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.
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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
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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.
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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.
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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.
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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 .