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Old link's no longer working, apparently; one's with working files can be found here:
There appears to be a bug in the 2nd vanilla-Empire mission with this: it can't actually be finished as no specific objective is given. Cutscene doesn't play either.
Other than that, very nice thought to have the latest addon's features in the old campaigns. Hope to see that fixed.
You people got the Steam-version? Is your Command & Conquer 3 Tiberium Wars-folder located within Users/<YourUsername/AppData/Roaming?
If it is, try and copy that folder into Users/<YourUsername>/Documents. It should work then. You should keep the original folder in Roaming around as your profile's stored there, you can safely delete the mods-folder within there however.
You can also try the following with me3 save editor - link to that here: Moddb.com
With that editor, select the career with which you ran MEHEM and select the "newgameplus.save". There go into the Raw-tab and set the end-game state to "Lived to fight again". Then, start up the game and the save should be available for import. Can confirm that this worked with MEHEM 0.4 on my end, at least.
You mean to say you had MEEM installed prior to this? Do you have a back-up of the game's files their state prior to installing that? If so, move those back into place.
If not, I would suggest you revert the Extended Cut and Leviathan - should you have that - to their original state, as well as any main-game files that may be affected in the BIOGame and Movies-folder. To do that, delete the EC's default.sfar found in Mass Effect 3's install directory within BIOGame/DLC/DLC_CON_END/CookedPCConsole/, do the same for Leviathan's default.sfar found in BIOGame/DLC/DLC_EXP_Pack001/CookedPCConsole/.
For main-game files that need replacing, you can check the MEEM's files as to which it replaces and likewise delete those. You can find those here:
For MEHEM, check the manual installation for which files are replaced by the mod in the main-game, outside the DLC. You can download the manual files here:
Then, having done that, repair the game through Origin, and repair Extended Cut and Leviathan separately, one after the other. After that, you should be good to go to retry installation. If you wish to stick with the manual method rather than the setup, simply follow Fob's instruction that come with it, and you are set.
Hope this helps.
Been a while, but thought I might as well share:
To answer my own question, the way VLM is structured it is fairly easy to just copy over the entries therein into the coalesced via the modmanager it provides, notepad and Notepad++. Matter of checking the different entries in the manager, copying those added (marked by a plus in front) to notepad, use the edit/replace function to delete the '+'-signs. Then, what's left to do is to open up the Coalesced.ini found in BioGame/Config/PC/Cooked of the main-game folder with Notepad++ and place the now plus-less entries in the correct category, which can be gleaned from modmanager (usually in [ ]-brackets], like [SFXGame.SFXPawn_Player]).
Final step to enable all that is to use me2inifixer.exe, and it should work in-game.
The installer automatically detects whether you got Leviathan installed, and will apply the fix itself as needed.
If you prefer to go the manual route, you can find the files for that here:
Alright, managed to rectify this. Matter of installing the latest unofficial patch, 8.4.2 it was in my case. Thought I'd get by with the version packaged into the Clan Quest Mod.
I seem to have a strange problem with this: despite doing the drag-and-drop procedure VV at least ends up with borked textures in the prologue's execution.
It's not limited to just this reskin, though. Nearly every reskin for PC-clans I tried so far ended up the same, except for this one Toreador-reskin I used several years back that installs through an .exe-file.
OS is Windows 7, and I am currently playing the steam-version, if that has any bearing on this.
Looked some more into this, thinking that a reinstall of UA might do it.
Which does, in fact, restore the base texture, bugged as it is. From there on out, simply replacing that doesn't work at all, though, 'nettes remain bright pink. Even extracting and renaming the ebps-files straight from the .rar'ed 0.96 Daemons-mod I got stored doesn't do it, despite working flawlessly the last time.
I've been running into a problem with CSM Daemonettes just now. They'll show up entirely pink without textures in army painter when running basic Ultimate Apocalypse.
Prior to that, I had a somewhat warped texture on just CSM 'nettes which I could fix by taking Daemons' textures and placing them renamed into UA's ebps/troops-folder. No luck redoing that however.
Not sure there's any connection: I currently got newest Daemons-mod installed as well, and am well aware that incorporating that into UA is in the works currently. Due to different folder-structures I doubt that's it.
Didn't find this brought up anywhere yet, so sorry if I am merely repeating a known issue.
First of all, magnificent work. Artwork, models and looks are pretty amazing for this, and the custom VA is quite seamless too. Excepting Daemonettes apparently sharing Harlequin's random battlecries, which is somewhat at odds with their VA.
Only thing that, in my opinion, needs some looking at are tooltips. It's understood what is said, but sometimes they are a bit awkward. Say, the one for Slaanesh's ritual would suffice to be 'prevents target from using abilities' instead of 'the ability to stop abilities' or something similar as it is now.
Allure-ability could use some streamlining and more neutral description as well on Daemonettes, simply stating what they do. Besides, certain enemy factions may be not at all moved by the looks of the things (Orks or Necrons, for one), in relation to those tooltips...if you get what I mean.
Those small details aside it's gorgeous. Looking forward to Ultimate Apocalypse being updated with your work.
I found the spearmen managable, and it actually makes a good deal of sense: spears are_the_weapon of peasants and common grunts alike, and since those make up the majority of enemies one faces it fits.
Even as it is, I find the mod to be outstanding, really. Only issue I've run into is that the cutscene-epilogue order seems to be a bit skewed in the end; right after the first cutscene, epilogue-slides will appear and only after that the second part of the cutscene - the people cheering on the Spirit Monk - will play. I thought it had to do with the style-store popping up during the duel with the final boss, but disabling that did not appear to fix this.
Of course, it may also be related to the removal of the gender-lock for hooking up with Dawn Star - also included in the mod, I believe? - so I suppose that would be another possible cause for this.
Only just now stumbled upon this through the me3explorer-forum, loving it.
One question: I used to run ME2 through the RCW Modmanager that's out there, fiddled with weapon-stats prior to finding your mod here and had those deactivated. Yet, even only running entries that do not touch weapons and powers at all it seems to override your changes.
Is there any way to fix that? Kind of missing that good ol' ME1-Alliance suit instead of the Kerberos-one...
Is that "UMAD" I read there at the side...?
Only had one game as LW with custom fix so far, and the Fallschirmjäger worked fine. Of course, I did not get to test whether the same was true of the 88-barrage...
Cover is the key, mate. Plus, CW got a somewhat hard time at the beginning of the game what with slow teching and all, so compensation for that would be to have better-than-average infantry.
Don't forget, too, that near enough every Panzer-1337 Infanterie can repair AND pwn infantry at the same time. Even HQ-Grenadiere are god-like against infantry when entrenched and armed with a G43.
I like what I see of the Soviets thus far...a lot, at that. Greatly looking forward to their release.
On another note, is there any chance that Wehrmacht will receive the ability to dig trenches? I can't think of any argument against it, really...
I got somewhat of a problem with this otherwise excellent mod too at the moment.
I've stumbled upon three items so far that either had bugged sound or messed up textures, namely magnum, Bar 1918 and Perforator. Magnum and Bar I was able to fix myself - just took another scopeless mesh for the magnum and switched sound for Bar 1918 and the other gun that's using Garand sounds with vanilla one...kinda meh, but oh well -, about Perforator I am not certain whether there is any separate resource that includes the Perforator...is there any reason for this?
I have already activated INI-disabler thing and am running the game on Windows 7, if the latter should be the cause.
Never forget teh bazooka-horde. Although their accuracy is horrible, they CAN crack 'em Panzer
It's an excellent tank-stopper when hidden. Just set it up and watch those Shermans get annihilated.
Call him something other than gladiator, "Sturmschild" or something.
Other than that this might be interesting...
Do we get to see those MG 42s in action or are they just there for the looks?
What would be the point to the whole Reich stuff if its grunts wouldn't have trenchcoats and Stahlhelme? Seriously?
Looks cool in any case.
"Radiation Level...Heh, whatever."
Loved that. xD
Besides, Nod's got the Cyborg Commando as far as uber allround infantry goes
Don't. *******. Mess. With.
-if gasatnk is hit the player will explode
I am by no means a flamethrower expert, however I recall to have read somewhere that the tank doesn't blow up when shot at, starting to leak instead- except when incendiary ammo enters the scene, then you get the "BLAMMO!".