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Mass Effect Andromeda

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HiveMind, posted Thu May 04, 2017 12:34 pm (22880)


That worked, thank you WV!
warrantyvoider wrote:
right click all dlls and goto properties: check unblock! this is some stupid new win10 feature

Im using Win7 yet i still had this button. This might be part of some of the new update.
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epyonx3, posted Thu May 04, 2017 12:46 pm (22881)


warrantyvoider wrote:
epyonx3 wrote:
This is really cool! Any chance this tool can extract audio from the game as well? Specifically conversational audio?

Why is eveyone always asking for the next thing when i JUST released something?


Didn't mean to to sound like I'm pushing you. No big deal if you can't or if you've got better things to work on.
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warrantyvoider, posted Thu May 04, 2017 12:54 pm (22882)


epyonx3 wrote:
warrantyvoider wrote:
epyonx3 wrote:
This is really cool! Any chance this tool can extract audio from the game as well? Specifically conversational audio?

Why is eveyone always asking for the next thing when i JUST released something?


Didn't mean to to sound like I'm pushing you. No big deal if you can't or if you've got better things to work on.

if you spend weeks figuring out texture formats, then wrote plugins, tools and made modding support for textures, what do you think it feels like getting asked as the very fist response "oh you did X! can I do Y now? I wanna do Y now! why cant I do Y now?". or do you think I get paid to waste my freetime on this? just go a few pages back, one thing after another, I already made a plugin interface so anyone who cant wait can code his own tool, like a tool for sounds, but why expecting me to do everything and at once? also you could have answered your question pretty quickly by going back a few pages, do I look like I work on sound currently? after pages and pages of file formats and textures? after this texture plugin, meshes are my next goal, but dont ask me the next half year about it or so, because that will definitly take longer. I mean, i literally just apply my OPEN SOURCE code from DAI, why cant anyone else code your plugin? seems I could aswell just do everything closed source...
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warrantyvoider, posted Thu May 04, 2017 12:56 pm (22884)


FeLLiPe wrote:
warrantyvoider wrote:
do you use the exact same format for import? how about paths or how should I check this?



It's possible I might be using wrong format, I used the one Texture plugin showed in Info box of said texture (BC3_UNORM for main menu logo and BC7_sRGB for the helmet)

Here are both the original and the edited file for the helmet along with meamod file.
https://www.dropbox.com/s/m0e3cmrlzwds238/N7Helmet.zip?dl=0


some file wont tell me the format, you can not look at pixeldata and say "oh thats format X". better tell me bundle and texture path, or screenshot it
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epyonx3, posted Thu May 04, 2017 12:59 pm (22885)


warrantyvoider wrote:
epyonx3 wrote:
warrantyvoider wrote:
Why is eveyone always asking for the next thing when i JUST released something?


Didn't mean to to sound like I'm pushing you. No big deal if you can't or if you've got better things to work on.

if you spend weeks figuring out texture formats, then wrote plugins, tools and made modding support for textures, what do you think it feels like getting asked as the very fist response "oh you did X! can I do Y now? I wanna do Y now! why cant I do Y now?". or do you think I get paid to waste my freetime on this? just go a few pages back, one thing after another, I already made a plugin interface so anyone who cant wait can code his own tool, like a tool for sounds, but why expecting me to do everything and at once? also you could have answered your question pretty quickly by going back a few pages, do I look like I work on sound currently? after pages and pages of file formats and textures? after this texture plugin, meshes are my next goal, but dont ask me the next half year about it or so, because that will definitly take longer. I mean, i literally just apply my OPEN SOURCE code from DAI, why cant anyone else code your plugin? seems I could aswell just do everything closed source...

I get it. Forget I asked...
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FeLLiPe, posted Thu May 04, 2017 1:10 pm (22886)


warrantyvoider wrote:
FeLLiPe wrote:
warrantyvoider wrote:
do you use the exact same format for import? how about paths or how should I check this?



It's possible I might be using wrong format, I used the one Texture plugin showed in Info box of said texture (BC3_UNORM for main menu logo and BC7_sRGB for the helmet)

Here are both the original and the edited file for the helmet along with meamod file.
https://www.dropbox.com/s/m0e3cmrlzwds238/N7Helmet.zip?dl=0


some file wont tell me the format, you can not look at pixeldata and say "oh thats format X". better tell me bundle and texture path, or screenshot it


Is this enough ?
https://www.dropbox.com/s/s4vur4axmiknrt8/BundlePath.jpg?dl=0
https://www.dropbox.com/s/mqcne45v9dmeoyi/TexturePath.jpg?dl=0
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warrantyvoider, posted Thu May 04, 2017 1:19 pm (22887)


FeLLiPe wrote:


the first picture is only showing the texture path or internal path, however you wanna call it. the second screenshot is what I need to know, the upper tree are the bundles and the lower the textures, and I needed the path in both those trees, but I guess I can search for your selected texture's name. im at work, so I can only test this when getting home. will add a function so you just have to right click a node and can then copy its "path" to clipboard
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warrantyvoider, posted Thu May 04, 2017 3:37 pm (22889)


let me guess, you play as female? what do I have to do to recreate the loading problem, my game loads fine sofar

greetz
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OClear, posted Thu May 04, 2017 4:03 pm (22890)


I think the majority of people here are just gamers or artists, and don't know a thing about programming in C# or NET assembly. Me myself, I barely undersand programs written in C# NET assembly, so creating a plugin would be something new and challenging.
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FeLLiPe, posted Thu May 04, 2017 4:10 pm (22891)


warrantyvoider wrote:
let me guess, you play as female? what do I have to do to recreate the loading problem, my game loads fine sofar

greetz


Yeah I play as female, the problem is, the game loads and runs fine if you don't have the N7 helmet currently equipped. But the moment you start browsing through research and development or loadout menu and select that helmet, everything breaks and stops loading. Even things that were showing before.
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warrantyvoider, posted Thu May 04, 2017 4:20 pm (22892)


can you try to simply import the original exported dds back in? without editing the data? I wanna see if its an import problem or a format problem
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FeLLiPe, posted Thu May 04, 2017 4:23 pm (22893)


warrantyvoider wrote:
can you try to simply import the original exported dds back in? without editing the data? I wanna see if its an import problem or a format problem


Yeah that's exactly what I did a moment ago and with the same result, the moment I went to loadout screen and selected N7 helmet, nothing loaded.
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warrantyvoider, posted Thu May 04, 2017 4:27 pm (22895)


I have no idea, are you sure you used the ORIGINAL data? aka repaired your game before that? Im trying to find the texture for the stupid male helmet, but its nowhere to see, so frustrating, dunno how I should test this. can you restore your game and maybe retry the export/import test?
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FeLLiPe, posted Thu May 04, 2017 4:33 pm (22896)


I've used the Recovery tool before testing the original dds. And I figured the N7 helmet is same for both male and female so that's why they use the same textures.
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warrantyvoider, posted Thu May 04, 2017 4:40 pm (22897)


I dont have the N7 helmet, I had no time to play this game, I spend like 5 minutes combined ingame, (not counting loading screen time)
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FeLLiPe, posted Thu May 04, 2017 4:57 pm (22898)


Just to be eeextra sure, a few moments ago I used the recovery tool again and exported tier 1 Andromeda Initiative chest armor diffuse texture and then imported it back, same issue again. The moment I looked at that armor in development menu, it failed to load the armor model and model of everything else.
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warrantyvoider, posted Thu May 04, 2017 5:09 pm (22899)


you have pm since a few posts already

PS: I give up, I dont find shit from ingame, and any import worked sofar, dunno, out of ideas
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warrantyvoider, posted Fri May 05, 2017 9:53 pm (22933)


ok, I added 6 more texture formats, here a list of examples to test them.

Then I added "Expand All" buttons to all treeviews in main tool and texture plugin, also you can open a single texture now from context menu in main tool, the preview is therfor gone in the maintool as this replaces it

Image

now on github

greetz WV
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Trip, posted Sat May 06, 2017 12:26 pm (22947)


Thanks WV for your work!

So I'm looking for voice over audio

For example
Load TOC in VFS
win32/game/levels/loyalty/loy_hmm/loy_hmm

Then in VFS
Game/Conversations/Global/GenericLDBarks/global_genericLD_barks.vo.en
states data is in Chunk with ID

Using search plugin find that chunk in
Data\Win32\loc\en.toc

so load the chunks from that into VFS. Find the chunk and see the data. No magic word giving me the format so a bit stuck to know what the format is. The chunks all have a very similar header.
Does anyone have a suggestion or idea?

Image
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Trip, posted Sat May 06, 2017 1:52 pm (22952)


Hairless_Wookiee wrote:
Seems unlikely it would work out of the box, but you could always try WV's chunk splitter for DAI - http://daitools.freeforums.org/post816.html#p816


wow

thanks!

that works with no changes

ran it against one extracted chunk and it outputted 143 mp3s that had the lines of both male and female player voice among other things. woo, suppose it time to start writing a plugin
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axellslade, posted Sat May 06, 2017 5:12 pm (22959)


Hey VW, question:
Would it be possible to make the game path you set permanent or use an ini file or something like that, where we can put the path to the .exe so the tool reads it? Not at all a critical thing, but would facilitate using the tool a bit.

Edit: Also, setting up a "mods" folder the same way. With so many mods out on the Nexus, it makes modding life a lil' bit easier.

Edit2: Making the Mod Manager a standalone tool? Dunno. I'm thinking about the people who are not computer savy enough who want to apply mods.
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Snowpiercer, posted Sat May 06, 2017 9:34 pm (22973)


How do I find the chunk ID for things like meshes? I've had success extracting audio but mesh .ebx are missing the section.
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warrantyvoider, posted Sat May 06, 2017 9:43 pm (22974)


axellslade wrote:
Hey VW, question:
Would it be possible to make the game path you set permanent or use an ini file or something like that, where we can put the path to the .exe so the tool reads it? Not at all a critical thing, but would facilitate using the tool a bit.

Edit: Also, setting up a "mods" folder the same way. With so many mods out on the Nexus, it makes modding life a lil' bit easier.

Edit2: Making the Mod Manager a standalone tool? Dunno. I'm thinking about the people who are not computer savy enough who want to apply mods.


Someone should sign me up for the "make a wish" foundation... first off, I wont make it a standalone tool, it just automates the maintool and the plugins, so this is already a standalone tool, just build-in, I cant take it out without ending up with the same tool

anyway, now the maintool creates a settings file each time you load a FS and saves it. so on next start it will automatically load from the last position.

changes in modmaker:

ImageImage

- well, you have check boxes now
- you can load an entire folder (and all its subfolders) full of meamod files (but you could aswell save them all in one meamod file)
- you can run all or only the checked mods
- delete checked mods
- select all, none, or invert selection

now on github

greetz WV
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axellslade, posted Sun May 07, 2017 2:28 am (22977)


warrantyvoider wrote:
now on github

greetz WV


Thank you for taking your time and implementing those changes, really appreciate it!
About the Mod Manager being dependant on the main tool, no problem then, I was way too pedantic on the requests actually. :oops:
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