Mass Effect Legendary Edition

Patching in the Mass Effect Trilogy has always been complicated. Due to the way the game is constructed, modders (for the large part) have to mount their changes on top of BioWare’s existing files. Due to the way Unreal Engine 3 works, only one copy of a file can be loaded by the game at a time. When the game has multiple copies of the same files, the one that is higher mounted will always get loaded. For example let's look at  BioD_CitHub_Dock. This file is in both the base CookedPCConsole and in Bioware’s patch DLC, DLC_METR_Patch01. The one in DLC_METR_Patch01 will be loaded, due to it being a DLC and having precedence over a base game file. In a similar vein if a mod modifies BioD_CitHub_Miranda and another one also modifies it, the one with the higher mount priority will always win.

This presents a problem, especially for DLC Mods that wish to edit NPCs. Let’s say a mod wants to modify Traynor’s hair. To do so, one would have to modify every instance that Traynor appears in. These are the files that she appears in.

BioD_Nor_001Global
BioD_Nor_100CabinConv
BioD_CitCas_430Traynor
BioD_Nor_204CerMir_Debrief
BioD_End002_510Red
BioD_End002_520Blue
BioD_End002_530Green
BioD_End002_710MemorialRed
BioD_End002_720MemorialBlue
BioD_End002_730MemorialGreen
BioH_Exp3_Traynor_0

Not only is this a lot of files, but some of these files are integral to content mods like EGM. In the past, there was only one way to solve this if a modder wished to distribute their character mod as a DLC mod. That way was to patch. If EGM modified BioD_Nor_100CabinConv and a modder also modified it for their Traynor mod, they would have to build their Traynor changes on top of EGM’s version of the file. They would then have to distribute their version of the file and the patched version in a higher mounted DLC.

This situation is bad for a number of reasons. If a modder leaves a scene, permission for patching may never be granted. Patches would have to be updated if the patched mod was ever updated. Patches also introduce more points of failure and complicate mods. In addition to that, the amount of files needed to modify certain characters is untenable. Why should a modder need to modify 11 files to edit Traynor? This is where the Community Patch Framework comes in.

The Framework is basically a giant refactoring of LE3’s files. The largest change has been to create unique files for most NPCs. For example, Traynor was previously in about 11 files. Now, she is only in 2, BioNPC_Traynor and BioNPC_TraynorUnderwear. These BioNPC files contain only the NPC data for these characters. This means that a character can be modified simply by editing these two files and it will affect the entire game. Patching DLC mesh mods will no longer be necessary. This BioNPC system is also very extensive, with over 100 NPCs in the game added to this framework. A complete list of NPCs that are in the framework is located in optional downloads on the mod page (Information for Modders).

FAQ

Is this a completely new system, does it use more game resources?

No. This is very similar to how Bioware built much of the squadmate system and expanded out to most speaking NPCs for the Citadel DLC. There are no more resources used than in the original game, all that happens is that the unique NPC file is loaded alongside a modified version of the original file. The original file no longer contains the NPC.

Using the framework (as a player)

Just install the framework and patch together and go. Apart from bug fixes copied from the community patch, there will be no noticeable changes from the framework alone.  All mods that are non-frameworked will be compatible with it, only if the mod overrides a frameworked design file will some of the NPC changes in mods using the framework will not be visible.

Using the framework (as a modder)

To use the framework, make sure your mod is mounted higher than the framework (4003). After that, copy the BioNPC files that you want to edit, from the framework into your mod and make your changes. And that’s it.

If you want to edit another file in the framework, for example a design file (BioD) you can use the framework file as the basis of your mod and it will ensure that it is compatible with anyone’s NPC files. As long as the player has the Community Patch and Community Framework installed then the files should work together seamlessly.

The hope is that this system allows modders to modify characters without having to worry about patches with content mods or permissions, encourage more modders onto the scene, and make installation easier for players. Big content mods like Expanded Galaxy Mod, Project Variety, Take Earth Back, and more will make use of the framework.


Current Framework setups for modders:

NPCs - Over 100 NPCs are in their own unique BioNPC files.  A single file per outfit.
Romance scenes for other NPCs - frameworked streaming and files so full romance scenes can be created for Miranda/Joker/Kelly/Thane/Jack.
Spectre Mail - can be globally streamed independently of the Citadel.
Male Shepard bool 26000 is true. If you have outfits or armors that only work for Male shepard, use 26000 to make sure they only show in that case.

All framework information is provided in the Information For Modders excel document.

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