Releases: ME3Tweaks/LExASIs
Texture Override v3
The Texture Override ASI enables the M3 Texture Override (M3TO) system, allowing replacement of textures in-game without editing packages. Use the console commands to.enable and to.disable to enable and disable texture overrides while the game is running.
Changes in this release
- Improved logging messages
- Log file moved to Logs/ subdirectory
Streaming Levels HUD v5
The Streaming Levels HUD ASI draws memory and level related information to the screen.
Information shown
- The memory usage of the game (current and max used)
- The last touched BioTriggerStream object
- The list of streaming levels and their states (Visible, Loaded, Loading)
The HUD can be toggled on and off by pressing CTRL+T.
Changes in this release
- Moved to new V2 SDK
- LE1 and LE2 now properly display the last touched BioTriggerStream. This was how we found that the original V1 SDK had bugs in the offsets!
SeqAct_Log Enabler v5
The SeqAct_Logger ASI prints the contents of SeqVars attached to SeqAct_Log sequence objects to the screen, console, and to a log file. Useful for debugging sequences.
To get full output from the SeqAct_Log calls, you need to install a mod that prevents the game from dropping the property on object load, which you can get from ME3Tweaks Dev Mods.
You can turn the on-screen display on and off with CTRL + G.
Changes in this release
- Moved to new V2 SDK
- Can now turn display on and off with CTRL + G
- No longer opens a console, as it doesn't provide any user utility
- Log is now in Logs/ subdirectory of Win64
PNG Screenshots v2
The PNG Screenshots ASI makes screenshots (either through photo mode, or its backing console command screenshot) save as .png files instead of .bmp files. This saves significant disk space and makes them easier to share. Files are stored in a subdirectory of the screenshots folder (Documents\BioWare\Mass Effect Legendary Edition\Screenshots) for each game: LE1/LE2/LE3.
This does not change the behavior of TiledShot.
Changes in this release
- Moved to new V2 SDK
- Files are now saved in a game-specific subdirectory of the ScreenShots folder
- File pattern is now just ScreenShot#####.png
Linker Printer v5
The Linker Printer ASI internally tracks what the latest file source of an object in memory was. By pressing CTRL + O at any time while the game's HUD is rendering (i.e not bink movies), you can have the game dump the list of sources to a file named LinkerPrinter.log.
This is useful when you're trying to figure out what file an object loaded from, when your changes aren't being reflected as expected.
Changes in this release
- Moved to new V2 SDK
- Log is now in Logs/ subdirectory of the Win64 folder
- Text is shown on the top right of the screen to indicate what to press to trigger a dump
LEX Interop v10
This ASI allows Legendary Explorer to communicate with LE3, enabling tools such as Live Level Editor, Pathfinding Editor GPS, and Script Debugger.
Changes in this release
- Added support for Script Debugger (no longer in its own asi)
- Live Level Editor: send Tag property of actors to LEX. (fixes bug in v9)
- Live Level Editor: Prevent static Actors from being moveable by the game. Only LLE should be able to move them
Kismet Logger v4
The Kismet Logger ASI logs kismet sequence object activations to the console and to its log file. You can trace the execution of this log with Legendary Explorer's Sequence Editor.
New in V3:
Changes in this release
- Moved to new V2 SDK
- Logs moved to Logs subdirectory
- Extension changed to .log instead of .txt
- Only works with LEX builds after February 23, 2026
LE2 Hot Reload v2
The LE2 Hot Reload ASI makes LE2 open files with read/write sharing, rather than read-only sharing (no write). This allows you to modify packages on disk while the game is still running, something that both LE1 and LE3 do. Without this ASI, if a file is loaded in game, you will get an error trying to save the file to disk.
Changes in this release
- Moved to new V2 SDK
Function Logger v4
The Function Logger ASI can be used to help trace game crashes and UnrealScript execution order issues. All calls via UnrealScript will be logged to disk. To show the output also in a console window, use the command line parameter -functionlogtoconsole, in the event the game crashes before the log flushes to disk.
It will produce a ton of disk activity - we recommend not installing this ASI into a game installed on an SSD as it will end up doing tons of disk writes as each log is flushed.
How to use:
- Only install when you need to try to trace a crash or need to see the entire game's function call log. You will regret forgetting leaving this ASI installed.
- Once the ASI is installed, reproduce your crash or issue as quickly as possible. You may also want to combine it with DebugLogger to get additional context about what was happening around the time of the crash
- Once the game crashes/exits, the log will have items prefixed with [U] and [N]. U functions are functions being called via UnrealScript (non-native, including the native stubs). Functions marked as [N] are having their native implementation invoked. The line describes which object is calling which function. You can use this to attempt to track what happened right before the game died.
Changes in this release
- Moved to new V2 SDK
- Moved log to Logs/ subdirectory of the Win64 folder
Debug Logger v8
The Debug Logger ASI can be used to assist in development and debugging of mods by implementing logging functionality into the game. Game performance may be lower due to the amount of logs generated.
The following items are logged to the console and to disk:
- Imports that fail to resolve (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 UnrealScript
LogInternal()function - Function context when a 'None' variable is accessed or an out of bounds array access occurs, division by zero, modulo by zero, or square root of a negative number
- Packages loading synchronously (such as BioP) and asynchronously (such as moving through a level) - not all packages load this way, so not every package will be shown (such as those loaded through DynamicLoadObject)
- Information about an object that fails to allocate due to incorrect design, which can be used to track down a game crash
- Optionally this can log all export creation. This will significantly slow the game down but can be used to trace exports that crash the game on load. You will need to create a launch configuration in ME3Tweaks Mod Manager with the custom command line option
-debugexportcreation. You must run the game through Mod Manager.
The log is located in the Binaries/Win64/Logs directory as DebugLogger.log.
Changes in this release
- Property logger when None is accessed now is in a try/catch as it appears sometimes there are invalid name entries in the properties which can cause the app to crash if the logger attempts to read them.
Preview release: https://github.com/ME3Tweaks/LExASIs/releases/tag/DebugLogger-v7