guessing you made an edit there, JohnP? I'll test the other endings momentarily :)

 

Ahh, that's because I put a different BioSnd_End002.pcc in there for the epilogue music and the prefetched data for the credits music doesn't match. Is the credits music the only music changed at the end of the game? It should be easy enough for me to throw in a version of this file for ThaneMOD. I can have the installer automatically use it if TM is installed.



#138
giftfish

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Ahh, that's because I put a different BioSnd_End002.pcc in there for the epilogue music and the prefetched data for the credits music doesn't match. Is the credits music the only music changed at the end of the game? It should be easy enough for me to throw in a version of this file for ThaneMOD. I can have the installer automatically use it if TM is installed.

It's changed for the end, but also for when you access the credits via the main menu. When I tested last night it was just silence until I escaped out to stargazer.

 

The complicated thing, JohnP, is that the credits music may or may not be installed. It isn't installed for v1.0A. It is always installed for v1.0B&C, and it is optional for v1.0D&E (those are the MEHEM versions). For the manual version, it's all up to the user.

 

I'm not sure if you can make the installer figure out if it's installed or not. If you can, your scripting skills are waaaay better than mine, LOL. Sorry to be a pain in the ass :/



#139
giftfish

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Any Chance for a Video Showing the Endings?

 

I'm happy to cap some with Thane as the LI if you want me to. Otherwise, JohnP might already have some footage laying around :]



#140
CommandBenX

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@giftfish Yes,  that would be Great :D  could you do Synthesis, Control, and Destroy. Thanks  



#141
giftfish

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@giftfish Yes,  that would be Great :D  could you do Synthesis, Control, and Destroy. Thanks  

Lol, sure. Do you want the starbrat convo changes as well? I can cap that once and then just splice the ending variations onto it. I need to get the credits music fixed first, though.

 

@JohnP -- If I remove the BioSnd.pcc would that fix the credits music issue? Would I need to run an autotoc on the bin in the JAM root directory?



#142
CommandBenX

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@giftfish Yes I don't need the Starbrat convos I just want to see how the new endings differ/vary from each other. Thanks :D

#143
JohnP

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Synthesis and control aren't changed from the Extended Cut except for the fact that the Normandy doesn't crash in the jungle. They're just there to keep the game as complete as possible. Of course, giftfish is using ThaneMOD, so Thane will appear in the synthesis and control memorials in her videos.
 
High-EMS destroy (>=3100) is what is changed, since that's the only ending Shepard survives in. Here is the video I made last night:

 

 



#144
JohnP

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@JohnP -- If I remove the BioSnd.pcc would that fix the credits music issue? Would I need to run an autotoc on the bin in the JAM root directory?

 

You can delete the BioSnd_End002.pcc in the JAM folder, but I think you'd have to use AK86's TOC editor to delete BioSnd from the JAM TOC.

 

AutoTOC currently only works on the base game TOC.bin.



#145
giftfish

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It's changed for the end, but also for when you access the credits via the main menu. When I tested last night it was just silence until I escaped out to stargazer.

 

The complicated thing, JohnP, is that the credits music may or may not be installed. It isn't installed for v1.0A. It is always installed for v1.0B&C, and it is optional for v1.0D&E (those are the MEHEM versions). For the manual version, it's all up to the user.

 

I'm not sure if you can make the installer figure out if it's installed or not. If you can, your scripting skills are waaaay better than mine, LOL. Sorry to be a pain in the ass :/

 

I need to amend this, JohnP, since I obviously wasn't thinking about everything properly.

 

--The MEHEM versions aren't relevant.

 

--TM v1.0A is a very basic version of ThaneMOD. It is basically the standard EC with the new FF/FB slides. It doesn't change the credits music or have your extended Anderson convo. It also retains the standard Memorial Scenes. In other words Thane shouldn't be there. So, now that I'm thinking about it, I'm not 100% sure this would work with JAM.

 

--TM v1.0BC are built upon the EC and has new credits music for ThaneMOD. This is what players should have installed if using JAM.

 

 

@JohnP -- If I remove the BioSnd.pcc would that fix the credits music issue? Would I need to run an autotoc on the bin in the JAM root directory?

 

Just wanted to pull this back out to make sure you saw it, JohnP. I can make the videos today or tomorrow morning and then we both can use them, if you'd like. I can upload them to the TM YT and you can use the links for your Nexus page, if you want to showcase what the TM-compatible versions look like.

 

EDIT; We posted at the same time, disregard the second quote, but my followup comment still contains pertinant info :]



#146
giftfish

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You can delete the BioSnd_End002.pcc in the JAM folder, but I think you'd have to use AK86's TOC editor to delete BioSnd from the JAM TOC.

 

AutoTOC currently only works on the base game TOC.bin.

 

Ok, I'll try to do this today and see if I can get it to work. So, we need autotoc for DLC, then. WV has new tools to make, lol!



#147
AVPen

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Had a chance to install and check this out today (thanks for the invite, Fob), so here are my thoughts:

 

- definitely a 100 times better than the vanilla Catalyst speech by far, what was most amazing to see the scope of the editing and changes to the Catalysts dialogue and scenes themselves (more about this at the end of the post).

 

- was slightly disappointed that the Extended Anderson Dialogue didn't make into this mod, lol :P  (haven't reinstalled the EAD mod yet after my last files refresh, but it should work with this new mod, correct?)

 

- I thought that dialogue for the last two opinions (Control and Synthesis) could have benefited from a little editing like the new Destroy dialogue has (maybe have the 'explore/investigate' dialogue be automatic and then give Shepard the reaction options at the end of it). 

 

- like giftfish, I also want to know how to change the epilogue music back to the original score (not that the new one is terrible, but the original had a sense of 'victory' to the score that the new music lacks)

 

- some of the lines used by both Shepard and the Catalyst I am not familiar with from the original sequence (or its EMS variants); were they unused lines from the game or maybe lines taken from the vanilla version of the Catalyst sequence pre-EC? Also, how the hell did you manage to alter the speaking animation for the Catalyst and Shepard on a few lines?

 

- hate to say it, John, since I know you and I have discussed this before, but I still think that the Shepard Alive video should play before the Epilogue starts  :rolleyes: I'll probably try to mod the file myself to change it.

 

 

For me, this is definitely an improvement over the original game - at the very least, we get to see Shepard alive and well with their LI and crew at the end of the Best Destroy ending (which is what we should have gotten in the first place, thanks BioWare.... <_< ). 

More important than that, though, is that the mod shows how new DLC content can be added to the game without the need for full-on file replacement of previous data files; for me, it also serves as an example of how dialogue and scenes can been edited and manipulated for the Catalyst sequence (which for me is a big deal, because that's going to be a major factor for a planned mod I want to start after my MEWAM mod is finished)



#148
JohnP

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- was slightly disappointed that the Extended Anderson Dialogue didn't make into this mod, lol  :P  (haven't reinstalled the EAD mod yet after my last files refresh, but it should work with this new mod, correct?)

Yes it does work. I've already converted that mod into a DLC. Still need to upload it to Nexus to replace the .mod version.

 

 

 

 

- I thought that dialogue for the last two opinions (Control and Synthesis) could have benefited from a little editing like the new Destroy dialogue has (maybe have the 'explore/investigate' dialogue be automatic and then give Shepard the reaction options at the end of it). 

Thought about it. I ended up deciding I didn't want to remove the option to skip the investigate dialog.

 

 

 

 

- like giftfish, I also want to know how to change the epilogue music back to the original score (not that the new one is terrible, but the original had a sense of 'victory' to the score that the new music lacks)

Maybe I'll add an installer option for this like MEHEM. Should be easy enough.

 

 

 

 

- some of the lines used by both Shepard and the Catalyst I am not familiar with from the original sequence (or its EMS variants); were they unused lines from the game or maybe lines taken from the vanilla version of the Catalyst sequence pre-EC? 

Which lines in particular? I think the only line from pre-EC was the "Go" that the ex-Catalyst says at the end if Shep was negative toward synthesis. I think everything else was from the EC convo, just reordered a bit.

 

 

 

 

Also, how the hell did you manage to alter the speaking animation for the Catalyst and Shepard on a few lines?

I didn't. All the lines in my edited version are in the original conversation. No editing of facial animations was needed (one reason I did it that way).

 

 

 

 

 

- hate to say it, John, since I know you and I have discussed this before, but I still think that the Shepard Alive video should play before the Epilogue starts   :rolleyes: I'll probably try to mod the file myself to change it.

I know.  :)  We'll have to agree to disagree. I tried it again yesterday and I still don't like it before the epilogue.



#149
AVPen

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Which lines in particular? I think the only line from pre-EC was the "Go" that the ex-Catalyst says at the end if Shep was negative toward synthesis. I think everything else was from the EC convo, just reordered a bit.

 

 

I didn't. All the lines in my edited version are in the original conversation. No editing of facial animations was needed (one reason I did it that way).

Maybe I'm remembering wrong, but don't think I heard Shepard's "We'll take out chances" line before (or maybe I just missed it). And I had thought you change the facial animation from the dialogue between Shepard/Catalyst at the end of the Destroy choice dialogue, which seemed like several dialogues were mixed from previously-existing lines (that said, I did think using the line "Without us to stop it, synthetics would destroy all organics" for a second was somewhat redundant). 



#150
giftfish

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You can delete the BioSnd_End002.pcc in the JAM folder, but I think you'd have to use AK86's TOC editor to delete BioSnd from the JAM TOC.

 

AutoTOC currently only works on the base game TOC.bin.

 

I'm getting a weird error when I try to do this. Note, this is also the first time I"m using the AK TOC. First I delete the BIoD_Snd02.pdd. Then, I open the JAM TOC with the Ak TOC editor and presumably select Edit > Remove Not Existing Files. After a moment I get a message saying it has been done correctly. But, when I got to File > Save, it throws an error saying "Sequence Contains no Matching Element."

 

What am I doing wrong? I think Deager said he got this to work, so I must be missing something.