MASS EFFECT MOD [Released 1.00]

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

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Data
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RE: MASS EFFECT MOD [wip]

Post by Data »

ORIGINAL: Bleek

This is looking better by the day! [8D]

Yeah, that's the Kalthaniell effect [:)]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
Njordin
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RE: MASS EFFECT MOD [wip]

Post by Njordin »

i´m really looking forward to it !

nice to see that this community is still active and so much productive : )
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Kalthaniell
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RE: MASS EFFECT MOD [wip]

Post by Kalthaniell »

ORIGINAL: Data

ORIGINAL: Bleek

This is looking better by the day! [8D]

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.

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 :/ ...
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Igard
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RE: MASS EFFECT MOD [wip]

Post by 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
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Kalthaniell
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RE: MASS EFFECT MOD [wip]

Post by Kalthaniell »

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.
ImageImage

EDIT: Quarians almost done. Only stations left.

ImageImage

Next stop the blue squids and their flying space silvery bowls. I'm not expecting to make anything too breathtaking :P
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Igard
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RE: MASS EFFECT MOD [wip]

Post by Igard »

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!!
Jon Micheelsen
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RE: MASS EFFECT MOD [wip]

Post by Jon Micheelsen »

Oooooh, this is looking better and better by the day [&o]
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Haree78
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RE: MASS EFFECT MOD [wip]

Post by Haree78 »

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.
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ehsumrell1
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RE: MASS EFFECT MOD [wip]

Post by 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). [:)]
Shields are useless in "The Briar Patch"...
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tjhkkr
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RE: MASS EFFECT MOD [wip]

Post by tjhkkr »

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.
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Kalthaniell
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RE: MASS EFFECT MOD [wip]

Post by Kalthaniell »

I didn't try the character txt yet, but I finished Asari and Quarians. Graphics-wise all that remain to be done are a couple of spacestations for salarians and the geth. The Turians really need some polishing though. I'm not sure how quickly can I make the race files, but with luck the first release might be ready by the end of the week ^^
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Bleek
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RE: MASS EFFECT MOD [wip]

Post by Bleek »

Cool, look forwarding to playing with this.

Will it be compatible with DW Extended so we can have loads of extra races?
I've been beta testing myself for decades.
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Kalthaniell
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RE: MASS EFFECT MOD [wip]

Post by Kalthaniell »

ORIGINAL: Bleek

Cool, look forwarding to playing with this.

Will it be compatible with DW Extended so we can have loads of extra races?

I could make a special compatible version, but otherwise no. My new races use the same numbers the other ones do and the bias txt would have to be adjusted for more races.
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Haree78
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RE: MASS EFFECT MOD [wip]

Post by Haree78 »

ORIGINAL: Bleek

Cool, look forwarding to playing with this.

Will it be compatible with DW Extended so we can have loads of extra races?

If Kalthaniell doesn't have time for it I could look at doing it myself if there is much call for it and Kalthaniell is happy about it. Some races would have to share ship sets though because of the in game ship set limit.
The biases I can probably sort out easy enough basing bias on similar races.
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ehsumrell1
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RE: MASS EFFECT MOD [wip]

Post by ehsumrell1 »

ORIGINAL: Haree78

ORIGINAL: Bleek

Cool, look forwarding to playing with this.

Will it be compatible with DW Extended so we can have loads of extra races?

Some races would have to share ship sets though because of the in game ship set limit.
Hello Haree & Bleek:

The shipset limit is 50 for Legends. The following must be adhered to though as stated in Elliot's
customization guide for Legends.

"If you add completely new ship image families then ensure that the sequence of folder names retains a continuous series of numbers. For example if you add a new ship image family folder named “family26”, you must also have folders named “family25”, “family24”, “family23”, etc – all the way back to “family0”." Hope this helps! [:)]
Shields are useless in "The Briar Patch"...
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Kalthaniell
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RE: MASS EFFECT MOD [wip]

Post by Kalthaniell »

ORIGINAL: ehsumrell1

ORIGINAL: Haree78

ORIGINAL: Bleek

Cool, look forwarding to playing with this.

Will it be compatible with DW Extended so we can have loads of extra races?

Some races would have to share ship sets though because of the in game ship set limit.
Hello Haree & Bleek:

The shipset limit is 50 for Legends. The following must be adhered to though as stated in Elliot's
customization guide for Legends.

"If you add completely new ship image families then ensure that the sequence of folder names retains a continuous series of numbers. For example if you add a new ship image family folder named “family26”, you must also have folders named “family25”, “family24”, “family23”, etc – all the way back to “family0”." Hope this helps! [:)]

Yeah, I learned this the hard way. I don't mind making an extra compatible version of the mod. I am all about adding diversity to the game and creating richer experience for ppl. I myself would probably play the compatible version of the mod. Once I add a mod I like to the game I have a really hard time replacing it with another one, even if it's just as good. Even now I use a mishmash of many different additions from various mods (my own included).
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Bleek
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RE: MASS EFFECT MOD [wip]

Post by Bleek »

Do you mean to make it compatible with your shipyard mod?

That would be great because at the minute you can't use these two mods together, or am I wrong?
I've been beta testing myself for decades.
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Kalthaniell
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RE: MASS EFFECT MOD [wip]

Post by Kalthaniell »

ORIGINAL: Bleek

Do you mean to make it compatible with your shipyard mod?

That would be great because at the minute you can't use these two mods together, or am I wrong?

No, not at all. My shipyard adds only shipsets, nothing more. You can use it at will to replace vanilla shipsets with the ones you like. Same goes for races and shipsets from other mods that do not add races above nr 22, but replaces the DW ones. So for example, you will be able to install ME mod, use my shipyard shipsets for families ,say 1-7, install four ST races and their shipsets and throw in custom race pics and better planets :] You gotta love DW modding ;)
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Kalthaniell
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RE: MASS EFFECT MOD [wip]

Post by Kalthaniell »

Here is how Asari and Turians will look like :)
ImageImage
ImageImage

Not much work left really. Graphics-wise at least.
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Tyrador
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RE: MASS EFFECT MOD [wip]

Post by Tyrador »

Kalthaniell, very very nice ships! You put a great work in here[8D]
Can't wait to see the reapers[:D]
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