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!

96,183 views 153 replies
Reply #26 Top

His list is only for Cap ships - we'll need more than that xD

I think you should definately put together a team. I can't model or skin, but I can write descriptions for you. I can also come up with ideas and whatnot. It's not much, but it'd be a start.

Reply #27 Top

Quoting Yanxa, reply 26
His list is only for Cap ships - we'll need more than that

I think you should definately put together a team. I can't model or skin, but I can write descriptions for you. I can also come up with ideas and whatnot. It's not much, but it'd be a start.
End of Yanxa's quote

Sweet, yeah i could use some help in that area, nice when you dont have to do it all yourself. do you have any skill n coding? thats what im best at but again help is nice.

Reply #28 Top

Ok, I understand that now then. But this raises a question for me then, is ship combat in this mod going to work like Mass Effect combat does (from what we know from the codex details and other sources) or will ship combat work more like Sins?I think they work somewhat differently and I was wondering if we'll see changes, if it's even possible.

Reply #29 Top

Im thinking more of a comprimise.. most frigates will have fighter movement but crusiers and dreadnaughts won't. dreadnaughts will move slowly but they're main guns will do extreme damage

Reply #30 Top

Quoting ViperVenom117, reply 27



Quoting Yanxa,
reply 26
His list is only for Cap ships - we'll need more than that

I think you should definately put together a team. I can't model or skin, but I can write descriptions for you. I can also come up with ideas and whatnot. It's not much, but it'd be a start.



Sweet, yeah i could use some help in that area, nice when you dont have to do it all yourself. do you have any skill n coding? thats what im best at but again help is nice.
End of ViperVenom117's quote

I can do a little bit of fiddling with the string file - adding in entries and that. But that's just about the limits. I'm trying to expand, though.

Edit: As sad as it is, I've already brain-stormed a rough storyline and come up with some ideas for how ship roles would be filled ;)

I'd be more than willing to lend a hand wherever I can.

Reply #31 Top

Quoting Yanxa, reply 30



Quoting ViperVenom117,
reply 27



Quoting Yanxa,
reply 26
His list is only for Cap ships - we'll need more than that

I think you should definately put together a team. I can't model or skin, but I can write descriptions for you. I can also come up with ideas and whatnot. It's not much, but it'd be a start.



Sweet, yeah i could use some help in that area, nice when you dont have to do it all yourself. do you have any skill n coding? thats what im best at but again help is nice.



I can do a little bit of fiddling with the string file - adding in entries and that. But that's just about the limits. I'm trying to expand, though.

Edit: As sad as it is, I've already brain-stormed a rough storyline and come up with some ideas for how ship roles would be filled

I'd be more than willing to lend a hand wherever I can.
End of Yanxa's quote

 

ok thats sweet. coding isnt that difficult, its pretty sraightforward, its alot like the string files. Its nice to have someone help. we're still gonna need some help in the modeling area but if we can get the coding, gameplay and effects done then we shouldn't have too much trouble getting someone to model for us

Reply #32 Top

It makes me really happy to hear you say that's how the combat will be. I definitely don't want to see tiny frigates dying from a dreadnought slug because they're too slow. So does this mean that ships will have a main gun for long range and then GARDIAN lasers for close-up anti-fighter/frigate fire?

Reply #33 Top

Quoting Caesar914, reply 32
It makes me really happy to hear you say that's how the combat will be. I definitely don't want to see tiny frigates dying from a dreadnought slug because they're too slow. So does this mean that ships will have a main gun for long range and then GARDIAN lasers for close-up anti-fighter/frigate fire?
End of Caesar914's quote

Yeah the GUARDIAN lasers will have limited range and firepower but they will also be able to target fighters. some ships will also have missles.

Reply #34 Top

Im a huge fan of Mass Effect and have played both games to the breaking point. The talk of a mod and seeing some progress is awesome to see. I wish I could help. I wish you all luck!

Reply #35 Top

This sounds like a great idea! Only there is so little startships avaible from the original game. I would love to see more Asari, Human and Turian Designs. Maybe import some models that would fit the line from other games?

For example species 8472 models would fit the collectors very well i think.

Reply #36 Top

It will be cool if you could add orbiting planets , and add more then 3 races , The Reapers , Collectors , Turians , Asari , Salarian, Krogan , Human and as pirates Blue Suns , Eclipse and Blood Pack , new researches. And you could use ships from other mods if you cand create that many .

I am not a modder but I'm good at testing.

P.S. - Sorry for bad english I'm Romainian :grin:

Reply #37 Top

Quoting ViperVenom117, reply 31



Quoting Yanxa,
reply 30



Quoting ViperVenom117,
reply 27



Quoting Yanxa,
reply 26
His list is only for Cap ships - we'll need more than that

I think you should definately put together a team. I can't model or skin, but I can write descriptions for you. I can also come up with ideas and whatnot. It's not much, but it'd be a start.



Sweet, yeah i could use some help in that area, nice when you dont have to do it all yourself. do you have any skill n coding? thats what im best at but again help is nice.



I can do a little bit of fiddling with the string file - adding in entries and that. But that's just about the limits. I'm trying to expand, though.

Edit: As sad as it is, I've already brain-stormed a rough storyline and come up with some ideas for how ship roles would be filled

I'd be more than willing to lend a hand wherever I can.



 

ok thats sweet. coding isnt that difficult, its pretty sraightforward, its alot like the string files. Its nice to have someone help. we're still gonna need some help in the modeling area but if we can get the coding, gameplay and effects done then we shouldn't have too much trouble getting someone to model for us
End of ViperVenom117's quote

I don't know whether you've already done any work on this yet or not, but why don't we make a start. We can do all the coding, string, editing, etc, so that all that'll need to be done is to add in the new models, textures and particle effects when they're ready, that way, all that would need to be done is pop the models in the right place and we're off.

Reply #38 Top

Quoting Yanxa, reply 37

I don't know whether you've already done any work on this yet or not, but why don't we make a start. We can do all the coding, string, editing, etc, so that all that'll need to be done is to add in the new models, textures and particle effects when they're ready, that way, all that would need to be done is pop the models in the right place and we're off.
End of Yanxa's quote

Yeah i have a few things going right now, im basing the mod on the distant stars mod because.. well for 1 I enjoy the mod but it has all sorts of things that I'd like to have in the mod. I'll need to ask for permission to use it before we could release it to the public but i'm sure there wouldnt be too much trouble as long we give credit

Reply #39 Top

Quoting ViperVenom117, reply 38



Quoting Yanxa,
reply 37

I don't know whether you've already done any work on this yet or not, but why don't we make a start. We can do all the coding, string, editing, etc, so that all that'll need to be done is to add in the new models, textures and particle effects when they're ready, that way, all that would need to be done is pop the models in the right place and we're off.



Yeah i have a few things going right now, im basing the mod on the distant stars mod because.. well for 1 I enjoy the mod but it has all sorts of things that I'd like to have in the mod. I'll need to ask for permission to use it before we could release it to the public but i'm sure there wouldnt be too much trouble as long we give credit
End of ViperVenom117's quote

Awesome. In which case, is it ok if perhaps I message you my ideas for the mod, what I've come up with so far, etc.

Reply #40 Top

i see how this is gettin complicated fast

not to stop any new ideas from coming, they are great

but maybe focus already on bringing something that actually works into game and go from there

like a single race made up of turian/asari/human design vessels and maybe geth and collectors combined with reapers as a counter

 

so we have two races and content wise

advent buildings and ships look very asari like

tec can be human

and vasari look like geht and or reaper

 

tada beta (or alpha?) 1.0 of the mass effect mod

 

 

Reply #41 Top

Quoting Yanxa, reply 39



Quoting ViperVenom117,
reply 38



Quoting Yanxa,
reply 37

I don't know whether you've already done any work on this yet or not, but why don't we make a start. We can do all the coding, string, editing, etc, so that all that'll need to be done is to add in the new models, textures and particle effects when they're ready, that way, all that would need to be done is pop the models in the right place and we're off.



Yeah i have a few things going right now, im basing the mod on the distant stars mod because.. well for 1 I enjoy the mod but it has all sorts of things that I'd like to have in the mod. I'll need to ask for permission to use it before we could release it to the public but i'm sure there wouldnt be too much trouble as long we give credit



Awesome. In which case, is it ok if perhaps I message you my ideas for the mod, what I've come up with so far, etc.
End of Yanxa's quote

yeah sure, sounds good to me

Reply #42 Top

I found this on the Mass Effect Wiki under Alliance Navy. Does anyone recognize this or where it might've come from, because I don't remember seeing it anywhere:

 

Dreadnoughts

The Alliance has two dreadnought classes currently in service, the older Everest class and the newer Kilimanjaro class. The Everest class is an 888-meter dreadnought with a main gun capable of accelerating a 20 kilogram slug to 1.3% the speed of light (4025 km/s) for a kinetic energy yield equivalent to 38 kilotons of TNT. The Kilimanjaro class is armed with 156 broadside mass accelerator cannons, 78 on each side. The broadside guns are each as long as 40% of the ships width.

 

Can anyone verify these details? This is the first time I've seen it written down the differences between the two classes, and a description of all those broadsides a Kilimanjaro class boasts.  If it's true then I think it would be a very interesting dreadnought in the mod.

Reply #43 Top

For model details, consult the models you can purchase in ME2 to customize Shepard's room.

I recommend focuses only on two factiosn to start with in order to avoid complications. Personally I suggest the Citadel Council, which would use Human, Asari and Turian warships. Contrast with a generic Reaper Agents (I know, stupid name), which will use primarily Geth ships, a few Collector vessels and of course Sovereign as a massive capital ship.

That said, I'd be really interested in the viability of altering Sins gameplay. Sins does not play like Mass Effect. Ideally, Frigates would need fighter physics to say the least, accuracy of weapons would be tweaked so that frigates don't just get positively murdered by big ships, weapons that do hit would do significantly more damage and scaling should probably be adjusted.

What seems to stand out is that ME fleet engagements are decisive affairs; ME never really depicts a drawn out space battle. In fact, one of the codex entries specifically says that fleet actions are rare because if a fleet isn't going to outright win, it usually withdraws and that fights only occur around very important loci, such as the Citadel. The few ME battles depicted reflect that; no ME space fight ever has a back and forth; either someone is winning, or someone is not.

Reply #44 Top

I think that we will pretty much stick with just 2 factions for now - the Citadel, and the Reaper Threat, although perhaps will branch into a third (Systems Alliance/Cerberus) once we're that far into the mod.

Providing the frigates Dyanamic movement would solve the problem of frigates being too slow and what-not.

I also believe that the Kilamanjaro should be a capital ship - I've suggested Battleship. Would certainly be one heck of a fight ;)

Reply #45 Top

yeah we've got some ideas and a few things goin for us, thanks for all the input guys.

and if anyone has or knows someone with modeling and or textureing skills any help would be apreciated

Reply #46 Top

Can't do textures, but if you want I can start helping with Coding and Strings.

Reply #47 Top

You guys should look at SolCommand's stuff, there's a topic up with some models he released publicly, on his blog he said to contact him if you need a model done, there was even an eezo extractor model i think, maybe he'd be willing to help and be a project modeller

Reply #48 Top

hey guys if you looking for an human fighter model in mass efect 2 you can find 2 fighter on a Planet its called Sanctum, thats in the Decoris  system

Reply #49 Top

Quoting Melik88, reply 48
hey guys if you looking for an human fighter model in mass efect 2 you can find 2 fighter on a Planet its called Sanctum, thats in the Decoris  system
End of Melik88's quote

I think I know which fighter you're talking about. I took about 20 pictures of it when completing the Batarian Raiders mission. Thanks for the input, though.

Reply #50 Top

Quoting SpardaSon21, reply 1
The Normandy SR-1 class of frigates could be the basic scout frigate for the Alliance.  They're small, poorly armed, extremely fast, and it could have its stealth systems operate similar to SoA2's cloaking, and the cloaking would be unlocked via research to prevent it from being OP.

I think the Normandy SR-2 should be a cruiser as its too small to be a capital/dreadnought.  You could unlock the Normandy SR-2 design by research, and it would be a bigger, slower, and tougher version of the Normandy SR-1, but still be armed solely with GARDIAN lasers, just more powerful ones than the SR-1.  The advanced upgrades such as Multicore Shields, Silaris Armor, Thanix Magneto-Hydrodynamic Cannons, and Helios Thrusters could all be added in as expensive research which unlock them as active and passive abilities on the SR-2.

And why do you want to make the Geth enemies?  This forum doesn't have spoiler tags (shame on you Stardock!), so I can't go into greater detail than that. *coughLegioncough*
End of SpardaSon21's quote

 

 Normandy is.. Not poorly armed, actually its one of the best armed ships in the fleet.. lol