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Mass Effect Andromeda

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Finder, posted Sat May 20, 2017 5:40 pm (23372)


Okay I managed to get things going again, just loaded my game without any mods installed and logged all the way into my character, then closed the game, installed the mods and started the game up again and it was working :D

But the mod installer is still really slow compared to the previous version :|
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warrantyvoider, posted Sat May 20, 2017 6:16 pm (23373)


Finder wrote:
But the mod installer is still really slow compared to the previous version :|


better slow than incomplete, right?^^ dunno, I commited to github a version now that adds a timestamp to the log, so you can see what takes so long

example output
https://pastebin.com/ULJJFLL4

greetz WV
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InKviZ, posted Sat May 20, 2017 8:02 pm (23380)


Can this tool to translate Battlefield: Hardline and Battlefield 3????
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warrantyvoider, posted Sat May 20, 2017 8:51 pm (23382)


Finder wrote:
This is the log with timestaps: https://www.dropbox.com/s/9pxsaydw3im0gby/log.txt?dl=0

5 minutes of loading time, used to be less than a minute with the same mods :P


so? alot code changed and it simply takes more things into account, to prevent the game from hanging or crashing, unless something takes crazy long this should be the normal speed. remember, it scans all cat files for every sha1 import, and additionally again if there exists a patch sha1 for that. I looked into the code and I dont see how I could speed it more up. in the opposite, actually you would have to also scan all sb files for the sha1 for mods where the author forgot that any content can be reused along multiple files and those have to be updated too, so theres an option you can put into settings.txt "patchall = 1" that does that. sorry, no idea how to speed it more up

InKviZ wrote:
Can this tool to translate Battlefield: Hardline and Battlefield 3????

probably, but I dont intend to port it to any other game, sorry. but you can use the information in this thread to make yourself a similar tool, if that helps

greetz WV
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Finder, posted Sat May 20, 2017 9:23 pm (23383)


warrantyvoider wrote:
Finder wrote:
This is the log with timestaps: https://www.dropbox.com/s/9pxsaydw3im0gby/log.txt?dl=0

5 minutes of loading time, used to be less than a minute with the same mods :P

so? alot code changed and it simply takes more things into account, to prevent the game from hanging or crashing, unless something takes crazy long this should be the normal speed. remember, it scans all cat files for every sha1 import, and additionally again if there exists a patch sha1 for that. I looked into the code and I dont see how I could speed it more up. in the opposite, actually you would have to also scan all sb files for the sha1 for mods where the author forgot that any content can be reused along multiple files and those have to be updated too, so theres an option you can put into settings.txt "patchall = 1" that does that. sorry, no idea how to speed it more up
Well I don't know what half of that means, but if you say everything is as it should be, then I trust you ;)

Hopefully at some point I'll be able to make most of the mods myself so I can leave out anything I don't need from the mods that other authors have made :D
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lordgmlp, posted Mon May 22, 2017 8:35 am (23402)


Finder wrote:
Okay I managed to get things going again, just loaded my game without any mods installed and logged all the way into my character, then closed the game, installed the mods and started the game up again and it was working :D

But the mod installer is still really slow compared to the previous version :|


I'm having the exact problem, stuck on loading screen. Tried doing what you suggested without success. Here's the log:

https://drive.google.com/open?id=16_Jdl ... u_UA3fDFWg

EDIT: found out the culprit to be this mod http://www.nexusmods.com/masseffectandromeda/mods/104/?

It worked fine with any version of MEAExplorer prior to 20/5/17. What gives?
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warrantyvoider, posted Mon May 22, 2017 10:03 am (23404)


lordgmlp wrote:
It worked fine with any version of MEAExplorer prior to 20/5/17. What gives?


updates?! bioware updates its game with every patch, so content changes, and this mod may overwrite with old data

greetz WV
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lyutor1945, posted Mon May 22, 2017 11:50 am (23410)


I waited:) Thanks to all of you for this tool. It is amazing. I continue to test mesh - plugins and don't see yet any big error. There are several small deformations on head models.

For example Cora's head model:

Image

Decided to inform, just in case:)

P.S. I don't know for sure, these deformations due to the tool or should blame Bioware in laziness:)
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warrantyvoider, posted Mon May 22, 2017 12:09 pm (23412)


warrantyvoider wrote:
I can verify this, I think the problem here is that this is a skinned mesh and i havent found the bone data to apply yet. Also obj cant hold bone information, so I have to add export as psk at some point anyway. As far as ive seen tho this is the true mesh data (unless spiney sees another bug :p) that gets exported.

Greetz wv


lyutor1945 wrote:
There are several small deformations on head models. Decided to inform, just in case:)


thanks, but is known.

greetz WV
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lyutor1945, posted Mon May 22, 2017 12:36 pm (23414)


Decided to report it, as a good tester:) Perhaps, hairstyles models work a little wrong. They consist of two layers. The texture on one of them is imposed correctly and the second not.

Correct:
Image

Incorrect:
Image

At least I haven't seen similar textures
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warrantyvoider, posted Mon May 22, 2017 12:41 pm (23415)


this can be true, as I only export a single set of UV coordinates (the first), PSK will be able to hold up to 4. otherwise I can only say, I export data as-is, so dunno. Thanks for reporting

greetz WV
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spinal, posted Mon May 22, 2017 1:40 pm (23421)


Hey all,

I will post a new version of the mesh exporters (including a fbx exporter) when i get home tonight. Hopefully, it will solve some issues, though certainly not all...
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warrantyvoider, posted Mon May 22, 2017 1:55 pm (23423)


spinal wrote:
Hey all,

I will post a new version of the mesh exporters (including a fbx exporter) when i get home tonight. Hopefully, it will solve some issues, though certainly not all...

And there he is, the guy with the perfect timing^^
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spinal, posted Mon May 22, 2017 5:27 pm (23450)


As promised, a new version of the mesh plugin:

To try it out:

Take the content of Mesh Plugin.zip : and add/overwrite to the content of your Mesh Plugin folder
You will also need to replace the PluginSystem.dll sitting next to MEAExplorer.exe by the one in PluginSystem_dll.zip:

In this version of the mesh plugin, I have changed the "export obj" button by a "export as..." button. You will be able to choose the format in the save file dialog between obj, psk and fbx.
If you select psk or fbx, you will be prompted to select a skeleton file on disk as before.

Please note that there is a bug with the psk exporter : some meshes are exported completely f... up (example with Liam or Jaal armor). No clue why yet since doing the exact same thing in the fbx exporter works... So if you find one of those, please use the fbx exporter and report which mesh is having the issue, in case it helps me see the light on that one...


For WVoider:

I modified the Mesh Plugin and the PluginSytem : I moved Mesh, Skeleton and EBXStream classes to plugin system to avoid cyclic dependencies with my FBX exporter.
I added a bunch of new classes to Mesh plugin and modified the Main form.

Here are the classes only, let me know if you prefer that I upload the vs projects as well:



Hope I haven't forgotten anything... I'll try to come back later in case of issue.


warrantyvoider wrote:
spinal wrote:
Hey all,

I will post a new version of the mesh exporters (including a fbx exporter) when i get home tonight. Hopefully, it will solve some issues, though certainly not all...

And there he is, the guy with the perfect timing^^


And it's gal by the way ;)

Mesh Plugin.zip

PluginSystem_dll.zip

PluginMeshesWV_classes.zip

PluginSystem_classes.zip

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Snowpiercer, posted Mon May 22, 2017 6:03 pm (23451)


Thanks for your hard work, guys and gal(s), it is appreciated.
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Asarimaniac, posted Mon May 22, 2017 6:04 pm (23452)


spinal wrote:
As promised, a new version of the mesh plugin:

To try it out:

Take the content of Mesh Plugin.zip : Mesh Plugin.zip and add/overwrite to the content of your Mesh Plugin folder
You will also need to replace the PluginSystem.dll sitting next to MEAExplorer.exe by the one in PluginSystem_dll.zip: PluginSystem_dll.zip

In this version of the mesh plugin, I have changed the "export obj" button by a "export as..." button. You will be able to choose the format in the save file dialog between obj, psk and fbx.
If you select psk or fbx, you will be prompted to select a skeleton file on disk as before.

Please note that there is a bug with the psk exporter : some meshes are exported completely f... up (example with Liam or Jaal armor). No clue why yet since doing the exact same thing in the fbx exporter works... So if you find one of those, please use the fbx exporter and report which mesh is having the issue, in case it helps me see the light on that one...



Amazing work, Both warrantyvoider and spinal, incredible stuff! seriously! I really appreciate what you are doing.

@spinal
Thanks for updating the mesh plugin, the mirrored mesh was a real pain, Im glad thats fixed now. I did find 1 bug though and thats that the UV maps are being imported upside down, I have needed to mirror them horizontally to be right. At least thats what i have found for the hmf_head_jayde_skinned_mesh and hmf_hair_b_jayde_unique_mesh so far, I will test more soon.

lyutor1945 wrote:
I waited:) Thanks to all of you for this tool. It is amazing. I continue to test mesh - plugins and don't see yet any big error. There are several small deformations on head models.

For example Cora's head model:

Image

Decided to inform, just in case:)

P.S. I don't know for sure, these deformations due to the tool or should blame Bioware in laziness:)


I have found that is just some mis-positioned bones, moving a couple of them into the right place sorts out that distortion, Im not sure if its because im importing with the wrong skeleton (im using bhmf_skeleton.ebx, maybe i need to find a different one) or maybe the bones are just a little out of place from bin export.

Thanks again everyone working on this tool!
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Snowpiercer, posted Mon May 22, 2017 6:19 pm (23453)


spinal wrote:
As promised, a new version of the mesh plugin:

To try it out:

Take the content of Mesh Plugin.zip : Mesh Plugin.zip and add/overwrite to the content of your Mesh Plugin folder
You will also need to replace the PluginSystem.dll sitting next to MEAExplorer.exe by the one in PluginSystem_dll.zip: PluginSystem_dll.zip

In this version of the mesh plugin, I have changed the "export obj" button by a "export as..." button. You will be able to choose the format in the save file dialog between obj, psk and fbx.
If you select psk or fbx, you will be prompted to select a skeleton file on disk as before.

Please note that there is a bug with the psk exporter : some meshes are exported completely f... up (example with Liam or Jaal armor). No clue why yet since doing the exact same thing in the fbx exporter works... So if you find one of those, please use the fbx exporter and report which mesh is having the issue, in case it helps me see the light on that one...


I'm getting this exception after I select the skeleton .bin file:

Code:
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'FBXExporter.dll' or one of its dependencies. The specified module could not be found.
File name: 'FBXExporter.dll'
   at PluginMeshesWV.FbxExporter.ExportLod(Mesh mesh, Int32 lodIndex, String targetFile)
   at PluginMeshesWV.MainForm.toolStripButton5_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


FBXExporter.dll is definitely in the Mesh Plugin folder.
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lyutor1945, posted Mon May 22, 2017 9:16 pm (23460)


Quote:
I have found that is just some mis-positioned bones, moving a couple of them into the right place sorts out that distortion, Im not sure if its because im importing with the wrong skeleton (im using bhmf_skeleton.ebx, maybe i need to find a different one) or maybe the bones are just a little out of place from bin export.

Thanks again everyone working on this tool!


What ?????? bones are mis-positioned?
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spinal, posted Mon May 22, 2017 9:28 pm (23461)


Snowpiercer wrote:
spinal wrote:
As promised, a new version of the mesh plugin:

To try it out:

Take the content of Mesh Plugin.zip : Mesh Plugin.zip and add/overwrite to the content of your Mesh Plugin folder
You will also need to replace the PluginSystem.dll sitting next to MEAExplorer.exe by the one in PluginSystem_dll.zip: PluginSystem_dll.zip

In this version of the mesh plugin, I have changed the "export obj" button by a "export as..." button. You will be able to choose the format in the save file dialog between obj, psk and fbx.
If you select psk or fbx, you will be prompted to select a skeleton file on disk as before.

Please note that there is a bug with the psk exporter : some meshes are exported completely f... up (example with Liam or Jaal armor). No clue why yet since doing the exact same thing in the fbx exporter works... So if you find one of those, please use the fbx exporter and report which mesh is having the issue, in case it helps me see the light on that one...


I'm getting this exception after I select the skeleton .bin file:

Code:
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'FBXExporter.dll' or one of its dependencies. The specified module could not be found.
File name: 'FBXExporter.dll'
   at PluginMeshesWV.FbxExporter.ExportLod(Mesh mesh, Int32 lodIndex, String targetFile)
   at PluginMeshesWV.MainForm.toolStripButton5_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


FBXExporter.dll is definitely in the Mesh Plugin folder.



Hey,

Do you have libfbxsdk.dll in your Mesh Plugin folder? It should be in the zip file I provided earlier.
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Asarimaniac, posted Mon May 22, 2017 9:31 pm (23462)


lyutor1945 wrote:
Quote:
I have found that is just some mis-positioned bones, moving a couple of them into the right place sorts out that distortion, Im not sure if its because im importing with the wrong skeleton (im using bhmf_skeleton.ebx, maybe i need to find a different one) or maybe the bones are just a little out of place from bin export.

Thanks again everyone working on this tool!


What ?????? bones are mis-positioned?


Ah, I have to take that back somewhat, It only fixes a few of the mesh deformations, the ones near the outside of the eyes and on the neck

LeftFrontalis3, LeftCheekUp3, RightFrontalis3, RightCheekUp3, LeftNeck1, LeftNeck2, LeftNeck3, LeftChin3, RightNeck1, RightNeck2, RightNeck3, RightChin3. Tweaking of those bones can remove the deformation

I also found that the eyebones can sometimes be too far forward, making the eye protrude out of the sockets, I had the same problem with Mass Effect 1/2/3 with a different exporter but that was due to having the wrong skeleton, which is what made me think it might be the cause here, but for MEA it could just be a little quirk of Biowares models
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Snowpiercer, posted Mon May 22, 2017 9:34 pm (23463)


spinal wrote:
Hey,

Do you have libfbxsdk.dll in your Mesh Plugin folder? It should be in the zip file I provided earlier.


Image

Yep I pasted all the files into the Mesh Plugin folder.
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