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Khaar Machinima

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Marcus22Khaar

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48 comments

  1. praviilon
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    This mod is super handy, and is now permanently installed in my game directory.

    There is one issue however, which I reported in GIDUM mod a while back, and which is still not adressed here.

    If a new game (unimported from LE1) is started, then the dialogue between Miranda and TIM may contradict the comic selection later in regards to the councillor selection (in this mod's case provided that the comic was not disabled completely by a mod user).

    So my suggestion is to keep the simplified genesis dialogue intro between Miranda and TIM for unimported save and ONLY IF the players decide to keep the genesis comic and not disable it entirely during installation. 

    Thank you a lot for your mods. LE2 is my favourite of the trilogy. And the authors who mod it are very rare these days. 
    1. praviilon
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      Forgot to mention: the case with intro text is exact opposite of the intro dialogue.
      If you start unimported game, then Miri-TIM dialogue references dead council, but the intro text is still genesis intro, not mentionning the "Human-led" council.

      So, I suggest the logic for new games (not imported) should be this:

      If players decide to install Skip Genesis option it should be:
      Vanilla Miranda-TIM dialogue (mentions dead council, already implemented) + vanilla intro text (mentions Human-led new council, not there) - this is the old vanilla behavior, which was before genesis comic was released

      If the players decide not to install complete genesis skip and keep the slides:
      Genesis Miranda-TIM dialog (generic lines, not implemeneted as of now) + genesis intro text (generic lines, already there, not altered by the mod).

      Again - this is only for unimported saves. All the rest works like charm.
    2. Marcus22Khaar
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      Hi, sorry for the late reply; I have recently lost my PC for good and handling Nexus feedback has not been my priority. Now that I am slowly getting back on track, I decided to review this, and although as a rule I do not like to do requests, I decided to check this out as a distraction. I must admit these were genuine oversights, since I did not even consider the usage of the mod for someone skipping ME1.

      I think I have addressed all your points (actually, I had no idea the non-import crawl had changed with Genesis!) and I would greatly appreciate it if you could test the following version. You seem to have an excellent grasp of the flow of the prologue and its different versions and, although I think this newer version handles all edge case scenarios, I would like to have you check it out before I officially update the mod. Let me know what you think! 😊
    3. praviilon
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      Hi there!
      thank you a lot for reviewing my feedback. It is always a pleasure for me to contribute as best as I can.
      And I personally like to check things out and think of borderline cases how to push things to their limit.

      I have tested the new version, and it works like a charm! In both install configurations it works as intended. 
      (I tested only English version though, but all should work fine in localised versions)
      I think the update  can be rolled out :) 


      As a side note, during the Minuteman station mission I ran into a small glitch, but I am not sure if this is due to this mod or the prologue framework (or maybe a random glitch). I was stuck at the doorway where Jacob was fighting mechs, the cutscene did not trigger properly. 
      I opened the door, but could not walk through it, I could go back and wander around. I did go back and forth a few times, then walked side to side near the invisible barrier at the doorway hearing jacob figth the mechs,  and finally the cutscene triggered (probably after Jacob took down the wave of mechs on his own which should trigger the cutscene). Then everything proceeded as usual, and Jacob was added to my party.  It is rather strange glitch I did not encounter before. 
      Here is my log in case you have time to check it out: ME3Tweaks Mod Manager Log Viewer 

      edit: I think this glitch is vanilla, and happens if you do not go through the door to Jacob immediately after reaching it, but rather wander around and go back and forth in the area. Might be something to check in the community patch.

      But anyhow, thank you for your hard work, I look forward to your LE2 overhaul project :) 
    4. Marcus22Khaar
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      I somehow missed the notification about your comment reporting back this 😱

      I will update the mod right away.

      I have passed the Jacob issue to the rest of the Unofficial Patch team and we will be on the lookout of trying to reproduce and then fix that issue. Thanks again for all the help in testing and my apologies for the delay.
  2. Kib1506
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    Hey i was wondering if there's any content for this mod after the prologue because I'm going to be using suicide mission overhual mod but it's incompatible with this mod for some reason so is it good to disable or uninstall after the prologue?
    1. Marcus22Khaar
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      The incompatibility was created by the other mod author by using the exact same mount slot as this mod. You should ask them to fix that on their end since they released later.

      That said, once you meet the Illusive Man for the first time, you can safely disable the mod from Manage Target in the Mod Manager.
    2. Kib1506
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      Okay thanks for the response man
  3. aerkfeed
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    This work only on a completely new game, yes? Because I tried this mod with a completed ME2 save for a new game+ and I still got the vanilla LE dialogue and Genesis' menu still showed up (although the save that I used is very old, created back when LE first came out actually, but I don't think it the cause for mod not working correctly.)

    Edit: Solved, it's due to incompatibility with a certain mod on my end.
    1. Marcus22Khaar
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      May I ask which mod was it? If a mod compatibility was the problem, that mod must have also been overriding the Prologue Framework which this mod is built upon and which could lead to even further issues down the line.

      That said, this mod can be safely disabled after the shuttle ride at the end of Lazarus Station.
    2. aerkfeed
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      Kaidan Alenko Overhaul (LE2), it's incompatible with Prologue Framework, so it's a problem between those mods, not yours.
    3. Marcus22Khaar
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      Oh that's a shame. Good thing is that mod can be safely disabled during the intro and enabled afterwards.
  4. Dukemon
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    After importing from ME1 savegame, the image of the star briefly appeared twice as usaly. But with the active mod nothing came up after that. I had to disable "Genesis Begone" for the game to continue.
    1. Marcus22Khaar
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      Have you installed all requirements? Mainly the LE2 Prologue Framework? Please post a game diagnostic as explained in the instructions below:

  5. carthsrevan
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    This is now a necessary mod for my build. The first time it didn't work for me (because I'm a dummy who didn't read the compatibility notes for the Prologue Framework, so Kaidan Overhaul overwrote the changes), but disabling Kaidan Overhaul for just the prologue section made everything work BEAUTIFULLY. The original dialogue and the smooth transition to the Lazarus Project intro is just... *chef's kiss*. Many thanks for this mod and literally every one of your mods. Your download page is probably half of my mod list. <3
  6. m0thbanquet
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    Another auto-include from my main man Marcus!
  7. rubert365
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    I had to switch to this mod from the previous Genesis Intro Undo Mod because of other mods requiring the Prologue Framework. This one seemed an even better option as it would outright remove all Genesis references. However, upon loading up, the stunted Genesis dialogue between Miranda and TIM plays. From what I understand, this is not suppose to happen. I assume it's a mod incompatibility and not a bug.

    https://me3tweaks.com/modmanager/logservice/logviewer?logid=bd397884d41668ec6f02fea01842bb16
    1. Marcus22Khaar
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      From your log I will assume that you had the Casual Hubs option for Miranda enabled during the Prologue? If that's the case; this is the info I have regarding compatibility straight from the Prologue Framework page:

      Casual Hubs for LE2 - compatible PROVIDED YOU DO NOT CHOOSE THE CASUAL OUTFIT OPTION FOR MIRANDA. This will still allow other mods dependent on CH2 to provide casuals for Miranda on the Normandy, even if you don't install CH2's Miranda casual option. If you want CH2's casual you will need to disable CH2 until Freedom's Progress then re-enable it.

      Let me know if this is the case. If it was, it overrode my edits to the prologue, but the Shuttle ride will work fine. Hopefully, proper native compatibility will happen sooner rather than later.
    2. rubert365
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      Disabled Casual Hubs and it mostly worked, but the Shuttle Ride was cut short. Think it's maybe Virmire Savior overwriting.

      When I got to the station (where you chat with TIM), there were two Jacobs and two Mirandas clipping into each other. Tried talking to Miranda with a bizarre conversation of the two models overlapping each other then Jacob wouldn't even talk to me. Was very weird. Don't think that was this mod, but thought I'd mention in case there was some weird interaction.
    3. Marcus22Khaar
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      What you describe is very strange. I'd need a new log. Minuteman station is not edited by this mod, so I highly doubt it's my fault, but I'm curious to see what could the issue be.

      The Virmire Savior Mod indeed will override my edits to the shuttle conversation.
  8. Leiandri
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    I submitted the bug report about incorrect save import last night but then I suspected it might'd been caused by myself tinkering with the save game. I reinstalled everything and didn't touch the save game this time. The XP and resources were imported correctly but the council choice still wasn't. Some NPCs refer to Anderson as the chosen councillor and when I went to see him on the Citadel I got the same weird dialogue where he claimed to be the councillor in the first part but then Udina steps in and says that he is the concillor. It is clearly bugged and I highly suspect this mod to be the culprit.

    I used the Genesis Undo Dialogue mod on my previous playthrough and this dialogue played out completely fine. Something's not registering if I choose neither Udina nor Anderson to become the councillor.
    1. Marcus22Khaar
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      Yes, since you edited your post, I closed the bug report. This mod does not touch importing at all. No variables are ever changed, it simply reproduces whatever is registered in your ME1 savegame and skips Genesis. Would you mind submitting me a game diagnostic with your savegame attached to it, as explained on the following gif? Also, what language are you playing at? With those things I should be able to narrow down what went wrong and potentially fix your save.

    2. Marcus22Khaar
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      Would you mind also sending me the ME1 save you are trying to import? Thanks in advance.
    3. Leiandri
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      I'm playing the standard English Steam version of the game. At the end of ME1 I didn't pick either to become the councillor so the dialogue line in the shuttle gets skipped by Jacob as described.

      Here's the ME1 save I'm trying to import.
      Here's the ME2 save from the very start of the game just after the import.

      I manually flagged Udina as the chosen councillor in the later save game to carry on with the playthrough but hopefully you could find what went wrong with it.

      Here's the log output on ME2.
    4. Marcus22Khaar
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      Thank so much, this is very useful. I see that your savegame has no councilor set at all, which my mod should have made Udina the one during the ride to Minuteman... I will investigate why this is happening and see to fix it. Thank you for quickly providing the info to investigate further.

      I manually flagged Udina as the chosen councilor in the later save game to carry on with the playthrough but hopefully you could find what went wrong with it.

      Yes, this is perfectly fine. If you want to double check on the Save Editor, under Raw Data -> Booleans; make sure 1555 is checked and 1556 is not. That should fix all issues. My apologies in advance if my mod somehow broke your savegame and caused your issues. As this is definitely not intended behavior.
    5. Leiandri
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      Just checked as you suggested and yes, it's all checked properly in my current save game that I manually edited and neither of them are checked in the early imported save. I wonder if it's another mod that's messing the dialogue up but the most significant change in my mod list not counting updates is the switch from GIDUM to Genesis Begone.
    6. Marcus22Khaar
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      I confirm it is my mod not setting up correctly that Udina should be councilor if no one was chosen. I'm not sure why it is not working, but I managed to reproduce the behavior... So, it is a first step. I will investigate this further and release an update as soon as I understand why it is not working. Thank you for the help and sorry I dismissed your original bug report. Being other things mentioned that had nothing to do with this mod, I assumed it wasn't my fault; but this case of no one chosen in ME1 not correctly adding Udina in my mod is all on me. So, my apologies.
    7. Marcus22Khaar
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      New version should be making sure the bug you encountered never happens again. Thanks again for the report!
    8. Leiandri
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      I'm glad I could help finding this bug!
  9. FemShepardLover812
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    And how does this mod work if you play the Mass Effect 2 without importing saves?
    1. Marcus22Khaar
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      It will use the default world state like the game originally did. And if you want to still customize choices via Genesis, just make sure to unselect during installation the option to skip the Genesis pop-up (in that case the comic will play and you will be able to normally set up choices there).
    2. FemShepardLover812
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      Thanks
  10. amirchem
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    Does anyone know if Genesis Begone is compatible with Miranda hair mod? https://www.nexusmods.com/masseffectlegendaryedition/mods/1441?tab=description
    1. Marcus22Khaar
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      I do t think that mod was updated for the Prologue framework, so it won't be compatible with the framework itself. Anything that works with the framework, will work as well with this.