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MASS EFFECT MOD [Released 1.00]

 
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MASS EFFECT MOD [Released 1.00] - 7/16/2012 7:28:01 PM   
Kalthaniell


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This is a mod that introduces ME universe to Distant Worlds. We are doing our best to reflect the greatness of Mass Effect onto a 4X game, bringing as much lore accurate settings to DW as possible. The mod allows you to play with one of ME races and lead your people to greatness rewriting the history of ME Universe as you see fit. The original DW races are still playable in the mod so you can include them in the struggle for the survival of the galaxy if you so desire. The mod is set at the twilight of the cycle known from the ME games. This means that sooner or later the Reapers will invade and it's up to you to unite the galaxy against them or stand fast on your own. Good luck and have fun!

Current mod version is 1.00
Features:
-Twelve playable ME races added to the DW ones.
Alliance, Turians, Asari, Salarians, Quarians, Geth, Batarians, Volus, Vorcha, Elcor, Hanar and Krogan.
-Reapers, (replacing Shakturi)
-Custom made shipart for each of the major races.
-Over 120 customized characters (generic characters form ME games will be included in future releases)
-Customized planets and effects graphics handpicked or made to deliver MOAR EPICNESS
-Sound effects and music matching ME setting and epic atmosphere.
More will be added as the mod develops.

TO INSTALL THE MOD:
-Unpack the 'ME mod 1.00' file into your Customization folder in your DW directory.
-Start the game and enable the mod in 'custom theme' section.
-Start a new game and kick some Reaper ass.
(make sure to enable the RoTs and DW:L events and storyline each time you start a new game to enable Reapers invasion)
To install the recommended addons:
-The files from addons replace original game files so make sure to make a backup before you install anything.
-Unpack 'Graphics addon.rar' into your DW main directory, allow it to override the existing files.
-Unpack 'Sounds addon.rar' into your DW main directory, allow it to override the existing files.
-Start the game, and enjoy. (the addons will work for any mod theme you will play, not only ME)

Mod team and contributors:

-Kalthaniell- shipsets, plantes, effects and character graphics and txt files.
-Quadro7F- character, ui, planets, enviroment and race graphics, race.txt, biases.txt, race balancing, presentation art,


CREDITS:
-Nach77- alliance ships 3d models. You can check out his deviantart profile here.
-Tyrador- protean ships for remnants from the last cycle and mod-to-mod cooperation. (Check out his awesome ME Prothean Cycle mod!)
link
-Tampa Gamer- for his sound effects mod, most of which is used in recommended addons (with minor tweaks). Check the mod here: link
-DW modding community- for being very supportive and their constructive feedback. Thx guys!


STATUS:
-The 1.00 release is ready! We are now working on 1.01 which should improve some minor bugs.


DOWNLOADS:
On Moddb -> link

< Message edited by Kalthaniell -- 11/19/2012 11:07:12 AM >
Post #: 1
RE: MASS EFFECT MOD [wip] - 7/16/2012 9:06:19 PM   
ASHBERY76


Posts: 1974
Joined: 10/10/2001
From: England
Status: online
Cool look foward to it..Lets have a look at those alliance ships.

(in reply to Kalthaniell)
Post #: 2
RE: MASS EFFECT MOD [wip] - 7/16/2012 9:27:19 PM   
Bleek


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From: United Kingdom
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This thread is useless without pictures!

Sorry. ;)

...but get some pictures online!

(in reply to ASHBERY76)
Post #: 3
RE: MASS EFFECT MOD [wip] - 7/16/2012 9:36:01 PM   
Kalthaniell


Posts: 319
Joined: 5/31/2011
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That's my favourite two and a space-station. Like I wrote, I won't be posting full previews until the release :) I think they look OK in game, so far however I think I will need new weapons sprites. The ones I use at the moment are not for ME.

EDIT: I know, I'll probably do sth about that cerberus icon.

< Message edited by Kalthaniell -- 7/16/2012 9:38:01 PM >

(in reply to ASHBERY76)
Post #: 4
RE: MASS EFFECT MOD [wip] - 7/16/2012 9:39:34 PM   
WoodMan


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From: Ol' Blighty
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The ships are awesome!

I can't really help because I don't really know anything about ME, I own the first game for PC but it is still in its wrapping, lol. Part of an obsessive phase I went through where I tried to buy every RPG before the genre went to pot and the good old stuff wasn't available anymore.

_____________________________

"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking

(in reply to Kalthaniell)
Post #: 5
RE: MASS EFFECT MOD [wip] - 7/16/2012 10:01:39 PM   
Kalthaniell


Posts: 319
Joined: 5/31/2011
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quote:

ORIGINAL: Bleek

This thread is useless without pictures!

Sorry. ;)

...but get some pictures online!


True enough... I'll post sth below. Always good to get some early input.


quote:

ORIGINAL: WoodMan

The ships are awesome!

I can't really help because I don't really know anything about ME, I own the first game for PC but it is still in its wrapping, lol. Part of an obsessive phase I went through where I tried to buy every RPG before the genre went to pot and the good old stuff wasn't available anymore.


Thx Woodman ^^ I barely touched those, though. They are from the game itself (one of the very few ships in ME I'm afraid). I was thinking of kitbashing the entire set from that cruiser, but figured it will be better and faster to include all the normandies although in ME they are one of a kind uniqe ships. BTW I must say you are missing out on the ME trilogy. It's really worth your time.


As for more pics:
Portraits comparison (this is more or less what I am going for now)



Salarian ships (no lore for it, so I took the liberty to decide how they would look like)

(in reply to Bleek)
Post #: 6
RE: MASS EFFECT MOD [wip] - 7/16/2012 11:36:11 PM   
Bleek


Posts: 215
Joined: 10/26/2011
From: United Kingdom
Status: offline

quote:

ORIGINAL: Kalthaniell
*snip*


That's pretty good, I really like the last two white ships, they should look really nice in-game!

(in reply to Kalthaniell)
Post #: 7
RE: MASS EFFECT MOD [wip] - 7/16/2012 11:41:48 PM   
Mad Igor

 

Posts: 243
Joined: 6/18/2012
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reapers will be instead of shakturi i guess ? :P
and geth instead of Ancient Guardians but little tweak in behaviour ?
lol,readed OP after posted this.
PS:can we have at very least ship sets ?im hungry for new quality ships :P
PSS: there are few sketchs with solarian ships in google

< Message edited by Mad Igor -- 7/16/2012 11:53:15 PM >

(in reply to Bleek)
Post #: 8
RE: MASS EFFECT MOD [wip] - 7/17/2012 12:47:30 AM   
Igard


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Joined: 3/29/2010
From: Scotland
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Love ME, but can't bring myself to play the 3rd game. It would just take too much time, and I've heard the ending isn't very satisfying.

Mr. K, this is top drawer work so far! Love those Salarian ships, they're probably my 1st race of choice for this mod, so really pleased they look so good.

_____________________________

The Picard Era for Distant Worlds

Igard's Romulan Stormbird

(in reply to Mad Igor)
Post #: 9
RE: MASS EFFECT MOD [wip] - 7/17/2012 1:24:52 AM   
Shark7


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From: The Big Nowhere
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quote:

ORIGINAL: Igard

Love ME, but can't bring myself to play the 3rd game. It would just take too much time, and I've heard the ending isn't very satisfying.

Mr. K, this is top drawer work so far! Love those Salarian ships, they're probably my 1st race of choice for this mod, so really pleased they look so good.


The ending made no sense at all, on top of not being a happy ending. Definite let down there on what had been a decent game (the game also tended to be a lot more linear with smaller levels and less overall open world freedom). ME1 was the best of the series IMO.

_____________________________

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'When in doubt...attack!'

(in reply to Igard)
Post #: 10
RE: MASS EFFECT MOD [wip] - 7/17/2012 5:36:27 AM   
tjhkkr


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I like these ships... these are good work.
And I really like that space station you put together. That is sharp!
Nice work.

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Shark7)
Post #: 11
RE: MASS EFFECT MOD [wip] - 7/17/2012 7:43:23 AM   
HectorOfTroy


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Cool. Lookig forward to this. DW is perfect for ME universe.

(in reply to tjhkkr)
Post #: 12
RE: MASS EFFECT MOD [wip] - 7/17/2012 3:35:51 PM   
Kalthaniell


Posts: 319
Joined: 5/31/2011
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I've just finished character portraits for the Geth and Quarians. That would make about 140 character pics total... I got a feeling this is going to be a big download when it is done :P. I used ME reference pics to make the Quarians, which were made by Troodon80 and posted on deviantart. Saved me a lot of work extracting those myself, so I'm giving credits where they are due ^^

(in reply to HectorOfTroy)
Post #: 13
RE: MASS EFFECT MOD [wip] - 7/17/2012 8:31:20 PM   
Igard


Posts: 2281
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From: Scotland
Status: offline
That's great!! It's definately very nice to have a variety of character pics. Makes that much easier to remember them.

That's a problem with my Picard mod, there are so many generic characters sharing the same portrait, I get them mixed up all the time.

_____________________________

The Picard Era for Distant Worlds

Igard's Romulan Stormbird

(in reply to Kalthaniell)
Post #: 14
RE: MASS EFFECT MOD [wip] - 7/17/2012 10:18:48 PM   
ASHBERY76


Posts: 1974
Joined: 10/10/2001
From: England
Status: online
If keep the art that consistant it will look pro.Remember nobody can beat the Reapers by conventional means so maybe it should be set after ME3.

ME3 is still a very good game and worth playing.In most sci fi fiction endings are usually weak as they cannot compete with the early exposition.Return of the jedi,Matrix,Battlestar galactica,3001 The Final Odyssey,ect the list goes on for ****ty endings.


< Message edited by ASHBERY76 -- 7/17/2012 10:20:05 PM >

(in reply to Igard)
Post #: 15
RE: MASS EFFECT MOD [wip] - 7/18/2012 6:02:30 AM   
tjhkkr


Posts: 1839
Joined: 6/3/2010
Status: offline
quote:

ORIGINAL: Igard
That's great!! It's definately very nice to have a variety of character pics. Makes that much easier to remember them.
That's a problem with my Picard mod, there are so many generic characters sharing the same portrait, I get them mixed up all the time.


I am not sure there is an easy way around that, IGard.
I hav ebeen trying to cut the number of photos a bit with multiple character in one photo, but if you play the game long enough, I do not know how you can not end up using stock, generic characters...

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Igard)
Post #: 16
RE: MASS EFFECT MOD [wip] - 7/18/2012 9:06:17 AM   
Kalthaniell


Posts: 319
Joined: 5/31/2011
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quote:

ORIGINAL: tjhkkr

quote:

ORIGINAL: Igard
That's great!! It's definately very nice to have a variety of character pics. Makes that much easier to remember them.
That's a problem with my Picard mod, there are so many generic characters sharing the same portrait, I get them mixed up all the time.


I am not sure there is an easy way around that, IGard.
I hav ebeen trying to cut the number of photos a bit with multiple character in one photo, but if you play the game long enough, I do not know how you can not end up using stock, generic characters...


Yeah, I wish there was a way to tell the game to "pick one of the following for randomly generated character: hero1.png, hero2.png etc". It's probably not so easy to implement though, or it would be in the game already :(
I've made some geth ships btw ^^

(in reply to tjhkkr)
Post #: 17
RE: MASS EFFECT MOD [wip] - 7/18/2012 12:56:58 PM   
tjhkkr


Posts: 1839
Joined: 6/3/2010
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quote:

ORIGINAL: Kalthaniell
quote:

ORIGINAL: tjhkkr
quote:

ORIGINAL: Igard
That's great!! It's definately very nice to have a variety of character pics. Makes that much easier to remember them.
That's a problem with my Picard mod, there are so many generic characters sharing the same portrait, I get them mixed up all the time.


I am not sure there is an easy way around that, IGard.
I hav ebeen trying to cut the number of photos a bit with multiple character in one photo, but if you play the game long enough, I do not know how you can not end up using stock, generic characters...


Yeah, I wish there was a way to tell the game to "pick one of the following for randomly generated character: hero1.png, hero2.png etc". It's probably not so easy to implement though, or it would be in the game already :(


I think it could be done easily enough, BUT, I think the trouble would come in as to when to use the random picture draw versus the pre-defined characters. DW does a good job of taking ship sets randomly during the game; I suspect a similar technique could be used for random pictures... but again, it would be instructing the game when to use the random as opposed to the player defined characters...

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Kalthaniell)
Post #: 18
RE: MASS EFFECT MOD [wip] - 7/18/2012 1:44:19 PM   
Bleek


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This is looking better by the day!

(in reply to tjhkkr)
Post #: 19
RE: MASS EFFECT MOD [wip] - 7/18/2012 2:09:14 PM   
Igard


Posts: 2281
Joined: 3/29/2010
From: Scotland
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quote:

ORIGINAL: tjhkkr

quote:

ORIGINAL: Kalthaniell
quote:

ORIGINAL: tjhkkr
quote:

ORIGINAL: Igard
That's great!! It's definately very nice to have a variety of character pics. Makes that much easier to remember them.
That's a problem with my Picard mod, there are so many generic characters sharing the same portrait, I get them mixed up all the time.


I am not sure there is an easy way around that, IGard.
I hav ebeen trying to cut the number of photos a bit with multiple character in one photo, but if you play the game long enough, I do not know how you can not end up using stock, generic characters...


Yeah, I wish there was a way to tell the game to "pick one of the following for randomly generated character: hero1.png, hero2.png etc". It's probably not so easy to implement though, or it would be in the game already :(


I think it could be done easily enough, BUT, I think the trouble would come in as to when to use the random picture draw versus the pre-defined characters. DW does a good job of taking ship sets randomly during the game; I suspect a similar technique could be used for random pictures... but again, it would be instructing the game when to use the random as opposed to the player defined characters...



I meant that all my generic character portraits look the same, whereas here, you've at least given some of them a bit of variety in their colours, it should help matters alot.

To have the game select a random portrait, I think we'd need a seperate folder for each race inside the characterImages folder. Then entering a '?' in the character image field will tell the game to select from the race pool of images.

Hero character images would be stored outside of the race's folder (where they are now) so as not to be randomly selected.

Anyway, I think that would work. Also, it would be really nice to have the ability to enter a '?' for random values for all the fields. This would make the generic characters every bit as varied as the stock ones.

_____________________________

The Picard Era for Distant Worlds

Igard's Romulan Stormbird

(in reply to tjhkkr)
Post #: 20
RE: MASS EFFECT MOD [wip] - 7/18/2012 2:17:12 PM   
Data


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quote:

ORIGINAL: Bleek

This is looking better by the day!


Yeah, that's the Kalthaniell effect

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...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

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RE: MASS EFFECT MOD [wip] - 7/19/2012 2:30:44 PM   
Njordin

 

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i´m really looking forward to it !

nice to see that this community is still active and so much productive : )

(in reply to Data)
Post #: 22
RE: MASS EFFECT MOD [wip] - 7/19/2012 3:19:01 PM   
Kalthaniell


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Joined: 5/31/2011
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quote:

ORIGINAL: Data


quote:

ORIGINAL: Bleek

This is looking better by the day!


Yeah, that's the Kalthaniell effect


Thx Data. It's a Jedi power I got :P Quite handy ;) Always good to know, that what one's doing is worthwhile.


quote:

0, John Godwin, 4, alliance23.png, , 29, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0


Can anyone tell me what's wrong with this line? I keep getting this error no matter what I do. It's probably sth obvious that I'm missing :/ ...

(in reply to Njordin)
Post #: 23
RE: MASS EFFECT MOD [wip] - 7/19/2012 4:52:31 PM   
Igard


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From: Scotland
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You've just missed the race name after the character image. I did this lots too so I spotted it straight away!

0, John Godwin, 4, alliance23.png, Human, 29, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0

_____________________________

The Picard Era for Distant Worlds

Igard's Romulan Stormbird

(in reply to Kalthaniell)
Post #: 24
RE: MASS EFFECT MOD [wip] - 7/19/2012 5:15:56 PM   
Kalthaniell


Posts: 319
Joined: 5/31/2011
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quote:

ORIGINAL: Igard

You've just missed the race name after the character image. I did this lots too so I spotted it straight away!

0, John Godwin, 4, alliance23.png, Human, 29, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0


Wow, the manual said it was optional, so I assumed I can leave it blank. Thx Igard, I wouldn't stumble upon this solution for some time ^^


Also, I managed to get some help with shipmaking, which resulted in changed (imo better) alliance ships. I changed colour scheme from red to blue. It's more ME3 and less ME 1 and 2.


EDIT: Quarians almost done. Only stations left.



Next stop the blue squids and their flying space silvery bowls. I'm not expecting to make anything too breathtaking :P

< Message edited by Kalthaniell -- 7/19/2012 8:33:46 PM >

(in reply to Igard)
Post #: 25
RE: MASS EFFECT MOD [wip] - 7/19/2012 11:12:38 PM   
Igard


Posts: 2281
Joined: 3/29/2010
From: Scotland
Status: offline

quote:

ORIGINAL: Kalthaniell

Wow, the manual said it was optional, so I assumed I can leave it blank. Thx Igard, I wouldn't stumble upon this solution for some time ^^



I had no idea the manual said that. I just tested without the race name, and it worked for me, though I know I had this problem in the past, the mod wouldn't start without it.

Does it work after filling the blank field?

BTW, so stoked to see this mod released, those ships look glorious!!

_____________________________

The Picard Era for Distant Worlds

Igard's Romulan Stormbird

(in reply to Kalthaniell)
Post #: 26
RE: MASS EFFECT MOD [wip] - 7/20/2012 12:44:58 AM   
Jon Micheelsen

 

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Oooooh, this is looking better and better by the day

(in reply to Igard)
Post #: 27
RE: MASS EFFECT MOD [wip] - 7/20/2012 3:55:50 AM   
Haree78


Posts: 1257
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I can't wait to see this. Top quality work Kalthaniell.

That 'optional' parameter stumped me for some time on my BSG mod, I forgot all about it!

Regarding the random character images I can't imagine it would be a big deal. The only thing I can think is that modders will forever have improvements they would like and Elliot just decides to draw the line on how much work he will put in to modding.
It's a shame because we haven't quite got to the point where modding allows us to do a real total conversion.
My BSG mod will have characters all looking like Bill Adama after all the defined characters are used up.

_____________________________

Distant Worlds Extended
Battlestar Galactica Legends Mod

(in reply to Jon Micheelsen)
Post #: 28
RE: MASS EFFECT MOD [wip] - 7/20/2012 4:44:06 AM   
ehsumrell1


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I remember that Elliot once told me that usually, a defined character amount up to about 500
for a mod was viable before any performance degradation would appear (even on single core machines with
XP-SP3 as the OS platform). Although, as Igard and I found out, one, that is A LOT of work in
defining individual character images and skills/traits in the corresponding character files, and
two, applying the character skills/traits for balance according to their racial biases can be slow
going. But then again, if done correctly, it does enhance the quality of play. Also, it minimizes
the usage of 'generic' characters at least until the late/end game period (since the number of
characters generated in a game is based on population).

_____________________________

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(in reply to Haree78)
Post #: 29
RE: MASS EFFECT MOD [wip] - 7/20/2012 5:00:20 AM   
tjhkkr


Posts: 1839
Joined: 6/3/2010
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quote:

ORIGINAL: ehsumrell1
I remember that Elliot once told me that usually, a defined character amount up to about 500 for a mod was viable before any performance degradation would appear (even on single core machines with XP-SP3 as the OS platform). Although, as Igard and I found out, one, that is A LOT of work in
defining individual character images and skills/traits in the corresponding character files, and two, applying the character skills/traits for balance according to their racial biases can be slow going. But then again, if done correctly, it does enhance the quality of play. Also, it minimizes the usage of 'generic' characters at least until the late/end game period (since the number of characters generated in a game is based on population).


I am learning this as well.... :) I have only managed 100 so far...

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to ehsumrell1)
Post #: 30
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