I accidentaly triggered the Citadel Coup before giving the technician the new power grid.
Does anyone know the code for this mission in the Trilogy Save editor so that I might mark it as complete? I need those war assets. I've been searching like crazy in the TSE but I can't find this specific quest anywhere. I can find all the other fetch quests but not this one.
LE3 Diversification Project includes these files inside it, so there's no need to use this mod. I just kept it up for those who don't want a big mod like LE3DP :)
ah, i live for this kinda shit. when i did the quest for the first time, i was actually disappointed that there was no effect to it. one question though: egm adds war assets for completing that quest, will this conflict? i dont know how those are edited in, just in case any records would overwrite each other.
as far as suggestions, id love to see more of this type of mod from you. would be great to have the side quests actually do something.
I had the same disappointment, but it took me years to ever get around to trying to fix it :D. This won't conflict with EGM at all, so there should be no trouble. The war asset system is separate to this :)
There aren't many other sidequests that I can feel would make an impact on the hub, but I'll try and have a think about what might and see what I can do.
nice, thats a relief. definitley going to use this. for sidequests, i think Citadel: Medical Supplies might be a good one, since it could involve adding/removing crates in the refugee area on the docks. They should be identifiable though, otherwise its not really worth the effort.
Kite's Nest: Pillars of Strength could be good too if theres a 3d asset that could be reused for those, they could be an area in the docks where batarian refugees gather around the priest who gives you the quest and is now preaching something there, maybe using the animations of the crazy one on omega.
other than those two, i dont have much idea either :)
> There aren't many other sidequests that I can feel would make an impact on the hub
It's not so much a side quest, but what always bothers me is all the smoke after the Cerberus attack. It's fine for a while, but I think eventually it should go away. As if they wouldn't put out the fires. Maybe after two more dockings to simulate a passage of time.
Mods like this makes replaying mass effect once or twice a year worth it. Keep up the good work but dont over to it or you might lose inspiration for great works like this. Still thank you for making this and other great mods you have made.
When you get the war asset it mentions more soldiers, so maybe make it look more crowded? Maybe add in some female Turians, things like that might make it feel more like all soldiers are enjoying themselves more.
It's a mod manager mod, so you can either choose to download through mod manager (via nexusmods), or you can download the file and import it into the manager.
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Does anyone know the code for this mission in the Trilogy Save editor so that I might mark it as complete? I need those war assets.
I've been searching like crazy in the TSE but I can't find this specific quest anywhere. I can find all the other fetch quests but not this one.
i just came back to mass effect modding so I'm a bit out of the loop
How many new NPCs in the environment can we expect? Realistically speaking i mean :)
as far as suggestions, id love to see more of this type of mod from you. would be great to have the side quests actually do something.
There aren't many other sidequests that I can feel would make an impact on the hub, but I'll try and have a think about what might and see what I can do.
Kite's Nest: Pillars of Strength could be good too if theres a 3d asset that could be reused for those, they could be an area in the docks where batarian refugees gather around the priest who gives you the quest and is now preaching something there, maybe using the animations of the crazy one on omega.
other than those two, i dont have much idea either :)
It's not so much a side quest, but what always bothers me is all the smoke after the Cerberus attack. It's fine for a while, but I think eventually it should go away. As if they wouldn't put out the fires. Maybe after two more dockings to simulate a passage of time.
Is there anything you'd want to add/change?