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Releases: ME3Tweaks/LE1-ASI-Plugins

LE1 LEX Interop - v3

31 Aug 04:59
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This ASI allows LEX to communicate with LE1, enabling tools such as Live Level Editor.

Code is in ME3Tweaks/LEASIMods@dcfe3a1

v3 Adds:

  • Support for editing individual StaticMeshComponents in StaticMeshCollectionActors.
  • Draws coordinates axes at location of selected actor.
  • Enables changing the color of the trace line.

LE1 LEX Interop - v2

28 Aug 00:47
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This ASI allows LEX to communicate with LE1, enabling tools such as Live Level Editor.

Code is in ME3Tweaks/LEASIMods@dfa4193

LE1 ConsoleExtension - v1

21 Aug 04:27
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The Console extension ASI adds new console commands to Mass Effect 1 Legendary Edition

Commands added by this ASI:

  • savecam: saves the position, yaw, and pitch of the camera to one of 100 slots. (Roll and FOV are not saved!)
    Must be followed by an integer, 0-99. Example usage: savecam 0
  • loadcam: same as savecam, but sets the camera to a saved position. Should be used while in flycam/photo mode. (If in photo mode, the camera may be snapped back to a position within the restricted area. I suggest using a mod that removes photo mode restrictions for best effect)

Saved positions persist between sessions in a file within the game install: "Mass Effect Legendary Edition\Game\ME1\Binaries\Win64\savedCams"

LE1 Debug Logger - v5

19 Aug 03:54
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LE1 Debug Logger - v5 Pre-release
Pre-release

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

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

V5: Log in shared mode so log can be read while application is running

LE1 Autoload Enabler - v7

19 Aug 03:56
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Pre-release

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

V7: Fix crash enumerating some directories, log in shared mode so log can be read while application is running

LE1 2DA Printer - v2

19 Aug 03:52
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LE1 2DA Printer - v2 Pre-release
Pre-release

This ASI dumps all loaded 2DAs to a log file when pressing CTRL + 2 while the main game UI is active (e.g, it won't work while a bink movie is playing). This log file can then be inspected for debugging. Note that merged tables as well as the table that WAS merged into another one will both be present. Once the tables have dumped it will be unavailable for use until the game is restarted.

V2: Log in shared file mode so log can be read while game is running

LE1 Linker Printer - v2

01 Jun 14:27
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The Linker Printer ASI internally tracks what the latest file source of an object in memory was. By pressing CTRL + O at any time in the main interface (not bink movies), you can have the game dump the list of sources to a file named LinkerPrinter.log, next to the game executable.

This is useful when you're trying to figure out what file an object loaded from.

New for V2:

  • Now prints if an object was dumped from memory

LE1 Kismet Logger - v3

01 Jun 14:25
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This plugin logs all Kismet sequence object activations to a file called KismetLog.txt. You can trace the execution of this log in Legendary Explorer's Sequence Editor.

New for V3:

  • Now traces inputs to an object and will be shown in LEX

LE1 SeqAct_Log Enabler - v4

31 May 04:21
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Will print the contents of SeqVars attached to SeqAct_Logs to the screen, console, and to a log file. Useful for debugging sequences. Originally by SirCxyrtyx, ported to LE1.

V4 changelog:

  • Prints out vector values now, they used to print blanks

LE1 Debug Logger - v4

31 May 03:48
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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

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

V4: Fix LogInternal() calls not displaying strings correctly.