Hi SetsunaDilandau, thank you for this mod and for your work, but I would like to ask if you are planning a mod to have a wounded shepard in the JohnP's Alternate fashion for me in the memorial scene, I would like to see the name of this option of Shepard, or write how to do it, thank you in advance for the answer and for your work.
Hi, I plan to look into it (and to make a dlc version for the original trilogy) but I don't have the time right now. As far as I know the whole modding toolset is not yet compatible with the legendary edition so I don't know if I could adapt it at the moment
Is there any way you can make a DLC version of this? (In other words, one that you just drag and drop)
I ask because the only drawback I've found with this is that because its a .mod file that requires ME3Explorer to install, that then prevents texture mods like ALOT from being installed because it then doesn't detect the game properly.
Its definitely not the mod itself that's the problem, its simply the installation method thats the issue if people want to play the game with Higher Textures.
EDIT: Might not be necessary now as it turns out the mod files can be installed using the ALOT installer instead thus allowing textures and the mod to be used simultaneously.
Did crash on me after shooting the Illusive Man, but that could've happened for any number of reasons. Still, its good to know the mod can be installed that way instead. Thanks for suggesting it.
Once this is a DLC, it might be possible to make this mod work by disabling it right after you get sucked in the beam back to the citadel.
Or maybe a future mod might correct the crash. There are probably incompatibilities abound with other mods, which may be causing the crash.
We don't know if the OP has an unmodded version or loaded with other mods. Most people have some variant of mods like ALOT, EGM, PEOM, etc all installed.
You might as well go the extra mile, and cut the Evac scene animcutscene early (there's a particular part that would be perfect for a transition back to gameplay) so Shepard doesn't get shot by Harbinger at all. Pretty easy to do, just PM me.
As I said, cut the animcutscene early. Have the squdmates evacuated, but then stop the cutscene before the part with Harbinger shooting Shepard. It'll allow you to have the squadmate evac, and it would transition back to you manually running to the Conduit via gameplay.
In the Extended Cut, open package BioD_End001_ConduitRun....or however it's called....and go to export 2268. You'll see a property called EdSectionEnd. That property determines how early a cutscene will end before it's final length if finished. Say that something lasts 5 seconds and the EdSectionEnd is 3 seconds -- that something will now stop at 3 seconds instead of 5.
Simply move it from the current 2 seconds to whatever you want, and the evac cutscene will stop early. You'll need to look up videos of the Evac scene or look at the timestamps at the interp.
Well, that should be more directed at someone who's more familiar with ME3 modding, not me. But at least its there for everyone to see.
And actually how would that then transition the running to the wake up bit, or is the idea designed to skip that altogether and just go straight to the Citadel scene?
I wonder also actually, for MEHEM, what if its also possible to have the scene fade BEFORE Shepard passes out, or looks at his/her bleeding hand?
I installed the vanilla and extended cut versions of the 'no armor' mods, but nothing changes. I don't have any ending mods installed. Am I missing something?
I don't have any other mods installed. The only thing I'm getting is two error messages that say:" Warning: File C:\Program Files (x86)\Origin Games\Mass Effect 3\BioGame not exists in your game setup."
EDIT: I tried using the 'apply and verify' option and the error messages don't pop up anymore. But nothing changes.
For some reason its not working on the Citadel. Just reverts everything back to normal.
I've made sure to install the vanilla, extended cut and MEHEM mod files, but it still isn't working. I don't understand.
EDIT: Found the cause and have been able to fix it. At the moment, this doesn't yet work with the modified MEHEM mod: https://www.nexusmods.com/masseffect3/mods/197
It was all linked to that one. Soon as I removed that, the Citadel part worked without issue. :)
So yeah. That's about it. Temporary glitch, but its all taken care of. And again, well done for this. Seeing the ending play out that way combined with Happy Ending and Citadel Epilogue, so much better for a finale. :)
34 comments
I ask because the only drawback I've found with this is that because its a .mod file that requires ME3Explorer to install, that then prevents texture mods like ALOT from being installed because it then doesn't detect the game properly.
Its definitely not the mod itself that's the problem, its simply the installation method thats the issue if people want to play the game with Higher Textures.
EDIT: Might not be necessary now as it turns out the mod files can be installed using the ALOT installer instead thus allowing textures and the mod to be used simultaneously.
Take as much time as you need then. And good luck.
There are a few mods that use that method when installing certain DLC mods with customizeable settings.
If you don't know how, then don't worry about it. Just thought I'd throw that in there as a suggestion in case it helped somehow.
They're not texture files though. Would they still install correctly?
Did crash on me after shooting the Illusive Man, but that could've happened for any number of reasons. Still, its good to know the mod can be installed that way instead. Thanks for suggesting it.
Or maybe a future mod might correct the crash. There are probably incompatibilities abound with other mods, which may be causing the crash.
We don't know if the OP has an unmodded version or loaded with other mods. Most people have some variant of mods like ALOT, EGM, PEOM, etc all installed.
Didn't seem to give me any trouble the second time, so I THINK that issue is fixed now.
But yeah, thank you for pointing this out. I had no idea the ALOT installer worked with .mods as well.
Also, compatibility with PEOM?
That's a good idea then actually. Hope that does become a possibility then. :)
Simply move it from the current 2 seconds to whatever you want, and the evac cutscene will stop early. You'll need to look up videos of the Evac scene or look at the timestamps at the interp.
But at least its there for everyone to see.
And actually how would that then transition the running to the wake up bit, or is the idea designed to skip that altogether and just go straight to the Citadel scene?
I wonder also actually, for MEHEM, what if its also possible to have the scene fade BEFORE Shepard passes out, or looks at his/her bleeding hand?
The wake-up scene and evac scene are not tied together. Two separate things.
I don't know but it would work with MEHEM because I've never used MEHEM in me life, but you haven't answered my question about PEOM compatibility.
I'm simply a big supporter of it.
Edit: Holy crap, I just saw that you're not the uploader lol. Sorry, I saw you reply everywhere -- thought you were the author.
Sorry for the confusion.
EDIT: I tried using the 'apply and verify' option and the error messages don't pop up anymore. But nothing changes.
I've made sure to install the vanilla, extended cut and MEHEM mod files, but it still isn't working. I don't understand.
EDIT: Found the cause and have been able to fix it. At the moment, this doesn't yet work with the modified MEHEM mod: https://www.nexusmods.com/masseffect3/mods/197
So what caused the first problems ? Or all was linked to this mod ?
So yeah. That's about it.
Temporary glitch, but its all taken care of. And again, well done for this. Seeing the ending play out that way combined with Happy Ending and Citadel Epilogue, so much better for a finale. :)
You have my eternal gratitude, mate. The last peice of the puzzle to fixing ME3's ending. :)