I've quickly checked the most popular LE2 mods such as the Unofficial LE2 Patch and there don't appear to be any issues. If you run into any compatibility problems, let me know and I'll try my best to fix them.
Does having any actual missions left to do by this point make a difference? Because I had completed everything except Legion's loyalty mission when I got the IFF, and after that was done, the game jumped right to the abduction sequence as in the unmodded ME2 when I went to the map again.
THAT is your biggest plot hole? I always thought that part was fine. Once the trigger point is hit for using the Reaper IFF, the next mission you go on begins with this scene. It's not some vague "mission" like you say it is, it's just the one you're currently going to. In my first ever playthrough, I think I was on my way to a loyalty mission when it triggered. I had no notion of waiting to do the Reaper IFF mission until after everything else was done, so I had a few missions left to do by the time it triggered. Unfortunate, but the first blind playthrough is always interesting. Now, I obviously have everything (almost, I like taking Legion to Tali's mission for obvious reasons) before doing the Reaper IFF mission. So, when the IFF scene triggers, it seems like we're just going nowhere, but that's because I have no missions left.
No, the there are two much bigger plot holes. Well, one hole and one massive contrivance.
First of all, your squad randomly decides to all pile into the shuttle and go to this mission, because the plot needs them to not be abducted in the following scene. It's baffling, because it means Shepard would still decide to take two squadmates down to the mission, but the rest would now just be sitting on the cramped shuttle doing nothing.
Secondly, much later, apparently Joker manages to repair all of the critical damage to the ship following the crash on the collector base, all by himself. Your squadmates were all out fighting, and EDI has no physical body at this point, so I always wondered how the hell that went down.
Once the trigger point is hit for using the Reaper IFF, the next mission you go on begins with this scene. It's not some vague "mission" like you say it is, it's just the one you're currently going to. In my first ever playthrough, I think I was on my way to a loyalty mission when it triggered.
I'm afraid you're wrong. What you described is actually what happens with the mod installed. Without it, the crew abductions cutscene happens as soon as you click on the galaxy map, so the "mysterious mission" remains just that, and is never given any context or meaning.
First of all, your squad randomly decides to all pile into the shuttle and go to this mission, because the plot needs them to not be abducted in the following scene.
EDI mentions how she has to test the Normandy, and Shepard has the option of asking how long it will take because they can't delay the mission for long. I think the implication is that the Normandy can't travel during testing, which actually works in tandem with this mod because you travel to the planet/mission first before taking everyone onto the shuttle. With the "mysterious mission" as in vanilla, for all we know Shepard could be traversing Mass Relays with that little shuttle because we're never told what the mission is or where it takes place.
Secondly, much later, apparently Joker manages to repair all of the critical damage to the ship following the crash on the collector base, all by himself. Your squadmates were all out fighting, and EDI has no physical body at this point, so I always wondered how the hell that went down.
Now that is a good point. I suppose if the crew makes it back to the ship they could've done some quick repairs.
However, here's another plot hole for you -- when Mordin develops his counter-measures against Seeker Swarms, the cutscene focuses on the Seeker that Mordin captured and is studying... only... where did that seeker come from? Shepard's very first encounter with the Collectors is on Horizon, which happens right after that cutscene. Imagine if you're playing XCOM and a Dr. Vahleen shows off her latest scientific breakthrough that she made based on the alien you captured, except you never captured any aliens.
That cant be right? I could've sworn that this is how it worked at least pre LE. You get notification, you need to get lost from the ship, you choose mission or hub - whoops, the crew is gone.
That cant be right? I could've sworn that this is how it worked at least pre LE. You get notification, you need to get lost from the ship, you choose mission or hub - whoops, the crew is gone.
Nope, that is what happens with this mod installed. :P
I advise you all to double-check your facts before your criticize a mod. If you don't know what you're talking about, don't embarass yourself.
So, it looks like you were planning on adding a compatibility patch to your mod, but you never got around to it. Of course, that's no biggie. It also looks like there was someone else noticing a compatibility issue back in July with other mods and listed a number of mods as possibilities. I wanted to chime in that the Expanded Shepard Armory is the most likely candidate for your mod failing to work if both installed. I verified this by installing just the minimum number of dependent mods (Unofficial LE2 Patch, LE2 Prologue Framework, ESA and your mod), and as soon as the ESA is installed your mod fails to work. Remove it, and the mod works again. Below is my log, if interested. BTW, I think this is a compatibility issue that only came up with the recent change with ESA, and I say this because your mod use to work fine as of over a year ago with an older version of ESA when I last played ME2. Thanks for your work on your mod in any case.
The patch is still in my backlog. I haven't forgotten about it.
If ME3Tweaks wasn't such an unfathomably huge pain in the arse, I would've gotten around to it ages ago. But after Update 2 for PEOM goes out, I'll take a week and dedicate it to compatibility patches for anything and everything. Get it over with in one swoop.
I appreciate your report and log. I'll keep it in mind. This entire mod is a single change to a single sequence, so making a Patch for whatever mod will not be a problem, only publishing it via ME3Tweaks or whatever the hell its called.
It's not working properly for me. Might be incompatibility with a mod? I'm not very good at reading these logs, but I think it might be Trigger Buttons, Early Recruitment, or Expanded Shepard Armory.
My logs: https://me3tweaks.com/modmanager/logservice/logviewer?logid=25cfeab0332cf8c04ea0c2db0b018c3d
The incompatibility seems to be with Early Recruitment. The mod site says it in the Not Compatible section: https://www.nexusmods.com/masseffectlegendaryedition/mods/384
In the unmodded game, when you enter the galaxy map, an automatic cutscene is displayed. And Shepard says that they got to go to some mission, obviously, you didn't choose any planet or mission or anything like it.
With the mod, you can select a planet and the cutscene will play normally, the difference between the two is that the modded one adds the "real mission", it's a little bit complicated to explain.
Hello, the mod seems to be incompatible with "The Normandy Project LE2" . Both mods modify BioD_Nor_103CIC.pcc file, could it be patched? I found a workarround using the file from this mod and replacing it in the former but doing so It breaks the music setings for the galaxy map that that mod has. Using both mods normaly just breaks this one.
Agreed. I never had a problem with this story shift and in fact, if this mod makes it easier it complete missions and get a full crew save then it's just a hack to make life easier and since I play only on Insanity, that's not needed. I never lost the crew playing normally unless I wanted to lose half the crew or all of it. I never lost a main member either on all my playthroughs. I love modding ME but I am loathe to make drastic changes. And while I understand your desire to make the mod, I disagree it's a story problem or that it's such an inconvenience it needs addressing. But to each his own.
Both of you are totally misunderstanding what this mod does. I admit I could've done a better job explaining it or maybe I should've uploaded a video.
This isnt a bug or bad writing at all the missing mission is literally just the next mission you were gonna start and its always implied as that
No, because the "mission" triggers as soon as you click on the Galaxy Map, rather than when you actually try triggering the next mission - whatever that may be. What you described is actually what happens in the mod, not vanilla.
If you could make it so that you do the Overlord DLC Mission that would be ideal. Multiple missions on the ground, large Geth threat so full squad is warranted, Geth interference blocks communication with Normandy. Fixes majority of the plot holes
Same. My favorite ME2 novelization fic has Overlord as the mission the squad is on when the crew abduction happens. I'd love it if I could run the mission, then cut straight to the crew abduction sequence once the whole mission is finished. Not sure whether or not that's within the scope of this mod, though.
This mod only fixes part of the problem, that being that why in the ever-loving *@$)% would Shep take his entire squad on a single mission, even if they have to "use the shuttle".
LOL this just goes to show how big of a screw up this was in the writing. It was a brief car crash in an otherwise decent script. But then, there's a lot of problems with LE2's endgame writing. A trend that sadly continued...and got even worse.
Many thanks for helping to tighten it up post-hoc. You modders are doing the Lord's work. XD
In terms of endgame writing, if you're talking about Arrival, then yeah, I can see how that could be a car crash. Throughout a majority of the game, the writing leading up to the finale with the Suicide Mission SO GOOD that I completely overlooked this one strange instance. The writing throughout a majority of the game is really, really good, with specifically the character writing and the whole overarching theme amongst them being fantastic, imo. Not to mention that amazing finale of the Suicide Mission, being the climax of an impossible journey taken by a group of broken people rekindling their individual purposes and wills, both through each other and through their shared mission to save the galaxy as (mostly) unsung heroes, with death being a the most likely outcome. Brilliant. But...... then you have a select few stock market crashes like this, where the high of how good the writing/story is briefly stops, you're f*#@*n water-boarded for a few seconds, and then it continues on just as good as before, like nothing happened. Every story has moments like this to be fair, some are just way more obvious than others, with this being one of the few instances where everything surrounding it was so amazing that it just slipped on by. AT least it seems like it was meant to be part of the original story, anyways. All these years later, I feel you man. Modders doing the Lord's work here lol.
82 comments
I've quickly checked the most popular LE2 mods such as the Unofficial LE2 Patch and there don't appear to be any issues. If you run into any compatibility problems, let me know and I'll try my best to fix them.
No, the there are two much bigger plot holes. Well, one hole and one massive contrivance.
First of all, your squad randomly decides to all pile into the shuttle and go to this mission, because the plot needs them to not be abducted in the following scene. It's baffling, because it means Shepard would still decide to take two squadmates down to the mission, but the rest would now just be sitting on the cramped shuttle doing nothing.
Secondly, much later, apparently Joker manages to repair all of the critical damage to the ship following the crash on the collector base, all by himself. Your squadmates were all out fighting, and EDI has no physical body at this point, so I always wondered how the hell that went down.
However, here's another plot hole for you -- when Mordin develops his counter-measures against Seeker Swarms, the cutscene focuses on the Seeker that Mordin captured and is studying... only... where did that seeker come from? Shepard's very first encounter with the Collectors is on Horizon, which happens right after that cutscene. Imagine if you're playing XCOM and a Dr. Vahleen shows off her latest scientific breakthrough that she made based on the alien you captured, except you never captured any aliens.
I advise you all to double-check your facts before your criticize a mod. If you don't know what you're talking about, don't embarass yourself.
https://me3tweaks.com/modmanager/logservice/logviewer?logid=7e27ff688fee012855b7b4d493142c77
If ME3Tweaks wasn't such an unfathomably huge pain in the arse, I would've gotten around to it ages ago. But after Update 2 for PEOM goes out, I'll take a week and dedicate it to compatibility patches for anything and everything. Get it over with in one swoop.
I appreciate your report and log. I'll keep it in mind. This entire mod is a single change to a single sequence, so making a Patch for whatever mod will not be a problem, only publishing it via ME3Tweaks or whatever the hell its called.
My logs: https://me3tweaks.com/modmanager/logservice/logviewer?logid=25cfeab0332cf8c04ea0c2db0b018c3d
https://www.nexusmods.com/masseffectlegendaryedition/mods/384
My native language not being English and having played ME2 years ago, I don't really understand the differences between the mod and the unmodded game.
With the mod, you can select a planet and the cutscene will play normally, the difference between the two is that the modded one adds the "real mission", it's a little bit complicated to explain.
LOL this just goes to show how big of a screw up this was in the writing. It was a brief car crash in an otherwise decent script. But then, there's a lot of problems with LE2's endgame writing. A trend that sadly continued...and got even worse.
Many thanks for helping to tighten it up post-hoc. You modders are doing the Lord's work. XD
All these years later, I feel you man. Modders doing the Lord's work here lol.