is there any chance somebody knows of a mod that dose the exact opposite of this? as in forcing everyone to survive nomatter what choices or upgrades you have and letting you free do any missions at any pace? or is there some sort of console command to force the games code to not kill anyone? or mabey delete the entire mission entirely?
Really like the idea of this mod, however I found funny how I sent some as cannon fodder, they survive and instead the squadmates I bring to the boss die
This mod is actually a good indicator which squadmate are neutral to you. ALL my loses didn't hurted me as much as I've expected. 0.o Maybe because they didn't had a huge part in ME3 anyway?..
I Understand the Logic in this Mod. But doesn't work for me. I didn't have any upgrade for the ship, some members were not loyal, and in the end, no one dies and use squadmats with low probabilitys for all... and still dont body dies.
Well it is possible that you got very lucky... it's unlikely, but it is bound to happen to some people (you could restart the mission from the omega-4 relay and see if it goes differently)
Or that the mod was not properly installed (did you see the "Readiness: Medium" etc on the selection screens?)
Or maybe some conflict with other mods? (you'd have to post a link to diagnostic log from mod manager)
The Miranda comment is normal, see mod page: "The cutscenes have been adapted for the "no upgrade but no death", and "upgrade but death anyway" situations (except that Miranda always says "As long as the new plating holds" when nobody dies, but she is talking about the "new" plating installed by Cerberus when rebuilding the Normandy, obviously)".
I’ve found that every combination I try for the long walk results in a squad mate dying - picked off by the swarms. Is this normal? Even Miranda as specialist with Very High readiness resulted in failure. Great mod though! Escort always survives - even if on low readiness.
Thanks, glad you like the mod. Some things are decided at the moment you go through the omega-4 relay. So that you may indeed in some situations always get the same result, and cannot save-scum by reloading for example just before the long walk. Picking a different squadmate may sometimes give a different result, but not always. But if you reload before the Omega-4 relay, then you could have completely different results.
I have a question regarding the readiness bonus for role selection. Is it applied immediately or after the task itself? E.g. if I have Garrus at Medium readiness at the moment of picking fire team leader, will his actual readiness for the mission be Very High (Medium +2 ranks for being picked as fire team leader)?
Hi. Thanks for the great mod. I think it would be nice to change the value for Pure Paragon/Renegade. For example, I played almost a pure renegade in my playthrough (most of actions were like this), but still scored more than 2 bars of paragon. The exact values are 440 Paragon, 1180 Renegade. Thus having the morale bonus as neutral, which surprised me a bit. Since this was not my plan, I changed the value of Paragon manually to a smaller by ME2 SaveEditor. I think Pure should start with larger than 2 times scores or something like that. Because pure values are pretty hard to get. I checked all my 13 ME2 playthroughs and found only one where the difference was more than 5x (1481 and 116). The first one, where I just picked ALL the blue ones and avoided all the red ones. I've played pure characters many times and never found those values anywhere else. I mean pure, but without directive following ALL lines, leaving small choices to my liking. Or maybe these values can be manually adjusted to their liking by each user of the mod? As well as belonging to morality of the companions. How difficult is it? Can this be changed by simply changing the numbers/names in some mod file?
I think it was only showing up in some specific circumstances, which might explain why you're the first to report this
I saw this too, but I thought it was done on purpose to inform about the upcoming morale bonus when continuing the chosen line of behavior, lol.
Well maybe you're right and 5 is a bit too strict, though nobody commented on this before and several people have reported playthroughs where they got the Paragon/Renegade bonuses. I think I started with a smaller ratio, but changed it because I wanted the Neutral bonus to not be too unlikely to obtain, given the context of the ME2 morality system that very strongly encourages to always pick Blue or always pick Red.
I don't think I will change it, but you could do it for yourself: open BioD_EndGM1_120Bridge.pcc with Package Explorer (in Legendary Explorer, which you can install/run from the tools menu in Mod Manager). Go to UIndex 5545, and change IntValue from 5 to whatever you prefer.
Sorry if that's a lot to ask of you, but since you've already given an instruction how to tweak certain numbers, perhaps you can give a quick overview which strings to edit if anyone wants to calibrate the chances of survival on each mission stage?
This is definitely the best ME2 mod ever. It makes every playthrough memorable. And it's really epic to see "weak" squadmates pulling through and succeeding despite the odds. I was so happy when Thane nailed the biotic field during my last playthrough. And during that try I lost only Kasumi (lack of Tali's upgrade), Mordin (couldn't hack the door), Zaeed (died with the crew) and Jack (didn't survive the fall from the platform). I tend to divide squadmates into four categories: 1. Essential (Garrus, Tali, Legion and Shepard's LI if present) - I play Suicide Mission again if any of them dies 2. Semi-essential (Miranda, Jack, Samara, Grunt, Thane, Mordin) - I'll be sad if they die, but I'll have to move on 3. Non-essential (Kasumi, Zaeed) - I won't regret losing them 4. Jacob Zone (Jacob) - the cannon fodder squadmate that I send on every risky assignment
Thanks a lot for the feedback, glad you enjoy the mod! Yeh, I suppose everyone has preferences in terms of essential squadmates (poor Jacob though), which is why I tired to make it possible to protect some of them during the mission, while putting others more at risk.. instead of something more random.
Hey, so I want to revisit ME 2 with this mod (played last time with it and it was great) and now I noticed that there are LE 2 verion of it and I've read about changes that were made (such as all upgrades available etc) and I'm actually like them. Since I'm not particurarly eager to buy LE, I just wanna ask if there's possibility for you to implement those changes to the original mod somewhere in a future?
I don't have any plans to do that at the moment, sorry. It's a mod that took a lot of effort to make, and a lot of effort to port, and is rather unpopular...
But in the end, the differences are minimal (e.g. for the ship upgrades, the chances of losing a squadmate are mostly similar with 2 upgrades in the OT version vs. with all upgrades in the LE version). The core mechanisms of the mod, and the general impact it has on a playthrough, remain identical between the OT and LE versions.
I didn't expect to enjoy this as much as I did. It really did make the Suicide Mission super intense again, and I appreciate that, cause I usually just autopilot through the "correct" choices in a vanilla playthrough.
I kept pretty meticulous notes and plans for the squad's readiness and roles in the Suicide Mission, and I made it out with only 4 casualties. Unfortunately, one of those was Garrus, and I'm not gonna let that stand, lol. I'll give it another shot. Here's what that part of the text file looked like at the end of the run.
Regardless, I had a lot of fun! I like what this mod does, so I'll probably keep it around for my next playthroughs.
Edit: I made Zaeed the team lead in place of Garrus, and made Legion the crew escort instead of Zaeed. Only lost Thane and Jacob this time. I really love how changing up your approach can actually affect the outcome. This is miles better than the original Suicide Mission, honestly. Feels great.
Thanks for the feedback!! It's always nice to see how this mod actually makes people spend a lot more thoughts on how to plan and go through the mission etc. It was def part of the objective, but it's not easy to imagine a priori how people would take it.
179 comments
A Shame but Endorse, anyway.
Or that the mod was not properly installed (did you see the "Readiness: Medium" etc on the selection screens?)
Or maybe some conflict with other mods? (you'd have to post a link to diagnostic log from mod manager)
Even I had the Same error: Miranda comment about the new armor for the Normandy, and I didn't Upgrade it
Yes, I see the Readliness, and use the very low for allmost all of them.
I Don't Think I have conflicts... I will run it and tell you
For the rest, it's strange indeed..
I think it would be nice to change the value for Pure Paragon/Renegade. For example, I played almost a pure renegade in my playthrough (most of actions were like this), but still scored more than 2 bars of paragon. The exact values are 440 Paragon, 1180 Renegade. Thus having the morale bonus as neutral, which surprised me a bit. Since this was not my plan, I changed the value of Paragon manually to a smaller by ME2 SaveEditor.
I think Pure should start with larger than 2 times scores or something like that. Because pure values are pretty hard to get. I checked all my 13 ME2 playthroughs and found only one where the difference was more than 5x (1481 and 116). The first one, where I just picked ALL the blue ones and avoided all the red ones. I've played pure characters many times and never found those values anywhere else. I mean pure, but without directive following ALL lines, leaving small choices to my liking.
Or maybe these values can be manually adjusted to their liking by each user of the mod? As well as belonging to morality of the companions. How difficult is it? Can this be changed by simply changing the numbers/names in some mod file?
I don't think I will change it, but you could do it for yourself: open BioD_EndGM1_120Bridge.pcc with Package Explorer (in Legendary Explorer, which you can install/run from the tools menu in Mod Manager). Go to UIndex 5545, and change IntValue from 5 to whatever you prefer.
I tend to divide squadmates into four categories:
1. Essential (Garrus, Tali, Legion and Shepard's LI if present) - I play Suicide Mission again if any of them dies
2. Semi-essential (Miranda, Jack, Samara, Grunt, Thane, Mordin) - I'll be sad if they die, but I'll have to move on
3. Non-essential (Kasumi, Zaeed) - I won't regret losing them
4. Jacob Zone (Jacob) - the cannon fodder squadmate that I send on every risky assignment
Yeh, I suppose everyone has preferences in terms of essential squadmates (poor Jacob though), which is why I tired to make it possible to protect some of them during the mission, while putting others more at risk.. instead of something more random.
But in the end, the differences are minimal (e.g. for the ship upgrades, the chances of losing a squadmate are mostly similar with 2 upgrades in the OT version vs. with all upgrades in the LE version). The core mechanisms of the mod, and the general impact it has on a playthrough, remain identical between the OT and LE versions.
I kept pretty meticulous notes and plans for the squad's readiness and roles in the Suicide Mission, and I made it out with only 4 casualties. Unfortunately, one of those was Garrus, and I'm not gonna let that stand, lol. I'll give it another shot. Here's what that part of the text file looked like at the end of the run.
Regardless, I had a lot of fun! I like what this mod does, so I'll probably keep it around for my next playthroughs.
Edit: I made Zaeed the team lead in place of Garrus, and made Legion the crew escort instead of Zaeed. Only lost Thane and Jacob this time. I really love how changing up your approach can actually affect the outcome. This is miles better than the original Suicide Mission, honestly. Feels great.