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Post by Sunegami on Aug 27, 2016 20:39:32 GMT
Well, alas, it made a lot more sense with IT, the kid was never real Not that that helps now that it's all said and done Edit: It always creeps me the heck out that both Shepards speak in conjunction with the kid (and also doesn't strictly make sense). I suppose that would be just as creepy with the Virmire Survivor. Well, if the kid's not real, you can explain the Shepard voices as being all in Shepard's head anyway, right?
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Post by Nayawk on Aug 28, 2016 9:34:09 GMT
The moment I saw the kid in the opening sequence of ME3 I knew he was going to annoy me. Now if only there was a mod that removed all trace of the brat, especially the dreams. My Shep is not going to be haunted by one kid going boom. I've got you covered. www.nexusmods.com/masseffect3/mods/362/?Hurrah. Just in time, I have just finished ME2, next up ME3 brat free baby.
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Post by BansheeOwnage on Aug 29, 2016 3:46:55 GMT
Well, alas, it made a lot more sense with IT, the kid was never real Not that that helps now that it's all said and done Edit: It always creeps me the heck out that both Shepards speak in conjunction with the kid (and also doesn't strictly make sense). I suppose that would be just as creepy with the Virmire Survivor. Well, if the kid's not real, you can explain the Shepard voices as being all in Shepard's head anyway, right? Oh, definitely! What I mean by that was that since there is only one Shepard at a time, they can't can't have heard what the other Shepard sounds - or would sound - like. But I suppose if the kid was never real, what's one more fake voice? It's just funny that it happens to be their other voice. If that made sense
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Sunegami
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Post by Sunegami on Aug 29, 2016 3:58:37 GMT
Well, if the kid's not real, you can explain the Shepard voices as being all in Shepard's head anyway, right? Oh, definitely! What I mean by that was that since there is only one Shepard at a time, they can't have heard what the other Shepard sounds - or would sound - like. But I suppose if the kid was never real, what's one more fake voice? It's just funny that it happens to be their other voice. If that made sense Haha, yeah, that makes sense.
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Post by Tonymac on Aug 30, 2016 10:15:53 GMT
If I ever get around to completing my current ME2 play through I'll look into this mod. I've used MEHEM, so this should be similar and yet provide subtle changes that will keep things interesting.
I also like the shorter dreams sequence with no kid - Thank you very much for posting that one Deager.
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Post by Deleted on Aug 30, 2016 10:26:02 GMT
If I ever get around to completing my current ME2 play through I'll look into this mod. I've used MEHEM, so this should be similar and yet provide subtle changes that will keep things interesting. Give it a try, it works really well! Unlike MEHEM it doesn't really add much, so it feels light and not 'modded' if you know what I mean.
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Post by deager on Aug 30, 2016 13:59:05 GMT
I'll second this. I've used every ending mod out there (not many of them) and of course the Extended Cut and original endings and JohnP's is easily the closest to just being the best ending the trilogy could have. His re-routing of the existing dialogue based on your EMS is, I would say, done better than how Bioware routed the conversation that they wrote. It should give zero feeling of being a mod and gives the option of a pretty sweet ending.
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Iakus
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Post by Iakus on Sept 1, 2016 17:44:55 GMT
MEHEM will always be my go-to ending. But JohnP's Alternate MEHEM is also a fine mod.
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Post by deager on Sept 1, 2016 23:04:38 GMT
MEHEM will always be my go-to ending. But JohnP's Alternate MEHEM is also a fine mod. Yeah, I just rotate around a bunch myself. I do like me some suicide mission music.
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dmc1001
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Post by dmc1001 on Sept 20, 2016 5:02:57 GMT
I wanted to make a thread to highlight a really great mod I've just used for the ending of ME3. No doubt many of you will know it but some won't so I thought it worth a mention. It's called JohnP's Alternate MEHEM - www.nexusmods.com/masseffect3/mods/265/? and is based off of the Happy Ending mod although it's far far simpler. MEHEM is too over the top for my personal tastes but this one was perfect. I've played twice before, my first Shep chose destroy which suited him as he was distrustful of AI. My second got pissed with the kid and shot him. He failed and the Reapers won, it was the perfect ending for him. This time round I was more torn. Having watched synthesis on Youtube and experienced one of the biggest 'WTF was THAT?!?!?' moments I've ever had, I couldn't go for that. Makes no damn sense. Besides, this Shep would never play God with ppl's lives. Control wouldn't work as she'd just given TIM an epic speech about how he could never control the Reapers and it'd all go horribly wrong. She convinced him it was a terrible gamble, so how could she then do the same thing? So I tried 2 mods. The first was the Extended Anderson Conversation which fit my femShep well as she was close to him - www.nexusmods.com/masseffect3/mods/173/?The second changed the ending profoundly. After Anderson died and Hackett calls Shep over the comms, she reaches for the console to try and activate the crucible, and collapses. At that point in the vanilla game she's taken up on a platform to meet the kid. This is where the mod kicks in, instead Shep reaches for the console, collapses, and the 'destroy' beam is activated. It shoots out across the galaxy killing all the Reapers, Hackett's voiceover starts and the slides of dead squadmates show up as normal. No mentions is made of having to kill AIs at all, the relays are destroyed though. Then, in the rubble of the Citadel you can hear Joker, EDI and Liara calling out for Shepard, and she takes a breath. A few more cinematics then Shep is on the Normandy at the memorial with her crew, putting Anderson's name up on the wall. She hugged her LI and the Normandy flew away. Sure, a few bits were a little pixelly and you could tell it was modded, but it's minor and overall it was really good. Just simple and neat, no big deep decisions about the fate of the galaxy. Just press this button and kill the bastards, and your crew come back for you. No Normandy stranded on a weird planet either. So I wanted to highlight it for those who don't know about it and play on PC. I played Version B. Both mods are easy to install, just put them in the DLC folder and make sure Origin can't update ME3 (as it will 'fix' the game and delete them). I think you might have found my mods for me. I did Synthesis once to see what it was like. I did enjoy seeing EDI and Joker have a happy ending but, dammit, leaving Kaidan alone without Shepard is a big fail. Like you, I thought MEHEM was a bit much. It's going to be a while before I get to ME3 again (just finishing up a PT there but have a different Shepard imported into ME2 that I haven't done anything with) but this is something to look forward to.
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Post by Deleted on Sept 20, 2016 12:14:51 GMT
I wanted to make a thread to highlight a really great mod I've just used for the ending of ME3. No doubt many of you will know it but some won't so I thought it worth a mention. It's called JohnP's Alternate MEHEM - www.nexusmods.com/masseffect3/mods/265/? and is based off of the Happy Ending mod although it's far far simpler. MEHEM is too over the top for my personal tastes but this one was perfect. <snip> I think you might have found my mods for me. I did Synthesis once to see what it was like. I did enjoy seeing EDI and Joker have a happy ending but, dammit, leaving Kaidan alone without Shepard is a big fail. Like you, I thought MEHEM was a bit much. It's going to be a while before I get to ME3 again (just finishing up a PT there but have a different Shepard imported into ME2 that I haven't done anything with) but this is something to look forward to. Great! I hope you enjoy it.
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dmc1001
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Post by dmc1001 on Sept 21, 2016 15:50:33 GMT
I couldn't wait for another PT so I opened up a Shepard I'd previously completed. That Extender Anderson Conversation was everything! So glad to have it.
Not sure what's up with JAM. I've got a black screen and music is playing but nothing more. I got the EC endings but not the memorial scene.
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Post by Deleted on Sept 24, 2016 22:53:11 GMT
I couldn't wait for another PT so I opened up a Shepard I'd previously completed. That Extender Anderson Conversation was everything! So glad to have it. Not sure what's up with JAM. I've got a black screen and music is playing but nothing more. I got the EC endings but not the memorial scene. Hmm...could be that it was an old game. I used it with a fresh playthrough, installing it beforehand. I did read someone in the comments on Nexusmods say that it played fine first time, but when they went back and re-did it (on the same playthrough) they got a black screen.
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Post by dmc1001 on Sept 26, 2016 0:07:10 GMT
I couldn't wait for another PT so I opened up a Shepard I'd previously completed. That Extender Anderson Conversation was everything! So glad to have it. Not sure what's up with JAM. I've got a black screen and music is playing but nothing more. I got the EC endings but not the memorial scene. Hmm...could be that it was an old game. I used it with a fresh playthrough, installing it beforehand. I did read someone in the comments on Nexusmods say that it played fine first time, but when they went back and re-did it (on the same playthrough) they got a black screen. I created a new Shepard for ME3 last week. Been away for the weekend so haven't played in days but will see what happens at the end before looking into it more deeply.
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Post by Deleted on Sept 26, 2016 13:43:29 GMT
I've run into the thing you've described. For me, the problem was some kind of update to the game, after the mod was installed. Uninstalling the mod, running game repair and reinstalling the mod didn't fix it. I had to uninstall the game and reinstall it, then install the mod, at which point, everything worked. It's happened to me a few times ... enough, that I can spot the "tell" that it will happen again.
In the mod, they overwrite a Hacket dialog with a Joker dialog. If the mod works correctly, the subtitles match. If the game has been changed, the words and subtitles don't match and you get the black screen. If you reload from autosave, you end up in some part of the Citadel I don't recognize ... probably where you meet the StarBrat, without all the pieces in place, so it looks strange ... and the game won't progress.
Unless you've started the attack on Cerberus HQ, it should not matter which game file you use. You might lose a couple of emails from Capt Fob, but that's about it. Also, if you use a game file that has a completion, you open it up to just prior to the attack on Cerberus HQ ... if you install the mod, the game file will work playing through that run. What won't work, is to install the mod and try to pick up after you start the attack on Cerberus HQ.
Normally, I have automatic updates disabled on Origin. But occasionally, after an Origin update, the disable command is overwritten and I have to go back and disable auto-update again. This has happened several times, so it might have happened to you at some point.
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Post by BansheeOwnage on Sept 26, 2016 18:37:11 GMT
I've run into the thing you've described. For me, the problem was some kind of update to the game, after the mod was installed. Uninstalling the mod, running game repair and reinstalling the mod didn't fix it. I had to uninstall the game and reinstall it, then install the mod, at which point, everything worked. It's happened to me a few times ... enough, that I can spot the "tell" that it will happen again.
In the mod, they overwrite a Hacket dialog with a Joker dialog. If the mod works correctly, the subtitles match. If the game has been changed, the words and subtitles don't match and you get the black screen. If you reload from autosave, you end up in some part of the Citadel I don't recognize ... probably where you meet the StarBrat, without all the pieces in place, so it looks strange ... and the game won't progress. Oooo, the part of me that like exploring out-of-bounds and finding things to speculate on is interested Did you take any screenshots of the weird place?
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Post by Deleted on Sept 26, 2016 18:49:46 GMT
Oooo, the part of me that like exploring out-of-bounds and finding things to speculate on is interested Did you take any screenshots of the weird place? Nah ... it was an empty platform ... my guess is that in an unmodded game, it would be populated with objects for the StarBrat interaction. You could see the space battle in the background, you had the music, you could walk about the platform ... but there was nothing to interact with and no way to progress beyond that point. My guess is, like the confused dialog (words and subtitles not matching), this was a "betwixt and between" rendition of the game ... less interesting, more about being just plain dorked up. But that is just a guess. And sorry, no screen shots ... mostly I was frustrated at being stuck (because the game won't register as complete unless you get past this, to the end cutscenes). On subsequent runs, I knew what I had to do ... uninstall and reinstall the game, then reinstall the mod ... so instead of screen shots, my thoughts were more in line of "aww crap" and getting on with what had to be done. On the bright side ... if you really are curious ... with the MEHEM mod installed, do a game repair, then run an endgame, starting with the attack on Cerberus HQ ... everything will play normally, until Shepard reaches for the console ... then the screen will go black (as others have said). Try to save the game ... I don't think it will and I think an autosave occurs as it tries to transition from the cutscene and fails ... then load the current game. Instead of the black screen, you'll be on the empty platform. Of course, now you'll have to uninstall the game, reinstall it and install the mod all over again ... but hey, you're doing it for Science TM ...
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Sunegami
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Post by Sunegami on May 25, 2018 15:42:12 GMT
I think the Extended Anderson Conversation may unfortunately be shot. It just isn't working at all in my NG+, and I know it worked last time. I've checked that everything is installed correctly, but the extended conversation just never fires. :c
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Post by dmc1001 on May 26, 2018 6:58:33 GMT
I think the Extended Anderson Conversation may unfortunately be shot. It just isn't working at all in my NG+, and I know it worked last time. I've checked that everything is installed correctly, but the extended conversation just never fires. :c Hmm...did you disable automatic updates from Origin? That can prevent this conversation from happening since it "restores" the game files and removes anything that it perceives doesn't belong. Otherwise, just drop the folder (DLC_CON_ExtAnd) into Program Files (x86)/Origin Games/Mass Effect 3/BIOGame/DLC. It doesn't overwrite anything, just adds. Make sure the folder and files are present.
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Post by Sunegami on May 29, 2018 1:04:05 GMT
I think the Extended Anderson Conversation may unfortunately be shot. It just isn't working at all in my NG+, and I know it worked last time. I've checked that everything is installed correctly, but the extended conversation just never fires. :c Hmm...did you disable automatic updates from Origin? That can prevent this conversation from happening since it "restores" the game files and removes anything that it perceives doesn't belong. Otherwise, just drop the folder (DLC_CON_ExtAnd) into Program Files (x86)/Origin Games/Mass Effect 3/BIOGame/DLC. It doesn't overwrite anything, just adds. Make sure the folder and files are present. I actually discovered the problem with help from Discord: the Carnifex4Predator DLC mod overrides literally everything, and was screwing up my game. Once I removed that mod everything worked as intended.
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