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Post by gamerclassn7 on Jul 11, 2017 7:15:07 GMT
Hi,
I want to make mod which add some connection betwene ME3 and MEA. What i want ? basicly add somo message, codex entries, one point on map (like thoes vith fuel depo). And i am absolutli new in moding Mass Effect so i will be thankeful for any help.
First think with i need help is how to add some entri to codex. Can anybody help me ?
With Regueards GamerClassN7
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sil
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Posts: 181
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Post by sil on Jul 11, 2017 7:32:26 GMT
Hi GamerclassN7! It's great to see someone wanting to get into modding. I'm not that great a modder, but I can give you a few tips if you want  . My suggestion would be to sit down and plan out exactly what messages, codex entries and map locations that you want to add. Once you have a plan, a layout of what you want to add, then I would suggest posting it here and you'll get some responses for sure.  New emails are pretty easy, and I find adding to the map isn't too hard once you get to grips with it. I've never added a codex entry, though. Good luck!
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Post by gamerclassn7 on Jul 11, 2017 10:37:00 GMT
I write schedule long time ago xD Plan
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sil
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Posts: 181
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Post by sil on Jul 11, 2017 15:31:23 GMT
I'm not able to see what you wrote. 
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Post by gamerclassn7 on Jul 11, 2017 16:00:49 GMT
There is a button ask for permision, when you click it i can give you permision.
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Post by gamerclassn7 on Jul 11, 2017 19:24:31 GMT
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sil
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Posts: 181
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Post by sil on Jul 11, 2017 22:57:42 GMT
Okay, I had a quick look, here are some thoughts: 1) The character you mention in the mail is called Alec Ryder rather than Alec Raider  2) I cannot read the language used for most of the mail but I have a suggestion, as the message is found in a probe, it might be worth making the message more neutral. Instead of addressing it to Commander Shepard (who they wouldn't know would find it), it might be better to have a message that is a farewell mail to whoever stumbles across the probe. 3) You might not need a separate codex entry for Jien Garson, you could probably add her stuff to the Andromeda Initiative entry. 4) Adding a probe to the galaxy map shouldn't be too difficult to do, however, I'm unsure how you would get the mail to appear once it has been discovered. I also do not know how to get EDI or Traynor to mention an anomaly. I'm sure there are others here who know. 5) Adding a mail is easy. You will need to add entries to the tlk file and the BioUI file. There are tutorials for this in the Archived website, and possibly on the wiki. 6) I've no idea how to add new armour but it is certainly possible to do. I like the idea, I think it needs a little polishing but it is good to see someone build a link between the two games. If you want any help with the english version, I am happy to provide some basic spelling corrections and grammar edits.  Good luck!
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Post by gamerclassn7 on Jul 12, 2017 6:06:50 GMT
Thanks  , Did you have some message handler ? (Hangouts, Google+, Facebook, Skype, Xfire, TeamSpeek,... ) Because comunikation here is too slow. Bestr Regards. Gamer
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Post by gamerclassn7 on Jul 12, 2017 6:40:50 GMT
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sil
Users
Posts: 181
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Post by sil on Jul 12, 2017 7:25:27 GMT
First of all, did you use mod manager to create a new mod file? That's what I did, and that made it a lot easier to start.
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Post by gamerclassn7 on Jul 12, 2017 7:34:06 GMT
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sil
Users
Posts: 181
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Post by sil on Jul 12, 2017 11:33:05 GMT
Well, on the bioui in your mod folder it will be empty. That's because they give you a blank entry to use. What you need to do is make a copy of the coalesced for the main game, and use the tool to split that up so you can see Bioware's ME3 bioui. The section you will need to look for is named... "sfxgamecontent.sfxguidata_mail_normandy"
Then copy and paste the whole section into your bioui file, and delete all entries except one. Then follow the tutorial and it should be fine. I would suggest using 634 (or 635, I think its 634 though) for now, so you can test whether the message appears in the private terminal. Conditional 634 should be always true, if I remember right.
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Post by gamerclassn7 on Jul 12, 2017 12:36:45 GMT
So my BioUI no look like this, but i have a problem when i try to pack xml to tlh i got a error saying something with null index
<?xml version="1.0" encoding="utf-8"?>
<CoalesceAsset id="BioUI" name="bioui.ini" source="..\..\biogame\config\bioui.ini">
<Section name="sfxgamecontent.sfxguidata_mail_normandy">
<Property name="maillist">
<Value type="2">(MailTitle=625608, MailBody=625609, MailStatePlot=10245, SendConditional=131, SmallImage="") </Value>
</Property>
<Property name="mailname" type="2">AlliancePostal</Property>
<Property name="openmaildelay" type="2">1.0</Property>
<Property name="srmaildescription" type="2">315188</Property>
<Property name="srmailtitle" type="2">315130</Property>
<Sections />
</CoalesceAsset>
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Post by mgamerz on Jul 13, 2017 21:41:40 GMT
Using tankmasters coalesce tool, you can inject another bioX file into the coalesced by editing the manifest file (Default_DLC_MOD_....XML) and adding an entry for BioUI. If you decompile the main game's coalesced (or any dlc one) it will show you the format necessary. The xml you posted is not valid. Consider posting your XML into a validator before saving so you can find errors easier. codebeautify.org/xmlvalidatorYour section tag is closed by sections, which is not the same. Additionally, you should use type="3" instead of 2 for DLCs, otherwise you could create duplicates. Type 3 is add if unique, Type 2 is add always.
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Post by giftfish on Jul 16, 2017 14:26:54 GMT
Using tankmasters coalesce tool, you can inject another bioX file into the coalesced by editing the manifest file (Default_DLC_MOD_....XML) and adding an entry for BioUI. If you decompile the main game's coalesced (or any dlc one) it will show you the format necessary. ME3Explorer v3.0 incorporates and improves TankMaster's Coalesced code, Natives Editor code, and TLK code. There's no reason for any toolset user to be using his external tools at this point. Especially since they were only in Beta and intended for developers when he released them.
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