when i download this it shows up in my mod library and can apply it but when i check my installed mods through the manage target feature it doesnt show, the other mod i have does show but this one never does, do i need to re install my mod manager?
In Manage Target, there are several tabs. The first tab you see is installed DLC mods, but this mod here is not a DLC mod so it's normal that it doesn't appear there... it should show under Modified Basegame Files (SFXGame.pcc). Best way to see if it's properly installed is to test it in game.
Drop the .m3m file onto mod manager, it should create a .json file that you can edit with any text editor. If I remember correctly, that percentage can be edited in there, don't change anything else, then drop the .json onto mod manager to create the modified .m3m.
Thank you for the quick reply. I changed the value in ProbeZero_eff60 from 0.6 to 0.1 (just to test) but it didn't change the resources gained. Do you have any idea what I'm missing?
Uh, well once you have the new m3m from your modified json, you have to re-apply the mod. If it doesn't work, try comparing with another of the m3m (e.g. 80%). You can also check with Package Editor (Legendary Explorer, from the tools menu in mod manager) in SFXGame.pcc in your game directory, that the value that is supposed to be set to 0.1 is indeed set to 0.1.
I got it to work. It wouldn't change if I replaced the m3m after importing into m3tweaks. For some reason it only worked if I unpacked the mod somewhere else, replaced the m3m, and then copied the mod into the manager folder.
Just for reference: I can confirm that changing the m3m and applying the mod doesn't change SFXGame.pcc. But I didn't have to repack the mod or anything like that, it seems me3tweaks has a cache in memory (or somewhere in disk). Closing me3tweaks, opening again and re-applying the mod seems to have solved it (checked in Package Editor)
It would be nice to have a single custom notification instead of default separate ones for each resource. Something like "Resources recovered", and a list. Or even no list, if it's too hard to make. The next logical step might be disabling "Start Scanner" button for planets that do not have anything else.
Any one else have issues with the planet scanner completely not working? This mod works for automatically collecting everything but then when I attempt to "Start Scanning" it just immediately brings me out of the galaxy map and takes me back to the Normandy. Any thoughts? It's mostly fine but it means i can't scan any anomalies.
That's strange, never had that issue (even when developing the mod), and I can't think of anything I did in this mod that could cause it. Could be that it's not installed properly, or an interaction with something else.
Try to re-install/apply the mod from mod manager over your current set of mods (even if you have texture mods it's fine). If that's not enough to solve the issue, post a log from mod manager. And ideally restore your backup and see if you still have the problem in vanilla, then only with Zero Probe, then adding the others progressively.
Definitely will do some trial and error at some point. It hasn't impacted gameplay for the most part so I'm not too concerned but figured I'd ask in case any one else had encountered anything similar.
Re-starting a game in ME2 makes me anxious because I've to do all that boring repetitive planet's scanning. This is the pill for my anxiety, thank you :-D
Thanks for the tip! I'm not aware there is an installation order required for these two mods, but I'll give it a try to confirm when I have the chance.
It's a merge mod, not a DLC mod, it's normal that it doesn't show in the list of installed DLC mods. It should show in the list of modified basegame files, but sometimes mods do not appear there even if they are installed correctly.
Thanks for the comment! Yeh I plan to look into ME3 at some point.. though not sure how different the system is, and if there are compatibility issues with EGM and stuff...
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Best way to see if it's properly installed is to test it in game.
But I didn't have to repack the mod or anything like that, it seems me3tweaks has a cache in memory (or somewhere in disk). Closing me3tweaks, opening again and re-applying the mod seems to have solved it (checked in Package Editor)
The next logical step might be disabling "Start Scanner" button for planets that do not have anything else.
Try to re-install/apply the mod from mod manager over your current set of mods (even if you have texture mods it's fine). If that's not enough to solve the issue, post a log from mod manager. And ideally restore your backup and see if you still have the problem in vanilla, then only with Zero Probe, then adding the others progressively.
:-D
Try this:
Could this be the source of the incompatibility?
Nevertheless, the mod works for me with the merge.
Great work, though, and thanks. Cuts a ton of grind from the game.
Thanks for the mod!