

(This is just one available branch of the conversation.) Changing some expressions and helping them to act with their eyes a little bit more has helped, but there’s a lot more to do. The smoothest run yet! It actually kinda works! At some points watching this, I actually forget that I did this and it is a mod! … And then some jank I haven’t fixed yet kicks in and helpfully reminds me. Hatboyproject shoker mod mass effect modding me3explorer femshep and joker the hatboy project I’m aware I’m going to be in FaceFX hell for some time after this, too. I’m starting relatively small, and then complicating it as I go.Īll this is to say that there may not be a Daily for a few days as I sort out making the conversation function with all these new options. I’d love to have Shepard’s relationship with him be actually somewhat dynamic, but, we’ll see. I’d love to craft a version of all this that has him respond differently depending on what routes you take with him in conversation through a playthrough. This also allows me to focus on different versions of yes. My priority is making the yes as beautiful as it can be, first. I don’t foresee myself putting a lot of time & effort into options that lead to a no, or to dumping him. At present, they lead to Joker saying something about it being a stupid idea, and then it more or less just boots you out of the conversation and sets a negative. They’re there for the sake of immersion, and they do function, but they’re not fancy. I’ve tried to account for different ways that different versions of the same person might be interested in him, and I’ve taken into account different romances Shepard may have had, too.īe aware that at this time, I’m not too concerned about the options that lead Shepard into not hooking up with him. It all depends on what you see your Shepard’s dynamic with him as being, and what you want it to be. You can be more emotionally open and tender with him, you can be interested but a little sceptical of this sudden development, or you can kinda tease him and bust his balls about it a bit. This allows an interested Shepard to take different approaches in this conversation. I have written, recorded audio, and created placeholders for about 20 new nodes so far but I anticipate more. Anyone who loads my mod into the editor will see things as they are. There is now no chance of the game getting confused and loading the wrong subtitles.

The editor now shows my subtitles as they appear in the game. I have completely rewritten the mod’s TLK file from scratch, created custom String References for each piece of my dialogue, and made the existing conversation function using that.
