Do you have to install this mod before you scan any keepers? I just found this when I was trying to finish this quest for the first time, so I installed it with 1 keeper to go lol. Did I miss out on the optional quest? It seems cool, this is an awesome mod btw and I appreciate you helping me find that last little bugger regardless!
In that case, you won't get the scan messages from most of the Keepers, so you won't be able to decode them. But you can find those here under the Forum tab of this mod page, and then you can still start the optional quest.
So, I was curious, I'm not sure if I just messed up, but I finished Scan the Keepers quest but I can't scan the 21st keeper? The one next to the Normandy. Other than that, I like this mod a lot and seeing the tiny keepers are cute!
Edit: I'm missing Keeper Jotpum if that is any help and one of the tiny Keepers is marked even though I don't have that quest yet.
It's weird that you can't scan the last one, could be something missing in the mod ... as vanilla disables the Keepers once the mission is completed, and I haven't tested with each of the 21 as last one. But then again, other people would probably have reported this already. Would not hurt to post a log from mod manager so I can see which other mods you have installed.
In the meantime, you could edit your save to fix it: in Raw Plot, check the missing bool in the range 5390-5409, and set Integer 39 to 21 (should be at 20 presumably).
Editing the save file like I wrote may not update the journal/codex, but you should be able to start the secret quest I think. For the rest, thanks for the additional info, I'll have a look when I can (bit too much going on at the moment).
Hello again! A little more information, so I got the quest to work if I didn't any other quest before finishing the Keeper Quest and got to scan all 21 Keepers and was able to start the hidden quest. I went straight to doing this quest and not anything else. Amazingly cute mod! <3
Glad it worked, and glad you liked the added quest :) But other quests shouldn't be affecting this... did you leave the same Keeper (Joptum) for last as before?
This seems to happen to a few people from time to time. There was one bug in a previous version that caused this for one Keeper, but I fixed it. And I checked all the files in detail last time and couldn't find any problem nor reproduce the issue. It could be some problematic interaction with another mod, but that's more difficult to identify. Post a log from mod manager if you want and I'll have a look.
For your current situation: - If you have a recent save you could reload and try to not leave the same Keeper for last. - Or you can edit your save to fix it: in Raw Plot, check the missing bool in the range 5390-5409, and set Integer 39 to 21 (should be at 20 presumably). The Keeper Scan messages are all under the Forum tab of this mod's page, in case you're missing some in the Codex.
Installation order doesn't matter. It seems they conflict... I have no clue what the author did, they wrote "Added Keepers Finders compatibility" in the change logs for v1.1.1, but they never contacted me about it.
Thanks for reporting the issue... I'l look into it, but it won't be right away. In the meantime I think you better just edit the save file like I wrote above.
There are so many things to love about this mod. First it's a definite QoL mod so that even if you don't do the optional content, you're able to score some easy credits and extra XP than the vanilla playthrough. All of the bonus content however is so cute and kind of matches the tone of some of the other lighthearted moments in the game. I do kinda feel like I'm betraying Chorbin by having no way to tell him what's up, but he'll deal with it. Lore-wise, this brings up some wild headcanons for me, which is always fun for this series. Also the fact that the bonus stuff also has QoL bits to it is incredible as well. Modding is by no means easy, and I feel like there's a huge learning curve for ME1/LE1 in particular, but this mod knocks it out of the park. Thanks so much for making it!
Thanks a lot for the feedback! Glad you like the extra content, and that it fits in tone. ME1/LE1 is definitely a beast of its own, but I guess there is some fun in figuring stuff out. The original motivations here were to try to do something interesting/funny/etc with the Keepers, and to figure out how to make a new quest in 1. When I started modding ME1 in the OT it was funny how very few had even tried touching that game, maybe 80% of the modding was ME3. Nice to se that there's been a lot more stuff coming out for LE1 (and 2).
After several unmodded playthroughs of OT it’s so nice to see some new content, especially when it’s delivered with such style as this one! The quest is short and rather simple (when you finally realize how to start it), but it’s funny, smart, well-made and, well, cute. The written text (although there’s not too much of it) is on par with original texts from BioWare and that’s a great accomplishment, because it blends perfectly with the rest of the game. Great little mod that will definitely stay on my mod-list for all future playthroughs!
Thanks a lot for the feedback, much appreciated!!! And glad to hear it blends well with the rest of the game, because that's not necessarily easy to accomplish, especially when trying to be a bit cute and corky. (short and rather simple was not applicable to the development/implementation though :))
You're welcome - least I can do is to leave some feedback. I don't know a thing about makin' mods for Mass Effect games, but I can imagine the development process was a far cry from being short and rather simple. ;) But the final effect is really a great one - I especially appreciate the fact that it was funny without trying to force me to laugh. That "funny factor" was just a natural part of the experience and the situation, and that's the best kind of humor, IMO. The moment the leader of rebels reflects they could thought earlier about how high is the elevator button, that was so cute and funny I sat for a moment grinning like a child in the candy store. :D Once again, great work!
I have no idea if a tiny Keeper behind a Skycar past the door of the Med Clinic has to do with this mod, I was unable to interact with it at all. Wondering if it was the 21st keeper which I guess not being not able to do anything about it after having found the 20 for the base quest. That keeper is the same size as the one under the bridge by the way. I too have the Diversification mod installed if that means anything?
It's part of the mod, but you need to start the quest. There is a detailed walkthrough under the Forum tab of this mod page. The 21 are the 21 vanilla Keepers, they are marked on the maps.
Is it normal that CHorban doesn't speak to me initiating the quest? i have Mass Effect DIversification Project installed, he is there but doesn't speak to me
I don't know exactly what Diversification Project did with Chorban (besides moving him to a different location). Maybe you have to interact with the Keeper first?
I think i found it, i didn't read any other language other than English it's not supported In Diversification Project... so i guess that's why... sorry!
165 comments
Edit: I just did the quest and I liked it, good job
Edit: I'm missing Keeper Jotpum if that is any help and one of the tiny Keepers is marked even though I don't have that quest yet.
In the meantime, you could edit your save to fix it: in Raw Plot, check the missing bool in the range 5390-5409, and set Integer 39 to 21 (should be at 20 presumably).
Which tiny keeper is showing on the map?
Here's my mod log: https://me3tweaks.com/modmanager/logservice/logviewer?logid=464de27a10632d2b4b08e1a348a23584
I'm sorry for being difficult, this is my first time modding a game like Mass Effect and I'm slow at understanding basic instructions ;_;
For the rest, thanks for the additional info, I'll have a look when I can (bit too much going on at the moment).
But other quests shouldn't be affecting this... did you leave the same Keeper (Joptum) for last as before?
For your current situation:
- If you have a recent save you could reload and try to not leave the same Keeper for last.
- Or you can edit your save to fix it: in Raw Plot, check the missing bool in the range 5390-5409, and set Integer 39 to 21 (should be at 20 presumably).
The Keeper Scan messages are all under the Forum tab of this mod's page, in case you're missing some in the Codex.
Thanks for reporting the issue... I'l look into it, but it won't be right away. In the meantime I think you better just edit the save file like I wrote above.
ME1/LE1 is definitely a beast of its own, but I guess there is some fun in figuring stuff out. The original motivations here were to try to do something interesting/funny/etc with the Keepers, and to figure out how to make a new quest in 1. When I started modding ME1 in the OT it was funny how very few had even tried touching that game, maybe 80% of the modding was ME3. Nice to se that there's been a lot more stuff coming out for LE1 (and 2).
(short and rather simple was not applicable to the development/implementation though :))
has to do with this mod, I was unable to interact with it at all.
Wondering if it was the 21st keeper which I guess not being not able to do anything about it after having found the 20 for the base quest.
That keeper is the same size as the one under the bridge by the way.
I too have the Diversification mod installed if that means anything?
The 21 are the 21 vanilla Keepers, they are marked on the maps.
p.s.
Great mod!!!!
(This was so well done, thanks!)