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getting everything to work with "mod as DLC"

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#1
Deager

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OK, I may be missing something and I didn't want to get off topic and just about everything I'm reading so I'm trying to figure this out here.

 

I love the "mod as DLC" method.

 

I love the idea of making a custom afc file for the mod to keep file size waaaay down.

http://me3explorer.f...617.html#p14617

 

I love the reliability of them installing properly.

 

The only hitch I see with them is texplorer. I asked this question just today.

http://me3explorer.f...615.html#p14615

 

The only reason I'm not taking the time to setup CEM with a custom afc for everything is because I'm not really in the mood to have both a custom afc version and manual install version and re-pointing all those lines and needing to test everything twice (at least.)

 

But, if texplorer could extract out fully and scan mods as DLC, there would be no reason to make a manual install version anymore, is that correct?

 

I should also check out this new afc creator tool you made Fob. Maybe that will help answer some of my questions. So far I've made custom afcs manually in hex but I bet your tool makes that unnecessary.



#2
giftfish

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I'm keeping up with the thread on ME3Exp, but I'm confused as to the premise of your question above.

 

What does Texplorer have to do with the CEM AFC itself and installation? Where the AFCs for the EC and Citadel DLC are located should be irrelevant. CEM (and its AFC) as a DLC mod will overridde all other DLC and the main games below it in load priority.

 

So...what's the issue? I mean...there's no guarantee the player's SFAR will even be extracted, since if they don't mod textures, there's no reason for it to be. Players who use only CEM and MEHEM, for example, have no reason to do a Texplorer scan, since there's no textures included in either mod. Their DLC will all be in SFARS.

 

In contrast, for users who extract their DLC manually or via Texplorer, the AFC could be in the SFAR or outside the SFAR in the DLC's \CookedPCConsole. Either way, CEM's files will still override them, b/c of it's higher load priority, which is still determined by the Default.sfar.

 

So...am I missing something?



#3
Deager

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EDIT:

As I was falling asleep I realized what you're saying. The only non-INT.pcc files edited are for the goodbye scene. AFAIK, the INT files won't have textures in them. So...yeah. I guess I can do my own custom afc stuff right now unless that goodbye scene would screw up textures; which, would be very bad considering it's the last scene of the game at that point.

 

ORIGINAL DRIVEL BELOW:

JAM to CEM and all doesn't really matter but if I release CEM Full or Lite with a custom afc for every line...I can't do a manual installation without having 2 versions of every pcc file to point to the correct name and offset. I like the idea of custom afc; by which I mean an afc with only the lines I changed instead of the entire DLC_EXP_PACK003_INT.afc file, because it saves a lot of space so the download is smaller and I view it as more efficient and then better.

 

At least, that's how I was viewing custom afcs. JAM was small so that was an easy one. I actually did a custom afc for the music in CEM for the goodbye scene to save space.

 

So, that's what I mean anyway. Maybe making a custom afc like that is fairly pointless and I shouldn't worry about doing it.



#4
giftfish

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Hm...I think at least some of this comes from me not understanding a lot of stuff about custom AFCs, since I haven't made one yet. So, don't give my response too much credit, Deager, lol. What I say is correct, but I said it without understanding your specific context. Remember that I don't have Citadel DLC so I've never played CEM and am therefore pretty unfamiliar with what it changes, the format of the mod, etc.
 
 
Let me clarify something from your response above:
 

but if I release CEM Full or Lite with a custom afc for every line...I can't do a manual installation without having 2 versions of every pcc file to point to the correct name and offset.

 
The part about two versions of every PCC file -- is this due to the Full/Lite version difference of CEM? Basically, you have different edits to same PCC file? One is version is used for full and one for lite?
 
If that's the case, then I understand what you're saying about workload. That you'd have to make two AFCs and change everything twice (full, lite). I'm not sure how that differs from the other method you use (I know you don't use Soundplorer), but I definitely see how that would be more work.
 
 
What I still don't understand are your concerns about Texplorer, manual install, and how those relate to a (non)custom AFC or even to the modded PCCs. Oooh, wait. I think I might see one piece of the puzzle.
 
Are you concerned about the AFCs not being extracted with Texplorer? I mean... that shouldn't matter. Unless you or Fob have experienced something otherwise that I don't know about. You'd either use the custom AFC and change the pointers in the PCCs, or you mod the regular AFC and keep the existing pointers. Again, either way your DLC mod content overrides the main game's due to load priority -- whether the game's AFC is still packaged in the SFAR or not.
 
 
So, let me clarify this, then:
 

But, if texplorer could extract out fully and scan mods as DLC, there would be no reason to make a manual install version anymore, is that correct?

 
What do you mean here by "manual install"?



#5
Deager

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So, let me clarify this, then:
 

 
What do you mean here by "manual install"?

 

Manual install would be the one where I provide the files and people need to use me3explorer to replace all changed files, run the DLC TOCbin Updater, and off they go. Currently, to make sure textures work with texplorer,I think people must use the manual installer.

 

If I'm getting this correctly, non-INT (or any language) pcc files reference tfc files where textures are housed. When texplorer runs on a Default.sfar, it rips out all the pcc files and tfc files it needs, leaving behind a few items in the default.sfar. Works great.

 

DLC method of a mod; texplorer doesn't know what to do with it. The default.sfar is virtually empty; whatever the reason, it can't run.

 

So, if a mod tweaks a non-language pcc file, which just a few of my files do, and I want people to be able to use texplorer with my mod, then I'm left with 2 versions each of CEM Lite and CEM Full. So really, 4 versions.

 

OK, so now the afc thing, if I'm getting what Fob is saying, is this. Instead of using Import from WAV and editing existing afc files from the game (or using afc_fileswitch in the same way,) you instead create a custom afc file that houses only the sound files are changed for a mod. And maybe this is what Fob's new afc tool thingy does; by automatically repointing a pcc to reference the correct offset in the new afc file with its own custom name.

 

I can actually use afc fileswitch to do it and manually edit the language pcc files already. I've even taken the audio already imported straight from one afc and slapped in another. That's how I did the goodbye music for the mod because I felt 2MB was better than 100MB for just one song.

 

Anyway. I think the idea is, a custom, or basically, smaller afc file is nice because it really keeps file size down. Not sure if it has other benefits. On the other hand, I guess it's not a big deal to just leave everything in DLC_EXP_Pack003_Int.afc and have everything point to that. It's about 100MB...not a huge deal by today's standards.

 

However, if I ever got clever with one installer for everything (CEM Lite/Full, MEHEM to CEM...JAM, etc.,) it'd be nice to not have the extra bulk of two 100MB afc files (one for CEM Lite, one for CEM Full) and that's when I see a real advantage to a custom afc file that has only the line changes and perhaps music change(s) available.

 

I guess the real thinking here is; texplorer, relatively speaking, is easier for the average person to use than say, replacing files manually in a default.sfar. If texplorer could work with the "DLC as mod" method, then I could focus on making only the installer version of my mod instead of an installer version AND providing the files manually. For example, the reason there's a v1.2b (fixed) for the manual install is because I put in the wrong goodbye.pcc files which point to an afc file that isn't there. It's just more overhead for me to manage and I'd love to make one, nice installer since sometimes people don't know to download 2 files to make MEHEM, JAM, ThaneMOD, or Additional LI mod to do the transition to CEM.



#6
giftfish

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Manual install would be the one where I provide the files and people need to use me3explorer to replace all changed files, run the DLC TOCbin Updater, and off they go. Currently, to make sure textures work with texplorer, I think people must use the manual installer.

I don't think any manual version is necessary when using a DLC mod. I provide ThaneMOD's manual version for installation flexibility, since some folks may want to use only the Huerta dialogue edits or want the dialogue edits but not the music edits.

Let me keep going with the rest of your post before I comment further.

 

If I'm getting this correctly, non-INT (or any language) pcc files reference tfc files where textures are housed. When texplorer runs on a Default.sfar, it rips out all the pcc files and tfc files it needs, leaving behind a few items in the default.sfar. Works great.
 
DLC method of a mod; texplorer doesn't know what to do with it. The default.sfar is virtually empty; whatever the reason, it can't run.

What you say here is only partly true. You are correct that Texplorer does only extract the PCC and TFC files.

However, Texplorer scans and applies changes to loose DLC mod files without issue. My testers successfully did it with rev653 back in August when testing for ThaneMOD v2.0. What was a problem was extraction of BW DLC when DLC mods were installed. This is b/c once Texplorer encountered ANY loose files inside a DLC folder it assumed ALL DLC were extracted. As a result, it wouldn't extract any SFARs once it scanned a DLC mod folder. This meant that textures could not by applied to any BW DLC that came after a DLC in the scan, b/c their SFARs weren't properly extracted.

As far as I know, this bug has been fixed and doesn't exist in the current SVN.
 
 

So, if a mod tweaks a non-language pcc file, which just a few of my files do, and I want people to be able to use texplorer with my mod, then I'm left with 2 versions each of CEM Lite and CEM Full. So really, 4 versions.

No, not accurate; see my above response.

Texplorer has successfully scanned loose files in DLC Mods since rev653 if not before. There is no problem with Texplorer scanning DLC mod files, building me3tree.bin with those files, and subsequently applying texture changes to those same files afterward.

 

OK, so now the afc thing, if I'm getting what Fob is saying, is this. Instead of using Import from WAV and editing existing afc files from the game (or using afc_fileswitch in the same way,) you instead create a custom afc file that houses only the sound files are changed for a mod. And maybe this is what Fob's new afc tool thingy does; by automatically repointing a pcc to reference the correct offset in the new afc file with its own custom name.
 
I can actually use afc fileswitch to do it and manually edit the language pcc files already. I've even taken the audio already imported straight from one afc and slapped in another. That's how I did the goodbye music for the mod because I felt 2MB was better than 100MB for just one song.
 
Anyway. I think the idea is, a custom, or basically, smaller afc file is nice because it really keeps file size down. Not sure if it has other benefits. On the other hand, I guess it's not a big deal to just leave everything in DLC_EXP_Pack003_Int.afc and have everything point to that. It's about 100MB...not a huge deal by today's standards.

However, if I ever got clever with one installer for everything (CEM Lite/Full, MEHEM to CEM...JAM, etc.,) it'd be nice to not have the extra bulk of two 100MB afc files (one for CEM Lite, one for CEM Full) and that's when I see a real advantage to a custom afc file that has only the line changes and perhaps music change(s) available.

Right. All this makes sense and yes, a custom AFC definitely saves space. More importantly, it helps with mod compatibility, since you don't have to replace the AFC for the entire DLC.

For example, both CEM and BackOff can't replace Citadel's AFC and be compatible. Both will need their own custom AFCs.

 

I guess the real thinking here is; texplorer, relatively speaking, is easier for the average person to use than say, replacing files manually in a default.sfar. If texplorer could work with the "DLC as mod" method, then I could focus on making only the installer version of my mod instead of an installer version AND providing the files manually. For example, the reason there's a v1.2b (fixed) for the manual install is because I put in the wrong goodbye.pcc files which point to an afc file that isn't there. It's just more overhead for me to manage and I'd love to make one, nice installer since sometimes people don't know to download 2 files to make MEHEM, JAM, ThaneMOD, or Additional LI mod to do the transition to CEM.

So, I think you get the idea, but Texplorer's problem isn't with the DLC mod method, per se. It is and it isn't.

 

Here's the important details in a nutshell:

1. Texplorer successfully scans DLC Mods. It builds them into the tree structure and textures can be applied to those files.

2. The issue present in rev 653 with Texplorer not extracting BW DLC when DLC mods are present has been fixed. BW DLC now get extracted even when DLC mods are present.

3. The problem, as far as I can tell, is TOCing.  This is a result of the TOC process, the location of DLC TOC.bins, and how these details relate to files that Texplorer DOESN'T extract. This involves two separate issues:

  • TOC.bin files are found in two locations: DLC root folder (for DLC mods) and in the SFAR (BW DLC extracted by Texplorer). Right now Texplorer tries to TOC by only looking inside the SFAR, which is the wrong place for DLC mods. Problems ensue.
  • AFC and BIK files are not extracted by Texplorer. Therefore, when it's trying to TOC DLC mods, these files are not in the SFAR where it expects them to be. Problems ensue.

The reason Fob/Kinko's method fixes both of these issues is they extract everything from the SFAR with DLCEd2, they place the TOC.bin file in the DLC root folder, and AutoTOC updates everything properly when TOC files are in this location.

 

So, as far as I can tell, this Texplorer TOC problem shouldn't result in you needing a manual install method for CEM. Your installer is simply going to drop the DLC_CON_CEM mod folder in ME3's DLC directory. If a user runs a Texplorer scan on it, it should scan without issue. If they try to apply a TPF to a CEM PCC, that should also happen without issue. There might be a problem TOCing. If there is, then they run an AutoTOC manually for CEM. Subsequently, CEM's files will continue to override any others of the same name below them in load priority. Whether or not BW DLC have been properly extracted won't matter for the purposes of CEM.



#7
Deager

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As far as I know, this bug has been fixed and doesn't exist in the current SVN.

 

That's the bit I'll need to test more. When I tried it with rev685, once the mod as DLC had been scanned, I have to manually extract out and create the existing BioWare DLCs in the format to match our mods as DLC. That was my experience anyway. That's the main issue I'm looking at right now. If installing CEM or anything would cause an average user to have to do that I don't think that's a great idea.

 

Granted, the users running texplorer are usually adept enough to figure it out if I were to explain it as I'm guessing most players who download the automatic installer versions are not using texplorer.

 

So, maybe I will get all setup with my new method of a small afc file and repoint stuff. Gonna test out this new afc_creator to save me some time.



#8
giftfish

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As far as I know, this bug has been fixed and doesn't exist in the current SVN.

 

That's the bit I'll need to test more. When I tried it with rev685, once the mod as DLC had been scanned, I have to manually extract out and create the existing BioWare DLCs in the format to match our mods as DLC. That was my experience anyway. That's the main issue I'm looking at right now. If installing CEM or anything would cause an average user to have to do that I don't think that's a great idea.

 

Just for clarity, what was happening in older revs was that the BW DLC weren't beign extracted *at all.* Texplorer said they were, but they weren't. This doesn't happen anymore. However, Texplorer's extraction method is still broken in the sense that it only extracts the PCCs and TFCs.

 

I actually tried to get Kfreon to change all this back in August, but he wasn't keen on the idea, similar to now. WV did make some changes to DLCEd2 extraction at my request, but he left out the BIKs and the TOC.bin. I didn't want to bother him again and ask for another update.

 

@Fob -- Kfreon indicated in his new News thread that he missed your offer of help over on ME3Exp (see his follow up to my comment). I'm not sure how much he's watching Deager's Texplorer suggestion thread, so I'm not sure what we need to do to get him to see things from our perspective and implement these changes.

 

Also, folks are starting to talk about this vitual file system thing which makes me a bit nervous. We really need this DLC mod/Texplorer thing ironed out first.



#9
Deager

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Gotcha. I had a feeling we were on the same page but I just couldn't get the words down properly.

 

I'm with you. If there's going to be any more work with me3explorer tools, I think for the user, texplorer working well would be ideal.

 

Also, in case you didn't know this, if you go to extract with DLCEd2 and add ;bik to the list, it will not only grab them, but also put them in a Movies folder in the correct location. The only thing left at that point is manually putting the bin file in the root.

 

I'll do some more tests with that because at the very least...if we can explain to a user who's comfortable using texplorer, I think we can explain how to make all DLCs to match the format we use which, it sounds like, will allow texplorer to work properly.

 

Anyway, more testing to do for sure but at the same time, I want to see what KFreon is wanting to do first. I'm in limbo...plus I'm still screwing around with cameras in Traynor's Kapesh Yakshi scene. Ugh. So close now though. :)



#10
giftfish

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Also, in case you didn't know this, if you go to extract with DLCEd2 and add ;bik to the list, it will not only grab them, but also put them in a Movies folder in the correct location. The only thing left at that point is manually putting the bin file in the root.

 

Yep, that's how I've done it, as well. Thanks for the heads up, though :)



#11
MrFob

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Ok, finally went through this thread. Here are a few comments:

1. With my tests, texplorer only works with Kinkojiro's method here:

http://me3explorer.f...592.html#p12592

and which is discussed in the later posts in that thread

 

2. Extracting DLCs with texplorer (current ME3Explorer version from SVN) and then manually putting the files in the proper position does NOT work for texture mods for me. I have to do the entire extraction process maually, using DLC Editor 2 first and THEN do the treescan AFTER all DLCs are extracted. I am using the last Source Forge version of ME3Explorer for that (rev 653) as the latest SVN version gave me non-reproducible bugs.

 

3. I just finished installing and setting up visual studio 2013 (unfortunately, my old 2010 version doesn't open ME3Explorer's sln anymore). I will try to change the code for Texplorer treescan to extract all DLCs properly but the code is fairly complex and it may take a while. I will also look at DLC Editor 2 and see if I can change that as well (or maybe that one is easier to change, don't know, haven't looked at it yet)

Not sure why KFreon hasn't responded to Deager me3explorer forum thread anymore. I read that he has a full time job now but for him (as someone who knows the code inside and out) it should be a quick thing to change the DLC extraction. It's just a matter of pushing some files around a little bit.

 

4. I have started to write a tutorial for setting up textures with MEHEM (which will basically work for any DLC mod) BUT it is horrble because it includes an insane number of steps. I'll post it here in my next post and you can try it and see if this works for you guys as well.

That said, if my endeavors to change the code of Texplorer/DLC Editor 2 pan out, hopefully, we can cut that tutorial down to about half it's size or less.

 

5. I think the place where we really want to be is that a tutorial only need to say the following:

a) vanilla game

b ) Install all DLC mods you want

c) update me3explorer to latest SVN version

d) Run Texplorer treescan

e) Install textures with tpf tools

 

Correct?



#12
Deager

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Thanks for the response. Yes. your quick list at the end is what I think we're all after to make it easy for end-users to enjoy the game the way they want to.



#13
MrFob

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So Deager, did you test all of this with the current SVN version of ME3Explorer?

I.e. did you

- use DLC Editor 2 to extract all BW DLCS

- then put TOC.bins in the correct position (everything esle should be coreect already)

- the add some custom DLC mod

- then run Texplorer treescan with all DLCs included

- then add a tecture vaTPF tools

?

 

If you did that, did it work for you? I had some issues with rev 685 but I am not sure if that awsn't on my end. Would be good if people could at least use only one version of ME3Explorer for everything.



#14
MrFob

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Ok, here is my tutorial so far (the last bit is not done yet but the tricky part is all written up):

 

Note: I am assuming here that texplorer/tpf tools actually works with rev685 if all DLCs are properly extracted with DLC Editor 2. Still have to run a few tests on that.

 

This is a guide that describes how to install MEHEM with texture mods.

This guide may change, depending on changes in MEHEM or TPF/DDS Tools and Texploree.

In principle this uide should work for any DLC mod + texures but I only tested it with MEHEM.

Current version of the guide based on:
MEHEM v0.5
ME3Explorer revision 685

 

1. Find your ME3 install directory
a) Open ME3Explorer
b ) In the menu bar, go to "Options -> Show known paths"
c) Note down the directory under "Game Path". In this guide, this directory will from now on be referenced as <Your ME3 Install Dir>.

 

2. Properly vanilla your game
a) Uninstall any mods that came with uninstallers
b ) Use Origin or the Windows Control Panel to uninstall ME3
c) In Windows Explorer, navigate to and delete <Your ME3 Install Dir>

d) Use Origin to install ME3 and its DLCs
e) In Origin, right click on your ME3 game icon and click "View Game Details"
f) Scroll down to see all DLC
g) Install all the DLCs you own by clicking the "Install" button on the right (note, while one DLC is installing, these buttons will change to "add to download queue", so click that)
h) Once all DLCs are installed, go back to you game screen in Origin, right click on the ME3 Symbol and click "Search for Updates". Repeat this step until you see a message that no updates have been found.
i) In the Origins menu bar, go to "Origins -> Origin Settings" and uncheck the box in front of "automatically keep my games up to date"

You now have a properly vanilla Mass Effect 3 installation
Remember, at this point, you never want to update your game through Origin again. After installing mods, Origin may ask you o update the game when starting it. ALWAYS choose "Play without update". DO NOT update your game from here on out.

 

3. OPTIONAL: Make a backup of your vanilla game folder
a) In Windows Explorer, navigate to <Your ME3 Install Dir>
b ) Copy the entire directory and paste it somewhere as a backup
c) Now, when you want to vanilla your game, you can just delete <Your ME3 Install Dir> and copy your backup in this place.

NEVER touch your backup. If you are unsure whether or not your backup is still clean, vanilla your game via Origin, as described in step 2.

 

4. Extract all your DLCs
a) In the ME3Explorer menu bar, go to "Developer Tools -> DLC -> DLCEditor 2"
b ) Go to "File -> Open SFAR"
c) In the opening dialogue window, navigate to "<Your ME3 Install Dir>\BioGame\DLC"
d) Here you will see folders for all your DLCs (they all begin with "DLC_"). Open the first one and open the subfolder "CookedPCConsole", now open Default.sfar
e) Go to "File -> Unpack SFAR"
f) In the upcoming dialogue box, add "; bik" to the list of files to extract, click ok and wait for the DLC to be extracted (this may take a while). A message, saying "Done" will pop up when the extraction is finished. Do not do anything until you see the message.
g) Go to "File -> Open SFAR" and open the same Default.sfar file as in step 4b/c again
h) In the main window of DLC Editor 2, click the plus sign to the left of the listing of your sfar file to expand the tree view, then click the plus sign next to "FileEntries" and highlight the listing for "PCConsoleTOC.bin"
i) Go to "File -> Extract selected"
j) In the upcoming save dialogue window, go to the main directory of your DLC (e.g. for the extended cut, this is the folder "<Your ME3 Install Dir>\BioGame\DLC\DLC_CON_END") and save the file "PCConsoleTOC.bin" there.
k) Back in the DLC Editor 2 window, extend the treeview again and highlight the file "PCConsoleTOC.bin again, just like in step 4h
l) With the PCConsoleTOC.bin still highlighted, go to "File -> Delete Selected"
m) Repeat steps 4b to 4l for all your BioWare DLCs

 

5. Install MEHEM
a) Run the MEHEM installer and follow the instructions

 

6. OPTIONAL: Install any other DLC mods you may have
a) If you have other mods, read their documentation carefully and make sure, they are compatible with the current version of MEHEM and with texture mods
b ) IF your other mods are compatible, install them now, according to their instructions.

 

7. Delete any previous Treescan data
a) In Windows Explorer, navigate to the directory of your ME3Explorer and to the subfolder where your ME3Explorer.exe can be found (if you have an svn directory, it will be in "<Your ME3Explorer SVN Dir>\ME3Explorer\bin\Debug")
b ) Open the "exec" subfolder in this directory. Look for a file, named "me3tree.bin". If you do not see this file, all is good. If you do see this file, delete it.

 

8. Run Texplorer treescan
a) In the ME3Explorer menu bar, open "Tools -> Texture Tools -> Texplorer"

 

… to be continued but from this point on, it should basically be the normals first time setup for texplorer and then using tpf tools.

 

 

If rev685 does not work, we even have to add this step before extracting DLCs with DLC Editor 2:

 

3.2. Extract the textures from all your DLC
a) Open ME3Explorer and in the meu bar, use "Tools -> DLC Explorer"
b ) Click the "Open" button in the upper left corner of the DLC Explorer window
c) In the opening dialogue window, navigate to "<Your ME3 Install Dir>\BioGame\DLC"
d) Here you will see folders for all your DLCs (they all begin with "DLC_"). Open the first one and open the subfolder "CookedPCConsole", now open Default.sfar
e) In the main left hand wondow of DLC Eplorer, you will now see a folder structure. Open this folder structure until you find the subfolder "CookedPCConsole" and open it.
f) Scroll down until you find the file "Textures.tfc"
g) Rightclick on "Textures.tfc" and choose "Extract" from the context menu
h) Save "textures.tfc" into the same folder where you openend "Default.sfar" in step 4d
i) In DLC Explorer, right click on "Textures.tfc" agan and choose "Delete" from the context menu. Confirm that you want to delete "Textures.tfc" from the DLC.
j) Click the "Save" button in the upper left corner of the DLC Explorer window.
k) Repeat steps 3.2b - 3.2j for all your DLCs
l) close DLC Explore

 

So yea, this is pretty horrible but it's what we got to do atm.



#15
Deager

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First, I'll try your installer and uninstaller tonight.

 

Second, I'll go through your instructions. I actually got hung up on texplorer because, I'm guessing, it was at the bin file stage where it freaked out. I can't even remember if I had pre-extracted out all content from the DLC or not so I'll try a few different methods tonight.

 

I'm on rev 685 messing with this but should probably try this with SF 1109K version since that's something of an official release. When I build final versions of my mod I've been using the SF version just in case there's some oddball thing.



#16
MrFob

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Deager, if you want to try it, try it first with rev685.

If it works with that one, it would be great because we can extract everything with DLC Editor 2.

 

If we have to use the SF version (rev653), we need that extra step because in that older version, DLC Editor 2 cannot extract large tfc files properly.

 

So if it does work with rev685, that would be best.



#17
giftfish

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Ok, finally went through this thread. Here are a few comments:
1. With my tests, texplorer only works with Kinkojiro's method here:
http://me3explorer.f...592.html#p12592
and which is discussed in the later posts in that thread
 
2. Extracting DLCs with texplorer (current ME3Explorer version from SVN) and then manually putting the files in the proper position does NOT work for texture mods for me. I have to do the entire extraction process maually, using DLC Editor 2 first and THEN do the treescan AFTER all DLCs are extracted. I am using the last Source Forge version of ME3Explorer for that (rev 653) as the latest SVN version gave me non-reproducible bugs.

Correct to both of these. Due to the variations in SFAR extraction and methods Texplorer is using to run TOC update. My impression from the both of you is that this is the only guaranteed method that will result in successful modding of both DLC mod and BW DLC textures.
 
 

5. I think the place where we really want to be is that a tutorial only need to say the following:
a) vanilla game
b ) Install all DLC mods you want
c) update me3explorer to latest SVN version
d) Run Texplorer treescan
e) Install textures with tpf tools
 
Correct?

Yes. And the obvious TOCing that needs to occur...correctly, lol. 

 

First, I'll try your installer and uninstaller tonight.
 
Second, I'll go through your instructions. I actually got hung up on texplorer because, I'm guessing, it was at the bin file stage where it freaked out. I can't even remember if I had pre-extracted out all content from the DLC or not so I'll try a few different methods tonight.
 
I'm on rev 685 messing with this but should probably try this with SF 1109K version since that's something of an official release. When I build final versions of my mod I've been using the SF version just in case there's some oddball thing.

Trying it on the SF wouldn't be a bad idea, but I think there are probably other bugs you'll run into. I'm pretty sure there's an AutoTOC bug, as well. At one point AutoTOCing the main cooked was detecting all DLC loose files.
 
 

If we have to use the SF version (rev653), we need that extra step because in that older version, DLC Editor 2 cannot extract large tfc files properly.
 
So if it does work with rev685, that would be best.

That's a good point. I had forgotten about that. So, probably an AutoTOC bug AND a DLC Extraction bug in the current SF.

We really need to get this stuff fixed and get a new SF out for people.



#18
giftfish

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Btw Fob...about to start working on this AFC stuff this week....uuuugh.



#19
Deager

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I read you both loud and clear. Yeah, a new SF version that could be the "stable" version would be nice. I can't complain though; it's not like I can contribute to the toolset or anything.



#20
Deager

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Btw Fob...about to start working on this AFC stuff this week....uuuugh.

I'm not totally looking forward to it since I have about 125 lines to check and I can't choose when all of them trigger so it'll take a while to make sure I do them properly. :)

 

EDIT: Which reminds me. My other job with the tlk is to make a tlk which only affects the changed lines, correct? This gives more freedom to other modders to make changes?



#21
giftfish

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I'm not totally looking forward to it since I have about 125 lines to check and I can't choose when all of them trigger so it'll take a while to make sure I do them properly. :)

 

EDIT: Which reminds me. My other job with the tlk is to make a tlk which only affects the changed lines, correct? This gives more freedom to other modders to make changes?

Yeah, that will be me when I'm finally working on ThaneMOD's AFCs. Not fun.

 

For the TLK, yes. I thought CEM was already a DLC mod, though? So, you should already have a TLK, correct? You just toss in the same string IDs as the line you want to edit and the new string data overrides the game's.



#22
giftfish

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@Fob -- Tutorial input.

 

Vanillaing -- You should mention that if folks already have a backup they are 100% certain is vanilla, there's no need for them to uninstall and re-download through Origin. A lot of people out there still have slow connections and there's no reason for them to re-download the game if they already have a copy they know is vanilla.

 

Also, people can backup using the "Vanilla Maker" tool in ME3Exp. It works, I've tried it. You can link the wiki article.

 

 

 

6. OPTIONAL: Install any other DLC mods you may have
a) If you have other mods, read their documentation carefully and make sure, they are compatible with the current version of MEHEM and with texture mods
b ) IF your other mods are compatible, install them now, according to their instructions.

Lol. It's not possible for an existing mod to have documentation about compatibility with MEHEM v0.5 in its README file.

 

You should just say that other content mods that affect the ending are going to be incompatible until new patches are released. I mean, we already know ThaneMOD doesn't work with it, so just tell people that. Same with CEM and Extended Anderson Convo -- if you know, anyway.

 

Texplorer/Treescanning -- I usually tell folks to backup their me3tree.bin before deleting it. Just in case they need to revert. Ottemis does this in her guide also. You can also reference her guide for all that stuff. It's a bit out of date, but once the wiki is finished (for future releases of MEHEM) then you can refer to it and save yourself some work :)

 

Other than that....yeap. Looks about right, lol.



#23
Deager

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Yeah, it is, but I was lazy and just took the entire tlk and renamed it to make it work and for the Pack003_Base (Citadel DLC is a bit weird that way because it's so huge) I left it as the actual name.

 

So, I have lots of prep to do after I get through the final cleanup things. I thought I had made an awesome cloning of come objects and relinked some convonodes and had everything loooking great in Camera Tools, dialogue editor, pcced2, and sequence viewer and....freaking game crashes loading it. Dang. It was all for one stupid camera shot too; but i wont' give up.

 

It's the sound for the apartment not streaming in that has me completely confused. I don't think I'll figure that one out.



#24
giftfish

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Yeah, it is, but I was lazy and just took the entire tlk and renamed it to make it work and for the Pack003_Base (Citadel DLC is a bit weird that way because it's so huge) I left it as the actual name.

LOLOLOL. I see.

#25
MrFob

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Thanks for the feedback on the tutorial draft. Will take that into account.

 

I do hope that I never have to publish this draft anyway. I am at work atm but when I get home, I really want to dig into KFreons code and see what I can do there.

 

Ad for afcs with lot's of sounds:

Be sure to use batch files with afc_creator if you hve to work make one with many sounds.

That way, editing and re-interating during tests is a lot wasier.

 

How to create a batch file?

Easy. Create a new empty text file, e.g. MyBatchFile.txt and rename it to MyBatchFile.bat.

Than open it in notepad++ and write command line commands, just like you would in the command window, e.g. something like

 

afc_creator.exe MySound01.ogg MyAFCFile.afc

 

afc_creator.exe MySound02.ogg MyAFCFile.afc

 

... and so on.

Save that file in the same location as everything else you need and where the afc_creator.exe is as well.

Then, open your command window, navigate to that folder and just type

 

MyBatchFile.bat

 

this will execute all the commands you typed into MyBatchFile.bat earlier.

This way, you can edit and save changes easily in the .bat file and recreate the entire afc file with just one command.