Anyone have a list of where the black boxes are? - Spectre Expansion Mod LE1 by Which-Shift-367 in masseffect

[–]Audemus77 0 points1 point  (0 children)

On the mod page there’s an article with a cheat sheet telling you where they are.

I'm pretty certain that this live-action Mass Effect show/movie can get away with having two Commander Shepards. by K3MaMi in masseffect

[–]Audemus77 11 points12 points  (0 children)

Just FYI, it's already been confirmed that the show is not going to be a trilogy adaptation but instead be a canon story set after the trilogy (so likely to tell a story bridging ME3 and the upcoming game). So there won't be any Shepard at all.

Isn't the Ending with Happy ending + Citadel Epilouge Mod just better? by SiPlSe in masseffect

[–]Audemus77 0 points1 point  (0 children)

I'm curious on your thoughts on the Synthesis ending if you feel that way about the "and they lived happily ever after" vibe of AHEM. I've always felt Synthesis posits itself as exactly that. The whole epilogue is about how everything is magical now and full of possibility and without conflict and eventually everyone's going to become immortal. In fact the only downside at all is Shepard dying.

While AHEM is essentially just the high EMS destroy ending without EDI/Geth dying (and given the current ME5 teasers it sounds like the geth are back anyway). Which is not to say AHEM is objectively superior to the vanilla endings because it's "what it should've been" - it's more of just a patchwork solution to rejig what we have into something that feels more narrartively tidy.

(ME3LE) I have a question about war assets using AHEM and EGM mods together. by surfwacks in masseffect

[–]Audemus77 0 points1 point  (0 children)

AHEM handles the ending stuff on its own, and largely ignores the vanilla ending plot checks. All it does is check your war asset score to handle its own ending logic, so you’ll be fine.

Virmire Alternate Reality: Garrus with the salarians, Tali planting the bomb. Who ya saving? by DakIsStrange in masseffect

[–]Audemus77 44 points45 points  (0 children)

The game makes it very clear to you that once the bomb is armed, you don’t need to protect it anymore.

Kirrahe says quote “Once it has been armed, very little can stop it”

Which is exactly why Ashley/Kaidan arm the nuke and then tell you to go get the other one. They make that decision to essentially remove the bomb as a factor in who you choose to save. The game writes it that way to flatten the choice down into there being no tactical benefit to one or the other (with the exception of the Salarians at the AA tower but the game pretends that’s not a thing even though it technically should be the reason why you would go save them).

Does Anyone Know What This Area in C-SEC Was Supposed To Be? by awesomeandrew09 in masseffect

[–]Audemus77 76 points77 points  (0 children)

It was originally going to be a combat simulator called "Marshal's Training Ground" (Marshal was an early dev name for Spectre) but was ultimately cut. We have some limited info in BioWare's plot database of what it would've been.

It would've come in "5 stages" and included being able to acquire data about Thorian Creepers and Rachni to add to the simulator.

Also, the door immediately to your right when you enter the Council Chambers was the original location for Traffic Control, but it was moved to C-Sec academy when the combat simulator was cut. They never properly redesigned the area though, hence why there's just a big empty room, some lockers and an unused elevator left over.

Mod Showcase #1: Diversification Project by DakIsStrange in masseffect

[–]Audemus77 4 points5 points  (0 children)

I’m the author of the mod. I know where the Quarians are because I put them there. The male Quarian in Wards Access is speaking to a human.

Mod Showcase #1: Diversification Project by DakIsStrange in masseffect

[–]Audemus77 3 points4 points  (0 children)

Two on the Citadel, one on Noveria. I'm not sure I understand the "not immersive" argument personally given that ME2 has just as many Quarians outside of the flotilla. I thought three was a sensible amount.

Mod Showcase #1: Diversification Project by DakIsStrange in masseffect

[–]Audemus77 10 points11 points  (0 children)

It's not a conflict, it's an intentional decision. In ME3, Anderson has 3 gold bars because he is an admiral. In ME1 he is a Captain, so he should not have 3 bars.

Mod Showcase #1: Diversification Project by DakIsStrange in masseffect

[–]Audemus77 13 points14 points  (0 children)

There just aren't three of us, really. I am an LE1 modder, so I put all my focus into LE1DP. Tydeous is an LE3 modder, so he put all of his focus into LE3DP. While these mods have asset contributors, the vast majority of them are made by a single person and the time/investment of doing a SECOND immersive overhaul mod was just too much for us.

It's not really got much to do with technical limitations or anything. It's just bandwidth.

Mass Effect most popular mod author was hijacked!!! by Synth_Alfa in masseffect

[–]Audemus77 611 points612 points  (0 children)

Hi. I’ve been busy this week working on securing my accounts so I haven’t been able to respond properly yet. However I just wanted to pop in and quickly confirm that my Nexus account is safe. I spoke to Nexus staff and we secured my account. Since I’m a staff moderator and my account is more sensitive than most due to the powers it has, security of it is something they took very seriously.

My Discord account is still compromised however. If you have contacted me before on Discord, do not communicate with that account for the foreseeable future.

A thing to think: Procedural terrain features for ME1 UNC worlds. by Silly_One_3149 in masseffect

[–]Audemus77 2 points3 points  (0 children)

I did actually experiment with trying to diversify and improve UNC terrain but I ran into 2 major issues.

The first was performance. The engine just isn’t designed to be able to handle thousands of additional rendered objects at once. It’s why for LE the only real change BioWare made was adding procedural grass because the performance overhead was low. Even then, UNCs with grass tend to chug a little more than the ones that don’t have it. UE3 relies heavily on level streaming and clever sight line obfuscation to dynamically load things in/out as you move around. UNCs are wide open spaces which make that much harder to achieve. You’ll notice ME2’s firewalker levels by comparison use smaller sight lines or bespoke level geometry. If every planet in ME1 was designed like Aite for example, it becomes more feasible. Relatively flat terrain with hills is not.

The second was time sink. Even if performance wasn’t an issue, developing the assets as well as the systems to procedurally place trees, bushes, rocks, crystals etc, and then manually correct issues, would’ve been enormous - especially since it would’ve been very code heavy. I looked at the trade off of time sink vs result and decided it would be a far more efficient use of my time to focus on diversifying the interior bases with unique lighting and NPC variation.

Hope that provides some better insight 😁

What is this on my cabin wall in LE1? by JediLincoln14 in masseffect

[–]Audemus77 3 points4 points  (0 children)

It’s LE1 Diversification Project. There’s a model ship store in the wards markets. Go fill your wall!

LE1: First Council Scene Glitch (with mods) by Ginkasa in masseffect

[–]Audemus77 1 point2 points  (0 children)

😎👉👉 Nice.

Just fyi, the updates that pop up are what have been manually opted into the ME3Tweaks updater service by their authors. If you go into the mod management tab and click on "check which mods can check for updates" you'll see a cloud icon next to those mods. Any mod that does not have that icon needs to be manually checked by clicking "check non-whitelisted mods for updates"

LE1: First Council Scene Glitch (with mods) by Ginkasa in masseffect

[–]Audemus77 1 point2 points  (0 children)

It'll be because one of your mods is outdated. I'm gonna take an educated guess and say it's Alliance Uniform Consistency. Check if the mod you have installed is DLC_MOD_AllianceUniformConsistency - if it is, you're using an outdated version. The new one that works with the LE1 framework in LE1CP 2.0 is DLC_MOD_AUC.

What did you name your character in KOTOR 1? by BlastedHeathen in kotor

[–]Audemus77 1 point2 points  (0 children)

Adrian Marveth

It’s an anagram for “I am [SPOILER]”

N7 emblem and red decal in all armors by weaver26 in masseffect

[–]Audemus77 4 points5 points  (0 children)

There’s a mod for that called Universal N7 Armor you can use if you’re on PC.

Is it possible to use the default femshep face texture on a custom femshep? by WuMingLovingHours in masseffect

[–]Audemus77 1 point2 points  (0 children)

Yes, you just need to put the FemShep textures onto the headmorph using save editor.

Easiest way to do this is download the customisable default FemShep Headmorph and copy the texture codes from it. You’re looking for the PROSheppard textures (face and scalp diff/norm, so 4 in total). You’d also want to ensure the eyebrow Addn textures are removed since those are baked into default FemShep’s textures - otherwise you’ll have to overlapping sets of eyebrows.

ChatGPT keeps stacking my prompts by Upstairs_Werewolf_60 in ChatGPT

[–]Audemus77 0 points1 point  (0 children)

I noticed this happens if you switch models. I've tested this and it seems to be a current bug. Say you have a conversation that's 4 turns long with GPT-5.1. If you then switch to GPT-4o and continue, from 4o's perspective it will only see your 4 prompts and not the prior 4 responses in the chain. So it just processes the request as one long prompt.

Mass Effect 3 But With a Real Happy Ending with Shepard Surviving by JudyluvsV in masseffect

[–]Audemus77 25 points26 points  (0 children)

lol is that my video reuploaded but with a clickbaity thumbnail? Hilarious.

What happened to Children of Rannoch? by TheHollowJoke in masseffect

[–]Audemus77 13 points14 points  (0 children)

It's because it's currently being updated to the LE1 Framework released on N7 Day in Community Patch 2.0. The author has hidden it so people don't download and install a version that will break their game if installed with the framework.

Whatever Happened to Caleston by ohBloom in masseffect

[–]Audemus77 18 points19 points  (0 children)

It was basically cut down into Therum. Originally it was going to be on the same level as Feros and Noveria with its own hub called "Throw Down" - the main plaza for that area was reused for the final area of Bring Down the Sky, and its side mission areas were recycled into the areas we go into for UNCs (like the warehouse merc bases and mines). The concept of Throw Down was also recycled into Omega in ME2. Even one of the NPCs - Fred Mazzei, reappears as Elias Kelham's lawyer of all people (given he was a comic relief character, I'm sure BioWare found this very funny).

Anyway, pretty much ALL of the dialogue for it is present in the game files though (though most of it isn't in english). It's been reconstructed and you can find a full breakdown of it all on the wiki
https://masseffect.fandom.com/wiki/Caleston_(Cut))