LegendaryExplorer Changelog

What's new in LegendaryExplorer 6.3.0.5422

Jul 23, 2023
  • Legendary Explorer:
  • Legendary Explorer Stable now uses .NET 7 Desktop to run. The changes listed below are ones specific to the front-end editors.
  • New features:
  • You can now replace streaming audio in LE1. Due ot how this works in the game, this may or may not be entirely reliable. A better method is to build a streaming bank from scratch using the tutorials on the LEX wiki
  • You can now import WwiseBanks made in the proper Wwise 2019 version directly into LE2 and LE3, and it will create events and wwisestreams for you automatically. See the tutorial on the LEX wiki
  • Can now export and import bnk files directly to export (if you don't know what you're doing, don't do this)
  • Sequence Editor: SetPawnMeshes now covers SFXSkeletalMesh actors (LE2)
  • Dialogs for opening packages now has an item on the left that shows direct links to game paths. Due to how windows explorer works it will show ME1/ME2/ME3 for LE games
  • Lots of experiments from @Exkywor:
  • image
  • Properties (in package editor): Can now right click copy/paste a single property (will be expanded in future)
  • Script Editor: You can now edit properties on any object
  • Package Editor: Now notifies you if you are not using the highest mounted version of a file
  • Sequence Editor: Compare with unmodded/other package in tools menu with auto navigation to changed nodes
  • Package Editor: new tool menu items: 'Create Package Export' and 'Create Object Referencer'
  • UModel has been updated to version 1589 (October 2022) and now will prompt you for what format to export in such as gltf
  • Changed features:
  • Replacing texture with only one mip no longer asks if you want to store in TFC since it will always be package stored
  • Binary interpreter now has more fields that can be edited
  • Unrealscript IDE: Now supports basic code completion
  • Package Editor: Treeview items now have more data listed under them
  • JPEXS/Scaleform: Open in JPEXs now exports textures so newer versions of JPEX can load textures in the tool
  • JPEXS/Scaleform: Can import if file is in temp directory, not just if previously marked as exported to disk
  • AssetDB: Improve memory usage and performance by using new version of database with bitpacking
  • UModel export now exports full resolution textures instead of only package stored mips
  • Sequence Editor experiment: Load custom classes from current package - allows you to make a custom class and put it into the toolbox without having to manually load the package
  • Meshplorer: Allow you to auto correct rotation and skip bone count warning if incoming mesh has different number of bones
  • Lots of kismet objects have auto-comments such as Originator values
  • Can play audio for ME1/LE1 SoundNodeWaves in most cases by looking up streaming audio info and attempting to determine the audio type - not entirely reliable right now
  • Bugfixes:
  • Fix bugs that could prevent meshes from properly rendering in the mesh renderer
  • Sequence Editor: LE2 SFXSeqAct_OverrideCasualApperance has been fixed. This only works when adding it new
  • Lots of bug fixes for Script Editor
  • AssetDB: Fix memory leaks
  • Fix application closing not respecting you choosing 'keep open' if a package is modified in a tool and not saved
  • Lots more not documented
  • Legendary Explorer Core:
  • Legendary Explorer Core (LEC) is the back end which handles various filetypes and is shared across many tools.
  • New features:
  • Packages can now be opened using MEPackageHandler.UnsafePartialLoad(), where you provide a predicate of what data to actually load. This can be useful if you only need data out of a very small amount of the package, this greatly speeds up things such as scanning when used appropriately
  • A new constructor MEPackageHandler.CreateAndOpenPackage() creates a package on disk and returns the object. It used tor require 2 steps.
  • You can now limit which object databases are loaded, allowing you to significantly reduce memory use if your tool only opens packages from a specific game(s)
  • Now contains classes for working with Legendary Edition's persistent save files (GamerProfile)
  • Changed features:
  • UDK package support is improved with more property parsing support
  • Disallow saving unsupported UDK packages
  • Bugfixes:
  • Fix porting not working when porting a custom class between files
  • Sourcing oodle dll is more reliable now
  • Improve ResolveImport() heuristics for edge cases (some still fail)
  • FindImport/Export has some workarounds for when finding the opposite type - e.g. Engine.pcc has an import for Engine and an export for Engine
  • Lots more not documented

New in LegendaryExplorer 6.2.0.4936 (Mar 28, 2023)

  • New features:
  • Porting across games now has a 'Port using donors' option. This uses same-named exports in the destination game to improve porting, such as taking an existing same named material.
  • Metadata Editor: Click to go to archetype, class, and superclass
  • Asset Database: you can now filter by all bool properties on materials, which allows you to find materials much easier
  • The UnrealScript editor has seen huge improvements and can now compile entire classes, as well as search. It also has seen massive performance improvements
  • FaceFX Editor: Now includes a waveform graph to show you the audio in line with the phonemes of the mouth
  • Live Level Editor is now available for all 3 Legendary Edition games. This allows you to edit levels while the game itself is running!
  • You can now bulk import/export TLKs thanks to #324
  • Soundpanel: You can now create new AFCs when replacing audio by choosing the name when you replace it
  • Package Editor: Hold shift and drag entries around to reorganize them - much faster than editing the link!
  • Changed features:
  • Texture viewing now uses a GPU accelerated viewer to improve performance, along with options for channels and alpha
  • Lots of LE1 classes that had unparsed binary have been added
  • Package Editor: 'Open other version of this file' now swapps BIOC_Base and SFXGame for ME1/LE1
  • Package Editor: When trashing entries, a warning is shown if it will result in broken references
  • Package Editor: More items in the tree have subtext under them based on their parsed properties
  • Bio2DA Editor: Check if items being imported are indexed, and use indexed names if they are
  • Properties: Show types of arrays/structs more reliably
  • Bytecode: Now shows replication block bytecode on classes
  • Sequence Editor: Now supports showing input activation pins when using Kismet Logger tracing
  • Sequence Editor: New custom kismet classes have been added for all 3 games.
  • Dialogue Dumper: Huge increase in speed due to package opening optimizations
  • Sequence Editor, Pathfinding Editor: Significant performance improvements due to changes in graph code
  • Bugfixes:
  • Static array indexed properties now show their index in the interpreter
  • Dialogue Dumper now properly can dump LE1/ME1 non-INT localizations
  • Fix 'find unmodded candidate' not searching in TESTPATCH (ME3)
  • Custom class support in tools has been slightly improved
  • Texture Studio: Right click goto export now works for non-vanilla textures. Big performance improvements due to changes in LEC
  • Many smaller bugfixes
  • Legendary Explorer Core:
  • Legendary Explorer Core (LEC) is the back end which handles various filetypes and is shared across many tools.
  • New features:
  • Packages can now be opened using MEPackageHandler.UnsafePartialLoad(), where you provide a predicate of what data to actually load. This can be useful if you only need data out of a very small amount of the package, this greatly speeds up things such as scanning when used appropriately
  • A new constructor MEPackageHandler.CreateAndOpenPackage() creates a package on disk and returns the object. It used tor require 2 steps.
  • Changed features:
  • Code for resolving imports has been significantly improved, including accounting for the ForcedExport flag
  • Creating a texture map should be significantly faster due to optimizations calculating CRCs and opening packages
  • Bugfixes:
  • Saving a UDK package will make package behave as saved, rather than save-as'd (will change behavior in LEX)
  • Add BioGuiResources to Coalesced compiling (used for PC version of ME3/LE3)
  • Slightly improved console platform support for OT console files
  • (Game 3) Serializing coalesced will now automatically lowercase property and section names as they appear to only work if lowercase. This is only done on serialization, deserialization is unchanged
  • Porting across files will no longer be able to import from files that load after, e.g. engine cannot import from sfxgame. This is a rare condition but may have occurred if developer tried to be crafty
  • Many smaller bugfixes