sil
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Posts: 181
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Post by sil on Jun 26, 2017 22:10:47 GMT
Does anyone know how to edit font sizes in ME3? I'm playing ME2 at the moment and I much prefer the font size used for that game than in Mass Effect 3. For those who can't remember the difference, here are a screenshot to show you the difference: Mass Effect 2:www.dropbox.com/s/ufdz63dzkqpwgzk/20170626230016_1.jpg?dl=0Mass Effect 3:www.dropbox.com/s/b9yai1huln71l2l/20170626230522_1.jpg?dl=0The difference might be slim to most people, but to me it would be especially helpful. I get a bit sick of having to scroll through the majority of messages in the game. Any help with this would be really appreciated!
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Post by mgamerz on Jul 2, 2017 19:33:32 GMT
You will need to modify the SWF files. I wrote up a guide on how to do that on my site: Part I: me3tweaks.com/guides/gui_editingPart II: me3tweaks.com/guides/gui_editing_2Mod Manager 5 can dump SWF files through the interface, but you'll need to reinject them through the transplanter command line tool as shown in the guide (Mod Manager 5 is coming out hopefully within the next week). The guides are not complete because it simply hurt my hands too much to write all that up (like 20-30 pages). It is not for the faint of heart, but you can do some pretty cool stuff with SWF files once you learn how to quickly write and interpret flash player assembly. Note: Distributing mods with modified SWF files will bust compatibility with my GUI mods (controller, interface scaling) as the compatibility generator will overwrite your changes. There is no real way to mitigate it, but if users aren't using UI mods it's not an issue.
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sil
Users
Posts: 181
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Post by sil on Jul 10, 2017 16:16:01 GMT
Cheers for the response! I guess I would eventually have to edit the compatibility patch to make this compatible?
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Post by mgamerz on Jul 12, 2017 5:55:34 GMT
Depends on what you're doing. Mod Manager's compatibility pack generator for mods works like this:
1) Ensure a UI mod is installed (SP Controller Support, Interface Scaling Mod, or Interface Scaling Add-On (which works with both of the previous items). If none of these mods is detected as installed, then this entire process is skipped as there is nothing to update. 2) Find conflicts in Custom DLC files where a UI mod supercedes another mod's file, or it does not supercede a file but that file has a GUI file in it (that is in a whitelist of files that are in the UI library for that mod - e.g. controller support has more customized UIs than Interface Scaling Mod). 3) Of those conflicts, figure out what the highest priority one is that is not a UI mod (called 2nd tier in the generator). 4) Create a new DLC mod automatically and copy these 2nd tier (decompressed) files to this new mod. 5) Using the UI libraries I provide for Mod Manager (which is a group of swf files modified for the conflicting mod), the swf exports in the compatibilty mod (made in step 4) have new SWFs injected into them. 5a) A few files that SP Controller Support modifies do not contain GUIs and are blacklisted from GUI transplants due to incompatibilties with other mods (like CEM). These files are not injected into, and are simply promoted to this new mod. 6) New mod is set to a mount priority of 31050, which is slightly higher than the original UI mods. This priority is set this high because if a mod overrides one of these files (specifically in SP Controller Support), a user may end up in a UI that shows PC controls but does not work due to how the game engine only supports one method of UI input at a time. So I would venture to say not softlocking the game has a higher priority than other mods, but this tool helps ease that issue.
Effectively, this procedure promotes the 2nd highest conflicting file to a new mod. Any files that are not conflicting but have UI files that may need updating to make sure the game doesn't softlock in a unusable interface are also promoted. SWFs from the UI mod are then injected into those files, so effectively it is removing overriding.
It has been a long and painful process to write this tool, there have been endless crippling bugs, but I think the one in Mod Manager 5 is finally stable.
If you were to distribute your mod, your SWFs would probably be overriden by this compatibility generator. However, after working with a few other mod developers, I think it is possible to rename the export in the UI to something unique (GUI_SF_MailSmall.MailSmall for example, rather than GUI_SF_Mail.Mail). Then the transplanter would not see as a match to one of the normal files in the library, and if you provided me a copy of your modified SWF, I could add it to the libraries. For most interfaces it is very simple to add xbox controls (and some are like pulling teeth).
As this is not an ME3Explorer related topic though, if you want to go down this route you can post on my forum and we can work something out. I have worked extensively in SWF file modding.
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