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MEHEM v0.5 beta is up

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#76
MrFob

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@JohnP: Thanks. Will fix that.

 

@giftfish: The flashback slide thing, I'll have to look into. I did expect the memorial scene to be broken a bit. I'll make a new compatibility version as soon as v0.5 is out the door. Thanks for checking it out. Did you use your Willa save? That's the one you sent me at some point. I am going to use that tests when I get started on that.



#77
giftfish

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@JohnP: Thanks. Will fix that.

 

@giftfish: The flashback slide thing, I'll have to look into. I did expect the memorial scene to be broken a bit. I'll make a new compatibility version as soon as v0.5 is out the door. Thanks for checking it out. Did you use your Willa save? That's the one you sent me at some point. I am going to use that tests when I get started on that.

 

I did use the same Willa save, yes :)

 

I've just finished looked at the emails. There's still a lot of errors, and since it's less time-consuming to just make the changes rather than itemize each one I went ahead and did that instead. I'll email you a copy momentarily, Fob, but here are the issues I fixed. Feel free to use the edits or not:

  • Contractions -- Its/It's confusion; the latter only used in place of "It is" or "It has"
  • Capitalization -- Reaper(s), Crucible, Alliance, Citadel, prothean, asari, turian, volus, salarian
  • Missing commas -- always used to set off a person's name in a sentence ("Is that you, Joker?")
  • Unnecessary commas -- removed a couple
  • Missing spaces -- Lots of these between periods and the following sentence. Not sure I caught them all.
  • Missing periods -- one or two
  • Compound words -- some of these need hyphens; "high-up" and a few others
  • Misspellings -- several
  • "P.S." -- no colon following
  • Ellipses -- generally, there is one space after an ellipsis
  • Numbers -- 50, 000 (not 50.000); English usage, already discussed
  • Incompatible characters -- Converting between the XML-TLK can result in error codes ("&x19;") being inserted when using incompatible punctuation. I'm not sure if these appeared in the game or not, since I stopped reading the emails in game after the second message I got to. At any rate, I inserted compatible characters when these appeared in the XML I created.

I didn't adjust sentence structure at all, since this is in part due to the character's voice and is more of a creative decision. However, there are LOTS of very, very long, comma-ridden sentences that can be confusing to read. I also didn't adjust the British English usage of certain words ("familiarise" vs. "familiarize") since it's personal preference.

 

A couple of general comments:

  • Several of the emails are missing punctuation at the greeting. I wasn't sure if this was on purpose or not.
  • Captain Fob's email fits into the above category. It also is missing capitalization and punctuation for the closing. Also not sure if that was intended.
  • You might want to change the spacing of the ACN article. It's not 100% clear that some of those are "headings" since they are right in the middle of paragraphs above and underneath. You could place 2 spaces above the preceding paragraph and/or use a colon after the heading to fix this.
  • As JohnP points out above, species/race names are not capitalized, just like "humans." They are common nouns, not proper nouns. If the asari were called "Thessians" and restricted to the planet Thessia, then their species/race would be capitalized. This is also the convention the game uses -- with the exception of "Reapers" and "Collectors." Those shouldn't be capitalized, either, but BW does anyway for some asinine reason, lol.

EDIT: And sent to your gmail.



#78
giftfish

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@Fob -- Remember that the first Willa save you sent me, though, didn't have Thane's death gibbed out, so your initial testing had problems. Make sure bools 19188 and 18714 are set correctly (to false).



#79
giftfish

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And just finished testing the beta with ThaneMOD v2.0D.

 

The flashforward is also broken (absent) in this version (not surprising, since the same files are used).

 

However, the MS does work in this version. I'm not sure why. I tested a save where Garrus was the LI and he was in the proper position, did the hug, etc.



#80
MrFob

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Hey, thanks heaps giftfish!!! Got your email. This saves me a lot of time, thanks.

Still working on getting the links set up properly in the installer and some other stuff (didn't have time to work on it during the weekend as I planned). Hopefully I can finish it today and release.

Then I'll get onto ThaneMod.



#81
giftfish

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@Fob -- Hey, just something I was thinking about in relation to v0.5 installation.

 

Are you planning on telling folks to vanilla like you did in the beta instructions? Or are you just planning on telling them to uninstall any previous version of MEHEM?

 

I was surprised that your instructions stated to vanilla (obviously I didn't), but then it occurred to me other folks might have MEHEM currently installed and maybe what you meant was that they should uninstall previous versions of MEHEM.

 

At any rate...here's where I'm going with this:  players should no longer need to vanilla when installing MEHEM, due to the new DLC method. Unlike ThaneMOD, MEHEM doesn't come with any textures, therefore the only reason players would need to vanilla is if they want to apply textures to MEHEM files. If they don't use textures, are ok with unmodded textures for those files, OR if none of the textures they use affect those files, then they don't need to vanilla.

 

I think you probably know that, but just wanted to say it in case. Btw, instructions for mod installation become a lot more "muddy" when a mandatory vanilla isn't required. This is one reason my guide is still 25pp for TMv2.0, lol. Have fun!

 

Btw, one thing on my Texplorer "wish list": the ability to scan a new DLC mod for textures and append that data to the existing me3tree.bin. Having to vanilla to install a new DLC mod I'm sure is a gigantic pain in the ass for folks who like to use lots of new textures. Seems like this should be possible :/



#82
MrFob

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I am not stating in the installer that they have to vanilla. However, I am adding an extra page to the installer which deals with compatibility.

That page states that MEHEM is self contained and can be compatible with other mods, according to their documentation.

I also include a ink to a MEHEM + texture guide (dummy thread already exists in ME3Explorer forum), which will have detailed instructions for that. In this guide, I will tell people to vanilla their game completely, then extract all their DLCs manually, then redo the treescan. That's the only way it works for me and it's a really complicated process at the moment. The only reason the guide is not finished yet is because I am still testing what actually works. Frankly, DLC extraction, whether done with the Texplorer tree scan or with DLC Editor 2 is a mess and I need to find a reliable way how that works (so far, just the proper DLC extraction has about 25-30 steps!!!! This si ridiculous and I am trying to actually improve on that.).

 

In short, I am not requiring people to vanilla their game but I only tested MEHEM on a vanilla game and that's all I am going to provide support for (that and the texture issue, which will require people to vanilla anyway)

If people want to try and combine MEHEM with other mods or if they want to try and install it without vanilla-ing their game first, that's up to them basically because given the variety of mods that exists these days and the way people may have messed u their games, I can't test it all.

 

Edit: As for appending new DLC mods to the texture tree: It would be nice but the first priority is to get it to work even from a vanilla game at all (right now, it doesn't). That should be feasible, all we need to do is get that automatic extraction to work properly.

I am also not sure how interested KFreon is in this issue. Could be fairly tricky to get this to work without introducing a huge amount of bugs into the treescan procedure.



#83
giftfish

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@Fob -- Yeah, I know, it's a mess. And, a bit frustrating.

 

My impression that the problem with appending to the metree.bin like that is the same file in two different locations could point to different textures. This seems no different than TPF Tool having the PCC-specific ability to apply textures that it does "have," but this ability doesn't actually work in the latest SF (not sure if it's fixed in the SVN or not). Also, as you know, I'm not a coder, so I really have no idea how difficult it is to get that to work.

 

I don't even have time to mod my game with textures, but it really would be a boon for mod users. Having to vanilla in order to scan, and then re-apply all my textures would certainly discourage me from trying new mods on a whim, lol.

 

Definitely don't worry about MEHEM and vanillaing, though. Obviously you can't test everything, but DLC mods really do work fine in that regard. You're no longer overwriting any files, so the current state of the user's files doesn't matter (relatively speaking). Load priority is what matters and MEHEM's priority in relation to BW DLC and DLC mods. It should create much less work for you when it comes to helping your users troubleshoot. Wewt.

 

I'll be sure to keep an eye out for any discussion b/n you and Kfreon on the forums and provide details on any pertinant information I have :)



#84
MrFob

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Hey guys,

Installer version is up here:

https://drive.google...iew?usp=sharing

 

Would be great if one of you guys could run through the installer and the uninstaller once, so I have confirmation that it works.

Unless any of you report any problems, I am going to upload this to Nexus and moddb.

 

Cheers!

 

EDIT: Just saw Deager's new thread. It's a lot of text and 1am, so I am going to read and comment tomorrow.



#85
Deager

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Suh-weet. I'll give it a whirl tonight.

 

I may also ask to steal your nsis code, which I guess you got from giftfish or something. I also have wavion's code somewhere too. I'm liking the idea of installers with uninstallers and such for people and am not the greatest at scripting.



#86
Deager

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Install is solid. I'm testing an after TIM talk to be certain it all works properly. Oh right...my real next task is getting MEHEM to CEM stuff setup for v0.5.

 

All is well. I thought it had an uninstaller but at least the installer is smart enough to know the folder is there. Looks good. I'll wait until after you post to create MEHEM to CEM v0.5 stuff.

 

Also, dang, I want to fix that stupid sound glitch which is going to be within the MEHEM to CEM stuff. One of these days I'll maybe get it....



#87
MrFob

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Cool! Thanks Deager. One thing: Did I get that right, you didn't find the uninstaller? You can uninstall it via the Control Panel. It shows up as an installed program. Also, the uninstaller can be found in the ME3 install directory as a file.

Can you try an uninstall? Want to make sure ME3 is still working for you after an uninstall (and check it out, I tried to make it a bit funny :)).

Also, did the links work well for you and did all the texts and picture show up?

Just want to make sure, as it is the first time I am trying this. Sorry to be such a pain.



#88
Deager

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I didn't think you'd be that fancy! Reg edits are required for that right? Anyway, yes, uninstall like a normal piece of software worked just fine. Shepard totally deletes stuff like me on her way to real errors.

 

Texts and pictures showed up. Link to instructions and link to Julia's example worked....that was it right?

 

EDIT: To confirm, this is the upload version right? I may get on MEHEM to CEM right now to work with both Additional LI and v0.4 style. Additional LI was not working with ThaneMOD right now or is? I just want to figure out what I have to prepare and how.

 

Also, was that nsis you used? Could you share that script with me? I think it may make for a nice template and help me figure out how to maybe make an all-inclusive "ending of your choice to CEM of your choice" installer. I won't bundle CEM into yet since I'm still working on that but the transition piece seems solid and I don't plan on editing that.



#89
MrFob

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Cool! Thanks heaps.

 

And yes, this is the final version. Going on Nexus and moddb tomorrow.

 

And yes, this is an NSIS script. You can download it here:

https://drive.google...iew?usp=sharing

 

(I removed the actual mod files to keep it small but kept all the other stuff like the images, docs, etc.)



#90
giftfish

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I didn't think you'd be that fancy! Reg edits are required for that right? Anyway, yes, uninstall like a normal piece of software worked just fine. Shepard totally deletes stuff like me on her way to real errors.

 

Texts and pictures showed up. Link to instructions and link to Julia's example worked....that was it right?

 

EDIT: To confirm, this is the upload version right? I may get on MEHEM to CEM right now to work with both Additional LI and v0.4 style. Additional LI was not working with ThaneMOD right now or is? I just want to figure out what I have to prepare and how.

 

Also, was that nsis you used? Could you share that script with me? I think it may make for a nice template and help me figure out how to maybe make an all-inclusive "ending of your choice to CEM of your choice" installer. I won't bundle CEM into yet since I'm still working on that but the transition piece seems solid and I don't plan on editing that.

 

Yes, registry edits are required for that :)

 

Also, don't forget the tutorial I put up on installer scripting a while back. MIght be handy for you:

 

http://me3explorer.f...-mod-t1193.html

 

I seriously almost quit the mod when I was trying to figure out the scripting. It's by far the most difficult thing I've done for ThaneMOD. It was like learning a foreign language in a month...when I didn't even understand the letters of the alphabet. I think I almost had a panic attack about 12 times.

 

The MEHEM version of ThaneMOD includes the Addtional LI mod, Deager. And yes, it seems to be working. It's only the Thane-related ending content that's currently broken until Fob can get the files re-edited (Thane's flashforwards, flashback, and his presence in the Memorial Scene). The other LIs appear in the scene ok -- at least my test with Garrus as the LI worked.



#91
Deager

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The tutorial queen comes through again. I'll be reading that thoroughly once I get CEM ready to release. I still have those few pesky lines I want fixed first before making a new installer. Plus I want to call it N7 edition so I'll just have to wait until November 7th....OK, not really. That's a long ways off.



#92
MrFob

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Yep, I used that tutorial and the pastebin script as a template for my installer.

There are a few additions in the MEHEM v0.5 installer, such as the links (not a bog deal) and some vpatcher stuff for the optional components (which is fairly easy to do) but in principle, it's the ThaneMOD installer. That's why giftfish is in the credits for the installer as well.

 

I hope the uploaded script helps. It should compile without an error I think (unless I accidentally deleted a file that I used for it).



#93
Deager

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OK, I realized that MEHEM must only change the 730Green file for the Additional LI because no need to change 720Blue. And Thane is already present in that file I gather as well. I'm going to work under those assumptions this evening.

 

If someone uses the current version of ThaneMOD now it is working with MEHEM v0.5 or there are still some kinks to work out>

 

This reminds me. I think I'll always keep the transitions to CEM separate from CEM itself. That can always be a moving target where CEM itself should reach a final stage this time.



#94
giftfish

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OK, I realized that MEHEM must only change the 730Green file for the Additional LI because no need to change 720Blue. And Thane is already present in that file I gather as well. I'm going to work under those assumptions this evening.

 

If someone uses the current version of ThaneMOD now it is working with MEHEM v0.5 or there are still some kinks to work out>

 

This reminds me. I think I'll always keep the transitions to CEM separate from CEM itself. That can always be a moving target where CEM itself should reach a final stage this time.

 Well...he *will* be in the file. Once Fob fixes it for v0.5, lol.

 

Right now, there's no Thane :(

 

^Sad Panda



#95
giftfish

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Hey guys,

Installer version is up here:

https://drive.google...iew?usp=sharing

 

Would be great if one of you guys could run through the installer and the uninstaller once, so I have confirmation that it works.

Unless any of you report any problems, I am going to upload this to Nexus and moddb.

 

I didn't get to this last night, but working on it now. Just wanted to give you aheads up that Avast is insisting the download is suspicious, so I'm going to have to suspend ti to download. Only mentioning it since other folks will likely run into the issue and you'll probably get flagged on Nexus with an "unverifiable" file or whatever the heck they call it.

 

I might have to head out before the download is finished since it's pretty large, lol. If so, I'll finish when I get back :)



#96
MrFob

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Oh, thanks giftfish. That's probably because it is an exe file from google drive.

To be sure, i'll pack it into  a zip file for Nexus.

 

Oh and don't worry, No spyware in MEHEM. :)



#97
Deager

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I'm keeping silent until you release. I already have my transitions ready for MEHEM or MEHEM Addtional LI to CEM Full or Lite ready to go. The installer...I'm so close. Stupid check boxes. I'll figure out how to let people choose one of the 4 choices instead of all of them being mandatory. :)

EDIT: Already resolved.



#98
MrFob

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Ok, it's out.

Good thing you came prepared Deager. It didn't take more than a couple of minutes for the first guys to ask for MEHEMtoCEM compatibility. I took the liberty of saying it'll be out shortly. Hope that's ok.



#99
Deager

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You're good. I had a feeling there'd be a few people who'd want to try out the transition right away. Not that many but it's good to be ready for the diehards.

 

I may upload my own installer here for testing...although it's pretty easy. No reg keys...not much going on....famous last words.

 

EDIT: Ah syntax. I had the wrong files pulling in for one of the versions. Then I had to test everything again. That was a fun...hours?



#100
giftfish

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Ok, it's out.

Good thing you came prepared Deager. It didn't take more than a couple of minutes for the first guys to ask for MEHEMtoCEM compatibility. I took the liberty of saying it'll be out shortly. Hope that's ok.

 

I know ThaneMOD folks will be asking as well. I'll go put up a new announcement on both Nexus and ModdB to try to head off some of the questions.

 

Fob, since you're going ThaneMOD's compatibility edits, feel free to give (or not give) folks a timeline for the upcoming patch when they ask. Once you have the files done I can probably wrangle up 2-3 testers, so assuming things go well, it should be less than a week from when you are finished with the files until I can release the patch on ThaneMOD's download page.