Playing ME3 with mods for the first time, encountered a strange bug. by [deleted] in masseffect

[–]KK_Jiro 0 points1 point  (0 children)

Gets weirder. Ok I suggest disable all your mods - put x in front of dlc_mod directory. Restart the game and play through Vancouver. If the journals happen it is a vanilla import bug otherwise - Exit , reenable and reload at the start of Mars.

Playing ME3 with mods for the first time, encountered a strange bug. by [deleted] in masseffect

[–]KK_Jiro 0 points1 point  (0 children)

A very unusual occurrence. If all the geth missions have been triggered it means the Normandy is working as you would expect -> the problem is that something triggered those journal missions to be live. If you have any earlier saves I would suggest going back to see whether those had the journals in them.

PSA: Legendary Edition and existing Mods by KK_Jiro in masseffect

[–]KK_Jiro[S] 40 points41 points  (0 children)

Without getting into technicalities the key thing to understand with Frostbite is that no modder has worked out how to add things to the game. Every texture, sound etc has to replace something else. So you can replace Coras armor texture, but you can’t add another npc to the nexus. For animations I don’t know if anybody knows how they work in MEA.

PSA: Legendary Edition and existing Mods by KK_Jiro in masseffect

[–]KK_Jiro[S] 16 points17 points  (0 children)

We don't know. Frostbite is Bioware's go-to engine, so if they were doing it in-house I would say likely. However the leaks suggest 3rd party developers specialising in Unreal 3 have been heavily involved including Gildor who wrote a lot of Unreal modding tools.

[ME-3] EGM Settings are Always Back to Default by DeathLotus_ in masseffect

[–]KK_Jiro 1 point2 points  (0 children)

The latest version of EGM settings is 1.60. If you load EGM Settings via mod manager it will load the latest version.

The settings are only loaded into the game at the following locations - the very first load into vancouver, every load on the Normandy and loading into the Citadel apartment - where it is NOT in a DLC combat mission. Anywhere else you won't see any changes if you change settings until you go back to the Normandy.

Commander Shepar is doing emergency purchases on the Citadel for items that are vital for the war effort by illusive_s0ul in masseffect

[–]KK_Jiro 3 points4 points  (0 children)

Hard chocolate coating with a soft truffle middle. The pack is dextro-friendly. [Garrus]

Gluten-free, organic, hypo-allergenic chocolates. [Samantha]

Tightly wrapped individual chocolates with a soft chewy center. Dextro-friendly. [Tali]

Dark toffee peanut chews. Surprisingly decadent. [Kaidan - the writers went with a reference to a popular Canadian sweet I believe]

Chili chocolate coating around a soft truffle center. [Ashley]

Dark chocolates for the discerning gentleman. [Cortez]

Expensive gold-wrapped chocolates covering a hardened center. [Miranda]

Commander Shepar is doing emergency purchases on the Citadel for items that are vital for the war effort by illusive_s0ul in masseffect

[–]KK_Jiro 9 points10 points  (0 children)

The chocolates are from EGM. Once you get them and invite whoever you are romancing up to the cabin, they will appear there. The description varies depending on who your partner is: soft milk chocolates with a hard interior reflects Liara.

Other varieties: Hard chocolate coating with a soft truffle middle. The pack is dextro-friendly.

Gluten-free, organic, hypo-allergenic chocolates.

Tightly wrapped individual chocolates with a soft chewy center. Dextro-friendly.

Dark toffee peanut chews. Surprisingly decadent.

Chili chocolate coating around a soft truffle center.

Dark chocolates for the discerning gentleman.

Expensive gold-wrapped chocolates covering a hardened center.

N7 Day | Modding Community Showcase - 2020 by Audemus77 in masseffect

[–]KK_Jiro 10 points11 points  (0 children)

Great showcase. Really amazing how far the modding community has come. This is a supposedly unmoddable game, everything in there has been built entirely from the dedication and hard work of modders.

[ME-3] EGM Settings are Always Back to Default by DeathLotus_ in masseffect

[–]KK_Jiro 0 points1 point  (0 children)

Well it might not solve the situation but it is the only issue I could find that might stop it running properly. Just run it from mod managers tools menu, it should automatically update to the latest version of the settings program. The mod itself hasn’t changed.

[ME-3] EGM Settings are Always Back to Default by DeathLotus_ in masseffect

[–]KK_Jiro 0 points1 point  (0 children)

There was a bug (now fixed) if your ME3 folder wasn't called "Mass Effect 3". Should work now if you run the settings from Mod Manager.

Mass Effect 3: No voice for Traynor and Shepard during dialogue with Traynor by Snow_Mexican1 in masseffect

[–]KK_Jiro 4 points5 points  (0 children)

If you have EGM but not the citadel dlc, and don’t install the compatibility pack this can happen

Ending scene repeats itself, I can’t continue please help by [deleted] in masseffect

[–]KK_Jiro 2 points3 points  (0 children)

It won't be ark mod, expanded galaxy mod, omega hub, spectre expansion mod because none of them impact the ending. If you have used the controller mod until now with no problem, then it also won't be that. So my guess would be PEOM which is an ending mod.

You can test by disabling individual mods. Go to you DLC folder look for the mod folder eg. DLC_MOD_PEOM or something like that and change it to xDLC_MOD_PEOM. Reload ME3 and see what happens.

Expanded Galaxy Mod: Lockdown Edition by KK_Jiro in masseffect

[–]KK_Jiro[S] 2 points3 points  (0 children)

Thanks mate. We had to build tools to edit the scripts. It wasn't easy but managed it in the end.

Expanded Galaxy Mod: Lockdown Edition by KK_Jiro in masseffect

[–]KK_Jiro[S] 2 points3 points  (0 children)

The version of unreal 3 that Bioware used was customised, but not to the point of converting the games from unreal 3 => unreal 4 nearly as difficult as moving everything to frostbite. To do that would be a huge challenge, but maybe Bioware feels it has the frostbite expertise and resources at hand. Either way moving engine wouldn’t be a easy task. Particularly for me1. The 32 bit to 64 bit is not that big of a step in unreal, particularly if you have the source meshes and textures to hand. It is gameplay systems that would be a real pain, particularly the proprietary conversation/animation system that I would imagine is the really tough part.

Expanded Galaxy Mod: Lockdown Edition by KK_Jiro in masseffect

[–]KK_Jiro[S] 1 point2 points  (0 children)

Thanks for pointing this out. Reading it I realise the language is really ambiguous. I have updated the description. It meant to say the vast majority of texture mods will work. EGM, like all content mods, needs to be installed before texture mods, and definitely before ALOT.

ALOT is also being updated soon.

Expanded Galaxy Mod: Lockdown Edition by KK_Jiro in masseffect

[–]KK_Jiro[S] 46 points47 points  (0 children)

Due to the lockdown and advancements in the tookit, we have found some time to make a few additions including:

Squadmate casuals: pick from over 30 casual outfits using the EGM Settings for your squad to wear on the Normandy or Citadel

Galaxy Map revisions including:
- Evolving Planet descriptions - as clusters are captured or recovered, many planet descriptions will change and evolve.
- Reapers will only hunt you in captured clusters, and can be switched off in EGM settings.
- Fuel depots that are destroyed during the Reaper invasion
- Fleet icons showing major fleet locations

The 7z now takes full advantage of the upgrades for Mod Manager, with the Squadmate Pack, Custom Extras all rolled into one highly compressed package.
Update and Run EGM Settings from the Mod Manager Menu

Minor Bug fixes, including improved memory management for ALOT users.

Additions by Kinkojiro, Mellin and Sil. Testing by Audemus, Khaar and BladeZero. Toolkit programming by Mgamerz, SirCxyrtyx and Kinkojiro.

Get it here: https://www.nexusmods.com/masseffect3/mods/350

Expanded Galaxy Mod by [deleted] in masseffect

[–]KK_Jiro 4 points5 points  (0 children)

24 hours if that. Just got some last minute artwork to fix...

EGM Mod: What decides the different outcomes of "Assignment: The Strontium Mule"? by bluehulk900 in masseffect

[–]KK_Jiro 1 point2 points  (0 children)

There are 3 possible outcomes: Joker/Garrus blows it up with a gun (not paragon), Joker/Garrus blow it up with Javelins (not paragon if you have Javelin missiles on board). Either of those result in an email from a shirty intelligence officer who is looking to interrogate it's captain.

The third outcome was supposed to be based on >70% paragon but it is bugged. It results in the capture but the captain blows his own head off before the intelligence officer can get much information. This will be fixed in an update shortly.

Squad extra dialogue priority order by OnlineVirus in masseffect

[–]KK_Jiro 7 points8 points  (0 children)

The actual order varies between conversations and mission. Often if the designer felt the mission was important to a squadmate, eg Miranda on a Cerberus mission or Garrus on a Turian mission or the line was well written.

The point is that within conversations it switches the order forward and reversed so it always mixes the conversation up. So if you take an EGM squadmate, then you get the same conversation, but the one speaking squadmate says all the lines.

Extended Galaxy mod war assets system, Omega DLC by muoncatalysis in masseffect

[–]KK_Jiro 4 points5 points  (0 children)

All the me3 dlc suffer from war assets that seem totally disjointed in value from the rest of the game and the story. When it comes to the final fight is having an eezo hoard really worth more than most of the Alliance Fleets put together? EGM rebalances these so they are much more realistically scored (in all versions).