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!

96,192 views 153 replies
Reply #126 Top

It works fine lol I'm just guessing he was counting the zero as one

Reply #127 Top

I'll be uploading the Hi res-Normandy in a new Mini Mod for all versions of Sins :grin:

 

(Sorry about the double)

Reply #128 Top

Quoting ViperVenom117, reply 126
It works fine lol I'm just guessing he was counting the zero as one
End of ViperVenom117's quote

lolz, well... having 3 kids and a wife begging for my time while trying to write posts on a forum doesn't always work out to well. I'm very thorough when I code, not so much when I write emails and posts unless I really set out to proof read and spell check!

I meant to say Weapon-0, Weapon-1 and Weapon-2 which translates to the first, second and third weapon using zero based indexing.

It was a simple mesh to hard point, the cylon models for BSG where much, much harder.

Reply #129 Top

Quoting ViperVenom117, reply 126
It works fine lol I'm just guessing he was counting the zero as one
End of ViperVenom117's quote

Actually, I don't count '0' as '1'. The Sins game engine does, however. This is why you never see 'Ability-5' or 'Weapon-3'.

It's simply a result of basic computing; in fact, some of the oldest programs, and games, in existence counted '0s' as '1s' and so forth.

Quoting ZombiesRus5, reply 128
lolz, well... having 3 kids and a wife begging for my time while trying to write posts on a forum doesn't always work out to well. I'm very thorough when I code, not so much when I write emails and posts unless I really set out to proof read and spell check!

I meant to say Weapon-0, Weapon-1 and Weapon-2 which translates to the first, second and third weapon using zero based indexing.

It was a simple mesh to hard point, the cylon models for BSG where much, much harder.
End of ZombiesRus5's quote

Well, then I apologize for any insult or contempt I may have conveyed. I (incorrectly, as it happened) assumed that you improperly hardpointed, hence, I wished to provide the correct notation.

But yeah, email/forum posting doesn't require nearly the precision and accuracy and consistency that coding of any kind does.

Reply #130 Top

Well, then I apologize for any insult or contempt I may have conveyed. I (incorrectly, as it happened) assumed that you improperly hardpointed, hence, I wished to provide the correct notation.
End of quote

Well, I didn't read it that way so hopefully thats not what you intended. I was just in a hurry to write the post as the wife was pestering me about dinner :rolleyes: which ended up being left overs for pete's sake.

The mesh was available for download so it was obvious it was just a lack of attention when writing the post. Anyway's for those who like mass effect enjoy vipers new toy. I'm back to adding a few more races to to my mod.

:beer:  

Reply #131 Top

 

 

Quoting Whiskey144, reply 129

Quoting ViperVenom117, reply 126It works fine lol I'm just guessing he was counting the zero as one

Actually, I don't count '0' as '1'. The Sins game engine does, however. This is why you never see 'Ability-5' or 'Weapon-3'.

It's simply a result of basic computing; in fact, some of the oldest programs, and games, in existence counted '0s' as '1s' and so forth.

End of Whiskey144's quote

I was actually talking about zombie making a typo, lol but I know what you mean  :P

Quoting ZombiesRus5, reply 130

Anyway's for those who like mass effect enjoy vipers new toy. I'm back to adding a few more races to to my mod.

 

End of ZombiesRus5's quote

Thanks again Zombie, good luck on your mod!

Cheers  :beer:

 

 

 

Reply #132 Top

Quoting ZombiesRus5, reply 123
Here's a cl file without the text... some extra modelling would be needed to get the text back on

http://dl.dropbox.com/u/5790092/mass%20effect/Normandy-cl.dds

It might be worth it but will take time...
End of ZombiesRus5's quote

I think it would probably be better as it is - without the Normandy on it. This way, you won't have 100 Normandy's. Think of it like the Star Trek mod - for the most part, you don't have U.S.S. Enterprise or U.S.S. Voyager emblazed on every ship that's the same class. This makes it that little bit more realistic.

Reply #133 Top

Well I tried out the new texture and it didn't change much, at least for me. The "Normandy" on sides just looked darker. I generally only make 1 of these when I'm playing anyway so that doesn't matter to me so much. ;P

Reply #134 Top

let me look at the da file. Probably coming from there.

Reply #135 Top

Quoting ZombiesRus5, reply 134
let me look at the da file. Probably coming from there.
End of ZombiesRus5's quote

 

Is it possible to just removed the mirrored side? or is that the same amount of work as fixing it?

Reply #136 Top

Hey bud sorry it took so long...

Here is an updated data texture. http://dl.dropbox.com/u/5790092/mass%20effect/Normandy-da.dds. This should remove the lingering Normandy text...

Quoting ViperVenom117, reply 135

Is it possible to just removed the mirrored side? or is that the same amount of work as fixing it?
End of ViperVenom117's quote

It's possible, but would require re-uv mapping the object to not utilize overlapping uv's for the opposite side.

If you found someone with time to create a good uv-map for the model I could bake the existing texture without the names and then someone could add in the text in the correct spot to the textures if you wanted that.

Reply #137 Top
Quoting Nicorius, reply 21

And Omega could also be a planet but on the opposite side of the galaxy and capturing on of them should give a bonus to your empire.
 

End of Nicorius's quote

 

While this would be a great idea, it would seem more reasonable to make Omega the pirate base (assuming we choose the mercs as the pirates.) As it is stated that Omega is essentially a pit of lawlessness.

Reply #138 Top

guys, this is all wonderful conjecture but with no models to import it just wont feel like ME, now you poster having a skin re sizer. i think i can get you a few models........ but it's not going to be enough to complete the project by any means, do you want them?

Reply #139 Top

As long as they're in game, they'd be a huge help

 

Reply #141 Top

Im  normally rather good activating mods in Sins, but every time I activate this mod, my game freezes... I am using Entrenchment.

Reply #142 Top

Quoting Seirra_54, reply 141
I am using Entrenchment.
End of Seirra_54's quote

see below or above in OP.

Normandy SR-2 Mini-Mod for Diplomacy 1.011
End of quote

Reply #143 Top

Now I have Diplomacy, but its 1.21. And whenever I activate the mod, I get a minidump. The only times I have ever gotten mini-dump errors is when I activate mini mods lol (SG Invasion's first mini-mod did the same to me...)

Reply #144 Top

Quoting Seirra_54, reply 143
Now I have Diplomacy, but its 1.21. And whenever I activate the mod, I get a minidump. The only times I have ever gotten mini-dump errors is when I activate mini mods lol (SG Invasion's first mini-mod did the same to me...)
End of Seirra_54's quote

Diplomacy 1.011 != Diplomacy 1.21.

Mods for 1.011 do not work with 1.21 without making modifications.

Reply #145 Top

Is there anyway I can change from 1.21 to 1.011? Sorry I used to play SINS a while back, but my computer died and so I finally got around to reinstalling SINS when I saw this...

Reply #146 Top

Quoting Seirra_54, reply 145
Is there anyway I can change from 1.21 to 1.011? Sorry I used to play SINS a while back, but my computer died and so I finally got around to reinstalling SINS when I saw this...
End of Seirra_54's quote

No.

However, IF Harpo's Mod Updater has been updated along with Diplomacy, then it should be fully capable of taking the mod to current version.

Side note: I actually implemented the Normandy SR-2 into Entrenchment, though that was mostly because I created new entities from Entrenchment reference files and then copied the pertinent values from the TXT-format Diplomacy entities that the mod is for.

I recommend you check out the SoaSE modding wiki *looks for link, fails*. Google will be your friend since ATM I can't seem to find the link. Reading over that should help you to implement the ship into Sins.

Word of advice: don't use the gunship. The model is simply a resized Garda flak frigate, which somewhat irked me. It seemed rather ridiculous to have a fighter-sized Garda flying around.

Reply #147 Top

I have been messing around with Harpo's Mod Updater, and it seems to not want to work with me. Is there anyway you could find a place host your Entrenchment version of the SR-2? And I looked for that SoaSE wiki and it seems that it may have been taken down for some unknown reason.

Reply #148 Top

Modding Wiki

Quoting Seirra_54, reply 147
I have been messing around with Harpo's Mod Updater, and it seems to not want to work with me. Is there anyway you could find a place host your Entrenchment version of the SR-2? And I looked for that SoaSE wiki and it seems that it may have been taken down for some unknown reason.
End of Seirra_54's quote

Unfortunately, I at present will not be able to host the Entrenchment version I put together.

Reply #149 Top

I think the Mass Effect series is perfect for a mod for Sins. A few ideas I have. (first of all consider waiting until Rebellion and using the new I think called titan ships as the Reaper model)

- Remodel wormholes to Mass Relays

- New Planet types that fit with planets found on the galaxy map and have a citadel and omega planet type

- Use the galaxy maps from all 3 games to make a giant map that comes with the mod

- Have 3 factions: Alliance, Council Races, and the Reapers (which will include the Geth and Collectors as the frigates and cruisers and have the Reapers be Capital ships)

- Destiny Ascension would be a great capital ship for the Council Races

- Normandy SR-1 should be a 'uber' scout that has good weapons and health but is a research upgrade and perhaps limited to only 1? dunno if that can work

- Normandy SR-2 should be a research upgrade to the SR-1

- Use the codex entrys for the tech trees

- Use the small drones from the collector base fight as fighters for the Reaper faction

- I only wish that Sins had animated effects for closing the citadel and letting the reapers arms move

The important thing is to wait until mass effect 3 comes out to have a more complete source to work with as far as ships go. I'm sure that we'll see many more ships in ME3.