ViperVenom117 ViperVenom117

Mass Effect MOD

Mass Effect MOD

a proposal, not a request

ME-SOASE

Alright folks

I've seen quite a few requests and questions about a Mass Effect mod, i myself asked for one a while back but after the release of the second game (which is epic by the way) I've been putting some thought into how you could go about doing this. I myself cannot skin or model, but i can code pretty well as I've been modding for quite some time now so if anyone has some these skills we might have something. So heres what I've come up with so far:

Well first is the gameplay, we disable the research for star travel, this would force players to use wormholes, which we would replace with "mass relays." these are both simple and easy tweaks to the game. the only downside is that we would have to redesign all the maps to fit with the gameplay, but seeing as this would be a complete conversion thats pretty much a given.

Races and factions have been built up considerably in mass effect 2 so there really isn't a whole lot of guess work, not to say there isnt any at all. My idea was to use the mercinary groups as pirates, but the collectors also came to mind. (Ideas?) I was thinking along the lines of making the 3 main citadel species as the "Citadel" race and combining theAlliance and Cerberus as "Human" but i can't seem to come to a good conclusion. The other races might be a little tougher as there isnt a whole lot. The Geth is a definate and could throw the Reapers in there as a super race or something else. Thoughts?

The Alliance and Citadel both have a pretty good diversity in vessels, but the geth might need a wee bit of imagination. I was thinking of putting the Normandy SR2 as a Human Dreadnaught mainly because of its abilitys weapons. The original Normandy could be an expensive frigate perhaps? a crusier could work as well. im kind of divided on this one to so any input would be helpful.

Thanks to SivCorp, ZombiesRus and myself we've got the Normandy SR-2 in game!

Normandy SR-2 Mini-Mod for Diplomacy 1.011 :

- A new set of player pictures for Tech

- New race logo

- Normandy SR-2 (Capital Ship)

- 2 new abilities for the SR-2 (Stealth and Thanix)

- New gunboat strike-craft

- Different Font

(Thanks to SGI Mod for Cloak ability)

I made it to easily integrate into other mods (If you know anything at all about modding that is...)

SR-2

 

SR-2

Here's the download: http://www.filefront.com/17673933/SR-2 Mini-Mod.7z

Well thats pretty much the basics, so if anyone is willing to help we might get something going. ^_^

COMMENT!

96,188 views 153 replies
Reply #101 Top

Quoting Holybeast, reply 100
i havnt bought it yet
End of Holybeast's quote

*in Arnold voice* DO IT!! DO IT NOW! lol

anyway did you try using it with entrenchment yet?

 

Reply #102 Top

Yah it didnt work the game crashed at the beginning

Reply #103 Top

Alright, I might look into making one for the other versions of SINS, but not for a bit, I've got a high res version of the Normandy on the way.

Reply #104 Top

im making a high res destiny ascension....eventually.

Reply #105 Top

Quoting FredLed, reply 104
im making a high res destiny ascension....eventually.
End of FredLed's quote

Yay :-D

Reply #106 Top

im working on it...don't expect it anytime soon though as i am working on another mod for vanilla sins.

Reply #107 Top

Quoting FredLed, reply 106
im working on it...don't expect it anytime soon though as i am working on another mod for vanilla sins.
End of FredLed's quote

Avast :-(

Reply #108 Top

Relating to the Mass relay network, what about the Omega-4 Relay? You could research the Reaper IFF, & go to the 'center of the galaxy' to destroy an AI Collecter race. They could be the pirates sice according to ME2 they only have 1 ship design & one Base. But we'll have to wait till ME3 comes out.
(Sorry for spoliler ><)

Reply #109 Top

It would have to be on a custom map.

Reply #111 Top

Heres a link to all of the ship classes and a couple of other ships 

http://masseffect.wikia.com/wiki/Starships

http://masseffect.wikia.com/wiki/Reaper

 

Looks like were fairly limited in terms of the number of ships that have been shown in the game, alot of work will have to be done in designing more ships but that provides alot of freedom. 

I'll be willing to do concept art for anyone who want's to get this mod going , my portfolio is located here 

http://www.moddb.com/members/civilordnance

|-)

I have links to the Mass Effect 2 - Collector's Edition Art Book and also a small art section from the Collectors Guide, I'm downloading right now at the moment, most likely has some ships in. 

small art section from the Collectors Guide, password for .rar extract is "archive" without the quotes

http://archive-scans.blogspot.com/2010/06/mass-effect-2-collectors-edition-art.html

 

:drool:

 

:Update: It seems that the Collectors edition artbook has no file type and I'm not sure how to open it exactly, 

I'll keep searching for more links in the mean time.

 

:Update: Found Solution Here is the new link for the Mass Effect 2 - Collector's Edition Art Book, it's a .rar file

http://rapidshare.com/#!download|346l33|398451013|Mass_Effect_2_-_Collector_s_Edition_Art_Book__Archive-Scans_.rar|171686

 

Reply #112 Top

Alright guys, I just found links for The Art of Mass Effect :D , this includes much more artwork then the Collectors Edition Artbook:

http://archive-scans.blogspot.com/2010/06/art-of-mass-effect.html

It has a whole lot of early concepts of the Normandy, a couple of destroyer and cruiser concepts, Human, Turian, Salarian ship designs, mass relays, Sovereign and geth ships. 

Fupushi.net links are the only ones that you should use, rapidshares don't work

Password is "archive" as always 

 

Reply #113 Top

Cool art. I'm checking it out, especially since I'm currently on my 2nd ME2 playthrough.

Reply #114 Top

@ViperVenom117, Here is what your new model looks like in game. I just need to finish adding the hardpoints and it will be ready for you to play. The new model and textures you sent are really nice.

Reply #115 Top

Just about had a nerdgasm there lol It looks amazing! Especially compared to the old texture :drool: So will you just post it here when its finished?

Reply #116 Top

Yes, I'm just testing the weapon points.

Just to make sure, I only have two weapons as indicated in your pm and one ability hard point in the front in addition to the hangar points.

Is this still correct?

Reply #117 Top

Sounds right, except do you still have the two original ones in the front of the wing mounts? the other 3 on each side were like point defense weapons so there would be 3 weapons all together

Reply #118 Top

Ok, what about bombing?

Reply #119 Top

Umm... Sure, I guess it'll save me time If I ever want to add it (Text editing meshes gets tedious...) If its not too much trouble put it in the same place as main cannon ability

Reply #120 Top

ok, so try this out and let me know if it looks good.

The mesh is a little bigger than previous to make it capital ship sized so I included a new shield mesh. It can be scaled up or down easily so no worries.

http://dl.dropbox.com/u/5790092/mass%20effect/mass%20effect.7z

Reply #121 Top

Alright, so everything looks right except for the 3 mesh points on the side of the wing mounts, the ship should have 3 weapons altogether here's the references again:

 

 

And is it possible to fix the backwards "NORMANDY" on the right side of the ship as well as the size of the SR2 logo on the wings like on the first picture?

Reply #122 Top

the mesh points are setup that way...

Weapon-0 is in the front

Weapon-2 is has the forward/left/right/back on the wing

Weapon-3 is the forward weapon on the wing.

And Ability-0 is in the middle towards the front as indicated in teh bottom picture.

The texture is as is from the original author. I forgot the model was mirrored on the left side which is causing the backwards normandy. You could go with the texture for now without the normandy until such time as a re-uvmap could be done.

I'll think about how to correct the name issue...

Reply #124 Top

Alright well if you do get around to it that'd be great, but at this point I don't think its the biggest issue in the world.  ;P If you make any progress just pop in and let us know! 

Thanks again for all the great work you've done on this, If you ever need any help coding stuff for mods let me know!

:thumbsup:

Reply #125 Top

Quoting ZombiesRus5, reply 122
the mesh points are setup that way...

Weapon-0 is in the front

Weapon-2 is has the forward/left/right/back on the wing

Weapon-3 is the forward weapon on the wing.

And Ability-0 is in the middle towards the front as indicated in teh bottom picture.

The texture is as is from the original author. I forgot the model was mirrored on the left side which is causing the backwards normandy. You could go with the texture for now without the normandy until such time as a re-uvmap could be done.

I'll think about how to correct the name issue...
End of ZombiesRus5's quote

Okay, while I might not really know/care about the ME mod, I do know that you can't set up the hardpoints as "Weapon-0, Weapon-2, and Weapon-3".

So it would really be:

Weapon-0 points remain unchanged; they are correct.

Weapon-2 points are renamed as Weapon-1. This will correct them from being the 3rd weapon system.

Weapon-3 would be renamed as Weapon-2, as Sins cannot read more than 3 Weapon points (0, 1, and 2) on a model.