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License: GNU General Public License v3.0
Mod Manager for Mass Effect Original Trilogy and Mass Effect Legendary Edition
License: GNU General Public License v3.0
"Verifying correctness", double the meaning.
Let me precede this by saying that i'm not sure if this might be a non-issue in English.
From my experience, German users have no idea what "executable"/it's translated equivalent is. However if you speak of an ".exe (file)" it is usually clear to people.
Thus I suggest:
Build 107 fixes a few bugs in the program, as well as adding
I believe the mod manager could benefit from supporting images during the mod installation process, much like the Vortex and old Nexus Mod Manger have for quite a while now.
When you have a mod that includes multiple options, especially ones with visual differences, users will have a better experience choosing between them, because you can have an image that swaps between the different variations as you select, or hover over them.
Here's an example from Vortex: https://wiki.nexusmods.com/index.php/How_to_create_mod_installers
have a popup with short explanation of how to and pitfalls of having multiple targets, including but not limited to:
I suggest changing to
This list does not represent mods that are installed
allow searching/filtering in the target info/modified files tab(s)
eg: enter .bik
to only show modified biks
might also be relevant for other lists (mod lib, asi plugins?)
See #35.
There are significant errors in the TLK compilation. While the file is valid all the strings and randomly ordered. Of course this means that for ME2/3 any strings with higher ones above are not read.
Here is a sample, split-tlk.
tlk.zip
It compiles/decompiles correctly in MM5.
Mods that make changes to configuration files currently need to include a full copy of the files they change. This means they're incompatible with each other. If a user wants to use more than one mod that changes the same file, they need to manually merge the contents of the two files.
Allow mods to provide a partial INI file, containing only the keys they want to modify. This program would handle overwriting the specific keys and values provided in those files without changing the other values.
Mods could also be expected to provide a different format (in case something like JSON was easier to deserialize and parse), as long as the program ended up writing the correctly formatted INI file to the config directory.
As a user / player of the Mass Effect games, it would be really nice to be able to apply multiple small patches to INI configuration files without doing the manual work of tracking down what changed and trying to merge changes from a couple of different items.
As a developer, it would be great to be able to say "this mod is fully compatible with other config mods that don't mess with the key [key name]."
ME1Controller, Improved MAKO, and Gameplay Overhaul all modify BioGame.ini.
ME1Controller and Skip Dialogue Without Choosing Answer both modify BioInput.ini. The latter is explicitly flagged "only works with ME1Controller" because it used the former mod's config file as a base; what if I want to use KB&M controls and apply the Skip Dialogue mod?
Maybe you can make this work in English (I don't see how: 1 file needs to be patched), but most other languages will have trouble, as you'd need to interpolate more than number
and file(s)
, e.g. one or both verbs.
As discussed and partially implemented, when referring to an action concerning the me3tweaks.com website, the network-related character of this action should be indicated by adding .com to ME3Tweaks.
I'd prefer the latter stylization.
This is the task list for ME3Tweaks Mod Manager, Build 105.
SevenZip.ExtractionFailedException: Could not extract files! Message: File is corrupted. Data error has occured.
This exception can be thrown when the archive is attempted to be extracted.
"it" should be Mod Manager to be clear:
Also needs to be propagated into localizations.
Minor issues with test build 105:
(1) When backing up the item being backed up shows: "string_basegame" or "string_movies"
(2) When building a manifest before uploading a mod to the server there is no space between "Building manifest" and the percentage eg "Building manifest10%"
As reported via Discord:
Game backup utility allows existing TexturesMEM*.tfc files to be backed up. These files then remain in the game directory, which triggers a warning for the ALOT V4 installer leaving them after a restore and causing ALOT v4 installer to detect modded files and fail to install textures.
When using the preview version of the ALOT v4 installer for ME2, a warning modal appears telling the user that their game files have been modified and must be rolled back to a vanilla state, even when starting from a backup created via ME3Tweaks MM. Attempting the same operation using the v3 installer produces no such warning and textures are applied without issue.
@Mgamerz provided instructions to check for TexturesMEM*.tfc files in the Mass Effect 2/Biogame/CookedPC folder for .tfc files, which produced these results:
The game runs successfully without any problems on my system even after using the v3 installer, but that is not a valid test since it's an early playthrough and problems could appear later on.
UPDATE: edited issue description to clear up confusion that it's the initial backup operation that has a problem, not the restoring of a game directory.
due to substitution error?
0
removed:their 0
replaced by their set
:Potentially needs propagation to all localizations.
see also many related strings.
The term of "(installation) target" makes sense if you have a certain knowledge of what's going on, but might be confusing otherwise. Most people will have one "target" per game at most.
How do other mod managers handle this?
Are there existing ideas? Did CreeperLava have a suggestion?
In September 2020, Joris Heirbaut released a new version of JojoDiff, which very lightly altered the diff file format. While old patches will work on the new application tool, new diffs will not work on the old code. The implementation changes are as follows:
Hi,
The only change is that the ESC-MOD sequence is now the default when a new operation sequence is needed
(at the start of a file or after an EQL, DEL or BKT operation). It's a small efficiency gain of 2 bytes, but also simplifies the code.
Thank's for using jdiff !
Best regards,
Joris Heirbaut
The JPatch.cs implementation I wrote needs to be updated to account for these so I can leverage the updated patch files, as the new diffing algorithm seems to be more efficient.
Was just wondering if it would be possible to make ME3Tweaks cross-platform with Linux by using Godot as a front-end and adapting the backend for native support for Linux Proton users of the trilogy?
should match
In fact, maybe you can introduce a way to use placeholders for these kinds of references.
This should be the build that ME3CMM users can upgrade to, for reals this time! This build is currently soak testing - not all users will receive it.
Note: The GUI Compatibility Pack Generator is scheduled for deprecation, pending an update for the Interface Scaling Mod. Once this mod is updated, the GUI Compatibility Pack Generator will no longer be necessary, as they won't override files anymore. As of SP Controller Support 3.0, a GUI Compatibility Pack for that mod is no longer required.
C:\ProgramData\ME3TweaksModManager\keybindsoverride
and inject them into the game. These are no longer tied to a mod, but can be included automatically in ModMaker mods in the options panel.This a minor update that adds three features and improves/fixes others.
ALOT Installer V4 option was removed from the interface (through a server side update), as V4 is now the primary download in Mod Manager, so there was no need to keep the old one available.
This is a bugfix release and improves compatibility with ALOT Installer v4.
New features
Changed features
Bugfixes
List of things hopefully planned for 6.2
User features
Developer features
Internal changes
Localization
Todo
Something that will be done someday, maybe
As a modder building complex mods with lots of potential options, I would like to be able to put items that are not optional as always installed in the ModDesc. The tick should not be able to be changed and be auto applied.
For example:
Ark Mod has many parts - the Paladin mission, and 5 different hazard maps. If in future other people want to use the MP resources kit or enemies or just untick every other part of the mod, they see what is installing.
Creating a DLC Multilist option with DLCRequirements. such as below:
(Condition=COND_MANUAL,DLCRequirements=FROM_ASHES,ModOperation=OP_ADD_MULTILISTFILES_TO_CUSTOMDLC,MultiListId=1,MultiListRootPath=Alternates\Extra\EDI,ModDestDLC=DLC_MOD_EGM_Extra\CookedPCConsole,Description="Adds casual outfit version of EDI's From Ashes Armor",FriendlyName="Extra: EDI Casual Alliance Uniform DLC")
The DLCRequirements does not parse properly so the item remains always "Unavailable".
Changing to the official dlc folder name (e.g. DLC_HEN_PR) is a workaround.
This is a small bugfix update that contains improvements to the application updater.
New features
Changed features
Bugfixes
October 8 Update
In many cases it is clear by context that archive means a .7z/.rar/.zip file. In this and some other cases, I fear it might not be.
While I get the meaning, I'm having trouble translating it, which makes me wonder if that's the correct term in the first place.
Alternatives that come to mind:
As a user of M3 I want to fully restore a game that has previously had ALOT installed, and make sure ALOT's changes to graphical settings are also removed.
The various LOD changes that ALOT adds should be removed, otherwise you open the game subsequently and everything goes a bit pear shaped and weird.
Canonical URL includes www subdomain, e.g.: https://www.nexusmods.com/masseffect3/mods/373
A malformed (or malicious) moddesc.ini that has installation routines outside of it's scoped DLC folder can install files outside of it's mod and into other mods. Mod Manager partially protects against this currently by identifying mod folder targets and wiping them out before install. However, it should prevent alternate logic from installing outside of the designated task headers, e.g. basegame should not allow touching DLC, alternates should not be able to escape their siloed job, custom dlc alternates should be forced to remain in scope of their listed dlc folders.
"Verifying correctness", both have the same meaning. A Hendiadys or similar linguistical construct.
I already implemented it this way in deu.xaml:
Because Discord is only in English, indicate it in non-english localizations.
For example:
Most of the time, "Mod Manager" is used to refer to this program. This is what is in the program's title bar, on the website, and on nexus. However there are 7 occurrences of "M3" as of now (plus some internally for string designations). This should be cleared up.
Build 106 is mostly a bugfix and QOL release.
"Mod Manager components" is more descriptive and relevant than just "files".
Here you use "supporting files":
Out of curiosity, which ones are the static files anyway? Got to do with "content updates"?
trying to think as a user here and when translating in general, so here goes.
The concept of "library" must be made very clear and chosen for either "left half of m3" or "some folder on your HDD". I'd use library for the former.
In this case I find the description unclear and would propose "Reload mods from HDD" or "Reload library from HDD".
I feel like "reload" implies throwing away the current index and rebuilding it from HDD, i.e. discovering new Mods. If that's the case, great.
Alternatively, if reload is done based on current index, I'd say refresh might be more fitting.
PS: maybe there's a better word instead of HDD (SSD nitpicking) that has equally intuitive meaning unlike "storage".
Don't wanna fill up user's system ssd with redundant mod copies.
Need to find a balance between "put this in your Documents" for write access and "put this somewhere appropriate for storage".
Maybe something along the lines of "if you have an ssd as system disk and an additonal hdd then choose somewhere on the hdd" should be added to the guide anyway.
It is my understanding that there is a mechanism to gain write access in place, this could also be applied to mod library directory if necessary.
As somebody with mods that have lots of moving parts, it would be useful to have a view of the manifest before committing it to make sure that the uploaded files don't include test versions.
Made this mistake one time too often.
This is the todo list for ME3Tweaks Mod Manager 6.0 Preview 5, Build 104.
This build is currently soak testing and will be re-issued as bugs are reported before a wider release.
Features that are yet to be implemented
Mods planned for supporting
Bugs needing fixed
Features - In need of validation
Features - Validated
Localizations
Documentation
Deployment
New mods supported
These mods will become available for importing and install once deployment goes to Full Release
Moved to 105
This is a bugfix release from the previous version, with many improvements to localization.
This build is soak testing. Not all users will receive this update.
Note: The GUI Compatibility Pack Generator is no longer required for the mods it was originally designed for and will be removed in a future update.
Content is just online updates. Such as refreshing latest items (tips, importing info, etc).
only used once, the other times "content" is used is to do with required DLC/Mods:
Naturally there are many mentions of custom DLC mods, e.g. the first one:
However the term is not used consistently. It should be decided which is the best term, e.g. most easily understandable, sufficiently precise and least technical.
The following items need to be completed before build 103 can be published.
Localizations
Features
Testing
Serverside
Deployment
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