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Releases: ME3Tweaks/LE1-ASI-Plugins

LE1 LEX Interop - v8

06 Oct 14:56
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This ASI allows LEX to communicate with LE1, enabling tools such as Live Level Editor.

Implementation of this ASI is in https://github.com/ME3Tweaks/LEASIMods.

Features added in v8:

Live Level Editor

  • Now supports Material Editor while the game is running

Asset Viewer

  • New supported tool

LE1 UnrealScript Debugger - v3

29 May 03:53
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This ASI logs UnrealScript execution for a specified function to a log file in the ASI folder. The file will contain the bytecode offset of each statement executed in the function, as well as the values of all local variables after each statement.

To use: open the debug console and type debugscript <fullFunctionName>, where <fullFunctionName> is in the format PackageName.ClassName.FunctionName. Next time the function is run, it will be logged (This may cause the game to freeze for a few seconds if it's a function that calls a lot of other functions).

Usage Examples:

debugscript SFXGame.BioSFHandler_Inventory.GetSquadMemberNames
debugscript SFXGameContentLiveKismet.SFXSeqAct_SetMultipleStreamingStates.Activated

V3: Automatically continue application execution when resuming from breakpoint

LE1 Autoload Enabler - v9

15 Nov 03:33
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The LE1 Autoload.ini enabler ASI re-enables several parts of the ME1 DLC system, which were disabled in the PS3 port of ME1 (which Legendary Edition is based off), as the DLC was integrated into the main game files.

  • DLC mount when the main menu loads will register global TLK and plot related files
  • TFC and ISB files will be registered for use if they are located in a DLC mod folder, before the main game window loads
  • Packages declared as GlobalPackage in the Autoload.ini file will be permanently loaded (rooted) in memory, similar to a startup file in LE2 and LE3. You must use an ObjectReferencer for this feature to work properly. The autoload log shows what objects get rooted. The startup file is registered after all Autoload.ini files are processed at the main menu when the game transitions from the splash to the main menu

V9: Now accounts for Autoload.ini's mount priority. Package files will be mounted in-order according to the DLC's mount priority.

LE1 LEX Interop - v7

01 Nov 15:17
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This ASI allows LEX to communicate with LE1, enabling tools such as Live Level Editor.

Code is in ME3Tweaks/LEASIMods@f6a6c75

Features added in v7:

Live Level Editor

  • New Feature: Hide and show actors (only works with actors - not components)
  • Bug Fix: Certain actor tags would break LLE - this is now fixed

LE1 Function Logger - v3

01 Nov 15:10
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This ASI can be used to help trace game crashes. It will produce a ton of disk activity - it is recommended you don't run your game on an SSD as this will cause a massive amount of disk writes as every log line is flushed to disk, and there will be hundreds of thousands of functions logged.

How to use:

  1. Only install when you need to try to trace a crash or need to see the entire game's function call log. You will regret forgetting leaving this ASI installed.
  2. Once the ASI is installed, reproduce your crash as quickly as possible. You may also want to combine it with DebugLogger to get additional context about what was happening around the time of the crash
  3. Once the game crashes/exits, the log will have items prefixed with [U] and [N]. U functions are functions being called via UnrealScript (non-native, including the native stubs). Functions marked as [N] are having their native implementation invoked. The line describes which object is calling which function. You can use this to attempt to track what happened right before the game died.

The log is located in LE1FunctionLog.log next to the game executable.

V3: Initial public release.

LE1 Debug Logger - v6

12 Apr 01:01
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This ASI can be used to assist in development and debugging of mods. The following items are logged to the console and to disk:

  • Imports that fail to find a matching export (some of these occur in vanilla files)
  • Anything written to the debug console, which the game does for a few different types of things (some errors, WarnInternal())
  • Anything passed to the LogInternal() function
  • Packages loading synchronously (such as BioP) and asynchronously (such as moving through a level) - not all packages load this way, so some such as those called through DynamicLoadObject will not be shown
  • Information about an object that fails to allocate due to incorrect design, which can be used to track down a game crash
  • This will log all export creation when the game is run with -debugexportcreation command line parameter. This creates a huge amount of logs but can be useful tracing issues right as an export is loaded

The log is located in LE1DebugLogger.log next to the game executable.

V6: Add -debugexportcreation feature

LE1 Autoload Enabler - v8

19 Sep 00:55
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The LE1 Autoload.ini enabler ASI re-enables several parts of the ME1 DLC system, which were disabled in Legendary Edition as the DLC was integrated into the main game files.

  • DLC mount when the main menu loads will register global TLK and plot related files
  • TFC and ISB files will be registered for use if they are located in a DLC mod folder, before the main game window loads
  • Packages declared as GlobalPackage in the Autoload.ini file will be permanently loaded (rooted) in memory, similar to a startup file in LE2 and LE3. You must use an ObjectReferencer for this feature to work properly. The autoload log shows what objects get rooted. The startup file is registered after all Autoload.ini files are processed at the main menu when the game transitions from the splash to the main menu

V8: Fix crash due to bad working directory if not autobooted and launcher doesn't have working directory fix

LE1 LEX Interop - v6

10 Sep 22:18
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This ASI allows LEX to communicate with LE1, enabling tools such as Live Level Editor.

Code is in ME3Tweaks/LEASIMods@f6a6c75

Features added in v6:

Live Level Editor

  • New Feature: Trace line showing the position of the selected actor now has a configurable width.
  • Bug Fix: Numerous problems with editing the position of StaticMeshComponents in StaticMeshCollectionActors were fixed.
  • Bug Fix: In v5, actors from the main level (non-streaming) were erroneously excluded. That has been fixed.

LE1 LEX Interop - v5

06 Sep 04:51
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This ASI allows LEX to communicate with LE1, enabling tools such as Live Level Editor.

Code is in ME3Tweaks/LEASIMods@b5ba603

Features added in v5:

  • Live Level Editor: As levels are loaded and unloaded, the actor list in LLE is automatically kept up to date. No manual reloading required. This also prevents attempting to edit an actor that is no longer loaded, which would cause a CTD.

LE1 LEX Interop - v4

01 Sep 06:15
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This ASI allows LEX to communicate with LE1, enabling tools such as Live Level Editor.

Code is in ME3Tweaks/LEASIMods@cb1b5b0

Bug fixes since v3:

  • Fix crash when StaticMeshComponentActor has a null in its Components array.
  • Send LEX the instanced name of StaticMeshComponents, instead of the non-instanced name.