1. Wow! Has it really been over a year since I've posted? Yep. It's been a really long time since I've written a blog post. Man blogger feels real dated, but I write nowhere near enough to justify moving to wordpress.

    So let's clear out the backlog of things I've been doing in that time.


    I've been working extensively on the Mass Effect trilogy modding toolset, ME3Explorer. I forked the main project several years ago after it was abandoned, and it became the ME3Tweaks Fork. It's now the main version that pretty much all mods are now developed with.

    Over the years it's been pretty much entirely rewritten to be way easier to support internally, with a big set of features designed for developers. We've implemented support for ME1/ME2 mesh editing, script editing, things that were dreams back in the day. I've had lots of help from SirCyxrtyx, Kinkojiro, Benji and Aquadran.

    We stripped out the user-focused tools as this is a program for developers and we do not want to have standard end users trying to use it as a tool to install mods, for example. The application is now 64-bit, and we have some professional grade tools to help support it thanks to JetBrains granting us open source licenses to their arsenal of software. I personally use DotMemory a lot to track down and fix memory leaks.

    In the most recent betas it can even read files from Xbox, PS3 and WiiU (though you can't save them). This change allowed us to datamine things from the PS3 copy of ME1 and the WiiU version of Mass Effect 3. Very recently I've been focusing on developer conveniences, such as showing metadata about exports without having to manully go into it. For example: Is the function a console command? Show 'exec' under the export name. Is it a const? Show the value. Is it a config variable? Show config. Information at a glance.

    Editing the games these days has never been easier.



    I've also been hard at work doing a complete rewrite of Mass Effect 3 Mod Manager. Mass Effect 3 Mod Manager was originally written back in 2012 and has had feature after feature tacked onto it. In fact if you scroll way back in this blog you can see ancient versions of it.Originally, it only supported Coalesced mods for Mass Effect 3. Then it supported DLC injection mods. Then it supported ModMaker, auto updates, mod updates. Then it supported TestPatch, DLC mods, alternates, and the list just kept growing. The codebase was in Java, a language that I really can't stand anymore after using C#. I can't stand the IDEs (IntelliJ makes my system stutter and feels really clunky, Eclipse was alright but I hated designing interfaces in code by hand).

    Last August/September I started rewriting it in C#, with a focus on supporting all three games. ME3Explorer was supporting more games so we needed a way to facilitating installing more mods for the games. It uses the same moddesc.ini format, with just some extended acceptable values. I was like, I already have this written, and Java is very close to c# syntax, I'll have this done in like two weeks.

    Well, it's now like 7 months later, and I'm still not done fully porting it. Every time I looked at the Java code I would throw up a little bit in my mouth and decide to rewrite it. Which then lead to more rewriting, and in the end I used almost nothing from the Java version except some utility methods for the most part. Rewriting the interface in WPF has been lovely, WPF data binding is great once you learn how to do it.

    Last year I finally completed Mass Effect Randomizer. This was originally just me trying to figure out how to edit the guns in ME1. After lots of research on BioWare's older games, I was able to fully reverse engineer their Bio2DA binary format, which is used a lot in ME1 and a very minor amount in ME2 and ME3.

    Over the course of several months this expanded into a project where it would randomize the game. This game is way too scripted to be something like Ocarina of Time randomizer, this was just supposed to be something fun. Something to do after you've played the game dozens of times. I think it succeeded.

    Back in May 2019, I contacted hundreds of artists from various parts of the internet to get permissions to use their images on the galaxy map randomizer. It was lots of work. I was worried on every email I sent that I would forget to change the template for permissions and use the wrong person's name. I would research each person before I emailed them and customize each message - for example, I remember one person was an avid Mass Effect fan. So I would tailor it to say, hey, do you want your images in a mod for this game? Or if they were very professional, I would make sure I talked more about the license terms. The majority of people granted me permissions, some declined, and some never responded. Of those that declined, many listed their images as Creative Commons... but when I told them I used it, they denied me permissions saying it's not CC, even though on their own page they uploaded it to, they set it to CC.

    While I was securing these, a good friend of mine and I started rewriting the entire Mass Effect galaxy map. Every planet. We would attach these descriptions to the images. The images had categories - like stormy, water planet, industrial. I had a program that would tell me how many more stories needed to fill an image category so each image would be assignable to a relevant story.

    My friend and I wrote over 150 pages of new stories about planets. Some are really just goofy, because we felt like it at the time. Some were much more serious, detailing the death of a species. It was really fun, imagining stories about planets. We wrote tons of pop culture references in, but tried to also keep them subtle so the more astute people could appreciate them.

    When playtesting this new galaxy map, it was a surreal experience. It gave me the feeling of playing Mass Effect for the first time again. Exploring a new map, learning about the galaxy. It's something you only really get once, but even for just a few minutes, I felt like it again, and it was wonderful. Try giving the galaxy map randomizer a spin in Mass Effect Randomizer if you're interested in stuff like that. When I go onto ArtStation or DeviantArt and look for space or planet pictures, it makes me want to imagine writing stories for them.

    In total, there was over 350 images and over 200 stories written for randomizer. My friend did a lot of the heavy lifting doing the writing, something I was very grateful for.

    I'm now slowly working on Mass Effect 2 Randomizer. Randomization is a lot of work. ME1 was much more 'gamey', while ME2 is a lot more 'cinematic'. It will probably be a while before ME2R is done.


    Last year in July, I went to visit this friend, who lives in Edmonton. I met this person back in 2014 while I was modding Mass Effect 3 multiplayer. I remember doing tons of work on ModMaker back then. Last year, we decided to meet up.

    This person has been a great friend over the years, through good times and bad. Meeting them was a real dream come true, and we hung out for a week. Not everything was perfect - nothing ever is, but I can say without a doubt: it's one of the best moments of my life. Back when I started modding this series of games, I could never have imagined it led to this.

    While I was in Edmonton, I learned that my hotel was practically within visibility distance of BioWare Edmonton's office (they have since moved). I only know one... maybe two people inside of BioWare, and obviously we don't really have a 'relationship' in the sense where I can just pick up the phone and be like 'hey can I get a tour'?, so I didn't even consider going in.

    I did not go to Edmonton to visit BioWare, but after being pressed by some streamer friends who do have contacts in BioWare, I secured a small tour of their office. As far as I'm aware they don't really do tours unless you have good credentials (for example, in the games industry). This is me telling you not to bother people at BioWare for a tour, I think I was an exception because I had friends in high places who gave me some glowing reviews. The person I was with at BioWare told me what my references said, and it was quite a heartfelt commendation these people gave me. If you're reading this... thanks. Not just for the commendation to BioWare, but for what you actually said. It meant something to me. You know who you are.


    I signed an NDA, so there's not a lot to say. Not that they showed me anything that would be protected by NDA really, I was not allowed onto the development floors. I saw some big console dev kits, some sweet wall art, the original mastered gold ME1 disc, and probably the fanciest conference room I've ever seen. While I didn't see Casey Hudson, we walked by his office, and from what I recall it had a sticker over his nameplate that was like Vampire Hudson, or something to that effect. I can't recall exactly what it said.

    They had a gift shop (I think from when they did use to do tours?), but it wasn't open at the time. It was probably the last place to get actual, legitimate BioWare merch. They've since changed buildings so most of what I've written here isn't really relevant anymore. I would have loved to use some of their concept art for randomizer.



    Well. I had actually come here to write about Mass Effect 2 Online Split Screen... but now my hands kind of hurt from typing... so I'll leave that for another day.

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  2. Hi all. Long time. I say that every time I post here.

    I'm still working on stuff. I'm working on a mod, can't give any details on it. I've been working on my fork of ME3Explorer, implementing convenient features like SWF import/export. I've made ALOT Installer the swankiest texture mod installer that I've ever used (then again I've used about 3).

    I'm here today to ask anyone who reads these for help. I have neglected Mass Effect Ini Modder, a program that lets you easily modify the Mass Effect (1) ini file in a nice, easy to use interface.

    Nice. Double nice.
    One thing that Mass Effect 1 can do that 2 and 3 cannot is change the default player character model to be one that's different than the human. There are a few guides on the internet that tell you how to play as Garrus, or Ashley - but I don't want to play as Garrus or Ashley - I want to play as a Krogan Battlemaster!
    Yeah, OK, I won't lie, there's cooler looking ones but Windows Explorer was running like ass when I was looking for a better one and I gave up.
    You know what's cooler than playing as a Krogan Battle Master!? Playing as this Geth bar stool!
    It can even walk your drinks over to your table. Technology in the 23rd century, man.



    Is this the kind of person you want protecting the galaxy?
    Got his whole unit killed on akuze. And torfan. Probably both.

    They're the only kind of person who c- KILL IT WITH FIRE
    I'll make the call. To the nearest RAID factory.
    These kinds of edits are possible in Mass Effect by changing the model name - of which there are thousands. I'm cataloging them, taking pictures of every one of them (and saving it as the model name, so we can build a nice database). There are many duplicates, and many of them don't work - some can't draw guns, son't have no animations, some are very hard to control, and some simply don't fit. This is a very time consuming task and I need some help if this is ever going to be finished.

    So here's what I need people to help me with. I have a file on the GitHub repository for this project that contains all the models, the name, and the description when it is selected. This file is what powers the dropdown system. Technically there's 3 files, but 2 of them are done.

    The name is the dropdown value, the description is the item to the right, and the actual model name is not shown, but is set when save is pressed.
    The file I am talking about is located here. Here's what it looks like:
    Highlighted: friendlyname and the description. These the two items that need to be added for every item.
    Under the m_MaleActorType enumproperty, there is a list of enum values. A very, very large list. I have cataloged a good chunk of these so far, but there are many more to go still. As you can see above, there is friendlyname, which is just a easy identifier to show to the user what that item is. Items that are not yet cataloged use the model name instead. I typically try to include the location based on the model name, for example:

    I have Normandy Crew Female - Lieutenant and Normandy Crew Male - Light. There are so many models it will be very difficult to make a short and sweet friendlyname that conveys to the user what it is. This is why I am trying to also build an image cache of screenshots (cropped to the model). The pictures above are examples. They are named in the following format: <modelname>.png (or jpg, whatever you use).

    Description details things that are different or broken about the model. Some enemies are huge (colossus). Some cannot draw weapons, some are just T-posed. Some have more HP, some have weird camera angles. I note these kinds of things so end users won't have to.

    So, to sum things up, if you want to help:
    1. Make a Github account and fork my repository.
    2. In your fork, you can navigate to MassEffectIniModder/propertymaps/BioGame.xml and click on Edit.
    3. Open up a copy of MassEffectIniModder and start enumerating the values for male actor type. Note, your save must use the default male shepard - custom ones don't work. Change the dropdown, click save, run the game. I suggest:
      • Deleting or renaming the startup movies from Mass Effect\BioGame\CookedPC\Movies:
        • BWLogo.bik
        • db_standard.bik
        • ME_EAsig_720p_v2_raw.bik
      • Have a screenshotting tool. I use screenpresso, it makes print screen much more useful than normal. I use it for everything.
    4. When the game is run, I need you to do the following for every item:
      1. Document anything that you cannot do. Every non-shepard character cannot use grenades, so don't bother citing this. Things I check for:
        • Can I run?
        • Do I have animations?
        • Can I draw my weapon? Are my weapons even shown? Are they properly placed on the model?
        • Is the camera all funky?
        • When I run without a drawn gun is it all weird? (Geth notably behave strange when no gun is dawn)
        • Any other oddities?
        • You can look at existing values to see what I mean. You don't need extensive documentation - I usually just copy paste a few.
      2. Take a screenshot, cropped to the character, preferably in good lighting. Make sure you name it <modelname>.<image extension>. It is very easy to lose what the original item was! You can use the toggleflycam command (check the box to enable the console) to take better shots.
      3. Rinse and repeat. If you find duplicates, you can remove them - some are really obvious duplicates as the model appears in multiple files.
        1. Some items in this list will not work - my data scraper did not distinguish some of them. Notably, the game will not actually go past the title screen if they do not work - if this happens, delete the enumvalue and move on. Things that don't work at all should not be in the list. Things that are horribly broken, but technically "work", can stay. You might consider noting this.
    5. MAKE SURE YOU COMMIT YOUR FILE AT THE BOTTOM OF THE PAGE, OR YOUR CHANGES WILL BE LOST!
    Anyone willing to help take on this task, I will greatly appreciate it. My hands can't do monotonous work (goes numb and starts going into pain territory - hands starting to go numb just writing this post). If you need help or have questions, you can find me in my discord server. If you happen to finish the list before finding me, you can submit a pull request and I can merge it into the main repo.




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  3. Hi all. It's been some time since I've posted. No I am not dead. I have been doing a lot of work behind the scenes. Been working on my own ME3Explorer fork which has many quality of life improvements and even some new tools. I've also been working on Mod Manager 5.1 which has some slick new importing of third party mods, but it's been on the back burner since I've been working on the new ALOT Installer front end.



    ALOT Installer using 2017 manifest

    I have been working with CreeperLava and Aquadran to implement this, which should make life way easier for end users installing ALOT and its Addon (textures by others). One issue I have had is that Origin will not launch the game once ALOT is installed unless run as admin. And since you cannot have origin startup as admin on boot it is really annoying. This also affects MEUITM. So I looked into figuring out why. It's actually a perfect storm of security, bad coding, and people trying to make others lives easier.

    Lets break down how Mass Effect works with Origin in a non-modified state, on Windows 10.

    1. You run MassEffect.exe. It immediately asks for elevation to administrator.
    2. At the end of the MassEffect.exe image there is code to call Origin to run the game, as a form of DRM. It calls origin, and then exits.
    3. Origin checks your entitlement to the game and will then run MassEffect.exe as specified by the registry (not the one you booted specifically) and attempts to run the executable.
    4. Origin is unable to run the executable because it requires elevation. In order for the DRM to work it must be able to interface with the process, so it elevates one of its internal services so it can communicate with the game for DRM purposes.
    5. MassEffect.exe is run as administrator. Origin communicates with MassEffect.exe and game execution continues like it does from the DVD version.

    Now,  this all works (though two UAC prompts) on an unmodified game. But install MEUITM or ALOT and you won't be able to run the game anymore through origin as a standard user. What gives?

    Both MEUITM and ALOT modify the MassEffect.exe executable to use Large Address Aware. This allows the 32-bit Mass Effect process to use up to 3GB of ram instead of the usual 32-bit limit of 2GB. By modifying the LAA flag, the digital signature on MassEffect.exe is broken - the signature is used to verify the file is not modified. Once the file is modified, the signature is no longer valid.

    Origin, when running an elevated process, checks to see if the EXE is signed by EA and is valid. If it is not signed by EA, it doesn't elevate its DRM communication module. Mass Effect boots up, and then immediately closes as the DRM unlock doesn't work because there is nothing to talk to it from Origin's side as it refused to elevate.

    So by modifying the EXE, origin will refuse to run an elevated game executable. But we need LAA, so we must work around this issue. Our only hope is to prevent MassEffect.exe from running as an administrator. We should figure out how it is set to run as administrator first.

    Looking in the EXE's manifest I can see it runs as the invoker - the user who is running the EXE. Which means this executable should not require administrator. I check my compatibility settings, nothing there either. Somehow, this is being elevated at boot but not through the exe itself nor my own doing. The culprit? The Microsoft Windows Compatibility Database.

    mirh (I've seen him in some of the modding circles) did some sleuthing to figure out why Mass Effect is being forced to run as administrator. It meets the criteria in the database - it specifically has an entry for Mass Effect - which has its own always-forced compatibility settings. It makes sense - users shouldn't have to configure the settings if MS already knows ones that (technically) work.

    MS Application Compatibility Database entry for Mass Effect
    As you can see there are two entries for this game - MassEffect.exe (the game) and the launcher (which is not included in origin's version sadly). The compatibility fix is RunAsHighest - which means administrator - and the criteria are:
    • EXE is named MassEffect.exe
    • Company name in manifest is BioWare
    • Product name in manifest is Mass Effect
    • Product version is equal to or less than 1.2.0.0.
    This criteria matches all known versions of the game - I believe including pirated versions. So by matching all of these criteria, the exe is forced to run as an administrator. You can test this out easily by simply renaming MassEffect.exe to anything else and it will no longer require admin to run. (Origin won't be happy).

    So now we have an idea of how to fix this - but why is this entry here? Well, due to Demuriage/Bioware not following the idea of Least User Access (LUA), Mass Effect on its very first boot requires administrative privledges to write to the HKEY_LOCAL_MACHINE\SOFTWARE\<WOW6432NODE\>AGEIA Technologies registry key. If this key does not exist, it will attempt to make it - without admin, it doesn't have permission to, and the game simply crashes. This key seems to hold some sort of information about what is now known as PhysX. This could possibly have been done by the installer, but it seems they made it be done in the game instead.

    This is why microsoft forces the game to run as admin always - for this one single item. It makes sense - make it run as admin, user does not need to worry about compatibility settings. However due to this combo of all three - LAA breaking the signature, MS forcing it to run as admin, and Origin refusing to work with elevated processes that have a broken EA signature - Mass Effect does not run with Origin and LAA.

    So what did we do to fix it? We simply modify in the EXE the product name from Mass Effect to Mass_Effect. Really, that's it. It fails the criteria check and the game no longer needs admin and origin is happy (except for that update nagging it always does). In both MEUITM and ALOT Installer we added code to make it create this registry key with privileges for the current user, so if Mass Effect needs to make the keys (maybe its never been run somehow) it will be happy.


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  4. It's been a while since I've written a blog post here. So I guess it's time to update you guys on what's going on :)


    1. Recently I built a nice kickass interface for building the Addon for the ALOT Texture Pack for ME2 and ME3. It used to have a confusing command line based version, but now it's easy to build with a good user experience, including a plugin autoupdater I made!



    2. I've been working with some other mod developers, assisting on their mods with some of my tools. Can't disclose what I worked on, but there's been a few devs I've worked with over the past couple of months and built a few solutions for them.

    3. I've been working on Mod Manager 5. This will be the final feature release of Mod Manager, so I'm putting in a lot of new features and QOL improvements. Mass Effect 3 modding has been pretty much figured out for a while now, so I don't think there are many new features to add. Plus, I'm getting burned out on ME3 again, but this time I think it's for real. I play it maybe once a month at this point. Mass Effect Andromeda was a pretty big letdown (I didn't even finish it, I don't plan to, and the MP is just killer boring to me). I was hoping to have a new modding target, the only thing I got was buyer's remorse.

    On a lighter note, here are some features on the roadmap for MM5 that are either implemented or plan to be:
    • Multiple BIOgame directory support - you can now have more than one installation and you can quick switch with the dropdown
      • Mod Manager will update the registry key so the selected game directory will launch. Normally MassEffect3.exe calls origin, which then decrypts the exe in the game folder listed in the registry. So even if you ran a different MassEffect3.exe copy, it would not boot. Mod Manager can fix this for you quickly and easily, even if you aren't running the program as admin by elevating using UAC.
      • This may not be 100% stable in the first 5.0 release. The game repair database is designed only for one installation, so if you are switching between two the repair database may be unhappy as the files may have a different baseline. I am trying to figure out how to mitigate this.
    •  ME3Explorer is no longer used behind the scenes. As a result, everything that used to use it now has a HUGE performance increase. A full game AutoTOC including SFARs now takes like 3 seconds vs about 15 before. Caching 250 mixin source files takes less than a minute now, rather than 7 minutes!
      • ME3Explorer is still listed in the Tools menu and can be launched - it will automatically check my server for the latest build number (since i don't want to parse github API) and if the local version is older than the one on their github release, it will advertise you to download it. It will overwrite your local Mod Manager copy with the version from their releases page.
    • Other optimizations lead to huge speed boosts including removing console output (which as a end user you never saw anyways), multithreading options, and other things.
    •  Granting write access to the selected biogame directory can now be done directly in mod manager. When setting the biogame directory, if some selected subfiles are not writable, Mod Manager can grant full control NTFS permissions to the game directory for this folder, subfolders and files.
    • Mod Manager no longer has to fully reload to reload mods. The list will just update.
    • I am working on making the GUI transplanter use MEM code rather than my custom modified ME3Explorer code, because in some very rare instances the game will crash for unknown reasons. I've debugged it to hell and back and can't figure it out.
    • I am considering adding mod-groups, where you can batch install mods. A user requested this a while ago, but I am still doing some planning on how this would be implemented as mods do not have unique identifiers. Potential things come up like:
      • What if a mod in the group is deleted or renamed?
      • What if a mod in the group fails to install?
      • How do I display groups to the user?
      • Do I build a UI for making a group? Do I build it on top of the main UI or in another window? 
    • I am making some of my experimental and testing tools visible in the UI. For a long time now Mod Manager has had code in it that I used for testing things or making things viewable, such as:
      • Map Mesh Viewer (view pathfinding nodes from a top down view)
      • Coalesced Parsers (view coalesced data in a much more human readable format)
        • These parsers were used HEAVILY when building Mod Manager. The XML to PHP code is probably some of the ugliest code I have ever seen.
    There are other new features, but I don't know all of them off the top of my head. This update should be out by the end of the month. Once the update is out, I plan to do maintenance releases to fix bugs that show up, but I don't plan on adding many if any new features.

    I do have a few other projects (not mod manager related) possibly planned. But its contingent on my enthusiasm for keeping modding this game and the status of the scene. So we'll see :)
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  5. It's been a long time since I've written a real blog post, I've been crazy busy with all the new mixins and working on controller mod/EGM compatibility. I'm working on Mod Manager 4.4 and have some new features I just wanted to highlight in case people still read this blog :)

    • You can now create new mods directly from mixins - you no longer need a blank mod that does nothing. The MixIn Library has a new, second option that you can choose from that will ask for a mod name.
    • The game repair database no longer is used if you are only adding files to the basegame, only modifying testpatch, or adding Custom DLC. For users who want to just install a custom DLC mod, you simply run mod manager, import the mod, and install it. Nothing else should need to be done.
    • New CustomDLC alternatives in the CustomDLC task header - these can be quite complex, but allow for the ability to add and modify custom dlc folders based on what's installed. What you could never achieve in an installer, Mod Manager will automatically configure a mod for the user at startup, completely transparently.
    Additionally, I've added a new mod to the showcase, ME1 Style Cooldowns! It brings back the old style of cooldowns from ME1.Check it out!


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  6. A big ModMaker update is coming. I mean, REALLY BIG. It'll be really exciting!
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  7. I've been working for a while now on attempting to merge the SP and MP controller mods. They have been separate for a couple of reasons for a while, and I'll detail what's going on with these mods here.

    Mods are separate
    1. Back when I started on an MP version of his mod I didn't know if he was going to come back to work on his mod. Apparently he never did and the mods grew apart.
    2. Due to how moonshine got the powerwheel to work, connections to other players in MP fail. I don't know what causes this - maybe MP has stricter error handling, and when connecting an exception comes up that doesn't matter in SP and causes it to abort in MP. It effectively breaks MP.
    3. I needed to learn how to mod GUIs and such.

    Now, since I have essentially taken over maintaining the SP version of the mod, #1 isn't an issue, and I am getting pretty well versed in #3. I am thinking of making a guide so people can pick up and fix stuff if they want. The issue has been #2 on this list, because I have to figure out how to get around it.

    The issue
    The issue with the game is all in the power wheel. In all gui swf files, bioware has code for both xbox and PC interfaces. For the most part, these are pretty similar and a couple of tweaks here and there make it work. However, the power wheel on xbox is a different GUI than the command menu on PC. The PC one is a subclass of the power wheel. However, on the PC version, there are no assets or GUI file for xbox, and vice versa. So we could just add them right? Well, no, it doens't seem to work that way. Due to how the GUI is loaded, we can't seem to reference new items in the startup file. Maybe I am too inexperienced, but I don't know how to add a startup export that gets loaded. Due to this, we are forced to have only one power wheel HUD export and its associated graphics: PC or Xbox.  

    Pointer Var Problem
    The GUI in this game is pointed at by a variable called PowerWheel. It points to either the xbox power wheel on xbox, or the PC one on xbox. This causes issues, because even if we added another export with the other interface, we would have no way to use it, since you must use this variable to retrieve the interface to work with it. This further compounds the problem.

     Solution 1: Rename PC exports to Xbox names and change assets
    In this solution we would rename the package and names of all exports from PC_ME2_PowerWheel to ME2_PowerWheel. This is how moonshine did his. It worked for SP, but it breaks MP due to renaming an export for some odd reason.

    Solution 2: Stuff Xbox PowerWheel into PC_ME2_PowerWheel and use Xbox UI Handler instead
     This seemed like a good solution. The power wheel shows up in SP (though its assets don't without more work) and you can connect to other players in MP. I was like fuck yeah, it works!... except as soon as the HUD loads in MP the game crashes. It works fine if you call 'at biop_mpnov' which loads the MP stuff except treats the game like its SP. I have changed many values that I think could cause the issue but none have fixed it.

    Solution 3: Stuff PC PowerWheel into an MP Startup file and change the movietag when loading an MP Coalesced file
    This one is a long shot, but I know GUI files in startup files override and/or add new ones to the game memory. We could potentially add a new GUI this way, but it would be a lot of work, and may not even work.

    Solution 4: Leave the mods as they are
    The easiest solution, but my least favorite. I like having the unified mod because it makes a lot less hassle for me because I get tonnnnnnnnnns of people asking why MP is not available in the SP mod. I wonder if I could have a message popup that says why...

    1. Anyways, that's why the mods are separate. If bioware had just included controller support (which is barely any work when you have source access!) or at least added the other assets for xbox to the game this wouldn't even be a problem.
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  8. Working on something I've wanted to do for a while, coming soon... Here's a sneak peak of what it might look like.Edit! It's the MP Store Catalog. Turns out I forgot to update this post with a link.
    Here you go.
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  9. During your modding adventures in ME3 you may come across physics values. They are almost always numerals, like SetPhysics(1) or if (!(Physics == 2)). These are not very decipherable, so here's a handy list of what they mean.


    Physics Number Physics State
    0 None
    1 Walking
    2 Falling
    3 Swimming (not used)
    4 Flying (via fly mode)
    5 Rotating (?)
    6 Projectile
    7 Interpolating (?)
    8 Spider (?)
    9 Ladder
    10 RigidBody (ragdoll it seems)
    13 PathApproximation (?)
    14 Unusued
    15 Custom
     These were derived from Patch_SFXPawn_Player.pcc in TESTPATCH under HandleMomentum(). To see what state a pawn is in during the game, use the command profile pawn [self/target/pawn_name] and look for the physics state.
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  10. Since I develop Mod Manager for ME3, sometimes you need to go into Origin to repair the game because it's broken beyond Mod Manager's ability to fix. Steam uses things like steam:// which opens links into the steam program, and Origin has the same thing, but it appears to be... undocumented. So I'm here to document what I know.
    • origin:// opens Origin Main UI
    • origin://friends opens the friends list
    • origin://store opens the store tab
    • origin://library opens the My Games tab
    • origin://LaunchGame/<gameid> launches a specific game. More details: Details 1 Details 2 Details 3
       
    I am sure there are more. It would be nice to have one like origin://RepairGame/<gameid> but I haven't found one yet. 
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  11. So I wrote up a script that would scan all of the basegame files for functions flagged EXEC. These functions I am told are able to run from the console. I did not dump their parameters (I am unsure if that's possible at this time). If they don't work, you might need to try tossing them some parameters like true/false or other items. You can look these up in ME3Explorer's PCCEditor2, but I dumped them with custom code. This list contains all basegame, TESTPATCH, and MP DLC.

    The command is the part after the ".". The prefix is the package. It seems packages can have the same function name for the console, so there is like 6 suicide commands.

    A lot of these are default Unreal Engine commands, not ones BioWare made themselves. Most of the ones in engine are not done by bioware.

    Due to how Unreal Engine works with keybinds, all of these commands can have an input bound to them, so for example, you can toggle spectate mode with a certain key.

    Here they are.

    Admin.Admin
    Admin.Kick
    Admin.KickBan
    Admin.PlayerList
    Admin.RestartMap
    Admin.Switch
    BioCheatManager.Actors
    BioCheatManager.AddAIFilter
    BioCheatManager.AddBar
    BioCheatManager.AddText
    BioCheatManager.AdjustCredits
    BioCheatManager.AdjustMediGel
    BioCheatManager.AdjustWeaponUIPawnOffset
    BioCheatManager.AdvanceQuest
    BioCheatManager.AILog
    BioCheatManager.ApplyAchPartyDamageBonus
    BioCheatManager.ApplyAchPartyHealthBonus
    BioCheatManager.ASyncSkeletal
    BioCheatManager.AwardCredits
    BioCheatManager.AwardItem
    BioCheatManager.AwardTreasure
    BioCheatManager.AwardXP
    BioCheatManager.BasicWeapons
    BioCheatManager.BiasCEMaxDistance
    BioCheatManager.BioClearCrossLevelReferences
    BioCheatManager.BioLoadState
    BioCheatManager.BioSaveState
    BioCheatManager.BioTransition
    BioCheatManager.BlazeDlcMountTime
    BioCheatManager.BlazeTest_CreateGui
    BioCheatManager.BlazeTest_DestroyGui
    BioCheatManager.BlazeTest_ShowAccountDemographics
    BioCheatManager.BlazeTest_ShowCerberusIntro
    BioCheatManager.BlazeTest_ShowCerberusWelcomeMessage
    BioCheatManager.BlazeTest_ShowCreateNucleusAccount
    BioCheatManager.BlazeTest_ShowCreateNucleusAccountEx
    BioCheatManager.BlazeTest_ShowEmailPasswordMismatch
    BioCheatManager.BlazeTest_ShowIntroPage
    BioCheatManager.BlazeTest_ShowMessageBox
    BioCheatManager.BlazeTest_ShowNucleusLogin
    BioCheatManager.BlazeTest_ShowNucleusWelcomeMessage
    BioCheatManager.BlazeTest_ShowParentEmail
    BioCheatManager.BlazeTest_ShowRedeemCode
    BioCheatManager.BlazeTest_ShowTermsOfService
    BioCheatManager.BlazeTestAcceptTOS
    BioCheatManager.BlazeTestConsumeCode
    BioCheatManager.BlazeTestDisconnect
    BioCheatManager.BlazeTestReconnect
    BioCheatManager.BlazeTestSetAutoLoginOption
    BioCheatManager.BlazeTestSetCerberusRefused
    BioCheatManager.BlazeTestSetNucleusRefused
    BioCheatManager.BlazeTestSetNucleusSuccessful
    BioCheatManager.CancelHint
    BioCheatManager.CastPower
    BioCheatManager.ClearDebugLines
    BioCheatManager.ClearFaceCodes
    BioCheatManager.ClearTraces
    BioCheatManager.CloseGui
    BioCheatManager.CodexAudit
    BioCheatManager.CompleteGame
    BioCheatManager.Cooldown
    BioCheatManager.CoverPlayer
    BioCheatManager.Damage
    BioCheatManager.DebugAdhesion
    BioCheatManager.DebugAI
    BioCheatManager.DebugAIVals
    BioCheatManager.DebugCoverCheck
    BioCheatManager.DebugFriction
    BioCheatManager.DebugMagnetism
    BioCheatManager.DebugSecondController
    BioCheatManager.DebugSetPlotState
    BioCheatManager.DebugVoc
    BioCheatManager.DebugVocLine
    BioCheatManager.DebugVocSystem
    BioCheatManager.DebugWeapon
    BioCheatManager.DebugWounds
    BioCheatManager.DebugZoomSnap
    BioCheatManager.DisableGUIDCheck
    BioCheatManager.DisplayNegotiate
    BioCheatManager.DisplayStringID
    BioCheatManager.DisplayTime
    BioCheatManager.Distance
    BioCheatManager.DownloadContent
    BioCheatManager.DumpPlotManagerValueByIndex
    BioCheatManager.EbisuCheckOnline
    BioCheatManager.EbisuCheckout
    BioCheatManager.EbisuRequestAuthToken
    BioCheatManager.EbisuRequestFriendsList
    BioCheatManager.EbisuShowCheckoutOverlay
    BioCheatManager.EbisuShowFriendsOverlay
    BioCheatManager.EbisuShowStoreOverlay
    BioCheatManager.EchoStrref
    BioCheatManager.EmptyInventory
    BioCheatManager.EnableAI
    BioCheatManager.EnableAllAI
    BioCheatManager.EnableDamage
    BioCheatManager.EnableFaceFX
    BioCheatManager.EnableHenchmanPowers
    BioCheatManager.EnableHenchmanPowersByGameName
    BioCheatManager.EnablePowerCooldown
    BioCheatManager.EvalCover
    BioCheatManager.FlushTelemetry
    BioCheatManager.ForceEnableCCD
    BioCheatManager.ForceEndRagdoll
    BioCheatManager.GameOver
    BioCheatManager.GetCharm
    BioCheatManager.GetCurrentChallengeReward
    BioCheatManager.GetFireTeam
    BioCheatManager.GetGaWSecurityRatings
    BioCheatManager.GetHenchmanAppearance
    BioCheatManager.GetHenchmanAvailable
    BioCheatManager.GetHenchmanDead
    BioCheatManager.GetHenchmanKnown
    BioCheatManager.GetHenchmanLoyalty
    BioCheatManager.GetHenchmanSpecialization
    BioCheatManager.GetIntimidate
    BioCheatManager.GetLocation
    BioCheatManager.GetMorinth
    BioCheatManager.GetParagon
    BioCheatManager.GetPlotVariableID
    BioCheatManager.GetProductDetails
    BioCheatManager.GetPronunciations
    BioCheatManager.GetRenegade
    BioCheatManager.GetSpecialist
    BioCheatManager.GetVocalizationBankInfo
    BioCheatManager.GFxWatch
    BioCheatManager.GiveAllGAWAssets
    BioCheatManager.GiveCredits
    BioCheatManager.GiveEffect
    BioCheatManager.GiveEffectWithValue
    BioCheatManager.GiveExplorationGawAsset
    BioCheatManager.GiveGAWAsset
    BioCheatManager.GiveGAWAssetByName
    BioCheatManager.GiveGAWCredits
    BioCheatManager.GiveItem
    BioCheatManager.GiveNextGawAsset
    BioCheatManager.GivePower
    BioCheatManager.GiveResource
    BioCheatManager.GiveSuperGun
    BioCheatManager.GiveTalentPoints
    BioCheatManager.GiveXP
    BioCheatManager.God
    BioCheatManager.GrantAllCodex
    BioCheatManager.GUICMD
    BioCheatManager.HasChangedDifficulty
    BioCheatManager.HenchmanUseNode
    BioCheatManager.HideActionIndicator
    BioCheatManager.HideAudioEmitter
    BioCheatManager.HideAudioVolume
    BioCheatManager.HideHint
    BioCheatManager.HideInterruptUI
    BioCheatManager.HideLoadingMessage
    BioCheatManager.HideMicrophone
    BioCheatManager.HidePOIIndicator
    BioCheatManager.HideSavingMessage
    BioCheatManager.HideStrings
    BioCheatManager.HideWwiseVolumeLocations
    BioCheatManager.HolsterWeapon
    BioCheatManager.IgnorePlayer
    BioCheatManager.ImportAllCareers
    BioCheatManager.IncrementGrinder
    BioCheatManager.IncrementGrinder2
    BioCheatManager.InitAmmo
    BioCheatManager.InitCredits
    BioCheatManager.InitEezo
    BioCheatManager.InitFuel
    BioCheatManager.InitFuelEfficiency
    BioCheatManager.InitGrenades
    BioCheatManager.InitIridium
    BioCheatManager.InitMaxFuel
    BioCheatManager.InitMedigel
    BioCheatManager.InitPalladium
    BioCheatManager.InitPlatinum
    BioCheatManager.InitPlotManagerValueByIndex
    BioCheatManager.InitProbes
    BioCheatManager.InitResource
    BioCheatManager.InitSalvage
    BioCheatManager.IsBonusPowerUnlocked
    BioCheatManager.JournalAudit
    BioCheatManager.KillEnemies
    BioCheatManager.KillParty
    BioCheatManager.KillSelf
    BioCheatManager.KillTarget
    BioCheatManager.LoadExternalSave
    BioCheatManager.LoadGame
    BioCheatManager.LoadSaveGameFrom
    BioCheatManager.LockAccomplishment
    BioCheatManager.LockAllAccomplishments
    BioCheatManager.LogActorArtPlaceables
    BioCheatManager.LogActorClasses
    BioCheatManager.LogActorEmitters
    BioCheatManager.LogActorPawns
    BioCheatManager.LogActorPrefabInstances
    BioCheatManager.LogActorSkelMeshes
    BioCheatManager.LogActorUnclassified
    BioCheatManager.LogAnimSequences
    BioCheatManager.LogKeyBindings
    BioCheatManager.LogPermanentObjects
    BioCheatManager.LogProperties
    BioCheatManager.MainMenu_AddCerberusItem
    BioCheatManager.MainMenu_ClearNotifications
    BioCheatManager.MainMenu_FailImageAssets
    BioCheatManager.MainMenu_OutputMessages
    BioCheatManager.MapPower
    BioCheatManager.Mark
    BioCheatManager.Min1Health
    BioCheatManager.NotFun
    BioCheatManager.OpenGui
    BioCheatManager.OutputBugReportXML
    BioCheatManager.OverrideCEMaxDistance
    BioCheatManager.OverrideCEOnVisible
    BioCheatManager.PartyMin1Health
    BioCheatManager.PauseNotifications
    BioCheatManager.PauseTraceStrips
    BioCheatManager.PermanentBonus
    BioCheatManager.PlayBinkMovie
    BioCheatManager.Playpens
    BioCheatManager.PowersWhileVisible
    BioCheatManager.PrintFaceCodesStoredOnline
    BioCheatManager.PrintGui
    BioCheatManager.PrintMuzzleLoc
    BioCheatManager.Profile
    BioCheatManager.ProfileEffects
    BioCheatManager.Profiles
    BioCheatManager.PromptRedeemCode
    BioCheatManager.ReadAccomplishments
    BioCheatManager.RemoveAIFilter
    BioCheatManager.RemoveAllEffects
    BioCheatManager.RemoveAllPowers
    BioCheatManager.RemoveEffect
    BioCheatManager.RemoveHeavyWeapons
    BioCheatManager.RemovePower
    BioCheatManager.RemoveText
    BioCheatManager.RemoveTrace
    BioCheatManager.ResetAllChallengeRewards
    BioCheatManager.ResetAllGAWAssets
    BioCheatManager.ResetAllMultiplayerGrinders
    BioCheatManager.ResetGAWAsset
    BioCheatManager.ResetGAWAssetByName
    BioCheatManager.ResetGrinder
    BioCheatManager.ResetMPPlayerVariables
    BioCheatManager.ResetReaperAlertLevels
    BioCheatManager.ResetTalents
    BioCheatManager.ResetWeapons
    BioCheatManager.Respawn
    BioCheatManager.RestoreHint
    BioCheatManager.Revive
    BioCheatManager.RevivePawn
    BioCheatManager.RunConditional
    BioCheatManager.SaveGame
    BioCheatManager.SendSaveGameTo
    BioCheatManager.SendScreenshotTo
    BioCheatManager.SendTelemetryTest
    BioCheatManager.SetAimAssistValues
    BioCheatManager.SetAllMoods
    BioCheatManager.SetAllWeaponModLevels
    BioCheatManager.SetAutoRightUpForceAndTorque
    BioCheatManager.SetBoolByID
    BioCheatManager.SetBoolByName
    BioCheatManager.SetCurrentChallengeReward
    BioCheatManager.SetEffectsMaterial
    BioCheatManager.SetFireTeam
    BioCheatManager.SetGCDebugPackage
    BioCheatManager.SetHelmetVisible
    BioCheatManager.SetHenchmanAppearance
    BioCheatManager.SetHenchmanAvailable
    BioCheatManager.SetHenchmanDead
    BioCheatManager.SetHenchmanKnown
    BioCheatManager.SetHenchmanLoyalty
    BioCheatManager.SetHenchmanSpecialization
    BioCheatManager.SetHostViabilityEnabled
    BioCheatManager.SetIntByName
    BioCheatManager.SetLexicalLookup
    BioCheatManager.SetLocation
    BioCheatManager.SetMMBotModeEnabled
    BioCheatManager.SetModLevels
    BioCheatManager.SetMood
    BioCheatManager.SetMorinth
    BioCheatManager.SetParagon
    BioCheatManager.SetParam
    BioCheatManager.SetPowerPercent
    BioCheatManager.SetProfileChoseMorinth
    BioCheatManager.SetRank
    BioCheatManager.SetRenegade
    BioCheatManager.SetSpecialist
    BioCheatManager.SetUgly
    BioCheatManager.SetVecParam
    BioCheatManager.SetVehicleCamRadiusPoint
    BioCheatManager.SetVehicleCOMOffsetZ
    BioCheatManager.ShowAudioEmitter
    BioCheatManager.ShowAudioVolume
    BioCheatManager.ShowDebugText
    BioCheatManager.ShowGFxLog
    BioCheatManager.ShowHint
    BioCheatManager.ShowInterruptUI
    BioCheatManager.ShowMicrophone
    BioCheatManager.ShowNumPlayers
    BioCheatManager.ShowSafeFrame
    BioCheatManager.ShowVocInfo
    BioCheatManager.ShowWeaponSelection
    BioCheatManager.ShowWwiseVolumeLocations
    BioCheatManager.SimulateFreeze
    BioCheatManager.SkynetSavegame
    BioCheatManager.SkynetScreenshot
    BioCheatManager.SkynetToggleNucleusTelemetry
    BioCheatManager.SkynetToggleQAPaths
    BioCheatManager.SkynetToggleSessionDisplay
    BioCheatManager.SkynetToggleSilentMode
    BioCheatManager.SkynetToggleVerboseMode
    BioCheatManager.Slomo
    BioCheatManager.Speak
    BioCheatManager.Splitscreen
    BioCheatManager.StartCoverGUI
    BioCheatManager.StartRecordKinectSpeech
    BioCheatManager.StartVerboseKinectLogging
    BioCheatManager.StatusGrinder
    BioCheatManager.StopCoverGUI
    BioCheatManager.StopRecordKinectSpeech
    BioCheatManager.StopVerboseKinectLogging
    BioCheatManager.TeleportHenchman
    BioCheatManager.Test_MiniNotifications
    BioCheatManager.Test_Notifications
    BioCheatManager.TestActionIndicator
    BioCheatManager.TestAutoGrant
    BioCheatManager.TestBinaryHTTPSystem
    BioCheatManager.TestCancelCountdown
    BioCheatManager.TestChoiceBox
    BioCheatManager.TestConditionals
    BioCheatManager.TestConsumeId
    BioCheatManager.TestCountdown
    BioCheatManager.TestDisplay1stPartyStore
    BioCheatManager.TestDumpDime
    BioCheatManager.TestEchoDigitalRights
    BioCheatManager.TestEchoWallet
    BioCheatManager.TestFalling
    BioCheatManager.TestGaWHTTPSystem
    BioCheatManager.TestGetConsumablesList
    BioCheatManager.TestGetEntitlementsList
    BioCheatManager.TestGetOffersList
    BioCheatManager.TestGrantEntitlementId
    BioCheatManager.TestHTTPSystem
    BioCheatManager.TestIsGoBigEnabled
    BioCheatManager.TestKeyboardInput
    BioCheatManager.TestLoadingMessage
    BioCheatManager.TestMessageBox
    BioCheatManager.TestMPObjective
    BioCheatManager.TestMPTicker
    BioCheatManager.TestPOIIndicator
    BioCheatManager.TestPrefab
    BioCheatManager.TestPulseFullAmmo
    BioCheatManager.TestPurchaseOfferId
    BioCheatManager.TestRagdoll
    BioCheatManager.TestRefreshDigitalRights
    BioCheatManager.TestSavingMessage
    BioCheatManager.TestString
    BioCheatManager.TestTreasure
    BioCheatManager.TestTutorialHint
    BioCheatManager.TestWeaponChoice
    BioCheatManager.TestWound
    BioCheatManager.TestXMLParser
    BioCheatManager.ToggleActorVis
    BioCheatManager.ToggleAI
    BioCheatManager.ToggleAngstIcons
    BioCheatManager.TogglePowerAiming
    BioCheatManager.ToggleScoreIndicators
    BioCheatManager.ToggleSFHUD
    BioCheatManager.ToggleThreatRadius
    BioCheatManager.ToggleWeaponMod
    BioCheatManager.TraceActorAnimNode
    BioCheatManager.TraceActorProperty
    BioCheatManager.TraceAxis
    BioCheatManager.TraceButton
    BioCheatManager.UnlockAccomplishment
    BioCheatManager.UnlockAllAccomplishments
    BioCheatManager.UnlockAllGamerpics
    BioCheatManager.UnlockAllResearch
    BioCheatManager.UnlockAllTech
    BioCheatManager.UnlockAllTreasure
    BioCheatManager.UnlockBonusPower
    BioCheatManager.Unreaper
    BioCheatManager.UpdateGAWAsset
    BioCheatManager.UpdateGAWAssetByName
    BioCheatManager.UploadNewFaceCode
    BioCheatManager.UsePower
    BioCheatManager.VoiceEnumerateInputs
    BioCheatManager.VoiceEnumerateOutputs
    BioCheatManager.VoiceGetDefaultInput
    BioCheatManager.VoiceGetDefaultOutput
    BioCheatManager.VoiceSetInput
    BioCheatManager.VoiceSetOutput
    BioCheatManagerNonNative.AT
    BioCheatManagerNonNative.AuthenticateGAWServer
    BioCheatManagerNonNative.AutoLevelUp
    BioCheatManagerNonNative.BlazeDisconnect
    BioCheatManagerNonNative.BotsSuperGun
    BioCheatManagerNonNative.CollectorPossess
    BioCheatManagerNonNative.CreateCareer
    BioCheatManagerNonNative.DebugAllLevels
    BioCheatManagerNonNative.DebugBlockingSeekFree
    BioCheatManagerNonNative.DebugDistance
    BioCheatManagerNonNative.DebugLOD
    BioCheatManagerNonNative.DebugProjectile
    BioCheatManagerNonNative.DebugScore
    BioCheatManagerNonNative.DebugText
    BioCheatManagerNonNative.DebugTreasure
    BioCheatManagerNonNative.DeleteModSaveData
    BioCheatManagerNonNative.FastResumeGame
    BioCheatManagerNonNative.ForceLOD
    BioCheatManagerNonNative.GetMultiplayerAssetStrength
    BioCheatManagerNonNative.GetPlotState
    BioCheatManagerNonNative.GiveBonusPower
    BioCheatManagerNonNative.GiveWeapon
    BioCheatManagerNonNative.GrantMPCredits
    BioCheatManagerNonNative.GrantMPExperience
    BioCheatManagerNonNative.IncreaseGalaxyAtWarRating
    BioCheatManagerNonNative.ListPlayerVariables
    BioCheatManagerNonNative.MPBots
    BioCheatManagerNonNative.ResetMPCharacter
    BioCheatManagerNonNative.ResetMPClass
    BioCheatManagerNonNative.ResetMPData
    BioCheatManagerNonNative.ResetMPTutorialMessage
    BioCheatManagerNonNative.SetEndGameOptions
    BioCheatManagerNonNative.SetLanguageForSpeech
    BioCheatManagerNonNative.SetLanguageForText
    BioCheatManagerNonNative.SetLanguageForVO
    BioCheatManagerNonNative.SetMission
    BioCheatManagerNonNative.SetMMBotOptions
    BioCheatManagerNonNative.SetModLevel
    BioCheatManagerNonNative.SetPlayerVariable
    BioCheatManagerNonNative.SetPlotState
    BioCheatManagerNonNative.SetWeaponLevels
    BioCheatManagerNonNative.ShowNavSightLines
    BioCheatManagerNonNative.SimulateHostDisconnect
    BioCheatManagerNonNative.SpawnSeeker
    BioCheatManagerNonNative.TestNameReplication
    BioCheatManagerNonNative.TickMultiplayerAsset
    BioCheatManagerNonNative.ToggleDebugMPPlayerVariables
    BioCheatManagerNonNative.ToggleFullGuiSoundLogging
    BioCheatManagerNonNative.ToggleQASaveLibrary
    BioCheatManagerNonNative.ToggleSkynetSaves
    BioCheatManagerNonNative.UnlockAllBonusPowers
    BioCheatManagerNonNative.UnlockAllMPKits
    BioCheatManagerNonNative.UnlockArmorPiece
    BioCheatManagerNonNative.UpgradeExternalAsset
    BioCheatManagerNonNative.UpgradeWeapon
    BioCheatManagerNonNative.ValidateMatchMakingStates
    BioCheatManagerNonNative.WeaponSelection
    BioHUD.DisplayActorInfo
    BioHUD.DisplayRouteInfo
    BioHUD.HideLocation
    BioHUD.LockActorInfo
    BioHUD.SetActorForActorInfo
    BioHUD.ShowCover
    BioHUD.ShowLocation
    BioHUD.ShowReachSpecs
    BioHUD.ToggleCoverNames
    BioHUD.ToggleSafeArea
    BioPlayerController.QuickLoad
    BioPlayerController.QuickSave
    BioPlayerController.ResetForcedCooldown
    BioPlayerController.SetCurrentChallengeReward
    BioPlayerController.SetFakePermaCooldown
    BioPlayerController.SetForcedCooldown
    BioPlayerController.ToggleSlowFlyCam
    BioPlayerController.ViewNextPlayer
    BioPlayerInput.GhostMoveDown
    BioPlayerInput.GhostMoveUp
    BioPlayerInput.ToggleFlyCam
    BioRemoteLogger.GetFlag
    BioRemoteLogger.SendBugReport
    BioRemoteLogger.SendCustomEvent
    BioRemoteLogger.SendCustomEventFloat
    BioRemoteLogger.SendDebugEmail
    BioRemoteLogger.SendEvent
    BioRemoteLogger.SendEventFloat
    BioRemoteLogger.SendMPEvent
    BioRemoteLogger.SendMPEventEmail
    BioRemoteLogger.SendMPEventFloat
    BioRemoteLogger.SendStatistic
    BioRemoteLogger.SendUnitTestInfo
    BioRemoteLogger.SetFlag
    BioRemoteLogger.SkynetScreenshot
    BioRemoteLogger.ToggleFlag
    CheatManager.AffectedByHitEffects
    CheatManager.AllAmmo
    CheatManager.AllWeapons
    CheatManager.Amphibious
    CheatManager.Avatar
    CheatManager.ChangeSize
    CheatManager.DebugAI
    CheatManager.DebugPause
    CheatManager.DestroyFractures
    CheatManager.DumpOnlineSessionState
    CheatManager.DumpVoiceMutingState
    CheatManager.EndPath
    CheatManager.Fly
    CheatManager.FractureAllMeshes
    CheatManager.FractureAllMeshesToMaximizeMemoryUsage
    CheatManager.FreezeFrame
    CheatManager.Ghost
    CheatManager.GiveWeapon
    CheatManager.God
    CheatManager.KillAll
    CheatManager.KillPawns
    CheatManager.KillViewedActor
    CheatManager.ListDynamicActors
    CheatManager.Loaded
    CheatManager.LogParticleActivateSystemCalls
    CheatManager.LogPlaySoundCalls
    CheatManager.NavMeshVerification
    CheatManager.PlayersOnly
    CheatManager.RememberSpot
    CheatManager.SetGravity
    CheatManager.SetJumpZ
    CheatManager.SetMass
    CheatManager.SetOnlineDebugLevel
    CheatManager.SetSpeed
    CheatManager.Slomo
    CheatManager.Summon
    CheatManager.Teleport
    CheatManager.TestLevel
    CheatManager.TestNavMeshPath
    CheatManager.ToggleDebugCamera
    CheatManager.VerbosePathDebug
    CheatManager.VerifyNavMeshObjects
    CheatManager.ViewActor
    CheatManager.ViewBot
    CheatManager.ViewClass
    CheatManager.ViewFlag
    CheatManager.ViewPlayer
    CheatManager.ViewSelf
    CheatManager.Walk
    CheatManager.WriteToLog
    Controller.SwitchToBestWeapon
    Dead.Jump
    Dead.NextWeapon
    Dead.PrevWeapon
    Dead.StartFire
    Dead.ThrowWeapon
    Dead.Use
    DebugCameraController.MoreSpeed
    DebugCameraController.NormalSpeed
    DebugCameraController.SetFreezeRendering
    DebugCameraController.ShowDebugSelectedInfo
    GameInfo.BeginBVT
    GameInfo.DoTravelTheWorld
    GameInfo.KillBots
    GameUISceneClient.CloseMenu
    GameUISceneClient.CreateMenu
    GameUISceneClient.DebugShowMessage
    GameUISceneClient.OpenMenu
    GameUISceneClient.RefreshFormatting
    GameUISceneClient.ShowDataStoreField
    GameUISceneClient.ShowDataStores
    GameUISceneClient.ShowDockingStacks
    GameUISceneClient.ShowMenuProgression
    GameUISceneClient.ShowMenuStates
    GameUISceneClient.ShowRenderBounds
    GameUISceneClient.ToggleDebugInput
    GameViewportClient.ClearProgressMessages
    GameViewportClient.DebugCreatePlayer
    GameViewportClient.DebugRemovePlayer
    GameViewportClient.SetConsoleTarget
    GameViewportClient.SetProgressTime
    GameViewportClient.SetSplit
    GameViewportClient.ShowTitleSafeArea
    GameViewportClient.SSSwapControllers
    HUD.FXPlay
    HUD.FXStop
    HUD.SetShowScores
    HUD.ShowDebug
    HUD.ShowGameDebug
    HUD.ShowHUD
    HUD.ShowScores
    HUD.ToggleHUD
    Input.SetBind
    PlayerController.BugIt
    PlayerController.BugItAI
    PlayerController.BugItGo
    PlayerController.BugItStringCreator
    PlayerController.Camera
    PlayerController.CauseEvent
    PlayerController.CE
    PlayerController.ChangeTeam
    PlayerController.ConsoleKey
    PlayerController.DumpOnlineSessionState
    PlayerController.EnableCheats
    PlayerController.FOV
    PlayerController.ListCE
    PlayerController.ListConsoleEvents
    PlayerController.LocalTravel
    PlayerController.LogLoc
    PlayerController.Mutate
    PlayerController.NextWeapon
    PlayerController.PathChild
    PlayerController.PathClear
    PlayerController.PathStep
    PlayerController.Pause
    PlayerController.PrevWeapon
    PlayerController.QuickLoad
    PlayerController.QuickSave
    PlayerController.RestartLevel
    PlayerController.SaveActorConfig
    PlayerController.SaveClassConfig
    PlayerController.Say
    PlayerController.SendToConsole
    PlayerController.SetAudioGroupVolume
    PlayerController.SetName
    PlayerController.SetShowSubtitles
    PlayerController.ShowGameState
    PlayerController.ShowMenu
    PlayerController.ShowPlayerState
    PlayerController.Speech
    PlayerController.StartAltFire
    PlayerController.StartFire
    PlayerController.StopAltFire
    PlayerController.StopFire
    PlayerController.Suicide
    PlayerController.SwitchLevel
    PlayerController.SwitchTeam
    PlayerController.Talk
    PlayerController.TeamSay
    PlayerController.TeamTalk
    PlayerController.ThrowWeapon
    PlayerController.Use
    PlayerController.UTrace
    PlayerFlyCam.FastFlyCamOff
    PlayerFlyCam.FastFlyCamOn
    PlayerInput.ClearSmoothing
    PlayerInput.InvertMouse
    PlayerInput.InvertTurn
    PlayerInput.Jump
    PlayerInput.SetSensitivity
    PlayerInput.SmartJump
    PlayerWaiting.Jump
    PlayerWaiting.NextWeapon
    PlayerWaiting.PrevWeapon
    PlayerWaiting.StartFire
    PlayerWaiting.Suicide
    PlayerWaiting.SwitchToBestWeapon
    RoundEnded.StartFire
    RoundEnded.Suicide
    RoundEnded.ThrowWeapon
    RoundEnded.Use
    SFXCheatManagerNonNativeMP.CheatCardPack
    SFXCheatManagerNonNativeMP.CreditsCardPack
    SFXCheatManagerNonNativeMP.DebugMatchConsumables
    SFXCheatManagerNonNativeMP.EndCurrentWave
    SFXCheatManagerNonNativeMP.GiveAllMatchConsumables
    SFXCheatManagerNonNativeMP.GiveAmmoConsumable
    SFXCheatManagerNonNativeMP.GiveMPConsumables
    SFXCheatManagerNonNativeMP.GiveReviveConsumable
    SFXCheatManagerNonNativeMP.GiveRocketConsumable
    SFXCheatManagerNonNativeMP.GiveShieldConsumable
    SFXCheatManagerNonNativeMP.KickServer
    SFXCheatManagerNonNativeMP.LoadDeck
    SFXCheatManagerNonNativeMP.PlayHordeLine
    SFXCheatManagerNonNativeMP.PlayObjectiveLine
    SFXCheatManagerNonNativeMP.ProfileDeck
    SFXCheatManagerNonNativeMP.ReplicationDebugCam
    SFXCheatManagerNonNativeMP.RestartFromBeginning
    SFXCheatManagerNonNativeMP.RestartFromCheckpoint
    SFXCheatManagerNonNativeMP.RestartFromWave
    SFXCheatManagerNonNativeMP.RestartWithFaction
    SFXCheatManagerNonNativeMP.SetEmblem
    SFXCheatManagerNonNativeMP.SetKit
    SFXCheatManagerNonNativeMP.ShowAllMPCards
    SFXCheatManagerNonNativeMP.SkipWave
    SFXCheatManagerNonNativeMP.TestConsumptionError
    SFXCheatManagerNonNativeMP.TestHostile
    SFXCheatManagerNonNativeMP.TestPurchaseEntitlement
    SFXCheatManagerNonNativeMP.TestPurchaseFromPlatform
    SFXCheatManagerNonNativeMP.TestSquads
    SFXCheatManagerNonNativeMP.ToggleEndlessWave
    SFXCheatManagerNonNativeMP.UnlockAllMPCards
    SFXGameModeAIDebug.DisableAllCoverLogging
    SFXGameModeAIDebug.EnableAllCoverLogging
    SFXGameModeAIDebug.Eval
    SFXGameModeAIDebug.KeepPaused
    SFXGameModeAIDebug.NextPawn
    SFXGameModeAIDebug.Option
    SFXGameModeAIDebug.PrevPawn
    SFXGameModeAIDebug.ToggleAIPause
    SFXGameModeAIDebug.ToggleLegend
    SFXGameModeAIDebug.UnzoomCamera
    SFXGameModeAIDebug.ViewConstraint
    SFXGameModeAIDebug.ViewCoverEval
    SFXGameModeAIDebug.ZoomCamera
    SFXGameModeAtlas.EnterCommandMenu
    SFXGameModeAtlas.EnterPowerWheel
    SFXGameModeAtlas.EnterWeaponWheel
    SFXGameModeAtlas.ExitAtlas
    SFXGameModeAtlas.TightAim
    SFXGameModeAtlas.TryHeavyMelee
    SFXGameModeAtlas.TryMelee
    SFXGameModeAtlas.TryReload
    SFXGameModeBase.EnterCommandMenu
    SFXGameModeBase.EnterPowerWheel
    SFXGameModeBase.EnterWeaponWheel
    SFXGameModeBase.FireWeapon
    SFXGameModeBase.GuiKey
    SFXGameModeBase.HoldObjectiveDisplay
    SFXGameModeBase.LeaveWorld
    SFXGameModeBase.PulseObjectiveDisplay
    SFXGameModeBase.PulseRadarDisplay
    SFXGameModeBase.ShowAreaMap
    SFXGameModeBase.ShowMenu
    SFXGameModeBase.SquadCommand_Attack
    SFXGameModeBase.SquadCommand_Follow
    SFXGameModeBase.SquadCommand_Move1
    SFXGameModeBase.SquadCommand_Move2
    SFXGameModeBase.StartIngamePropertyEditor
    SFXGameModeBase.StopFiringWeapon
    SFXGameModeBase.StopObjectiveDisplay
    SFXGameModeBase.ToggleObjectiveRadarDisplay
    SFXGameModeBase.TurnObjectiveRadarDisplayOff
    SFXGameModeBase.TurnObjectiveRadarDisplayOn
    SFXGameModeCheatMenu.EndIPE
    SFXGameModeCheatMenu.IPEBack
    SFXGameModeCheatMenu.IPEDownAction
    SFXGameModeCheatMenu.IPEForward
    SFXGameModeCheatMenu.IPELeftShoulder
    SFXGameModeCheatMenu.IPELeftTrigger
    SFXGameModeCheatMenu.IPERightShoulder
    SFXGameModeCheatMenu.IPERightTrigger
    SFXGameModeCheatMenu.IPEUpAction
    SFXGameModeCinematic.SkipCinematic
    SFXGameModeCommand.DisableCamera
    SFXGameModeCommand.EnableCamera
    SFXGameModeCommand.ExitCommandMenu
    SFXGameModeCommand.ShowMenu
    SFXGameModeConversation.HighlightDefaultResponse
    SFXGameModeConversation.InterruptParagon
    SFXGameModeConversation.InterruptRenegade
    SFXGameModeConversation.SelectResponse
    SFXGameModeConversation.SkipConversation
    SFXGameModeDefault.CanEnterCover
    SFXGameModeDefault.DisableWalking
    SFXGameModeDefault.EnableWalking
    SFXGameModeDefault.HoldAction
    SFXGameModeDefault.NextWeapon
    SFXGameModeDefault.PressAction
    SFXGameModeDefault.PrevWeapon
    SFXGameModeDefault.StopTightAim
    SFXGameModeDefault.StormOff
    SFXGameModeDefault.StormOn
    SFXGameModeDefault.SwitchToBackup
    SFXGameModeDefault.TapAction
    SFXGameModeDefault.TightAim
    SFXGameModeDefault.TryAcquireCover
    SFXGameModeDefault.TryCoverAction
    SFXGameModeDefault.TryCoverSlip
    SFXGameModeDefault.TryCoverTurn
    SFXGameModeDefault.TryExitCover
    SFXGameModeDefault.TryExitLadder
    SFXGameModeDefault.TryForwardRoll
    SFXGameModeDefault.TryHeavyMelee
    SFXGameModeDefault.TryHolster
    SFXGameModeDefault.TryMelee
    SFXGameModeDefault.TryReload
    SFXGameModeDefault.TryRoll
    SFXGameModeDefault.TrySnap
    SFXGameModeDefault.TryStandingJump
    SFXGameModeDefault.TrySwapWeapon
    SFXGameModeDefault.TryUsePower
    SFXGameModeDefault.UseAbility
    SFXGameModeDefault.Used
    SFXGameModeDefault.UsePower
    SFXGameModeDefault_Merc.TryHeavyMelee
    SFXGameModeDefault_Merc.TryMelee
    SFXGameModeDreamSequence.ShowAreaMap
    SFXGameModeDying.ProlongLife
    SFXGameModeDying.UseRevivePower
    SFXGameModeGalaxy.BuyFuel
    SFXGameModeGalaxy.ScanSystem
    SFXGameModeGalaxy.StartFuel
    SFXGameModeGalaxy.StopFuel
    SFXGameModeGUI.ConnectToCerberus
    SFXGameModeGUI.HideAreaMap
    SFXGameModeGUI.MPToggleReady
    SFXGameModeGUI.NextCerberusItem
    SFXGameModeGUI.PrevCerberusItem
    SFXGameModeGUI.SlideshowAdvance
    SFXGameModeGUI.SlideshowExit
    SFXGameModeIllusiveManConflict.DecreaseDifficulty
    SFXGameModeIllusiveManConflict.FireWeapon
    SFXGameModeIllusiveManConflict.IncreaseDifficulty
    SFXGameModeIllusiveManConflict.StartPush
    SFXGameModeIllusiveManConflict.UpdateInput
    SFXGameModeInjuredShepard.StopTightAim
    SFXGameModeInjuredShepard.TightAim
    SFXGameModeInjuredShepard.TryReload
    SFXGameModeInjuredShepard.Used
    SFXGameModeLobby.MPToggleReady
    SFXGameModeMovie.SkipMovie
    SFXGameModeMultiLand.ToggleMouseLock
    SFXGameModeOrbital.LaunchProbe
    SFXGameModeOrbital.PlanetLeftRight
    SFXGameModeOrbital.SetInputAttenuation
    SFXGameModeOrbital.SetPlanetRotateRate
    SFXGameModeOrbital.SetPlanetScanRotateRate
    SFXGameModeOrbital.SetProbeControl
    SFXGameModeOrbital.SetProbeTime
    SFXGameModeOrbital.SetReticleRate
    SFXGameModeOrbital.SetReticleScale
    SFXGameModeOrbital.SetScanDist
    SFXGameModeOrbital.SetScanReticleRate
    SFXGameModeOrbital.setshakelamp
    SFXGameModeOrbital.setshakelfreq
    SFXGameModeOrbital.setshakeramp
    SFXGameModeOrbital.setshakerfreq
    SFXGameModeOrbital.setshaket
    SFXGameModeOrbital.StartScanning
    SFXGameModeOrbital.StopScanning
    SFXGameModeOrbital.ToggleMouseLock
    SFXGameModeOrbital.ToggleProbeDebug
    SFXGameModePowerWheel.ExitPowerWheel
    SFXGameModePowerWheel.ShowMenu
    SFXGameModeVehicle.EnterCommandMenu
    SFXGameModeVehicle.EnterPowerWheel
    SFXGameModeVehicle.EnterWeaponWheel
    SFXGameModeVehicle.ExitVehicle
    SFXGameModeVehicle.ShowMenu
    SFXGameModeVehicle.StopTightAim
    SFXGameModeVehicle.TightAim
    SFXGameModeVehicle.TryReload
    SFXGameModeVehicle.TryRoll
    SFXGameModeWeaponWheel.ExitWeaponWheel
    SFXGameModeWeaponWheel.ShowMenu
    SFXPlayerController.ActivatePOI
    SFXPlayerController.ConnectToMPMap
    SFXPlayerController.DeactivatePOI
    SFXPlayerControllerMP.AFK
    SFXPlayerControllerMP.BioTalk
    SFXPlayerControllerMP.CastPower
    SFXPlayerControllerMP.DebugSwapController
    SFXPlayerControllerMP.Pause
    SFXPlayerControllerMP.QuickLoad
    SFXPlayerControllerMP.Spectate
    SFXPlayerControllerMP.StopLoadingMovie
    SFXPlayerControllerMP.ViewNextPlayer
    SFXPlayerControllerMP.ViewPrevPlayer
    SFXPlayerControllerMP.VoicePushToTalkEnd
    SFXPlayerControllerMP.VoicePushToTalkStart
    SpectateCam.ViewNextPlayer
    SpectateCam.ViewPrevPlayer
    Spectating.RestartLevel
    Spectating.StartAltFire
    Spectating.StartFire
    Spectating.Suicide
    Spectating.ThrowWeapon
    WaitingForPawn.StartFire


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  12. So I'm looking through the TLK string files again, and now I've found a couple more interesting things.

    In the pcc file for the supply turret in MP3, it has a "not recommended" TLK string, which is odd since this is MP.

    It referenes a string saying "Pylon already deployed." This does not come up in the game during normal gameplay.

    Looking in the MP3 file, I also once again see Polonium Rounds, Hammerhead rounds, and explosive rounds. It looks like they were in development for some time since they came out in MP4, however the explosive rounds definition sounds like it was going to be more like needler (since they're named that in the files) from Halo.

           <data>Apply level &lt;CUSTOM1&gt; explosive rounds for one mission. Fire on an opponent continuously to build up the charge and then cease fire to detonate it.</data>

    That'd be way cooler than the trash they gave us.

    Here's the trailer for Earth DLC.

    Here's the text they likely used before they made it, as a cinematic narrative (for showing people the idea, getting feedback, etc). It's similar but not the same.

        <string>
            <id>765393</id>
            <position>434</position>
            <data>The Reapers hit us first, and they hit without warning.</data>
        </string>
        <string>
            <id>765394</id>
            <position>435</position>
            <data>While the rest of the galaxy gathers strength to fight a final battle...</data>
        </string>
        <string>
            <id>765395</id>
            <position>436</position>
            <data>A few us remain behind...</data>
        </string>
        <string>
            <id>765396</id>
            <position>437</position>
            <data>To hold the line.</data>
        </string>
        <string>
            <id>765397</id>
            <position>438</position>
            <data>To keep what's left of Earth free.</data>
        </string>
        <string>
            <id>765398</id>
            <position>439</position>
            <data>Or die trying.</data>
        </string>
        <string>
            <id>765399</id>
            <position>440</position>
            <data>This is it - today - all the training... all the sacrifices. This is why you do this.</data>
        </string>
        <string>
            <id>765400</id>
            <position>441</position>
            <data>You are the elite. You are the future of Earth.</data>
        </string>
        <string>
            <id>765401</id>
            <position>442</position>
            <data>The fleets are gathering, but until they come back... we're on our own.</data>
        </string>
        <string>
            <id>765402</id>
            <position>443</position>
            <data>The Reapers attacked Earth because they knew we were a threat.</data>
        </string>
        <string>
            <id>765403</id>
            <position>444</position>
            <data>But they don't know the half of it.</data>
        </string>
        <string>
            <id>765404</id>
            <position>445</position>
            <data>Earth is ours.</data>
        </string>
        <string>
            <id>765405</id>
            <position>446</position>
            <data>And if they want it... </data>
        </string>
        <string>
            <id>765406</id>
            <position>447</position>
            <data>They'll have to go through us to get it!</data>
        </string>
            <data>[Transition to Call to Arms for the men fighting on earth]</data>


    The trailer shows *6* MP characters on the field, plus anderson. I am unsure if this is just a small test they did or if that's actually possible to do...

    Insdie of MP1 (Resurgence) there are 4 ENGLISH TLK files. the main one, a test one, a shared one, and a test shared one. The test ones likely came first.

    Here's stuff from the main test one.
        <string>
            <id>724408</id>
            <position>0</position>
            <data>Moon</data>
        </string>
        <string>
            <id>724409</id>
            <position>1</position>
            <data>Moon 2</data>
        </string>
        <string>
            <id>724410</id>
            <position>2</position>
            <data>Moon 3</data>
        </string>
        <string>
            <id>727738</id>
            <position>3</position>
            <data>Batarians attack with blades! (generic description)</data>
        </string>
        <string>
            <id>727803</id>
            <position>4</position>
            <data>Create a defensive shield that surrounds the caster and nearby allies.</data>
        </string>

    Interestingly, Moon/2/3 also have map images in the basegame for moon moon2 moon3. I actually use them for map images in modmaker.

    In MP2 we see some goodies, I am unsure if any data beyond strings for this exists. There are some unused gear that seem... intersting, yet kind of pointless.

        <string>
            <id>733578</id>
            <position>134</position>
            <data>Alliance Firearm Amp &lt;CUSTOM0&gt;</data>
        </string>
        <string>
            <id>733579</id>
            <position>135</position>
            <data>Cerberus Firearm Amp &lt;CUSTOM0&gt;</data>
        </string>
        <string>
            <id>733580</id>
            <position>136</position>
            <data>Geth Firearm Amp &lt;CUSTOM0&gt;</data>
        </string>
        <string>
            <id>733581</id>
            <position>137</position>
            <data>Krogan Firearm Amp &lt;CUSTOM0&gt;</data>
        </string>
        <string>
            <id>733582</id>
            <position>138</position>
            <data>Quarian Firearm Amp &lt;CUSTOM0&gt;</data>
        </string>
        <string>
            <id>733583</id>
            <position>139</position>
            <data>Turian Firearm Amp &lt;CUSTOM0&gt;</data>
        </string>
    <string>
            <id>733584</id>
            <position>140</position>
            <data>Add power to Alliance-manufactured weapons to increase round velocity and damage.
    Alliance Weapons: +&lt;CUSTOM0&gt;%</data>
        </string>
        <string>
            <id>733585</id>
            <position>141</position>
            <data>Add power to Cerberus-manufactured weapons to increase round velocity and damage.
    Cerberus Weapons: +&lt;CUSTOM0&gt;%</data>
        </string>
        <string>
            <id>733586</id>
            <position>142</position>
            <data>Add power to geth-manufactured weapons to increase round velocity and damage.
    Geth Weapons: +&lt;CUSTOM0&gt;%</data>
        </string>
        <string>
            <id>733587</id>
            <position>143</position>
            <data>Add power to krogan-manufactured weapons to increase round velocity and damage.
    Krogan Weapons: +&lt;CUSTOM0&gt;%</data>
        </string>
    <string>
            <id>733588</id>
            <position>144</position>
            <data>Add power to quarian-manufactured weapons to increase round velocity and damage.
    Quarian Weapons: +&lt;CUSTOM0&gt;%</data>
        </string>
        <string>
            <id>733589</id>
            <position>145</position>
            <data>Add power to turian-manufactured weapons to increase round velocity and damage.
    Turian Weapons: +&...

    I found some images for the cards, you can see them in my BSN thread about them.
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  13. After a grueling 10+ months, you can now edit all MP powers on ModMaker. I think. I'm going to finish up SP and then take a break for my hands. Let me know if you have any issues! This has been one hell of a task.
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  14. In Mod Manager 4 Beta 4 (or is it 3?) I am making big upgrades to the MixIn library, introducing two new features.

    • Finalizer MixIns - Finalizer MixIns change the file size of a file, which means it finalizes the pcc file - it won't be able to be patched again unless you have a chaining MixIn, which would be extremely rare. Since I'm the only one who really makes MixIns (they're new and really complex to make, I have a video on the new FAQ page that's coming soon), I'll be making the MixIn library better to use...
    • by making MixIns auto download from ME3Tweaks. MixIns are tiny, like 1KB each, so they're easy to server lots of through the internet. As I add more, your MixIn library will fill up. By using this strategy, I can also make them accessible...
    • via ModMaker. I plan eventually to allow you to select MixIns you'd like your mod to compile with on the client. You can access the full list of the ones on the server, the same the client would be able to access. I am not sure if I will make these compilations optional or not. For example, I can have my Zombie Mod compile with all the pieces to make Hack All The Things (all the can be meleed's, sabotage everything) which makes it a lot more fun. However making them optional would work as well because some people might not want to deal with the bugs of Drivable Atlas etc.
     On the MixIns side of Mod Manager I have just successfully created 2 new ones I will be releasing with the new online library when I get it stabilized.
    • Store Shows Everything - Every pack defined on the server (and some local files) is shown. All collector packs, commendation packs, press pack, N7 Arsenal Pack, Jumbo Spectre Pack... etc. I was sure there was a Premium Veteran Pack at one point but I don't see it. Maybe it was removed.
    • 1 Vote Kick - 1 kick vote will boot any player. Doesn't matter who sends the vote, but I think you have to be the host. I'll check. If it works off host I might not release this one.
     I'm right now trying to make it so all challenges show in the list. I assume its similar to how the store works, but it seems more complicated since challenges are in the MPLobby.pcc file from MP4 and MP5 (and not in testpatch). I wish Heff had this decompiler so I could run these files through it because the logic in ME3Explorer is reversed and hard to understand.


    As for standard ModMaker news, I am working on Biotic Charge right now for ModMaker. It has lots of variables... I looked at Tactical Cloak, which has like 50 variables spread over all sorts of kits, so it's going to be ugly to work with.

    As some of you I am sure have noticed, the updater in build 40/41 is broken. You are being prompted to update to the same version, which is actually a minor update that fixes a few minor issues. It puts the updater.cmd file in the wrong folder, and then executes from another, so it can't find the update script. In Build 42 (available only as a full download) it has a manual download link always showing, as well as having a fixed updater. Sorry about all the broken builds. The new structure changed a lot of things (for the better) but I broke lots of stuff.

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  15. I've been pretty busy the last couple of weeks working on ME3Explorer and helping them get that project into a little more user-friendly and dev-friendly shape. I don't really know a lot about the toolkit so I didn't do too much but it's taken up a lot of time.

    I also just built a brand new Power Parser(TM) that automatically figures out MP variables from SP, removes balance changes (and lists them too), and lets you enter all data on one screen. Then it will output files so that all values are filled (and cross referenced - invalid valueserrors will show the exact same name as the input name, the biggest time consumer). I also handle data types better than the original. It should make this a ton easier.

    I also have updated (on my dev site) the Wavelist editor to include a Reset Wave button that resets the wavelist to the default. (good idea JunkoXan) I also fixed an issue where an error would come up with the scaling randomizer where bronze waves 1 - 3 had no available enemies to choose from.

    I still have no access to ME3 as I only have my Macbook right now while I'm in a layover while moving. Should be back and modding soon.
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  16. This post is to announce the release of Mass Effect 3 (Coalesced) Mod Manager 4. It is currently available as Beta 1, Build 40. I will incrementally upgrade Build 40 in-place with my new minor update features (that haven't been tested very much...!). This is a significant rewrite of a lot of parts of Mod Manager. You can download it from the Mod Manager page, this is not available as an update right now.
    • The file structure of the program has changed: No longer is everything dumped into the same top level folder. There are now two directories, mods and data. Mods go in mods, while data contains other folders. Mod Manager on startup will automatically move data to the folders specified below.
      • mixinlibrary - contains mixins definitions and source files extracted from basegame (decompressed) and from DLC
      • modmaker - ModMaker compiling folder, as well as pristine (unmodified) cached files from ME3Tweaks
      • temp - Staging area for updates and other temporary things
      • ME3Explorer - This version is new, based on Revision 706 of the program. This is a custom build as the SVN is currently broken at sourceforge. Once the source code issues are worked out I will merge changes into it, and Mod Manager will download a new copy. 
      • tools - This is the former update folder, but will also house jdiff and jptch for applying and creating mixins.
      • override - This folder houses files that can override ones in mods. Currently, only BioInput.xml files in this folder are supported, which enable the use of the keybind injector.
      • Other folders are created as accessed.
    • Mod Manager 4 has a keybinds injector that enables mods to keep your keybinds (it does not fix the talon ones though, though that's a possibility). Drop your BioInput.xml (from tankmasters coalesce tools) into the data/override folder and the Mod Utils menu will allow you to inject your keybinds from that file. This is a full file-replacement of BioInput, so other items (such as ones in screenshot mod) no longer will work.
    • Mod Manager 4 has compliance for ModMaker 1.6. I haven't published this yet as I am waiting for Mod Manager 4 to stabilize.
    • Mod Manager 4 now has Mix-Ins;
      • Mix-Ins, are like ingredients, maybe spices, for mods. They are binary deltas (diffs) of vanilla files that contain small changes that you can mix and match as they are not full file replacements. They only work on vanilla size files, but I did most of the pcc edits I have done so they should be fine. Just go to Tools > Mix-In library, and you can add those edits to your mods, and it'll auto configure them for you. You can add things like hack all the things, or make it so you can choose the unreleased maps in lobbies without having them be unavailable.
        • For example, you can download my Zombie Mod (ModMaker code 99), and add mix-ins for Sabotage - Hack All Enemies, as well as Ragdoll Dragoon (big bosses will desync with clients), and add Drivable Atlas as well. Then toss in Sabotage - Extending Hack (infinity hack).
        • Note that Mix-Ins *only* work on vanilla files - so when you add a mix-in, make sure the game is vanilla. It won't apply to files that have any non-delta patches on them. If the filesize changed it wouldn't know how to patch it.
      • Mods with a patches directory in it, with valid mix-in folders under it, will have those mix-ins imported to the data/mixinslibrary/patches folder, and automatically applied at startup. I will document how to make and define a mix-in in a future update.
    • Mod Manager 4  compiles ModMaker mods significantly faster now by caching files downloaded from ME3Tweaks.  It also no longer downloads temporary items (such as modmaker delta files, mod_info) to disk, and now loads them into memory.
    • A couple of small bugs have been fixed from 3.1. You may see references to 3.2 which will be updated in the future.
    Please note that this is a beta. There will certainly be bugs. I will work on fixing them in the coming weeks. Please report any to me via the ME3Explorer Forums, Bioware Social Network, or my me3tweaks email if you know it.
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  17. I've been working on both Mod Manager and ModMaker. The next build of Mod Manager will bring support for ModMaker 1.6 mods because it adds a new array parsing value for items I have added to ModMaker.

    Mod Manager will have three-ish new things in Build 40:
    1. Ability to inject custom keybinds into mods - you can now inject a BioInput.xml file that you've customized into any mod so your keybinds move with you. You will be able to have them auto-inject into ModMaker mods.
    2. The program layout has changed significantly file-wise. Mods now will go under a mods/ folder while other items go under a data/ folder to keep things cleaner and prevent modmaker mods from ruining Mod Manager's install.
    3. ModMaker mods will now support a TLK index so we can modify all strings in the basegame TLK. This will allow significantly more automated string customizations, though DLCs are still out. I might add them in the future so we can have something like "ZOMBIE PLATINUM" or something like in the old days.
    1 and 2 put together mean a significant rewrite is being done on how files are accessed in Mod Manager, and it's... eh. Pretty ugly to look at the code right now, dealing with ini headers and modmaker headers is real spaghetti.


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  18. I have been working on ModMaker for a couple of days and have some new tools:
    • You can now sort by popularity (downloads), revision count (typically a sign of quality), and newest (freshest mods and updates)

    • The mod info pages now show actual information; They show the fork tree (up to genesis) as well as direct subchildren to the mod.
    • Mods now can have youtube videos. The gallery shows a >Video button and the mod page will show it, as well as the publishing page. I have been making some videos for some mods already. Forks of a mod do not carry the video.
    • A new invisible enemy check section comes up in the publishing page showing all your waves and their invisible-enemy status. It has links to bad waves so you can get right to fixing them. It's actually pretty nifty, I found some other bugs with it and fixed them.
      Looks like I have my work cut out for me...


    I also fixed the wave randomizer using the invisible enemy charts tool which let invisible assault troopers into cerberus factions. The issue was I was doing a != false instead a !== false, as in PHP the array search method returns the key. Since assault trooper is the 0th key, it also evaluates to false. Which does not pass this check. It has since been fixed and the wave randomizer appears to work well again.
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  19. I have released Mod Manager 3.1 RC2 (build 36) and implemented a soak test feature server-side that will allow the first X amount of checks to be advertised this build.

    This build contains quite a few changes from RC1. It really should have been named beta.

    • This version adds a mod update checker that can check for updates to all mods (or a single mod). This applies to both ModMaker and non-modmaker mods. This introduces quite a few issues that I unfortunately will have a difficult time working around:
      • ModMaker mods use the modid part of the moddesc.ini file to check for updates on the server. Merged mods did not remove this tag until merging with Build 36+ so previously merged mods will attempt to update into their original form. Due to how updates work it will remove old files if it is a non-modmaker mod, and will completely remove the mod and redownload the modmaker mod, essentially deleting your mod. Since it is a merged mod you shouldn't have too much of an issue recreating them.
      • You can only compare mod versions that are floating point, but moddesc.ini allows any mod version. Some of the mods I've shipped previously don't adhere to this. All mods included in Mod Manager now have the proper mod versions but previous ones won't. I'm trying to figure out how to insert the correct version without hurting mods people might have the same name for.
      • Mods that were shipped (and hosted) on ME3Tweaks don't have an updatecode attached to them. Non-modmaker mods can only update if an updatecode tag is in the moddesc.ini file. Without this ME3Tweaks does not know what info to serve the client. This is an issue the same as previous.
      • A bug in modmaker caused the version of a mod downloaded to be one revision behind the number the server stored. This is because the revision was not updated before writing it to XML, and then writing a +1 value to the DB. This causes mods compiled with 1.4 or below (serverside) to always attempt to update. To mitigate this I have forced a new compiler version (1.5) that fixes this. All new mods will publish with this version, and Mod Manager will attempt to parse the version info and +1 it if it is a 1.4 or older mod. This is determined by a compiledagainst moddescriptor. If it is missing (compiled before build 36) it uses 1.4, since it's already compiled. The version only really matters while compiling.
    • A couple of small bugs were fixed relating to how background threads talk to forward facing threads.
    • Logging is improved in areas where things might go bad (like updating).
    • Java 8 Update 30+ is now required, where it used to be Java 7 Update 21. This is so it uses a newer version of SSL/TLS when connecting to ME3Tweaks.com.
    Since this is an RC if anyone has feedback I'd appreciate it. 
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  20. I have updated Mod Manager to 3.1 RC (on build 35) that fixes a couple of minor bugs and allows you to install custom DLC content as if you had a new DLC. This was specifically designed for MoonShine's ME3 Xbox controller support which brings native controller support to the PC versions of ME3.

    I've packaged it up and am uploading a version that works with Mod Manager 3.1 so be on the lookout in the next couple of hours for it on the Mods page.

    As this is a release candidate I am not updating users to it yet and only offer it as the initial download. If everything goes well I will update RC to full and update users to it.
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  21. Here are the top downloaded mods on ModMaker, in order of downloads. You can use the code specified in Mod Manager to download them.

    Code 99 - Zombie Mod by FemShep
    Lots of husks/abominations. Works on Gold/Plat. Lots of balance tweaks. Really fun when merged with Hack All The Things mod.

    Code 258 - Pucks Immersive Mod by puckhead73
    Increased Enemy Count, Weapon Rebalance, More lethal Combat. More lethal Biotics.

    Code 52 - End Game by Subject-IV
    End Game will test you as a lone wolf and squadron leader, taking you to the limit. At the end ,a big reward will come Cerberus,Geth,Reaper and Collectors. B/S/G/P. Enjoy.

    Code 302 - Diamond Difficulty
    V1.2/ Platinum/ I changed wavelists, wavebudgets, ennemystats, objectives, enemy weapons and there are now 12 enemies at a time. I increased some consumables stats and some weak weapons. You can win 275,000 credits.

    Code 474 - Sloppy Joe by sully76
    Just my personal test mod. Nothin' fancy.
    MYSTERIOUS

    Code 137 - Platinum Redux by Terca
    Alternate wavelist for platinum. Cerberus has all enemy types integrated, Geth have the control of all faction technology.
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  22. Hey guys,
    I know I haven't posted any content while, I haven't been able to do anything because my hands are in pretty bad shape because of typing this much in the last couple of years. Because of this I can barely type anymore without significant pain in my hands. Because of this I don't think I want to be a ModMaker anymore during the lifespan of the game. This also means I probably won't be updating my Mod Manager anymore.
    However that does not mean I am done with this game. I might be able to make some sort of podcast that describes how to mod stuff that might be easier for some users or something.
    I think Mod Manager and ModMaker have got far enough along that they should be pretty well on their own.

    As for a podcast or something it probably won't have an accompanying video, because that would require me to extensively use a mouse and move stuff around which kind of would be difficult for me. This problem I have unfortunately is not something that just goes away right away it's going to take months probably years. It's to the point where I can't even play any games including console games.

    I have already tested part of a podcast, I might begin with doing some of the guides, it will be a lot faster just to talk about them than have to type everything out formatted with images and stuff.

    Seems grenade defense finally caught up to me?
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  23. For the last full week I have taken a break from typing as my hands have not been doing too well from all the work on modmaker. I have worked of the MP3 powers worked on. It progress from here on out will be slow to let my hands and wrists recover.

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  24. I have just completed the ability to modify all powers from the Rebellion DLC, MP2. As such I have added 9 new powers to modmaker:
    • Arc Grenade
    • Bloodlust
    • Flamer
    • Smash
    • Tactical Scan
    I also added the melee passives for the three new characters:
    • Ex-Cerberus Phoenix
    • Vorcha
    • Male Quarians
    These powers carry over to later DLCs that use the same power. While technically they can be modified independently that is not part of ModMaker (nor will it be).

    The fitness editors allow you to modify values you don't normally see in Coalesced and took considerable research to figure out how to modify all parts of the tree.

    Additionally, lash edits now work on the Batarian Slasher Adept. Previously they did not.

    Finally the power editor now shows you what uses that power when you mouse over the images. Unfortunately this makes it so you can't click the image in that spot, and I'll be looking into ways to fix this in the future.

    My next plan is to do Resurgence. However given the amount of time this DLC took I expect at least a week on this, possibly more.
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  25. So I'm adding reave to modmaker (Should be out tonight) and I noticed an oddity in the coalesced files. Well, A, the impact radius expansion is a hard value rather than a multiplier value (I assume cause the base value is 0 and you coluld have a 100000% impact radius bonus and it wouldn't do anything...).

    But reave has no impact parameters, which are what determines what can get hit in an impact radius. Some powers just don't have them, cause they don't use an impact radius, but I recalled friendly fire mod let me reave friends to great pleasure (and their displeasure). It inherited the ones from the default power, but I don't know how it worked on children powers... So I added detonation paramters to reave and turned on friendly fire for it and viola! I can reave my feet. I assume this means I can add this to other powers like overload and stuff. That'd be nifty.

    The parameters rarely have impact friendly, but things like the volus shield boost have it on so it *does* hit friendlies. It only staggers though, the place where I would pcc edit friendly fire sadly isn't parsable my ME3Explorer (its just blank) so I don't know how you'd turn on FF.

    Anyways I'm adding reave to modmaker tonight. It's seen some updates. I've found a bug in the wavelist editor, I have yet to fix it, it deals with removing an enemy from a slot (and it not saving).

    Also to note, my friend who has helped me on this site showed me a Mass Effect 2 fanfiction that's actually pretty damn good. It's called Razor's Edge and follows the ME2 plotline but does a much better job showing the non-combat parts of the game and how Shepard actually has human emotions (unlike those terrible ME3 dream sequences).

    It's really long and it starts off a bit slow but starts to pick up after a couple of chapters. Check it out if you've got a free weekend, it's really worth a read. https://www.fanfiction.net/s/6049842/1/Razor-s-Edge
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