Just like to say thanks for all the positive comments and encouragement. Very much appreciated.
IMPORTANT NOTICE:
I am getting a huge number of bug reports and am losing the will to support because so many of them are nothing to do with EGM. If you do not post the details below I will just delete the bug report. If you use any of the mods listed beIow I will not support you.
A. Include a detailed description - exactly what happened, what was the action immediately before you had the problem. B. In Mod Manager go to Help -> Mod Manager Log & Diagnostics. Select Game Diagnostic LE3 add a save and Upload to Log Viewer. Paste the URL in the report. You can unclick "Full textures check" unless the issue is a textures one.
The following mods are known to be incompatible with EGM. If you use them with EGM it will break stuff. Collectors Cabin - this conflicts with the Normandy module's cabin. You will lose various additions to the cabin, such as the new creature for your fish tank, Shepard's helmet from SR1 crash, interactive picture of love interest, new models, Collector's Blade, etc. It will also break N7: Spectre's Gift. Core module alone works fine with this mod. Poly Romance Mod - Incompatible with the EGM Normandy module. It will also break N7: Spectre's Gift. There have been many reports of conflicts with community framework and a number of other mods as well, so use at your own risk even with Core module. Nude Colored Underwear for Femshep (LE3), Traynor Hair Upgraded, New Dresses For Females (LE3) - these break the cabin invites, and various other things in the cabin. Core works fine. Any mods that change the Galaxy Map - all mods that change anything about the galaxy map, including scanning ranges, speed, Reapers, etc probably won't work with the Galactic War option which has a lot of code changes behind the scenes. Usually there are settings or purchaseable upgrades in EGM that do the same thing. Spectre Expansion Mod is built on top EGMs galaxy map so works well.
Frequently asked Questions: Can I change EGM Settings even if I have texture mods installed? Yes, you can change whenever you want. The settings will update the game at the start of a new playthrough then whenever you reload on the Normandy or the apartment on the Citadel.
How do I use EGM Settings after installation? Open from mod manager's tools menu as below.
Spoiler:
Show
How do I change keybinds? Open the options menu and select Key Bindings. Once changed you can revert to the default using the button. Note that you cannot set new key combos from the menu. Controllers: to port arms tap Back. Quicksave is now a hold of that button.
Bonuses for ME2 galaxy map upgrades: Bonuses require the Galactic War module (including engineer bonuses).
Will you spoil the game for me and everyone else by telling me how to find/do xyz? No
Can I install this mod part way during a playthrough? Depends on the module: Core / Normandy / Extras / Squadmates: Yes. No problem. Galactic War: No. It will break the war assets system.
I can’t find War asset ABC in the Galaxy map? War assets are moved around in EGM Galactic War to more lore specific locations. They also often do not unlock until that cluster is invaded (has a Reaper on it). Many Citadel fetch quests rely on you hearing about the location first rather than finding random items in the map.
I think EGM has caused a bug? Before posting know that EGM mainly changes the Normandy. Anything on the Citadel or missions is extremely unlikely to be EGM.
Will you make a new mod for me with just these X/Y/Z bits of EGM? No. I find it difficult enough supporting this mod without dozens of personalised mods to support. The files are highly interrelated and it is often difficult to break them up. As EGM has already been broken into installable modules. It is possible just to have the core quality of life parts, just the Normandy or the full traditional EGM experience. Up to you.
How much of the original EGM has been ported? Everything that will be ported has been ported. We haven't transferred everything, only features where we have the time and energy and where generally we received positive feedback in the original. Anything else we do in future will be if we want and have the time and energy.
Spoiler:
Show
Won't be ported - Galactic War: Certain Map Assignments (Minuteman, Collector Cruiser) - Galactic War: Dealer - Galactic War: Prothean Avatar Powers: (Similar can be found in N7: Spectre's Gift) - Normandy: deck 5 mechbay - Extra: Post Coup conversation with Liara (if virmire survivor survives) we recommend using this mod instead: Beccatoria's Liara Mourns the Dead (v1.1) - Squadmate: Other missions can take extra Squad (Rachni, Tuchanka Bomb/Rescue, Lessus, Gellix, first part of Priority: Earth) - Omega Hub - other modders have recreated Omega in LE3.
I'm not sure whether it's a bug or not, but Tali, Raan and Legion are present at the war room and shuttle bay at the same time after the Dreadnought mission. I can share the save file if needed.
Usually, that's where you set how you obtain the Initiative armors from the EGM Armors Mod. I had the same issue on my latest installation, not sure what's going on there.
I wanted to congratulate the creators for adding such sweet door docking for the Normandy like in ME1. Only fans that loves this could have thought in something like that. The SR1 playing in ME3 is also a little touch, so you guys just rocks. But what impressed me the most was little things such as timing for missions of DLC to pop-up (you thought better than devs) or simply temporary squad allies, won't mess immersion it only helped it, its really enjoyable this way. Awesome job. ME totally deserved it. Congratulations to all involved.
Been trying all day to get the Galaxy Map Setting to work but most of them seem to be working against me I have Map Reapers set to No Reapers and Search + Rescue % set to Always Display GAW% Reapers are still spawning and chasing in cpatured spaces despite the No Reapers Setting and Clusters are only displaying GAW after I find something. I've been very careful about my installs of mods and checks for any listed incompatabilities and kicked mods off that had listed incompatabilities Here is my Log in case it can be of any help https://me3tweaks.com/modmanager/logservice/logviewer?logid=f30283c2a6198f35eee512b809528571 Please any help would be appreciated
I've used Trilogy Save Editor to change my love interest during the game since the Poly Romance mod no longer works. Sometimes when I do this and then use the intercom the person will show up and other times the screen goes black and I have to reboot my system. Have there been any other problems reported about this? If you need me to send a diagnostic I can send that.
This game once on Samantha and a game I played a couple of weeks ago (started a new game) it did it on Ashley (she was on the Normandy). I'll keep my eyes open and try to test some more.
I think it has to do with how I use Trilogy Save Editor, which IMO can be very picky. For example I checked no romances for ME 1 and 2, then for 3 I checked the Romance box for Ashley, Liara, Tali and Samantha. Put both friend and romance at 0 for all and the intercom invites Liara up. I don't know why. I'd think it would be Ash since her name is first on the list.
I know you said that you've already ported everything that is on the mod, but do you take suggestions for things to add to the mod? I've got a couple of suggestions that others may like.
Is there a reliable, updated, accurate list of all the war asset locations that this mod moved around? I have been using EGM War Asset/Vehicle Guide - Google Docs but there are so many inconsistencies and outright errors that it becomes quite frustrating. I'd really rather not go on a scavenger hunt to find an asset that the ME Wiki says is here, but EGM moved it there. I mean, after all: if EGM is going to randomly steal 754 War Assets just because Thessia was an abomination of a mission, there ought to be a way to get them back.
Why are you playing with Galactic War Module if you don’t like having a the ebb and flow of assets and just want a simple checklist to follow and tick as many boxes as possible? It clearly isn’t for you. Just reinstall without that module.
1. Because I discovered that there's far more ebb than flow to asset availability. 2. Because traveling and scanning each and every system to rebuild assets that are randomly removed is a waste of time and resources (fuel). 3. Because I'm forced to tick as many boxes as possible in order to regain the ability to choose my ending because I like being able to control my own destiny.
Galactic War Module has a very well balanced lore friendly ebb and flow of assets. Thank you KkJiro for your hard work and novel ideas in creating this mod.
The "Galactic War Module" section in the "Description" tab clearly mentions the re-balancing of the assets. If anyone is not comfortable with those changes, they could simply opt out Galactic War Module during EGM installation.
Will Minuteman Station be included at same point? It was a rather interesting assignment with how to build up points in the original and i wonder if it'll ever come up agian.
2401 comments
IMPORTANT NOTICE:
I am getting a huge number of bug reports and am losing the will to support because so many of them are nothing to do with EGM. If you do not post the details below I will just delete the bug report. If you use any of the mods listed beIow I will not support you.
A. Include a detailed description - exactly what happened, what was the action immediately before you had the problem.
B. In Mod Manager go to Help -> Mod Manager Log & Diagnostics. Select Game Diagnostic LE3 add a save and Upload to Log Viewer. Paste the URL in the report. You can unclick "Full textures check" unless the issue is a textures one.
The following mods are known to be incompatible with EGM. If you use them with EGM it will break stuff.
Collectors Cabin - this conflicts with the Normandy module's cabin. You will lose various additions to the cabin, such as the new creature for your fish tank, Shepard's helmet from SR1 crash, interactive picture of love interest, new models, Collector's Blade, etc. It will also break N7: Spectre's Gift. Core module alone works fine with this mod.
Poly Romance Mod - Incompatible with the EGM Normandy module. It will also break N7: Spectre's Gift. There have been many reports of conflicts with community framework and a number of other mods as well, so use at your own risk even with Core module.
Nude Colored Underwear for Femshep (LE3), Traynor Hair Upgraded, New Dresses For Females (LE3) - these break the cabin invites, and various other things in the cabin. Core works fine.
Any mods that change the Galaxy Map - all mods that change anything about the galaxy map, including scanning ranges, speed, Reapers, etc probably won't work with the Galactic War option which has a lot of code changes behind the scenes. Usually there are settings or purchaseable upgrades in EGM that do the same thing. Spectre Expansion Mod is built on top EGMs galaxy map so works well.
Frequently asked Questions:
Can I change EGM Settings even if I have texture mods installed?
Yes, you can change whenever you want. The settings will update the game at the start of a new playthrough then whenever you reload on the Normandy or the apartment on the Citadel.
How do I use EGM Settings after installation?
Open from mod manager's tools menu as below.
How do I change keybinds?
Open the options menu and select Key Bindings. Once changed you can revert to the default using the button.
Note that you cannot set new key combos from the menu.
Controllers: to port arms tap Back. Quicksave is now a hold of that button.
Bonuses for ME2 galaxy map upgrades:
Bonuses require the Galactic War module (including engineer bonuses).
Will you spoil the game for me and everyone else by telling me how to find/do xyz?
No
Can I install this mod part way during a playthrough?
Depends on the module:
Core / Normandy / Extras / Squadmates: Yes. No problem.
Galactic War: No. It will break the war assets system.
I can’t find War asset ABC in the Galaxy map?
War assets are moved around in EGM Galactic War to more lore specific locations. They also often do not unlock until that cluster is invaded (has a Reaper on it). Many Citadel fetch quests rely on you hearing about the location first rather than finding random items in the map.
I think EGM has caused a bug?
Before posting know that EGM mainly changes the Normandy. Anything on the Citadel or missions is extremely unlikely to be EGM.
Will you make a new mod for me with just these X/Y/Z bits of EGM?
No. I find it difficult enough supporting this mod without dozens of personalised mods to support. The files are highly interrelated and it is often difficult to break them up. As EGM has already been broken into installable modules. It is possible just to have the core quality of life parts, just the Normandy or the full traditional EGM experience. Up to you.
How much of the original EGM has been ported?
Everything that will be ported has been ported. We haven't transferred everything, only features where we have the time and energy and where generally we received positive feedback in the original. Anything else we do in future will be if we want and have the time and energy.
Won't be ported
- Galactic War: Certain Map Assignments (Minuteman, Collector Cruiser)
- Galactic War: Dealer
- Galactic War: Prothean Avatar Powers: (Similar can be found in N7: Spectre's Gift)
- Normandy: deck 5 mechbay
- Extra: Post Coup conversation with Liara (if virmire survivor survives) we recommend using this mod instead: Beccatoria's Liara Mourns the Dead (v1.1)
- Squadmate: Other missions can take extra Squad (Rachni, Tuchanka Bomb/Rescue, Lessus, Gellix, first part of Priority: Earth)
- Omega Hub - other modders have recreated Omega in LE3.
Can't be ported
- Ark Mod (no MP assets)
I have Map Reapers set to No Reapers and Search + Rescue % set to Always Display GAW%
Reapers are still spawning and chasing in cpatured spaces despite the No Reapers Setting
and Clusters are only displaying GAW after I find something.
I've been very careful about my installs of mods and checks for any listed incompatabilities and kicked mods off that had listed incompatabilities
Here is my Log in case it can be of any help https://me3tweaks.com/modmanager/logservice/logviewer?logid=f30283c2a6198f35eee512b809528571
Please any help would be appreciated
I know you said that you've already ported everything that is on the mod, but do you take suggestions for things to add to the mod? I've got a couple of suggestions that others may like.
Anyways, thanks for a great mod.
I have been using EGM War Asset/Vehicle Guide - Google Docs but there are so many inconsistencies and outright errors that it becomes quite frustrating. I'd really rather not go on a scavenger hunt to find an asset that the ME Wiki says is here, but EGM moved it there. I mean, after all: if EGM is going to randomly steal 754 War Assets just because Thessia was an abomination of a mission, there ought to be a way to get them back.
2. Because traveling and scanning each and every system to rebuild assets that are randomly removed is a waste of time and resources (fuel).
3. Because I'm forced to tick as many boxes as possible in order to regain the ability to choose my ending because I like being able to control my own destiny.
Besides, I'm a completionist lol.
The "Galactic War Module" section in the "Description" tab clearly mentions the re-balancing of the assets. If anyone is not comfortable with those changes, they could simply opt out Galactic War Module during EGM installation.
And to do the maths.
After all, the description tab clearly mentions in the spoiler section of the "Galactic War Module" section:
WARNING: The war asset system has been ported directly from EGM ME3 to LE3. It has not been tested via a playthrough of LE3 or rebalanced.
How to opt out? I can't find the option to uncheckHow do I install without the module?How can I install the mod without the galactic war module?Short answear, no, it won't be ported.