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Mgamerz

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  1. Mgamerz
    Mgamerz
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    Report issues to the ME3Tweaks Discord. If you report them here and not to the discord you are wasting your time.

    This page is NOT for asking for help making mods.There are plenty of resources available for making mods and getting help making them.


    Pirated games and non-microsoft supported operating systems are NOT SUPPORTED IN ANY WAY.
  2. Nightsong18
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    The mod manager seems to enable the console ingame. That's fine except that it's bound to "TAB" - same button used in the photo mode to hide the UI
    to take screenshots. Any way around this problem?

    edit: Got a response on the discord. (can change it in the manager in tools - keybindings if anyone has the same issue)
  3. FewFew77
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    How do I change options for an already installed mod, for example a mod with several different casual outfit options for a character. Once the mod is installed, I can go to 'See what's installed', then click on 'Show installed options', but I'm not able to change the options from there. The only way, I've been able to change options for a mod, is to redownload it, and change the options during the installation. There has to be another way of changing options without going through all that.
  4. konros
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    Can someone help me please.  I have installed ISL without any problems, and then right after that I tried to install ALOT update.  The installation suddenly drops and mass effect modder is closed without any error messages.   
    Thank you.

    This an error code:
    MassEffectModder exited with non-zero exit code: 1. Thisindicates something went wrong.
    The last file that was being processed was:BioGame/DLC/DLC_EXP_Part01/CookedPCConsole/BioA_Exp1Lvl4_051.pcc
    Exception occurred!
     
    "MemoryStream::ReadToBuffer() - Error: read out ofbuffer."
     
    virtual void MemoryStream::ReadToBuffer(quint8 *, qint64)at MemoryStream.cpp: line 180
     
    Callstack:
    01. ReadStringASCII() at MemoryStream.cpp: line 0
    02.  loadNames() atPackage.cpp: line 0
    03.  getEndOfTablesOffset() at Package.h: line 271
    04. replaceTextures() at MipMapsReplace.cpp: line 334
    05. replaceModsFromList() at MipMapsReplace.cpp: line 0
    06.  deref() atqarraydatapointer.h: line 439
    07.  InstallMods()at MiscModsInstall.cpp: line 283
    08.  InstallMods()at CmdLineTools.cpp: line 0
    09. ProcessArguments() at CmdLineParams.cpp: line 0
    10. runQtApplication() at Main.cpp: line 0
  5. SpookyDovah
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    I can't use Discord, my phone number won't work so I can't confirm my id. Broken discord problems aside, I seem to have a bug with version 9.0.1 build 135. I'll install all my mods, then do the textures, go play for a bit, save and close game down to find half of my mods no longer active, I have the beta setting to show a tick with active mods enabled and it shows me which I've left off as well as others that should be on. I click on Manage Target to double check and yep, those mods are not in the list. Now I obviously can't switch them back on as I have textures installed. So I'm forced to restore and do it all again and had to do that twice in me2, this being the second time and I've only just got onto the SR2. Now I'm going to go start modding it yet again. You can probably understand how It's very frustrating for me. I would provide a log but I've just finished restoring the files so there's nothing there at the moment. 

    Ugh, it keeps happening, I've had to restore 5 times as any mods in the list, like skip mini games, no share cooldown, quiet interrupts which all edit the same BioGame/CookedPCConsole/SFXgame.pcc file gets deleted, be it on opening and closing the mod manager or launching and quitting the game, all the pcc files like I've mentioned above get deleted. 

    Going to back to 8.24 see if that helps as that was mostly stable. 

    And nope, 8.24 still broke. After closing game or closing and reopening the mod manager it deletes all files under SFXGame.pcc and reapplying does nothing it won't show up. I'm so stumped, it all used to work great and now nothing works. I've tried it with a bare minimum of the unofficial patch, nearly unrestricted weapons, Parabellum Classes, Skip Mini Games, Quiet Interrupts and yep, when testing in game as soon as game closes the files get deleted. It's like instead of them being merged they get deleted. I have the trilogy on F, an ssd, mod manager has moved from F/Game Tools to G/Game Tools which is an old hybrid sshd drive and the backups go to my I drive which is a huge 8tb backup drive. It makes no difference, the game was purchased through ea app a few years ago. I've now since deleted the mod manager, deleting all mods, uninstalling the game, uninstalling ea app, restart PC, rinse and trying again with a fresh install of ea app, downloaded the game, booted game up first off, then installed this, version 8.2.4, now I'm creating new backups, launcher done and 1 almost is, I'll do the next 2 tomorrow and I will check settings. But I wonder what could be causing this issue.
    1. Mgamerz
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      That setting is explained as not being reliable, because it is not possible to accurately track mods that are installed (unless you want it to take tens of minutes every time).

      For example, if two mods edit the exact same thing exclusively, are they both installed?

      As for files being deleted, that is unlikely to be Mod Manager 's fault. I do not delete files located in the basegame. It may be an antivirus sandboxing the app and deleting changed files after it exits, but that is out of my control.
    2. SpookyDovah
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      Hmm, my Norton 360 recently had a big update, I wonder if its something in that, I'll see about setting it up to exclude the game and mod manager. See if that makes a difference. Might take a few days though as deleted every mod I had and have to grab them again.
      But as for are they installed, with every mod I download, I always import it to the mod manager first, then apply. I do them in order, I have a list I made but yeah, the mods that edit that SFXgame.pcc and still downloaded, but I can't apply them again. 
  6. Widget5
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    Hello All

    My mod manager can't seem to recognise that my game is installed, I've backed-up the games and have the mod manager on the same drive as the game as well as launched the game though steam, EA Play/Origin and even .exe but unfortunately nothing.

    Can anyone help, or provide a suggestion for what I may have done wrong?

    Many thanks in advance
    1. Laurent951
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      hello, as far as I remember, when you install tweak manager, it is specified to not install it on same drive as the game is. At my side I installed it in another drive, and I do not have this issue, the mod installer correctly and found all my LE installation folders. Hope this help
    2. Widget5
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      Thank you so much for your reply, I really appreciate it.

      Unfortunately, I moved the game to a different drive and rerun the back-up, but ME3Tweaks still won't recognise the game is installed, I've even deleted and reinstalled ME3Tweaks but nothing appears in the drop-down box.

      Which is a great shame as basically all mods run through this which means I may as well delete the game as I only reinstalled to run some of these new mods.

      Never mind, thanks again for the help though.
  7. Laurent951
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    Hello, I need some help with mods installation order: 

    I noticed that when I use the "sort by mount priority", it add, for instance, the mod "diversification project" on 5th place, before the mods it have patch for. So to be clear in "diversification project" mod, the message "Configuration of this mod can change if any of the following DLC are present at installation time" refer to mods that are supposed to be installed before "diversification project" mod, but these mods in the "sort by mount priority" are sorted after "diversification project" mod, and it should be the contrary I suppose?

    I know the feature of auto sort is "experimental" but do anybody follow this sorting without any issue ?
    Thanks in advance
    1. Mgamerz
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      This is not really ever going to be reliable, because the developers in the scene do not have a concrete way of patching. Preferably, higher mounted mods would always patch lower mounted mods, but that is not the case. As as a result, the mount ordering system will never be reliable. It is a decent starting point though.
  8. rosestorm
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    Do I need to launch the game through the mod manager for installed mods to work?
    1. bingo201
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      No you can launch game normally from Steam, EA Play/Origin, Epic Games Store or Xbox Game Pass whichever platform you are using.
    2. Widget5
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      My mod manager can't seem to recognise that my game is installed, I've backed-up the games and have the mod manager on the same drive as the game as well as launched the game though steam, EA Play/Origin and even .exe but unfortunately nothing.

      Can anyone help, or provide a suggestion for what I may have done wrong?

      Many thanks in advance
  9. babydiehard
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    Why does this mod manager keep insisting on making a backup? How do I disable that warning. I can't do that because the backup size is almost the same size as the game 100GB. Also. If something go wrong I can just easly use Steam to verify the game files. No need for backup.
    1. grechna
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      The backup check only looks for specific files rather than the whole game. What I've done to get around the warnings is to create the backups and then delete everything in the backup folders except the specific files it checks for. Gets rid of the warnings and doesn't waste a ton of drive space. Hasn't caused any issues for me when running the games, but YMMV.

      If you're running a stable mod set that you know won't ever need reverting, or would rather just re-download the game if something goes wrong, then the only backup files you truly need to keep are:

      #Launcher
      <root folder of launcher backup>\Content\click.wav
      <root folder of launcher backup>\Content\EulaUI.swf
      <root folder of launcher backup>\Content\LauncherUI.swf
      <root folder of launcher backup>\Content\Sounds\mus_gui_menu_looping_quad.wav
      <root folder of launcher backup>\Content\Xbox_ControllerIcons.swf
      <root folder of launcher backup>\MassEffectLauncher.exe
      #LE 1
      <root folder of LE1 backup>\Binaries\Win64\MassEffect1.exe
      <root folder of LE1 backup>\BioGame\CookedPCConsole\Coalesced_INT.bin
      <root folder of LE1 backup>\BioGame\CookedPCConsole\PlotManagerAutoDLC_UNC.pcc
      <root folder of LE1 backup>\BioGame\CookedPCConsole\SFXTest.pcc
      <root folder of LE1 backup>\BioGame\CookedPCConsole\Startup_INT.pcc
      <root folder of LE1 backup>\BioGame\CookedPCConsole\Textures.tfc
      <root folder of LE1 backup>\BioGame\CookedPCConsole\Textures5.tfc
      #LE 2
      <root folder of LE2 backup>\Binaries\Win64\MassEffect2.exe
      <root folder of LE2 backup>\BioGame\CookedPCConsole\BioD_QuaTlL_505LifeBoat_LOC_INT.pcc
      <root folder of LE2 backup>\BioGame\CookedPCConsole\cithub_ad_low_a_S_INT.afc
      <root folder of LE2 backup>\BioGame\CookedPCConsole\Coalesced_INT.bin
      <root folder of LE2 backup>\BioGame\CookedPCConsole\Startup_INT.pcc
      <root folder of LE2 backup>\BioGame\DLC\DLC_METR_Patch01\CookedPCConsole\BioA_Nor_103aGalaxyMap.pcc
      <root folder of LE2 backup>\BioGame\PCConsoleTOC.bin
      <root folder of LE2 backup>\BioGame\CookedPCConsole\SFXTest.pcc
      #LE 3
      <root folder of LE3 backup>\Binaries\Win64\MassEffect3.exe
      <root folder of LE3 backup>\BioGame\CookedPCConsole\citwrd_rp1_bailey_m_D_Int.afc
      <root folder of LE3 backup>\BioGame\CookedPCConsole\SFXTest.pcc
      <root folder of LE3 backup>\BioGame\CookedPCConsole\Startup.pcc
      <root folder of LE3 backup>\BioGame\CookedPCConsole\Textures1.tfc
      <root folder of LE3 backup>\BioGame\DLC\DLC_CON_END\CookedPCConsole\BioD_End001_910RaceToConduit.pcc
      <root folder of LE3 backup>\BioGame\DLC\DLC_CON_PRO3\CookedPCConsole\DLC_CON_PRO3_INT.tlk
    2. babydiehard
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      Thank you!
    3. munchyfly
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      Also. If something go wrong I can just easly use Steam to verify the game files. No need for backup.

      Actually, verifying makes things worse. Verify doesn't delete files. It only restores modified files, or rather, the files the game is shipped with. DLC mods that don't edit base game files won't be deleted and those that do edit base game files will be broken.

      So yes, a backup is highly recommended and restoring from the manager doesn't take long.

      So if you used verify, better let the authors know so you don't waste their time with bugs that were caused on your end by using Verify.
    4. Mgamerz
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      This will probably break in future builds because tampering with backups will break upcoming features.
    5. mylibrasquartz
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      thank you soo much for this
  10. larrisAWSOME
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    Not going to go on a gigantic rant like that one guy on the other page, but why exactly DOES your mod manager flash me with false warnings from me using an official, legally obtained, and up to date copy of windows 10 Enterprise LTSC? I have literally never had that as an issue with any other software... hell, games like cyberpunk 2077 even recognize the specific version I'm running. It runs fine and without any issues as far as I can tell.
    1. Mgamerz
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      .NET doesn't support certain versions of LTSC as they age, and normal users are not running my software on Enterprise versions of Windows, of which most don't even use LTSC. I don't test on LTSC either, so I don't bother building in code to check for LTSC. The warning is because users ask me why it doesn't work on Windows 7, Linux, etc - and this makes them stop asking - if it works for you, great, if it doesn't, it's not up to me to fix it.
  11. Finchdoo
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    здравствуйте а можно как то установить пару модов без это го вашего дурацкого менеджера, потому что я вообще нехера не понимаю как им пользоваться слишком много ненужной фигни.
    Фаллоут или скайрим гораздо проще моды ставить чем тут !
  12. Zarel
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    Only asking here in case another user found the answer already. I'll message the Discord if no one knows.
    I can't get the destination folder for the backup window to open. Does anyone know why?
    I already updated and have a fresh install of ME3.