Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Mass Effect Version 0.1 - WIP (34 races)

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Design and Modding >> Mass Effect Version 0.1 - WIP (34 races) Page: [1]
Login
Message << Older Topic   Newer Topic >>
Mass Effect Version 0.1 - WIP (34 races) - 3/5/2019 5:46:18 PM   
rjord1

 

Posts: 1758
Joined: 6/14/2013
From: Sydney, Australia
Status: offline




Work has begun to complete the mod Mass Effect 4 from 2012 and converting the mod over to Universe.

Looking at the work done by the original modder Tyrador there is much work to be done.

This mod will continue development under the new name Mass Effect

The original thread on Mass Effect 4 from 2012 can be found here....
http://www.matrixgames.com/forums/tm.asp?m=3152095




Attachment (1)

< Message edited by rjord1 -- 3/5/2019 11:26:50 PM >
Post #: 1
Mass Effect - WIP (Finishing Mass Effect 4) - 3/5/2019 6:12:30 PM   
rjord1

 

Posts: 1758
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
At this stage the following are the races to be in the mod


Milky Way Galaxy Citadel Races
------------------------------
Asari
Drell
Elcor
Hanar
Humans
Keepers
Salarians
Turians
Volus


Milky Way Galaxy Non-Citadel Races
----------------------------------
Batarians
Collectors
Geth
Krogan
Leviathans
Quarians
Raloi
Reapers
Virtual Aliens
Vorcha
Yahg


Milky Way Galaxy Historical Races
---------------------------------
Arthenn
Densorin
Inusannon
Oravores
Protheans
Rachni
Thoi'han
Zeioph
Zha'til


Andromeda Galaxy Intelligent Races
----------------------------------
Angara
Jardaan
Kett
Remnant



_____________________________



(in reply to rjord1)
Post #: 2
RE: Mass Effect - WIP (Finishing Mass Effect 4) - 3/5/2019 6:25:47 PM   
larrybush


Posts: 583
Joined: 11/17/2005
From: Florida nowdays
Status: offline
I've been playing the mod at (80%) advertised completion with just some of the races and so far no crashes.

Humans
Geth
Taurian
Batavian
Asari
and one oddball independent I don't remember

(in reply to rjord1)
Post #: 3
Mass Effect - WIP (Finishing Mass Effect 4) - 3/5/2019 6:42:21 PM   
rjord1

 

Posts: 1758
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
I am adding in 13 races which were not in the mod that Tyrador had flagged as 80% completed.

I notice also 5 races were in Tyradors mod which I have not listed above.

These are races I believe that are now extinct and were ancient races but I will check if they should be in the mod.

The 5 races to be looked at are:
Ditakur
Endorumi
Synril
Vandomar
Zha

_____________________________



(in reply to larrybush)
Post #: 4
RE: Mass Effect - WIP (Finishing Mass Effect 4) - 3/5/2019 6:51:49 PM   
rjord1

 

Posts: 1758
Joined: 6/14/2013
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: larrybush

I've been playing the mod at (80%) advertised completion with just some of the races and so far no crashes.

Humans
Geth
Taurian
Batavian
Asari
and one oddball independent I don't remember



I can see that Tyrador had added 38 races in the mod, however 20 of those 38 races are the same races from Vanilla Distant Worlds.

_____________________________



(in reply to larrybush)
Post #: 5
Mass Effect - WIP (Finishing Mass Effect 4) - 3/5/2019 7:16:52 PM   
rjord1

 

Posts: 1758
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
After removing the Vanilla races from the mod and adding in the new ones there will be 33 Mass Effect races in the mod, 38 races if I include the 5 extinct races.

_____________________________



(in reply to rjord1)
Post #: 6
RE: Mass Effect - WIP (Finishing Mass Effect 4) - 3/5/2019 7:48:37 PM   
larrybush


Posts: 583
Joined: 11/17/2005
From: Florida nowdays
Status: offline
Well good luck to you, I will definitely try when released.

(in reply to rjord1)
Post #: 7
Mass Effect Version 0.1 - WIP - 3/5/2019 9:41:33 PM   
rjord1

 

Posts: 1758
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
The first 16 races added to the mod.......
I have added an extra race to the total races planned for the mod.






Attachment (1)

< Message edited by rjord1 -- 3/5/2019 10:25:23 PM >


_____________________________



(in reply to larrybush)
Post #: 8
RE: Mass Effect Version 0.1 - WIP - 3/5/2019 10:30:40 PM   
larrybush


Posts: 583
Joined: 11/17/2005
From: Florida nowdays
Status: offline
I will await your efforts. It will be interesting to see how you get the Council races to all 'get along' in game.

(in reply to rjord1)
Post #: 9
RE: Mass Effect Version 0.1 - WIP - 3/5/2019 11:10:49 PM   
rjord1

 

Posts: 1758
Joined: 6/14/2013
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: larrybush

I will await your efforts. It will be interesting to see how you get the Council races to all 'get along' in game.




That would be done using the race bias file and race family files..... for races that get on very well give them a high positive bias.... if they don't get on with each other use a negative bias.

_____________________________



(in reply to larrybush)
Post #: 10
Mass Effect Version 0.1 - WIP - 3/5/2019 11:11:44 PM   
rjord1

 

Posts: 1758
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
The portraits for all 34 Mass Effect races have been added......

_____________________________



(in reply to rjord1)
Post #: 11
RE: Mass Effect Version 0.1 - WIP - 3/7/2019 11:45:58 AM   
larrybush


Posts: 583
Joined: 11/17/2005
From: Florida nowdays
Status: offline
I had previously downloaded this mod for something to play around with.

I noticed the creator had two Human text files, one labeled Human & one labeled Humans. Don't know why.
I notice some odd behavior when the game creates characters, it seems to create a new characters unlike the text file that defines them - using David Anderson's image file - he is not specified in the race image folder. It also uses a name I can't find any any text file. The image is in the Human file - The game is using Humans file to define the Terran race for the game.
So I deleted or changed the file names so there is only a Human entry for all the text files. I get an error message now, slowly working my way through debugging this (good learning experience). I've done a search and replace for all words "Humans". No luck. Right now replacing the files one at a time from the non-modified game to see which file is incorrect.

Note: I have 2 folders in the customize folder 1) the original mod Mass Effect 4 Mod 2) a slightly different name to use for changes. The original one still works.





Attachment (1)

< Message edited by larrybush -- 3/7/2019 11:46:42 AM >

(in reply to rjord1)
Post #: 12
Mass Effect Version 0.1 - WIP - 3/7/2019 2:21:09 PM   
rjord1

 

Posts: 1758
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Mass Effect 4 did have a number of issues and this included the use of Human and Humans as races.
This is why I decided to continue the mod 5 years later and get these issues fixed.

I have already fixed the problem you mentioned above when I removed all races that come with the standard game of Distant Worlds Universe. Hence no more Ketarov, Mortalen, Mechanoid etc in my newer version of the mod.

The 34 races I have added are all strictly from Mass Effect and there is now only a Human race and no more Humans.

The updated version of Mass Effect will be released this month.




_____________________________



(in reply to larrybush)
Post #: 13
RE: Mass Effect Version 0.1 - WIP - 3/7/2019 3:08:38 PM   
larrybush


Posts: 583
Joined: 11/17/2005
From: Florida nowdays
Status: offline
Well thankfully your going to distribute a final mod.

I am messing with it to understand how to mod. Plus I always thought a Human/Geth war would be interesting. I liked the first game much more than the sequels.

You would think since the text file human was the stock file and humans was the customized file just renaming it correctly deleting the others would work fine. I ran a search and replace to make sure the word 'humans' was replaced with 'human'. Nope error city! In fact after replacing all the custom files with stock files 'human' did not fix it either. So I am just frustrated with not being able to figure out what is corrupted.

This is all an exercise to be able to hit the ground running when DW2 comes out. Assuming it is worthy to purchase.

(in reply to rjord1)
Post #: 14
RE: Mass Effect Version 0.1 - WIP - 3/7/2019 3:29:27 PM   
rjord1

 

Posts: 1758
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
If you look at the biases.txt file you will see

4, Human, 0, 0, -10, -10, 10, 0, 0, 0, 0, 0, 0, 0, 0, -10, 0, 0, 10, -10, 10, 0, -10, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0

22, Humans, 0, 0, -10, -10, 10, 0, 0, 0, 0, 0, 0, 0, 0, -10, 0, 0, 10, -10, 10, 0, -50, 0, 10, 5, -5, 0, -15, -5, 0, 10, 0, 0, 3, 0


If you want to remove Humans from the mod it is not a matter of deleting the line #22 as you need to make sure that you have a race number 22. You also can't rename all occourences of Humans to Human as you will then have 2 races called Human.


To remove Humans from the mod you need to replace every occurrence of Humans , not Human. So for example in biases.txt instead of deleting Humans from the file replace the word Humans with Ditakur to add the Ditakur to the mod.

Then go into the folders
characters
designTemplates
dialog
Policy
races

and make sure Humans in each folder...and in the files in that folder ....do not have the word Humans and have the new name eg Ditakur

Also if the test was lowercase keep as lowercase.....if it was upper case then use uppercase.... this can cause errors if you dont follow this rule.

If you can't see where your error is in the mod use the modding tool here
http://www.matrixgames.com/forums/tm.asp?m=4030377






< Message edited by rjord1 -- 3/7/2019 3:40:59 PM >


_____________________________



(in reply to larrybush)
Post #: 15
RE: Mass Effect Version 0.1 - WIP - 3/7/2019 3:52:51 PM   
larrybush


Posts: 583
Joined: 11/17/2005
From: Florida nowdays
Status: offline
Well that is probably the issue. I did not notice race #4 the other humans! Ha! I understand what you are telling me.
I have the tool but I have not un-zipped it yet (I'm always paranoid about software)

Your up early if your in Sydney BTW.

Thanks


(in reply to rjord1)
Post #: 16
RE: Mass Effect Version 0.1 - WIP - 3/7/2019 4:14:15 PM   
rjord1

 

Posts: 1758
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Yes its 4:13am here..... been up since 1am

_____________________________



(in reply to larrybush)
Post #: 17
Mass Effect Version 0.1 - WIP - 3/7/2019 4:44:40 PM   
rjord1

 

Posts: 1758
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
A screenshot from the new early version of the Mass Effect bias file.

I create the test files using Excel and have the bias between races randomly generated.
A much easier way of modding when creating a mod from scratch.






Attachment (1)

_____________________________



(in reply to rjord1)
Post #: 18
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Design and Modding >> Mass Effect Version 0.1 - WIP (34 races) Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.137