Dear Mass Effect Andromeda modders
Please check your mod’s category on the Nexus, 95% of them are listed under Miscellaneous at the moment. This makes it really hard to get a good overview of what’s out there. Thanks!
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Dear Mass Effect Andromeda modders
Please check your mod’s category on the Nexus, 95% of them are listed under Miscellaneous at the moment. This makes it really hard to get a good overview of what’s out there. Thanks!

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Modding PSA
So. Dealing with a space issue on my desktop, i had to uninstall and delete 3ds and other modding tools. So i currently only have my buggy laptop to work with mods on now, so i don't know how modding will be from now on. Sorry!
Modding asset use PSA
If you’re looking to use assets originating from other people’s modding projects for the creation of a variation, even when only for personal use, your safest bet is to always ask permission first. I’d advise doing this, even when a modder’s permission rules state making a personal variation is fine without asking first. It’s incredibly polite and will be appreciated.
Most modders won’t mind you taking their assets and making a personal variation at all, but if they run into them online they are often left wondering whether it is a case of theft or not. This forces them to track the source. Because mod theft is a real thing, it’s just best to give modders a heads up and avoid any and all confusion.
Obviously if you are looking to publicly release a mod using other people’s assets, not asking beforehand is largely considered theft. Bottom line, always ask first =)
DA:I Modding PSA
The new patch is released, no BE yet but some other goodies plus a change that affects the way we mod the game (for the moment anyways). Note that modding is still possible with current version of the tools, the workflow is just slightly altered / more complex.
You can rename your official patch folder to 'Vanilla_Patch' or something of the sort and put your modded merged patch in a folder named 'Patch'. The game currently ignores everything that isn't in the Update/Patch folder so making a backup infolder will work fine.
Additionally, make sure you vanilla your Patch folder when consecutively remodding your game to prevent incrementing your patch number indefinitely by accident, causing an issue loadingsaves in the future. Official patch number is now 6, modded patch number should not exceed 7. If it does, you f-d up. Open package.mft (with notepad) inside the Update/Patch folder to check up this number.
Only newly created saves would have new patch dependency but seeing the BE isn't in yet, that should just have given them the same patch number requirement (6) as any saves created with a modded game with the previous patch (5+1) AKA you should have zero issue loading in modded saves after updating your game (unless you managed to muck up something fierce modding your game in the past).
Be careful! We really can't help you if you mess something up through not following these instructions. As always, mod at your own risk.
- Addendum -
For those with crash issues, don't forget to setup ModManager fresh so it's building on the new patch rather than the old one.
Throw out and unzip a fresh copy of ModManager v0.48+ or
Go into your ModManager v0.48+ folder and delete 'Patch.daimod'.
Happy modding =)
Looking for testers - DA:I ModManager
Ehamloptiran, one of the coders behind the DA:I Toolset is looking for testers for a new version of the ModManager. We need people that previously had issues merging patches. So! If you fit these criteria you can find his post here on the BSN or here on the DA:I Toolset forums to volunteer! =) Your help is much appreciated!

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