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Anyone ever tried modding that shepard war speech with his squad right before the last earth mission?


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#1
Doctor_Jackstraw

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You know how when you have that last talk with your squad and one of them is dead it just shows some loser alliance rando standing in place of them?  For people who get tali killed on rannoch, it's a hilarious moment of some scrub nobody standing infront of garrus and liara in a "Yeah we did it together" kinda way.  Anyone ever try just editing this scene to remove the extras when someone's dead/not recruited?



#2
Ottemis

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No such mod exists afaik.

#3
Orikon

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Nope. I can imagine it has something to do with either the sequence or the hex editor.

 

I'm more interested in expanding London as a level though; adding new buildings,skyboxes,replacing Bioware's crappy buildings,etc.



#4
Doctor_Jackstraw

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Nope. I can imagine it has something to do with either the sequence or the hex editor.

 

I'm more interested in expanding London as a level though; adding new buildings,skyboxes,replacing Bioware's crappy buildings,etc.

At the very least, I'd like some sort of integration of the multiplayer maps into the main game as additional N7 missions like i thought they were gonna do.  (The way rannoch and tuchunka have planet maps before the mission, it'd be cool to have that for the n7 missions on sur'kesh, thessia, rannoch, palaven, and earth.  I wonder if there's left over code in there that was planned to plug that in or something....I also wonder about those unused lines of dialog of jacob, zaeed, the geth, and some other dudes fighting on the ground that never got used.)

As an aside, and because I'm worried about making too many threads, has anyone tried to replace the punch'able reporter's hair with her proper hair?  I think I remember seeing it in some debug showcase for ME3 stuff, but maybe it was bugged slightly I think?  Her missing that look was such a bummer.



#5
Orikon

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At the very least, I'd like some sort of integration of the multiplayer maps into the main game as additional N7 missions like i thought they were gonna do.  (The way rannoch and tuchunka have planet maps before the mission, it'd be cool to have that for the n7 missions on sur'kesh, thessia, rannoch, palaven, and earth.  I wonder if there's left over code in there that was planned to plug that in or something....I also wonder about those unused lines of dialog of jacob, zaeed, the geth, and some other dudes fighting on the ground that never got used.)

As an aside, and because I'm worried about making too many threads, has anyone tried to replace the punch'able reporter's hair with her proper hair?  I think I remember seeing it in some debug showcase for ME3 stuff, but maybe it was bugged slightly I think?  Her missing that look was such a bummer.

 

Using MP maps in SP is theoretically possible,but just copying the maps themselves is hard. Making interactive objectives with waves and everything like in MP,though,would be quite a challenge. And I'm not personally skilled enough in modding to know how that could be done. Possibly with sequence and hex editors,but its hard to say.

 

But I admit I'd love to see it. Especially maps that haven't been used in SP like Hydra.

 

Regarding the unused lines during P:E. Recreating that content is impossible,as BW themselves never did it (they only recorded the lines),however,making the sound files play as you progress through the mission is not a problem.

 

I personally haven't tried it,but if I get to modding London as a map I would definitely include them as some point.



#6
Doctor_Jackstraw

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Using MP maps in SP is theoretically possible,but just copying the maps themselves is hard. Making interactive objectives with waves and everything like in MP,though,would be quite a challenge. And I'm not personally skilled enough in modding to know how that could be done. Possibly with sequence and hex editors,but its hard to say.

 

But I admit I'd love to see it. Especially maps that haven't been used in SP like Hydra.

 

Regarding the unused lines during P:E. Recreating that content is impossible,as BW themselves never did it (they only recorded the lines),however,making the sound files play as you progress through the mission is not a problem.

 

I personally haven't tried it,but if I get to modding London as a map I would definitely include them as some point.

Would it be tricky to make those only play when the character is alive and recruited?  (I imagine it'd have to be over the radio, since adding 3d models and entities to the map would be tough)



#7
Orikon

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Would it be tricky to make those only play when the character is alive and recruited?  (I imagine it'd have to be over the radio, since adding 3d models and entities to the map would be tough)

 

Not at all. After all,that's the whole point. To hear them report if if you kept them alive throughout the trilogy.

 

3D models....I honestly have no idea about that one. Maybe yes,maybe not. I can imagine the biggest problem would be animation and actually animating these characters (unless you want to use 2D cardboard models Bioware used in Priority:Earth :P).

 

Again,I'm not really the right person to ask. Mr. Fob or one of the main modders would know more about it.



#8
MrFob

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So, linking the playing of audio files to condition is no problem.

Playing the audio files is easy if the files are already present in the level files. I don't know how far BW went in implementing them. If they are already in the LOC_Int files, then it's just a matter of some cloning and sequence editing to play them. If they are not there at all, then you'd need to add them to a soundbank which can be tricky (I am researching this atm for the next version of MEHEM. It's possible but requires a fair bit of tedious HEX editing.

The other question is how you want to trigger the audio. Do you want it to play when the player reaches a certain location in the level? If so, you'd need to implement a spatial trigger zone, which the player can touch and that touch trigger would play the sounds. If there is already a touch trigger for something else in the level, it should be fairly straight forward to clone it, change the coordinates in the level and link it to audio playback. If there is no other trigger in the level, it can get more tough to do (adding stuff to import lists and whatnot).

 

3D models: I wouldn't get my hopes up. Technically, you might be able to clone another actor from the level and do a mesh change, add textures, etc. but 2 Problems:

1. As Orikon said, animation is an issue, importing animations and linking it all up is beyond the scope of what anyone would want to do, I guess, you'd basically have to create and alter hundreds of objects in the level manually and then test all of that. I shiver even to think about it. ;)

2. I think that even on PC, ME levels have cerain memory constraints. If you add too much stuff to a level (especially meshes), the game will crash. Textures seem to work differently (possibly using vRAM instead of normal RAM, I don't know) which is why all those high res textures work but especially addition of meshes seems to be an issue.

 

As for MP level in SP, I've got no idea. I tried to add new levels about a year go and didn't get very far but that was even before we had a proper way to add new pcc files, so with all the fancy new stuff we've learned to do in the past 12 months, it might be worth giving it another shot - for someone who has the time that is, because I don't really get around to mod much these days, unfortunately. Happy to answer questions though, if I can, so to anyone, who wants to try all this stuff out, good luck and post on the me3explorer forums if you get stuck on something. I can't promise that we can help but we'll try. :)


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