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Mgamerz

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Everything posted by Mgamerz

  1. You won't find any modders on the Nexus Forums. You will find them in the modding discords. There's mine in the top of Mod Manager's help menu and it has links to others from there.
  2. This is a mod I'm actually testing in Mod Manager 7, for it's new merge format. It seems notably worse in LE2. Won't come out until I finish the build though, which will take some time.
  3. I've been a premium subscriber for years and over the past few months I've noticed the premium speeds I get are not very good. They seem to be worse than the free tier (with ads) according to your 2MB/s documentation. (Note MB = Megabyte and Mb= Megabit in this post. I know many users don't know the difference) Country: US (West) ISP: CenturyLink, speeds 80Mbps down / 40Mbps down Download tests Paris - Site took too long to respondAmsterdam - 365 KB/sPrague - 320KB/sLos Angeles - 1,250 KB/sChicago - 760KB/sMiami - 680KB/sSingapore - 215KB/s Large file: https://miami-premium.nexus-cdn.com/208/691/Project%20Variety%202.1.1-691-2-1-1-1588232554.7z?md5=Fnq55IjTH23T0hzpfF4x1A&expires=1589830829&user_id=2462864&rip=75.174.187.64 Small file: https://cf-files.nexusmods.com/cdn/208/833/Phantom%20Introduction%20Mod%20-%20Mod%20Manager-833-1-0-1589758961.7z?md5=Js9XAtJOeQy_zWCDyE0B7w&expires=1589830936&user_id=2462864&rip=75.174.187.64
  4. This was fixed in MEM 224. MEM 222 had a change that we soak tested but we did not receive any crash reports until after the soak had completed. This was fixed around November 3. If you are having an issue with a mod, post it on the mod page. Posting it anywhere else doesn't really do you any favors as the authors likely don't check other areas. Additionally, this mod is not "incompatible" or "doesn't play nice" with other mods. It is a very complex process to replace textures in ME games, and it involves essentially recompiling the entire game's texture references in every single game file.
  5. There are several mods that can add the spitfire to SP. EGM for example does this.
  6. Looking at game files, there are several busted exports in MEHEM files. I don't understand how game does not crash loading these. I am able to reproduce the black screen issue, what is happening is it is attempting to teleport player into a cutscene trigger, but the cutscene is not starting. The black screen is not lifted in order to hide this teleportation, but what's happening instead is you are stuck in a black screen.
  7. Before I do this: How much/in what way will reversal to the extended cut version of this particular file affect the ending? I am not sure, I only deal with the front end, not the user support side of ALOT. However on the ALOT FAQ page, this is the current workaround. I am downloading MEHEM and will look at the listed items in the log to see if I can determine which export has the bad name index, which is what is causing the crash.
  8. This is a known issue with ALOT + MEHEM. When ALOT modifies the 500Choice file, the file is reconstructed in a way that seems to bring the original error in the file into execution path, not sure how. ME3Log - Logging started. BioSeqAct_PMCheckConditional BioD_Nor.TheWorld:PersistentLevel.Main_Sequence.Personal_Terminal.Give_Email_Rewards.BioSeqAct_PMCheckConditional_31: Serial size mismatch: Got 830, Expected 828 BioSeqAct_PMCheckConditional BioD_Nor.TheWorld:PersistentLevel.Main_Sequence.Personal_Terminal.Give_Email_Rewards.BioSeqAct_PMCheckConditional_32: Serial size mismatch: Got 830, Expected 828 SFXSeqAct_SetMusicID end002_anderson_end_m_D.SFXSeqAct_SetMusicID: Serial size mismatch: Got 382, Expected 15016 ULinkerLoad::operator<<, Bad name index 252416/1785, Archive ..\..\BIOGame\DLC\DLC_CON_MEHEM\CookedPCConsole\BioD_End002_500Choice.pcc This log however is useful, and may help us find a way to automatically repair this file before ALOT is installed. For now you can delete BIOGame\DLC\DLC_CON_MEHEM\CookedPCConsole\BioD_End002_500Choice.pcc and then run AutoTOC from Settings/Game Utilities/AutoTOC. Doing this will lock you out from installing more textures, but it will avoid this error as it is will revert to the extended cut version of the file.
  9. Installing things after ALOT is installed can cause the game to crash. That is why we painstakingly say to not install things after ALOT. Your diganostic shows multiple things wrong in the game, including multiple DLC that appear to have been repaired.
  10. Hi all, I've been working on ME3Explorer - ME3Tweaks Fork for a long while, I'm looking for some people to help test out and find bugs for me in this massive update that's been in the pipeline for months. I wrote an article about it on the mod page, which details some of the headlining features. https://www.nexusmods.com/masseffect3/articles/136 Appreciate it if you'd download a copy of the toolset and report any bugs, so we can iron them out before release. Thanks! Mgamerz
  11. Please post an alot diagnostic link, generated right after the crash occurs.
  12. You would use BioP files for loading if you're trying to use console commands. BioD files mostly dynamic things like pathing and design, if you try to open them you'll probably crash the game. If you're talking about Citadel DLC you'd use BioP_CitHot. For the acts of the DLC, it would be BioP_Cit001,BioP_Cit002,BioP_Cit003,BioP_Cit004. Citadel is very complicated in its setup, I've found that loading the map via console is not really reliable, some areas would not load properly as I progressed into them.
  13. I have made an ASI that should set galactic readiness to 100% always. I am looking for people to test it. You can install it through Mass Effect 3 Mod Manager's ASI Mod Manager page. You can find it under Mod Management. For the ASI to work, you must be running Origin as Online Mode, as the ASI hooks into the readiness update fetch from the server. I could not seem to intercept the call to the cached version when the game is offline. It may be a native to native function.
  14. I guess the kid wasn't wrong saying you had no future and then you can't continue eh?
  15. Hi all. Mgamerz here. You might know me from many different things - ME3Explorer ME3Tweaks Fork, Mass Effect 3 Mod Manager, ME3Tweaks... :wink: This post is for mod developers. On my site, ME3Tweaks, I have a bunch of modding guides if you're looking to get into modding Mass Effect 3. They go from basic Coalesced editing into SWF editing where you're doing assembly code for SWF. Some of them are bit dated - I'm working on rewriting some of them, to bring them into the age of new tools. It's a lot of work and the issues I have with my hands prevents me from typing tons up so it's a slow process. I added a new one that I just realized many devs don't know about: Using the in game profiler to debug the game. You can use this guide to debug mods with cool things like this: ============================ I have also been dabbling in native code mods (aka ASI mods). I have written a new one called Kismet Logger, which allows you to trace the sequence flow that unreal engine 3 uses (ME3 only). This is a very useful tool depending on what kinds of sequences you're editing, because I doubt you want to solve the flow of logic of this: This produces a console window that also logs to disk the activations of sequence objects and their timestamps. Importantly, it also includes the calling file. ... [23.391] (BioA_Nor_210CIC) SeqAct_Toggle PersistentLevel.Main_Sequence.SeqAct_Toggle_1005 [23.391] (BioD_Nor_203CIC) SeqAct_Gate Main_Sequence.GalaxyMap.SeqAct_Gate_486 [23.391] (BioD_Nor_203CIC) SeqAct_Gate Main_Sequence.Comm_Officer.SeqAct_Gate_477 [23.391] (BioD_Nor_203CIC) SeqAct_Gate Main_Sequence.Comm_Officer.SeqAct_Gate_477 [23.407] (BioD_Nor_203CIC) SFXSeqAct_StartAmbientConv Main_Sequence.Comm_Officer.SFXSeqAct_StartAmbientConv_925 [23.407] (BioD_Nor_203CIC) SeqEvent_RemoteEvent Main_Sequence.Prefabs.SeqEvent_RemoteEvent_597 [23.407] (BioD_Nor_203CIC) SeqAct_ActivateRemoteEvent Main_Sequence.Comm_Officer.SeqAct_ActivateRemoteEvent_413 [23.407] (BioD_Nor_203CIC) SeqEvent_SequenceActivated Prefabs.Random_Hologram_CIC_Seq.SeqEvent_SequenceActivated_648 [23.407] (BioD_Nor_203CIC) PrefabSequence Main_Sequence.Prefabs.Random_Hologram_CIC_Seq_409 [23.407] (BioD_Nor_203CIC) SeqAct_Interp Prefabs.Random_Hologram_CIC_Seq.SeqAct_Interp_494 [23.860] (BioP_Nor) SeqAct_FinishSequence SequenceReference.REF_FadeFromBlack_ME3.SeqAct_FinishSequence_-1 [23.860] (BioP_Nor) SeqAct_Log SequenceReference.REF_FadeFromBlack_ME3.SeqAct_Log_-1 [23.860] (BioP_Nor) SeqAct_Log SequenceReference.REF_FadeFromBlack_ME3.SeqAct_Log_-1 [23.860] (BioP_Nor) SeqAct_FinishSequence SequenceReference.REF_PlaceOnceInPersistent_ME3.SeqAct_FinishSequence_-1 [23.860] (BioP_Nor) SeqCond_CompareBool PersistentLevel.Main_Sequence.SeqCond_CompareBool_833 [23.860] (BioP_Nor) SeqCond_CompareBool PersistentLevel.Main_Sequence.SeqCond_CompareBool_834 [23.969] (BioP_Nor) SeqCond_CompareBool PersistentLevel.Main_Sequence.SeqCond_CompareBool_832 [25.391] (BioP_Nor) SeqAct_Log SequenceReference.REF_FadeFromBlack_ME3.SeqAct_Log_-1 [29.344] (BioD_Nor_203CIC) SeqAct_Gate Main_Sequence.Comm_Officer.SeqAct_Gate_477 [35.610] (BioA_Nor_210CIC) SeqEvent_Touch Prefabs.GUI_Terminal_02_Prefab_Seq.SeqEvent_Touch_1016 [35.625] (BioA_Nor_210CIC) SeqAct_Gate Prefabs.GUI_Terminal_02_Prefab_Seq.SeqAct_Gate_995 [35.625] (BioA_Nor_210CIC) SeqAct_Gate Prefabs.GUI_Terminal_02_Prefab_Seq.SeqAct_Gate_996 [35.625] (BioA_Nor_210CIC) SeqAct_Toggle Prefabs.GUI_Terminal_02_Prefab_Seq.SeqAct_Toggle_1003 [35.875] (BioA_Nor_210CIC) SeqEvent_Touch Prefabs.GUI_Terminal_02_Prefab_Seq.SeqEvent_Touch_1016 [35.891] (BioA_Nor_210CIC) SeqAct_Gate Prefabs.GUI_Terminal_02_Prefab_Seq.SeqAct_Gate_996 [35.891] (BioA_Nor_210CIC) SeqAct_Toggle Prefabs.GUI_Terminal_02_Prefab_Seq.SeqAct_Toggle_1004 [35.891] (BioA_Nor_210CIC) SeqAct_Toggle Prefabs.GUI_Terminal_02_Prefab_Seq.SeqAct_Toggle_1003 [35.969] (BioA_Nor_210CIC) SeqEvent_Touch Prefabs.GUI_Terminal_01_Prefab_Seq.SeqEvent_Touch_1015 [35.985] (BioA_Nor_210CIC) SeqAct_Gate Prefabs.GUI_Terminal_01_Prefab_Seq.SeqAct_Gate_993 [35.985] (BioA_Nor_210CIC) SeqAct_Gate Prefabs.GUI_Terminal_01_Prefab_Seq.SeqAct_Gate_994 [35.985] (BioA_Nor_210CIC) SeqAct_Toggle Prefabs.GUI_Terminal_01_Prefab_Seq.SeqAct_Toggle_1001 [36.329] (BioA_Nor_210CIC) SeqEvent_Touch Prefabs.GUI_Terminal_01_Prefab_Seq.SeqEvent_Touch_1015 [36.344] (BioA_Nor_210CIC) SeqAct_Gate Prefabs.GUI_Terminal_01_Prefab_Seq.SeqAct_Gate_994 [36.344] (BioA_Nor_210CIC) SeqAct_Toggle Prefabs.GUI_Terminal_01_Prefab_Seq.SeqAct_Toggle_1002 [36.344] (BioA_Nor_210CIC) SeqAct_Toggle Prefabs.GUI_Terminal_01_Prefab_Seq.SeqAct_Toggle_1001 You can install this through Mass Effect 3 Mod Manager's ASI Mod Manager window (under Mod Management). You can get Mass Effect 3 Mod Manager on NexusMods. I have made a project on my github for my ASIs that includes this logger as a header file. It includes a very easy to modify template to log function calls, and with a bit of tweaking you can log almost anything the game does. I used it to log my character's location every time I pressed back on my controller, and used it to build a pathfinding network without having to do it all by hand (required a bit of ME3Explorer code, but saved hours of work). The power of ASI mods is still untapped in the scene. Anyways, these are some tools for developers. I've seen on this forum a few users asking things I've covered before on my site, so I thought I'd help out some newer devs and share some of the work I've been doing to make modding this game easier.
  16. This isn't possible unfortunately. We don't fully understand how levels are stored, however I have made great progress on this front with my Pathfinding Editor which also can be used to do basic edits to maps like placements of objects. Obviously this isn't exporting for use in other tools (like a machinma)... I don't think we'll ever actually get there.
  17. I would recommend using Mod Manager as an end user, it will take care of a lot of this for you. You can install the bypass you speak of in the tools menu, or it'll be installed on any mod installation.
  18. With some coding you could probably automate a huge chunk of this. However, given that some text resources are shared, the end result correctness is questionable.
  19. Use Mass Effect Modder or Mod Manager, it will find the not unpacked ones for you. Not to mention it's hundreds of times faster too. However unless you are a mod developer you should never have a need to unpack DLC, or really use ME3Explorer. MasseffectModder will cover almost all texture mods these days and will unpack your DLC as necessary.
  20. Seems like a fairly reasonable solution. I have my own website I host some stuff at and bandwidth is not cheap, I think many modders take for granted the free infrastructure you provide. I'm not a heavy mod user but I keep my premium sub up to date because you provide a valuable service to users.
  21. If you really need to unpack your DLC you can do it through MEM or Mod Manager. It is literally hours faster than ME3Explorer, if you need to get around the setup wizard's attempt at forcing you to unpack.
  22. Hi all. I am the developer for Mass Effect Ini Modder, a small modding program for ME1. I need some help finishing up the model cataloging. If you're interested in turning yourself in a bar stool or a geth sharpshooter, this might interest you. I have made a post outlining my needs on my blog: http://me3tweaks.mgamerzproductions.com/2018/05/looking-for-help-cataloging-me1-models.html Thanks to anyone who can help.
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