i'm not sure what you mean by "a role to play"? they participate as they normally would, but there's some acknowledgement of their recovery if they were the assassin at any point. it's designed to prevent active contradictions and provide a little immersion, but it's not a huge expansion of material.
if you have miranda mod installed she can participate in the actual mission as that mod would usually allow her to.
if you romanced jacob in me2 and stuck with him as the assassin in me3 there's a little extra content for him as he'll be your party LI and react to you appropriately in his citadel meetups and stuff.
but again, it's a compatibility patch, it's not a big expansion of the mod.
This isnt a suggestion dw, just a what if. I was reading up on Reworked Kai Leng, which prior to Altered Assassin i used, and i think it would be a cool alternative if there was a system to detect if both Jacob and Miranda were loyal to Shep/not willing to return to the Illusive Man to be augmented, Kai Leng would take their place and then you could use the likes of Reworked Kai Leng alongside this for a different playthru. Just a thought i had.
While writing this i do have a suggestion however... Or well maybe, I imagine it'd be some effort to get it to work, just not as much work as whats above. What if during the assassin Jacob timeline, Miranda, provided she survives his attack on Horizon, works to try and help him like Jacob does for her. What i mean is like adding a feature if used with the Miranda Mod. Idk how well it'd work with the Miranda assassin plotline still being possible, but i can see just adding a voiceline while she's on the Normandy expressing interest in saving her or having her mention Jacob on Chronos Station would be pretty cool. Ofc, this is just an idea and one you've probably already thought about, but i have the tism and i must give you my thoughts lol
on your first point, i understand you aren't trying to be negative, but i do feel like it's worth pointing out this would turn all the content in a mod i spent 4 years working on, into a failstate most players would effortlessly avoid (most people do not play sub-optimally, and many find it difficult to convince themselves to do so even on repeated playthroughs). i hope you can understand why that's not a particularly appealing idea to me. at that point, people can just choose to disable the mod for their next playthrough.
i also cannot make this mod compatible with other leng replacer mods without hundreds of hours of work because of the way patching works for this game. if i could have done it in an easy way i would have (since techncially you can still end up with leng while this mod is installed if both jacob and miranda die). about two-thirds of the mod's file size is already made up of compatibility patches, i'm pretty committed to the crazy workload to get that done. but i have to draw a line somewhere. and the tl;dr here is that even if i DID do what you suggest it wouldn't result in a situation where you'd just "get" kai leng reworked's content if you installed it. not without an exhaustive amount of additional work.
for the second point, you're essentially suggesting i start editorialising and expanding miranda mod. but, while i am very grateful to have been given permission to patch for it, it's not my mod. in these situations, i try to keep narrative edits to the minimum necessary and always fully discuss with the other author. this is also assuming i could even come up with a suitable line which is far from certain. miranda's lines for the scenes where she does discuss jacob were very challenging to create.
so again, sorry to be negative, but this is not something i plan to do.
though i am still, of course, very glad you enjoy the mod in general.
oh no dont worry, be as negative as you want lmao. my comment was really only food for thought, an "optimal, if everything was easy" thing. I tried patching a mod before and stumbled my way thru its completion, so I understand how annoying patching is. Also, I cant lie i didnt think ab the first point, and the Miranda mod point makes sense. I was mostly thinking about the surface level unfortunately, just how much time it would take not the amount of work it'd need.
Again, it was really all food for thought, i never expected a "Yes, thats a great idea, i'll implement it right away!" lol I just had a thought, thought it sounded kinda cool and commented it. What you have done is amazing tho and Im glad to hear the CEM patch finally worked out, forgot to mention that
Personally, I always thought the Virmire Sacrifice combing back as a brainwashed Cerberus agent would have been cool, but never thought of Jacob. The fact that this is more than just a reskin is awesome. Will try this out the next time I decide to replay the series
I don't really see the VS working that well to be honest, I think the the level of retconning would be a bit much. but i know others seem to like the idea and there was some OT mod that did something like that (i don't think it's still available) so maybe someone else will make a mod like that for legendary edition some day.
There was indeed a mod called Virmire Casualty for the OT and while not available anymore, can still be downloaded actually by just looking it up with the word download in the search bar. It just takes you straight to the old mod's download button and boom, its downloading
This will be quick dw lol, but i agree while a really cool idea, its also stupid save for one thing. If it was a clone/robot of the Virmire casualty, that way its not like IM just brought back Ash/Kaidan from a f*#@ing nuke blast. The robot would be kinda cool if a bit weird, i can see since its just a robot of the VC it just dies no matter what so Shepard gets even more PTSD from having to kill them twice. And Shep with more PTSD is always fun. Adds some spice to the tired moments and the dreams
Belated congratulations on the update! Hopefully AA will get the appreciation it deserves now. Looking forward to seeing the new content on my next playthrough!
I excitedly await the CEM compatibility! My friend always said he felt as though Jacob would have been a better assassin over Kai Leng.
Please don't misunderstand: I don't mean to rush or push or whatnot... I'm just genuinely excited. <3 Keeping an eye open, is all. Thank you for this mod, as it fulfills a dream a friend had, and I jumped onto. It's brilliant!
Okay, without spoilin' much... I wanted to thank you. Ironically, I didn't like Jacob, Bioware's writing made me squint... but this...? I am invested in saving him- 'cause I *want* to. You made me like a character done so dirty by the writers'. I wanted to thank you for that, oh my God. (I always have Miranda tell the Illusive Man to go bugger himself, so Jacob ended up my assassin.)
thank you! i really appreciate the feedback. and the appreciation that the assassin pathway for jacob also does its job of making him a sympathetic figure that players will be more invested in. <3
Thank you for this mod! I'm close to finishing my first playthrough with it (ver 1.0.6, afraid to update mid-playthrough), and it has been really fantastic! The editing and the writing is all so good. Lots of nuances that enrich the narrative and skillful edits that enhance scenes. I really appreciate how you edited the attack on the councilor; the original makes everyone look so clumsy, and your edit made the scene infinitely better for the assassin, for Shepard, for Thane... Night and day difference! The emotional reward of playing this mod cannot be praised enough! I'm SO glad to see Jacob done justice, especially; he deserves more than to be some hateful meme. I'm excited to see the update regarding romance reactivity and the possibility of continuing a Jacob romance, which I haven't done before. This mod really outshines the vanilla game's writing for Jacob, and adds a wonderful complexity to Miranda, too, no matter who the assassin is. Thank you so much! This must have been so much work, but it really shows. You've done a wonderful job!
If it's okay, I have two questions/issues? Very minor compared to my enjoyment of the mod, but I hope it's okay to ask?
One small thing came up during the Cerberus HQ fight I just finished: I had trouble targeting Miranda and Cerberus enemies in the middle (breakable?/broken) areas of the platform with my Vanguard's Charge; I could target enemies on the edge of the battleground but not the center? Shepard wasn't saying "Can't target them"; those enemies didn't show up as targets for the Charge and the game just did the little beep when you're trying to do an invalid command. It's my first time playing a Vanguard in ME3, so I don't know if Charge is an attack that just doesn't work for that fight, maybe? I wasn't sure if you would want a diagnostic about it, since it's a tiny issue. I had Kai Leng Reworked installed but disabled for this playthrough, so maybe there was still a conflict there? When I update my mod list after this Shep is done, I am making sure any conflicts are left uninstalled altogether. I thought disabling would be enough, but maybe it's best to have a clean slate from the get-go.
One question I had about the latest update: It says the assassin can now do sync attacks in melee. If I install a mod that disables sync kills, will your mod's combat follow that rule? I'm not sure how cross-mod dynamics work. (The mod is "No Instant Death - Disable Sync Kills (LE3)." It disables sync kills including by phantoms, which I assume is where Kai Leng and Miranda/Jacob's sync attacks come from?)
thank you for such a thoughtful and detailed comment! it really does mean so much to hear people getting something out of the mod. makes all the work worth it. you reflect exactly what i wanted the mod to provide for all the characters. i'm especially glad to hear people enjoying jacob's content because, while he's not my fave, i've never been comfortable with the way he gets turned into a meme and i tried to be really careful making this mod, that neither path was one that would like... back up that interpretation. so that's really gratifying to hear.
for your questions/comments -
i am fairly certain that's a vanilla issue, not anything i'm doing. in mass effect 2 vanguard's inability to reliable get a lock on targets is a famous issue, and i'm fairly sure i've seen people making similar complaints in 3, even if it's not quite as bad. i know that enemies being partially in cover, or line of sight blocked can prevent clean charge lines.
my guess - if you've compared to the vanilla fight and found this one worse - is that the changes i made to the fight make it more likely that you're aiming at characters at a different height/behind a blocking volume (even if not one that's obvious/one that you feel should block a targeting line). it's possible my changes worsen this because you can now detonate cover in any order, so enemies may have more or less cover options than usual, there are more possible height shifts/cover options in play earlier in the fight. and i actually also add some blocking volumes and extra props between the areas. (without getting into a long explanation, i had to do this to keep the cover and barriers consistent now that the weak floor plates could be destroyed in any order).
but i haven't changed anything about vanguard charge, targeting, how cover works, or anything like that. the only enemy whose behaviour i edited was the assassin.
my guess is that this is a vanilla issue, potentially more obvious in the fight due to my changes. but it's likely not something i have the technical skill to address.
for the second question, the sync attack i mean is the hand to hand tussle the assassin and shepard get into at the very start of the fight. you would always start the fight that way, even in the version of the mod you have. but i originally disabled the assassin's ability to use it after that point as i was having issues with it.
those are resolved now, so the sync attacks are back in as a combat option. since it's not the phantom's sync kill move we're talking about (and since that mod looks like a coalesced mod and i don't think that you could disable what i've done here for this specific setup via coalesced) i don't think these mods will impact each other at all in this regard.
hope you enjoy the new version when you play it! :D
Thank you so much for your detailed reply and for checking the issues for me! I think you are correct about the terrain and the Vanguard charge being a vanilla issue. It popped up again during Priority Earth, when I charged somewhere I guess the game didn't expect me to go and couldn't charge back out or target anyone inside of that area. Lessons learned! It will be really interesting to see your modified terrain for the Cerberus HQ fight with another class who uses cover; it's a very cool idea to give both Shep and the assassin the ability to break the terrain. I'll keep in mind what you said about blocking volumes and heights. That's something I hadn't ever thought about before, but now you've made the fight sort of like a physical puzzle. It's all so much more engaging than before!
Ah, okay. I was misunderstanding about the sync attack. Good to know! Thank you for explaining that.
Also, I just wanted to reiterate how much I appreciate this mod and all the work you've done. Jacob is not my favorite, either, but in part I feel like Bioware never really gave him a chance to be much of anyone's favorite? He sort of keeps Shepard at arm's length in ME2 and then they do nothing with his writing in ME3; it was so disappointing in vanilla. Now, you've crafted a whole arc, no matter which way the story goes. And I just love that you built on and enriched the friendship between Miranda and Jacob. There were hints of that in ME2--I got into the habit of taking Miranda on Jacob's loyalty mission, for example. This mod enhances so much more than just Shepard's dynamic with the assassin. It's really remarkable. Thank you so much for your passion for Mass Effect. <3
Hey, I was doing a test playthrough with this mod pre-1.5 update (as excited as I was for it), and I can't seem to find anything saying one way or the other, but is the 1.5 Update save safe or do I have to restart the test playthrough?
Apologies if I've been blind and just missed the answer somewhere ^^;
i'm pretty sure that's fine (though you may have missed some of the new content) as long as it's still before cerberus hq. so if you loaded up the ending just to play the CEM stuff it might not register romances correctly.
that said, i didn't test this specifically and it's a complicated mod plot-wise. so there may be something i'm missing...
I thought the same thing. This mod changes so much plot-wise I prefer to always install new updates of mods changing plot in next playthrough that way I never didn't break functionality of mods, plot etc.
I ended up deciding against it and started a new one, I don't how much of this specific mod I missed with it just being post-Rannoch (in the middle of the Leviathan DLC), but figured I might as well start over for the LE3DP update as well
I think that you did good thing. When I need to update one mod I always end up dediciding to update every mod I have, and I start a new game because they like to break mid game, when I update them. I had that issue few times.
hey, i appreciate that you like the idea behind the mod and wanted to try it. but the tone of your comment doesn’t really read as appreciation - it reads as frustration. you absolutely aren't required to be appreciative but adding a compliment in front of a complaint doesn’t make it come across as more sincere. i’d rather respond honestly and treat your comment as what it is: a complaint.
the mod’s faq explains exactly how the assassin is chosen, what factors matter, and how to edit your save if you want a guaranteed outcome. the narrative logic is deliberate: jacob’s loyalty affects his heroic arc rescuing oriana, but not whether he’s the assassin, because he’s already skeptical of cerberus. he’s always going to leave - the question is whether miranda leaves early as well. miranda staying longer is consistent with how she clings to cerberus even when the evidence is damning. her loyalty to shepard, and the opportunity to act on that during the suicide mission, reflects how likely that is to happen.
you say it "should" be tied only to loyalty or the relationship counter, but don’t really explain why that would be better. most players who mod the game will have both loyal/with completed dialogue tracks anyway, so the only way to influence it would be to skip content. i don't think tha's good design and doesn’t reflect the story i want. “the assassin is whoever shepard likes least” isn’t the narrative i’m telling.
you can either play it blind and see how it plays out, or use the tools i provided to get the outcome you want. but it’s not reasonable to assume how the mod works, skip the faq, then get upset when it doesn’t match that assumption.
Am sorry for the complaint, it is merely a frustration in which I caused for myself by misreading the FAQ and description.
I am also, not the best in terms of expressing in english
I might have misread the FAQ and I didn't know how the game handles Jacob and Miranda's ties to Cerberus. I thought they both cut ties from Cerberus no matter the outcome of the SM & roles assignment. But I think this flag is an oversight by Bioware in which you utilized in your mod
The "should" part was intended as I "wish" though, its my fault.
Hi Spoiler I know here but when you get them back when do they come out of the coma? my femshepard is in a romance with her due to other mods and I would love to bring her back.
you get a flashforward as part of the ending sequence if you save them. like the vanilla ones that show them up and about and living their lives in the nice future you've created.
if you use CEM you will get to interact with them during the post-game section. but if you aren't using that mod then no, they stay in a coma for the remainder of the playable game. because you rescue them literally right before you begin the final mission. and indoctrination is incurable. at that point, at least. i figure after the reapers are defeated there would be many more options there. but at the point you rescue them i wanted to respect the seriousness of indoctrination in the setting.
312 comments
1) Don't fill it with weirdly vicious Jacob hate, I'm not about that.
2) If something's busted post a log + diag. I can't help you without a log + diag. Here's how to generate one:
if you have miranda mod installed she can participate in the actual mission as that mod would usually allow her to.
if you romanced jacob in me2 and stuck with him as the assassin in me3 there's a little extra content for him as he'll be your party LI and react to you appropriately in his citadel meetups and stuff.
but again, it's a compatibility patch, it's not a big expansion of the mod.
While writing this i do have a suggestion however... Or well maybe, I imagine it'd be some effort to get it to work, just not as much work as whats above. What if during the assassin Jacob timeline, Miranda, provided she survives his attack on Horizon, works to try and help him like Jacob does for her. What i mean is like adding a feature if used with the Miranda Mod. Idk how well it'd work with the Miranda assassin plotline still being possible, but i can see just adding a voiceline while she's on the Normandy expressing interest in saving her or having her mention Jacob on Chronos Station would be pretty cool. Ofc, this is just an idea and one you've probably already thought about, but i have the tism and i must give you my thoughts lol
Last thing, your work is always great. Love it
on your first point, i understand you aren't trying to be negative, but i do feel like it's worth pointing out this would turn all the content in a mod i spent 4 years working on, into a failstate most players would effortlessly avoid (most people do not play sub-optimally, and many find it difficult to convince themselves to do so even on repeated playthroughs). i hope you can understand why that's not a particularly appealing idea to me. at that point, people can just choose to disable the mod for their next playthrough.
i also cannot make this mod compatible with other leng replacer mods without hundreds of hours of work because of the way patching works for this game. if i could have done it in an easy way i would have (since techncially you can still end up with leng while this mod is installed if both jacob and miranda die). about two-thirds of the mod's file size is already made up of compatibility patches, i'm pretty committed to the crazy workload to get that done. but i have to draw a line somewhere. and the tl;dr here is that even if i DID do what you suggest it wouldn't result in a situation where you'd just "get" kai leng reworked's content if you installed it. not without an exhaustive amount of additional work.
for the second point, you're essentially suggesting i start editorialising and expanding miranda mod. but, while i am very grateful to have been given permission to patch for it, it's not my mod. in these situations, i try to keep narrative edits to the minimum necessary and always fully discuss with the other author. this is also assuming i could even come up with a suitable line which is far from certain. miranda's lines for the scenes where she does discuss jacob were very challenging to create.
so again, sorry to be negative, but this is not something i plan to do.
though i am still, of course, very glad you enjoy the mod in general.
Again, it was really all food for thought, i never expected a "Yes, thats a great idea, i'll implement it right away!" lol I just had a thought, thought it sounded kinda cool and commented it. What you have done is amazing tho and Im glad to hear the CEM patch finally worked out, forgot to mention that
I don't really see the VS working that well to be honest, I think the the level of retconning would be a bit much. but i know others seem to like the idea and there was some OT mod that did something like that (i don't think it's still available) so maybe someone else will make a mod like that for legendary edition some day.
This will be quick dw lol, but i agree while a really cool idea, its also stupid save for one thing. If it was a clone/robot of the Virmire casualty, that way its not like IM just brought back Ash/Kaidan from a f*#@ing nuke blast. The robot would be kinda cool if a bit weird, i can see since its just a robot of the VC it just dies no matter what so Shepard gets even more PTSD from having to kill them twice. And Shep with more PTSD is always fun. Adds some spice to the tired moments and the dreams
Please don't misunderstand: I don't mean to rush or push or whatnot... I'm just genuinely excited. <3 Keeping an eye open, is all.
Thank you for this mod, as it fulfills a dream a friend had, and I jumped onto. It's brilliant!
Ironically, I didn't like Jacob, Bioware's writing made me squint... but this...?
I am invested in saving him- 'cause I *want* to. You made me like a character done so dirty by the writers'.
I wanted to thank you for that, oh my God.
(I always have Miranda tell the Illusive Man to go bugger himself, so Jacob ended up my assassin.)
If it's okay, I have two questions/issues? Very minor compared to my enjoyment of the mod, but I hope it's okay to ask?
One small thing came up during the Cerberus HQ fight I just finished: I had trouble targeting Miranda and Cerberus enemies in the middle (breakable?/broken) areas of the platform with my Vanguard's Charge; I could target enemies on the edge of the battleground but not the center? Shepard wasn't saying "Can't target them"; those enemies didn't show up as targets for the Charge and the game just did the little beep when you're trying to do an invalid command. It's my first time playing a Vanguard in ME3, so I don't know if Charge is an attack that just doesn't work for that fight, maybe? I wasn't sure if you would want a diagnostic about it, since it's a tiny issue. I had Kai Leng Reworked installed but disabled for this playthrough, so maybe there was still a conflict there? When I update my mod list after this Shep is done, I am making sure any conflicts are left uninstalled altogether. I thought disabling would be enough, but maybe it's best to have a clean slate from the get-go.
One question I had about the latest update: It says the assassin can now do sync attacks in melee. If I install a mod that disables sync kills, will your mod's combat follow that rule? I'm not sure how cross-mod dynamics work. (The mod is "No Instant Death - Disable Sync Kills (LE3)." It disables sync kills including by phantoms, which I assume is where Kai Leng and Miranda/Jacob's sync attacks come from?)
for your questions/comments -
i am fairly certain that's a vanilla issue, not anything i'm doing. in mass effect 2 vanguard's inability to reliable get a lock on targets is a famous issue, and i'm fairly sure i've seen people making similar complaints in 3, even if it's not quite as bad. i know that enemies being partially in cover, or line of sight blocked can prevent clean charge lines.
my guess - if you've compared to the vanilla fight and found this one worse - is that the changes i made to the fight make it more likely that you're aiming at characters at a different height/behind a blocking volume (even if not one that's obvious/one that you feel should block a targeting line). it's possible my changes worsen this because you can now detonate cover in any order, so enemies may have more or less cover options than usual, there are more possible height shifts/cover options in play earlier in the fight. and i actually also add some blocking volumes and extra props between the areas. (without getting into a long explanation, i had to do this to keep the cover and barriers consistent now that the weak floor plates could be destroyed in any order).
but i haven't changed anything about vanguard charge, targeting, how cover works, or anything like that. the only enemy whose behaviour i edited was the assassin.
my guess is that this is a vanilla issue, potentially more obvious in the fight due to my changes. but it's likely not something i have the technical skill to address.
for the second question, the sync attack i mean is the hand to hand tussle the assassin and shepard get into at the very start of the fight. you would always start the fight that way, even in the version of the mod you have. but i originally disabled the assassin's ability to use it after that point as i was having issues with it.
those are resolved now, so the sync attacks are back in as a combat option. since it's not the phantom's sync kill move we're talking about (and since that mod looks like a coalesced mod and i don't think that you could disable what i've done here for this specific setup via coalesced) i don't think these mods will impact each other at all in this regard.
hope you enjoy the new version when you play it! :D
Ah, okay. I was misunderstanding about the sync attack. Good to know! Thank you for explaining that.
Also, I just wanted to reiterate how much I appreciate this mod and all the work you've done. Jacob is not my favorite, either, but in part I feel like Bioware never really gave him a chance to be much of anyone's favorite? He sort of keeps Shepard at arm's length in ME2 and then they do nothing with his writing in ME3; it was so disappointing in vanilla. Now, you've crafted a whole arc, no matter which way the story goes. And I just love that you built on and enriched the friendship between Miranda and Jacob. There were hints of that in ME2--I got into the habit of taking Miranda on Jacob's loyalty mission, for example. This mod enhances so much more than just Shepard's dynamic with the assassin. It's really remarkable. Thank you so much for your passion for Mass Effect. <3
Apologies if I've been blind and just missed the answer somewhere ^^;
that said, i didn't test this specifically and it's a complicated mod plot-wise. so there may be something i'm missing...
I played ME2 and had loyal Miranda, meanwhile I totally NEGLECTED JACOB, only spoke to him at the very first mission after you wake up.
I played the whole game, my ears bled cuz of how many times Kelly said Jacob wants to see you.
I know that I didn't choose Miranda for any role in SM. I got Miranda as the Assassin....
Am sorry, but this mod should prioritize LOYALTY and General relationship rating (seen in the Save Editor) over SM Choices
the mod’s faq explains exactly how the assassin is chosen, what factors matter, and how to edit your save if you want a guaranteed outcome. the narrative logic is deliberate: jacob’s loyalty affects his heroic arc rescuing oriana, but not whether he’s the assassin, because he’s already skeptical of cerberus. he’s always going to leave - the question is whether miranda leaves early as well. miranda staying longer is consistent with how she clings to cerberus even when the evidence is damning. her loyalty to shepard, and the opportunity to act on that during the suicide mission, reflects how likely that is to happen.
you say it "should" be tied only to loyalty or the relationship counter, but don’t really explain why that would be better. most players who mod the game will have both loyal/with completed dialogue tracks anyway, so the only way to influence it would be to skip content. i don't think tha's good design and doesn’t reflect the story i want. “the assassin is whoever shepard likes least” isn’t the narrative i’m telling.
you can either play it blind and see how it plays out, or use the tools i provided to get the outcome you want. but it’s not reasonable to assume how the mod works, skip the faq, then get upset when it doesn’t match that assumption.
Am sorry for the complaint, it is merely a frustration in which I caused for myself by misreading the FAQ and description.
I am also, not the best in terms of expressing in english
I might have misread the FAQ and I didn't know how the game handles Jacob and Miranda's ties to Cerberus. I thought they both cut ties from Cerberus no matter the outcome of the SM & roles assignment. But I think this flag is an oversight by Bioware in which you utilized in your mod
The "should" part was intended as I "wish" though, its my fault.
Thank you kindly.
if you use CEM you will get to interact with them during the post-game section. but if you aren't using that mod then no, they stay in a coma for the remainder of the playable game. because you rescue them literally right before you begin the final mission. and indoctrination is incurable. at that point, at least. i figure after the reapers are defeated there would be many more options there. but at the point you rescue them i wanted to respect the seriousness of indoctrination in the setting.