FAQs & Notes
EGM IS FEATURE COMPLETE AND IS NOT BEING DEVELOPED.
Thanks to all the players who gave us useful feedback and motivated the team with your comments, suggestions and praise. We really appreciated it.
TROUBLESHOOTING - DO NOT EXPECT HELP - EGM IS A WELL-TESTED, VERY STABLE MOD WITH HUNDREDS OF THOUSANDS OF BUG FREE PLAYTHROUGHS. IF YOU HAVE A PROBLEM IT IS LIKELY ANOTHER MOD OR YOUR OWN EDITS.
Common Problems & Fixes with EGM
This is caused by either:
(1) Using SP Controller Mod but incorrectly or not building the GUI compatibility patch. Rebuild your patch using mod manager. If that doesn't work go to me3tweaks.com for support.
(2) Editing the EGM's coalesced. We cannot support you unfortunately. Reinstall the mod to fix.
(B) Black textures - particularly when close up to characters on the Normandy.
This is caused by installing EGM after ALOT. Always install all your mods first then texture mods. For help go to the A.LOT discord or nexus page.
(C) Crashes in the armor locker (especially in the Cargo Deck).
2 possible reasons: (1) This caused by trying to cheat and unlock armors where you don't have the correct DLC or Mods. Not supported. (2) Crashes due to a memory bug There is a bug in the exe of ME3 that means armor files are not properly handled when scrolling through the GUI (i.e. armors are not unloaded from memory when not viewed, even if the memory is full). If you have crashes when using the armor locker, make sure your EGM Setting is set to Aggressive Memory Management. If you are using multiple HR armor/clothing mods (e.g. Femsheps Closet and/or A.LOT textures) then try to exit every time you switch armors (i.e. don't scroll through the entire locker).
(D) Conversations in the CIC (including Traynor and EDI) have no sound.
As per the installer instructions - you need to download the full DLC Compatibility pack.
(E) Mod doesn't appear. No changes on the Normandy.
One of the most common problems is the mod "not appearing". In every single case historically this has been due to the user not pointing the mod installer to the correct directory (the Mass Effect 3 main directory).
(F) Game freezes or fails during a savegame load or the first time you enter the Normandy (i.e. dream sequence).
99% of loading problems are caused by TOC errors. To fix use ME3Explorer's or Mod Manager's Auto TOC tool. Click Generate All TOCs and let it do its thing.
(G) Startup or Authorisation errors - if your game says " DLC unauthorised" or doesn't load the main menu then either the TOC.bins need updating or the DLC Patcher has not installed properly. Update the TOC.bins using ME3Explorer. The DLC Patcher binkw32.dlls allow custom dlc. They are automatically installed by the EGM installer and used by all DLC mods.Either reinstall EGM or manually download and install the DLC patcher. Note the patcher requires Visual C++ 2012 runtime libraries. More help can be found on the me3explorer wiki.
(H) Cabin is very slow and laggy (including dream sequences) The Prothean sphere takes a lot of processing power for older graphics cards. This happens whether or not you have the sphere unlocked. Use the lower power version of the that file which is found in the Extras Pack.
(I) Crash on boarding the Normandy for the first time (during dream) You have used ME3Explorer to add textures, but not used v3.0 or later. Using an earlier version will shred the mod files and crash the game. Reinstall EGM to fix.
HOW TO FIND A PROBLEMATIC MOD - AND TELL THAT MOD'S AUTHOR (DO NOT SEND TO EGM)
Exit ME3. Go to your ME3\BIOGame\ DLC folder. Most modern mod's directories are DLC_MOD_Modname: EGMs DLC is called DLC_MOD_EGM. Temporarily disable the mod by changing the name to add an X at the front e.g. XDLC_MOD_EGM. Do this for any folder starting with DLC_MOD_. Reload ME3 and repeat exactly what you did before that caused the issue. If it happens again it is NOT A MOD issue. If the issue is solved, either play through the problem part of the game, save and restart your mods (exit, remove all the X's, restart) or re-enable a few mods at a time until you find the problem.
(B) Fully disclose DLC & Mods to the Author - including Bioware (Leviathan, Omega, Citadel) and other story mods. Also a lot, the SP Controller Mod, and other mods and any add on packs.
(C) Disclose if you have modified the main coalesced or Mod's coalesced. modifying the coalesced can cause major problems if done incorrectly, especially in the GUIs (including the map) and the armor locker.
(D) If crashes or other technical problems occur SEND ERROR LOG
- Go to the ME3\Binaries\win32 directory. There should be a file called ME3log.txt.Copy and paste (preferably under a spoiler tag) or PM the error log. Make sure the log is from just after the point you had the problem (don't reload the game).
(E) Confirm you updated the TOC.bins. -To fix use ME3Explorer's or Mod Manager's Auto TOC tool. Click Generate All TOCs and let it do its thing.
(F) Read the Mod's FAQs fully. - Modders generally ignore any questions that are covered in the FAQs and Troubleshooter.
Installation and Setting up
Just run the executable. It will automatically detect your DLC set-up and may ask you to download extra compatibility pack if necessary.
Advised installation order is:
1. EGM via installer + compatibility pack if needed.
2. EGM squadmate pack (if you have the Citadel DLC).
3. Other story mods.
4. EGM Add on packs including Custom Extras.
5. Texture Mods (including A.LOT)
6. EGM Settings - set mission timings, options etc.
Start playthrough.
ME3 Mod Manager version - How do I install the mod?
Download the .7z to your desktop. Make sure your copy of mod manager is updated to 6.0 or later. Just drag and drop the .7z onto Mod Manager and follow the instructions to import it into Mod Manager. Note the Mod Manager version already contains all the files (including the squadmate pack), it will detect your setup and apply the appropriate ones. It additionally will alert you of updates and download them on demand. For Mod Manager support go to: Mod Manager on Nexus
Advised installation order assuming Mod Manager is installed:
1. EGM (note will install compatibility pack and squadmate pack if appropriate, you can select and adjust optional extras) + Apply
2. EGM Settings - download and set mission timings, options etc. This can be done again during your playthrough (find EGM Settings on the Tools menu).
3. Other story mods.
4. Other EGM add on packs.
5. SP Controller Mod - if using a controller (this must be v3.3 or later)
6. Texture Mods - must be either via MEM/ALOT Installer (recommended) or ME3Explorer v3 or later.
Start playthrough.
Mgamerz has provided a short video guide on how to install EGM via mod manager: (youtube)
What version of ME3 does EGM require?
EGM requires a legitimate copy of ME3, patched to version 1.05. The mod is compatible with EA Origin. The mod pushes the game engine to the limit, and many cracked versions have bugs in the exe. Don't be surprised if there are frequent crashes with cracked versions of the game. Bioware allows SP mods, only MP mods that impact your gameplay are potentially not allowed, and even then the company has not policed MP for many years. EGM does not load or change the game at all during a MP session.
Do I need to start EGM with a new playthrough?
No, but the mod is best experienced with a new playthrough or a save before the prologue ends. Loading a save from a playthough without EGM or it's previous versions will not break the game, just existing war assets will have the wrong values, and some assignments might be missed.
Can I upgrade to the latest version of EGM from a previous one?
Yes, the installer will automatically over-write with new files and delete old ones. Old add-ons and patches that are no longer compatible with the current version of EGM will be deleted.A save made with any version of the mod from 0.5 onwards can be used without any problems.
Can I use Texture mods with EGM?
Yes, there should be no issues including ALOT, as long as you use the latest stable version MEM/ALOT installer or Texplorer (ME3Explorer 3.0+). Earlier versions will break EGM. Install EGM and other story mods before A.LOT or other texture mods is the best practice, but if you don't it will only be on the Normandy where your improved textures are missing. For more information look at the me3explorer wiki.
Can I use EGM with a game that already has texture mods installed?
Only if you have installed them via me3explorer. Any new textures are contained within the EGM DLC, so there will be no issues and no need to run texplorer to install.The only places where your new textures will not appear are parts of the Normandy. If you have used ALOT or mass effect modder you must start again from a new unmodified install of the game.
What is the difference between an ME2 Import and New Game Plus (ME3 Import)?
The mod works with either. It is generally better to import a game from ME2 directly rather than a new game plus.The new game plus only carries over a few vital decisions from ME1/2 so many of the smaller assignments/war assets relating to ME1/2 missions will not appear if you start with a ME3 import.
EGM also balances things so a ME2 Import feels more like a new game plus.There are a few minor differences:
ME2 Imports - the player imports their ME2 weapons, the N7 helmet cabin item and powers as of ME2 levels. Weapons go to Level X. Most of the ME3 exclusive weapons found later in the game can be purchased from Alliance Requisitions or the Dealer if the player wants. Complete player history is imported from ME1/2.
ME3 Imports - the player imports their ME3 weapons, armors and powers.Weapons go to level X. The N7 helmet will only import if you previously had an EGM end game save with it already. Prejek Paddlefish Intel bonus is available if you imported the fish. Only partial player history is imported from ME1/2, so many of the smaller ME1/2 related assignments and war assets will be missing.
Uninstallation instructions
To uninstall we strongly advise that you fly the Normandy to the Citadel, land and save first, otherwise the map may have problems when you restart. Then delete any folder containing DLC_MOD_EGM or DLC_CON_MAPMOD from your DLC directory. Note war asset values will be retained in save.
EGM Add-ons, Other Mods, Languages
Core EGM Functionality (these are all included or are options in the Mod Manager version)
EGM DLC Compatibility Pack-Needed only for users who DON'T have the Citadel DLC. The installer will automatically install a lite version of this to fix minor compatibility issues, and prompt you to upgrade if you need it.
EGM Squadmate Pack-8 additional mission files unlocked for the additional squad members and new squadmate armors. Requires Citadel DLC.
EGM Custom Extras Pack-Small files and add-ons to customise installation. To uninstall or change parts just use the installer.
- Squadmate casuals (various) - various casuals, availability depends on DLC setup.
- Low Resolution Prothean Sphere - reduces processing power required in the cabin, use if lags occur there.
- Normandy Music - a user request, this replaces the humm on the Normandy with the music from ME1.
- EGM - Backoff compatibility - fixes any incompatibilities between Backoff and EGM.
- EGM - Thanemod 2 compatibility - fixes any incompatibilities between Thanemod 2 and EGM.
- EGM - Tali Remastered compatibility - fixes incompability with EGM and Tali Remastered.
- Extra conversation - between Liara and Shepard post coup (English only)
- GasBags on Eden Prime - those funny creatures from ME1 are back! (Requires From Ashes DLC)
Additional Features and Content
Ark Mod-A new mission, existing N7 missions reskinned with hazards.
Omega Hub-A new Hub in the Terminus. (Requires Omega DLC)
Miranda Mod-Allows Miranda on board the Normandy after Horizon is completed (includes romance scene)
Alliance Warpack-Adds 8 additional armors for Ashley, Kaidan, James and EDI.
Alliance Armor Pack-Adds 4 further armors to Alliance Requisitions for Shepard. Requires either Citadel DLC and/or Alternative Armor Pack DLC.
Urz on the Normandy - Created by Moho25 this allows Urz to join the Normandy. For EGM the mod adds a module that allows Urz to be swapped in and out via the manifest.
ME3 Recalibrated - Created by a group of ME3 modders including some of the EGM team, this is not an add-on however we recommend players use it simply because it fixes a lot of bugs and content that are not addressed by EGM.
Spectre Expansion Mod - Adds more systems, races and information from the extended lore, more assignments based around a greatly expanded Spectre terminal. Created by EGM contributor Sil/Tydeous.
Can I use XYZ mod with EGM?
EGM has native compatibility built into it for MEHEM v0.5, ME3Recalibrated and the Bonus Power Packs. Ending mods such as JAM, LIME, The Citadel Epilogue Mod and Extended Anderson Conversations all work correctly. Thanemod 2.0 and Backoff require small add-on packs. Mods that heavily edit the Normandy will have problems as will those that edit GAW Assets or the Normandy mail system. If you have a particular favourite mod that doesn't work, please advise us and we will see what we can do.
Can I use SP Controller mod?
Yes. It must be version 3.3 or later.
Is EGM compatible with non-English versions of the game?
Yes. All the text the mod adds will be in English, but the mod should load properly.
Mod Settings & Mission Timings
Run the EGMSettings.exe. A copy is stored in the DLC_MOD_EGM\Settings folder or can be downloaded from optional files. It will load your existing settings.
I don't want to use the EGMSettings.exe can I do this another way?
Open the file EGM_Settings.ini in the DLC_MOD_EGM\Settings folder using notepad and copy it to the Mass Effect 3\Binaries directory. The format looks like:
// Description (e.g. Set relay video)
// 0 = Option A (short relay video => this is default)
// 1 = Option B (long relay video)
// 2 = Option C (no relay video)
//
//HERE:
InitPlotManagerByValue 29999 int 0
Change the 0 to your preferred choice (e.g. 1 for long relay video) then save and the mod will automatically pick up the changed setting when you reload on the Normandy. Note not all settings can be done via the text version. The exe should be preferred.
Can I only set the settings before installation or Texture Mods?
You can edit at any time when you want. Just run EGM settings and reload the Normandy or Citadel DLC Apartment. Mission settings see below. For quickplay mode once it must be set before you first board the Normandy.
I have changed my mind can I change the mission timings?
With the timings it is best done before you start a new playthrough or at least before you arrive on the Normandy (i.e. post Mars). Once a mail or mission is unlocked, it will remain unlocked. If you decide you want a timing changed your new setting has to be after your current state - i.e. don't tell Mordin to brief you at the end of a mission you have already completed. DLC emails are the exception - if you set it to a already completed mission, they will arrive immediately.
The mission Cerberus Fighter Base (Noveria) has not been given
By default Traynor will now tell you about the Cerberus Fighter Base mission after Horizon is complete. To better fit with the overall arc of the ME3 story the Ontarom mission now occurs around the time of the coup (when Cerberus is at the peak of its powers, and would be interested in capturing Alliance communication hubs) and Noveria takes place as part of the run up to Cronos station, as the Alliance moves to take back the Horsehead Nebula and finish Cerberus. All side quests can still be completed. You can customise the timing of this and other missions in the mod settings.
What is Quickplay Mode?
Quickplay mode switches off the Galaxy at War system and ensures you will always get the highest GAW outcome. It is designed for players who don't want to worry about the map, war assets and just want a fast playthrough of the combat missions and story. You can still find assets if you want, but they will make no difference to the end result. The GAW Terminals in the CIC/War room will be disabled. It must be set before the end of the prologue and IT CANNOT BE UNSET - even if you uninstall EGM the war assets will still be set to the maximum.
Weapons and Armor
Weapons:
Collector Sniper, SMG, Assault Rifle - (Salvaged or Dealer)
Geth Spitfire (Dealer only)
Gladius Assault Rifle (new) - Found in game once a new human spectre has been made.
Pistol Ultralight V - Alliance Reqs (requires Leviathan DLC)
Armors:
Automatically given: (These can be turned off in settings)
Alliance Special Forces (Heavy & Medium) [Tintable]
Marine Officer [Tintable], Breather Mask
Marine / Phoenix Torso
Alliance Requisitions, the Dealer or other stores:
T5-V Battlesuit [HR Tintable]
N7 Fury, N7 Shadow, N7 Demolisher (Femshep) [HR Tintable]
N7 Paladin, N7 Slayer (Broshep) [HR Tintable]
Alliance Ajax / Alliance Shade HR (requires Alliance Armor Pack add-on)
Corsair Armor
Operatives Armor
Garmr Heavy Assault (CAT-06)
Mohle Backpack
Lazarus Helmet (Dealer only)
Duelist armor, Mercenary armor (Harrott's Emporium)
Found in game:
One N7 armor will be given as a reward for the N7 Extractions assignment. The version depends on the players gender/class.
Spectre Armor (parts) can be found once the virmire survivor has been made spectre [HR Tintable]
Z-4 Rangefinder
Colossus armor (if ME1 playthrough)
How do I use Torso Armors?All the full body armors are available as separate torsos, firstly set legs, arms and shoulders as None. Then scroll through the torsos until you find the one you want. The helmets you can mix and match as desired, each has its own bonuses and if you match they will total the full body version.
N7 Fury Armor - hair/head is clipping through the hood?
Due to the hood Fury armors operate differently. Make sure:
(a) Narrative options - show Shepard's helmet in conversations is set to "default"
(b) If using the torso version of the armors that you set the helmet to one of Fury Mask, Fury Hood or Fury Sentry.
Note the dream sequences ignores the head settings so hair can still clip through.
Do the new armors overwrite any of the old ones?
No. The new armors are housed in new separate DLC files, all the normal armors will still appear, as a bonus you will also be able to use any of the full body armors as torso components. The bonuses remain the same as the full body version if you have the same helmet/body combined, but swapping helmets will change the bonuses slightly.
How do I use the MOHLE Backpack?
The MOHLE Backpack was requested by a mod user.It gives a unique bonus of +4 grenades in addition to other bonuses.
It replaces the shoulder armor piece.Note back stored weapons will inevitably clip through the pack as may large suits of armor.
I have made edits to the armors / casual in my coalesced does EGM impact?
No the it shouldn't as EGMs IDs are above most normal ones in the range 500-600.
How do I get the torso / separate helmet version of Cerberus Ajax?
Change the mod settings via the EGM_Settings.txt file (only if you have the AAP DLC). See above for more details on changing mod settings.
Squadmates: New Combat Squadmates
Wrex, Jack, Miranda, Jacob, Grunt, Samara, Kasumi and Zaeed. All require the Citadel DLC. In addition Aria T'Loak is available if you have the Omega DLC.
How can I make them appear?
They are only available for missions launched from the Normandy (not DLC). You need to go to the crew manifest and enter the "View Non-Crew Squadmates". This will show which (if any) are available and you can put up to 2 on standby. This means they are ready to join you directly on a mission.
There are two modes: story and non-story. You can switch between these modes using the mod settings.
In story mode (default) squadmates are available if they are on the Normandy (e.g. Wrex during the Genophage campaign or when Jack visits) or if you have completed their personal storyline.
Wrex: available between Surkesh and Tuchanka when he is on the Normandy.
Jack: when she visits the Normandy (up to 2 missions after Grissom if you haven't dropped her off) or once spoken to in Purgatory.
Miranda: Post horizon when she is on the Normandy (requires Miranda Mod add on).
Jacob:Post Gellix and speaking in Huerta.
Samara: Post saving on Mesana and speaking on the embassy.
Grunt:If he survives the Rachni mission and you get rid of the C-SEC that interrupt his celebrations when he leaves.
Kasumi: Post recruiting during the Hanar diplomat mission.
Zaeed:Post recruiting during the Volus plot, you must speak to him afterwards.
Aria: Once Omega is completed, and if you were very loyal to her.
In non-story mode all are available to pick as you want, with the only stipulation that they are alive/around in ME3.
Squadmate(s) appear blacked out
Extra squadmates are only available if the map you are launching has been unlocked. In addition squadmates cannot be taken on missions in which they appear (e.g. you can't take Grunt on the Rachni mission). For story reasons Wrex cannot be taken on the Tuchanka: Turian Platoon or Tuchanka: Bomb missions.
Which maps can I take them on?
The six N7 missions are unlocked by default. Extra maps are available via a special pack.
The new squadmates don't speak
There is no mission dialogue for the extra squadmates, for this reason we recommend to take one vanilla squadmate to say the default lines. If you take two of the new ones everything should work, but their lines will be skipped. The exception is Priority: Cerberus Headquarters if you have Miranda Mod installed, where Miranda has alternative lines for the entire mission.
Does using this mod change dialogue or gameplay when using only vanilla squadmates?
No, if you take 2 vanilla squadmates the mission will play identically to normal. Mission conversations normally run like this:
A: Shepard line
B: Squadmate line by priority: Garrus > Liara > Ashley > Kaidan > Tali > Javik > Vega
C: Shepard line
D: Squadmate line by priority: Vega > Javik > Tali > Kaidan > Ashley > Liara > Garrus
E: Shepard line.
If you take vanilla squadmates e.g. Garrus & Tali then Garrus will say line B and Tali line D. If you take Garrus and Wrex then Garrus will say both line B and line D. If you take Miranda and Wrex both B and D will be skipped but all Shepards lines will run as normal.
New squadmates AI is overly aggressive.
Their AI is designed for the Armax Arena. Especially for the Krogan it takes some skill to manage them.
How can I edit their abilities outside of a mission?
Using your personal terminal you can select and edit their abilities (as with all your squadmates). You can also reset in the Medbay. They will always default to a minimum 3 points in each skill tree.
Squadmates: Casuals
Using EGM Settings pick a casual outfit from the selection. The only places you can update by saving and reloading are: the Normandy once the prologue is done, the Citadel DLC Apartment (but NOT between DLC missions) and the very first time you load into Vancouver in the prologue (subsequent reloads won't change anything).
Who can I change and how many choices are there?
All the traditional squadmates have options: Garrus x7, EDI x7, Liara x4, Tali x5, Ashley x4, Kaidan x3, Javik x4, Vega x3. Note some require DLC, the EGM Squadmate pack or the Custom Extras Pack. All can be picked when installing the Mod Manager version, or by downloading the seperate exe installers.
Can I change this anytime?
Yes - however casual settings will only be read when in the CItadel Apartment or on the Normandy. In those locations save and reload. Elsewhere - you will need to return to the Normandy first.
How do I use EDI's Synth Skin Option?
Synthetic skin is used by Dr Eva in the infiltration of Mars. Selecting this option will make EDI appear similar to Dr Eva, with human like skin and hair. It gets burnt off on Mars and in order to use it again the formula must be recovered from a Cerberus location. If selected in settings without having the formula, the default metal body (no skin) is used.
What are automatic options?
They set the casual to be whatever armor the squadmate is currently using (available for Garrus, EDI and Tali). You can change the armor via the selection at the start of a mission or Shepard's terminal on the Normandy.
I have a mod that changes a squadmate outfit? How do I use that?
Mods normally replace the default outfit (the first one in the list). Select that and your mod will appear.
Will this affect the prologue or other introductions?
Prologue - If you set Ashley, Kaidan or Vega to a casual outfit they will appear in that throughout the prologue and on the Normandy, when they are not in armor. Liara will appear in Mars with her shadow broker (white/blue) outfit. In addition Vega will appear on the ramp of the Normandy with the Virmire survivor instead of a random soldier.
EDI Reveal - she will always appear in the metal body of Dr Eva. After that scene she will change into the chosen option.
Eden Prime - Javik will appear in his red armor on Eden Prime. He may change once he arrives on the Normandy.
How does this impact the Citadel DLC?
When on the combat missions the squad will wear the armor selected in the usual manner or their formalwear in the Casino. When in the apartment between missions they will wear their casuals, however where appropriate they will keep their armor look: EDI, Garrus, Javik and Tali will wear whatever armor they are currently using, unless they have just been to the Casino, where they will wear formalwear. If Liara is wearing her Shadow Broker kit, the pink brokers outfit or the Alternate Appearance Pack she will continue wearing those. Ashley will continue to wear the blue S1 Dress or the pink/white S1 Dress if she is wearing those. Vega and Kaidan will switch to casuals.
In the party and invites to the apartment they will wear their selected casuals, with the exception of Vega who will be in his default grey t-shirt.
Normandy: Customisation
On your command terminal in the CIC or Cabin you can change some of the personnel and equipment. You need to appoint a XO and a Lieutenant from your squad/crew in order to unlock some of the possible upgrades. More crew choices are available as the game progresses. You can change the crew at any time and the bonuses will reflect only the crew you currently have on board. Some crew need to have been spoken to before you can appoint them.
What equipment can I customise?
You can change the vehicles, mechs, settings on the shooting range, whether the dog is available and some of the weapons systems. Note the vehicles and mechs are stored on the Citadel when you are not using them. You cannot change these items if the Citadel is unavailable.
How do I upgrade the ship?
Ship upgrades need to be purchased from Deck 4 terminal (this includes the Firing Range etc). You can see equipment that has been previously purchased or imported from ME2.
What do the ship upgrades and engineer bonuses actually impact?
All change how the Normandy operates in the Galaxy Map.
Helios Tech - Fuel capacity +50% (1500), Fuel efficiency +25%. Engineer increases to 1750 fuel.
Argus Scanner - Range of scan when in system, speed planets spin faster and you can move the reticle (cross hair) quicker. Engineer further increases scan range.
Armax SDS - When touched by a Reaper the Normandy has a grace time before game over (about 1sec). The SDS increases the time and can be further boosted by an engineer.
Jormungund - increases the speed and acceleration of the ship when flying in system.
Quarian Afterburners - (requires specific engineer) further increases in system speed and when flying between clusters.
My custom coalesced edits don’t work, now the Reapers are too aggressive, I can't scan an entire system in a single go etc.
EGM has engineering upgrades (both new and imported from ME2). To get better performance (wider scanning range, more fuel, faster ship etc) you need to purchase upgrades from the Upgrades terminal on deck 4. Because of the way the ship tech works it automatically overwrites any coalesced changes you have made in these areas.
Normandy: The galaxy map, war assets and assignments
If in doubt scan it like you would a normal GAW asset in the map.
What is the best strategy to finding assets?
You do not need to be constantly scanning the entire map. Search and rescue GAW assets are unlocked as the game progresses and the Reapers attack different areas. Best places and hints:
• Invaded systems - if a system has been recently invaded by the Reapers search and rescue is more likely to be successful.
• AIS reports - these contain frequent hints on the location of assets that can be recovered
• ME1/2 mission locations - often these will have assets tied into a prior mission
• Emails - certain missions have emails hints.
• Assignments - some flag exactly where to find assets others are more about searching the map
• The % meter for assets gives hints where there might be assets to be found
The Dealer and Salvage assignments
The Dealer is a contact of the Shadow Broker. He specialises in salvaging specialist weapons and equipment. You can visit his ship in the Rosetta Nebula. If you agree to help him he will allow you to choose one item from his stock of high end weapons and armors for FREE (or a huge discount). He will then ask you to find certain artifacts hidden in the galaxy. Each one you find and return allows you to pick one further item. Note only he has the Geth Spitfire. There are 6 tasks you can complete for him, each one tests your knowledge of ME lore. If you can't find something check the mass effect wiki.
I can't find asset ABC from vanilla ME3?
Many of the vanilla assets have been moved to more lore-friendly areas. Citadel fetch quest items you must hear about the item/location first, including the Elcor Extractions mission. For example you don't randomly find a kakliosaur skull and then happen to find a geneticist who can use it. You need to discover the need, then find the item - not on a random planet, but rather where Krogan once were located. Another example is that Prothean Data files are no longer found on a random gas giant where nobody lives, but rather on a colony in a library where they would be studied.
MP War Asset
The MP war asset is now represented by the N7 Special Forces category. For many players the MP bonus got so large it quickly meant the N7s were worth more than all the rest of the forces (hence render the SP game pointless). In the N7 category are all the MP races, and MP promotions are reflected in the N-Special Ops Brigade at 1 pt per promotion which represents the Alliance contribution. You can find all of the MP races in the campaign, depending on which allies you gather.
I can't land on new planets?
Currently only via some add on's - Ark Mod adds a mission on Menae, and Omega Hub adds back part of the Omega station.
What is the best strategy for an assignment?
Not telling, but there is not always a "best" outcome. It depends on the personality of your Shepard. If you want some guidance on some of the individual assignments see the lower end of this list.
Normandy: Armory, Weapons Chest (ME2 Imports), Prothean Cybernetics
Due to the way the Groundside Resistance and Firefight DLC work, we are unable to put them in the physical armory on the cargo deck. The armory will show EGM, vanilla, N7 and Citadel DLC weapons. The DLC weapons will be available for use as normal on missions.
Cannot find the import chest
Firstly you must agree to the delivery, you will get an email from Cortez. If you don't have an email this is because your game is either a New Game Plus, so you already imported weapons from a ME3 save, or you didn't import from ME2. Note the chest will be cleared away after 7-8 missions. Also the chest will set you for a new game plus (weapons go to level X).
Weapon XYZ is not available in the import
The weapons must be found in ME2 for them to be in ME3. The widow and claymore are available if you picked them up on the Collector ship or researched them for Legion and Grunt. If you find a weapon in ME3 during a mission before you pick it out of the chest, the weapon will be deleted from the chest list - this is true apart from the weapons found on Mars and Earth during the Prologue. Those however will disappear from the chest if you upgrade them.
How do I find the Prothean Implants?
Around the time of Priority: Surkesh, you should get an Alert email in your Spectre mail that will lead you to them. As part of that assignment you will recover a map to various Prothean archaeological sites around the galaxy. You can scan and have your science team recover schematics from these sites. However only 1 site can be examined per main story mission.
How do I use the Cybernetics?
You will get an email from glyph advising that the medbay is ready. Once this is read go to the medbay and implant the tech, and select which avatar schematic to optimise it.
Can I change my Prothean Implants?
Yes - go back to the Cybernetic implant machine in medbay, you can implant, remove and switch schematics. There is a short cooldown period to let the surgery heal.
Normandy: Cabin Invites and Items
Once you have locked in a relationship and assuming that person is on the Normandy you can invite them up. This includes Liara, Ashley, Kaidan, Steve, Samantha, Garrus and Tali.Each LI has at least 3 customised scenes you can trigger by talking to them.
Jack - assuming you were in a relationship with her in ME2 and flirt with her at Grissom academy you can invite her up when she visits the Normandy with her students after that mission.
Miranda - can be invited up if she is on board due to the Miranda mod and you locked in with her.
Liara also has a small scene in her cabin. This is available after locking in or before for those who are faithful to her from ME1, and rekindled their relationship in LOTSB. You must flirt with her, and not flirt with others too much in me3. In addition Liara keeps a small memento in her cabin if you romanced her in ME1.
Have I got all the Cabin Items?
There are 11 new cabin items including the cabin photo however some are dependent on ME1/2, and your current stage of ME3.
Fornax (found near James post sparring match if you had in ME2, otherwise can purchase from Batarian Arms or Morlan's)
Prothean Sphere (found during Cerberus Labs mission if had in ME2 and saved the bulk of the crew from the Collectors).
N7 Helmet (found in Weapons box set aside by the old crew if had in ME2)
Mako Model (randomly available from Morlan's Pawn Shop if imported save from ME1)
Hammerhead Model (randomly available from Morlan's Pawn shop if imported save from ME2)
Cabin Photo (automatically given if in relationship)
Corporal Campbell's Mug (found during Citadel DLC)
Kai Leng's Broken Sword (after he is defeated can be picked up next to EDI on the bridge)
Cerberus Cruiser Model (can be picked up after completing Miranda Mod team assignments)
Turian Fighter Model (given if pilot is saved by the Normandy during Ark Mod's Operation Paladin)
+ Hidden model
Can I change my LI cabin photo?
Yes but not by using previously released mods. Use the latest version of ME3Explorer and Texplorer, build your tree, go to BIO_APL_PICTUREFRAME02. You will see the all the different photos, they can be easily replaced with a new picture of the same dimensions.
Normandy: Visitors
Visitors include Jack and her students, the Shadow Broker wet team you can recover, some N7 troopers you can rescue from their base and several more. In addition during the Geth arc Legion may bring some Geth Primes he rescues aboard and a Geth fighter from the story can be found. Some are dependent on whether the visitors are loyal in prior games (they don't stick around the Normandy if they are not).
How will I know if I have visitors aboard?
In some cases you will get an email from your XO, otherwise they will appear on the Normandy map.
How long will they stay?
Either until you drop them off at the Citadel (just orbit, docking not required) or 2 missions are completed. At that point they will go back to the Citadel and continue their duties.
Are the scenes interactive?
No. Unfortunately we don't have access to the voice actors.
Individual Assignments: Minuteman
The outcome is scored in 3 categories, you have to have high scores in all 3 for the best outcome:
Completions: How many missions you completed against Cerberus in ME1 & ME3. Some missions are scored more highly (particularly one in the same Nebula and also the Omega DLC, although it is possible to get a good score without the DLC).
Intel: There are 3 opportunities to gather significant intel on Cerberus during the series, 1 in each game. You must make a correct choice at least one time to have the intel available to you on the Normandy so allowing the hacking team to decrypt protocols fast enough to prevent self-destruction.
This is only necessary for the very best outcome. Before Minuteman is given you will get an email that will contain references to the intel so you should know.
Choices: Whether you chose to help or hinder Cerberus in the games, both directly and indirectly. This includes whether former Cerberus operatives are around to help you with the attack, missions where you had choices to help/hinder Cerberus and the strength of the STG team you built up which helps with the hacking. If you have generally helped Cerberus the only way to beat them at Minuteman cleanly is to have the maximum Salarian help you can.
The best outcome is possible whether you are a paragon or a renegade. Obviously it is easier if you played the entire series, but not impossible using a fresh ME3 start.
Individual Assignments: Evacuation of Thessia
After Priority: Thessia is completed (and you have left the system) you will get an email from the Asari Councillor requesting aid for a mission to evacuate the planet, in return for more support and a prothean technology (which contains the second Avatar Intel bonus).As soon as you finish reading you will join a conference between senior Alliance admirals as to what to do.
Depending on which side you support you will can choose from these options (also being Liara's LI has an impact):
(1) Aid the Asari with the fleets unconditionally (gains Asari 1st Fleet and Republic troops war assets)
(2) Force the Asari to devulge all their advanced technology in return for aid from the Alliance (gains Asari 1st Fleet and Republic troops war assets)
(3) Offer only the Normandy (not risking Alliance ships, but not getting Asari ships or troops).
(4) Refuse to aid (if you refuse the assignment will end, a small cash bonus but you will risk instability and riots among the Asari).
Recover the Prothean Intel
Subsequently you will get an email detailing the plan, as soon as you press "launch" you will be taken to Thessia. At this point you will automatically recover the tech via a beacon.
Scout the Landing Zones
Once the tech is recovered three cities will appear, you can scout them, see what kind of refugees have gathered and exit/return via the relay.DO NOT DO A SYSTEM SCAN UNTIL YOU ARE READY.
Evacuation
As soon as you system scan and fly to a landing zone the evacuation will start as the Allied/Asari fleets arrive. You will now receive intel from the ground forces and be able to choose a single refugee group to recover.You need to select one take it back to the waiting battleships (one fleet will be highlighted - you need to rendezvous with that fleet).When docked information from fleet comms will appear detailing how the fight is going in space and the option to tell the fleets to withdraw, as soon as you do this the evacuation will effectively end. You can do a maximum of 2 evacuations from each city, each fleet can carry one set of evacuees.
Selecting who to save
Each asset is added to the "Asari Evacuees" war asset. Different types of refugees:
Matriarchs - give leadership to the Asari refugees and are war assets
Military - gain war assets and technical expertise
Civilian - gain Paragon points and improved media profile
If Diana Allers is on board she will send an email to suggest spinning the evacuation as a publicity stunt to improve Shepard's media profile.Recovering most of the Civilian type assets will result in a large cash bonus as favorable media coverage garners increased donations.
Military losses
All the time you are evacuating civilians the fleets have to hold off the Reapers.Losses will start to mount.The time the ships can hold on depends on your judgement about how much losses the fleets can take and whether you bought along the Alliance as well.
Asari Fleets only (3 rounds of evacuate before retreat)
Allied Fleets (6 rounds of evacuation before retreat)
THERE IS NO WAY TO SAVE EVERYBODY. So make sure you choose carefully who to prioritize.
The Reapers
All the time the Reapers will be attacking and harassing the Normandy. They become more and more aggressive as the mission proceeds, so you will have to have your flight suit on during rounds 5 or 6. At any point you can escape via the Relay if necessary but this will end the evacuation.If you are having problems, the Armax SDS and various speed upgrades to the Normandy make a significant difference.
Aftermath
If you press withdraw you will return to the Widow Nebula. You will gain the Asari Evacuees you recovered, plus other bonuses and be sent a AIS report on the impact of the evacuation (customized to your playthrough).
Requests, Bugs & Typos
No. We cannot build a mod this big where everybody likes everything. Not much is forced upon the player, you don't have to use the new armors, you don't need to complete any of the assignments or read the war reports. The galaxy map is large but all the combat missions are highlighted, and if you don't want to explore it just switch to Quickplay mode before starting your playthrough. Just pick and choose and feel free to ignore anything you don't want.
I have noticed a typo, text or graphical error?
We are no longer developing EGM.