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Mount.dlc editor

Non-toolset utilities for the ME Trilogy developed by community coders. Note: Restricted to coder- or modder-oriented tools. User-oriented tools belong where they can be adequately supported (e.g., Nexusmods).

Mount.dlc editor

Postby FemShep » 29 Oct 2015, 22:55

I developed a Mount.dlc editor as part of my Mod Manager. It lets you create new Mount.dlc files as well as load existing ones into it (the values) so you can easily edit them without the use of a hex editor any hex<->decimal conversions. This should help create better mods (with real names!) and make it easier to edit this file.

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It's part of Mod Manager. You can get it at http://me3tweaks.com/tools/modmanager.

Mod Manager also has other tools you might find useful, like a GUI Coalesced compiler/decompiler (with Tankmasters compiler), batch unpacking DLC and automation of ME3Explorer.
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Re: [Tool]Mount.dlc editor

Postby Kinkojiro » 29 Oct 2015, 23:47

Useful thanks.

Small thing to add - 0x08 mount flag loads in SP only but doesn't mark the save file.
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Re: [Tool]Mount.dlc editor

Postby FemShep » 30 Oct 2015, 01:35

Really?
That's super useful info, thanks!
I will add that in as a minor update.

Edit: added 0x8, update is minor.
This seems to indicate that the 1st (1) bit indicates if a save is required and the 4th bit indicates if it is SP (8)
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Re: [Tool]Mount.dlc editor

Postby CreeperLava » 30 Oct 2015, 10:23

Why not add this to me3explorer, so all modding tools are centralized ?
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Re: [Tool]Mount.dlc editor

Postby FemShep » 30 Oct 2015, 14:23

Because I chose to put it in my toolkit instead.
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Re: [Tool]Mount.dlc editor

Postby CreeperLava » 30 Oct 2015, 15:57

Afaik me3explorer is the tool for modding the ME series, so I really don't get the concept of putting your work into a separate project. I get that you want to attract users to your program, but it seems very counter-productive to me from a modding viewpoint. Having everything in a single tool is easier for everyone.
Just to clarify, as you might get my remarks wrong : I'm not searching any conflict here, just trying to understand.
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Re: [Tool]Mount.dlc editor

Postby FemShep » 30 Oct 2015, 16:10

I maintain control of my own code. Mod Manager already has other modding tools in it.
I am not a fan of where ME3Explorer went and how the project is/was handled.
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Re: [Tool]Mount.dlc editor

Postby CreeperLava » 30 Oct 2015, 16:19

What do you mean by that ? How is me3explorer bad ?
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Re: [Tool]Mount.dlc editor

Postby FemShep » 30 Oct 2015, 16:36

This is a thread about my tool. If you want my opinion you can ask me in a PM.
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Re: [Tool]Mount.dlc editor

Postby FemShep » 12 Nov 2015, 01:26

I have fixed the editor. It had a bug come up where you could not save at the very end of testing that I apparently missed.
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