Mass Effect Version 0.1 - WIP (34 races)

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rjord2021
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Mass Effect Version 0.1 - WIP (34 races)

Post by rjord2021 »

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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....
tm.asp?m=3152095


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rjord2021
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Mass Effect - WIP (Finishing Mass Effect 4)

Post by rjord2021 »

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

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rjord2021
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Mass Effect - WIP (Finishing Mass Effect 4)

Post by rjord2021 »

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
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rjord2021
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RE: Mass Effect - WIP (Finishing Mass Effect 4)

Post by rjord2021 »

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.
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rjord2021
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Mass Effect - WIP (Finishing Mass Effect 4)

Post by rjord2021 »

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.
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Mass Effect Version 0.1 - WIP

Post by rjord2021 »

The first 16 races added to the mod.......
I have added an extra race to the total races planned for the mod.



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RE: Mass Effect Version 0.1 - WIP

Post by rjord2021 »

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.
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rjord2021
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Mass Effect Version 0.1 - WIP

Post by rjord2021 »

The portraits for all 34 Mass Effect races have been added......
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Mass Effect Version 0.1 - WIP

Post by rjord2021 »

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.


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RE: Mass Effect Version 0.1 - WIP

Post by rjord2021 »

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
tm.asp?m=4030377




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RE: Mass Effect Version 0.1 - WIP

Post by rjord2021 »

Yes its 4:13am here..... been up since 1am
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Mass Effect Version 0.1 - WIP

Post by rjord2021 »

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.



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RE: Mass Effect Version 0.1 - WIP

Post by ValkyriesGrace »

So, whatever happened to this? Normally Mass Effect 4 Mod and Prothean Cycle mod were my go-to mods for Shadows and Universe, but ME4M just crashes on the odd occasion these days. Was looking forward to an updated, fresh take on the ME mod.
My mind.. Its like an Encyclopedia of..Everything SciFi..
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