Mass Effect Andromeda
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Re: Mass Effect Andromeda
WV if you tell me size of icons and all the icon types required i'll try to make them
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Re: Mass Effect Andromeda
well dunno, any size you like^^ just the bigger they are, the more spaced the tree becomes
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Re: Mass Effect Andromeda
My SHA1 locator must be broken or something. Just as a test, I coped and pasted the first SHA1 I could find, but nothing comes up after clicking the find button. Tried several other SHA1s, nothing comes up.
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Re: Mass Effect Andromeda
looks like it, maybe redownload it...
PS: just in case, attached my version, but havent changed much yet
PS: just in case, attached my version, but havent changed much yet
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Re: Mass Effect Andromeda
Hi everyone ! I'm new here but I was wondering if it is already possible to mod story choices for example ?
I chose the wrong dialogue option with Avitus Rix and he won't be the Turian Pathfinder now, is there any way to change this yet with the hex editor ?
Thanks a bunch !
I chose the wrong dialogue option with Avitus Rix and he won't be the Turian Pathfinder now, is there any way to change this yet with the hex editor ?
Thanks a bunch !
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Re: Mass Effect Andromeda
warrantyvoider wrote:looks like it, maybe redownload it...
False alarm. I don't have that particular package installed. It works, thanks.
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Re: Mass Effect Andromeda
another "small change" with a huge difference:
for every import of data, there will be now a patch generated for it automatically!!!
Which overwrites any existing patches, so no need to remove or edit stuff in the patch folder anymore. What you import is now the "patched" truth the game loads the generated patch simply says "copy X chunks from base" where X is the number of all chunks needed, aka, the patch is only the basedata now ^^
greetz WV
for every import of data, there will be now a patch generated for it automatically!!!
Which overwrites any existing patches, so no need to remove or edit stuff in the patch folder anymore. What you import is now the "patched" truth the game loads the generated patch simply says "copy X chunks from base" where X is the number of all chunks needed, aka, the patch is only the basedata now ^^
greetz WV
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Re: Mass Effect Andromeda
Any ideas about enabling all kinds of unicode characters in talktables?
Only german alphabet works in german TT, english in english TT... etc.
Try to write hungarian ('Ó', 'Ő', 'Ú', 'Ű', 'Á', 'É') letters in the german TT.
You found some clue about a list in the beginning of every TT, maybe that list holds the allowed characters. It's just a tip.
Only german alphabet works in german TT, english in english TT... etc.
Try to write hungarian ('Ó', 'Ő', 'Ú', 'Ű', 'Á', 'É') letters in the german TT.
You found some clue about a list in the beginning of every TT, maybe that list holds the allowed characters. It's just a tip.
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Re: Mass Effect Andromeda
Loving the progress in this thread, Im wondering has anyone located the shader files?
also is it possible to edit the LUA files?
also is it possible to edit the LUA files?
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Re: Mass Effect Andromeda
warrantyvoider wrote:well dunno, any size you like^^ just the bigger they are, the more spaced the tree becomes
i mean, can you list filetypes which you want icons for
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Re: Mass Effect Andromeda
katzsmile wrote:warrantyvoider wrote:well dunno, any size you like^^ just the bigger they are, the more spaced the tree becomes
i mean, can you list filetypes which you want icons for
dunno, talktable, textures, meshes, "EBX", should be the most wanted I guess ?! just as info, there maybe over 100 of classes, so pick the ones you would imagine to edit, even if theres not tool for it yet... this xentax post with pastebin links should give you an idea whats there
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Re: Mass Effect Andromeda
warrantyvoider wrote:another "small change" with a huge difference:
for every import of data, there will be now a patch generated for it automatically!!!
Which overwrites any existing patches, so no need to remove or edit stuff in the patch folder anymore. What you import is now the "patched" truth the game loads the generated patch simply says "copy X chunks from base" where X is the number of all chunks needed, aka, the patch is only the basedata now ^^
greetz WV
yesss i love you man
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Re: Mass Effect Andromeda
I do have one technical question about sha1s. For every bundle, there's usually a section for ebx, dbx, and res. What is the purpose of dbx and how do they relate to ebx? I tried to lookup the sha1 for some dbx entries, but couldn't find it. I don't recall ever seeing data for dbx, just wondering what it is.
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Re: Mass Effect Andromeda
dbx is debug data and removed from gamecontent, just ignore it
here a little spoiler...
greetz WV
here a little spoiler...
greetz WV
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Re: Mass Effect Andromeda
ok, here come alot changes!
UPDATE!
from now on, I will put all updates on github, so you dont have to browse this forum for the latest release
URL and Download: https://github.com/zeroKilo/MEAExplorerWV
first off, I changed the plugin interface yet again, but I hope thats pretty much it for now, if anyone already started making plugins, please let me know.
here the current declaration: clix
whats new in interface towards plugin is:
whats new from the host side:
for the last one, I added "Mod Manager" to the main tool, the list of mod jobs is global, so if you added a job via plugin, you will find it here and can now save it. it also loads additional jobs, in case you want to combine them
other changes:
-"Find SHA1 Locations" now uses the sha1 of a select object, if one is selected
-Texture Tool is gone, but the preview stays for now, instead someone should make a plugin to only browse textures, make preview there , handle editing and so on...
greetz WV
UPDATE!
from now on, I will put all updates on github, so you dont have to browse this forum for the latest release
URL and Download: https://github.com/zeroKilo/MEAExplorerWV
first off, I changed the plugin interface yet again, but I hope thats pretty much it for now, if anyone already started making plugins, please let me know.
here the current declaration: clix
whats new in interface towards plugin is:
Code: Select all
bool addToMainMenu { get; } //determines if your plugin shows up in main menu for plugins
bool addToContextMenu { get; } //determines if your plugin shows up in context menu for objects
bool supportsAllResTypes { get; } //enable for all res types (including ebx)
List<uint> supportedResTypes { get; } //if not all are supported, define the supported here
void DoMain(); //called from main menu
void DoContextData(DataInfo info);//called from context menu, including selected object info
string RunModJob(byte[] payload); //this is changed! now returns a result string, like 'done with x replacements'
whats new from the host side:
Code: Select all
void AddModJob(string pname, string desc, byte[] payload); // this is now implemented!
for the last one, I added "Mod Manager" to the main tool, the list of mod jobs is global, so if you added a job via plugin, you will find it here and can now save it. it also loads additional jobs, in case you want to combine them
other changes:
-"Find SHA1 Locations" now uses the sha1 of a select object, if one is selected
-Texture Tool is gone, but the preview stays for now, instead someone should make a plugin to only browse textures, make preview there , handle editing and so on...
greetz WV
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- Joined: Tue Feb 16, 2016 6:36 pm
Re: Mass Effect Andromeda
Found an explanation:
So, basically DBX sha1s point to nothing. No wonder why I couldn't find anything.
You use the offset to read the SB file (Same format as the TOC). The offset will be a bundle that has EBX/DBX/RES and CHUNK entries. Each of these (With the exception of DBX) will have a SHA1 value which is used to lookup the cas.cat to find out which CAS file to read the data from. I believe DBX files are debug EBX files that have been stripped, since the SHA1 does not point to a valid entry in the cas.cat.
So, basically DBX sha1s point to nothing. No wonder why I couldn't find anything.
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- Joined: Tue Apr 04, 2017 11:44 am
Re: Mass Effect Andromeda
OClear wrote:Found an explanation:You use the offset to read the SB file (Same format as the TOC). The offset will be a bundle that has EBX/DBX/RES and CHUNK entries. Each of these (With the exception of DBX) will have a SHA1 value which is used to lookup the cas.cat to find out which CAS file to read the data from. I believe DBX files are debug EBX files that have been stripped, since the SHA1 does not point to a valid entry in the cas.cat.
So, basically DBX sha1s point to nothing. No wonder why I couldn't find anything.
told ya
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Re: Mass Effect Andromeda
warrantyvoider wrote:y3804 wrote:AimSpams wrote:There are any way to extract meshes?
yes, although .res files can't yet be filtered by type, you can
if anyone makes me little icons, I could simply add a different one for each type to the nodes. I could probably also make it so, that you see the type when you hover over it, and ofc I can show the restype in the status bar...
now you guys decide! does anyone make me icons and/or do you want text?^^
greetz WV
I can make icons if you tell me what you need.
How many square pixels?
Do you want them in the .ico format or another?
What do you need icons for? Textures, meshes and...?
Colour or monochrome?
Transparent or using a background colour?
So glad to hear you're working on this tool. Good luck and don't work too hard
J
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- Joined: Tue Apr 04, 2017 11:44 am
Re: Mass Effect Andromeda
mrjack900 wrote:I can make icons if you tell me what you need.
How many square pixels?
Do you want them in the .ico format or another?
What do you need icons for? Textures, meshes and...?
Colour or monochrome?
Transparent or using a background colour?
So glad to hear you're working on this tool. Good luck and don't work too hard
J
warrantyvoider wrote:katzsmile wrote:warrantyvoider wrote:well dunno, any size you like^^ just the bigger they are, the more spaced the tree becomes
i mean, can you list filetypes which you want icons for
dunno, talktable, textures, meshes, "EBX", should be the most wanted I guess ?! just as info, there maybe over 100 of classes, so pick the ones you would imagine to edit, even if theres not tool for it yet... this xentax post with pastebin links should give you an idea whats there
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- Posts: 17
- Joined: Sat Apr 15, 2017 6:02 pm
Re: Mass Effect Andromeda
Hey guys, I'm back with another tutorial on how to create your first .meamod and how to upload it on Nexus!
https://youtu.be/KaLVEOnwTRo
example of uploaded .meamod http://www.nexusmods.com/masseffectandromeda/mods/103/?
https://youtu.be/KaLVEOnwTRo
example of uploaded .meamod http://www.nexusmods.com/masseffectandromeda/mods/103/?