An overhaul for 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. In addition, this is natively built to be compatible with story mods such as Expanded Galaxy Mod and Spectre Expansion Mod.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
BioD_End001_420HubStreet1; fixed Shiala a second time, she should now appear for Spectre Expansion Mod users that spoke to her on the Citadel
Version 1.4.4.1
Reupload because NexusMods had a crash while uploading the first time
Version 1.4.4
BioA_End001_445Interior; desk meshes replaced by worn desk meshes
BioA_End001_710TurretBldg; utility chair mesh replaced by worn utility chair mesh
BioA_End001_710TurretBldg; desk meshes replaced by worn desk meshes
BioA_End001_710TurretBldg; removed Cerberus datapad screen mesh that was accidentally left lying around by Bioware
BioA_End001_725Store; Shop kiosks are no longer pristine. They make use of the ShopKiosk01_Worn mesh from Omega DLC
BioA_End001_740SideStreet; Shop kiosks are no longer pristine. They make use of the ShopKiosk01_Worn mesh from Omega DLC
BioA_End001_750Bar; Shop kiosks are no longer pristine. They make use of the ShopKiosk01_Worn mesh from Omega DLC
BioA_End001_770Harvester; Shop kiosks are no longer pristine. They make use of the ShopKiosk01_Worn mesh from Omega DLC
BioD_End001; Contains custom Kismet class for determining the current VO language
BioD_End001_110LoadInterior_LOC_INT; corrected a few time values so dialogue does not cut out early
BioD_End001_201FarAAGun; changed the Far AA Gun destroyed plot bool to prevent a mod conflict
BioD_End001_220ThamesBank; changed the Far AA Gun destroyed plot bool to prevent a mod conflict
BioD_End001_410LandingPad_LOC_DEU; the alliance marine that meets Anderson no longer waves a pistol around
BioD_End001_410LandingPad_LOC_FRA; the alliance marine that meets Anderson no longer waves a pistol around
BioD_End001_410LandingPad_LOC_INT; the alliance marine that meets Anderson no longer waves a pistol around
BioD_End001_410LandingPad_LOC_ITA; the alliance marine that meets Anderson no longer waves a pistol around
BioD_End001_420HubStreet1; elcor soldiers will now have turrets either on their back or resting near them
BioD_End001_420HubStreet1; plot check for Shiala now account for the Spectre Expansion Mod conversation with her. If you spoke to her there, she’ll be present
BioD_End001_430HubStreet2; Rachni lady is no longer wearing Blue Suns armour
BioD_End001_440Turians; Primarch Victus will now have stowed weapons - a pistol on the hip and his phaeston on his back
BioD_End001_472HubWreav -- Edited to only briefly disable blocking (collision) if the Wreav cut scene is available for the current VO language (INT/FRA).
BioD_End001_472HubWrex -- Edited to only briefly disable blocking (collision) if the Wrex cut scene is available for the current VO language (INT/FRA).
BioD_End001_765ReaperDoor; the asari commando during the “Hammer Fail” will now have the gamename “Captain Lamaes,” after the asari commando that says she’ll fight for you after Kallini: Ardat-Yakshi Monastery
DLC_MOD_TEB_DEU; Captain Lamaes string added to the tlk
DLC_MOD_TEB_ESN; Captain Lamaes string added to the tlk
DLC_MOD_TEB_ESN; DeepK’s ESN translated strings have almost all been ported over to the core mod tlk
DLC_MOD_TEB_FRA; Captain Lamaes string added to the tlk
DLC_MOD_TEB_INT; Captain Lamaes string added to the tlk
DLC_MOD_TEB_ITA; Captain Lamaes string added to the tlk
DLC_MOD_TEB_JPN; Captain Lamaes string added to the tlk
DLC_MOD_TEB_POL; Captain Lamaes string added to the tlk
DLC_MOD_TEB_RUS; Captain Lamaes string added to the tlk
DLC_MOD_TEB_RUS; ReilDeley’s RUS translated strings have almost all been ported over to the core mod tlk
Version 1.4.3.2
BioD_End001_910RaceToConduit; edited for the Reaper Retrofits patch, should hopefully resolve some lingering issues with the beam run
Version 1.4.3.1
BioD_End001_420HubStreet1; altered the position of the biotriggervolume near Kirrahee. This should close off any remaining bugs where the cutscene doesn't fire for FRA & INT users
Version 1.4.3
BioD_End001_420HubStreet1; altered the size of the biotriggervolume near Kirrahee
Coalesced; added plot bool 27384 as the mods installation bool
Version 1.4.2
BioD_End001_110LoadInterior_LOC_INT; updated for EGM Squad & MM compatibility
BioD_End001_220ThamesBank; updated for EGM Squad & MM compatibility
BioD_End001_410LandingPad; updated for EGM Squad & MM compatibility
BioD_End001_440Turians_LOC_FRA; removed trashed object from ObjectReferencer
BioD_End001_472HubWreav_LOC_FRA; removed trashed object from ObjectReferencer
BioD_End001_472HubWrex_LOC_FRA; removed trashed object from ObjectReferencer
BioD_End001_481HubGeth_LOC_FRA; removed trashed object from ObjectReferencer
BioD_End001_481HubQuarians_LOC_FRA; removed trashed object from ObjectReferencer
BioD_End001_770Harvester_LOC_INT; updated for EGM Squad & MM compatibility
BioD_End001_774HarWave4_LOC_INT; updated for EGM Squad & MM compatibility
BioD_End001_910RaceToConduit; updated for EGM Squad & MM compatibility
BioP_End001; updated for EGM Squad & MM compatibility
Version 1.4.1
Added missing french text strings for TEB's mod menu. Thanks to PoorSoldier for their translation
Version 1.4.0
TEB is now fully translated into french!
Added a sound effect when Tirassa jumps down
Fixed a conditional issue that would cause one of Victus' lines to never play
Improvements to Wrex's cutscene to gameplay transition
Version 1.3.9
Nor_610EndIntro_LOC; Hackett-Anderson conversation changes ported from INT to DEU
Nor_610EndIntro_LOC; Hackett-Anderson conversation changes ported from INT to FRA
Nor_610EndIntro_LOC; Hackett-Anderson conversation changes ported from INT to ITA
End001_635ParkingDoor_LOC; added injured turian dialogue for DEU, FRA, and ITA
End001_720OxfordCircus_LOC; added injured turian dialogue for DEU, FRA, INT, and ITA
End001_770Harvester_LOC; added injured turian dialogue for DEU, FRA, and ITA
Version 1.3.8
Fixed an unexpected crash on the turret
Version 1.3.7
Attempted a fix for the Wrex speech issue (rare bug)
Attempted a fix for the turret cutscene issue (rare bug)
Removed unnecessary files from BioD_End001_420HubStreet1.pcc
The false positive trojan issue should hopefully be resolved. I spoke with Microsoft for two hours today about it, we did a bunch of scans to prove it wasn't a trojan but a false one that Windows Defender -thought- it saw. Hopefully this is the end of this false issue
Version 1.3.6
- The warnings of a trojan should no longer happen with Windows Defender. For the sake of clarity, I not only scanned my PC but also the 1.3.6 rar file and no threats were detected in either situation. There seems to be an issue of false positives at work with the 1.3.5 release.
Version 1.3.5
- Bug with Asari General speech should be fixed
- Asari General & cohort moved from HubStreet2.pcc to HubStreet3.pcc
- Asari weapons now collapse properly
Version 1.3.4
- Mako Trench bug fixed
Version 1.3.3
Fixed collision errors on some dying soldiers in BioD_End001_920Beam.pcc
Trashed unresolved imports in BioD_End001_472HubKirrahe.pcc
Trashed unresolved imports in BioD_End001_472HubWreav.pcc
Trashed unresolved imports in BioD_end001_472HubWrex.pcc
Kirrahe's speech should now no longer replay if you re-enter the first building
Kirrahe's speech should now only play when you exit the building the first time
Version 1.3.2
- Automatic install of relevant patches
- Assorted minor fixes
Version 1.3.1
- Wrex dialogue restored - Wreav dialogue restored - Tirassa's speech now has full facefx - Tirassa animations improved - Removed unintended animation from James restored content - Various CRC's fixed - Various plots fixed - New mod menu option to disable AA Gun shaking - Aid Stations now display the correct emitter and lose it once it has been looted
Take Earth Back is a community mod designed to address one of the weakest sections of Mass Effect 3 - Priority: Earth. Bioware's mission was adequate, but it didn't account for the war assets you collected across the trilogy. Take Earth Back primarily focuses on these with an overhaul of the Earth hub to feature more than 28 war assets, as well as cut content restorations, new interactive conversations and more. Additionally, the Hammer landing sequence and beam run have had minor overhauls, and the mod is built from the ground up to work for vanilla players, as well as those who play Expanded Galaxy Mod and Spectre Expansion Mod.
Below are some of the changes we have made in this mod:
Earth Hub Overhaul
When you have spent an entire game gathering allies, all you want is to see these allies when you play through the final mission. Well, we've done our best to overhaul the Earth hub area to show as many as we possibly can, not only from vanilla but also from Expanded Galaxy Mod and Spectre Expansion Mod. Additionally, we have overhauled the turret sequence. Not only has the cutscene been edited to show an aerial dogfight but the enemy composition has changed, and you are joined by an Asari Commando who will use biotics to support you in battle.
This overhaul has been done with the utmost care so that it will feel truly authentic to the vanilla experience. As our mod progresses we will strive to add more and add each war asset from the game. If you wish to know which war assets are included so far in the hub, please click on the spoiler below:
Spectre Expansion Mod: - CAT6 Mercenaries - Enhanced Varren - Maeko Matsuo & ERCS Guard - Nax - Lystheni Operatives - Volus Spectre Sura Nao - Vorcha Social Research
Dialogue Overhaul
Bioware never finished making all of Earths dialogue cinematic, with only squadmates receiving polished cameras and animations. All other conversations were left ambient, and though the quality of the voice acting shone through, the immersive element was lost.
With Take Earth Back, we are striving to complete their work by adding cameras and suitable animations where possible, as well as restoring unused dialogue and cut scenes that match the quality of Bioware at their best. If you wish to know what dialogue has been touched by this mod so far, click on the spoiler below for a full explanation:
Spoiler:
Show
- The Anderson-Hackett-Shepard conversation aboard the Normandy has been overhauled. Alongside a new dialogue choice and alternate mission objectives, we have restored an additional paragon dialogue for those Shepards who are on good terms with Anderson.
- James' cut dialogue about his dad has been restored.
- Jokers Paragon handshake and conversation has been restored to the Sword cutscene.
- Primarch Victus' ambient lines have been reshaped into a fully interactive conversation.
- Admiral Raan's dialogue has been turned cinematic
- Wrex's ambient lines have been crafted into an interactive conversation
- Geth Primes ambient dialogue is now an interactive conversation
- Major Kirrahes ambient dialogue is now an interactive conversation
- General Tirassa now has a full conversation
Full Motion Videos
The TEB team has been working in sync with the ALOV team to introduce two new FMVs into the mod. We do not edit the FMVs lightly as we wish to retain an authentic experience for the player, so all work is handled with great care and consideration to keep it immersive. At this time, we have added two videos and split one into two parts. Click on the spoiler if you wish to know more:
Spoiler:
Show
- If you make peace between the Geth and Quarians you will see both fleets take part in the Sword introduction cutscene.
- The Hammer Arrives video has been split into two. The first half takes place when the Hades Cannon is destroyed, with the follow up happening just before your shuttle lands at the Earth hub. This has been added to account for a new event mentioned later in this document.
- A console halfway through the final mission is linked to the Citadel. If you hack it, then you will see a broadcast that reveals a clue as to what is happening on the Citadel. This fixes a major plot hole and also references the Citadel Defence Force and Khalisah al-Jilani war assets.
New Events
We know from the leaked alpha/beta scripts that Bioware hoped to go a lot further with events than they did. Rather than make what they had intended, we have chosen to build ambient events based around the war assets you have gathered. These range from showing Hammer landing around you to witnessing a second Hades Cannon explode. There are more, but those are being kept under wraps for now. You'll just have to play to witness them!
These additions take time, so we only have a few at this point but there are more on the horizon.
New Models
Take Earth Back includes a whole bunch of expertly constructed models to make the mission that bit better. Whether its restoring Harbinger to his Mass Effect 2 design, creating a high-poly Hades Cannon, adding Elcor Soldiers or showing the SSV Ain Jalut from Spectre Expansion Mod, there are many exciting new models to see.
Mission Overhauls
It is a work in progress, but we have begun to edit both the Hades Cannon mission and the final mission of the game. These changes range from new events as mentioned above, to combat tweaks, new ambient decoration such as Dragons Teeth or swarms of Harvesters, interactive objects, minor cutscene edits, and new enemies to fight including the Scion. Not only this, but you will see war assets fighting as you run through the final mission, and once you hit the beam they will run at your side. A full list of additions is included in the spoiler below.
Spoiler:
Show
Hades Cannon:
- Map decorated with groups of Dragons Teeth
- Burning debris falls from the sky during the mission
- Second Hades Cannon added that explodes as an ambient event
- Hammer starts landing around you after you destroy your target
- SSV Ain Jalut arrives during the Hammer sequence if you have the asset via Spectre Expansion Mod
- Tyrant enemy added from Spectre Expansion Mod (if you have the mod)
Final Mission:
- Swarms of Harvesters fly overhead during the battle
- Randomised NPCs fight a battle along the route to the underground car park
- Underground car park is a Ravager breeding ground, with exploding eggs and webs on show
- Rachni swarms, Elcor troopers and other war assets seen after you defeat the Marauders on turrets
- Khalisah al-Jilani news terminal cutscene added
- Randomised NPCs fight a battle near you in Oxford Circus
- Volus Bombing Run event in Oxford Circus
- Scion enemy added to Oxford Circus
Beam Run:
- Various races run at your side as you sprint for the beam, including Elcor soldiers and vehicles such as the Tomkah or Geth Fighters
- Beam run cutscene edited to show aliens running for the beam
- Anderson runs at your side during the final stages of the beam run cutscene
- Corpses of various races are spotted around you when you wake up following Harbingers attack
- The dying soldier varies depending upon the race of who you romanced
It isn't, though many of us worked on the original in its early days. We do not know if PEOM is coming to ME:LE, but just so we're clear, this is a separate mod that edits the Priority: Earth mission. :)
"Is this mod compatible with ending mods?"
It should be! We do not edit anything after the beam run, so all content on board the Citadel or beyond is not touched by this mod.
"Is this mod compatible with A Lot Of Textures?"
It is! We have worked hard to keep the memory usage far below the memory limits and tested this frequently, so there should be no issues. If there are any, let us know.
What future content are you planning to add?
We are still in the process of deciding that, but we would like to improve the ambience of the level where we can, and if possible add more nods to story mods once we have finished accounting for the vanilla & DLC content.
I have an idea, I'd love for you to add it to the mod! Would you?
Potentially! We have a lot of our own ideas to sift through first, but you can always post it in the comments section.