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Expanded Galaxy Mod

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Expanded Galaxy Mod

Postby Kinkojiro » 23 Sep 2014, 08:19

Image


Galaxy Map Mod (Full Version) v0.5.3 Beta
Galaxy Map Mod (Map Only Version) v0.5.2 Beta
Mapmod Compatibility Pack
(needed if do not have BOTH Citadel DLC and Leviathan DLC installed)

Galaxy Map Mod opens up the galaxy map so the player can go anywhere at any point during the game. The full version then adds in a lot of changes designed to improve the Search and Rescue and map parts of the game. (* in the list below indicates status depends on actions in ME1/2/3)

GALAXY MAP
  • Over 20 Clusters and Systems from ME1/2 restored - Omega Nebula, Local Cluster (Earth), Rosetta Nebula, Titan Nebula, Hawking Eta, Phoenix Massing, Eagle Nebula, Widow (Bekenstein), Pylos Nebula (2 systems), Caleston Rift (3 systems), Ismar Frontier (2 systems), Sentry Omega (Virmire), Kanala (Hanar home system), Horsehead Nebula (2 systems) and the Collector home system: Tartarus (available via Omega4 Relay).
  • Individual locations include - Kajhe (the Hanar homeworld), Collector Base*, Heretic Station*, Jarrahe Station, Rakhana (Drell homeworld - requires Thanemod 3), Presrop, Refugee Fleets, Minuteman Station and Asteroid X57*
  • Specialist Traynor makes occasional comments when entering certain systems or clusters with GAW.
  • Improved visuals and music at certain locations.*
  • Many small improvements and error corrections.
Spoiler:
    - Mesana: Ardak Yakshi flags correctly
    - Remains of the Geth fleet at Charon
    - Leeya binary star restored in Vahallan Threshold
    - Terranova planet shader fixed
    - Menae (Palaven's moon) doesn’t disappear post mission
    - Gagarin Station in the local cluster
    - Charon Relay now goes to Arcturus as per canon
    - Shadow Brokers Ship and Base are in correct locations rather than swapped
    - Fuel depot in the widow system
    - Relay volume turned down
    - Omega 4 relay has unique video
    - Home planets of all the races are now set so their planet tags always show
    - Many GAW assets have been moved to new and more appropriate locations
    - Most of the Citadel "fetch quests" you have to hear something on the Citadel before you can find the item. You don't randomly find an item in the galaxy and then find somebody who just happens to be talking about the exact same thing on the citadel.
    - Reapers are slightly faster and more aggressive overall (apart from at a few locations), but the Normandy upgrades more than offset this.

REVISED GALAXY AT WAR ASSET SYSTEM
  • The system has been revised so that scores are more realistic (Fleets and Armies are worth much more than individual ships, soldiers or small pieces of intel) and it is much more challenging to reach the 6200 target for the "best" endgame outcome.
  • As a result player choices have major consequences - choosing the Krogan v Krogan+Salarians, Geth v Quarians, Saving the Council or the Alliance Fleet all matter.
  • Many new assets hidden in the map or given as rewards for missions, with many dependant on actions in ME1/2.
  • Events in the war going on now impact the galaxy at war assets - as the war drags on inevitably losses mount.
  • The assets represented by multiplayer - joint species special forces - are now in a separate N7 category and are given largely as mission rewards or in the map. As a result the distorting impact of multiplayer has been removed.
  • Recategorised in more unique and logical format (no "Aliens" catch all)
Spoiler:
There are a lot of new assets this is just a selection:
    Crucible (All species Crucible contributions go here)
    - Salarian, Quarians and Geth all have contributions to the Crucible team as stated in the game, but never implemented.
    - The Crucible Plans are a separate asset given at their discovery on Mars and all prothean language upgrades (Obelisks, Spheres etc) boost this.
    - Shadow Broker Support Team is given with Liara (as the Broker is on your ship) but can be lost later in the game if you don't extract them from a tricky situation
    - ME1/2 dependant assets include: Prothean Data Disks, Radiation shielding from Sinmara and the Geth Weather Device from Canalus.*
    Alliance
    - All the Alliance Fleets from canon are represented (7th, 8th included)
    - Mechanized division added
    - Javelin missiles upgrade Alliance not the Crucible (dependent on choice in ME2 N7: Javelin Missiles Launched).*
    - Journalists are worth considerably less.
    N7 Special Forces
    - The general Alliance contribution is dependent on multiplayer : 1 pt per upgrade (v 75 in vanilla)
    - All the races are represented including Volus, Vorcha Pyros, Drell, AI, Krogan Battlemasters, Awakened Collectors, Geth Hunters and Phoenix Project Defectors.
    Ex-Cerberus
    - The Reaper crucible upgrades have been removed as the Crucible is already finished by the time of Cronos. Instead if the Collector Base was destroyed Cerberus built up vast weapons stockpiles that can be confiscated (worth less), or if kept then Cerberus used the technology along with the discovery on Horizon a prototype of the Reaper Control signal to disrupt enemy communications (worth more).
    - A significant amount of Cerberus equipment is available depending on the outcome of the Minuteman assignment
    Turian
    - Added Auxiliary division from lore
    - Vidinos Spec Ops team only available if completed his mission*
    Salarian
    - Assets (STG, Researchers, Fleets) are given on a sliding scale. Unlike the vanilla ME3 where they could give nothing; they will support the war effort to a small extent, preferring to let others do the fighting for them, unless player choices (sabotaging the genophage for example) force them to take a more active stance. ME1 choices also have a significant impact.
    Asari
    - The Asari will tend to back Shepard if reputation (based on actions throughout the series but particularly the actions with the council) are more paragon
    - Asari Mercs (given by Aethyta) have their own asset whilst the commandos upgrade a fleet as per their description.
    Geth & Quarians
    - Choice at Heretic station has a bigger impact (unlike in vanilla, one choice makes a bigger difference than the other).
    - Geth can get Armatures
    - Quarians can get cyclonic shielding upgrades for the Patrol fleet
    Batarians
    - Are separate as a category and Balak is separate from the fleet.
    Terminus Systems
    - Aria T'Loak & her crime syndicate is available as a war asset depending on choices during the Omega DLC.
    - The value of the mercenary groups (including the additional Talons), Terminus fleets and Irregulars dependent on how many forces the player built up for Aria before Omega DLC (which is considered happening off screen during Cronos if not played).
    - There is a bonus depending on how many Talons are saved during the Talon Territory mission.
    - Rachni Warriors available in addition to the workers*
    Citadel Races (Hanar, Volus, Elcor, Citadel)
    - Citadel Fleet*
    - Elcor now provide fully armed "living tanks" as described in game (the Elcor Extraction assignment has also been improved)
    - Citadel Defense Force has been reduced in value (most upgrades 1-2pts, except for ones that actually make a significant military difference)
    Salvage and Industrial Support
    - A very large monetary bonus is available in the map if the player does a completionist run through of all 3 games - including Pinnacle Station/Aherns mission in ME1, Mining assets >1m at end of ME2, and a number of other checks.
    - Number of salvage assets including an ME1 asteroid that you can find
    - Industrial support assets have been separated as a category including Illium, Omega, Surkesh, Thessia, Citadel and major Alliance Colonies*

12 NEW ASSIGNMENTS
  • Interactive assignments designed to improve on the standard fetch quests from the vanilla game, usually expanding on existing lore.
  • These involve a variety of decisions - some about whether to risk forces for gain, others paragon v renegade choices.
  • Rewards include credits, War Assets, Reputation and Paragon or Renegade points.
Spoiler:
Some missions are not available for lore reasons depending on player choices and whether Leviathan DLC is installed. All assignments are journaled so you won't miss them.
1. N7 Extractions - head back to Earth for a quick jaunt to recover N7 soldiers from the Villa in Brazil
2. Bekenstein: Negotiation - press the flesh to persuade the recalcitrant colony and its politicians to back the war effort.
3. Phoenix Project - escort a news crew to the site of Cerberus experiments to see whether you can blacken their name and encourage defectors
4. Veterans v Criminals* - 2 forces on the opposite sides of the galaxy need to be extracted, one is needed by Aria help take Omega, the other is led by an old friend of Garrus. There is only time to save one.
5. Strontium Mule - a merchant ship was used by Cerberus to deploy forces during the coup. A reward is available, dead or alive, for the captain.
6. Aite* - return to the Overlord facility which Cerberus is using to produce AI like Eva Coré. (Upgrade to rewards if Overlord was not shut down).
7. Find the Rachni* - see if you can find the Rachni's new home hidden in the map to deliver a QEC and allow their forces to join with the Allies.
8. Batarian Attack - Batarian forces are keen to stop Cannibal production on Camala. They want Alliance support. Do you trust them?
9. Aria's Forces - help Aria assemble a force with the ability to take back Omega. (Outcome of this mission affects the amount of forces that are killed during the fight to retake Omega)
10. Collector Cruiser - the Geth/Quarians have disabled a ship. A N7 unit with the leviathan weapon went in, but all has gone silent. Deploy a team to find out what happened.
11. Minuteman Station - Cerberus' largest station has been found and needs to be taken out. Outcome is dependent on completions in anti-cerberus missions across all 3 games, whether player choices have supported or been against cerberus and whether the player has access to intelligence on cerberus gathered in ME1/2/3. Rewards for the best outcome are a large amount of equipment war assets including Atlas mechs, Hammerheads and a Normandy class flotilla. But beware - Cerberus has nasty surprises for those who do not fully prepare.
12. The Evacuation of Thessia - with the Asari matriarchy stuck on Thessia, their military is in disarray and desperate. They want to head back to their home planet and evacuate as many as possible. Decide whether to support them, and then head back and undertake a rescue. Once arrived choose who to save and who to leave behind, and how long to remain in system as the fleets have to hold back the Reapers.

WAR ATMOSPHERICS
  • The Normandy is a warship fighting in a pan-galactic war. The mod puts the Normandy back in context as a small but important component of this broader conflict.
  • Alliance Intelligence Service (AIS) Reports - major events, battles and occurrences generate customised intel reports. These contain hints about possible locations of assets, as well as the story of the battles.
  • The War shown in the Map - visually see the extent of Reaper progress. Search and rescue assets only can be found at appropriate locations around as events happen.
  • Notifications - events cause notification pop-ups when on the Normandy
  • Forces impacted - GAW assets get negatively impacted by the fighting and will lose value if they are involved. Sometimes the player can influence whether forces are risked in the fight.

NORMANDY IMPROVEMENTS
  • The Normandy SR2 has been improved with upgrades available along with numerous small changes.
  • Engineering Upgrades terminal available in the appropriate deck, ME2 upgrades (scanners, fuel capacity) are now imported into ME3. New upgrades available include ship defenses, speed and acceleration.*
  • ME2 Weapon Imports - for a player with an ME2 import (not a new game+) at the first stop on the citadel a chest will be delivered. Should you agree to the delivery you will find a case full of your fully upgraded weapons that your former crew put aside during your arrest.*
  • War Terminal in the CIC - a fully functional war terminal is available at your desk (no more hiking to the war room).
  • Many small changes and fixes - things like texture fixes and mesh fixes where the original Normandy had graphical errors or features that didn't appear. Private Campbell's Favourite Mug now appears in the cabin if you pick it up during the Citadel DLC is a small example. Walk around the Normandy occasionally - you never know what you might find.
Spoiler:
    Prothean Sphere can be recovered during a mission, along with information about a former crew-member (can be found on the extranet if missed)
    Image
    Email system alphabetically ordered by surname showing both the sender / title - order is: Rank, Surname, Name (if no rank) - Email Title
    Bridge blast shields can now be operated like in ME2
    Harrot will send supplies to the Normandy, if you completed his quest on Omega.
    Javik's powers can now be reset in the medbay like other squadmates
    Zaeed's name now appears on the memorial wall*
    The sticky spots in the Bridge where players could walk and get stuck are fixed
    Thane's Cup in Life Support textures and lighting fixed
    Orange Datapad in the cabin fixed
    Floating items in the cargo bay on Cortez desk fixed

    [Khan's intel fix has been removed as it required more textures to be added to this mod or otherwise cause texplorer issues for those without Citadel DLC. An upgraded version including Wrex's bonus stimulant pack power made by AVPen can be found on nexus here]
    Image

ADDITIONAL FEATURES
  • Collector Weapons & Armor - including Sniper Rifle & SMG available to be unlocked in the map
  • Geth Spitfire - available from Spectre Requisitions
  • Codex entries - 75 entries from ME1/2 have been restored into the secondary codex, and are given at appropriate points during the game.*
  • Prothean Avatar Intel - 2 prothean items are hidden in the map. These offer a Prothean technology that give extremely large combat bonuses but they are offset by similarly large negative impacts.
Spoiler:


Essentially the Prothean tech allows the player to experiment with different combat styles (for example a player who wants to be an ultimate sniper gets a big upgrade to headshots, but if they miss the head their regular damage is reduced; or a player who fancies trying a very nimble fast style of fighting upgrades speed but also gets reduced shielding forcing them to duck and cover to avoid incoming fire rather than tanking). Playing with a different and completely unbalanced style can be fun, but not necessarily easier.

1st Tech - available post Palaven
- Cunning - Sharpshooter specialist - Headshots +150%, Weapon Damage -20%
- Agility - Speed specialist - Speed +30%, Shields -50%, Shield Regen +20% faster
- Leadership - Generalist - Ammo +100%, Grenades +1, +50 GAW Upgrade to Alliance Marines, -20% Health
- Rage - Melee specialist - Melee Damage +200%, Speed +15%, Health +20%, Shield Regen 35% faster, Weapon Damage -65%

2nd Tech - available during the Evacuation of Thessia
- Vengeance - Power specialist - Power Damage +120%, Power Cooldowns doubled
- Fury - Blitz specialist - Power Cooldowns almost halved, Power Damage -50%
- Strength - Tank specialist - Shields +225%, Shield Regen time almost doubled (for Vanguards power cooldown a third slower)

Selecting a new avatar when you receive the second tech will overwrite the first.

Note: This is very much in beta and settings are still being played around with. I have built in cheat codes to allow the player to cancel or change their avatar if they want to try something else. Just open the console (tilde or tab) and type "exec Avatar_" then none for no avatar or the name for a different one (so "exec Avatar_none" will cancel, "exec Avatar_Rage" etc). A save and reload is needed afterwards to make the new settings work.


Technical Notes:
    - To work properly requires a fresh playthrough.
    - Installs as DLC, includes WV's bink32.dlls to allow custom DLC.
    - To remove delete DLC_CON_MAPMOD from the DLC directory
    - Compatible with MEHEM v0.5, Thanemod v3, Citadel Epilogue Mod, Bonus Power Packs, JAM, Extended Anderson Convo mods.
    - The compatibility pack mounts underneath the vanilla DLC so won't cause any issues with other mods.
    - Currently won't work with Moonshine's ME3 Controller mod, but will consider making it compatible if there is demand.

A note on lore:
Spoiler:
I have tried to walk a fine line with this mod between creating lore and adding interesting details to lore we know in order to give a new playthrough something fresh. I have generally tried to add items based around events that at least are somewhat described, but as soon as you start creating assignments, you are adding lore... For some people that is fine - I have specifically tried to avoid dealing with squadmates too much to avoid creating issues and have really tried to avoid contradicting anything in canon but in the end I am experimenting. If I have made mistakes or missed something them let me know, and please suggest an alternative. However if you are super-sensitive about things "have to be in the codex or shouldn't be in the game" then you probably are better sticking to the map only version

Known issues:
- There are 2 versions of the map inside Mass Effect 3. 99.9% of the time you are in the main version which is the one Mapmod edits. If you die and restart a save in the map, sometimes you launch into the backup version which has fewer systems. If this happens exit the map (Esc), Quicksave (f5) and Quickload (f9) to fix.
- Not compatible with Cabin Picture Mods.
- Text and artwork are still in beta. With over 1,000 tlk entries, 500 conditionals and 20+ new artwork pieces, inevitably mistakes will be made and things can be improved. If you come across a bug, have an idea to edit text, to correct grammar or just a general suggestion, please post. Some of the best ideas in the mod have developed from other peoples suggestions.

Credits:
Editing/additional writing/suggestions/testing: Rusm0
Testing: Ledbetterman
Artwork, Cinematics and Editing: Orikon

Special thanks to:
Being a sounding board for all my crazy ideas (plus artwork/editing) - Giftfish
Lots of ideas, suggestions and artwork - AVPen
Testing, text-checking, art suggestions and encouragement - Realsurvivor686

Artwork acknowledgements:
Nach77 "Alliance Frigate", "Alliance Fleet", "Asari Fleet", various 3d Models
Just-Jasper "Asari Eclipse", various 3d Models
Lonefirewarrior "N7s In The Mist"
Bacurok "N7s are Ready"
Chicksaw2002 "Orbital Cannons"
MiddleEnglander "Aralakh Company"

All credits to WarrantyVoider, KFreon, Sir Cxyrtyx, The Fob, Tankmaster, JohnP, Giftfish, Deager, Eric JS, Ottemis, Amarok86, Saltisgood, AVPen and all those who contributed to the toolkit and knowledgebase. Any faults are mine.

KK
Last edited by Kinkojiro on 18 Aug 2015, 09:18, edited 39 times in total.

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Re: Galaxy Map Mod

Postby giftfish » 24 Sep 2014, 00:03

Sweet! You added in ME2 systems. I love that :D

Very, very cool.
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Re: Galaxy Map Mod

Postby JohnP » 24 Sep 2014, 15:59

Holy crap this is awesome!

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Re: Galaxy Map Mod

Postby giftfish » 24 Sep 2014, 16:06

JohnP wrote:Holy crap this is awesome!

I know, right!?
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Re: Galaxy Map Mod

Postby Kinkojiro » 25 Sep 2014, 04:00

Going blind looking at Hex of ME1 saves.

Does anybody happen to know the ME1 bools for Pinnacle, Ahern's mission or Convoy, the outcomes for Major Kyle?
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Re: Galaxy Map Mod

Postby giftfish » 25 Sep 2014, 04:35

Kinkojiro wrote:Going blind looking at Hex of ME1 saves.

Does anybody happen to know the ME1 bools for Pinnacle, Ahern's mission or Convoy, the outcomes for Major Kyle?


{id: 15377, name: "[UNC: Major Kyle] Fought Kyle"},
{id: 15379, name: "[UNC: Major Kyle] Fought Cultists"},
{id: 15380, name: "[UNC: Major Kyle] Kyle surrendered"},

I swear I've seen info on Pinnacle Station before, but I can't find it :/

giftfish
 

Re: Galaxy Map Mod

Postby Blad3Zer0 » 25 Sep 2014, 06:42

Kinkojiro wrote:Going blind looking at Hex of ME1 saves.

Does anybody happen to know the ME1 bools for Pinnacle, Ahern's mission or Convoy, the outcomes for Major Kyle?


There should be a way to find them through Gibbed's ME2 Save editor, considering the bools were carried over from ME1 and intended for use at some point while the game was still in development.

I don't think the bools themselves are included in the convenience list, but you'll probably have better luck finding the relevant IDs through that program than the mess that is ME1's hex.
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Re: Galaxy Map Mod

Postby giftfish » 25 Sep 2014, 12:02

Blad3Zer0 wrote:
Kinkojiro wrote:Going blind looking at Hex of ME1 saves.

Does anybody happen to know the ME1 bools for Pinnacle, Ahern's mission or Convoy, the outcomes for Major Kyle?


There should be a way to find them through Gibbed's ME2 Save editor, considering the bools were carried over from ME1 and intended for use at some point while the game was still in development.

I don't think the bools themselves are included in the convenience list, but you'll probably have better luck finding the relevant IDs through that program than the mess that is ME1's hex.

Yeah, I thought so, too, but I couldn't locate them there. I can find info from Bringing Down the Sky, but that's it as far as ME1 DLC goes :/
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Re: Galaxy Map Mod

Postby Kinkojiro » 25 Sep 2014, 14:40

Thanks to you both.

The thing is via the ME1 save editor you can get to the hex. I have 2 saves either side of pinnacle station but the hex numbers that change look bigger than anything that was imported into ME2. Unless I then play through until the end and import making exactly the same decisions into ME2, hard to tell. Keep on plugging away.
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Re: Galaxy Map Mod

Postby AVPen » 25 Sep 2014, 15:06

giftfish wrote:
Kinkojiro wrote:Going blind looking at Hex of ME1 saves.

Does anybody happen to know the ME1 bools for Pinnacle, Ahern's mission or Convoy, the outcomes for Major Kyle?


{id: 15377, name: "[UNC: Major Kyle] Fought Kyle"},
{id: 15379, name: "[UNC: Major Kyle] Fought Cultists"},
{id: 15380, name: "[UNC: Major Kyle] Kyle surrendered"},

I swear I've seen info on Pinnacle Station before, but I can't find it :/

Having also been looking for the Ahern's mission bool from Pinnacle Station as well, but have had no luck finding it, though (really would love to find it for another war asset or email for my mod).
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