Post by spongeejumper on Nov 9, 2018 20:31:49 GMT
Hey there! I'm SpongeeJumper, which was originally a completely meaningless nonsense pun, but now I like to imagine it in the British usage of "jumper" meaning sweater or sweatshirt, because how awesome would a poofy-squishy sweater made of sea sponges be? (secret life goal)
Anyway, I've been a fan of the Mass Effect series since the first game was announced way back in the day, and I've been a fan of tinkering with mod tools even longer, primarily spending years of my life playing with the construction sets for Morrowind and Oblivion, but also dipping my toes into modding a number of other games too, like the incompletely dissabled UE3 editor for the original Mirror's Edge. Ever since the first Mass Effect I was annoyed at the lack of official mod tools, especially when Dragon Age came out with a construction kit (why not my beloved Mass Effect?!). In the first game, coming from a background in the Elder Scrolls editors, the sidequest planets especially felt so ripe for modding, with the familiar combination of a relatively low detail texture-painted heightmap for terrain, the seemingly modular design of the interiors built from lego-able room and hallway and tunnel pieces, and yet bafflingly reusing the same few duplicated layouts. Since then I've never stopped pondering mods I'd like to make to the series, and while a lot of what I want to do still isn't really practical or even possible with the tools we have today, I figure it's time to finally start getting to know the tools as they are now (they've come a long way since the early days!), and start chipping away at my over ambitious ideas.
I'm tinkering with the dialogue editor now, finding my way around. I'll be back with questions I'm sure, and progress updates for my project, or just rambling explainations of what I'd like to do but can't.
Also, to the ME3Explorer devs: Thanks for all the hard work!
Anyway, I've been a fan of the Mass Effect series since the first game was announced way back in the day, and I've been a fan of tinkering with mod tools even longer, primarily spending years of my life playing with the construction sets for Morrowind and Oblivion, but also dipping my toes into modding a number of other games too, like the incompletely dissabled UE3 editor for the original Mirror's Edge. Ever since the first Mass Effect I was annoyed at the lack of official mod tools, especially when Dragon Age came out with a construction kit (why not my beloved Mass Effect?!). In the first game, coming from a background in the Elder Scrolls editors, the sidequest planets especially felt so ripe for modding, with the familiar combination of a relatively low detail texture-painted heightmap for terrain, the seemingly modular design of the interiors built from lego-able room and hallway and tunnel pieces, and yet bafflingly reusing the same few duplicated layouts. Since then I've never stopped pondering mods I'd like to make to the series, and while a lot of what I want to do still isn't really practical or even possible with the tools we have today, I figure it's time to finally start getting to know the tools as they are now (they've come a long way since the early days!), and start chipping away at my over ambitious ideas.
I'm tinkering with the dialogue editor now, finding my way around. I'll be back with questions I'm sure, and progress updates for my project, or just rambling explainations of what I'd like to do but can't.
Also, to the ME3Explorer devs: Thanks for all the hard work!