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Mass Effect 1 Updated/Improved Textures Mod


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#1926
Catechrism

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Domar wrote...

The reason I'd prefer a tpf file is because, if I've understood things correctly, mods alter the game files permanenty. Some of my characters are suited for the texture version you've made as a mod (non-tpf), some are not. The only way I can play all characters therefore seems to be with a non-permanent texture upgrade change that I sometimes apply, sometimes don't, depending on what character I want to play.

But you sound as if you won't offer that option anymore, am I right?


PS. With femshep "crewcut" I meant the hairstyle without hair (first hair type option for femsheps).


Yeah the crewcut style was so muddy I decided to give it more of a Jack look from ME2 with a shaved head rather than a blob.  

Haha I love that you actually want TexMod, and I totally understand why.  You use more complexions and hairs styles than the game has slots for.   It would be cool if we could add more custom options in the game itself like Skyrim, you can keep all the original offerings but then there's a seemingly endless amount of new things to choose from after you install some mods for chracter customization.  But that is way beyond me we'd have to have modding tools that support full overhauls, additions to, and re-writing of the game engine.

I'll see what I can do, maybe I'll leave it all .tpf and people can use .tpf to.mod function in MEExplorer if they want to pick and choose permamods.

Modifié par CDAMJC, 07 août 2013 - 10:05 .


#1927
Catechrism

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Also if you don't want to wait for me to make the new tpfs, since you only want a few skins and hairs, you could make them with TexMod fairly simply. Load the game permamodded with the textures you want and log them and create a tpf with texmod from the logged files.

#1928
TswordZ

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Peerinward wrote...

TswordZ wrote...

Hmmm, you didn't "Extract every file in a different folder", do you?

That could be the problem. All the files must be in the same folder. At least, sounds like that.

Of course they were in the same folder! I'm not sure if it'll even work if you try to extract it partially.


Well, someone got the same problems some pages ago and that was the reason. Sorry.

P.D. Hmm, it was funny. When I read your posts I hear as it is Liara speaking inside my mind, lol.

#1929
Domar

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CDAMJC wrote...

Domar wrote...

The reason I'd prefer a tpf file is because, if I've understood things correctly, mods alter the game files permanenty. Some of my characters are suited for the texture version you've made as a mod (non-tpf), some are not. The only way I can play all characters therefore seems to be with a non-permanent texture upgrade change that I sometimes apply, sometimes don't, depending on what character I want to play.

But you sound as if you won't offer that option anymore, am I right?


PS. With femshep "crewcut" I meant the hairstyle without hair (first hair type option for femsheps).


Yeah the crewcut style was so muddy I decided to give it more of a Jack look from ME2 with a shaved head rather than a blob.  

Haha I love that you actually want TexMod, and I totally understand why. You use more complexions and hairs styles than the game has slots for.  It would be cool if we could add more custom options in the game itself
like Skyrim, you can keep all the original offerings but then there's a seemingly endless amount of new things to choose from after you install some mods for chracter customization.  But that is way beyond me we'd have to have modding tools that support full overhauls, additions to, and re-writing of the game engine.

I'll see what I can do, maybe I'll leave it all .tpf and people can use .tpf to.mod function in MEExplorer if they want to pick and choose permamods.

That last idea has my full backing. I strongly believe in modular setups for mods, letting people choose what mods they're interested in and allowing them to leave the rest, as opposed to the all-or-nothing approach. Always offer my own mods to the public accordingly (haven't started to mod the ME games yet, but my works are fairly well-known at a community site for an other great game series, where I have a different name). Maybe because I believe in democracy (people being able to vote - freely) in small matters as well as in big matters. ;)


CDAMJC wrote...

Also if you don't want to wait for me to make the new tpfs, since you only want a few skins and hairs, you could make them with TexMod fairly simply. Load the game permamodded with the textures you want and log them and create a tpf with texmod from the logged files.

I'm still a novice in the modding techniques for ME, but I'll give this a try. Thanks for the advice. "Thumbs up".


One last thing, just to make sure: is it possible to combine certain elements in your new permamod for a given object or character X with some elements in your old tpf file for X using the TexMod program?

Modifié par Domar, 08 août 2013 - 10:28 .


#1930
PowerPuffPunk

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CDAMJC wrote...

PowerPuffPunk wrote...

Am having trouble with crashing, have installed the mod with no problems at all LAA patch everything perfect & my cookedpc is exactly 20.0GB but i keep getting random crashes however i got up to where you first meet the council & cant progress past it getting this same error message:
http://social.biowar...8403/267657.jpg
Cant figure it out :/


Okay assuming you've doen the drag and drop installation based on 20.0GB this could be caused by a typo or corrupt Bioengine.ini I would reccommend trying deleting the file from myDocumentsBiowareMassEffectConfig directory and running the game.  This creates a new one, see if you still have crashes.  If you do let me know and we'll figure it out :)

This worked great thanks!

#1931
Catechrism

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^^^great news glad it worked :)

#1932
pigosso

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if you get the second cd request, i would suggest to use 7zip to check the integrity of the archives
works best

#1933
Catechrism

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Domar wrote...

CDAMJC wrote...

Domar wrote...

The reason I'd prefer a tpf file is because, if I've understood things correctly, mods alter the game files permanenty. Some of my characters are suited for the texture version you've made as a mod (non-tpf), some are not. The only way I can play all characters therefore seems to be with a non-permanent texture upgrade change that I sometimes apply, sometimes don't, depending on what character I want to play.

But you sound as if you won't offer that option anymore, am I right?


PS. With femshep "crewcut" I meant the hairstyle without hair (first hair type option for femsheps).


Yeah the crewcut style was so muddy I decided to give it more of a Jack look from ME2 with a shaved head rather than a blob.  

Haha I love that you actually want TexMod, and I totally understand why. You use more complexions and hairs styles than the game has slots for.  It would be cool if we could add more custom options in the game itself
like Skyrim, you can keep all the original offerings but then there's a seemingly endless amount of new things to choose from after you install some mods for chracter customization.  But that is way beyond me we'd have to have modding tools that support full overhauls, additions to, and re-writing of the game engine.

I'll see what I can do, maybe I'll leave it all .tpf and people can use .tpf to.mod function in MEExplorer if they want to pick and choose permamods.

That last idea has my full backing. I strongly believe in modular setups for mods, letting people choose what mods they're interested in and allowing them to leave the rest, as opposed to the all-or-nothing approach. Always offer my own mods to the public accordingly (haven't started to mod the ME games yet, but my works are fairly well-known at a community site for an other great game series, where I have a different name). Maybe because I believe in democracy (people being able to vote - freely) in small matters as well as in big matters. ;)


CDAMJC wrote...

Also if you don't want to wait for me to make the new tpfs, since you only want a few skins and hairs, you could make them with TexMod fairly simply. Load the game permamodded with the textures you want and log them and create a tpf with texmod from the logged files.

I'm still a novice in the modding techniques for ME, but I'll give this a try. Thanks for the advice. "Thumbs up".


One last thing, just to make sure: is it possible to combine certain elements in your new permamod for a given object or character X with some elements in your old tpf file for X using the TexMod program?


Yes and no, you totally can but you need to get the new hases from TexMod.  What do you mean you say? Well Texmod works on "hashes" based on where the textures are in memory or something like that...I'm paraphrasing someone who actually knows how TexMod works.  But the point is, when you permamod all of these "hashes" changed because the textures add new mip map levels that never existed, and MEExplorer generates hashes so the game can load them.  

So running texmod in logging mode you can easily log the textures you want and get the new correct hashes for the permamod.  This means install the mod, go to the textures you don't like and want to replace while in TexMod, log them, copy only their name and rename the old textures you do like and repack the tpf with all of the new hashes.  Then TexMod will work as it always has.  I know its a pain, but its doable.

Modifié par CDAMJC, 08 août 2013 - 07:13 .


#1934
Domar

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It does sound like a pain, but I appreciate the answer nonetheless. Much oblige, man.  ;)

#1935
Blad3Zer0

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Felt the need to add this, because I know at least one person asked about this before, and I asked as well, outside of BSN. So here's a little walkthrough on the complications of Texmodding if you used the installer for UITM, which will hopefully be comprehensible for those who are still wondering if it can be done. Some of this may be familiar as CDAMJC recently covered parts of this in a previous post.

Texmod directly injects modified textures by targeting the original textures memory hash locations in the game. These locations are dependent upon the core image files stored within the various folders of Mass Effect, mostly in the CookedPC. The problem with the installer is that it directly replaces these core files, which results in new hashes for the textures you want to modify. As a result, the TexMod packages either don't get injected at all, or possibly even modify the completely wrong textures, leading to anything from distorted images to crashed games (though personally the latter has never happened to me).

Fear not, Texmodding is *still* possible after installing UITM, but for most of the popular ME1 packages that have already been out there for a while, it will require a bit of tinkering on our part to get it to work. For this guide, I'm using Jean-Luc's ME1 LotSB Liara package as an example.

Tools we'll need:

1. TexMod. Obviously you already have this if you've been trying to get packages to work, but if not then go get it.

2. TPFExtract. Select the GUI program when you've downloaded it, unless you're a wiz who prefers the command line.

3. An image viewing/editing program that can read .dds files. I recommend PAINT.NET as it will be simple to use for our purposes.

--------------------------------

Phase One: Extract the original TPF files

1. Open up either TPFExtract or TPFExtractGUI

2. Select the .tpf of your choice.

3. Extract the image files located within. Most image files are usually in a .dds format, hence why I recommend Paint.NET

--------------------------------

Phase Two: Locate and Extract "Modded" .dds files.

This part requires exploring textures while in the game. We'll rely mostly on TexMod for this phase.

1. Open up TexMod, switch to logging mode.

2. Set up a path for a texture output folder if one is not already established; This is where the textures you need to extract from the game are going to be.

3. Set the output format to .dds.

4. As a simple matter of convenience, make sure to check the box indicating a selected texture is highlighted in green.

5. Launch Mass Effect, play at any point you have Liara with you. You'll have the easiest chance of getting her texture if you search for it while you have her character selected in the squad progression menu, and filter for drawn textures only.

6. Search until her entire head is covered in green, then save the texture. Wait and give the game and TexMod a moment to make sure the texture is saved properly, then exit Mass Effect.

7. Browse your way to wherever you established your TexMod output folder, and open it. If done correctly, you should see a MASSEFFECT.EXE_0x...  style dds file.

*This* file indicates the new memory hash that TexMod needs to target for the LotSB facial effect to take. 

--------------------------------

Phase Three: Verify .dds Files...

This is where Paint.NET comes in handy, as it will help to ensure that we have both the correct textures extracted from the original .tpf, and the ones extracted from the game itself.

1. In Paint.NET, browse for the .dds file extracted from the .tpf and open it.

2. Browse for the .dds file extracted from the game (TexMod output folder) and open it.

3. Look back and forth between the two .dds files to make sure that the textures in question are similar. If what is displayed in each image is aligned the same way, chances are you have the right textures.

--------------------------------

Phase Four: Rebuild Texture Package File.

1. Go to the TexMod output folder, select the .dds file and copy the name from it.

2. Go to where you saved the .tpf extracted .dds, select it and paste in the copied name. 

3. Drag the newly renamed .dds to the TexMod output folder and click replace when prompted.

4. Open up TexMod, select "Package Build"

5. Input the name and description of your desire in the appropriate fields (though if you're reconstructing someone else's package, I suggest preserving the information they left there and leave credit where it's due).

6. Select the path you want the new .tpf to be assembled.

7. For the bar that asks for the "Definition File" browse the TexMod output folder for the "TexMod.log" file and select it.

8. Click the big button on the bottom to assemble the package.

And...done. Go back to package mode, browse for your newly made .tpf, select it and run Mass Effect. If all went well, the textures of your choice should now be loaded.

--------------------------------

I will admit, most of this came about through trial and error because I was obsessed about Liara's LotSB appearance, and was quite shocked when I couldn't make the TexMod work after installing UITM. I have to thank CDAMJC for having covered that part about logging mode, if not for that I would still have been going in circles about this...

I hope this information is helpful. Good night and good luck.

Modifié par Blad3Zer0, 16 octobre 2013 - 01:40 .


#1936
Domar

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@Blade3Zer0 - That's what a call a kind and helpful post, my friend. Promptly saved the content to a word document to have it handy off-line, too. If this site had a reputation system, I'd give you a star for it. :)

#1937
Blad3Zer0

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Domar wrote...

@Blade3Zer0 - That's what a call a kind and helpful post, my friend. Promptly saved the content to a word document to have it handy off-line, too. If this site had a reputation system, I'd give you a star for it. [smilie]http://social.bioware.com/images/forum/emoticons/smile.png[/smilie]


The post will likely undergo a few revisions depending on what, if any additional questions or comments are posted. I'm glad you found it useful.

Before I forget, thank you CDAMJC for this lovely enhancement that is MEUITM, it definitely upped the replay value for me.

Modifié par Blad3Zer0, 11 août 2013 - 12:24 .


#1938
Catechrism

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Some progress updates for those curious:

Well I am about done with Avina, I have a DLC fix in the works, I'm hoping to get some help getting MEExplorer to work with DLC but I have a backup very small TexMod to fix DLC if MEExplorer takes too long, also I fixed the installer overwriting issues and directory confusion some people are having, and I am working on a fix for the Russian subtitles. So a new version will be fairly soon. Russian subtitle fix may or may not be included. If I get the subtitle fix how I want it should be a small patch rather than needing to download the whole mod again.

also playing around with this:

Image IPB

looking for some feedback on this WIP and if people can even tell the difference ONLY the face has been done by me from VANILLA texture base. I know the outfit is JeanLuc's, I am not a thief I just couldn't stare at the vanilla version while testing lol.

Looking at it now her eye sockets may be too dark, but I am playing with bringing out more details in her skin and making her look more realistic rather than porcelain.

#1939
Blad3Zer0

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CDAMJC wrote...

Looking at it now her eye sockets may be too dark, but I am playing with bringing out more details in her skin and making her look more realistic rather than porcelain.


I don't know, making her look more realistic kind of defeats the purpose of her being perfect...

...that was a joke.

By the way, did you also alter the eye shadow?

Modifié par Blad3Zer0, 11 août 2013 - 07:19 .


#1940
Rak Ortumee

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Awesome mod! I am having some random crashes that I cannot seem to figure out, i have the crash-logs if they would be of help. it seem to happen when i try to fast travel on the citadel though.

#1941
Catechrism

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Rak Ortumee wrote...

Awesome mod! I am having some random crashes that I cannot seem to figure out, i have the crash-logs if they would be of help. it seem to happen when i try to fast travel on the citadel though.


Try LAA in the OP and also check the troubleshooting section, some crashes are caused by partial install and therefor conficting hashes.

#1942
kaikaichen

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I'm having the same problem described by (only) a couple others on this forum... specifically the annoying "shimmering" effect emanating from the Onyx armor. I'm guessing because the game is zoomed out so far and the texture is super-detailed? It isn't a shader problem or anything, is it?

Very frustrating, because everything else looks absolutely amazing... but the shimmering Onyx armor sticks out like a sore thumb.

#1943
Rak Ortumee

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CDAMJC wrote...

Rak Ortumee wrote...

Awesome mod! I am having some random crashes that I cannot seem to figure out, i have the crash-logs if they would be of help. it seem to happen when i try to fast travel on the citadel though.


Try LAA in the OP and also check the troubleshooting section, some crashes are caused by partial install and therefor conficting hashes.



Already applied LAA, tried troubleshooting, updated my drivers and even reinstalled the mod in its entirety, still random crashes...

#1944
etjester

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CDAMJC, how do you go about installing .mod files with ME1 Explorer? There doesn't seem to be a 'Load Jobs' option.

Image IPB

#1945
Catechrism

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Image IPB
Image IPB
Image IPB

Miranda's face, neck clipping fix, and hair now pretty much done...

Modifié par CDAMJC, 12 août 2013 - 04:19 .


#1946
Catechrism

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etjester wrote...

CDAMJC, how do you go about installing .mod files with ME1 Explorer? There doesn't seem to be a 'Load Jobs' option.

Image IPB


Just run it in ME3Explorer it will know they are ME1 textures

#1947
etjester

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CDAMJC wrote...

Just run it in ME3Explorer it will know they are ME1 textures


Awesome!  Thanks for the help.

#1948
Crowbar01

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CD, Miranda is looking good, quite good actually, you moving on to mainly ME2 now?

#1949
ThinkBlueN7

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Miranda's looking great CDA, loving all the details in her face now.

#1950
planehazza

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Sorry, I'm sure you've been asked this a million times (I only just realised this site had an ME1/2 forum) but are you making a TexMod -free mod for ME2 and 3 also? :)

Your mod is amazing. I installed it last night and have only gotten as far as reaching the citadel but I can see the difference like night and day. Astounding work!