One of the most long standing issues in modding the Mass Effect Trilogy, dating back to its inception, was the fact that you couldn't fiddle with content mods after installing texture mods like ALOT for example. A big annoyance to everyone, a downright barrier to some. This issue even expanded to the Legendary Edition as it was built on an evolved version of ME's engine.
With build 136 of the Mass Effect Mod Manger 9.2 this has finally been resolved after nearly 20 years:
github.com
With build 136 of the Mass Effect Mod Manger 9.2 this has finally been resolved after nearly 20 years:
ME3Tweaks Mod Manager 9.2 Build 136 changelog · Issue #473 · ME3Tweaks/ME3TweaksModManager
ME3Tweaks Mod Manager 9.2 is a feature update that includes many quality of life improvements, significant changes to texture modding via the M3TO feature, the ability to modify the GlobalShaderCac...
M3TO - Texture overrides without package edits
Mod Manager 9.2 introduces a new way to modify game textures for Legendary Edition games - M3 Texture Override. This system overrides textures at runtime, allowing textures to be modified without editing any other files. This has multiple benefits:
- No need to deal with the 'do not install mods after textures' rule
- Texture mods can easily be toggled on and off, as it's essentially just a DLC.
- Developers can use the mod manager alternates system to configure what textures to override without having to ship multiple mods
This feature requires work from developers to convert existing .mem mods to the new m3to system. Developers have been working on this during the private alpha for this update. New texture mods can be developed without the use of MEM.
Last edited:
