Mass Effect 3
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Shadohz

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32 comments

  1. whodatninja117
    whodatninja117
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    @Shadohz, did you playtest your mod with ARK and Respawn together? Does it work?
    1. Shadohz
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      I have them installed but haven't had time yet. I'm in the middle of another mod playthrough (without ARK or RO) and doing a new major update for another mod I support.
    2. whodatninja117
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      Oh cool! Carry on, dont mind me then :)
      Is the other mod also Mass Effect related?
    3. Shadohz
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      Alright I've tested out Ark. It appears it broke more than I originally thought. It redirects the N7 missions from the SP maps to the MP maps effectively nullifying my mod with the exception of one map. I'd either have to build new mp files or... now that I think about it there's something else I need to look at as well. In its current state neither mod is compatible.

      As far as the other mods, I'm working a moderately size SSE companion quest, two smaller ME3 mods, and one perhaps "medium-sized" (whatever the hell that is) ME3 mod. Still debating on whether or not I want to hire a voice actor.
    4. whodatninja117
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      Ahh well thanks for checking! I will wait on using MDSM for now. but hey good luck with your future mods!! To think that ME3 still has such an active modding scene 7 years on, it's amazing.
    5. Mgamerz
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      Any chance this mod could be updated to work with ME3Tweaks Mod Manager? The moddesc.ini file is malformed.

      Edit: Aye, hit the wrong reply button.
    6. Shadohz
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      @Mgamerz Hit the wrong reply button? **looks around** There's more than one? As a matter of fact my 2 new HDDs will be coming in 2 days finally. Once I get them set up then I can start pulling the old mods from archive and get them updated.
  2. whodatninja117
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    Hiya, so i wanted to try the harder N7 missions, as i'm playing with No Shared Cooldown. Do i just backup the original files in `Biogame\CookedPCconsole' and overwrite with this mod's?

    Also, in the RO DLC folder I can see that it too alters BioD_MPRctr_100SP.pcc and BioD_MPRctr_150SPCmbt.pcc. Should i leave these out of the installation?
    1. Shadohz
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      I generally don't recommend changing vanilla files in any game if possible. I just threw it out there for full disclosure. You can back up the originals and drop them in. AutoToc'ing shoudn't be necessary I don't think since you're not adding anything but you should do it anyway just to be sure. You can create a custom mod with the files if you know what you're doing. I suppose I could build a new mod now that the newer RO is out.

      To my knowledge there have been no conflict reports with those two files. RO will take priority over these custom mod files if you place them in the game directory because RO is a DLC with a higher mount priority. If you wanted to see the changes to that particular map then you'd need to disable RO, merges the side mission files with RO, or create a new mod with a higher mount priority than RO. If those are the Firebase Giant files then you want to keep those. *wink*

      Mod conflicts get an immediate response from me. Anything else will take 1 to 5 years depending on who reported the problem and if a decent zombie game is out during the time period.
    2. whodatninja117
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      Thanks for the response! Well I would appreciate a new mod made by you, as i dont know how to merge DLC mods.

      Though I doubt it would be compatible with the EGM ARK mod right? It also changes N7 missions
    3. Shadohz
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      I haven't had time to playtest other ME mods like I used to. I have no idea if some or all of the the files are in use. I honestly don't have time to look into now as I'm already over-extended. You can't go wrong either way. Although I hear ARK contains a v... uhh nvm he told me not to tell.

      That was a joke everyone. Put away the knives. Perhaps long-term I'll look into speaking with the Ark team about merging the changes. If it conflicts with this mod then it will with RO as well. I'm in the midst monthly updates so I'll have to release those first before trying to create a new ME3 mod. I might be able to whip up an untested version real quick.
    4. whodatninja117
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      Sure of course ! I think it would make for a very cool mod, or an addition to the ARK or Respawn mods :D
    5. Mgamerz
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      Autotoc is for sure required any time you change or replace vanilla files.
  3. Kajana
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    Just got done with Grissom Academy and had a problem in the second part of the Atrium. In respawn, there are 1 or 2 troops stuck on the roof that you have to kill before the atrium door will open. With the patch, there were no troops on the roof but the door still wouldn't open, the game still thought there were enemies to kill. I tried it a couple times and only reinstalling the original file let the troops show up, so I could kill them and leave. Hopefully, that was just a glitch on my end up mention it in case someone else has that issue.
    1. Shadohz
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      Hrmm... that's odd. I've tested that multiple times and never had that happen. Did you copy the patch files into your Respawn mod directory or to the main ME folder?
    2. Kajana
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      Respawn mod directory and then replaced it with the original respawn file to leave. I had the mod installed from the beginning of the game (both the mod and patch). Hoping just a random glitch on my end but will let you know next time I try it what happens.
    3. Shadohz
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      Ty did make some modification to this particular file in Respawn 3.0. There's a possibility a conflict exists between RSv 3.0 updated files and the patched versioned. Although it'd be kind of odd for vanilla to work but not the patched file. You don't/shouldn't have to start from scratch. Restarting the chapter should allow you to see any changes made to PCC files. If the error duplicates again then drop RS v3.0 file on top of it instead of the vanilla to see if it resolves. If it fails again, then I'll take your word for it that a problem exists and put a note in the description, if not, out right pull the file and re-upload a new version.

      edit: I'm such an idiot. I fell asleep before hitting the Submit button. :P
    4. Kajana
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      Sorry, didn't explain that well. When I got stuck I put the original Respawn file back into respawn, which then caused the two guardians to appear on the roof, so I could shoot them and the door open.

      Won't be able to try it again right away (rl getting in the way of important gaming! lol) but will let you know what happens when I do.
    5. kadra
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      I just faced the same problem with the Atrium fight - when you get over to the other side and kill everyone that part of the battle never ends. Restoring the Atrium file from Respawn v1.2 solved the problem.
      I'm a bit confused about why you're talking about Respawn 3.0 however, when the latest version I've been able to find is 1.2 and the Installation Guide to this patch mentions v1.2 or earlier as well.
    6. Shadohz
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      Kadra That was a typo. I'm working on 5 different mods at the same time so every now again there's some confusion... well typo rather.
  4. Shadohz
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    Important note: If you previously used Version 1.00 of this mod and are upgrading to Version 1.01 then you MUST restore " BioD_OmgJck_400Atrium.pcc" from your Respawn Overhaul 1.2 installation archive (or simply reinstall RO then drop 1.01 on top).
  5. qaskew24
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    The Respawn is the best mod for this game, if you can do the Hord for husk in single player, I will let you married my daughter.
    1. Shadohz
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      You'd have to take that up with Tydeous. If someone built a mod (outside of Respawn) that altered the husk count then it'd also block the other changes he made with Respawn. I think I goofed around with spawning multiple husks before a year or so ago. The problem is if you spawn too many active mooks in the same area it may cause them to freeze/lock-up. You have to create the illusion of a horde by fine-tuning the spawn count and enemies. There aren't very many areas in the game where you fight Reapers so you're not really going to get very many opportunities to fight off husk hordes much less in open areas that aren't going to wreck your game. Trust me if it were possible I'd throw Collector forces and Omega mooks in the normal course of singleplayer as well. The game is unfortunately hard-coded to only allow certain types of enemies on each map.
    2. qaskew24
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      Is there a special program used to open your files, I am using Jzip. This is the only rar file I cannot open. advise?????????????????????.
    3. Shadohz
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      J-who? Make sure that your zipping tool is up to date. I'm pretty sure I compressed these using legacy WinRar and not version 5. I was able to open them and run tests on the archives using 7Zip, Winrar, and even an older version Peazip. A basic internet search of the proggie says it comes with a bundleware and other suspect behavior. Stick with what's been around for ages, trusted, and works: 7zip, Winrar, or Winzip. Don't download knockoffs. If you're still having trouble using one of these three tools then I'll upload a newer version however in 30 downloads you seem to be the only one that had archive issues.
    4. Kajana
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      I'm having the same problem. For both files I get the 'Can not open file as archive.' and I'm using 7-Zip.

      EDIT: I got it to work by reinstalling 7-zip. Hopefully, that helps!
    5. Shadohz
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      Thanks for the update Kajana. Did you reinstall the same version of 7zip that you had already or did you update to a newer version? I've seen weird reports of this by Skyrim users using legacy version of Mod Manager trying to open RAR files.
    6. Kajana
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      Updated to new version but oddly enough, I couldn't just update the version I had, that didn't work. As in it said it updated but I still couldn't open the files. I had to totally reinstall the new version of 7-zip. But that seemed to fix it. Hope that helps.
  6. arodix5
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    Nice mod! I enjoyed murdering wave after wave of Cerberus mooks during the Tuchanka big gun mission especially.
    1. Shadohz
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      That one was my personal favorite as well. It was the one that really allowed me to abuse the spawn system and bring a little of the MP feel to SP. Coincidentally it was also the mission that provoked me to investigate the weird freezing behavior. I got tired of getting killed.
  7. stuartl9
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    I have Respawn Overhaul Mod and have also installed A LOT Texture Mod after that. I am told that I cannot replace .pcc files post A LOT Texture installation but can install .mod files using MEM/A LOT Installer.
    Is it OK if I create a .mod files using ME3Ex Modmaker(Alternatively if you have .mod files I could use those) and install the changes to the .pcc files in the game directly right now or do I have to reinstall the whole game from Vanilla backup, Update the RO MOD using your files and then reinstall A LOT Texture Mod?
    1. Shadohz
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      Whenever someone tells me I can't do something, I set out to prove them wrong or find out why. That said, if you were told to use .mod then follow whatever instructions were given. The patch files were not meant to replace vanilla PCC files but the Respawn DLC files. You can drop the N7 bonus files into Respawn folder as well and AutoToc it (or any folder for that matter as long as they have a higher priority mount than another mod that alters them). I don't know if a .mod file will work because I don't use ALOT with ME3. It's just not practical because I'd have to have a development install and two different production installs of the game. I might be able to get it to work inside the virtual directory of this new mod manager but that'd be more for SnG. I don't have .mod file for the patch so no sorry you're going to have to try it yourself. Feel free to share your experience, results, and file with other users however. Someone else may come across the problem. However this patch file is only temporary until RO v 1.3 is released.