Folks, thank you all so much for your support throughout the years, especially my Twitter X community.
I've lost count of how many requests and questions I've gotten over the years, all asking the same. Looks like I finally caved.
But before you play, one small note: Like the description says, bear in mind that (at the moment) this an open, ongoing project. A large chunk of changes from the original PEOM are yet to be implemented. When it comes to complexity, PEOM is comparable to the original Expanded Galaxy Mod. That took a while to port, and this is no different. But our journey will keep going.
Update 2 has arrived, and PEOM takes a huge step towards resembling the original. Includes a complete rework of the Hub, new cutscenes, a revamp of the visuals, and much, MUCH more...
All users are strongly encouraged to perform a clean reinstall.
The list of changes in the mod description has been updated to reflect Update 2.
Please refer to this roadmap (linked X post) if you're interested about future updates, both for this project and beyond. Update 3 is coming sometime in May.
I was reading the description/ comments and it might just me being blind but have you made changes to the conduit/ beam run or will that come in the future?
Btw The mod looks amazing! I can't wait to try it out!
I don't see anything listed, but does this affect the beam run at all? I'd like to use Unextended Cut's Alternate Evacuation scene, as it never made sense to me how, even with its stealth systems, the Normandy can just fly right up to the beam with no problems. I mean, if it can do that, why wasn't that plan A? Why aren't those marines jumping off the ship to join the push? This is more important than guard duty, marines!
At the moment, PEOM doesn't touch anything related to the beam run (unless you have the TEB Patch, then TEB applies at the Conduit), so feel free to mod that section to your heart's content. The Unextended Cut will work perfectly alongside PEOM.
it never made sense to me how, even with its stealth systems, the Normandy can just fly right up to the beam with no problems. I mean, if it can do that, why wasn't that plan A? Why aren't those marines jumping off the ship to join the push? This is more important than guard duty, marines!
No spoilers, but you'll love what's coming in Update 3 this month. :P
Fun fact: There was actually an original, deleted scene (before the EC) where your squadmates get injured and Shepard yells for them to get safe. Their fate is left ambiguous, but the scene does make a point to show Harbinger's beam missing them. Same scene was showed in the Final Hours of Mass Effect 3 app.
You can see it restored here:
This won't be coming in Update 3 as I've seen taken a different creative approach to the Conduit, but personally I prefer this original scene compared to what we got in the EC. It's a shame that, even after polishing it, the scene still ends up feeling clunky. You just can't beat motion capture.
Wow, hasty response, thanks! That scene is one of the options from the Unextended Cut. It's good to know they would work together, but now I think I'll wait and see what you've got cooking <3
This is what I'm cooking(timestamped to the beam run). Spoilers for Update 3 obv, haha :P It's not perfect and I'll likely improve it for the LE port, but it does explain how tf Joker got down to Earth so quickly, sticks to what is described in the original script, and explains just what the hell those Alliance Marines where shooting at during the evac scene.
Hmmm. It's better than the base game, for sure. I admit it still feels weird to me though. After all the big speeches that everyone, including Shep, gives about how this is the critical moment, our one chance to stop the Reapers, and there's no turning back no matter what.. I can see her yelling at her loved ones to get to safety after they get injured and have no chance of making it. Stopping during the final push and having a heartfelt conversation while there's a big ass Reaper shooting laser beams at everyone still seems like a bad idea though. Feels like at that point you'd just have to pray they're okay and push on, even if you're not sure they made it. Dying inside or not, finishing the job is more important.
Sorry, I don't mean this to come across as too critical, your work is fantastic and I'll be using this mod either way. Just a personal interpretation I suppose.
Sorry, I don't mean this to come across as too critical, your work is fantastic and I'll be using this mod either way.
Just a personal interpretation I suppose.
On the contrary, please leave any and all feedback, no matter how positive or negative. To be honest, one of the reasons why PEOM had so many creative shifts over the years is because criticism from users has been hard to come by.
Stopping during the final push and having a heartfelt conversation while there's a big ass Reaper shooting laser beams at everyone still seems like a bad idea though.
I admit it still feels weird to me though.
I know, and I agree. My Normandy event is only there to, for the lack of better term, polish a turd.
The Conduit Run went through multiple versions. Initially, it was an endless wave of Harvesters landing and blocking Hammer from accessing the beam. If you're interested, take a look at the descriptions from the original script: Intro:
Spoiler:
Show
The APC comes to a stop at the edge of the massive crater which contains the facility. Shepard decides whether or not his team will accompany him in the final run to the device. Harvesters start landing in the crater. Anderson reinforces that they can't stay and fight - the Harvester swarm is virtually endless. They just need to get Shepard to the beam at all costs. Anderson and his team will cover one side of Shepard's approach, the henchmen the other side.
Ending, Version A:
Spoiler:
Show
A harvester lands almost on top of Shepard, knocking him down. The Harvester attacks, and Shepard scrambles to avoid it. Suddenly, gunfire starts hitting the Harvester, distracting it. The henchmen appear, firing at the harvester, trying to get its attention. It moves to attack them - they shout for Shepard to go for the beam, and disappear, chased by the Harvester. Shepard runs to the beam, ducking around more fire from landing Harvesters, and leaps into the beam.
Ending, Version B:
Spoiler:
Show
Shepard and Anderson approach the conduit's beam. Shepard gets in, but Anderson is grabbed by a husk. Shepard turns to help, but before he can do anything, the beam activates, whisking Shepard away to the Citadel. On the other side, Shepard tears the metal from his leg and casts it aside, and then injects himself with Medigel
Ending, Version C:
Spoiler:
Show
Shepard comes to. Anderson is dragging him forward. A jagged, bloody piece of metal is sticking out of his thigh. The conduit anchor retracts, stranding the henchmen. Shepard tries to walk, but his leg buckles. Anderson hands Shepard his pistol, and lifts Shepard's arm around his neck, supporting his leg. The two begin to shuffle towards the conduit beam
At this point in the script, Harvesters are suddenly replaced by Harbinger, in line with the final game. Ending, matching what we see in the final game (minus the medigel injection):
Spoiler:
Show
Shepard regains consciousness. He's bloody, and obviously badly injured. The Reaper is overhead, blasting away at retreating elements of Hammer. Shepard looks around: he's surrounded by burning vehicles and corpses, alone. He reaches for a syrette of medigel, but finds them broken or empty. Determined, he struggles to his feet, and starts limping towards the conduit. Shepard limps to the conduit, and takes one final look around for other survivors. Seeing none, he enters the beam and is transported to the citadel.
Interestingly enough, in the original script, the Normandy event happens once Shepard wakes up. The description also fits the version of the Conduit Run where Harvesters have been replaced by Harbinger:
Spoiler:
Show
Shepard comes to. A handful of survivors from hammer, including Anderson and the henchmen, have gotten bogged down just a few dozen meters from the conduit and have dug in, but are dying quickly. Suddenly, the Normandy streaks overhead, evading fire fromthe Reaper and blowing a hole in the Reaper enemies' lines. Anderson shouts for Shepard to make a run for it, and orders the rest of Hammer to cover him.
What's even more interesting is that in the game files, the voice lines from the Normandy event are part of the same dialogue tree featuring the deleted squadmate scene -- the one restored by the Unextended Cut and OT PEOM.
If I had to guess, in the follow-up to that deleted scene, the Normandy would swoop in and give Shepard a chance to enter the beam by distracting Harbinger. Joker has lines which imply that he evacs the wounded henchmen, but I think their fate - and that of the Normandy - would be purposefully left ambiguous after Shepard rushes to the beam and the story transitions to the Citadel.
Ironically, the scene in the Extended Cut better suits the original Conduit Run featuring Harvesters, since they cannot harm the Normandy and the Marines provide cover fire.
You must be the only person on Nexus Mods to ever say that, lol
I hadn't heard of this version of events before, but it actually sounds pretty good to me! It makes sense that the beam would be heavily guarded by more than just Harbinger, and your team intentionally splitting off to provide cover for you makes them seem more competent. And I really like the idea of the Normandy showing up to make a quick precision strike to clear a path and draw some fire from Harbinger. Joker actually contributing to the final effort like that seems very fitting, and a great demonstration of his skills.
You must be the only person on Nexus Mods to ever say that, lol
Criticism is easy to come by in the Skyrim or Cyberpunk community, but the Mass Effect fandom isn't exactly, uh... eh, nevermind.
And I really like the idea of the Normandy showing up to make a quick precision strike to clear a path and draw some fire from Harbinger
The entire Priority: Earth was meant to have direct callbacks to Vancouver. Husks getting stuck in doors, Joker making a precision strike in the last second, some cut dogfights between Fighters/Occuli, etc.
I hadn't heard of this version of events before
Stick around and you'll learn a whole lot about ME3 you didn't know before. :P
Did you know that, within the game files, War Assets are referred to as Strike Teams... and that in the original script, you were supposed to assign those "strike teams" to defend Earth against Reaper reinforcements during the final mission? definitelynotcominginupdate3nopeyouneversawanything
you were supposed to assign those "strike teams" to defend Earth against Reaper reinforcements during the final mission
Kinda like the finale of Dragon Age Origins, if you've played that? That's where you push a button and your chosen allies show up to help kill enemies in that particular map. Or more in a mini-game, assign them to different areas of the city to try to achieve overall victory sort of way? I'm picturing something a bit like the Evacuation of Thessia from EGM. Either way sounds pretty cool. Hmm... If only someone would make a mod to do something like that..
Difficult to say, but I imagine it only being a mini-game, since there were already a pre-determined number of characters who were supposed to show up (Grunt, Geth Primes, Jacob, Zaeed, Jack, etc.).
All of the confirmed appearances follow a pattern, which is that the character is featured in an optional but major side quest (Zaeed was originally part of the Omega storyline), so I think the remaning "strike teams" were reserved for a mini-game like EGM's Thessia.
Hmm... If only someone would make a mod to do something like that..
Indeed, that'd be crazy. Although, I did hear that some kind of update is coming for some endgame-related mod in May. These updates could contain all sorts of stuff. Who knows...
I've just finished Mass Effect 3 for the 4th time. Last year I used take earth back, this time I only wanted to use your mod to be able to compare the 2 and see in my next game what I'd prefer to use.
First of all, I salute the immersion you've brought to this mission, the visual effects, the sound effects, the music (especially the music at the very beginning when we land), everything is incredible, we really get that end-of-the-world feeling with the gunshots and screams ringing out in the distance, I feel like I'm there
The immersion you bring to the mission is THE strong point of your mod!
Despite this, I have a greater preference for the take earth back HUB. Where your mod gives us real audio and visual immersion, take earth back rewards us with one of the game's biggest objectives: war resources! In your mod, I miss the Rachnis, the Vortchas, the Volus, the Elcors, the Batarians, the help of the Leviathan and the Aria army x) It's silly, but with Take earth back I feel like I've been rewarded for having bothered so much running around to get everyone's support x)
But where take earth back seduces me more with its HUB, the rest of the mission is much more engaging with your mod! The protection of the mako, the Geths who come to our help, Jacob, Zaeed, Grunt and Kirrahe who help us to the end, it was really too good On the other hand, I also miss seeing my elcor tanks running to the beam :'( And don't forget my 4 turians from the "Turian fireteam le3" mod :'(
If I had to sum up, the perfect mission on earth for me would be the complete fusion of the immersion of your HUB with the HUB of take earth back + the mako, the help of the geths, jacob, zaeed, kirahe, grunt and the notifications of losses in "real time" from your mod + the war resources of take earth back visible in the combat levels. This is obviously impossible and would require too much work, and I'm already fully satisfied with what your 2 mods have to offer and the fact that they each have a different approach.
The file you propose using the take earth back HUB and the rest for your mod is the closest to what I like, but that would mean sacrificing the immersion you propose in your mod, which is incredible :/ I think it's going to be very hard for me to choose what to take on my next run x)
That was my opinion of your mod Thanks again for the work and good luck for the future
PS : I've spotted a few mistakes in the French translation as well as in the final confrontation overhaul mod, when I find the time I'll probably come back to you to propose a correction
Looking forward to beginning my next ME3 run with PEOM. In regards to Legion lives compatibility, is it incompatible with PEOM in the sense that one overrides the other and the game is still playable, or does it break part of the Priority Earth mission? Could I disable Legion lives once getting to Priority Earth and re-enable it once Shepard enters the Citadel?
As for Legion, nothing will happen except that whatever content Legion Lives creates in London, it won't appear because PEOM overrides it. You don't have to disable/remove anything, the game will take care of it.
Hey Orikon, thank you for all your hard work! I just came across this mod after having just reached Priority Earth and playing through it with Take Earth Back installed, but this looks so much better! I saw your mod is compatible with TEB, but as I understand it, that compatibility comes at the cost of losing out on a lot of the work you put into PEOM, especially in the hub area. Is that right? Would you recommend going back to an earlier save and uninstalling TEB before installing PEOM?
Decided to install this mod alongside the Final Confrontation mod when I was installing a mod list from Nexus that includes Take Earth Back, Happy Ending and the Miranda mod back in February. When I finally got to Mass Effect 3, I started noticing some graphics glitches and decided to restore the game back to default and reinstall everything. Before installing all the texture mods, I had the mod manager check for updates, installed what it found, and then went ahead with the texture mods. Annoyingly, I found out that both this mod and Final Confrontation have both been updated since February (and now include compatibility patches for TEB and Happy Ending, which I didn't realize were needed) and the mod manager didn't let me know. Now I have to restore the game for the second time today so that I can reinstall the updated mods, but I have to wait for the texture mods to finish installing first (which is always the longest part) so at least I'll have a little time to decide whether I want to use this with Take Earth Back or just try it on its own.
Any plans to port the Prologue Overhaul Mod over the LE3, way down the line? I made the mistake of watching clips from my old playthroughs and it's hilarious how barren the intro looks in LE3 compared to your modded prologue
No, sorry. Maybe as a commission but definitely not on my free time since I'd have to deal with infinite compatibility patches, the ME3Tweaks software which causes mental torment, the horrendous graphical downgrade in Vancouver, and so on... not to mention that it's a lot of work.
Plus, if I restore that piece of cut content, it opens the gates and people will start asking that I restore other stuff. And so far the LE scene hasn't really shown to be worth the time/effort investment.
I would consider using, but I need to know what aspects of TEB are overriden by this.
On TEB, I dig the hammer forces flying overhhead in the first part of the mission. Same with the FOB and the Rachni, Elcor, and Citadel transmission by the turret.
I just want to know what does this mod mesh with and what does it override outright.
It's literally specified in the download description.
You could also, perhaps. do the unthinkable and try PEOM on its own to see if you'll like the past 4 months of work that went into overhauling the Hub.
265 comments
TwitterX community.I've lost count of how many requests and questions I've gotten over the years, all asking the same. Looks like I finally caved.
But before you play, one small note:
Like the description says, bear in mind that (at the moment) this an open, ongoing project. A large chunk of changes from the original PEOM are yet to be implemented. When it comes to complexity, PEOM is comparable to the original Expanded Galaxy Mod. That took a while to port, and this is no different. But our journey will keep going.
Update 2 has arrived, and PEOM takes a huge step towards resembling the original.
Includes a complete rework of the Hub, new cutscenes, a revamp of the visuals, and much, MUCH more...
All users are strongly encouraged to perform a clean reinstall.
The list of changes in the mod description has been updated to reflect Update 2.
Update 3 is coming sometime in May.
Btw The mod looks amazing! I can't wait to try it out!
There are no changes to the Conduit at the moment, but they are coming in Update 3 which should drop sometime this month.
Fun fact: There was actually an original, deleted scene (before the EC) where your squadmates get injured and Shepard yells for them to get safe. Their fate is left ambiguous, but the scene does make a point to show Harbinger's beam missing them. Same scene was showed in the Final Hours of Mass Effect 3 app.
You can see it restored here:
This won't be coming in Update 3 as I've seen taken a different creative approach to the Conduit, but personally I prefer this original scene compared to what we got in the EC. It's a shame that, even after polishing it, the scene still ends up feeling clunky. You just can't beat motion capture.
It's not perfect and I'll likely improve it for the LE port, but it does explain how tf Joker got down to Earth so quickly, sticks to what is described in the original script, and explains just what the hell those Alliance Marines where shooting at during the evac scene.
Sorry, I don't mean this to come across as too critical, your work is fantastic and I'll be using this mod either way.
The Conduit Run went through multiple versions. Initially, it was an endless wave of Harvesters landing and blocking Hammer from accessing the beam. If you're interested, take a look at the descriptions from the original script:
Intro:
Ending, Version A:
Ending, Version B:
Ending, Version C:
At this point in the script, Harvesters are suddenly replaced by Harbinger, in line with the final game.
Ending, matching what we see in the final game (minus the medigel injection):
Interestingly enough, in the original script, the Normandy event happens once Shepard wakes up. The description also fits the version of the Conduit Run where Harvesters have been replaced by Harbinger:
What's even more interesting is that in the game files, the voice lines from the Normandy event are part of the same dialogue tree featuring the deleted squadmate scene -- the one restored by the Unextended Cut and OT PEOM.
If I had to guess, in the follow-up to that deleted scene, the Normandy would swoop in and give Shepard a chance to enter the beam by distracting Harbinger. Joker has lines which imply that he evacs the wounded henchmen, but I think their fate - and that of the Normandy - would be purposefully left ambiguous after Shepard rushes to the beam and the story transitions to the Citadel.
Ironically, the scene in the Extended Cut better suits the original Conduit Run featuring Harvesters, since they cannot harm the Normandy and the Marines provide cover fire.
I hadn't heard of this version of events before, but it actually sounds pretty good to me! It makes sense that the beam would be heavily guarded by more than just Harbinger, and your team intentionally splitting off to provide cover for you makes them seem more competent. And I really like the idea of the Normandy showing up to make a quick precision strike to clear a path and draw some fire from Harbinger. Joker actually contributing to the final effort like that seems very fitting, and a great demonstration of his skills.
Did you know that, within the game files, War Assets are referred to as Strike Teams... and that in the original script, you were supposed to assign those "strike teams" to defend Earth against Reaper reinforcements during the final mission? definitelynotcominginupdate3nopeyouneversawanything
All of the confirmed appearances follow a pattern, which is that the character is featured in an optional but major side quest (Zaeed was originally part of the Omega storyline), so I think the remaning "strike teams" were reserved for a mini-game like EGM's Thessia.
Last year I used take earth back, this time I only wanted to use your mod to be able to compare the 2 and see in my next game what I'd prefer to use.
First of all, I salute the immersion you've brought to this mission, the visual effects, the sound effects, the music (especially the music at the very beginning when we land), everything is incredible, we really get that end-of-the-world feeling with the gunshots and screams ringing out in the distance, I feel like I'm there
The immersion you bring to the mission is THE strong point of your mod!
Despite this, I have a greater preference for the take earth back HUB.
Where your mod gives us real audio and visual immersion, take earth back rewards us with one of the game's biggest objectives: war resources!
In your mod, I miss the Rachnis, the Vortchas, the Volus, the Elcors, the Batarians, the help of the Leviathan and the Aria army x)
It's silly, but with Take earth back I feel like I've been rewarded for having bothered so much running around to get everyone's support x)
But where take earth back seduces me more with its HUB, the rest of the mission is much more engaging with your mod!
The protection of the mako, the Geths who come to our help, Jacob, Zaeed, Grunt and Kirrahe who help us to the end, it was really too good
On the other hand, I also miss seeing my elcor tanks running to the beam :'( And don't forget my 4 turians from the "Turian fireteam le3" mod :'(
If I had to sum up, the perfect mission on earth for me would be the complete fusion of the immersion of your HUB with the HUB of take earth back + the mako, the help of the geths, jacob, zaeed, kirahe, grunt and the notifications of losses in "real time" from your mod + the war resources of take earth back visible in the combat levels.
This is obviously impossible and would require too much work, and I'm already fully satisfied with what your 2 mods have to offer and the fact that they each have a different approach.
The file you propose using the take earth back HUB and the rest for your mod is the closest to what I like, but that would mean sacrificing the immersion you propose in your mod, which is incredible :/
I think it's going to be very hard for me to choose what to take on my next run x)
That was my opinion of your mod
Thanks again for the work and good luck for the future
PS : I've spotted a few mistakes in the French translation as well as in the final confrontation overhaul mod, when I find the time I'll probably come back to you to propose a correction
Bye
As for Legion, nothing will happen except that whatever content Legion Lives creates in London, it won't appear because PEOM overrides it. You don't have to disable/remove anything, the game will take care of it.
Plus, if I restore that piece of cut content, it opens the gates and people will start asking that I restore other stuff. And so far the LE scene hasn't really shown to be worth the time/effort investment.
On TEB, I dig the hammer forces flying overhhead in the first part of the mission. Same with the FOB and the Rachni, Elcor, and Citadel transmission by the turret.
I just want to know what does this mod mesh with and what does it override outright.
Thanks
You could also, perhaps. do the unthinkable and try PEOM on its own to see if you'll like the past 4 months of work that went into overhauling the Hub.