Tumgik
#mass effect modding
clericofshadows · 3 months
Text
Tumblr media Tumblr media
MIRANDA LAWSON'S ARMORY MOD MASS EFFECT 2: LEGENDARY EDITION
884 notes · View notes
baggesa · 2 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media
Jack ♥
107 notes · View notes
hatboyproject · 7 months
Text
Friends, foes, and fae,
It's been quiet as of late. The reason for that is multifaceted but the most important one is that I got a full-time position as a concept artist and illustrator - along with a heavy helping of narrative design work, too. I can't actually discuss it very much as our studio's first project hasn't seen its marketing release yet and I'm under NDA. What I can say is that it's been in development for some time since before I arrived, and is expected to release in Q2 2024.
I'm also waiting to hear back from NAVA about a specific communication regarding my project. I'll be chasing that up shortly, but in the meantime I just wanted to let everyone know that it's not over. I'm not dead, I'm not gone, I'm just lurking and working. Always, always working...
58 notes · View notes
Text
Tumblr media Tumblr media
Guess who figured out the custom headmorph thing thanks to this amazing guide!!!
27 notes · View notes
violadesdragons · 1 year
Text
Tumblr media
You’re not even alive. Not really. You’re just a machine and machines can be broken.
72 notes · View notes
messydiabolical · 6 months
Text
People who mod mass effect, and specifically who do model swaps:
Realistically, how possible would it be to replace male shep's head with Thane's in LE3? For a person who hasn't modded this type of game before (I've dabbled in some bethesda and stardew but this is a very different beast). I know the head and body are separate deals so it'd be Thane's head with human body unless his outfit was also imported and replaced one of sheps/was added as an option, so that's a whole lot of extra work too, though i'd guess the outfit part is probably actually easier than the head part? I am pretty clueless here. I have never tried to mod the game (well no i lie I tried to follow the custom head meshing tutorial by dadpilled which is an incredible and useful tutorial but actually creating models in blender is a brain fuck for me so I hit a wall) Then I think of the motivation of the screenshots of having Thane and Steve Cortez romance and I feel like this time I could try. For them, lol. I find large discord servers pretty damn overwhelming, but if there's any out there that aren't massively crowded and won't mind a fumbling newbie, recs are welcome. One on one chats also most welcome!
21 notes · View notes
corpocyborg · 2 months
Text
My Active Mass Effect Mods
The purpose of this post is to create a comprehensive list of all Mass Effect mods that I'm actively using, so that when I make a post that features content from mods, I can easily credit them by linking to this post, rather than trying to list each relevant mod individually. A brief description of each mod is included for clarity's sake, and each mod is linked to its nexusmod page.
You may also consider this modlist as a recommendation list.
I install all my mods using ME3Tweaks Mod Manager.
MASS EFFECT MODS
Advanced Weapon Models for LE1: Replaces the weapon models in LE1 with their counterparts from LE2 and LE3
Casual Hubs for LE1: Allows Shepard and squadmates to wear casual outfits on the Citadel and Noveria instead of armor. Galaxy Map Trackers (LE1): Tracks active and undiscovered UNC side quests on the galaxy map. Halcyon Hairpack (LE1): Adds new hairstyles for NPCs based on hairstyles from The Outer Worlds. Keepers Finders (LE1): Marks unscanned Keepers from the quest Scan the Keepers on Citadel maps. LE1 Community Patch: Fixes bugs. LE1 Diversification Project: Reblances NPC populations & diversifies outfits/apperances.
No Skill Check Required for Loot (LE1): Allows you to open loot boxes automatically, without needing to pass a Decryption or Electronics skill check.
Normandy Rapid Transit: Adds the Normandy as a Rapid Transit destination on the Citadel. Pinnacle Station DLC: Adds the Pinnacle Station DLC back into Legendary Edition. Same-Gender Romances for LE1: Allows Ashley and Kaiden to be romanced by both male and female Shepard. Saren Stages LE: Adds new appearances for Saren so that he gradually transforms to have more and more geth implants, rather than starting out that way. Skip Minigames (LE1): Removes mini games or allows them to be skipped without an omnigel cost. Unlimited Sprint: Allows Shepard to run forever.
Virmire Savior Mod: Allows both Ashley and Kaiden to survive Virmire. MASS EFFECT 2 MODS Casual Hubs for LE2: Allows Shepard and squadmates to wear casual clothes on the Citadel, Omega, and Illium, and gives certain squadmates casual appearances on the Normandy. Early Recruitment: Allows recruitment of late-game squadmates such as Tali, Legion, Thane, and Samara earlier in the game. Expanded Shepard Armory (ESA) LE2: Unlocks helmet-less versions of the official DLC armors, as well as adds additional armors and casual outfits. Genesis Intro Dialogue Undo Mod - Legendary Edition: Restores the original Mass Effect 2 opening dialogue from before BioWare created the Genesis 2 DLC, while retaining all features of the Genesis Recap comic. More Gay Romances for LE2: Allows female Shepard to romance Miranda and Jack. No Headgear for Squadmates: Removes (or alters) the headgear on squadmates' Alternate Appearance Pack armors. One Probe All Resources: Allows a single probe to deplete all resources and make all anomalies available.
Oriana looks like Miranda's Twin (ME2LE): Makes Oriana look like Miranda. Overlord Morality Fix: Grants morality points for choosing the fate of David Archer in the Overlord DLC. Same-Gender Romances for LE2: Allows Tali and Thane to be romanced by both male and female Shepard and allows imports of FemShep/Ashley and MaleShep/Kaidan romances. Skip Mini Games: Skips hacking and bypass mini games. Unlimited Sprint: Allows Shepard to run forever. Unofficial LE2 Patch: Fixes bugs. Virmire Savior Mod: Maintains continuity from the LE1 mod where you can save both Ashley and Kaidan. MASS EFFECT 3 MODS Anderson's Final Conversation Restored: Restores cut content during Anderson's final scene.
Dreams Remade: Changes Gameplay and cutscenes of the dream sequences of ME3 to give more representation of player choices and reduce the presence of the child.
Expanded Galaxy Mod (LE): Adds quality of life improvements, customizations to the Normandy, new visitors, makes the galactic war more immersive, and adds bonus squadmates from ME1 & 2 that can be taken on certain missions. Expanded Universe - Mod Menu: Allows a user to set what books, comics, games and films they have read/played in a mod menu to allow other mods to check what you've seen and tailor content specifically for those who have seen certain parts of the expanded universe. Kasumi Dress to Citadel: Allows Shepard to wear the dress from Kasumi's loyalty mission in ME2 in the Citadel DLC. LE3 Community Patch & Framework: Fixes bugs. LE3 Diversification Project: Reblances NPC populations & diversifies outfits/apperances. Miranda Mod (LE3): Allows Miranda to be recruited as a squadmate after Priority: Horizon. More Gay Romances for LE3: Allows femShep to carryover a romance with Miranda or Jack from Mass Effect 2. No Reapers and Max Scan Range: Disallows reapers from chasing you on the galay map and increases scan range to the entire system at once.
Oriana looks like Miranda's Twin (ME3LE): Makes Oriana look like Miranda.
Spectre Expansion Mod: Improves the Shadow Broker and Spectre terminals, gives the player new difficult choices to consider via Spectre authorisations, improves the presence of background races in ME3, and expands the galaxy map to provide clues to the battles happening beyond the scope of Shepard’s missions.
Take Earth Back: Overhauls the final mission of Mass Effect 3 with the aim of representing the allies you have gathered over the course of the trilogy, fixing bugs and adding ambient immersive events.
Unlimited Sprint: Lets Shepard run forever.
Virmire Savior Mod: Maintains continuity regarding Kaiden and Ashley both surviving Virmire and both can be recruited after Priority: The Citadel II.
8 notes · View notes
fuckyeahbioware · 5 months
Text
youtube
The annual N7 Day Mass Effect Modding Showcase premieres at 10:55am Central today! Go see what the amazing Modding community has done this year, and will be working on in the year to come!
15 notes · View notes
flame2ashes · 8 months
Note
Hey, can I ask how you do the mesh swapping? Super impressed and clueless over here. I'd love to do something like that, just have no idea where to begin. TIA
Sure! It might seem a little intimidating at first when you look at the files at a glance, but with a little patience and understanding of the logic behind how the files work, it becomes easier every time
So, mesh swapping. The only reason why I started doing it was because I wanted content of my Shepards interacting but I didn't feel like drawing, so I just modded my game instead. I've done this for over a year now but tbh I'm not a very advanced modder; a lot of trial and error occurred and I ended up sticking to methods that were familiar to me and worked for me.
The Legendary Explorer GitHub actually has a Wiki that contains tutorials on how to do certain things, and this includes how to replace meshes for characters! The tutorial in question shows how to mesh swap Garrus with Saren in LE2, and how mesh swapping works in LE3.
I'm writing this with the assumption that you are totally new to making mods for Mass Effect. I'm gonna be real: a lot of the stuff I'm saying here might be re-hashed information if you've read the tutorial already, tho unintentionally. Hopefully you'll still find it helpful 🙃
Stuff under the cut:
To get started, you will need:
Legendary Explorer (to actually mod the game)
ME3Tweaks Mod Manager (to help you set up DLC mods) (tho if you're already modding the game you already have this lmao)
A legitimate copy of Mass Effect: Legendary Edition for PC (it sounds obvious, but I'm emphasizing that it has to be legit as a warning. If problems arise and you have a pirated game, I won't be able to help you. Neither will the ME Modding Discord.)
For more advanced mesh modding stuff, you'll also need:
Blender (I use version 2.8 for safety) (3DS Max is also an option, but Blender is the software I use. Also, Blender is free.)
A PSK/FBX importer/exporter script for Blender (this is the one linked in the LEX github tutorials, and works with 2.8. That being said, this script supports 2.9 or later and basically does the same thing, but only works with PSK/PSA. Use whatever works for you. tbh I actually use the latter script, albeit not the latest version)
Unreal Development Kit 2015 version (this will help you convert your files to UPK, which is the format your mesh needs to be in for import)
An image editing program for textures (GIMP or Paint.net are the ones people recommend. Personally I use Paint.net most of the time because it's a more lightweight software)
ALSO NOTE: If you've installed texture mods to your game already, RESTORE YOUR GAME TO ITS VANILLA STATE. The general rule is to never make mods on a texture modded game, even personal mods.
If you're using the LE3 Community Patch and Framework, make sure you follow the mod page's instructions on how to make mods with it. (If you don't have the LE3 Community Patch and Framework, I highly recommend it. A lot of mods use the framework, and generally it's a pretty good and non-invasive mod to begin with)
What you want is to get familiar with the types of files you'll be using. For mesh swapping, you'll be using meshes, materials, and textures.
In Legendary Explorer, you'll be using these programs:
Package Editor - you'll be doing most of your editing in this program. You'll get to access basically everything contained in a PCC file. You'll also be able to import/export textures through this program.
Mesh Explorer (AKA Meshplorer) - this will display all the meshes contained in a PCC file. This is where you can export and import meshes as well.
Asset Database - once you get the databases set up, you'll be able to search and access the game's files and assets more easily, including files from DLC mods.
TFC Compactor - If you've imported new textures, this will help compact and repack your TFC files. You only need to do this if you've added new textures and created a new TFC for them.
--
So for the Citadel DLC tango scene specifically, it was actually a mix of mesh swapping and Interp editing, but for our purposes here we're going to focus on the mesh swapping (though I will show the Interp edited scene to see the edit more quickly).
I'm going to focus on how I mesh swapped James with Kaidan for this part. Since we're working with in-game files, you don't actually need Blender or the UDK Editor for this example. But it should be a good starting point for understanding some aspects of mesh swapping.
Anyway, which files do we need for the actual mesh swapping??? If you're unfamiliar with how the game calls its files, then it may be impossible to find out. Luckily, ME3Tweaks Mod Manager has an ASI mod that will help you determine which files are being accessed at your current point in the game. (The character mesh tutorial linked above will tell you more about it, but for quick reference you will find it under Mod Management > ASI Mod Manager. The mod itself is called Streaming Levels HUD.)
The HUD will look like this in-game:
Tumblr media
The list you'll see in-game is every file called within the cutscene, but the one you actually need will be BioH_Marine_00_NC, which is the file for James' casual appearance. This will be the one you'll be modding. For Kaidan's casual appearance, you will need BioH_Kaidan_00_NC.
(For future reference: if you use the LE3 Community Patch and Framework, and a character you want to swap with has a file within the framework, use the framework file instead. For example: if you wanted to modify Miranda in any way, use the Framework's file for Miranda.)
Now that you know the files you need, you can use the Asset Database to look up the files. Once you find them (you can copy/paste the file name in the search box to quickly get to them faster), you can right click the file and choose the option to see them in File Explorer.
Now that you have the locations of the files, you can get started :)
Step 0: Make a DLC mod
Generate a new ME3 DLC mod that you can actually place the files in. To do this, go to the ME3Tweaks Mod Manager, then go to Tools > Generate new DLC Mod (Starter Kit) > Mass Effect 3 (Legendary Edition). This tutorial will pretty much tell you what you need to fill in the required fields.
tbh this can be done even after you finish modding your files, but it'll be easier for you to generate the mod first, as it will also create a folder for your mod.
Step 0.5: Copy the files you need into your mod folder
Once the mod has been generated, take the files you're going to modify (in this case, BioH_Marine_00_NC) and copy/paste them to the CookedPCConsole folder. Re-naming the file is not required; if you install a mod with incorrect PCC file names then the actual files won't get modded.
To access the mod folder, right-click your mod in the Mod Manager and select "Open mod folder".
Tumblr media
Step 1: Open James' and Kaidan's files in Package Editor
You'll need to open two instances of Package Editor. Open James' NC file in one instance (the one in your mod folder) and Kaidan's NC file in the other. Keep them side by side and make note of which side is which.
Side tangent: you can actually associate .PCC files with Legendary Explorer, which will allow you to open them to Package Editor directly from the File Explorer. To do this, click on the gear icon in the main menu of the toolset, then in the window that opens, click on the Files tab, then click on the "Associate .PCC and .SFM Files" button. You can also do the same with the other options. (To ensure your settings are saved, click "Save to File".)
Tumblr media Tumblr media
The Package Editor windows will look similar to this once you've opened the files (this is Kaidan's file):
Tumblr media
On the left is the file tree for the entire PCC. The right side displays several tabs of information for the selected file, such as Properties, Metadata, Binary Interpreter, and Script Editor. (These are the common tabs; other tabs will display depending on the kind of file you're viewing.)
You'll see that I've already highlighted Kaidan's head model (ignore the fact that they spelt it as Kaiden. We know the truth. But also don't ignore it because all his files are labelled with this spelling, so keep it in mind when searching for his textures or meshes). Generally when you open a package file, all the folders will be closed. So for future reference, here's some useful terms to know:
If you see a folder or file with HMF or HMM, that's a human asset. HMF usually means Human Female, while HMM means Human Male. ASA is for Asari, TUR is for Turian, etc. etc.
Folders/files with the term HED will indicate heads.
Folders/files with the term HIR will indicate hair.
Folders/files with the term ARM will indicate bodies. CTH will indicate casual outfits. NKD will indicate naked bodies. In some cases there will also be different terms for armor parts, but generally for NPCs they will all be a whole body mesh anyway.
Kaidan's' head mesh is labeled as BIOG_HMM_HED_PROKaiden_MDL(SkeletalMesh). You'll know it's a mesh because of the M symbol next to it. (SkeletalMesh means that the mesh has an armature). Likewise, you can also see Kaidan's textures. You'll know it's a texture because of the multi-coloured square next to it (also it will end as Texture2D). Kaidan's body mesh is labeled HMM_ARM_CTHb_MDL. When you right-click on the mesh file, there will be an option to open it in Mesh Explorer. Here's what it'll look like there:
Tumblr media
On the list on the left, you'll see two items: his body mesh, and his head mesh. If you compare it to other characters, you might notice that they usually have a separate mesh for the hair. Kaidan's, on the other hand, is part of his head mesh, for reasons only known to the developers.
On the right is the actual viewer for the mesh. This shows the mesh and any materials associated with it. It's a surefire way to find out whether you've placed the materials on the mesh incorrectly.
Lastly in the middle-bottom is the Binary Interpreter. This shows you information such as which materials the mesh is using, its rotation origin, the number of LODs it has, and how many bones the armature has (RefSkeleton). For our purposes here, the section you need to note is the Materials.
(For future reference: The Binary Interpreter and the Mesh are also available to view within the Package Editor.)
Anyway, now that we know where Kaidan's meshes are, it's now finally time!!! To import them!!! Into James' file!!!
Step 2: Import Kaidan's stuff into James' file
Back in your two Package Editors opened side by side, go to Kaidan's file, click on HMM_HED_PROKaiden_MDL, and then drag it towards James' file to drop it in. To keep things organized, I would usually drop it in the same folder as the other head mesh, so for this case, open the folders in James' file to show the James folder under BIOG_HMM_HED_PROMorph, then drag Kaidan's head mesh into it.
Once you do this, this window will pop up:
Tumblr media
Click on "Clone All References", as this will also import all associated objects along with the mesh.
This is what you'll see:
Tumblr media
If there are no issues, this alert will pop up as well:
Tumblr media
Along with Kaidan's head mesh, it also imported his textures and his materials. Great! Note that when files are highlighted in yellow, it means that a change has been made (the change in this case is that they were added to the file). Repeat for Kaidan's body mesh.
We now have Kaidan's head mesh, body mesh, and associated materials and textures within James' files. Are we done? Hahahaha *Cries*
We're not done. We now have Kaidan's stuff where we want them, but the PCC is still referencing James' stuff. If we save and install this mod now, nothing will really change in game.
So here it is. The actual mesh swapping for this example. Are you ready?
(If you've gotten this far, save your file. While you're here, you can also take a moment to look at the files you've imported to get a better understanding of what they look like in the editor. If you've never seen face textures before, brace yourself.)
Step 3: Change the references so that Kaidan's stuff is being referenced instead of James' stuff
First off, we need to actually know where James' stuff is being referenced. Right-click on BIOG_HMM_HED_James and then click on "Find References". It will open a window that looks like this:
Tumblr media
Here, you'll see where James' head is being referenced. If you double-click on the entry, it will take you directly to it. In this case, it's here:
Tumblr media Tumblr media
It's a little hard to read, but the first property in the export is SkeletalMesh, and in italics, you'll see that it's the file path for James' head mesh. You will need to replace this with the file path for Kaidan's head mesh.
When you click on the property, a textbox will pop up:
Tumblr media
Here, you will need to input the index number for Kaidan's head mesh. Currently, it has the index number for James' head mesh.
Here's Kaidan's head mesh file name again:
Tumblr media
(I swear to god BioWare why would you name him Kaiden in the files. We're suffering already.)
The index number here is 2406. This is what you'll input the textbox. Click Set once it's inputted.
Tumblr media
And there we go. The SkeletalMesh entry is now referencing Kaidan's head mesh's file path. If you right click on James' head mesh and click Find References, the list will now be empty.
Repeat this for the materials. These are a little trickier. Most likely, the references will be found in multiple places, but will always be under an export called MaterialInstanceConstant_XXXX (the X represents numbers). To make sure it works properly, you will have to reference the materials in the same order as they're listed on the mesh's Binary Interpreter.
For these cases, click on the MaterialInstanceConstant, then under the export properties on the right, click on Parent. In the textbox, input the index number of the material you want, then click on Set. It'll be a lot of back and forth, so I recommend noting down the index numbers (I usually just screenshot the Materials list under the mesh's Binary Interpreter).
Once you're done, you'll realize....oh yeah. James' head mesh has more materials than Kaidan's, which means there's an extra MaterialInstanceConstant on the list. In this case? Just set the extra ones to 0. Literally, just set it to 0.
Tumblr media
Continue until all the references point to Kaidan's head and body meshes and materials.
Cool, so now that the files are pointing towards Kaidan's stuff, are we done??? Maybe??
Almost. Remember when I said that Kaidan's head mesh includes his hair, and other characters have a separate hair mesh?
Yeah.....James' head includes a separate hair mesh. If you were to save and install this file to the game now, the hair will show up over Kaidan's head.
So what's a person to do?? Well, you basically know the steps now: locate James' hair mesh file, then right-click it and click Find References. Go to said references, then under the Properties where James' hair is being referenced, change the index to 0. Repeat for the hair material as well.
And now!!!! You are done with editing. Hopefully. Save your file.
Step 4: Install your mod to your game and launch the game see the changes
(If you haven't done Step 0 and 0.5 yet, do those steps first.)
Alright! Your file is edited and placed within the appropriate mod folder. You can now select your mod in the Mod Manager, click Apply Mod, and launch your game :)))
Step 5: ????
Hold on let me check if this actually worked and I didn't just bullshit you for an entire tutorial-
Tumblr media
Yup, it works!!! Ignore the fact that the Interp edit is still there lol. If you followed this tutorial, Kaidan will show up when James usually shows up in the scene (I.E. in the middle of the actual dance), or any time James shows up in his casual outfit.
Now, if you got to this point and there's still an issue, you'll have to go back into the file and check what's wrong, make the fix, save the file, and then Apply Mod once again. Apparently it is possible to apply your mod while the game is still running, meaning that you just need to reload your save to see the changes, but I don't usually do that. However, if you're able to do this, it's a huge time saver.
To summarize this tutorial:
Step -1: Find the files you will need for the mod.
Step 0: Generate a mod kit in ME3Tweaks Mod Manager for your mod, then place the files you will be changing into the mod's folder.
Step 1: Open the file you will be changing, and the file you will take the assets for your mod, on two different instances of Package Editor.
Step 2: Import the assets you need into the file you will be changing.
Step 3: Change all references to point to the assets you imported.
Step 4: Save file, click Apply Mod in Mod Manager, launch game to check
Step 5: ????
Step 6: Profit, unless there's an issue, then go back into the file to fix it. Repeat steps 4-6.
--
Extra things to note:
If you make similar mods like this and only want them to work in specific scenes, you will need to disable the mod when you're done using it. Otherwise the mesh swap will happen in places you didn't want them to, like this:
Tumblr media
(Pictured: John Shepard cooking the shittiest eggs in the world while holding the frying pan by his fingertips because I forgot to turn off my mesh swap mod. Sir I love you but pls)
Try to remember the mount numbers your personal mods have. One time I realized one of my mods wasn't working because it was the same mount number as a mod I downloaded. If it turns out your mod's mount number conflicts with another, don't worry! Use the Mount Editor tool in LEX to change your mod's mount number. (I advise changing your personal mod's mount number instead of a downloaded mod.)
Keep all your files organized for your own sanity.
Make backups of your mods!!! Honestly, making backups is always good practice.
tbh I had so much more to say, but then I hit the image limit, which snapped me out of it. Since you asked how to get started, I will save you from being overwhelmed from all the information I was about to give you. Instead, I'm going to list some other things you can do that can help you understand mesh modding a little more:
Follow this tutorial on adding a casual outfit/armor for Shepard to wear. The first mod I ever did was porting an outfit mod I liked from the original trilogy to Legendary Edition. It helped me understand the files you use for mesh swapping, and will give you a chance to actually use Blender and the UDK Editor.
Download the Thane Mesh Swap mod, not to play, but to analyze! The mod is literally mesh swapping Kaidan with Thane. Compare the modded files to the vanilla ones; you'll also see the extent of the files needed to make a full character mesh swap.
If you're still wondering how I got Ashley as Shepard for the tango mod, then I'll tell you: I used the Custom Head Mesh Framework. Instead of a custom Shepard, I just mesh swapped Shepard with Ashley. Tutorials by the mod author are here :)
Finally, here's the invite to the ME Modding Discord. There's useful information, useful links, and most of all, people who can answer any questions you might have. (I'm on there too; I just don't speak a lot. It's okay to ping me!)
If you have any more questions, or want more information, feel free to send me more asks. Again, I hope this was helpful to you :)
14 notes · View notes
swaps55 · 1 year
Note
Do you have a Mass Effect recommended mod list?
You bet!!!
First, here is a really excellent intro guide on modding Legendary Edition, which includes a list of recommended mods for each game, split out into spoiler-free changes that are friendly for a first play through, and spoiler/heavy content changing mods. There are a LOT of mods on these lists, but it's a good place to look and see what's out there and what piques your interest.
If you want to see my own mod loadout list for each game, I've included it under the cut!
LE1:
Tumblr media
This is the order I install this mod list in, as LE1 is a consistency/patching nightmare. Several mods include patches for other mods, so mods like Casual Hubs and Same-Gender Romances, which require lots of compatibility patches, need to be installed before a lot of other mods.
Make a backup of your game before you add mods. Restoring to vanilla if something breaks is very quick and easy if you have a backup, and it is easy to do with the mod manager.
Notes:
The LE1 Community Patch is a must (as it is for all three games). It is primarily bug fixes, and most every other mod for the trilogy is built on community patch framework.
Alliance Uniform Consistency/Casual Hubs/Same Gender Romance Mod are staples for me. Even if you are not doing a same gender romance playthrough, SGR mod will eliminate ninjamances, among other delightful tweaks.
The N7 Leather Jacket for male Shepard is now known as Ported Casuals for Male Shepard (I just haven't updated that one).
The LE1 Diversification mods is amazing, but requires the Halcyon Hair Pack and Advanced Weapons Models for LE1 to work. I prefer the original weapon models in general, so when I am not on the Citadel, I install everything but those mods. I have tried turning them off and it doesn't work (the textures for the original guns are no longer there), so I vanilla the game and re-install my core mods when I leave the Citadel.
Pinnacle Station is the big mod I haven't installed here, so I felt the need to mention it.
To get Shepard in their LE3 armor in ME1 you actually need two mods (if you are not a soldier who can wear heavy armor): 1. Iconic Fashion Party, in which every armor you equip becomes the heavy Onyx armor. 2. ME3 N7 Armor, which makes the heavy Onyx armor the LE3 armor.
I am still on the fence on the Private Message Terminal/A Little Help From My Friends mods - I love the added functionality of the message terminal in LE1, but I always do all the fetch quests on my own, so I almost resent the help. I have a feeling most people do not resent the help on mineral gathering. XD (If I am really ambitious one day, I might dive into the guide for the message terminal and see if I can make a mod that delivers messages from the 'Yang crew throughout the game....)
LE2
Tumblr media
This is my mod list for LE2. I spend less time modding it, since it is generally the game I am most anxious to speed through, so this may not be the best example of a comprehensive recommended list.
Notes.
Flycam is a non-Nexus mod I made following this tutorial. It is necessary if you want to use the LE2 Less Restrictive Pause Menu & Photo Mode.
LE2 Less Restrictive Pause Menu & Photo Mode is INCREDIBLE for photo mode, but it's buggy. If you are not interested in using photo mode/screenshotting cut scenes from different angles in fly cam, you do not need this mod.
I believe Sheploo appearance consistency project is necessary for a lot of casual clothing mods, because for some reason LE2 Sheploo is cheeto-colored.
If you are using EGM Armors for LE2, be aware that when you first wake up, Shepard is in their skivvies, and will be until you select a casual outfit. Which you can do on Minuteman Station, and if you do not, this happens, and you're welcome. (Either that or this happens if you install EGM Armors after Minuteman - either way it's incredible).
Tumblr media
LE3
Tumblr media
Notes:
Like LE2, Flycam is a non-Nexus mod I created myself, following this tutorial.
At last check, Unlimited Fuel ME3 was not compatible with one of the other core mods, and doesn't work (you can give yourself gobs of fuel via a save editor, however).
The same caution on LE3 Less restrictive Pause Menu & Photo Mode applies here as it does to LE2. Here's a fun look at one of the bugs (which I see as more of a feature, honestly, and you can mostly avoid this bug if you are not using a controller during conversations).
Shoot With Your Mouth Closed is a fucking incredible QOL upgrade that gets rid of the dumb battle grimace Shepard wears in combat. There are two versions, one or the other should work. If you are using photo mode at all during combat, I highly recommend this mod.
I think Anderson's Final Conversation Restored is a mostly redundant mod if you're using the Happy Ending Mod. I just haven't cleared it out of my library.
Expanded Galaxy Mod is huge with an almost overwhelming amount of added content - I highly recommend it as a must-have.
A very important mod that is missing from this list because I have not played LE3 since it came out is Project Variety (LE3). I cannot even begin to touch on everything Project Variety does - look at the mod page to see for yourself. This mod is not compatible with the LE3 Diversification project - you need to choose between the two of them.
Same Gender Romance Mod is not out yet for LE3, but if you are doing mShenko, the romance flags will carry over, and there are only a couple of minor hiccups that are easy to overlook.
There has been a bunch of neat stuff out for LE3 since I last played it, so I am sure there are some great mods missing from my current list that I need to investigate. But this is what I have right now.
I'm sure there is a ton more I could say, but I think this is a pretty decent summary. Holler if you have any questions! I have next to zero knowledge on how to create mods, but I've gotten comfortable installing them and understanding some of the quirks.
The Mass Effect modding community is absolutely phenomenal. The fact we can mod the games at all is due to the dedication and hard work of a lot of fans. The toolsets they've created are incredible, and there are some REALLY amazing things being done right now with these games.
45 notes · View notes
clericofshadows · 3 months
Text
Tumblr media Tumblr media
KAIDAN ALENKO'S ANDROMEDA ARMORY MOD MASS EFFECT 3: LEGENDARY EDITION
519 notes · View notes
baggesa · 2 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
13 notes · View notes
hatboyproject · 10 months
Text
youtube
One of the ways the conversation after Mordin's recruitment mission in 3 can go. He's only quite so forward with Shepard if they've flirted with him at least once before this... otherwise it's a different line! The aim here is to give a sense of building tension between them and contribute to Joker having different levels of confidence about the entire situation depending on Shepard's interactions with him. I'm finishing up the animations on the other path, and will post that in the coming days, I am sure.
71 notes · View notes
garrusproject · 1 year
Video
youtube
soooo... long time no see? 😂 despite my silence here this mod project is actually in the works again, so heres a little update
48 notes · View notes
violadesdragons · 1 year
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
We’re off to kick the collectors right in their daddy bags.
18 notes · View notes
jasonntodd · 1 year
Note
Hi, I'm sorry if you've addressed this somewhere already but what happened to your Mass Effect mods on Nexusmods? I was just about to download your practical bodies mod when I noticed they were hidden. Just wondering if you hide them while you update or if you were overhauling your mod pages? I adore your mods for ME3 :]
hi! i’m flattered and thank you for liking my mods. i’ll use your ask as an announcement for those who are following me for mass effect modding - i hope that’s okay.
thank you to everyone who has supported and downloaded my mods these past few months. i’m forever grateful for the support, even though there were definitely moments that made me extremely sad and upset due to the hateful and misogynistic/homophobic/transphobic comments i would receive on my mods. while not the reason for my hiatus, i have to say, who knew buff women would trigger so many people? it certainly hasn’t helped getting the amount of hate these past few months. but modding definitely helped me (or at the very least, distracted me) during the last couple of months which have been extremely rough for me mentally, so i’m grateful to have discovered it and through it, the amazing community.
however, due to reasons i’m going to be taking an impromptu hiatus for a little because im feeling pretty conflicted due to it. i know this is sudden but i’ll still be active on my tumblr like always and my ao3 for those who follow me for my stories, so you guys can send me asks and whatnot and i’ll answer. if you’ve followed me for a little, you’ll know i love to just shitpost and reblog things and tumblr has been a safe space for me for a very long time - but i’m taking all of my mods off nexus bc i’m not comfortable with keeping them up for the time being. some things have happened behind the scenes and i personally don’t want to keep them up right now because it’s upsetting - i know i posted some WIPS over the past few days and they were exactly that, but due to said issues that just happened those will have to remain in limbo as i figure some things out.
things might change of course and i may bring the mods back sooner rather than later, depending fully on how i’m feeling at the moment, but until i’m comfortable enough to do so, they’ll remain hidden. i really do apologize for the inconvenience. if you want the mod, i have no problems sending it to you if you message me off anon. this also goes for anyone else as well!
thanks always for your support; it definitely meant the world to me.
32 notes · View notes