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CEM review

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#1
Deager

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Hi all,

 

I don't think I want to spill all the beans on the new release. I know this is off topic for this MEHEM group but as always, it revolves around MEHEM and you're a good group.

 

A couple more vids. Thanks to Fob and JohnP for getting me down this path. It's nothing major but it shows how CEM will be ending with the final release. I think it's a good idea (it was Fob's.)

 

 

This second video is really a concept and the main question is; is this better than firing up a previous save? This only affects the lite/party version as the full version is working great. For some oddball reason I can't dump a player who finished the clone mission into the apartment or the strip directly so this video shows what I have stumbled upon. Unfortunately it requires the end user to read the instructions and do as the video shows; otherwise it will not work so hot.

 

D'oh. I put in the wrong tlk for the lite version. I need to tweak the wording anyway but it seems like a low tech way to segue from MEHEM to CEM without adding custom videos or something I don't know how to do. 



#2
wavion

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Regarding the second one: It works.  But, I would suggest completely ditching the first paragraph (it was lame to begin with, no reason to keep it), and then replace any "you" with 3rd person ("Commander Shepard", etc).  The game never talks to "you", but to Shepard.

 

Also, if you do ditch that first paragraph, you probably need something there... maybe a nice quote from Anderson that basically sums up the conflict.



#3
Deager

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Good suggestion on Shepard vs you. I just reworded it but I'll do it again. Yeah, I'm not a huge fan of the original first paragraph anyway so I have no beef putting something in its place. And I think you're right, I probably need something there so the tlk doesn't get messed up.



#4
wavion

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I don't know anything about the tlk - I just thought the second paragraph becoming the first would be a little abrupt, narratively speaking.



#5
MrFob

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Hey Deager, I would definitely support a direct change for the light version 'cause I thin that's what I would use.

I think I would play the "mission" part of Citadel before the ending. It's just my preference to have CloneShep dealt with before since the reaper war is his primary motivation to take over from the real Shep (just my preference).

The party (and probably all the little squad mate scenes on the Citadel), I would like to have after the ending though. I was actually thinking of making a replacement for the stargazer scene with UDK. I'd make it an ANN news broadcast, telling how the Citadel ist still under repair but the less damaged sections (like Silversun Strip) are accessible to a select few veterans from the stranded fleets and that the famous Commander Shepard has invited their team to private celebration.

I then wanted to fade it out as the news broadcast goes to another topic but as it fades, one would still hear the reporter say that Admiral Hackett and the new heads of Alliance Medical, Drs. Michelle and Chackwas are headed to an inter-species conference on Titan to discuss the Dextro-food shortages in the Sol system while the Mass Relays are still investigated and repaired. This would explain their absence at the party. After the video fades out, the player would be dumped directly into the start of the party automatically.

What do you think? I think I can make this work, given time if that's something people might be interested in.

Since I am preparing to move at the moment though, it won't happen until July or so, so you guys just go ahead with things as they are now and we could add this little project in later if there is interest.



#6
Deager

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Although CEM is setup as party only OR entire Citadel DLC that's easily solved I just realized. Manual installer and use the full version. Omit replacing the files in the Pack003_Base default.sfar and it should work. Granted, the transition video for lite vs full will be different but you could download both versions.

 

Speaking of which, I was just working on replacing the stargazer video with one showing the Normandy arriving at the Citadel. Mainly because I don't know how to add a new asset to the game easily; not that I want to cut out your credits video. :S

 

Anyway, I'll show everyone what I'm coming up with. The full version makes sense since it will show the Citadel fully repaired. The lite/party version is where I need to think about how the video should look. Yeah, the EC shows the Citadel repaired but there's no way that's done in time for a big party.

 

If I can't get anything good and/or you just want to make the video in July, I'd say go for it.



#7
Deager

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OK, here's a video for the full version. A couple things of note.

1. I'm still trying to figure out how to word that message which pops up

2. There's about an 8 second blank spot in the video. I don't mind the pause actually but I'm wondering if I should have any words at that point...I don't think that's the right place.

 

I only did this 8 second pause because I can't find which file controls the scene length for that video. I thought I had it with a vanilla ending file since it had an exact match for time but even though the video is in the main game the timing is either a different file or in the EC. Sheesh, I think I got it from memorialgreen now. I need to go to bed but if I have it then things just got a ton easier.

 

Anyway, if some people want to let me know if this works that'd be great. If so, I'll get to work trying to get something together for the lite version. That'll be more complicated.



#8
MrFob

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Controlling the length of the Stargazer scene: Should be object 757 the float, called "InterpLength" in MemorialGreen and the equivalent in MemorialBlue.

 

The video works but do you actually take out the flash forward slide with the repaired citadel over earth? Cause people might get confused. Was the Citadel returned to the serpant nebula? Does Citadel then play really far into the future (after that slide)? Or is ir still supposed to be at earth?

 

Anyway, it's just a nitpick (you asked for it :) ). Let me know if you'd be interested in a video like I described above.



#9
Deager

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Thanks for confirming the object and for the feedback. I ended up sick most of the night so I had nothing better to do than try and think it through on little sleep; always a good decision. But, I think I know what I can do with some text that shouldn't feel out of place. I'll try to get something posted in the next few days.



#10
Deager

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Before I spend too much time on it I just wanted to throw up a concept. Basically, scrolling text to briefly explain what's going on, video, skip the Bioware message entirely, load CEM.

 

On my first watch I already realized that if this idea seems decent, I need to add a line about Shep getting Anderson's apartment. Personally, I never really liked the Bioware message box so I'm happy to keep skipping it. Granted, if the instructions are needed for the Lite version I may keep the box for that ending so people have plenty of time to read what to do.

 

 

More OCD goodness. Likes or dislikes? Also, I'm really trying to get the wording nailed down so critique away.

 



#11
Deager

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Question for Fob, JohnP, or anyone in the know. I'm skipping the stargazer scene lines and music by importing silent files in the afc files. However, since I already have people using memorialgreen and memorialblue files anyway, is there a way in those files to tell a sound or song not to play? What I have works, I just think it might be more elegant to use 2 files instead of 4 for people doing the manual install.

 

EDIT:

Well, I have to screw around with a BIOGame_INT.tlk file anyway so I can already skip the voices afc file. I'm not too broken up about the SFX.afc file unless it is easy to skip music via the existing pcc file I edited.



#12
MrFob

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It's easy. Check out the SFXInterpTrackMovieBink object for the video (it's #6745 in MemorialGreen). It has an object property called "m_SoundEvent". Delete it or set it to 0 to stop the background sound from playing.

 

For the music, find the correct SFXSeqAct_SetMusicID object with sequence editor (I think it's object #6820 in MemorialGreen but not sure) and change the IntProperty nMusicID to 0. This will stop all music that may be currently playing.



#13
Deager

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cool. thanks!

 

EDIT: This is kinda sad. Is it bad that I have it working and just want it done? I know that's not great but dang...I just want to send this thing to production.

 

I should expand on that. Interestingly, the tlk file edits of removing lines didn't work with the stargazer scene. Kind of odd. I guess...I just don't want to break anything at this point.



#14
MrFob

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The VO is taken care of by the SFXInterpTrackPlayFaceOnlyVO objects. These are children of the InterpGroup for this Bink video, which in turn is a child of the InterpData that is the variable link o the Interp object in the sequence (the same InterpData, where you changed the InterpLength property before).

If you can identify the correct PlayFaceOnlyVO and it's InterpGroup, you should be able to get rid of it, ideally by deleting it from the InerpGroup (there is in ArrayProperty in the InterpGroup object, which identifies its children). You may also need to change the parent of the PlayaceOnlyVO object in the export list.

This is the best way I can think of to get rid of the VO but maybe JohnP knows another (possibly easier way).



#15
Deager

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I'll be game to try it out soon. If JohnP has a slick way I'd be welcome to that too. Not only will it be a smaller file size but it also might make the installer simpler for Wavion.

 

Plus, I just did a full test from defending the missile battery before the beam run all the way to the goodbye and dump to the main menu. It works! So, I know it really does work now for sure with the full version. I'll take a break for a night and then should have the interest to tackle the sound issue.

 

Question: there's no reason once the full version dumps successfully from the green file that the blue file would work any differently (once I prove it goes from MEHEM to CEM?) Not that I'm opposed to testing but I don't want to pointlessly spend 2 hours speed running through CEM if it's pretty clear it's not needed.

 

EDIT: Decided to take a stab at it before bed. Not bad. Got the music and nighttime sound effects gone. Voices were still there but no big deal; I'll try again in a few days. I would love to avoid editing the tlk file but if I must, I must.



#16
Ironhandjustice

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Wow, the video is really awesome. I like the third, the one with the ME2 beggining music, the normandy theme :)

 

AWESOME!



#17
Deager

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Thanks IHJ. Yeah, that version is growing on me.... I'm still debating.

#18
JohnP

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I'll check when I have a chance. 

 

FYI, removing an entry from the TLK file only removes the line if the dialog is part of a BioConversation (the ones you can edit with Dialog Editor). If the dialog is a FOVO or the is part of one big Interp/matinee cutscene, removing the entry from TLK only removes the subtitle.



#19
Deager

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Oh, big update Fob and JohnP. I got it. Ultimately it was BioD_End002_610EpilogueRed_LOC_INT.pcc that needed hiding of the text so I didn't have to screw around with the BioGame_INT.tlk and possibly mess somethingi up.

 

The second portion hit me. I'm very comfortable re-pointing sound file locations in hex. So, I told all the future_child and stargazer lines in BioD_End002_720MemorialBlue.pcc and BioD_End002_730MemorialGreen.pcc to look at the end of the file where nothing was.

 

It works. I've tested it with all possible endings and no problem. I'm in final testing right now as I type this!



#20
JohnP

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So did you keep the EpilogueRed_loc_int edits? That file has a lot of edits for JAM for all the breath scene dialogs.

#21
Deager

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I've only messed with MEHEM so far. But all I would screw around with in BioD_End002_610EpilogueRed_LOC_INT.pcc for yoru mod would be the future_child and stargazer edits. I'd leave everything else alone. Obviously I'll test it thoroughly once you have the final version out; not that I expect that file to change.

 

EDIT: I should add, my intent for the manual install is CEM by itself and then let people grab MEHEM or your mod on the side. I might even do a version for the standard EC; but your mod should be the go-to for people in that camp I think because of the whole EDI thing.

 

For the installer version I hope is coming, I think just for MEHEM as an all in-in-one with an option...maybe. That's up to Wavion on what's the best way to tackle it.



#22
Deager

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Anybody willing to test that the installers at least work? They do on my machine.

 

https://onedrive.liv...AMu5ygPwU9gUtWc



#23
JohnP

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CEM_Full and CEM_Lite installers worked for me.

 

Edit: And both MEHEM to CEM installer work.



#24
giftfish

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Hey Deager--

 

I'm starting to get some questions from folks about using ThaneMOD with the new releases of CEM. I don't have Citadel DLC so I'm not 100% up on your changes and method of install.

 

What's confusing folks are the JAM to CEM and MEHEM to CEM "Patches." Apparently, these patches have BioD_End002_720MemorialBlue.pcc and BioD_End002_730MemorialGreen.pcc files in them which are also a part of ThaneMOD.

 

I'm assuming it's edits to these files that allow CEM to trigger after the end of the game? If so I'm starting to wonder how TM could have ever been compatible with CEM to begin with. Though I'm almost 100% certain that I had two testers for v1.0 check to make sure CEM worked, and it did.

 

Unless something has changed with these files recently?



#25
Deager

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Hey giftfish,

 

You are correct that those 720 and 730 files trigger the transition from the end of the game to the Citadel DLC. Now we'll see if I can answer this clearly while at work.

 

I may need JohnP to confirm but I think his 740 LI file (if I'm remember the number correctly) already has Thane built into it so JAM to CEM should be ok with ThaneMOD involved.

 

The 720 file for MEHEM shouldn't matter because that's the non-LI one. 730 is the one that does matter and right...AFAIK, that's not going to work with ThaneMOD right now. Well, it will work, just Thane won't be giving hugs or anything and the game will reference the 720 file.

 

What I think I'll need to do is create a custom ThaneMOD 730 file to Citadel DLC for those folks. I'll probably make it  MEHEM/ThaneMOD to CEM or something like that.

 

Anyway, yeah, we have quite a few mods going on and this is when the fun begins. I'm fine hosting all the transitions from "you pick your ending" to CEM and I'm fine with that. Let me see what I can figure out tonight.

 

Anybody have a quick link to share of a Thane LI save? Especially if you have one from after TIM conversation?