Mass Effect 3 Expanded Galaxy Mod
May 31, 2015 Expanded Galaxy Mod - uses Mod Manager 5.1 or later. Needs GUI patch to be generated once installed if using SP Controller mod. Default installation is beta war asset system - switch back to older version via the mod utils menu. Installing/Using mod Expanded Galaxy Mod? - posted in General Mass Effect 3 Discussion: Been dying to to figure out how to play mods for Mass Effect 3 but cant figure out the way to use them. I have download the file but as far as instructions goes im lost.
- Mass Effect 3 Expanded Galaxy Mod Install
- Mass Effect 3 Expanded Galaxy Mod Crash
- Mass Effect 3 Egm - Expanded Galaxy Mod
Mass Effect 3 Expanded Galaxy Mod Install
So I've just completed my 4th playthrough of the series, as paragade vanguard femshep, and EGM 1.0 came out just in time for me to use it in my ME3 playthrough. I installed it alongside JAM, BackOff, Extended Anderson Conversation, CEM,ALOT and Ottemis' textures. In no particular order, here are my thoughts on EGM:
Having the entire galaxy map open right from the start makes it feel a lot less linear, even if most of the systems just have war assets in them. It's nice to see all the systems from ME1 return in some capacity.
Having the weapons carry over from ME2 is really nice, instead of starting from square 1 again.
The extra armors brought over from Multiplayer are awesome, even if their integration with the armor customization is a bit janky. I got the awesome T5-V Battlesuit early on and wore it the whole campaign.
I like the idea of outfitting the Normandy with different vehicles and managing extra personnel, but it wasn't clear to me if any of it had a mechanical effect. I was thinking having mechs and vehicles equipped would influence the extra EGM missions but that doesn't seem to be the case.
The return of things from previous games/dlcs is really cool, the collector ship the Quarians encounter, going back through the Omega 4 Relay, the remains of Project Overlord, etc.
The EGM-added missions are all text-box based, which is a mixed bag. I'm fine with it being text-based but the default text-boxes aren't really suited for such long sets of dialogue. There are only 4 or 5 EGM-added missions, with the Thessia one being the most involved and interesting. Overall I think they're good for what they are, I would like to see more stuff like the Thessia evacuation. I didn't really understand how to properly complete Minuteman Station though.
The overhaul of the War Asset system is much better than the default system, seeing your actions and the war wear down the fleets and colonies really helps sell the attritional nature of the war. While I find the scanning system rather dull, the new assets to retrieve are generally interesting.
One of my favorite parts of the mod is the AIS, which gives you a lot of detailed breakdowns of the military and intelligence structure running the war, as well as detailed battle reports that made me really feel like a high-ranking member of the military.
I liked the addition of the Engineering upgrades, especially the different Quarian/Geth engineers you could bring on to give different bonuses.
I think my favorite moment added by EGM is just before Priority: Earth, instead of going straight to earth you first go to The Allied Fleets, and damn. Seeing all the ships arrayed like that with custom music going really got me pumped for the final assault. I espeically like the use of custom ships for some of the races the base game ignores, like the Salarians, Volus, and Batarians.
All in all, EGM really enhances the ME3 experience, and I would recommend it to anyone on their replays of the series. I also highly recommend the other mods I mentioned, BackOff and Extended Anderson Conversation feel like they should have been in the vanilla game, JAM cuts the bullshit from the ending without changing it drastically, and the Citadel DLC really works well as an epilogue already, so CEM makes it so. All these mods together help to smooth out the rough edges of ME3, although they don't fix everything (Kai Leng Removal Mod when?), and really heightened my enjoyment of the game.
Modder ‘Scottina123’ has released a massive new overhaul mod for Mass Effect 3, called Project Variety. Project Variety aims to fix everything the modder found annoying about the game. As such, everything – from the Citadel’s population, to the weapons the Shepard and company uses during the cutscenes and much much more – has been modified in order to make Mass Effect 3 feel more unique than it was before.
Do note that this mod requires the Leviathan DLC, Omega DLC, Citadel DLC, From Ashes DLC, and the Mass Effect 3: Rebellion Pack to unlock all of its features. Thankfully, those that do not have the DLCs will still be able to use it, however some parts of the mod will be absent. Project Variety also requires WarrantyVoider’s DLC Patch files to be installed in Mass Effect 3BinariesWin32.
Now since its release notes contain some spoilers, I won’t be including them here. Still, those interested can find them on NexusMods.
Mass Effect 3 Expanded Galaxy Mod Crash
According to its FAQ, Project Variety is compatible with the Citadel Epilogue Mod (CEM), Mass Effect 3 Recalibrated (ME3RE), Backoff, Miranda Redone, Princess Demeter’s Kaidan DLC Mods, Ashley War Pack, Alliance Warpack, Better Cabin Music and Urz on the Normandy from the get-go. Moreover, the following mods are compatible with this mod thanks to their latest patches: Expanded Galaxy Mod (EGM), EGM Squad, EGM ARK,EGM Hazard, Respawn Mission Overhaul, Spectre Expansion Mod and Priority Earth Overhaul Mod (PEOM).
Those interested can download the Project Variety mod for Mass Effect 3 from here.
Have fun!