I will say this mod is great, adding all this danger to reaper missions whereas before they were the faction you could roll over in your sleep. The possessed praterion on insanity on Tuchanka may of caused an accident in my pants tho.
I am really trying hard to diagnose what's going on here, as the mod was working on the first Earth mission and then the first part of Priority Palaven, but suddenly at the comm tower it's like the mod is just permanently disabled? And re-applying it, and deleting and reapplying doesn't appear to change anything, all the husks have reverted back to their ME3 appearance. Quite seriously nothing changed, I didn't even quit the game. wondering if anyone has any idea what's going on?
Why no praetorian in the final mission earth. You would think that the reapers would throw everything in that fight. Especially since there are scions there. Multiple brutes and banshees
The final battle is a complex set up, and it is already quite hard to balance with the many banshees that can be fought. We weren't sure whether a praetorian would be overkill or not. I couldn't really find a place for one to appear.
Hi! I wanted to let you know about a couple of possible issues.
When I start the N7 Reactor Fuel mission, the shuttle cutscene plays normally, but when I get to the map, my squad stays frozen in the foreground. I can see idle animations behind them, but I can't move or even get to the menu. I have to close the game through the task manager to get back to the launch screen. I found a workaround by disabling Reaper Retrofits, starting the mission, then saving before activating the air vents, exiting the game, re-enabling the mod, and then playing the rest of the mission normally.
But now I'm doing the mission on Horizon, and it played through without problems until the end. (The Tyrant just about gave me a heart attack, by the way. VERY well done!) When I get out of the tower elevator, I hear the vfx of a fight in the next room, Shepard says to 'get ready', but when I go inside, the cut scene doesn't start. I can walk through most objects in the room, including the walls, which either sends me down to a lower level or off the map completely, but nothing I've tried so far lets me complete the mission.
Your mod may not be the culprit here, as I also have Altered Assassin installed, and I've sent the diagnostics log to beccatoria. The reason I'm sending it to you as well is that it mentioned texture errors with Reaper Retrofits, and I think I remember reading that that sort of thing is what causes you to fall through the map? In any event, I'm stumped, so I'm bugging both of you for help. Sorry! 😅
I'm also sorry for my first comment to you being a "help me" sort of comment. I adore this mod; it's made my game so much more interesting and challenging (and terrifying XD), and I really appreciate all your hard work!
hey just replying over here for tydeous' benefit - the errors on the log are due to accidentally not having re-enabled reaper retrofits during testing. the underlying issue is a missing filename in a loading volume in a combined patch file at my end which will be fixed shortly!
Yup, please disregard everything I wrote about Horizon (except for the heart attack induced by the Tyrant 😁). That's what I get for not triple-checking when I'm trying to do several things at once.
I'm not seeing three versions, no idea why that's happening.
The "virus" is a false positive. Windows Defender periodically flags up ME mods for a "trojan," and once it does it can be hard to stop it. Awhile back we had this issue for Take Earth Back, and for months I was speaking back and forth with Microsoft, scanning my system repeatedly with them watching both using WD and Malwarebytes. It got quite stressful tbh, but eventually they agreed there wasn't a virus, but they also couldn't stop WD from its false positive. Before every upload I scan the file and my pc with Malwarebytes, and won't upload if I get a hit (which hasn't happened yet).
Just wanted to say this is my first time playing though your mod and HOLY (BLEEP) you're making me miss the MP. Just did the Fuel Depot mission had a possessed abomanation which was a "RUN AWAY BEFORE IT BLOWS MOMENT" and when the reactor opened up.
When the reactor opened up... I had gold level MP flash backs of being the only ONE alive with that bastard bug chasing me. I had Kaidan to help me out, but oh boy.
Thanks for making me NOT roll this game anymore. I'm curious and fearful to what I will run into next.
I concur with the people that say the third game husks look better than the earlier ones despite the fact that I hate the third game and love the first two. Have you considered taking both?
Perhaps you can take the blue husks of the first game that have those electrical attacks as well as the third game husks who simply try to tackle you but have a better look?
Or if I remember correctly... Are you keeping the default me3 husks as some kind of different variant already?
same here, i prefer the me3 husks, in fact i downloaded the me2le mod that brings the me3 husks and abominations to me2 for more continuity, the 'Reaper Husks Consistency Mod (ME2LE)'
1) We cannot give enemies new abilities 2) We cannot port enemy classes between games 3) Enemy classes are not easy things to mod well
This means that we cannot create ME1/2 Husks that function as they did, or recreate ME2 Scions or Praetorians. We can create approximations, or alternate versions, but we can only really make use of the meshes and textures. I cannot add husks that use electrical attacks, or any other attacks than they have in the standard ME3 version. The most I could do is create exploding husks by reusing the Abomination pawn with a Husk mesh, but what's the point if we already have Abominations.
We kept the ME3 Husk as a tougher, alternative Husk called a Wretched. It appears on a few missions where there are FMVs that depict the ME3 husk. This is the same situation as Cerberus Retrofits still having the vanilla Cerberus armour meshes appearing here and there as "Heavy" enemies, because FMVs require them. The moment people mod the game to replace these FMVs for cutscenes, these meshes get eliminated from my mod.
Personally, I find the ME3 Husk mesh to be awful. It's just a zombie, while the ME1/2 version was weird, creepy, and frankly felt more unique. It is a terrible, uninspired design and one I would love to fully eradicate from the game. When it comes to the idea of making it optional, the answer is a huge no. You're asking me to edit almost all Reaper combat segments in the game to account for this choice, which means I would have to do a lot of heavy testing on every one to make sure it works perfectly. That is a huge effort.
But as for the scions and the praetorians, I actually greatly prefer the Mass Effect 3 ones that you used, so I wasn't asking you to change those. 😎
But as for the husks, I think both types come off strongly as the typical zombie but with cybernetics added.
And the tubes that the first version has remind me of a different franchise that I can't remember the name of at the moment... I think the Badlands game whose front cover I only saw. 🤔
But anyway, I thank you for your hard work and compliment your skill. 🙂
No worries, and sorry if I was a little annoyed in my response. I've been asked about the ME3 husks an awful lot of times, and it gets a little tiring to answer the same kind of question repeatedly.
The ME2 Praetorian mesh isn't set up in a way where it can function as the ME3 Praetorian enemy. We cannot port BioPawns between games, so I cannot use the ME2-style Praetorian enemy class. It makes more sense to keep using the ME3 Praetorian mesh in the mean time.
The ME2 Scion is much the same. It's ME2 class doesn't exist in ME3 and cannot currently be ported over, so I cannot get a fully functional ME2 Scion. Additionally, the material for the ME2 Scion doesn't exist in ME3, which means there needs to be significant texture edits done to make its mesh look good in ME3.
126 comments
https://me3tweaks.com/modmanager/logservice/logviewer?logid=8697af030f06b4f71800aa79d6182aac
is it compatible with Zen Reaper Mod ? Or bigger mods like expanded galaxy mod/project variety ?
When I start the N7 Reactor Fuel mission, the shuttle cutscene plays normally, but when I get to the map, my squad stays frozen in the foreground. I can see idle animations behind them, but I can't move or even get to the menu. I have to close the game through the task manager to get back to the launch screen. I found a workaround by disabling Reaper Retrofits, starting the mission, then saving before activating the air vents, exiting the game, re-enabling the mod, and then playing the rest of the mission normally.
But now I'm doing the mission on Horizon, and it played through without problems until the end. (The Tyrant just about gave me a heart attack, by the way. VERY well done!) When I get out of the tower elevator, I hear the vfx of a fight in the next room, Shepard says to 'get ready', but when I go inside, the cut scene doesn't start. I can walk through most objects in the room, including the walls, which either sends me down to a lower level or off the map completely, but nothing I've tried so far lets me complete the mission.
Your mod may not be the culprit here, as I also have Altered Assassin installed, and I've sent the diagnostics log to beccatoria. The reason I'm sending it to you as well is that it mentioned texture errors with Reaper Retrofits, and I think I remember reading that that sort of thing is what causes you to fall through the map? In any event, I'm stumped, so I'm bugging both of you for help. Sorry! 😅
https://me3tweaks.com/modmanager/logservice/logviewer?logid=3804f77b1192c4615cc9f62debce3a4c
I'm also sorry for my first comment to you being a "help me" sort of comment. I adore this mod; it's made my game so much more interesting and challenging (and terrifying XD), and I really appreciate all your hard work!
Yup, please disregard everything I wrote about Horizon (except for the heart attack induced by the Tyrant 😁). That's what I get for not triple-checking when I'm trying to do several things at once.
The "virus" is a false positive. Windows Defender periodically flags up ME mods for a "trojan," and once it does it can be hard to stop it. Awhile back we had this issue for Take Earth Back, and for months I was speaking back and forth with Microsoft, scanning my system repeatedly with them watching both using WD and Malwarebytes. It got quite stressful tbh, but eventually they agreed there wasn't a virus, but they also couldn't stop WD from its false positive. Before every upload I scan the file and my pc with Malwarebytes, and won't upload if I get a hit (which hasn't happened yet).
Just did the Fuel Depot mission had a possessed abomanation which was a "RUN AWAY BEFORE IT BLOWS MOMENT" and when the reactor opened up.
When the reactor opened up...
I had gold level MP flash backs of being the only ONE alive with that bastard bug chasing me. I had Kaidan to help me out, but oh boy.
Thanks for making me NOT roll this game anymore.
I'm curious and fearful to what I will run into next.
Perhaps you can take the blue husks of the first game that have those electrical attacks as well as the third game husks who simply try to tackle you but have a better look?
Or if I remember correctly... Are you keeping the default me3 husks as some kind of different variant already?
1) We cannot give enemies new abilities
2) We cannot port enemy classes between games
3) Enemy classes are not easy things to mod well
This means that we cannot create ME1/2 Husks that function as they did, or recreate ME2 Scions or Praetorians. We can create approximations, or alternate versions, but we can only really make use of the meshes and textures. I cannot add husks that use electrical attacks, or any other attacks than they have in the standard ME3 version. The most I could do is create exploding husks by reusing the Abomination pawn with a Husk mesh, but what's the point if we already have Abominations.
We kept the ME3 Husk as a tougher, alternative Husk called a Wretched. It appears on a few missions where there are FMVs that depict the ME3 husk. This is the same situation as Cerberus Retrofits still having the vanilla Cerberus armour meshes appearing here and there as "Heavy" enemies, because FMVs require them. The moment people mod the game to replace these FMVs for cutscenes, these meshes get eliminated from my mod.
Personally, I find the ME3 Husk mesh to be awful. It's just a zombie, while the ME1/2 version was weird, creepy, and frankly felt more unique. It is a terrible, uninspired design and one I would love to fully eradicate from the game. When it comes to the idea of making it optional, the answer is a huge no. You're asking me to edit almost all Reaper combat segments in the game to account for this choice, which means I would have to do a lot of heavy testing on every one to make sure it works perfectly. That is a huge effort.
But as for the scions and the praetorians, I actually greatly prefer the Mass Effect 3 ones that you used, so I wasn't asking you to change those. 😎
But as for the husks, I think both types come off strongly as the typical zombie but with cybernetics added.
And the tubes that the first version has remind me of a different franchise that I can't remember the name of at the moment... I think the Badlands game whose front cover I only saw. 🤔
But anyway, I thank you for your hard work and compliment your skill. 🙂
The ME2 Scion is much the same. It's ME2 class doesn't exist in ME3 and cannot currently be ported over, so I cannot get a fully functional ME2 Scion. Additionally, the material for the ME2 Scion doesn't exist in ME3, which means there needs to be significant texture edits done to make its mesh look good in ME3.
I wasn't asking for a change. I was just curious. Thank you for information. 😎