Changelog for ME3Tweaks Mod Manager 6.0 (Build 105)
This build brings ME3Tweaks Mod Manager out of the preview stage, and will be the build that soon replaces Mass Effect 3 Mod Manager (ME3CMM), once it stabilizes.
See the bottom of this post for the minor bugfix releases of this build.
This build adds many new developer features for more advanced mods such as conditional installs based on existing files, rules for very specific DLC setups, and always enforced options for better conveyance of information to users. As usual it also fixes a bunch of bugs from build 104.
New features
- Now contains the ME3CMM migration setup that will migrate ME3CMM mods, external tools, and settings into M3
- Right click a mod for Mod Utils
- Added Basegame File Identification Service. If telemetry is turned on, information about basegame files that are installed will be sent to ME3Tweaks. I am using this information to build a database of basegame files/hashes that can be used to identify basegame files. Currently the only place this will be used is diagnostics, but eventually it will be in Installation Information once I build up a bigger database
- Mixin Direct installation
- This is in preview, and is not 100% functional due to the complexity of three way merge. This functionality will be enhanced in the future
- Complete overhaul of the logging/diagnostics functionality to be actually useful. It now produces logs even more detailed than ALOT Installer with more nifty features
- Active game targets will now show the source of their installation source as an icon: Origin, Steam, DVD
- For developers
- Deploying ME1 mods now checks for broken textures
- Drag and drop support for your favorite files:
- Coalesced.bin/xml
- TLK binary/xml (tankmaster manifest, tankmaster data, me3explorer data xmls)
- EGM Settings is now an external tool to M3
- New Alternate Condition: COND_ALWAYS. This always is checked, and can be combined with OP_NOTHING to convey things to users, like something is always being installed. Useful in a few niche scenarios
- New AlternateDLC Condition: COND_SPECIFIC_SIZED_FILES. Allows you to write a condition that looks for specifically sized files. Useful for mods that have configuration options that you need to switch on, for example ALOV's upscale depending on specific options for other mods.
- Add Conflict Detector, available only in dev mode
- Add Official DLC Toggler (ME1 and ME2 will load DLC from all folders in their DLC dir, so this won't disable them officially, only for purposes of testing with Mod Manager)
- Open Moddesc.ini directly from the Developer Options menu in Mod Utils
Changed features
- Deployment window UI has been updated to better reflect that it's doing something if an error occurs and changes the icon from the spinner to an X
- Target Info has been changed to Manage Installation.
- Backup File Fetcher now fetches TLK files for ME2 and ME3
- Updater Service upload will now show the delta to be applied to the server before you commit it
- You can no longer attempt to deploy RCW based mods. It didn't work anyways, this will now actively block it
- If you use ALOT Installer and have a custom texture library set, if you drag/drop the main archive it will move it to the library area. People seem to think Mod Manager is ALOT Installer for some reason, I guess users don't read the directions
- NexusMods signin is now part of the welcome panel. It also now uses their SSO backend, which makes signing in easier.
- Generating a mod with starter kit will now prompt you to enable developer mode if you're not already in developer mode
- Mod MAnager will now check permissions for settings.ini. This will help workaround a fun Windows issue where it sets special permissions in the programdata directory. Conveniently this "feature" is not documented by Microsoft
- ModMaker now supports the controller mixins option
Bugfixes
- Mod loader is much faster now due to not sorting on every addition. This will make the load look a bit wonkier but will be much, much faster
- Backups would use string_Basegame and string_Movies instead of their translated equivalents, fix Updater Service string spacing (thanks @Kinkojiro)
- Multiple try/catches have been added to the mod installer that should prevent app crash in the event something goes wrong, and will notify the user. This is due to things like CRC32 errors for example, which indicate disk failure/archive corruption
- Mass Effect Ini Modder: Fix crash when doing Reset All due to changes from .NET Framework to .NET Core
- Fix issue in mod updater that prevented NexusMods Update Notifications from being deployed to production in 104
- Fix memory leak in Installation Information window that could lead to huge loss of performance in the program
- Updated checks for if game is running to poll no more than once every 5 seconds (could lead to huge performance loss)
- Fix bug in Directory.GetFiles() implementation for archives. This fixes a bug that would occur when installing a mod such as Same Gender Romances for ME1 from archive when picking certain options that would make it think it didn't install everything when it actually installed too many things
- Fix bug that would cause ME3Tweaks ModMaker mods to fail to load after compile because newlines weren't escaped in the mod description which resulted in invalid moddesc.ini files
- Fix issue in package compression code that would cause ModMaker mods to fail Mass Effect Modder sanity checks
- Update package decompression code to ME3Explorer 4.2
- Now uses .NET Core 3.1.4 which hopefully will fix the partially deleted temp directory causing application to no longer boot/crash when loading missing dlls
Bugfix release (May 17, 2020)
- Update ME2 vanilla database for patch 1.03 TLKs
- Update localizations
- Add workaround for Windows limitations on ProgramData directory with PermissionsGranter
Bugfix release (May 17, 2020, 2)
- Fix issue where Alliance Armor Pack would not load
Bugfix release (May 24, 2020)
- Update the updater exe
- Fix modmaker compiler crash when compiling older modmaker mods
- Fix crash when extracting archive and archive is corrupt
- Fix crash that would occur when no mod manager mods were found in an archive
- Add logging to try to determine source of crash when certain mods are installed and installer doesn't return a return code
Bugfix release (May 27, 2020)
- Re-release update to fix incorrect .NET core version used to build release