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Releases: ME3Tweaks/LE3-ASI-Plugins

LE3 Unrealscript Debugger - v4

18 Jul 02:58
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This ASI is used in conjunction with LegendaryExplorer's Script Debugger tool to provide a rich debugging experience for UnrealScript in LE3.

Usage:
Put it in LE3's ASI folder, delete any previous versions, and start up LEX's Script Debugger

New for V4:

  • Fix incompatibility with other ASIs

LE3 LEX Interop - v8

06 Oct 15:18
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This ASI allows LEX to communicate with LE3, 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

LE3 Multi TFC - v1

08 Jun 02:17
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This ASI allows DLC mods for LE3 to ship multiple TFCs. Normally, only the TFC with the name Textures_[DLC_NAME] would load, unlike LE2. LE1 has TFC support via it's autoload ASI.

This registers all additional TFCs when the DLC initially mounts right before the entrymenu map becomes visible.

LE3 Unrealscript Debugger - v3

29 May 04:20
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This ASI is used in conjunction with LegendaryExplorer's Script Debugger tool to provide a rich debugging experience for UnscrealScript in LE3.

Usage:
Put it in LE3's ASI folder, delete any previous versions, and start up LEX's Script Debugger

New for V3:

  • Automatically resume game execution after continuing from breakpoint

LE3 UnrealScriptDebugger - v2

10 Jan 01:12
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This ASI is used in conjunction with LegendaryExplorer's Script Debugger tool to provide a rich debugging experience for UnscrealScript in LE3.

Usage:
Put it in LE3's ASI folder, delete any previous versions, and start up LEX's Script Debugger

LE3 Linker Printer - v4

05 Dec 16:09
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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 V4:

  • Now works on subclasses of SFXHUD so you can write your own HUD implementation (e.g. with extended features)

LE3 Debug Logger - v6

05 Dec 16:00
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This ASI can be used to assist in development and debugging of mods. IT IS RECOMMENDED TO RUN THE GAME ON A HARD DISK DRIVE (NOT SOLID STATE) DUE TO THE AMOUNT OF DISK FLUSHES THIS ASI WILL CREATE. This ASI will cause some game stutter as the game logs a lot of stuff.

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
  • Expanded information when a 'None' variable is accessed or an out of bounds array access occurs
  • 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
  • Optionally this can log all export creation. This will significantly slow the game down but can be used to trace exports that crash the game. You will need to create a launch configuration in ME3Tweaks Mod Manager with the custom command line option -debugexportcreation. You must run the game through Mod Manager.
    image

The log is located in LE3DebugLogger.log next to the game executable.

V6: Now logs information about where 'Accessed None' occurs and accessing indexes out of bounds. Includes a lot of detailed information.

LE3 LEX Interop - v7

01 Nov 15:17
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This ASI allows LEX to communicate with LE3, 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

LE3 Function Logger - v3

01 Nov 15:13
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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 LE3FunctionLog.log next to the game executable.

V3: Initial public release.

LE3 Debug Logger - v5

05 Feb 19:08
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This ASI can be used to assist in development and debugging of mods. IT IS RECOMMENDED TO RUN THE GAME ON A HARD DISK DRIVE (NOT SOLID STATE) DUE TO THE AMOUNT OF DISK FLUSHES THIS ASI WILL CREATE.

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
  • Optionally this can log all export creation. This will significantly slow the game down but can be used to trace exports that crash the game. You will need to create a launch configuration in ME3Tweaks Mod Manager with the custom command line option -debugexportcreation. You must run the game through Mod Manager.
    image

The log is located in LE3DebugLogger.log next to the game executable.

V5: Fix some appLogf calls. Add -debugexportcreation feature flag.