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getting everything to work with "mod as DLC"

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#26
Deager

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Thanks for the tip. I basically create a txt file and copy and paste. Although, because I'm paranoid, I still do them one line at a time to make sure there isn't some failure I miss. Granted, with a new afc file, this should be a lot easier. Then it's just pcc editing fun!



#27
giftfish

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

Uh...apologies for coming off a bit bossy there. I get too perfunctory when I do 12 things at once. Whoops  >.>



#28
MrFob

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@Deager: Yep, definitely use .bat files. It's like a command window superpower. You will be .batman (ok, I'll stop now).

 

@giftfish: Not a problem at all, they are good points. I'll change this stuff. and no worries, short and concise works well for me. :)

Also, seeing all the new wiki stuff, I can see how you are pretty busy.



#29
giftfish

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@Deager: Yep, definitely use .bat files. It's like a command window superpower. You will be .batman (ok, I'll stop now).

 

@giftfish: Not a problem at all, they are good points. I'll change this stuff. and no worries, short and concise works well for me. :)

Also, seeing all the new wiki stuff, I can see how you are pretty busy.

Batman, LOL. Ah, Fob. I'd like to see you drunk one day.

 

Yeah, I work on the wiki in fits and spurts. I was trying to get the damn ModMaker article done before starting on the AFC business, but it's not cooperating. And fuckin hell all those damn boxes were pissing me off so I pounded them out today.

 

I'll try to test your installer tonight, though :]



#30
Deager

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Well, dang. I won't be testing texplorer stuff tonight I don't think. In-laws came over for dinner, which is totally fine, but now my evening is lost a bit. I am really interested in testing the texture stuff though.

 

EDIT: Naw, sure I will. I think this step

8. Run Texplorer treescan

a) In the ME3Explorer menu bar, open "Tools -> Texture Tools -> Texplorer"
 
Should be
a) In the ME3Explorer menu bar, open "Tools -> Textures -> Texplorer"
 
Also...should people uncheck the boxes for DLC_UPD_Patch01 and DLC_UPD_Patch02...or what's in those? I'd check but my texplorer scan is running right now on everything and I don't want to screw it up.


#31
MrFob

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Back last summer, I did extract the patches. So I think they should jnust be included.

 

Also, good news, I just re-programmed DLC Editor 2 to extract DLCs properly, so that works. I am currently trying to implement it so that after extraction of a DLC, DLC Editor 2 automatically runs an AutoTOC update on the extracted DLC (one less step for the user).

 

Changing Texplorer is a bit more tricky since KFreon used his own code for extraction and I don't quite get what is going on there. I am hoping I can change Texplorer, so that it actually runs DLC Editor 2 but I am not sure if that will work. I'll keep you updated.

 

Once this is finished, I am going to upload my changed ME3Explorer, so KFreon and WV can implement it into the SVN (I don't have commit access to it).



#32
Deager

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Awesome. I'm kind of holding off on my release but now that I see for the moderately technical person who would use the manual install version I have now, I can easily just offer the DLC method and link to your instructions. I'm applying 114 textures (squadmates) right now to make sure this all works properly.



#33
Deager

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OK, these are the final few lines I get without doing step 3.2 you outlined.

 

8:52:38 PM:  Now saving pcc: C:\Games\Origin Games\Mass Effect 3\BIOGame\DLC\DLC_EXP_Pack003\CookedPCConsole\BioD_CitApt_Wrex.pcc...
8:52:38 PM:  All PCC updates finished. 
8:52:38 PM:  Updating Basegame...
8:52:38 PM:  Updating Basegame...
8:52:42 PM:  Basegame updated.
8:52:42 PM:  Updating DLC...
8:52:42 PM:  File opened
Searching TOCbin...
8:52:42 PM:  Couldnt Find PCConsoleTOC.bin
 
However, I was able to kill me3explorer, simply run the Tools -> TOC Tools -> Auto TOC on the main game (which I think did do it correctly already) and all the DLC, both mods and default.sfar files I had already extracted out, and it worked. Textures showed up, everything works fine.
 
I think you're alluding to this already Fob with your talk about the DLC Ed2 stuff but I just wanted to confirm.
 
I'll be working on my transitions right now.


#34
MrFob

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Oh crap. I think this is actually a problem with TPF tools. It seems to only look for the TOC.bin in the sfar or something like that.

 

It's weird because this worked in earlier versions.



#35
Deager

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Yeah, that's what I was wondering about. But basically, you just close me3explorer which seems to close all other processes related to it (don't even need to do Task Manager.) Then run the Auto TOC. Obviously still not great for the average user.

 

I'm testing my MEHEM non-LI transitions right now. I'm glad I wrote all the hex changes. Just had to do a few offset switches is all and you added a few names so I had to change that. But overall, super quick really. Not sure why hex is faster for me than ME3CREATOR.



#36
giftfish

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Oh crap. I think this is actually a problem with TPF tools. It seems to only look for the TOC.bin in the sfar or something like that.

 

It's weird because this worked in earlier versions.

 

I'm guessing Kfreon changed some code somewhere. There have been several reports recently about TOC hanging in either Texplorer or TPF Tools (I can't remember which, or if it happens to be both). I've already mentioned to him a couple times that it's almost certainly hanging due to checking for the TOC.bin in the SFAR, but...uh, yeah. We've been through this already today, lol.



#37
MrFob

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YES! Got the AutoTOC update to work automatically after extraction with DLC Editor 2. Now I can extract every BioWare DLC completely with just one click and it will immediately work in game. :)

 

I sent the code to WV, hopefully he can upload this to SVN.

 

So, looks like the TOC.bin finding issue in TPF tools is now our most immediate problem.

 

As far as I can see, TPF Tools uses the Texplorer code to update the TOC.bin, so if one doesn't work, the other one won't work either. Looking into it some more tomorrow. It's getting late.



#38
giftfish

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Nice job, Fob :)



#39
giftfish

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@Fob -- I saw the issue in your thread on ME3Exp and sent you a PM, but I thought I'd post here, as well.

 

Are you certain the SVN actually been updated with your code? I ask b/c there's normally a News thread posted every time WV makes a new commit...but there's been no new News thread posted.

 

Also, if the SVN has been updated with your code, you should clarify with that person what rev he's on to be certain he is indeed using the correct rev.



#40
MrFob

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Yea, sorry for the confusion. I really thought the tfc memory bug was already fixed by WV last summer but apparently, I remembered something wrong. I only noticed this very late last night and didn't have time to comment on it anymore.

 

I am currently trying to fix it. Fortunately, we do have two tools that can already extract tfcs properly, tAmerok's old DLC Editor/Explorer and Texplorer. Hopefully, I can just juggle some code around to get DLC Editor 2 to do everything properly.

 

The good news is, that I already created a new function, that let's me automatically extract all DLCs in the game all at once. So if I can fix that tfc bug and get Texplorer to run my new function before treescan, than the extraction should no longer be an issue.

 

All we need to do after that is to re-program TPF tools, o just run Auto TOC on all DLCs after installing a new texture and we are golden.

 

Fingers crossed.



#41
Deager

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I'm super pumped at all this stuff. I was dreading doing the tlk edits...uh, that took under 20 minutes. :)

AFC is next. I'm waiting until I'm set.

Testing mods with the DLC mod method, especially on an SSD, is crazy quick compared to the old days. Gives me time to go total OCD on this thing.



#42
MrFob

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SVN is updated with improved DLC Editor 2 (see me3explorer forums).

 

Next up: Changing treescan.



#43
giftfish

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I'm super pumped at all this stuff. I was dreading doing the tlk edits...uh, that took under 20 minutes. smile.png

AFC is next. I'm waiting until I'm set.

Testing mods with the DLC mod method, especially on an SSD, is crazy quick compared to the old days. Gives me time to go total OCD on this thing.

 

Lol. You make me laugh, Deager.

 

I was actually surprised at how easy the AFC thing was yesterday...but I know the credits music will be an entirely different story.



#44
MrFob

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Alright, latest SVN commit is up. I think we've got it.

 

Would be great if some of you guys could run through the texture guide once and see if you find something not working with revision 687. I tested it here of course but you, different computers, different errors.

 

If it does work out and if KFreon and I can fix that ME1 bug, that came up, I think we can make a new version for sourceforge and I can finally close this chapter.



#45
Deager

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Cool. Yeah, a new SF version would be awesome. I'll try to get some testing done on the texture stuff tonight if I can. My weekend is surprisingly busy.



#46
Deager

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Question. Since, if anyone wants to do something over the top of CEM, creating a custom afc is a matter of saving file space, right? Like...anybody making a change to the Citadel DLC would pretty much always go over the top of my mod, or pretty much have to since my mount.dlc is one tick above the actual Citadel DLC.

 

I added up the number of INT files I'd have to add. Basically, instead of the original afc file weighing in at ~110MB, I'd actually be adding ~228MB worth of INT files to accommodate a custom afc. Really, any reason I should do this? I don't mind making a custom afc but I'm not really seeing the advantage not just to me but for a future modder. If ThaneMOD ever got into the Citadel DLC, just run over the top of my stuff. The backOFF mod would certainly have issues; like James in the apartment, but you'd have to use my custom INT.pcc files for any you'd be using too, if you want it compatible.

 

Anyway, let me know if I'm missing something. I already made the CEM Full INT but even there I was like...who cares? Everything will run over the top of my mod I would think.



#47
MrFob

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I agree Deager, I guess in the case of CEM, there is not really an advantage in making our own afc.

 

Just as a general side note, if you are making a new version at some point, I would suggest you don't have the priority of your mod right next to Citadel. It is always good practice to leave at least a couple of slots between your mod and any other DLC/mod that is out there. You never know if someone wants o go in between for whatever reason.

Just a general thought there, not a priority. In fact, I can't really think of a reason to put a mod in between yours and Citadel but still, you never know what people may come up with.



#48
Deager

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Thanks for confirming. I too was thinking I need to leave some space. There's no reason not to. When I release the "final" version, OK, I'll be realistic, next version, I'll leave some spots for people.

 

I actually wish I had put the new MEHEM to CEM a tick above what I had before to help avoid the problem that one guy had. On the other hand, I prefer when people get it setup right since some more abstract odd things could happen.



#49
Deager

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Freak'n cloud 9 now. I just got all 5 textures for CEM setup to work with tpf/dds tools as well. I'll have to read up on how to make that an automatic deal with a new version (if that's a good idea or easy to do.)

 

Everything I'm seeing shows svn 688 is getting the job done!



#50
giftfish

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Question. Since, if anyone wants to do something over the top of CEM, creating a custom afc is a matter of saving file space, right? Like...anybody making a change to the Citadel DLC would pretty much always go over the top of my mod, or pretty much have to since my mount.dlc is one tick above the actual Citadel DLC.

 

I added up the number of INT files I'd have to add. Basically, instead of the original afc file weighing in at ~110MB, I'd actually be adding ~228MB worth of INT files to accommodate a custom afc. Really, any reason I should do this? I don't mind making a custom afc but I'm not really seeing the advantage not just to me but for a future modder. If ThaneMOD ever got into the Citadel DLC, just run over the top of my stuff. The backOFF mod would certainly have issues; like James in the apartment, but you'd have to use my custom INT.pcc files for any you'd be using too, if you want it compatible.

 

Anyway, let me know if I'm missing something. I already made the CEM Full INT but even there I was like...who cares? Everything will run over the top of my mod I would think.

 

Yeah, Deager that seems to make sense. If all mods have to have load priority over yours, then a new AFC probably doesn't matter. I was thinking CEM would be overwriting other mods.

 

Glad I shouldn't have too much Citadel DLC content to mod since it looks like I'll have to make all my edits twice, ick, lol. I'm not at all familiar with Citadel DLC files, so I don't have a good handle yet on which ones I'll be modifying. But, tight now, here are the expected edits:

  • A small convo path change for James during his visit (new conditional)
  • New conditionals for the party related to comments about Jacob's personal life
  • A few tweaks to the casino convo with Jacob; audio for one line has to be edited
  • Changes to the conditionals that control display of Thane's photo and flowers in the apartment. Probably will add a new texture for the photo.
  • A new email from Thane delivered to the apartment
  • Possible string change to the "Armax Arsenal" scoreboard

I'm hoping that's it, but there might be a couple more things. I don't discover them until I start researching the LI as I make edits for BackOff.