github ME3Tweaks/ME3TweaksModManager 6.0.0.103
ME3Tweaks Mod Manager - Preview 4 Build 103

latest releases: 9.0.1.135, 9.0.0.134, 8.2.4.133...
5 years ago

Changelog from Build 102

This is a feature release for M3. The main feature is localization support and NexusMods Endorsements, which has proven to be a huge amount of work. This will hopefully be the final preview of ME3Tweaks Mod Manager before it is ready to supercede ME3CMM.

New features

  • NexusMods integration allows you to endorse/unendorse mods directly from within Mod Manager, once you provide your API key. Only mods that have nexusmod's url's set or nexus codes assigned in their moddesc will work - other mods will need to be updated to link them to a nexusmods page
  • The groundwork for localizing the application into other languages has been implemented, however no localization are complete yet. Localiazations for Russian, German, Polish and French are in progress. You can change languages in-app, but some (or none at all for early-work translations) will change. The app will be updated as my translators complete their work.
    • This was a very large amount of work. If you want to help contribute or report issues please file an issue on github or come to the Discord.
  • Mod Manager can now import and install .me2mod files, as well as handle archives containing .me2mod files (files for RCW Mod Manager).
  • Mass Effect Ini Modder has been merged into Mod Manager. Mass Effect Ini Modder (the standalone program version) has now been deprecated and is unsupported.
  • Developers can now specify default options that are checked for alternate files and alternate dlc's.
  • Developers can now specify alternate "groups", where only one option in the group can be picked. At least 1 option in a group must be selected.
  • A new operation has been added that does nothing for both alternate DLC and alternate files. This is used in conjunction with alternate groups to provide a default option where the mod is essentially unchanged (the default version of the mod).
  • Implemented ASI Manager, so you can manage ASI mods for all three games.
  • LODs (alot texture settings) are enabled/disabled when the active target changes, to prevent incorrect LODs from being used by the active target if they don't match.
  • Implemented support for the addfilesreadonlytargets attribute in moddesc.ini files (used by EGM)
  • New Supported Mods:
    • ME1 MAKO mods (V1/V2/V3)
    • JohnP's Alternate MEHEM

Changed features

  • Non validated exe mods will no longer attempt to import into M3, as their contents may be parsed by the TPMI service even though they need special handling.
  • Some strings in the english version have changed after feedback from localization group
  • Some UI elements have been changed.
  • The size required to install or import a mod is now checked (if possible, depends on archive type) before the action is performed, plus a 5% buffer. If there is not enough space, the operation is aborted.
  • Lots more logging for troubleshooting

Bugfixes

  • Fixed an issue that prevented mods from being able to use . as the moddir path. This is a workaround to support existing mod archives in the scene, such as ME1 Ultrawide.
  • Fixed application crash on theme change
  • Fix some status strings not showing due to strange threading issues
  • Implement alternate operation OP_INSTALL, which was curiously missing from 102.
  • Fix multi-dlc conditional alternates always applying even if they are not applicable (e.g. a mod was checking if multiple dlc existed, did not exist, any existed or non existed)
  • Fix issues in alternate files being applied that would apply them backwards when mapping target to source path. This would cause files to be placed in the wrong location and not have any effect.

Bugfix update (January 1, 2020)

  • Fix crash that would occur if your ME2 Coalesced.ini file was malformed and you tried to install an RCW me2mod.
  • Fix issue where you could not set ME1 Console enabled if the BioInput.ini file was read only
  • Fix crash if you tried to install an ASI mod when that game did not have any targets (e.g. installing Function Logger for ME2 when you did not have ME2 installed)
  • Fix crash if you try to launch the game config utility and it required admin rights (some windows setup may may it require admin).
  • Fix RCW mods not installing if their listed file they apply to was not the full path. It appears some mods only list the filename rather than the full path that is normally present and RCW accepts these mods.

Bugfix update (January 3, 2020)

  • Fix crash that occurs on some odd windows setups when trying to view ASI source code in ASI Manager
  • Prevent backing up to subdirectory of a game target
  • Prevent backing up if there is not enough space on the target disk
  • Prevent installing files with read-write attribute if the mod does not mark them as readwrite. (copying a read-only file will install it as readonly, this is no longer the case).
  • Improve logging and telemetry code to try and identify source of a crash that is occurring on multiple systems where the local caches are somehow in use by another process.

Bugfix update (January 5, 2020)

  • Attempt to fix crashes when cached content was accessed. I am not sure if this is fully fixed.
  • Fix issue where uploaded logs only show some of the content
  • Much faster log compression using MEM code

Bugfix update (January 6, 2020)

  • Improve some logging related to some strange crashes when the ApplyASI method is called in ASI Manager that I cannot reproduce
  • Improve crash log uploading code to include the crash stacktrace consistently.
  • Fix a bug that would cause some deployed mod archives from build 103 to not be importable due to handling of \ when strings were localized (mods deployed with 103 will need to be redeployed if they could not be imported)
  • Prevent a crash if no antivirus is listed as active from security center (startup logging includes antivirus as antivirus programs commonly interfere with modding programs)

Feature update (January 23, 2020)

  • Third party mods that are imported will now have their game identifier set. This is to help reduce load failures that will occur if an imported mod is missing the attribute as part of a stronger moddesc.ini check coming in build 104.

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