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Post by sansuni on Feb 23, 2017 17:58:52 GMT
What's unfair ? Kinkojiro didn't make the game.You should be writing that sentence to BioWare,not to modders. Wow, you really are pushing to misunderstand, don't you?... I said it is unfair to Jack (In a more general sense), but I never said that unfairness was caused by Kinkojiro, where did you get that idea? He has done more than his share to fix this bloody mess we call ME3. It is certainly not his responsibility and I never even suggested him to do anything in the first place. (And I even said I understood his reasons why he is not doing it... Seriously..) But honestly, I understand, it is too much work and it consumes too much of your time. On the plus side, if the beta works well, from what I've seen, I think people will enjoy it. I know I plan to. You are the man! By the way, I couldn't comment on it before, congrats on your mod, you made it to top 20.
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sil
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Post by sil on Feb 23, 2017 20:29:59 GMT
It's one of those situations where the line has to be drawn somewhere otherwise if Kinko agreed to add Jack's stuff, then you'll have someone calling for Kelly to be brought on board, or Jacob, or Samara (although she'd be relatively easy, she just meditates the whole time  ), as awesome as it'd be for all ME2 romances to get a fitting conclusion like Miranda is going to get, it'd be an immense undertaking to even add one. It's a shame that Bioware dropped the ball with their content, things like Miranda-Mod should have been ingame as it was. I'm just glad Miranda is getting the extra content, and I look forward to trying it out again. 
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Post by giftfish on Feb 23, 2017 21:15:42 GMT
It's one of those situations where the line has to be drawn somewhere otherwise if Kinko agreed to add Jack's stuff, then you'll have someone calling for Kelly to be brought on board, or Jacob, or Samara (although she'd be relatively easy, she just meditates the whole time  )... And, especially with those, it would be hard to retain compatibility with BackOff, story-wise. Especially for Jacob, considering BO really overhauls his story. But also for Kelly and Samara, since BO adds new content to them, as well. As someone who has spent a LOT of time audio editing for Thane trying to piece together lines that never existed (and will be again soon), I don't begrudge Kinko's perspective on this, at all. Audio editing -- especially with the current workflow in the toolset -- sucks, enormously. It is a huge, huge frustrating time sink. And that's only half of the battle. The other half is the lipsync, and that's equally -- if not more -- frustrating and time-consuming. It can take a week of research and editing to piece together audio for a single line. Or a week to find out what you have won't work and you need to return to the drawing board. If it does work, then the lipsync can easily take another couple days (or more). It is, imo, by far the most frustrating content to work with modding-wise, precisely b/c the results are not guaranteed. You can dump an enormous load of time into it and decide the quality isn't good enough. On the other hand, you can build a new NPC into a level (sans dialogue, lol) in just a couple hours and know it will work 100% correctly.
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Post by deager on Feb 23, 2017 21:36:18 GMT
Lipsyncs you say, giftfish? You mean, the one line I did with Miranda for EGM that took 8 hours and still kind of sucks?  Yeah, huge time commitment on this stuff. ME2 to ME3 is bah-roo-tal!
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Post by deager on Feb 23, 2017 21:37:26 GMT
By the way, I couldn't comment on it before, congrats on your mod, you made it to top 20. Kind of nuts with so many big players and the Citadel DLC being, uh, a DLC and all. I'll take it.
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Post by sansuni on Feb 23, 2017 22:03:18 GMT
It's one of those situations where the line has to be drawn somewhere otherwise if Kinko agreed to add Jack's stuff, then you'll have someone calling for Kelly to be brought on board, or Jacob, or Samara (although she'd be relatively easy, she just meditates the whole time  )... And, especially with those, it would be hard to retain compatibility with BackOff, story-wise. Especially for Jacob, considering BO really overhauls his story. But also for Kelly and Samara, since BO adds new content to them, as well. As someone who has spent a LOT of time audio editing for Thane trying to piece together lines that never existed (and will be again soon), I don't begrudge Kinko's perspective on this, at all. Audio editing -- especially with the current workflow in the toolset -- sucks, enormously. It is a huge, huge frustrating time sink. And that's only half of the battle. The other half is the lipsync, and that's equally -- if not more -- frustrating and time-consuming. It can take a week of research and editing to piece together audio for a single line. Or a week to find out what you have won't work and you need to return to the drawing board. If it does work, then the lipsync can easily take another couple days (or more). It is, imo, by far the most frustrating content to work with modding-wise, precisely b/c the results are not guaranteed. You can dump an enormous load of time into it and decide the quality isn't good enough. On the other hand, you can build a new NPC into a level (sans dialogue, lol) in just a couple hours and know it will work 100% correctly. Wait, we have the ability to create new NPC's from scratch? Why aren't we funding this? (Seriously, I am misunderstanding that?) This is one of the problems so many of ME3 modders face, we don't know the extent of what ME3Explorer is capable of and even if we did, we don't know how to do it since it doesn't have many tutorials. (and most, if not all of the tutorials on the old site is horribly outdated) Heck, I am still trying to figure out how to replace animations, but I am not even certain if it is possible at this point. (I know some has already done it, but I sure can't figure out how) Also, I really wish there was a way to copy content from one file to another (you know, like an NPC for instance, with all its related files for dialogue and so on) [Just to make it clear, I am not asking or demanding anything, nor am I complaining. I am just making conversation. This toolset made what once considered impossible, possible and I appreciate that.. Please leave it at that everyone. Thanks.] By the way, I couldn't comment on it before, congrats on your mod, you made it to top 20. Kind of nuts with so many big players and the Citadel DLC being, uh, a DLC and all. I'll take it. Well, that might be true, but your mod was direly needed (as it is a much more appropriate ending to the series and the DLC itself works much better as an ending as well) and not to mention it turned out pretty well. So, don't sell yourself short, it was a great idea. (I still wish someone would be able to tackle the endings the way I imagined, since you know, for it CEM would feel much better like that. But it is still impossible with the toolset we have I am afraid. I am hoping the toolset with catch up in 5 years or so. Have you read my ending idea? It is still not finished and what I wrote is impossible to create without the ability to fundamentally modifying the game, but I believe it would nicely work. Basically you just separate the Priority: Earth from the ending and replace the ending with a ME2 style suicide mission.) It's one of those situations where the line has to be drawn somewhere otherwise if Kinko agreed to add Jack's stuff, then you'll have someone calling for Kelly to be brought on board, or Jacob, or Samara (although she'd be relatively easy, she just meditates the whole time  ), as awesome as it'd be for all ME2 romances to get a fitting conclusion like Miranda is going to get, it'd be an immense undertaking to even add one. It's a shame that Bioware dropped the ball with their content, things like Miranda-Mod should have been ingame as it was. I'm just glad Miranda is getting the extra content, and I look forward to trying it out again. Like you have said, I am glad we have this much, which is whole a lot more than what BioWare has given us. It is clear how much they didn't care, with all those lazily written dialogue, loose ends and characters who act almost nothing like how they are supposed to.
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sil
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Post by sil on Feb 23, 2017 22:20:55 GMT
An NPC can be inserted but they wouldn't be capable of interactive dialogue without the problems listed by Giftfish, but ambient NPC's are capable, as are ones with a Point of Interest marker that you can click to hear audio. I'm hoping to learn how to do it when I add my Virtual Alien stuff to my mod. It sounds a bit time consuming to do at first, but like most things, practice speeds it up. I just need to learn to do it first  I don't think that they didn't care, I'm sure many of the writers love the setting, but there were a lot of reassigned roles for writers who had written different characters in previous games. That, and the short production cycle contributed to the level of incompleteness that the game. The game needed another half year of production before release. If not more.
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Post by giftfish on Feb 23, 2017 22:21:50 GMT
Wait, we have the ability to create new NPC's from scratch? Why aren't we funding this? (Seriously, I am misunderstanding that?) Also, I really wish there was a way to copy content from one file to another (you know, like an NPC for instance, with all its related files for dialogue and so on). I don't want to detract from Kinko's thread, so I'll keep this very brief. 1. Yes, we can add NPCs. EGM already does this. Clone in the mesh, materials, textures. Edit. Sequence in visibility conditionals and idle animation. Give him/her/it a name. Profit. Adding dialogue is more complicated, but that's the basic workflow for a random new NPC on the Citadel. 2. Cloning has existed for a long time. What you describe here would involve thousands of objects, however. You'd be better off streaming in a copy of a file that you edit. I'll add this to my very, very long list of tutorials to add to the wiki.
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Post by sansuni on Feb 23, 2017 22:56:05 GMT
Wait, we have the ability to create new NPC's from scratch? Why aren't we funding this? (Seriously, I am misunderstanding that?) Also, I really wish there was a way to copy content from one file to another (you know, like an NPC for instance, with all its related files for dialogue and so on). I don't want to detract from Kinko's thread, so I'll keep this very brief. 1. Yes, we can add NPCs. EGM already does this. Clone in the mesh, materials, textures. Edit. Sequence in visibility conditionals and idle animation. Give him/her/it a name. Profit. Adding dialogue is more complicated, but that's the basic workflow for a random new NPC on the Citadel. 2. Cloning has existed for a long time. What you describe here would involve thousands of objects, however. You'd be better off streaming in a copy of a file that you edit. I'll add this to my very, very long list of tutorials to add to the wiki. I agree we shouldn't litter this thread anymore, but I have to ask, I know cloning existed, but it was near impossible to use (near impossible, I have already used it), is there any easier method developed that I don't know about? (If it was at all possible, automatically cloning objects thats connected to eachother would have been immensely useful. For example, you would clone a mesh, and any textures, materials, animations etc. would be cloned with it. I am guessing thats not possible and it will never happen.) Also, I am glad you are working on those tutorials (and I honestly believe you may even be able to finish them one day), you are too good. Considering how time consuming it must be. Either way, I will stop littering this thread now. Sorry Kinkojiro.
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Post by giftfish on Feb 23, 2017 23:27:52 GMT
sansuni -- Feel free to PM me. I don't have time to go into incredible detail, but I can give you some basic directions.
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Post by karlov on Feb 28, 2017 6:05:10 GMT
Hello, first of all, it is a huge job! Secondly, I'm sorry for my english is not my native language. And perhaps I will ask very silly questions. I have some question about the modification. Do you have a comprehensive list of military assets, like this: masseffect.wikia.com/wiki/War_Assets/QuarianJust ... I write fanfics, and I am now working on the AU. With militaristic Alliance Systems, their satellite batarian Hegemony and a lot of other changes. At the same time I want to spread the military assets in this version of Mass Effect and much more. Very interesting to look at your version, can bring new ideas. What modifications are compatible with your concern and story, quests, military resources? I know about Thanemod, Mirandamod and massive e-mail messages and military assets modification . Alas, I have not found the last two. And is there a more similar modification? And is there a more similar modification? Thank you in advance.
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Post by kinkojiro on Mar 2, 2017 9:50:20 GMT
Hi Karlov,
I am sorry we don't generally give out the list of all the war assets in egm. If we make it easy for people then the temptation is to meta-game the war assets, and role play less, which is kind of what we want to get away from and the reason we designed the mod. Also maybe I am not understanding properly but I can't really understand why that is relevant to your fanfiction?
In terms of mods that are compatible, Thanemod is, Miranda mod will be released shortly. Also compatible is ME3Re, MEHEM, JAM, LIME, Citadel Epilogue Mod, Bonus Power Packs and most of the mods out there. Few of those change war assets though. Thanemod does and is compatible with an extra patch.
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Post by karlov on Mar 2, 2017 13:33:29 GMT
Thanks for the answer.
It is a pity that there is no list of military assets. But ... always remains a save/load.
Um ... I want to write a big fanfic. And there are chapters, which describes the change in the plot, new missions, letters, story lines, and more. List of war assets should be part of it. Design document for the changed Mass Effect. I know, this is very large and ambitious project, but I love challenges.
Some of the ideas I wanted to peep here, for example, dynamic war assets. This is a wonderful idea!
And I saw the previous forum topic dedicated MEWAM. We know something about this modification, or it was just a concept that has not implemented?
But thank you so much for your help.
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Post by rogi19 on Mar 2, 2017 15:38:34 GMT
I wanted to say a huge thanks to everybody working on this and other mods, it really totally refreshed the game experience, it is really wonderful. as i am about to start another rerun and eagerly wait for the miranda mod, i was wondering, should i wait for it to come out, or won't it matter if i install it later on and use with the already started rerun?
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Post by kinkojiro on Mar 2, 2017 23:33:12 GMT
Thanks. You can install it anytime before cronos. The bulk of it changes nothing before Horizon.
And hopefully you wont have to wait too long.
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