ME3Tweaks / LegendaryExplorer

Editor toolset for Mass Effect Trilogy and Mass Effect Legendary Edition
https://me3tweaks.com
GNU General Public License v3.0
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DOCUMENTATION NEEDED ON HOW TO USE TOOLS #176

Open Mgamerz opened 4 years ago

Mgamerz commented 4 years ago

Specifically:

The lack of documentation on how to use some of our tools, especially dialogue editor (as it's fairly recent), makes these tools difficult to use for people who have little to no experience with them. For example, I have next to no idea how to use Dialogue Editor, as I have never done any dialogue editing. Users who have less experience will have no idea what they're doing.

AlternisDim20 commented 3 years ago

There's still no real guide for the Package Editor, I've found - for example, I've opened up Engine.pcc, which goes to the "Name" tab by default, and found "X_Armor_Exoskel". Okay, I think, how do I edit that armour mod? Right click, Find Usages, and..."0 Objects that use "X_Armor_Exoskel"". Well, great; where the heck is it in Tree View? Search doesn't help - I put in "X_Armor" and it doesn't find squat. Same goes for trying to find and edit any weapon/armour mod, or armour; guns are only saved because they directly appear in the Asset Database ("SFXWeaponStats").

I had a much easier time using the old Coalesced Editors, back for the original separate games; here, "Name" seems to be utterly useless, with most everything I'd like to find returning "0 Objects that use...", and no links whatsoever to the corresponding items in Tree View or Exports.

Mgamerz commented 3 years ago

That's because almost all of those are contained in either native or 2DA's, which we don't parse (or have no way of parsing).

Modding packages is completely different (and many more times complex) than basic coalesced editors, which are basically just text editing tools.

There are tutorials linked in the main window of many tools on how to use the tools.