Yeah I don't know the version numbers off the top of my head. The one from March of last year supposedly is the one that repacks DLC the best.Chashan wrote...
I was currently running Version 0107, rev 600. Version I tried to run it before was none too old either (one of the 0106 ones, can't remember which). I'll have a look-and-see whether that will work any better.
When you make a change in the coalesced editor in ME3Explorer in a section, you have to click the "Save Changes" button in the toolbar first. After that, then you can save the actual file by hitting the File tree, and then Save. IIRC this is because the one in ME3 explorer splits the bin files into temporary json files, the "Save changes" button updates the json you are working on, whereas the File > Save button just recreates the bin from the working jsons.EDIT: Right, just gave the Coalesced-editor included with ME3Explorer a go, changes didn't get registered after saving the file as with an earlier version, yet the saved Coalesced ends up a different size than the original. Going to try external Coalesced editor now.
The reason bin files are (almost) never recompressed to the same size as the original bins is simply because the third party compression is not as efficient as Bioware's. So most of the time if you change more than one bit it will not compress to the same size. It shouldn't matter that much though.EDIT 2: Nope, won't play along. Size seems okay, nearly same as original, replacement through DLC Editor 2 goes through, first rebuilds and then checks the file-size okay - and in-game, when I want to select the only weapon I edited, the Krysae, it doesn't show the stats (statbar was edited this time around), and selects the Mantis instead in selection.
As for display errors, this is indeed related to DLC editing, it is changing the load priority of the bin files. The last time I read about this was in regards to femshep's SuperCoalesced mod that would have merged every bin into one file. This project was abandoned because it did not seem there was a way to get around various glitches.
When I made my mod I was predominantly working with a version where the exe is dated 5/5/2013. I am not sure what the version number is. There isn't one dated that way on the sourceforge list over versions.





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