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"Khan's Network Exposed" - unused intel in Citadel DLC


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#1
AVPen

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If there's one thing that working on mods has taught me, it's that there are still secrets in ME3 waiting to be uncovered in the data files, lol. And during my research into the various DLC files (to learn how the data is structured and used in the Coalesced, Conditionals, and TLKs files), I came across something very VERY interesting, which to my knowledge no one has yet uncovered about the Citadel DLC:

There was suppose to be a brand new Intel asset for Shepard, but was never utilized in the final release.  :blink:

 

The intel asset, which is called "Khan's Network Exposed", was intended at some point to be awarded to the player during the DLC's second mission (infiltrating Khan's casino) and would have granted Shepard not 2, but 4 bonuses to select from at Glyph's terminal: Ammo Capacity +10%, Shield Regen Speed +10%, Power Recharge Speed +10%, and Max Grenade +1 (the last one is a brand new intel bonus for the SP game). The data for the intel (both in the Coalesced and pcc files)  was actually all completed, but as we all know, players never got the intel in the DLC's final release - the reason why we never received it in-game is because there are no sequence objects in the second mission's pcc files data to actually award this intel to the player.

 

But.... after a lot of trial and error... and hair pulling and cursing, lol.... I have now gotten this new intel 100% working in-game:  :D

khan-intel01_zps93c9ac1a.jpgkhan-intel02_zps4951fdb4.jpgkhan-intel03_zps1f36f0dd.jpg

 

Now do understand, my workaround to get this intel appearing in-game isn't the way the intel was intended to be awarded (via the second mission at the casino), because adding new sequence objects to DLC files currently is next to impossible (it borks the game up when it loads the level). My solution was to add a new email and Conditional which is sent upon completion of the main Citadel missions (ie, after you get the Normandy back and return to the Apartment), which is sent to the Normandy's email and awards the intel upon reading it - note, you HAVE to read the email on the Normandy in order for the intel to be awarded (reading it at the Apartment's email terminal won't give the asset). However, once that is done, the intel will appear and behave like a normal intel from the main game (you can only select one bonus, the intel will disappear after a bonus is selected, etc).

 

I will be releasing a mod for obtaining this new Citadel intel later this weekend - it will be in two versions, one for the main game and one if you have Leviathan installed, but both version will require the Citadel DLC to be installed (obviously, lol).


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#2
DesioPL

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Max grenades bonus, sounds cool! Too bad that intel don't appear officialy.



#3
Drengin

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Will using this with the Citadel Epilogue Mod cause issues as you wont get this bonus until after the end-game has finished?



#4
AVPen

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Will using this with the Citadel Epilogue Mod cause issues as you wont get this bonus until after the end-game has finished?

In order to obtain the intel and use it, you have to be on the Normandy both to get the intel from the email terminal and to use Glyph's terminal in order to purchase it. I'm guess there will be issues with the full version of CEM, but not the lite version (since the lite version only changes it that the party occurs after the game, the rest of the Citadel DLC missions plays out like normal during the main game).

 

I know Deager has been doing a lot of work with getting CEM to work with MEHEM and JAM so that the game transitions from the end credits to CEM, but again, without access to the Normandy, the intel will be not accessible.



#5
Deager

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Nice work AVPen! I'll PM you but I think this should work out well, even for the CEM Full crowd.



#6
DeinonSlayer

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Is it possible to create intel items (and their descriptions) from scratch?

Similarly, is it possible to change the descriptions of items? Getorex put out a mesh mod replacing Collector Armor with mE1's Colossus Armor, but the armor name and description remains the same.

#7
AVPen

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Is it possible to create intel items (and their descriptions) from scratch?

Similarly, is it possible to change the descriptions of items? Getorex put out a mesh mod replacing Collector Armor with mE1's Colossus Armor, but the armor name and description remains the same.

Unfortunately, it is not possible to create brand new intel assets from scratch, not at this time.  :ph34r:

I was looking into that as well while working on the KNE intel, but creating a new intel asset would require A TON of work, including doing a lot of hex editing and creating brand new classes and entries in pcc files (basically writing a pcc file from scratch for it).

 

However, changing the descriptions of weapons/armor is really easy - it's just a matter of finding the description entries in the TLK file (which is where all the text data for the game is stored, like item descriptions or character subtitles) and rewriting the entries into whatever you want.



#8
KrrKs

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Nice!

 

In what way does Leviathan affect the DLC/mod? I thought it only altered some lines at the ending (and such interfering with the extended cut and MEHEM)



#9
AVPen

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Nice!

 

In what way does Leviathan affect the DLC/mod? I thought it only altered some lines at the ending (and such interfering with the extended cut and MEHEM)

Normally, Leviathan DLC files doesn't affect anything in the Citadel DLC, but Leviathan has it's own version of the BioD_Nor.pcc file, which includes data on what GAW assets are awarded via the Normandy's email terminal. When Leviathan gets installed, it's BioD_Nor.pcc file essentially "overwrites" the one in the main game, so just altering the original game's BioD_Nor.pcc to give the new intel won't work if Leviathan is also installed.



#10
Getorex

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Unfortunately, it is not possible to create brand new intel assets from scratch, not at this time.  :ph34r:

I was looking into that as well while working on the KNE intel, but creating a new intel asset would require A TON of work, including doing a lot of hex editing and creating brand new classes and entries in pcc files (basically writing a pcc file from scratch for it).

 

However, changing the descriptions of weapons/armor is really easy - it's just a matter of finding the description entries in the TLK file (which is where all the text data for the game is stored, like item descriptions or character subtitles) and rewriting the entries into whatever you want.

 

Any idea on what TLK to look for that might have the armor names in it?  I would like to change Collector Armor to the correct Colossus (or others depending on texture installed).

 

Append:  Actually, it doesn't look like there's a lot of options so I'm going with the INT tlk.  First time looking at a tlk and I can see it will be a bit of a pain finding THE armor entry.  There's a LOT of Collector related text in the file and I've seen a few that seemed like they could be for Collector Armor.  Any pointers for a newbie?



#11
AVPen

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Any idea on what TLK to look for that might have the armor names in it?  I would like to change Collector Armor to the correct Colossus (or others depending on texture installed).

 

Append:  Actually, it doesn't look like there's a lot of options so I'm going with the INT tlk.  First time looking at a tlk and I can see it will be a bit of a pain finding THE armor entry.  There's a LOT of Collector related text in the file and I've seen a few that seemed like they could be for Collector Armor.  Any pointers for a newbie?

The way I normally track down a specific entry in the TLK (and yes, the BioGame_INT.tlk is the correct one to search in) is to also use the Coalesced and use it to find the ID numbers of the text entries and names/descriptions located the TLK.

 

For the Collector armor (or any of the full armors), it's Coalesced entry is located under "biogame.ini_sfxgame_sfxplayercustomization_fullbodyappearance" - the ID numbers for the Collector armor are 686365 for the Name and 351309 for the Description.


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#12
Getorex

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Thank you AVPen.  That's the info I needed.  I've never messed with tlks before.  Is it possible to include a tlk change into a mod or does one provide the modded tlk and tell everyone to replace X with the new file?



#13
AVPen

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Thank you AVPen.  That's the info I needed.  I've never messed with tlks before.  Is it possible to include a tlk change into a mod or does one provide the modded tlk and tell everyone to replace X with the new file?

If you're talking about a .mod file, I am pretty sure you can include tlk files in them (but I don't use or make .mod files, so I'm not completely certain). However, you need to remember that many content mods, such as ThaneMod or MEHEM, also have their own modified versions of the TLK file and if you replace their version/s with your own, those mods will have issues with the text data (because those titles/descriptions/etc no longer exists in your modded TLK). Probably the safest thing for yours, if you want to remain compatible with those various content mods, is currently just to list the title/description of your new armor and provide a TLK ID# of where to replace the old text with your new title and description.There is a new method of creating content mods being done right now that a number of us (myself, JohnP, Fob, giftfish, Deager, etc) are looking into and that would no longer cause compatibility issues with the various files such at the TLK file (it basically makes the content mod into it's own DLC package instead of the current method of replacing existing files), but that's something still being looked into and I don't know if you're that comfortable with that level of modding yet lol.

 

Also, sorry for the delays on getting this out, some things came up that I had to do first (and then E3 news and info of DA:I all around right now, lol  :P ) - still working on getting this mod done, there will be two versions available: one for the vanilla game with Citadel DLC installed and one for both Leviathan and Citadel installed. Hope to have them both finished by tomorrow (Maker willing, lol).


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