Mass Effect: Unification (build 40316/06) (R6 RELEASED)

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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noMatt
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Re: Mass Effect: Unification (build 20130104.2231)

Post by noMatt »

I thought you stopp swbf2 modding yuke? You said that in a post 1 month ago i think. But anyway looks good and i am very happy to see you still modding
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Re: Mass Effect: Unification (build 20130104.2231)

Post by Marth8880 »

Looks pretty good indeed. I think I mentioned this before, but I'd like to see a few better ground textures - I can find you some; some light props (with omnidirectional lights - I can do those) around the generally unlit areas would also be fantastic. I'll also put together some better canyon wall models.
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Re: Mass Effect: Unification (build 20130104.2231)

Post by THEWULFMAN »

Everything Marth said, also I can get you better canyon rock textures.
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Re: Mass Effect: Unification (build 20130104.2231)

Post by yuke5 »

Marth8880 wrote:Looks pretty good indeed. I think I mentioned this before, but I'd like to see a few better ground textures - I can find you some; some light props (with omnidirectional lights - I can do those) around the generally unlit areas would also be fantastic. I'll also put together some better canyon wall models.
THEWULFMAN wrote:Everything Marth said, also I can get you better canyon rock textures.
Yeah, sure, I'll see what I can do from my end, but anything you guys want to create is very welcome. Thanks!
noMatt wrote:I thought you stopp swbf2 modding yuke? You said that in a post 1 month ago i think. But anyway looks good and i am very happy to see you still modding
Yeah, I didn't realize how bad it was. At the time, I thought I couldn't even run SWBFII. Thankfully, I dug the barely-yet-still-working hard drive of an old laptop and copied the files over. And since I had SWBFII, I could continue to mod SWBFII, and I plan to for a long, long time.
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Re: Mass Effect: Unification (build 20130104.2231)

Post by noMatt »

Thats very cool i allways enjoyed you maps (ok i have only two but i think there are only two :D )
But both of them are great
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Re: Mass Effect: Unification (build 20130104.2231)

Post by Marth8880 »

Hey guys.

So I'm looking into creating all-new (or uncommonly seen) unique game modes, but I can't seem to quite grasp a seed idea. Anybody got any ideas?
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Re: Mass Effect: Unification (build 20130104.2231)

Post by Zapattack1234 »

How about a game mode in which a player must go around a map assassinating certain VIPs while dealing with AI. too much like Mavs wave mode?
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Re: Mass Effect: Unification (build 20130104.2231)

Post by THEWULFMAN »

I'm all for that, reminds me of one of the Mass Effect 3 Multiplayer objectives.
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Re: Mass Effect: Unification (build 20130104.2231)

Post by Marth8880 »

Hmm, that's certainly possible. Question though: Does V.I.P. work in MP?

Also, I'd probably like the mode to contain a series of objectives instead of just one or the other.
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Re: Mass Effect: Unification (build 20130104.2231)

Post by Locutus »

Marth8880 wrote:Hey guys.

So I'm looking into creating all-new (or uncommonly seen) unique game modes, but I can't seem to quite grasp a seed idea. Anybody got any ideas?
Maybe sth. like HQ mode?;)
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Re: Mass Effect: Unification (build 20130104.2231)

Post by [Padawan]Helkaan »

It mays look too common, but what about a bomb mode ? That could be an expansion of the objectives seen in the SWBF2 campaign.

Mode 1: Bomb planting

A bomb is given to a random member of your team. The bomb owner is scripted to plant the bomb on a strategic location, and you have to protect him until the bomb is planted. If he/she dies, the enemy team wins a point.

Mode 2: Bomb defusing
A bomb is placed somewhere on the "allied" part of the map but you don't know where. You have to find it and defuse it (with a sort of inverted fusion cutter).

Do-able ?
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Re: Mass Effect: Unification (build 20130104.2231)

Post by Marth8880 »

Hmm, that's interesting, but it wouldn't really last long enough, so it'd have to be one of several objectives.

That brings up another question: Are consecutively-progressed objectives possible in multiplayer?
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Re: Mass Effect: Unification (build 20130104.2231)

Post by Locutus »

I don't see why not.
But you have to keep track of your ai goals (for sp and mp) because you cannot have more than 19 (and reaching them can happen very fast).
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Re: Mass Effect: Unification (build 20130104.2231)

Post by Marth8880 »

I see. Does that include multi-objective containers as used in campaigns?
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Re: Mass Effect: Unification (build 20130104.2231)

Post by Locutus »

For a multiplayer/game mode script you don't need a multi objective container as you can simply put everything you need directly in your script, depending on how strong your customizations are.
I never tried using a multi objective container in a game mode script other than campaign, though, so I don't know if there are any set-backs.
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Re: Mass Effect: Unification (build 20130104.2231)

Post by Nedarb7 »

Locutus wrote:I never tried using a multi objective container in a game mode script other than campaign, though, so I don't know if there are any set-backs.
Multi-objective containers work for other game modes too... I don't understand what you mean by set-backs... then agoin I've never tried in mp. :?
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Re: Mass Effect: Unification (build 20130104.2231)

Post by vegetaalex66 »

Hello I like your Mass Effect mod.
I have 2 questions:

1. I don't like that the main menu and other menus got changed. Can I remove that?

2. Do you still working on this mod?
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Re: Mass Effect: Unification (build 20130104.2231)

Post by Marth8880 »

Thanks.

1. No.
2. Yes.
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Re: Mass Effect: Unification (build 20130104.2231)

Post by vegetaalex66 »

Marth8880 wrote: 1. No.
Would you add an option to toggle between the menus?
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Re: Mass Effect: Unification (build 20130104.2231)

Post by AcaelusThorne »

Sorry if I am wrong but I think you can put your menu to default. Just remove ME5 folder fromm your addon folder
(located under C:\Programms (if windows 64 bit add (x84)) \LucasArts\Star Wars Battlefront II\GameData)
Beware that this will remove the whole mode from the game.
If you want to remove the musik go to: (C:\Programms (if windows 64 bit add (x84)) \LucasArts\Star Wars Battlefront II\GameData\data\_lvl_pc\sound)
and rename the "shell" file to something like "shell ME". Than rename the "shell_OLD" file to "shell".

If you want to remove the menu but still want to play the mod then skip the above steps and instead browse the "ME5" folder in your addon folder (still located under : (C:\Programms (if windows 64 bit add (x84)) \LucasArts\Star Wars Battlefront II\GameData\addon) and go to data/_LVL_PC/. There you rename the "common" file to "common idk" or so and the "me5shell" to "me5shell idk". Some features like icons in instand action screen will be missing and I can't guarantee everything in the mod will work but you will have your old menu back :wink:.
For the sounds do the same so:
(If you want to remove the musik go to: (C:\Programms (if windows 64 bit add (x84)) \LucasArts\Star Wars Battlefront II\GameData\data\_lvl_pc\sound)
and rename the "shell" file to something like "shell ME". Than rename the "shell_OLD" file to "shell".)
Hope this helps.
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