Mass Effect Andromeda

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
mrjack900
Posts: 3
Joined: Mon Apr 24, 2017 2:00 am

Re: Mass Effect Andromeda

Post by mrjack900 »

warrantyvoider wrote:
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:
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


Ah, I see you already have someone on it.
axellslade
Posts: 11
Joined: Tue Jan 10, 2017 10:58 pm

Re: Mass Effect Andromeda

Post by axellslade »

The ModManager is trying to apply the mods to the default install folder, but I changed it. Even after loading the FS and pointing to the .exe where the game is installed doesn't change that.
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

ah *SPAM*, I think I know my mistake: the mods contain absolute path, not relative ones, i was stupid, sorry^^ im at work now, but will fix this as soon as I get home

greetz
watafuzz
Posts: 5
Joined: Mon Apr 24, 2017 10:34 am

Re: Mass Effect Andromeda

Post by watafuzz »

As of the last version, importing data into an ebx modify both the files in \Data and \Patch if there are patched files to modify, which seems to break everything, no matter what I do. Using a previous version only modify files in \Data which allow the mod to function as expected.
watafuzz
Posts: 5
Joined: Mon Apr 24, 2017 10:34 am

Re: Mass Effect Andromeda

Post by watafuzz »

Or more likely, I'm just doing something horribly wrong.
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

im at work ppl, I cant do much here.

patches obviously have to be overriden, but what if your ebx is used in mutliple bundles? have you used the searchplugin? you need to make a mod for each, or I have to scan every single .sb file for the sha1 and its changes. I can do that, but it slows modding down ALOT (besides the wear on the hdd)

for the absolute path problem, well I cant change code I dont have here, but I can make a quick tool to fix the mods...

Image

Image

as I compress data, this tools decompresses the data and makes it export/import-able, where you can edit the paths. once I get home, I will rewrite the maintool and plugins, to generate relative ones (relative to the basefolder you load in FS)

greetz
watafuzz
Posts: 5
Joined: Mon Apr 24, 2017 10:34 am

Re: Mass Effect Andromeda

Post by watafuzz »

Nevermind, I think I know what I got wrong.
axellslade
Posts: 11
Joined: Tue Jan 10, 2017 10:58 pm

Re: Mass Effect Andromeda

Post by axellslade »

warrantyvoider wrote:for the absolute path problem, well I cant change code I dont have here, but I can make a quick tool to fix the mods...

as I compress data, this tools decompresses the data and makes it export/import-able, where you can edit the paths. once I get home, I will rewrite the maintool and plugins, to generate relative ones (relative to the basefolder you load in FS)


No hurry WV, that workaround worked for now. I'll download the fixed tool when you make the proper changes!

Cheers,
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

am home, coded abit and now its on github. mods now use relative paths, plugin writers please notice! that also means anyone that had already made mods has to redo them, because I changed the "setDataBySha1" function, in that it now expects toc to be a relative path (you can get these from the getTOCFileLabels function) Im sorry, but I hope I dont have to change formats again, that should be it :D
Image

about patching, yes, it automatically "deactivates" any existing patch for a given sha1, if theres none, then there will be also nothing done about patches. but keep in mind that a sha1 might be used in different bundles, as you probably know the path (right click node, copy path) of the object, you can use the search plugin to find any other references with that and can make mods for those too. I havent "modded" alot in the game myself either and I have to work off your feedbacks, so thanks for that

greetz WV

PS: ofc now on github
watafuzz
Posts: 5
Joined: Mon Apr 24, 2017 10:34 am

Re: Mass Effect Andromeda

Post by watafuzz »

import seems to be buggy.

Edit: And it's already fixed lol, you're awesome
redspike474
Posts: 7
Joined: Sat Apr 22, 2017 6:50 pm

Re: Mass Effect Andromeda

Post by redspike474 »

redspike474 wrote:Loving the progress in this thread, Im wondering has anyone located the shader files?
also is it possible to edit the LUA files?
y3804
Posts: 17
Joined: Sat Apr 15, 2017 6:02 pm

Re: Mass Effect Andromeda

Post by y3804 »

Unofficial ME:A modding discord

https://discord.gg/JPzBNGw

By Rick Gibbed and Ehamloptiran.

i will be there too to answer basic questions (I'm not a coder, but more of an experienced modder)! feel free to come take a look
y3804
Posts: 17
Joined: Sat Apr 15, 2017 6:02 pm

Re: Mass Effect Andromeda

Post by y3804 »

redspike474 wrote:
redspike474 wrote:Loving the progress in this thread, Im wondering has anyone located the shader files?
also is it possible to edit the LUA files?


LUA res can be exported, but I don't think this game uses much LUA scripts. as far as i can tell most of the calculations are done in ebx instead. as far as editing those files i have no idea. maybe the previous lua decompiler from DAI still works? :shrug:
axellslade
Posts: 11
Joined: Tue Jan 10, 2017 10:58 pm

Re: Mass Effect Andromeda

Post by axellslade »

Could anyone point me in the direction of the textures for the armors? I spend 3 hours searching yesterday and couldn't find.
Maybe because I had just came home from work and was tired, or I'm just dumb.
I'd bet the latter.
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

go a few pages back and see how the texture preview worked (only on res objects in VFS), there was a tool to display info about the infos in res data, but its removed now and will be replace with a proper texture plugin

greetz
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

ok, rick helped me fix a critical bug in my patching code, now the patched ebx should display correctly

Image

now on github

greetz
watafuzz
Posts: 5
Joined: Mon Apr 24, 2017 10:34 am

Re: Mass Effect Andromeda

Post by watafuzz »

That fixed whatever issue I had. Thanks a lot for your amazing work.
slicernce
Posts: 1
Joined: Tue Apr 25, 2017 10:19 pm

Re: Mass Effect Andromeda

Post by slicernce »

Does anyone know how to edit the .res textures? I've managed to export a bunch of .res.bin files but I have no idea how to edit these.
warrantyvoider
Posts: 236
Joined: Tue Apr 04, 2017 11:44 am

Re: Mass Effect Andromeda

Post by warrantyvoider »

slicernce wrote:Does anyone know how to edit the .res textures? I've managed to export a bunch of .res.bin files but I have no idea how to edit these.

as no one seems to answer you: res data includes a chunk id, this chunk is usually in the same bundle, so load the entire bundle. the res data tells you the size, format, mipcount and alot more things you need to make a dds header for the pixel data in the chunk. go a few pages back where I released a version that had a little tool called texture data preview, which auto loaded the texture pixel data and gave you info from res data, like format (around 100 that there are) and size. im working on a texture plugin anyway, so at best just wait, or google around for old frostbite extraction scripts and see how those worked

greetz WV
mattiaperry95
Posts: 1
Joined: Thu Apr 27, 2017 8:50 am

Re: Mass Effect Andromeda

Post by mattiaperry95 »

hi, sorry for bother u but i have an error when i click on 'run all':

Running Job 'Replacement by SHA1' with Plugin 'SHA1 Export / Import' ...
ERROR: Accessing the path ' D : \ Program Files (x86) \ Mass Effect Andromeda \ Data \ Win32 \ streaminginstall \ levelprereqinstallpackage \ cas.cat' is denied.

i cheked the box in properties to unlock and run it in admin mode, but nothing. same problem everytime