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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