Mass Effect 3

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ME3Tweaks

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Mgamerz

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Mod articles

  • Important changes to mod loading and importing in M3 6.1.5

    As I have been working with developers over the past year or so, I have noticed a few things come up that I am addressing in ME3Tweaks Mod Manager 6.1.5 that will have an impact on how mods are deployed for use by users as well as how the end user experience will be when using ME3Tweaks Mod Manager.

    For many years (dating back to about 2016), my Mod Manager (back then, ~ Mod Manager 4.0) has supported 'deploying' mods - taking your mod in the mod library and packaging it up for distribution. This process compresses your mod in a specific way that is not the same as you right clicking the mod folder and saying 'Add to archive'. I purposely store certain items uncompressed to ensure a more smooth end user experience - faster loading, less memory required to decompress, etc.

  • ME3Tweaks and Mod Manager - a 6 year modding retrospective

    Hi all, Mgamerz here. After reading CreeperLava's excellent post on the history of ALOT, I decided to write one for Mod Manager and ME3Tweaks. It's going to be decidedly less exciting, as both of these have mostly been projects I work on alone, but hey, why not ;)

    The land before time
    As a bit of pre-history to my work on Mass Effect 3, I used to mod MegaMan Battle Network games. I was part of the modding scene on The Rockman EXE Zone back in 2007, as member 328. We performed amateur reverse engineering on the ROMs (mainly MMBN6), deciphering binary data formats so we could write custom battles and make patches. It was exciting - though I had literally no idea what I was doing. We learned as we went. I wrote many guides on how to mod the game, mostly through a memory edit...