THIS MOD HAS HARD COMPATIBILITY REQUIREMENTS. USING THIS MOD WITH INCOMPATIBLE MODS MAY CAUSE SERIOUS ISSUES. IF YOU HAVE ANY PROBLEMS PLEASE PROVIDE A LOG & DIAG OR I CANNOT HELP YOU. HERE IS A GIF SHOWING HOW.
i think there's been a misunderstanding as to what this mod does, or you've commented on the wrong mod.
this mod and gidum do completely different things.
this is a mod that changes how the game files are streamed in so other mods can avoid compatibility patches.
gidum is a mod that changes elements of the dialogue in the prologue. it's not compatible with this mod. there's another mod - genesis begone - which is compatible with this mod. gidum and genesis begone do similar things but i don't know what differences there are beyond that because neither are mods that i made.
quick question. After running through the prologue i installed a bunch of mods that aren't compatible with your framework ( I think you actually helped me in the discord lol) you mention in your description the list of incompatible mods can be disabled safely after adding textures and reenabled after a certain point. Is this a general rule for all mods? if I have other incompatible mods I can disable and re enable without destroying the game post textures? Also I'm thinking of doing a ng with the Normandy project. Does your framework work with it? btw your awesome and really helped me understand how the process of mods works. :)
no, this is not a consistent rule. there are two things to consider here.
1) once you have installed textures, you cannot safely install new mods. but you can safely disable and re-enable mods that were installed already. this is "safe" in the sense it doesn't trigger the issues associated with freshly installing mods after textures. it's not a comment on what will happen if you disable any given mod in your mod setup.
2) disabling a mod may or may not be safe depending on a large number of factors. sometimes it's totally fine to do. but compatibility patches for mods are made by creating a unified shared file with contents from both mods, in the higher mounting mod. so if you disable a mod, bits and pieces of it might still be active via patches. if you are in a location, or have a streaming state set in your file that isn't supported after you've disabled a mod this can also cause problems (this happens with expanded galaxy mod frequently - the streaming state means the normandy elevators disappear when you disable the mod).
generally speaking, disabling a mod is probably mostly fine like... as a test. if you're trying to isolate a problem, or just for a short period of the game. this is not a hard and fast rule. but generally.
but if you start enabling and disabling mods all over the place and it goes wrong and it's gonna be hard to help you because no one will be able to tell what you had installed at what point. what if you disable a mod that would have set a critical plot flag, then re-enable it, but the mod doesn't have that plot flag it needs set so it's in a softlocked state? that kind of thing.
the instructions here are very specific because the types of mods in question and because of the priority order that is required. so its generally pretty safe to temporarily disable incompatible appearance mods during the prologue (though i offer no guarantees as these are not my mods).
but as a broad rule? no, please don't do that unless it's part of a specific attempt to isolate a bug or something.
i kinda figured stuff like overhauls and any mods that interacted would be hit or miss. this gives me a better understanding of it thank you! one last thing: Do you know if this will conflict with your framework? https://www.nexusmods.com/masseffectlegendaryedition/mods/1779
Hi!^_^ May I have your permission to use "BioNPC_Miranda.pcc" from your mod Prologue Framework for a mod I'm working on for Miranda? I'll be sure to credit you and link to your mod since I think it's a must for LE2.
hey there - because this mod is designed as a piece of infrastructure, permissions are completely open in terms of building on the mod files. it's the same permissions structure as the bug fix patches for each game. it's laid out in the permissions section of the mod description page. just mentioning that as it's a good way to check what someone's default permissions are. some people put open permissions for patching, some don't so you can potentially save yourself some time that way.
anyway, long story short, yes, everyone has automatic permission to either patch for, or build their work on this mod.
there is a list of incompatible mods on the description page. blonde miranda is right at the top of it.
there's also a warning that incompatible mods will cause softlocks not just missing content. like that black screen you're experiencing.
there is literally nothing i can do about blonde miranda not being compatible with this mod from my end. this is a basic framework other mod developers can build on top of if they choose to do so. i have no control over whether or not they do that. i have no permission or rights to do that for them.
i have now spent more time on this comment than you apparently did reading any of the information, instructions or warnings on the mod page and to be honest i resent that a little.
I have no video of miranda after resurrection video, i can move, can hear sounds, but the screen is black and game tell's me to grab pistol. I watched video on YT, it must be one or more video before my character wake up. I checked incompatible mods, and i don't have any from the list on main page.
you are using the liara squadmate mod. as noted on the mod description page, this mod is compatible only if you use liara squadmate mod's custom compatibility tool.
because it's not a standard tool in the scene, there's nothing in the log/diag that can confirm whether or not you used it correctly. but the behaviour you are experiencing is consistent with not having done so.
if that's the case, then liara squadmate mod will be overriding and breaking many, many more mods than this one. it is a truly enormous mod and there are probably a lot of other mods which will only be partly working. most other conflicts probably won't softlock your game like this, but a lot of your mods won't be working properly.
because you've installed texture mods you can't just run the compatibility tool now. installing texture mods (by which i mean files ending with the .mem extension) locks your installation. you can install stuff afterwards? but it tends to seriously destabilise the game. i do not recommend it.
at this point you have two choices:
1) disable or delete liara squadmate mod and play without it. 2) wipe back to vanilla and restart.
since you're near the start of the game i'd probably pick option 2. if you made a backup with mod manager you can just use mod manager's restore from backup feature. if you didn't, you will need to manually delete your mass effect 2 installation and redownload it from ea app/steam/origin/etc. don't use repair or uninstall - it will leave modded files behind which may cause problems in your new game.
YES ! Just ran the patcher from optional downloads from liara mod, cut scene started. Will test how it goes. Thanks much dear. I hope this will help to someone. Maybe i will give it a try like this since it started? it will take like 2 hours to put it back again.
But okay, i will listen to your advice, and since just started, i better not risk. Never backed it up since i'm only modding both LE 1 and 2 first time. (But i do have mod manager backup as you said) so i hoe it will not take a lot of time.
I am having an issue where I get softlocked after Prologue: Save Joker. I am able to get up until the character customization screen, but once i confirm appearance the game screen goes black. It skips the cutscene with Miranda/Wilson, but I am able to move around/pause. I can move forward and grab the gun from the locker, but none of the dialogue plays and I am locked inside the room. I have uninstalled all incompatible mods, alongside a few others that I felt might be incompatible, but I am still having this issue despite restarting 3 times. My log & diag is below, but if there is nothing there with any issues i'll likely just do a blank install of the game.
you're using thematic squadmates version 1.0 - https://www.nexusmods.com/masseffectlegendaryedition/mods/2022
this mod isn't currently available and has been broken down into standalone components by its mod developer, which are compatible with the prologue framework. but this older version is not. this is almost certainly your issue.
you'll want Off Duty and Armored Squad i think. possibly some others, i'm not completely sure what was in the original. since it doesn't look like you have texture mods installed you can just deleted thematic squadmates, and install off duty and armored squad.
I'm having the same issue, my only outdated mod is the liara consistency mod that only recently got updated. The only way I could get past is if I disabled this mod for the entire prologue. Even after the initial wakeup scene, reenabling this mod would make wilson, miranda, and jacob disappear and the conversation with the illusive man wouldn't start.
you have a file conflict on LE2 practical bodies for shepard mod which is overriding the framework and breaking it. practical bodies is overriding a key file that this mod uses to tell the game to stream in the character files. so they aren't getting streamed in. so the scene won't start. this is why there are lots of warnings on the mod about hard compatibility requirements.
the reason practical bodies isn't on the incompatible list is that the mod is no longer publicly available and hasn't been for over a year at this point. this means the files no longer appear on the filesearch function i used to attempt to compile a list of compatible and incompatible mods. so i missed it. i'll add it to the list now.
at the moment, i don't think you're using any other mods that rely on the framework. the newer version of liara consistency mod does in order to make her visuals consistent in the prologue but i think the version you're using just doesn't edit the prologue at all (because of the compatibility nightmare). this means that you don't really need the prologue framework, so you can probably yeet it from your setup. if in future you have mods that use it (or you want to update liara consistency) then you'd need to disable practical bodies until freedom's progress.
Ah, thanks! I downloaded this since liara consistency said it was a requirement, then decided to swap once I realised this was causing issues. I'll keep that in mind!
yes, that's why liara consistency mod was recently updated. previously it didn't address her appearance in the prologue at all. so you installed the requirement for the new version of LCM but not the new version of LCM itself. ;)
Thanks for being so detailed about incompatible mods; saved me much time! When Practical Bodies for Shepard came back online I was so happy I didn't pause to check. (Started a new game today and got the black screen after confirming my character choices right before waking up.)
please read and follow the instructions in the pinned post. you're almost certainly using a mod i listed as incompatible. provide a log/diag and i'll tell you which one.
you've posted a log without the diagnostic part. i can't do anything with this because it doesn't show me what you have installed right now (which is what i need), only your recent mod manager activity.
please rerun the log and this time follow the gif exactly. you need to select a log in the drop down and a game target for the diagnostic in the next drop down.
yes, that's the one. you're using jacob wears andromeda armors, which is not compatible with the prologue framework. this is listed in the incompatible mods list.
this mod has very strict compatibility requirements and when you use something that conflicts, the framework can't find the stuff it's supposed to load so the game softlocks. this is why i maintain as comprehensive a list as i can of what works and what doesn't.
as a temporary measure you can go to "manage target" and disable the mod that puts jacob in andromeda armor. then re-enable it once you get to freedom's progress.
by EGM do you mean expanded galaxy mod? that's a mod for mass effect 3 not mass effect 2... so yeah there wouldn't be any issues.
the compatibility list on the main page should be exhaustive. it lists every mod that shares a file with this one and tells you if it's compatible or not. if it's not on either list it doesn't share a file and for this particular mod that means there's no interaction between them. so there are no compatibility issues.
Thanks for the response I meant the EGM armour mod which is for both ME3 and ME2.
It overlaps with the ME2 Expanded Armoury mod so I assumed it was compatible just wanted to make sure. I'm about to start my first playthrough so thanks for the help.
this is not something that's possible for me to address that this end, by design, all mods should mount above this one.
but at the same time while i understand the desire for compatibility, it does require effort and time from the mod developers.
for kaidan alenko overhaul i would suggest installing it, then disabling it during the prologue via me3tweaks mod manager's manage target option. you can safely disable then later re-enable a mod even after texture installation. re-enable the mod when you hit freedom's progress. all you'll lose is kaidan's hair during the two seconds he's on screen before putting his helmet on as the normandy goes down. if i recall correctly, KAO doesn't offer comaptibility patches for this file anyway as it was so high traffic, instead electing to mount low and allow it to be overridden (since it's such a short scene).
111 comments
this mod and gidum do completely different things.
this is a mod that changes how the game files are streamed in so other mods can avoid compatibility patches.
gidum is a mod that changes elements of the dialogue in the prologue. it's not compatible with this mod. there's another mod - genesis begone - which is compatible with this mod. gidum and genesis begone do similar things but i don't know what differences there are beyond that because neither are mods that i made.
btw your awesome and really helped me understand how the process of mods works. :)
1) once you have installed textures, you cannot safely install new mods. but you can safely disable and re-enable mods that were installed already. this is "safe" in the sense it doesn't trigger the issues associated with freshly installing mods after textures. it's not a comment on what will happen if you disable any given mod in your mod setup.
2) disabling a mod may or may not be safe depending on a large number of factors. sometimes it's totally fine to do. but compatibility patches for mods are made by creating a unified shared file with contents from both mods, in the higher mounting mod. so if you disable a mod, bits and pieces of it might still be active via patches. if you are in a location, or have a streaming state set in your file that isn't supported after you've disabled a mod this can also cause problems (this happens with expanded galaxy mod frequently - the streaming state means the normandy elevators disappear when you disable the mod).
generally speaking, disabling a mod is probably mostly fine like... as a test. if you're trying to isolate a problem, or just for a short period of the game. this is not a hard and fast rule. but generally.
but if you start enabling and disabling mods all over the place and it goes wrong and it's gonna be hard to help you because no one will be able to tell what you had installed at what point. what if you disable a mod that would have set a critical plot flag, then re-enable it, but the mod doesn't have that plot flag it needs set so it's in a softlocked state? that kind of thing.
the instructions here are very specific because the types of mods in question and because of the priority order that is required. so its generally pretty safe to temporarily disable incompatible appearance mods during the prologue (though i offer no guarantees as these are not my mods).
but as a broad rule? no, please don't do that unless it's part of a specific attempt to isolate a bug or something.
one last thing: Do you know if this will conflict with your framework?
https://www.nexusmods.com/masseffectlegendaryedition/mods/1779
anyway, long story short, yes, everyone has automatic permission to either patch for, or build their work on this mod.
https://www.nexusmods.com/masseffectlegendaryedition/mods/774?tab=posts&BH=0
You'll get the black screen bug after prologue if you use both of them.
there's also a warning that incompatible mods will cause softlocks not just missing content. like that black screen you're experiencing.
there is literally nothing i can do about blonde miranda not being compatible with this mod from my end. this is a basic framework other mod developers can build on top of if they choose to do so. i have no control over whether or not they do that. i have no permission or rights to do that for them.
i have now spent more time on this comment than you apparently did reading any of the information, instructions or warnings on the mod page and to be honest i resent that a little.
I have no video of miranda after resurrection video, i can move, can hear sounds, but the screen is black and game tell's me to grab pistol. I watched video on YT, it must be one or more video before my character wake up. I checked incompatible mods, and i don't have any from the list on main page.
My log: Log
because it's not a standard tool in the scene, there's nothing in the log/diag that can confirm whether or not you used it correctly. but the behaviour you are experiencing is consistent with not having done so.
if that's the case, then liara squadmate mod will be overriding and breaking many, many more mods than this one. it is a truly enormous mod and there are probably a lot of other mods which will only be partly working. most other conflicts probably won't softlock your game like this, but a lot of your mods won't be working properly.
because you've installed texture mods you can't just run the compatibility tool now. installing texture mods (by which i mean files ending with the .mem extension) locks your installation. you can install stuff afterwards? but it tends to seriously destabilise the game. i do not recommend it.
at this point you have two choices:
1) disable or delete liara squadmate mod and play without it.
2) wipe back to vanilla and restart.
since you're near the start of the game i'd probably pick option 2. if you made a backup with mod manager you can just use mod manager's restore from backup feature. if you didn't, you will need to manually delete your mass effect 2 installation and redownload it from ea app/steam/origin/etc. don't use repair or uninstall - it will leave modded files behind which may cause problems in your new game.
But okay, i will listen to your advice, and since just started, i better not risk.
Never backed it up since i'm only modding both LE 1 and 2 first time. (But i do have mod manager backup as you said) so i hoe it will not take a lot of time.
https://me3tweaks.com/modmanager/logservice/logviewer?logid=4285e73cf0a817757641d4f20336e47c
this mod isn't currently available and has been broken down into standalone components by its mod developer, which are compatible with the prologue framework. but this older version is not. this is almost certainly your issue.
you'll want Off Duty and Armored Squad i think. possibly some others, i'm not completely sure what was in the original. since it doesn't look like you have texture mods installed you can just deleted thematic squadmates, and install off duty and armored squad.
https://me3tweaks.com/modmanager/logservice/logviewer?logid=d468ccb39ac1d3e9977e3b41fc88fe68
the reason practical bodies isn't on the incompatible list is that the mod is no longer publicly available and hasn't been for over a year at this point. this means the files no longer appear on the filesearch function i used to attempt to compile a list of compatible and incompatible mods. so i missed it. i'll add it to the list now.
at the moment, i don't think you're using any other mods that rely on the framework. the newer version of liara consistency mod does in order to make her visuals consistent in the prologue but i think the version you're using just doesn't edit the prologue at all (because of the compatibility nightmare). this means that you don't really need the prologue framework, so you can probably yeet it from your setup. if in future you have mods that use it (or you want to update liara consistency) then you'd need to disable practical bodies until freedom's progress.
ME3Tweaks Mod Manager Log Viewer
Here is the logs that you asked, I don't really understand to look for what's wrong.
please rerun the log and this time follow the gif exactly. you need to select a log in the drop down and a game target for the diagnostic in the next drop down.
Hello, sorry for the inconvenience but is this the correct ones?
this mod has very strict compatibility requirements and when you use something that conflicts, the framework can't find the stuff it's supposed to load so the game softlocks. this is why i maintain as comprehensive a list as i can of what works and what doesn't.
as a temporary measure you can go to "manage target" and disable the mod that puts jacob in andromeda armor. then re-enable it once you get to freedom's progress.
the compatibility list on the main page should be exhaustive. it lists every mod that shares a file with this one and tells you if it's compatible or not. if it's not on either list it doesn't share a file and for this particular mod that means there's no interaction between them. so there are no compatibility issues.
It overlaps with the ME2 Expanded Armoury mod so I assumed it was compatible just wanted to make sure. I'm about to start my first playthrough so thanks for the help.
but at the same time while i understand the desire for compatibility, it does require effort and time from the mod developers.
for kaidan alenko overhaul i would suggest installing it, then disabling it during the prologue via me3tweaks mod manager's manage target option. you can safely disable then later re-enable a mod even after texture installation. re-enable the mod when you hit freedom's progress. all you'll lose is kaidan's hair during the two seconds he's on screen before putting his helmet on as the normandy goes down. if i recall correctly, KAO doesn't offer comaptibility patches for this file anyway as it was so high traffic, instead electing to mount low and allow it to be overridden (since it's such a short scene).