A bug where the game would crash in ME3 whenever you hit some non-pawn objects (such as the targets in the shooting range) has been fixed in v1.1. Please restore the SFXGame.pcc file to vanilla, and then install the new version of the mod to update successfully to the new version.
Heya! I enjoy this mod a ton but I've been having a curious bug with my mod setup that causes LE2 to freeze at certain points. Out of curiosity, are there any mods for ME2 that might have conflicts with this one, such as Myriad Pro Begone?
I'm very out of time irl as of recently, but if you post the places where your game freezes, maybe I'll take a look at one point.
About Myriad Begone: totally different UI frameworks. There are two UI frameworks in ME: Scaleform (which is used by almost entire UI) and Unreal UI (which I am using because it was easier). There is no overlap between those two code-wise.
Got an issue with this mod and Haestrom. I made it up to the section with the drones and two primes, and my game crashed right after I killed the first two drones before they could despawn.
After the initial crash, I cannot load either my auto save nor my quick save right before exiting the "base camp" door that Tali unlocks.
If it makes any difference, the only merge mods I have installed at the moment are this and Unofficial LE2 Patch.
Thread already exists on Discord, beccatoria tagged you in it.
Love the mod, I had ran into an issue and figured out it was this mod. I played through LE2 several times (once for each class for import characters to le3) and on every character I couldn't do the mission N7: MSV Estevanico as everytime I would go to shoot that first tile to drop it down to be able to walk across the game would freeze and crash everytime. I gave up as it's just a worthless mission anyway lol but that was only thing that kept 100% completion on those characters. I started importing them into le3 and playing and installed this mod for 3 as I loved it in 2. I read the comments and noticed an issue with game crash on firing range was fixed. That gave me the idea that maybe it was this mod in 2 doing the same thing to me (shooting something causing a crash, firing range in 3 and maybe that tile in 2) so I disabled this mod (didn't uninstall just disabled in mod manager) went into 2 and went to that crashed ship, shot the tile and no crash. So it seems it's the same type of issue in 2 as was fixed in 3. Other than that I didn't notice any other issues in 2, and so far none in 3 (tested firing range and no issues).
That sounds like a good theory. I am gonna check that issue and probably push same change to LE2.
Since the codebase is supposed to be uniform across ME2 and ME3, I was going to push that change to LE2 on another update anyway, except I wanted to wait till I work on the fire merge feature so to not spam with an update that wasn't important. Oh well, it is important now lol
I downloaded this, installed it with the Mod Manager and it looks fine, it installs and shows up on the list but just does not work.. are there any extra steps I'm missing? Have been using a few other mods that work fine.. Sucks because out of all the mods I use, I was most excited when I saw this.. Tactically, knowing your damage output exactly is massive. Hopefully someone can help. I can provide any info necessary if anyone has any ideas. ♥ (ALL MELE2)
I think this is what you wanted? I'm kinda new to this but found a diagnostic scan and this is the link it provided.. As you can see the Damage mod says it's installed etc so I assume it's clashing with something else.
I appreciate the fact that you continue to help people troubleshoot issues and communicate about ideas.. A lot of modmakers for games tend to upload their mod then just expect you to be happy with that, no matter the outcome whereas you clearly care for the community and your mod and it's really nice to see. Appreciate it!
Judging from your log and an installation I just made, it looks like the merge mod isn't applying? I checked the same options as you and my SFXGame was modified. However in your log, it doesn't show that it was. In my case it shows:
- SFXGame.pcc - Damage Numbers 1.0
In your log, it does not show that it modified SFXGame.
You can try re-installing the mod and checking under the Modified basegame files tab in the window above. If installed succesfully, it should show in a new log:
I think you're right.. I have tried installing it multiple times, through the mod manager and manually although the OP says not to do that.. and the SFX file does not reflect that. Maybe the Sheploo Mod is conflicting with it as they are both modifying the same file? I might try removing that mod and retrying. Thanks for the help. I'll edit this to let you know if it works. Thank you!
Edit: So now after deleting the Sheploo mod, the Damage mod does show up as a modified SFXGame file on it's own but still doesn't work.. this is weird lol.. I seem to be the only one having issues with it! The only thing I can assume is that I have another mod that is clashing with it and is overwriting certain files.. Maybe the UnofficialPatch mod..
Hey man, not 100% sure where to find these... but I'll take a look and send you them. Also, with the Damage Mod installed in LE3 (finished LE2), I get access to console commands with Tab, without it installed I don't.. not sure if that's related but the only thing I uninstalled was your mod and then pressing Tab did nothing.. so the mod is doing something and is affecting the game, but like LE2, it's not showing the damage numbers in combat.. It also crashes the game while using the Spectre firing range.
Here is the diag for ME3 and I'll post the extra files when I locate them.
I have the SFXGame file but the installed mod folder.. you mean the CookedPC folder? It's 10GB in total.. is there anything specific you want, if not I can upload the whole thing to google drive if you want.
I appreciate you taking the time to help me, honestly.
The crash issue should be fixed in v1.1, please restore SFXGame file and then reinstall the mod. Also, you have a lot of mods in your diag (like EGM or Patch), but no SFXGame edits noted besides Dmg Nums. You should reinstall all mods that utilize MergeMods after restoring SFXGame file or you will run into issues.
I want those two files: Mass Effect Legendary Edition\Game\ME3\BioGame\CookedPCConsole\SFXGame.pcc Mass Effect Legendary Edition\Game\ME3\BioGame\DLC\DLC_MOD_DmgNums\CookedPCConsole (entire folder)
Honestly speaking, I have no idea what's happening with your game, cause it doesn't make any sense. I have no idea why would it not run, or even worse, break binkw32 bypass for some wild reason.
Yeah it's strange.. I use mods for almost every game I play and most issues I have run into I can fix, or at least know what's wrong.. this I have no idea.
Here are the files you wanted, (the SFXGame file I put inside the Mod folder so you can download them as one folder.)
One curious kind of "this distracts me" thing so far: loooooooooooooong lines caused by overlapping trailing 00000000000000000 0s (Zeroes) when (apparently) dead opponents still keep on burning for a while when already dead at 0 health. It kind of makes me wish end result of 0 damage could be suppressed with a install option or something. Still need to play some more for more impressions.
My favorite 2 scenes with the LE2 mod so far have been on Tuchanka, made me smile. Not gonna spoil the damage numbers for others ;-)
punching the pyjak in the Krogan researcher's shop (the one with the impressive title)
firing heavy weapon Cain at the Thresher Maw (with N7 Warmaster mod installed)
Priceless! _______ Re: distracting tails of numbers. After playing some more I've come to agree with what you said on Discord. It's not just burning dead opponents, but fire damage over time in general that's spamming too many numbers. Current opinion.
maybe a "simple" option for displaying no fire damage over time numbers at all
or much more work and a variant of the ideas Calerus wrote about in his comment. Somehow adding up fire numbers and only displaying them as sums half as often as currently, or something like that.
But have a feeling neither might be "simple", since this is Mass Effect... probably the game does not even know whether the fire damage is one-time or over time or stuff like that.
Actually the game reports damage rather nicely (usually). It provides info such as: hit loc, damage type, hit time, attacker, target. While it doesn't explicitly merge the fire numbers into one, all I have to do is write relatively simple pattern matching: look up for several small numbers within small time frame, coming from the same pawn, hitting same target, and be of type SFXDamageType_FireDoT. This should match fire damage rather successfully. Then it's just a matter of merging the nums and adding a new fancy icon.
I already do a similar kind of pattern matching to match ammo power hits with the weapon hits. It goes really fine usually, until you hit some fuckers like Disruptor Ammo where BW passes "null" as both the causer and damage type, making it difficult to match. Basically they defined those hits as orphaned. What does it cost you to pass in a damn causer properly BW, what does it cost you! Fortunately those are singular cases, usually the data is reported correctly and relatively comfortable to look for patterns in. Fire is not orphaned iirc haha.
Thank you for your production. I found that this mod conflicts with the indoor training ground, including the ghost training ground and the spaceship training ground. When I use the training ground, performing bullet firing operations can cause the game to crash. However, when I disable this mod and use the training ground, this problem will not occur.
Issue with crashes in ME3 whenever you hit some non-pawn objects (such as the targets in the shooting range) is confirmed, I am working on a fix. Will publish it asap.
Doesn't work on ME3 for me either and that's with it being the only mod installed.. something is up with it, I don't know what though.. I followed the instructions and mod manager installed it, but nothing.. I think I'm missing a step somewhere.. but following the directions, I download it with Mod Manager, it opens Mod Manager automatically and the mod seems to install.. but nothing happens in game, no numbers, nothing.
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Please restore the SFXGame.pcc file to vanilla, and then install the new version of the mod to update successfully to the new version.
About Myriad Begone: totally different UI frameworks. There are two UI frameworks in ME: Scaleform (which is used by almost entire UI) and Unreal UI (which I am using because it was easier). There is no overlap between those two code-wise.
After the initial crash, I cannot load either my auto save nor my quick save right before exiting the "base camp" door that Tali unlocks.
If it makes any difference, the only merge mods I have installed at the moment are this and Unofficial LE2 Patch.
Thread already exists on Discord, beccatoria tagged you in it.
-IAreBob
Since the codebase is supposed to be uniform across ME2 and ME3, I was going to push that change to LE2 on another update anyway, except I wanted to wait till I work on the fire merge feature so to not spam with an update that wasn't important.
Oh well, it is important now lol
Yessir.. Thanks for getting back to me so soon!
I included my save file in case you wanted to test anything.
https://me3tweaks.com/modmanager/logservice/logviewer?logid=cc327a0084ab5a6761a8ac4825b6b2c4
I think this is what you wanted? I'm kinda new to this but found a diagnostic scan and this is the link it provided.. As you can see the Damage mod says it's installed etc so I assume it's clashing with something else.
I appreciate the fact that you continue to help people troubleshoot issues and communicate about ideas.. A lot of modmakers for games tend to upload their mod then just expect you to be happy with that, no matter the outcome whereas you clearly care for the community and your mod and it's really nice to see. Appreciate it!
- SFXGame.pcc - Damage Numbers 1.0
In your log, it does not show that it modified SFXGame.
You can try re-installing the mod and checking under the Modified basegame files tab in the window above. If installed succesfully, it should show in a new log:
- SFXGame.pcc - Sheploo Appearance Consistency Project 2.0 + Damage Numbers 1.0
I'm not related to the mod and haven't tried it out yet but that's the only thing I can see what's wrong from a user point of view.
I think you're right.. I have tried installing it multiple times, through the mod manager and manually although the OP says not to do that.. and the SFX file does not reflect that. Maybe the Sheploo Mod is conflicting with it as they are both modifying the same file? I might try removing that mod and retrying. Thanks for the help. I'll edit this to let you know if it works. Thank you!
Edit: So now after deleting the Sheploo mod, the Damage mod does show up as a modified SFXGame file on it's own but still doesn't work.. this is weird lol.. I seem to be the only one having issues with it! The only thing I can assume is that I have another mod that is clashing with it and is overwriting certain files.. Maybe the UnofficialPatch mod..
https://me3tweaks.com/modmanager/logservice/logviewer?logid=e7bdbc72612d0cdf2ea5ec83fde97b40
Seems like the DLC file is there if this is what you mean? Maybe it's just not meant to be lol.. no idea
Could you please send me both the edited SFXGame.pcc file and the installed mod folder?
Here is the diag for ME3 and I'll post the extra files when I locate them.
ME3 DIAG
I have the SFXGame file but the installed mod folder.. you mean the CookedPC folder? It's 10GB in total.. is there anything specific you want, if not I can upload the whole thing to google drive if you want.
I appreciate you taking the time to help me, honestly.
Also, you have a lot of mods in your diag (like EGM or Patch), but no SFXGame edits noted besides Dmg Nums. You should reinstall all mods that utilize MergeMods after restoring SFXGame file or you will run into issues.
I want those two files:
Mass Effect Legendary Edition\Game\ME3\BioGame\CookedPCConsole\SFXGame.pcc
Mass Effect Legendary Edition\Game\ME3\BioGame\DLC\DLC_MOD_DmgNums\CookedPCConsole (entire folder)
Honestly speaking, I have no idea what's happening with your game, cause it doesn't make any sense. I have no idea why would it not run, or even worse, break binkw32 bypass for some wild reason.
Here are the files you wanted, (the SFXGame file I put inside the Mod folder so you can download them as one folder.)
Damage Nums Mod Folder
I will follow your advice and reset the file and reinstall. Thanks. If you find out what's wrong if anything, let me know. You're a G!
One curious kind of "this distracts me" thing so far: loooooooooooooong lines caused by overlapping trailing 00000000000000000 0s (Zeroes) when (apparently) dead opponents still keep on burning for a while when already dead at 0 health. It kind of makes me wish end result of 0 damage could be suppressed with a install option or something. Still need to play some more for more impressions.
- punching the pyjak in the Krogan researcher's shop (the one with the impressive title)
- firing heavy weapon Cain at the Thresher Maw (with N7 Warmaster mod installed)
Priceless!_______
Re: distracting tails of numbers. After playing some more I've come to agree with what you said on Discord. It's not just burning dead opponents, but fire damage over time in general that's spamming too many numbers. Current opinion.
But have a feeling neither might be "simple", since this is Mass Effect... probably the game does not even know whether the fire damage is one-time or over time or stuff like that.
It provides info such as: hit loc, damage type, hit time, attacker, target.
While it doesn't explicitly merge the fire numbers into one, all I have to do is write relatively simple pattern matching: look up for several small numbers within small time frame, coming from the same pawn, hitting same target, and be of type SFXDamageType_FireDoT. This should match fire damage rather successfully. Then it's just a matter of merging the nums and adding a new fancy icon.
I already do a similar kind of pattern matching to match ammo power hits with the weapon hits. It goes really fine usually, until you hit some fuckers like Disruptor Ammo where BW passes "null" as both the causer and damage type, making it difficult to match. Basically they defined those hits as orphaned. What does it cost you to pass in a damn causer properly BW, what does it cost you!
Fortunately those are singular cases, usually the data is reported correctly and relatively comfortable to look for patterns in. Fire is not orphaned iirc haha.
https://me3tweaks.com/modmanager/logservice/logviewer?logid=0a635756ab717637fbd33ecd3dc95ee1
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