Releases: ME3Tweaks/LE3-ASI-Plugins
LE3 LEX Interop - v6
This ASI allows LEX to communicate with LE3, 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, eg, BioP) were erroneously excluded. That has been fixed.
LE3 LEX Interop - v5
This ASI allows LEX to communicate with LE3, 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.
LE3 ConsoleExtension - v2
The Console extension ASI adds new console commands to Mass Effect 3 Legendary Edition
Commands added in v2:
streamlevelin
: Loads and makes visible a level file. To loadBioD_Nor_100Cabin.pcc
, you would typestreamlevelin biod_nor_100cabin
(commands are case-insensitive)streamlevelout
: Unloads a level file.onlyloadlevel
: Loads a file into memory, but does not make it visible.
Commands from v1
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 assavecam
, 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\ME3\Binaries\Win64\savedCams"
LE3 LEX Interop - v4
This ASI allows LEX to communicate with LE3, 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.
LE3 LEX Interop - v3
This ASI allows LEX to communicate with LE2, enabling tools such as Live Level Editor.
Code is in ME3Tweaks/LEASIMods@dcfe3a1
LE3 ConsoleExtension - v1
The Console extension ASI adds new console commands to Mass Effect 3 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 assavecam
, 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\ME3\Binaries\Win64\savedCams"
LE3 Streaming Levels HUD - v4
This ASI draws the list of streaming levels on the top left of the screen, as well as their current loaded state, for Mass Effect 3 (Legendary Edition). It additionally shows the amount of memory the process is currently using, as well as the maximum it has used during the session. The size of the text will scale up depending on your resolution: 1080p and lower will use the default text size. Up to 1440p will use a slightly bigger scaling, and above that will use a larger scaling.
Additionally, this version shows the last touched BioTriggerStream.
The display can be toggled on and off by pressing CTRL+T.
Changes:
- (V3 did not exist for LE3)
- V4: Fix package file index off by one if filename ended with
_<number>
.
LE3 Debug Logger - v4
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 LE3DebugLogger.log next to the game executable.
V4: Async attach which should hopefully help fix the issue of debug logger disabling the console due to serial attach in previous versions
LE3 SeqAct_Log Enabler - v4
Will print the contents of SeqVars attached to SeqAct_Logs to the screen, console, and to a log file. Useful for debugging sequences.
V4 changelog:
- Prints out vector values now, they used to print blanks
- Initial release for LE3
LE3 Linker Printer - v2
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