Darth-me

Darth-me

Joined Member # 3484859
4 Posts 23 Replies 282 Reputation

Hi I was in the process of making a Mass Effect Mod, but I recently lost most of my progress on it, and I've never really had time to make everything i lost. If someone else was leading the team, I would be more than happy to help, but as it is, yes the project is dead. If you want to restart it, I'll help however I can, I have lots of ideas, i can code a little bit, and I can skin, however SOASE's textures confuse me. Good luck!

6 Replies 6,882 Views

Sorry if this is a bit of a noobish question, but how would I make it so that when a ship uses an ability, all it's abilities are permanantly disabled? Thanks

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Ok, forget modelling. I'm going to code the ships in using default models, and I'll try modelling agai later. Yes, this mod is still alive

26 Replies 17,970 Views

I agree, there isn't much. But we can first put in what we DO have, then if nothing new has been made, we can use our imagination a bit (eg Mass Effect Wiki has names of 3 classes of Alliance Dreadnought, and until we see one, we can use a stock game model or our imagination. Yes, I think I will include the Normandy as a high level prototype research. And yes, those race descriptions sound about right.

26 Replies 17,970 Views

Ok everyone. I have started working on a Geth Dropship model, as my first major modelling attempt. So far it is going well. I'll upload pics soon! I have decided the roles of some ships. I'll upload a list later, but Geth Dropships are colony frigates combined with weak bombers. They may sound too powerful for the Geth, because Geth/Reapers will specialise in very cheap, very weak ships (+ Sovereign), but (if possible), they can only colonise once OR use their "bombing" abilit

26 Replies 17,970 Views

WOW! Thanks! Can those models be used in Sins? Do you have a link? sounds good!

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ok, so this is the plan so far (but it's open to changes): Races: Citadel, Terminus Systems & Reapers We'll need to make (if possible) a new planet type to represent the citadel. Now, Ships. Should we make it like default game (every race has basically the same ships, with small differences eg. Light frigate, scout, repair ship etc) or should we just start with the ships we're shown and then invent our own based on the style of the race? Basically, should every rac

26 Replies 17,970 Views

Does anyone actually have the books? I don't (yet), so any info you can get from them would be appreciated. Also, if I didn't put the council together, what would the Hanar do? [e digicons]:grin:[/e] The blobs of jelly don't have a military, surely? So is anyone interested in role as modeller?

26 Replies 17,970 Views

Yeah, I'll just think it all through a bit. Can you make a poll in this forum? If you can, I will, if not, can everyone who knows about Mass Effect give their opinions on whether All the citadel races should be conbined, just the council races combined, or all seperate? Thanks.

26 Replies 17,970 Views

I was thinking that to maximise the amount of ships each faction gets, we could have 3 factions - Citadel (Asari, Turian, Salarian, Alliance etc.), Terminus systems (playable pirates - Batarians etc), and Synthetics (Geth, with Sovereign available after loads of research.

26 Replies 17,970 Views

thanks. 1. I was thinking that I might include sovereign (reaper) as the "superweapon" for his race, but the other troops on his team (geth) wouldn't be as good as their citadel / terminus systems counterparts. To all the others: Yes, good ideas. I will post a basic outline of my plans later, but I've got tons of homework to get through now. [e digicons]>_>[/e]

26 Replies 17,970 Views

Hi. I would like to start a mod team to make a Mass Effect mod for this Sins, as I believe Mass Effect to be the best game, film or book ever made. Sins is the perfect engine for a strategy game mod of it, although some imagination will be needed to fill in the gaps. Mass Effect 2 is in production, and there is a trailer if you search mass effect in google. As more downloadable content, novels and games are released, more ideas for the mod should become available, and I'm sure we can

26 Replies 17,970 Views

Hi. I am trying to make a new cruiser for SOASE, and it seems to be going well. I may make a new model at some point, but for now it uses the heavy cruiser (TEC) model. If I set the: DamagePerBank:LEFT 0.000000 and: DamagePerBank:RIGHT 0.000000 To different values, would the ship be able to fire out of the sides, or do they need seperate indicator things on the model? thanks

3 Replies 3,649 Views

Is it possible to convert the .mesh files in reference data to .xsi files to edit in softimage|xsi? thanks.

18 Replies 16,712 Views

It works! Thank you all so much for the help!!! I remembered the show error thing, and it said I needed a new line at the bottom of the buff file. It works! I tested the ability ingame, and it does what it's supposed to. Thanks! Any idea what I should do next? More of the same? As I said, I have a plan for what I'd like to do when I get used to this game, but that'll probably need more than one person, and a lot more experience than I have. I think I might try some resk

18 Replies 16,712 Views

How do I make the string work? I've got the ability working, but it can't find the string entries for name and description. The string references are the same as the entries in the .str file. What might I have done wrong?

18 Replies 16,712 Views

Nevermind, I've fixed it, but thanks for your error message thing. Thanks! [e digicons]:grin:[/e] EDIT: No, I'd put a space in the buff file's name, but not in the line referencing the buff.

18 Replies 16,712 Views