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survivor686 Kinkojiro and Patadepocho of the EGM team

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survivor686

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117 comments

  1. survivor686
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    FAQ

    1. Does this mod supersede other Ashley/EDI/James/Kaidan combat mods?
    No. This mod ADDs armors for the aforementioned characters. You can choose whether to use these characters outfits when a mission starts in the squadmate gui.

    This mod is 100% compatible (tested) with the Ashley Warpack

    2. Does this mod fix Ashley's marksman power bug?
    Only for the new suits. We recommend using a 'universal' marksman patch to fix it completely.

    We recommend any one of the following:
    a. Me3Recalibrated
    b. Ashley Marksman Fix
    c. Ashley Warpack

    3. I installed this mod, but now when loading squadmates the game crashes or takes forever to load.
    Update your TOC, via Me3explorer's TOC suite.

    4. I want to use the "A L O T" mod, what should I do?
    Install Alliance Warpack FIRST and then "A L O T" (FYI: Recommended practice is to install other mods first, and then "A L O T"

    5. I can see the new armours on squad-selection, but in-game the squaddies still utilize their original appearance? What gives?
    This is caused by having an older version of EGM. Upgrade your EGM to V1.085 and above.
  2. survivor686
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    Update 4: 50 Endorsements! In just two weeks! Holy shisno!

    Update 3: 20 Endorsements! Very, very nice!

    Update 2: 11 Endorsements! Thank you all very much!

    Update 1: 5 Endorsements! Thank you all for the support!
  3. sh0ckz0ne
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    Hello love your work I've recently come back to ME3 and your mod is a must have with EGM the thing is I absolutely hate is the textures on Shepard's Garmr armor and how it's a disgusting weird shade of semi-dark blue and really want to apply your amazing textures to my Shep is there a tutorial you could perhaps share or advice so I can edit Shepard's armor textures and make it less of an eyesore many thanks in advance
    1. survivor686
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      Apologies for the late response - As to the textures for Garmr: I will double check with kinkojiro (the author of the EGM) to get some guidance on applying textures and whatnot to the default Garmr armour.
  4. FREAKSnVOLTS
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    Wonderful mod! Thank you so much for making it :)

    I did run into a small problem, which I'm sure is the result of a compatibility issue. When Ashley is wearing the Spectre Armor (Combat bun version), it seems as though the mesh and hair texture aren't quite getting along. The general combat bun shape is present, but has a black line visible along the hairline where her forehead and hair meet. This issue is always present in the squad talent screen. At a distance, I don't notice the issue at all. In some conversations and cut scenes, it seems to work fine as well. In one particular cut scene, there appeared to be a black shape near Ashley's left ear.

    Any idea what might be causing this?

    FYI: I have the Ashley Legacy Project mod and a lot installed among other mods. I do not believe any of my other mods manipulate the same pcc files.
    1. survivor686
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      First off - apologies for not responding sooner. If I may be so bold - may I get a screenshot of the bug in effect? i suspect I may know what is happening, but I would be grateful for a screenshot to confirm it.
    2. survivor686
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      First off - apologies for not responding sooner. If I may be so bold - may I get a screenshot of the bug in effect? i suspect I may know what is happening, but I would be grateful for a screenshot to confirm it.
    3. FREAKSnVOLTS
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      I ended up solving the issue by applying the Legacy meshes to the warpack pcc files and subsequently applied the proper textures. I apologize for not updating the post with my solution. Thank you for your response.
  5. Asenten
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    Hey love the suits btw, but I haven't been able to use them in game. I know it says to generate all TOCs but every time I try to do it, it keeps on failing and giving me this message.

    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.IO.FileNotFoundException: Could not find file 'D:\Program Files (x86)\Origin Games\Mass Effect 3\BIOGame\DLC\BIOGame\DLC\Alliance Warpack\DLC_MOD_EGM_Alliance\CookedPCConsole\BioH_Ashley_07.pcc'.
    File name: 'D:\Program Files (x86)\Origin Games\Mass Effect 3\BIOGame\DLC\BIOGame\DLC\Alliance Warpack\DLC_MOD_EGM_Alliance\CookedPCConsole\BioH_Ashley_07.pcc'
    at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
    at System.IO.FileInfo.get_Length()
    at ME3Explorer.AutoTOC.CreateTOC(String basepath, String tocFile, String[] files)
    at ME3Explorer.AutoTOC.prepareToCreateTOC(String consoletocFile, RichTextBox rtb)
    at ME3Explorer.AutoTOC.GenerateAllTOCs(RichTextBox rtb)
    at ME3Explorer.AutoTOC.generateAllTOCsButton_Click(Object sender, EventArgs e)
    at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
    at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
    at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
    at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
    at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
    at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
    at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
    at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
    at System.Windows.Forms.Control.WndProc(Message& m)
    at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
    at System.Windows.Forms.ToolStrip.WndProc(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
    <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.


    I don't know if I'm doing anything wrong when it comes to the .toc files, but please let me know if there's anyway I can fix this... also there was a list of loaded assemblies but it was really long and I didn't want to crowd the forum post, so I didn't put it on here. If you need any extra info, please let me know :)
    1. survivor686
      survivor686
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      Apologies for not responding sooner.

      That is a weird bug. Have you tried downloading a fresh copy of the mod and trying again?
  6. Xtoverus
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    For Ash's combatbun, do I install the main file then the optional, or instead of the main?
    1. survivor686
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      Apologies for the delay - for the combat bun, just install the optional only.
  7. Chashan
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    Lovely looking gear. Only got a somewhat baffling issue with Ashley, both with this mod and your Warpack-remake of Ashley's vanilla base- and DLC-outfits.
    The Marksman-fix for whatever reason won't stick and she will just sit behind cover continuously using that skill in a loop more often than not. It's particularly bad in the Armax-arena.

    I did somewhat haphazardly have Mod Manager override the Coalesced.ini in the CookedPCConsole-folder not too long ago, yet even after manually reverting that file back to vanilla and redoing some changes, for whatever reason editing just Marksman's henchmancooldowntime-entry doesn't take effect in-game and stays at vanilla value. I have scoured the various mod-DLC I got - only ones actually changing Coalesced.ini are ME3 Weaponry tweaks (the Infinite Ammo-variant)

    https://www.nexusmods.com/masseffect3/mods/558/?

    as well as EGM 1.091 Beta

    https://www.nexusmods.com/masseffect3/mods/350/?

    None of them contain any changes to that skill, so I really can't figure out the issue short of just not speccing into the skill as usual and/or completely reinstalling the game from scratch.
    1. survivor686
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      First: I apologize for the late response.

      As to your issue: perhaps you could provide me done more insight:
      - is Ashley wearing her modded armour (i.e. does get appearance match the screenshots)?
      - what mods are you using?
      - any modifications you've made yourself?

      Hopefully we would be able to fix the issue
    2. Chashan
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      Appearance changes alright and matches screenshots, it's only Marksman that's a problem.

      Leaving BW-DLC aside - got From Ashes as well -, the mod-DLC-folders I got are:

      DLC_CON_AshWar
      DLC_CON_BPPack1
      DLC_CON_BPPack2
      DLC_CON_ExtAnd
      DLC_CON_FemShepsArmory
      DLC_CON_Grunt
      DLC_CON_MEHEM
      DLC_CON_MiriArmor
      DLC_CON_MiriArmorCit
      DLC_CON_MtoCF
      DLC_CON_StimPack
      DLC_MOD_ARSENAL_IAmmo
      DLC_MOD_BTRDRMS
      DLC_MOD_CDR
      DLC_MOD_EGM
      DLC_MOD_EGM_AAP
      DLC_MOD_EGM_Alliance
      DLC_MOD_EGM_Miranda
      DLC_MOD_EGM_Squad
      DLC_MOD_Javik
      DLC_MOD_KEmail

      I am listing all of them since only singling out those that 'would make sense' due to their edits - DLC_MOD_ARSENAL_IAmmo, first and foremost - and moving them out didn't yield any result. And, as I mentioned, another oddity is that not even editing the henchmancooldowntime, either in the Coalesced right inside CookedPCConsole nor in the .bin-file within DLC-folders, including DLC_UPD_Patch02, takes hold. I haven't yet checked whether that's the case for other values of the skill.
      Only other cause for this I could fathom would be some lingering ME3MM-mixin or other.

      What I have not yet tried is a full reinstall of the game, which I am yet holding off as I wait for the ME3-version of rondeeno's mod-series to be released and wanted to apply a lot-mod after, which as per its description is quite finicky about applying new DLC after it is applied.

      Thanks for getting back on this!
    3. survivor686
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      I think I know the issue: it's the changes you've made to the marksman. Your best bet is to start with vanilla versions of the files you altered, rebuild the TOC and then try again (be sure to start on the Normandy)

      FYI: to give you some context wrt marksman. After patch 1.04, the game 'uses' a new marksman PCC and associated ini file and tells every character to use it. The 'ashley patch' tells Ashley to use the older version of the marksman ability and the associated ini.

      Try the game with a vanilla ini and let me know how it pans out
    4. Chashan
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      "I think I know the issue: it's the changes you've made to the marksman. Your best bet is to start with vanilla versions of the files you altered, rebuild the TOC and then try again (be sure to start on the Normandy)

      FYI: to give you some context wrt marksman. After patch 1.04, the game 'uses' a new marksman PCC and associated ini file and tells every character to use it. The 'ashley patch' tells Ashley to use the older version of the marksman ability and the associated ini.

      Try the game with a vanilla ini and let me know how it pans out"

      Just loaded a save on Normandy with vanilla Coalesced in place and TOC rebuilt, launched one of the N7-missions. Afraid that didn't do it, with the skill specced Williams just sits behind cover repeatedly using it.

      This wouldn't be some strange conflict between the couple mod-DLC that edit Coalesced's BIOGame-section in one way or the other, namely DLC_MOD_ARSENAL_IAmmo and the EGM-ones? Even though all other changes do work, including the one player CD-edit done by BW themselves in DLC_UPD_Patch02...leaves reinstalling the game which I am holding off on for now.
    5. survivor686
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      Hrmmm... This is indeed concerning.

      If you could humour me: have you tried temporarily deleting DLC_MOD_Arsenal and seeing if that fixes the issue. At the very least let's try and isolate the issue
    6. Chashan
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      I *think* I already tried that to no avail, will give it another go, though.

      Edit: No, not it either. Before, I did not have unedited Coalesced in place, there's no difference even with that however. Will get back on this once I get around to doing a full re-install of the game.
    7. survivor686
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      It seems like a clean re-install would be needed.

      If you could humour me for a second: What mod are the following files from? I suspect another issue may be the cause, but I need to confirm it:

      DLC_MOD_ARSENAL_IAmmo
      DLC_MOD_BTRDRMS
      DLC_MOD_CDR
      DLC_CON_MtoCF
      DLC_MOD_Javik
    8. Chashan
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      DLC_MOD_ARSENAL_IAmmo -> Infinite Ammo variant of ME3 Weaponry Tweaks: https://www.nexusmods.com/masseffect3/mods/558/?
      DLC_MOD_BTRDRMS -> Better Dreams: https://www.nexusmods.com/masseffect3/mods/534
      DLC_MOD_CDR -> Citadel DLC Redone: https://www.nexusmods.com/masseffect3/mods/546
      DLC_CON_MtoCF -> part of Citadel Epilogue mod (transition from main-game ending to Citadel DLC): https://www.nexusmods.com/masseffect3/mods/2/
      DLC_MOD_Javik -> Casual Javik: https://www.nexusmods.com/masseffect3/mods/543

      Hope that's detailed enough, although that's some exotic conflict alright, given that none of these touch BioH-files related to Ashley in any way (I also went and deleted CDR's files for Ashley).
    9. survivor686
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      The only thing I can see causing a conflict, would be the infinite ammo mod, as it causes the character to spin around in confusion (i.e. how can one reload an infinite ammo-clip).

      OR it could be that the DLC files are using the same mount or tlk priority number. That would be something to consider.
    10. Chashan
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      Okay, just vanilla-ed ME3 - by way of moving a vanilla-backup in rather than re-downloading everything - and that appears to have done it. Specced into just MM, Williams doesn't do those weird shenanigans anymore with squad power-usage ticked on.

      I guess the issue may have been that I did power-stat edits such as to "henchmancooldowntime" only in the base-Coalesced.ini within CookedPCConsole, rather than relegate it solely to one DLC, which led to conflicts.
    11. survivor686
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      For what its worth, am glad to hear that the issue was resolved.

      WRT power modding: I tend to shy away from making edits to them - too many moving parts to keep track off.

      Enjoy the mod and good luck with your modding endeavors.
  8. Inrelius
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    I noticed that the readme file recommends installing the mod while Shepard is on the Normandy.Does this also apply to starting a new game?
    1. survivor686
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      Not really. Just be sure that when starting with a save file, that Shepard is not spawned into a combat scenario
  9. cachudo
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    Wow, spectres armors are great!
    it's posible to make a versión for sheppard?
    1. survivor686
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      There already is: The EGM has Spectre armours available for usage (its broken down into its various components, so you can modify it to your heart's content)
    2. Tailsthefox101
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      There is? I've been trying to convert these two armors for Shepard but have failed.

      Where is the spectre armor for Shepard? I'm using it along with MEHEM and it's various applications (as well as MOAM) I have.. spectre armor pieces? But they're shiny af and unrealistic.

      Am I SOL with this? Or is SPectre armor something you have to buy in EGM?
    3. survivor686
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      The Spectre Armour can be acquired by going to the Spectre Office on the citadel and poking around it. It should be in a series of crates.
    4. Tailsthefox101
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      Hmm.. I'm actually there now, but I can't find any crates. It's the spectre office with the hologram projector, shooting range and .etc right?

      EDIT: I learned what it was. I'm not far enoguh story wise yet. But thank you for your help, I'm glad you're still around -- and thanks again for these armors. They look amazing!
    5. vogel1
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      Hey, i come here for the same question :D at which point in the story you can get the Spectre Armor for Shep? it was new to me, that this allready exists
  10. kikounited1998
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    Is it compatible with Ashley Legacy ?
    1. survivor686
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      Yes, it should not conflict with the Ashley Legacy mod.

      As to whether I use the same face as the Ashley Legacy mod: Not yet. I do plan to add a version that uses those assets in the New Year.

      That being said: my other mod, the Ashley Warpack does have a Legacy compliant version.
    2. kikounited1998
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      Does it matter in which order i install it and can i use all three Ashley mods together (Alliance Warpack,Ashley Warpack, and Ashley Legacy) ?
    3. survivor686
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      Yes, you can use all 3 mods together at the same time. They should not clash with each other.
  11. WarPorcus
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    Hello.

    I'm having trouble with this mod. It installs fine, I auto-TOC the whole thing, and I do have EGM.

    In the squad selection screen, the new armors show up too. However, once selected and I continue to the weapon selection screen and the mission start, the new armors don't show up at all. The squad reverts back to their default look.

    Am I doing anything wrong?

    Thanks.
    1. survivor686
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      Have you got the latest version of the EGM? Please ensure that you do.
    2. WarPorcus
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      Hey.

      Yea, my mistake. I forgot to update my EGM. Works perfectly now, thanks!
    3. WarPorcus
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      Hey.

      Yea, my mistake. I forgot to update my EGM. Works perfectly now, thanks!
    4. survivor686
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      Glad to hear that it was resolved. Happy Hunting!
  12. Shiverwarp
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    Loving these EGM Pseudo-DLCs.
     
    Would you be able to put a Mod Manager download up here for this, like Miranda mod has? Or the HR vehicle pack?
    1. survivor686
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      Unfortunately I don't know how to create Mod-Manager-style downloads. I can try and work on it, but no promises.
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