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16.0 9.0 1.0 73.37 MB

Legacy mod manager for Mass Effect 3 (superceded by ME3Tweaks Mod Manager)

Home Page: https://me3tweaks.com/modmanager

License: GNU General Public License v3.0

Java 100.00%
mod manager mass effect 3 mod-manager modding modding-tools

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me3modmanager's Issues

Looking up the game's registry key causes an error and crashes the app at startup

Using the JNA Registry key lookup causes some clients apps to crash, throwing a java.lang.error saying ERROR_SUCCESS. This is not caught, but the error being thrown does not make sense.

Related issue java-native-access/jna#517

Stack trace:

Exception in thread "main" java.lang.Error: The operation completed successfully
at com.sun.jna.Native.open(Native Method)
at com.sun.jna.NativeLibrary.loadLibrary(NativeLibrary.java:171)
at com.sun.jna.NativeLibrary.getInstance(NativeLibrary.java:398)
at com.sun.jna.Library$Handler.<init>(Library.java:147)
at com.sun.jna.Native.loadLibrary(Native.java:412)
at com.sun.jna.platform.win32.Advapi32.<clinit>(Advapi32.java:47)
at com.sun.jna.platform.win32.Advapi32Util.registryGetStringValue(Advapi32Util.java:549)
at com.me3tweaks.modmanager.ModManagerWindow.getInitialBiogameDirText(ModManagerWindow.java:1476)
at com.me3tweaks.modmanager.ModManagerWindow.setupWindow(ModManagerWindow.java:468)
at com.me3tweaks.modmanager.ModManagerWindow.initializeWindow(ModManagerWindow.java:193)
at com.me3tweaks.modmanager.ModManagerWindow.<init>(ModManagerWindow.java:130)
at com.me3tweaks.modmanager.ModManager.main(ModManager.java:312)

High CPU in ASI Mod Manager, Custom DLC Conflict Window

The multi line cell renderer used in ASI Mod Manager and Custom DLC Conflict Detector windows has some sort of issue in paint() which causes it to use high CPU. I'll need to find some other solution for JTables that supports multi line to eliminates this high CPU issue.

Add support for warning if mod is not compatible with user languages

If a mod uses the CUSTOMDLC header, Mod Manager should check if the mod supports the current BIOGame's target language.

Will require:

  • Detection of game language. Possibly via registry or GDF Binary or SKU
  • Algorithm for detecting mod supported languages:
Inspect each Custom DLC folder for
<FOLDERNAME>/CookedPCConsole/<FOLDERNAME>_<LANG>.tlk 
Verify user's game corresponds to one of the file type's languages.

Will need to also work into the batch installer.

After further implementation, possibly add a way to build support for building a language compatibility by copying the INT and LOC_INT files to LOC_ if not present, but no idea how feasible this is.

Issue with version check

The application fails with a message saying that "This application requires java runtime environment 1.8.0_30" even though I have 1.8.0_101 installed. Looks like it's related to a launch4j bug (https://sourceforge.net/p/launch4j/bugs/146/) where version checks fail if the version is greater than 99. Looks like a fix for the launch4j issue has been put in place

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