Comments (6)
LogInternal is private in ME3, but public in LE3. Recent LEX nightlies allow calling private functions outside their class (with a warning), but that hasn't rolled out to ModManager quite yet. LogInternal doesn't work in ME3 anyway, so you can just delete all the calls.
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You will have to manually rebuild the mod to identify why it doesn't work. Starter kit generates a working blank mod.
As for the ASI it will install on any mod install as it is used for troubleshooting and is virtually the only debugging tool for ME3. There is no way to turn that feature off.
LogInternal does nothing in any of the games but I built tools with the LE SDK to make it work for us. OT is unlikely to get any new tooling given it has less than 3% userbase for all 3 games combined.
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@SirCxyrtyx Thanks for clarifying.
I am still having problems with my previously working LE3 DLC mod in ME3 though:
Game says mod is corrupted, but it's a DLC mod with only a couple of coalesced tweaks (levelrewards being most important of them) — it doesn't replace or add any other files.
The mergemod patch part of it is supposedly applied successfully, but as the levelrewards isn't changed by coalesced override it doesn't do anything useful.
The only other mods I have installed are Unofficial ME3 Patch (which doesn't alter levelrewards and even if it did has lower mount priority) and MEHEM.
Any ideas how to figure out why the game thinks it's corrupted?
Finally, mod manager keeps reinstalling the logger ASI which I keep removing:
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You will have to manually rebuild the mod to identify why it doesn't work.
Can you please clarify what do you mean by manually rebuild?
Do you mean make a new blank mod and redo it from scratch?
As for that ASI, it could at least open the log with FILE_SHARE_READ so it can be read instead of getting access denied on it.
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We aren't going to be updating anything related to ASIs for OT. OT tooling is in the rear view mirror now.
Manually add files back to a blank working mod until it stops working and then figure out how to make that file properly work.
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I think I might have found the culprit. I deleted the empty default.sfar
(that doesn't exist in LE3 but the mod works there).
EDIT
Yes, that fixed it. Thanks for the help.
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Related Issues (20)
- Feature Request: GAME1_EMBEDDED_TLK support for compatibility patches HOT 5
- Feature Request: Installation information - DLC mods Enable/Disable All Button
- Feature Request: Batch Installer - Sort mods by Mount Priority HOT 3
- Feature Request: Batch Mod Installer to add more than one texture mod
- Feature Request: Add remove file from Multilist and remove Multilist in moddesc editor HOT 1
- ME3Tweaks Mod Manager 8.2.4 - Build 133 changelog
- Feature Request: Indicate which mods in the list are available for check for update HOT 6
- Feature Request - Font Size Accessibility HOT 1
- Error installing mod HOT 4
- Bug: Mergemods cannot target specific non-INT localized versions of files HOT 1
- Bug: LE2 new DLC generator generates invalid Plot_Treasure_Treasure_part Bio2DA
- Display Install Status of the mod directly at main window inside "Mod Library" HOT 1
- Creating or renaming a batch install overwrites any other batch with the same name HOT 1
- Slow disks cause issues in Installation Information panel when restoring HOT 1
- Batch Mod Library: Standalone mods are color coded for reconfiguration required / poor contrast in some cases
- ME3Tweaks Mod Manager 9.0 Build 134 changelog
- Bug: Installation of merge mods will fail if a multiple mods from different games are updated from the mod update panel
- Feature: AlternateDLC - allow depending on specific options installed from other mods
- Feature: Make developer option to surface optionkeys
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