EGM / SP controller compatibility

Discuss Mass Effect 3 mods and modding tools here. This includes multiplayer mods.
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Mgamerz
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Re: EGM / SP controller compatibility

Post by Mgamerz »

No. The only thing that works in this mod is the cursor. I can download and install your mod and actually see what what a real content mod for this game looks like (: also you wouldn't need to move anything but its cool if you're not interested.

Reason no mouse works is because game seems designed for either or, and if you have both the text will show up all wrong and moonshine didnt make it work with dual. For my TLK testing I need to get to citadel dlc, may just use a save. I lost all my previous saves a few days ago when I accidentally wiped my hard disk ;(

I'm also testing integrated coalesced now which should also improve mod compatability (and especially ModMaker's SP component) from basegame to testpatch .
kinkojiro
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Re: EGM / SP controller compatibility

Post by kinkojiro »

Ok, I thought was likely the case, but anyway worth checking.

I have used the Transplanter to create a patch. Very easy thanks. I have asked one of the people who asked for it to give it a test, but you would definitely be the more experienced eye. In this rar is a patch folder that can be copied into the DLC directory. Also when you have installed EGM - there is a mount for the main DLC_CON_MAPMOD folder that will move it up 1 notch to 5001 so above SPMod. The patch is at 5010.

The GUIs that I have transplanted are all on the Normandy:

Deck 1 - Armor Locker, Personal Terminal

Deck 2
- War Console
- CIC Personal Terminal (icons should be different than standard)
On the Terminal :
- Spectre Mail
- Normandy Mail
- Normandy Customization (icons should be different than standard)
- Squad setup
- Personnel (In personnel please try to change your XO/LT)
- Equipment (In equipment please try to change secondary vehicle)

Galaxy Map:
- On the map - Widow Nebula - 5th Fleet depot, dock with the depot

Deck 3 - Medical Bay - power reset, bonus power
- Crew Quarters - Morlan's Pawn Broker (you may need to save, exit to menu and reload to make it appear)

Deck 4 - Engineering - Upgrades terminal.

Deck 5 - Armor Locker, Weapons Table*, Procurement Terminal, Weapon Upgrades Terminal

*cannot remember is the weapons table a GUI in the PCC or SFXGame?

Anyway if you have some time to take a look that would be great.

EDIT: the other tester says everything is working apart from the war asset terminal (which can use K&M).
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Mgamerz
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Re: EGM / SP controller compatibility

Post by Mgamerz »

I'll look into those today when I get done time. I still need to do the tlk stuff.
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Mgamerz
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Re: EGM / SP controller compatibility

Post by Mgamerz »

I'll be doing the tlk merge today.
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Re: EGM / SP controller compatibility

Post by Mgamerz »

Working on this mod, some interesting things happening.

1. I took some string's out of CITADEL (not base) and changed them so they show appropriate xbox controls. This worked, partially. Some items used the right strings, other's didn't.

2. So I took these other strings that I missed, stuffed them in... didn't work. Removed the mod, reapplied it... now none of them work, for the citadel DLC.

3. Built as a test TLK with the ID prefixed. It *does* partially work. As in, things in the manual have stuff prefixed with the special items I have. But none of the ones that worked in 1 do anymore.

My mount is 5000 still, and the mount was 0x1C (MP/SP), also tried 0x8 (SP no save) but that doesn't work either... I wonder what I broke...

If anyone is interested in looking at this, here's the TANKMASTER TLK format file. https://drive.google.com/file/d/0B9bwvh ... sp=sharing

This will build a TLK for the INT that you place over the top of it. In the citadel DLC, you can look at the game descriptions in the casino and arcade and should see that they use strings like WASD, but I replace the exact same IDs from those TLKs with mine, but it doesn't seem to work.
kinkojiro
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Re: EGM / SP controller compatibility

Post by kinkojiro »

I had a quite look at the xml and the only thing I can see is very minor and probably won't fix it but you never know.

All the other tlks have the following strings at the bottom:

<String id="134217729">DLC_CON_XBX</String>
<String id="134217730">en-us</String>
<String id="134217731">Male</String>
<String id="134217731">Female</String>

I will give it a go on a KM system to see whether the TLK is working.

I have another weird one. So I can switch all the GUIs successfully apart from the ones in Nor_204aWarRoom. Neither of the following worked:

(1) Transplanting the GUI using the tool.
(2) Rebuilding my modifications into SPMod's War Room file.

It is bizarre because my mods don't do much, copy an emitter, add a new bit of sequencing. Is there anything else apart from the gfx that can be changed for the GUI?
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Mgamerz
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Re: EGM / SP controller compatibility

Post by Mgamerz »

Some of the code that controls the GUI can. I had to do one or two minor edits for my MP version but its pretty rare. I'll try to get the GUI tool one fixed as you previously mentioned, but its been so busy doing asi research (not finding much luck for me there...), this mod, helping people in emails about this mod...

Once I get this TLK sorted out I'll be looking into patching your stuff up to work with this mod.

The TLK XML I posted is literally a diff from moonshine to original on the tlk of his mod (which is from basegame). I added some citadel dlc strings in at the bottom. I'll add the stuff at the bottom thaf maybe will fix it (female/male... Byt his was basegsme likely still.. Hmmm...... )

It's weird because it partially works... Maybe the mount flag changes how tlk is loaded? That wouldn't make a lot of sense though... If I decompile my new file all the strings are there. So its likely not a compiler issue.

In the GUI transplanter CLI there is options for export. Try doing -x --data on both your file and that and then using a tool like winmerge to see the data differences.

Man I hate autocorrect.

Edit: So I added a DLC name, dlc package name, en-us, male, female entries, and it loaded *some* of the strings... the same ones as in #1 from above. The "Use the WASD keys to target" still shows up...! Maybe I will dig into some pcc's to see what it's trying to do. This is a standard GUI dialog so moonshine didn't modify the one that is causing me issues.

Edit2: Got another string to appear... I wonder if there is some sort of hack bioware wrote in to make it load a certain string.

Edit3: Problem string -Press (F) to exit game. seems to only appear in strings that are variables, like $200202

$205522

I wonder if the game is reading those strings, and reading them at load time rather than run-time (e.g. in casino). It'd make sense. I tried to recreate this (even with same data) but it didn't work, even after I overwrote that string.
kinkojiro
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Re: EGM / SP controller compatibility

Post by kinkojiro »

As you probably know Tankmasters tool won't compile the TLK if there is an error but doesn't tell you. I tested that and it compiles ok.

So I had a quick look and I think I found the issue. :)

Start with BioD_CitCas_200Casino

Sequence editor - if you look in seq 7243 (player placement) for Quasar.

It has a conditional SeqCond_IsConsole. If true it shows a message (noted as Console Rules) with string 817556. If false it shows a message (noted as PC rules) with string 817555.

So basically both versions are in the PC TLK for that DLC, you need to copy the XBox versions over the PC ones.
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Mgamerz
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Re: EGM / SP controller compatibility

Post by Mgamerz »

Did that, and it worked. Confused me bceause it referenced a string that was only two variables (two diff strings) and it seems to only compile those strings at load time, so if you change only one string afterwards, it has already loaded so it is ignored.

The only remaining string is the Press [Q] to distract the guard. There's only one instance of "press X to distract the guard' that I can see, and I replaced it, but nothing changed. I'll have to look more into this.

Edit: I noticed tankmaster's tool decompiles items into a <TlkFile> tag if you decompile an original TLK. With mine, it's top level is <Strings> instead. It compiled and decompiled this fine and the game seems to not totally be unhappy... Wonder if adding that makes a difference. Will see.

Currently am running code that will extract the same IDs from other files and put them into their own files so I don't have to do it manually. Might need to get some translators to help fix some of the grammar since it changes a bit with new tokens.

Edit2: Moonshine seems to have added some text to the en-us version to help clarify how to use some specific PC worksarounds (e.g. text input is diff on PC vs console). So far have translated the ESN version fully. Will probably request some small translation services from /r/masseffect. This is a lot of work (spent hours merging these), and the russian version... IDK if the TLK tool can handle it (ME2/ME3 version). It's a horrid mess.
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Mgamerz
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Re: EGM / SP controller compatibility

Post by Mgamerz »

Working on that damn Press [Q] to order you squadmate... This string is referenced in BioD_Cit002_300Sensors.pcc (Hint_Pop-Ups) as #620. It has a default/PS3 string (Xbox BTN) and then a PC string that ponits to the [Q] line. I have changed this Q line... but it doesn't have any effect in game!

Image

If I load my TLK the PC line turns correct in kismet. But in game it is still Q. I don't see any other references to this TLK string ID in citadel DLC. May just have to hook up PCString to use default string and ship another file -_-

Edit: So I wired it up (hex editor) to use the default string instead of PC ones... it works. But I would really rather not add another 15MB file to this DLC if possible, but I just can't get the game to read that single string for me.

Edit: This string is also referenced in the BioD_ Panicroom file.

Edit2: To your previous question of where the weapon table GUI is, it's stored in testpatch, in two separate files. Patch_GUI_WeaponStatStats and Patch_GUI_WeaponModStats IIRC. The only thing in those files is a SWF file.

Edit3: Your mod seems to have changed some of the GUI interfaces (e.g. add new thing to private terminal). They work with a controller, but they don't have the correct interface (they use PC buttons not xbox buttons). I don't know if you care enough if it works but I can probably update your interfaces. It's pretty easy to do.

Edit4: Derp, maybe not so easy. I'll need to check out a few more things... war terminal is indeed broken

Edit5: Can you raise your mount priorities a bit so there is a bit of space between ours (5000 > 5001)? Or I can lower mine. I might need to make a few more compatability mods for other things (genesis 2 in the meantime)
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