Mass Effect 1 Updated/Improved Textures Mod
#1951
Posté 13 août 2013 - 03:15
#1952
Posté 13 août 2013 - 05:53
Captain Proton wrote...
Hey CDAMJC, I hope you don't mind if I ask: besides Avina, what else are you planning to add/modify in the next release of your ME1 texture modification?
Some armors, NPC clothes I didn't get to, I may do some more work on Tali, and hopefully a DLC fix.
#1953
Posté 13 août 2013 - 05:58
#1954
Posté 13 août 2013 - 06:00
CaptainCookie wrote...
Strangely, Wrex heavy mercenary armor is reaaaaaally low resolution. Not like your retex. Did you forgot about it ?
Didn't retexture heavy yet, just light, and I have a medium mercenary I posted shots of a while back that's not done yet.
#1955
Posté 14 août 2013 - 05:57
Awesome mod so far, enjoy everything you've added!
#1956
Posté 14 août 2013 - 10:12
#1957
Posté 14 août 2013 - 05:20
Rendering thread exception:
Attempting to load unused mip #0 for Texture2D BIOG_HMF_HGR_HVY_R.HMF_BRT_HVYb_Spec
RaiseException() Address = 0x7c812fd3 (filename not found)
CxxThrowException() Address = 0x78158e89 (filename not found)
GMatrix2D::Swap() Address = 0x10da7b63 (filename not found)
Address = 0xe8781b4c (filename not found)
(this stanza is replied another time)
My comp is Intel E8500, 4 GB, Windows XPPro SP2, vid card ATI 5850, driver 6.14.0010.7261 (Catalyst 12.4)
Any help, please?
TIA, Lanf
#1958
Posté 14 août 2013 - 05:24
TEXTUREGROUP_Character_Spec=(MinLODSize=256,MaxLODSize=4096,LODBias=0)
writing 512 instead of 256
My fault, sorry
#1959
Posté 14 août 2013 - 06:08
#1960
Posté 14 août 2013 - 06:50
Thanks god I have made a backup before modding.
#1961
Posté 14 août 2013 - 07:06
#1962
Posté 14 août 2013 - 08:15
Lanf55 wrote...
No way, it crashes. Now it's not even starting anymore.
Thanks god I have made a backup before modding.
Just delete your bioengine.ini and run the game, see if that helps, it will generate a new one error free. If not follow the troubleshooting section in the OP.
#1963
Posté 15 août 2013 - 04:58
Please help!
#1964
Posté 15 août 2013 - 06:23
Joeis wrote...
If I have ME1 installed via steam, do I need to direct the installing thingii to somewhere else? The mod doesnt seem to work 100% for me, and CookedPC folder is around 13 GB, not 20 GB![]()
Please help!
Yes that is what it says in the OP, follow the troubleshooting in the OP.
#1965
Posté 15 août 2013 - 09:16
Modifié par Joeis, 15 août 2013 - 09:30 .
#1966
Posté 16 août 2013 - 12:05
[0.007] Log: Log file open, 08/15/13 19:01:18
[0.007] Init: BioWare Final Build Version: 1.2.20608.0
[0.007] Init: Command line:
[0.007] Init: Base directory: C:\\Program Files\\Origin Games\\Mass Effect\\Binaries\\
[0.063] Init: CPU Page size=4096, Processors=4
[0.063] Init: High frequency timer resolution =3.579545 MHz
[0.063] Init: Memory total: Phys=3144940K Pagef=4194303K Virt=2097024K
[4.223] Log: Failed to load '`~ `~.`~': `~
[4.223] Log: Failed to load '`~ `~.`~': `~
[4.223] Log: Failed to load '`~ `~.`~': `~
[4.223] Log: Failed to load '`~ `~.`~': `~
[4.223] Log: Failed to load '`~ `~.`~': `~
[4.226] Log: Failed to load '`~ `~.`~': `~
[8.910] Init: Audio Driver: SoundMAX HD Audio (ADIHdAud.sys)
[8.935] Init: Audio Device: Generic Hardware
[9.039] Init: 28 Free Sources, 2 Reserved
[17.268] Log: >>>>>>>>>>>>>> Initial startup: 17.27s <<<<<<<<<<<<<<<
[17.675] Log: Bio2DA.cpp::CheckedGetIntEntry(): Failed to read row(1902, isNum=0), column(4) in Bio2DA(Talent_TalentEffectLevels)
[17.675] Log: Bio2DA.cpp::CheckedGetFloatEntry(): Failed to read row(1918, isNum=0), column(4) in Bio2DA(Talent_TalentEffectLevels)
[27.349] Log: Failed to load '`~': `~
[28.737] Log: Loading Rak00_09 on device Id 0...
[29.643] BioChallengeScaling: UBioPawnBehavior::ScaleSecondaryAttributes: Warning! Attribute table could not be found! No scaling done for pawn 'BioPawn_7' with type 'human_male'.
[29.656] Log: Bio2DA.cpp::CheckedGetIntEntry(): Failed to read row(1902, isNum=0), column(4) in Bio2DA(Talent_TalentEffectLevels)
[29.656] Log: Bio2DA.cpp::CheckedGetFloatEntry(): Failed to read row(1918, isNum=0), column(4) in Bio2DA(Talent_TalentEffectLevels)
[40.755] Warning: Warning, UBioAFComponent::GetOwnersTargetBehavior(): Owner is null or owner target is null
[85.708] Log: Trying to advance a quest to a task that has already been accomplished for this quest
[85.708] Log: Trying to advance a quest to a task that has already been accomplished for this quest
[96.208] Log: *** WARNING - PATHS MAY NOT BE VALID ***
[96.864] BioChallengeScaling: UBioPawnBehavior::ScaleSecondaryAttributes: Warning! Attribute table could not be found! No scaling done for pawn 'BioPawn_8' with type 'human_male'.
[96.876] Log: Bio2DA.cpp::CheckedGetIntEntry(): Failed to read row(1902, isNum=0), column(4) in Bio2DA(Talent_TalentEffectLevels)
[96.876] Log: Bio2DA.cpp::CheckedGetFloatEntry(): Failed to read row(1918, isNum=0), column(4) in Bio2DA(Talent_TalentEffectLevels)
[101.329] Log: Failed to preload initial sounds for matinee BIOA_ICE20_A_FlyBy_CIN.TheWorld:PersistentLevel.Main_Sequence.ANIMCUTSCENE_ICE_20_A_FlyBy.InterpData_0
[101.355] Log: Failed to preload initial sounds for matinee BIOA_ICE20_A_FlyBy_CIN.TheWorld:PersistentLevel.Main_Sequence.ANIMCUTSCENE_ICE_20_I_FlyBy2.InterpData_1
[102.181] BioChallengeScaling: UBioPawnBehavior::LoadEquipment - Warning! The pawn 'BioPawn_1' has no equipment table!
[103.088] Critical: appError called:
[103.088] Critical: Rendering thread exception:
General protection fault!
History: RtlReAllocateHeap() Address = 0x7c9192f9 (filename not found)
RtlReAllocateHeap() Address = 0x7c918cb4 (filename not found)
stricmp() Address = 0x7c91248d (filename not found)
LocalAlloc() Address = 0x7c809a7f (filename not found)
DebugSetLevel() Address = 0x4fe0a451 (filename not found)
I've never gone to noveria and I havent modded or changed anything that would be unlocked on noveria to the best of my knowledge...
Modifié par Rak O, 16 août 2013 - 12:06 .
#1967
Posté 16 août 2013 - 02:10
Rak O wrote...
And here's my latest error log, this happens every time I try to go to Noveria.
[0.007] Log: Log file open, 08/15/13 19:01:18
[0.007] Init: BioWare Final Build Version: 1.2.20608.0
[0.007] Init: Command line:
[0.007] Init: Base directory: C:Program FilesOrigin GamesMass EffectBinaries
[0.063] Init: CPU Page size=4096, Processors=4
[0.063] Init: High frequency timer resolution =3.579545 MHz
[0.063] Init: Memory total: Phys=3144940K Pagef=4194303K Virt=2097024K
[4.223] Log: Failed to load '`~ `~.`~': `~
[4.223] Log: Failed to load '`~ `~.`~': `~
[4.223] Log: Failed to load '`~ `~.`~': `~
[4.223] Log: Failed to load '`~ `~.`~': `~
[4.223] Log: Failed to load '`~ `~.`~': `~
[4.226] Log: Failed to load '`~ `~.`~': `~
[8.910] Init: Audio Driver: SoundMAX HD Audio (ADIHdAud.sys)
[8.935] Init: Audio Device: Generic Hardware
[9.039] Init: 28 Free Sources, 2 Reserved
[17.268] Log: >>>>>>>>>>>>>> Initial startup: 17.27s <<<<<<<<<<<<<<<
[17.675] Log: Bio2DA.cpp::CheckedGetIntEntry(): Failed to read row(1902, isNum=0), column(4) in Bio2DA(Talent_TalentEffectLevels)
[17.675] Log: Bio2DA.cpp::CheckedGetFloatEntry(): Failed to read row(1918, isNum=0), column(4) in Bio2DA(Talent_TalentEffectLevels)
[27.349] Log: Failed to load '`~': `~
[28.737] Log: Loading Rak00_09 on device Id 0...
[29.643] BioChallengeScaling: UBioPawnBehavior::ScaleSecondaryAttributes: Warning! Attribute table could not be found! No scaling done for pawn 'BioPawn_7' with type 'human_male'.
[29.656] Log: Bio2DA.cpp::CheckedGetIntEntry(): Failed to read row(1902, isNum=0), column(4) in Bio2DA(Talent_TalentEffectLevels)
[29.656] Log: Bio2DA.cpp::CheckedGetFloatEntry(): Failed to read row(1918, isNum=0), column(4) in Bio2DA(Talent_TalentEffectLevels)
[40.755] Warning: Warning, UBioAFComponent::GetOwnersTargetBehavior(): Owner is null or owner target is null
[85.708] Log: Trying to advance a quest to a task that has already been accomplished for this quest
[85.708] Log: Trying to advance a quest to a task that has already been accomplished for this quest
[96.208] Log: *** WARNING - PATHS MAY NOT BE VALID ***
[96.864] BioChallengeScaling: UBioPawnBehavior::ScaleSecondaryAttributes: Warning! Attribute table could not be found! No scaling done for pawn 'BioPawn_8' with type 'human_male'.
[96.876] Log: Bio2DA.cpp::CheckedGetIntEntry(): Failed to read row(1902, isNum=0), column(4) in Bio2DA(Talent_TalentEffectLevels)
[96.876] Log: Bio2DA.cpp::CheckedGetFloatEntry(): Failed to read row(1918, isNum=0), column(4) in Bio2DA(Talent_TalentEffectLevels)
[101.329] Log: Failed to preload initial sounds for matinee BIOA_ICE20_A_FlyBy_CIN.TheWorld:PersistentLevel.Main_Sequence.ANIMCUTSCENE_ICE_20_A_FlyBy.InterpData_0
[101.355] Log: Failed to preload initial sounds for matinee BIOA_ICE20_A_FlyBy_CIN.TheWorld:PersistentLevel.Main_Sequence.ANIMCUTSCENE_ICE_20_I_FlyBy2.InterpData_1
[102.181] BioChallengeScaling: UBioPawnBehavior::LoadEquipment - Warning! The pawn 'BioPawn_1' has no equipment table!
[103.088] Critical: appError called:
[103.088] Critical: Rendering thread exception:
General protection fault!
History: RtlReAllocateHeap() Address = 0x7c9192f9 (filename not found)
RtlReAllocateHeap() Address = 0x7c918cb4 (filename not found)
stricmp() Address = 0x7c91248d (filename not found)
LocalAlloc() Address = 0x7c809a7f (filename not found)
DebugSetLevel() Address = 0x4fe0a451 (filename not found)
I've never gone to noveria and I havent modded or changed anything that would be unlocked on noveria to the best of my knowledge...
The only way this could be mod related is if its killing your memory, and LAA should fix that along with the command tweaks we talked about in the PM. I've done some research and the cmd tweak should work for XP. If it's not RAM related then it's most likely a bad install or something corrupting your game directory. The fact that you said reinstalling everything via Origin and then the installing mod fixed the crashes you were seeing until now tells me it's either install related or not mod related. I don't know what else I can do, and these are the only crashes that I haven't been able to walk people through.
To further troubleshoot, run the game vanilla and load that save looking for a crash. If it doesn't crash, install the mod to a seperate folder and do the copy and paste instal method. For now don't touch the bioengine.ini to avoid any possible issues just leave it vanilla, infact before running the game vanilla delete the bioengine.ini to ensure it will be new. Run the game and look for the same crash. If it didn't crash vanilla but now crashes modded apply LAA and the cmd tweak to get XP to access the 3gb of ram so LAA can work and then run the game.
If it crashes with vanilla at the save I would head over to EA techsupport and\\or google the crashes. I know Mass Effect 1 behaves poorly/erratically with AMD processors especially on Noveria, there is a black square bug, you can google about and will most likely experience, vanilla or modded. The crashes also could be sound related try minimizing sound hardware acceleration when running Mass Effect as it is picky with the sound cards it will run on. One symptom is precisely the type of crashes you are describing. It appears the crashes aren't texture related by looking at the names of the files involved in the report, and other than adding more demand on the system RAM and GPU the textures are the only thing the installer changes. Given your specs exceed what is required to run the mod I tend to think its not the mod directly but either a memory issue, hardware compitibilty issue, or a bad install.
Please let me know how you make out so we maybe able to help others if they come a cross the same issues.
PS: I am psoitive the cmd 3GB switch (bcdedit /set IncreaseUserVa 3072) works on WinXP SP3 32-bit because last year sometime I walked someone through it to get LAA to work for them and they said it did, also here is proof link
Modifié par CDAMJC, 16 août 2013 - 03:05 .
#1968
Posté 16 août 2013 - 07:32
planehazza wrote...
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!
Thank you very much
To answer your question:
Yes eventually but I'm still not done with 1 yet, and its my favorite of the 3 so it gets priority, but I would like to at the very least port what textures can be ported.
Modifié par CDAMJC, 16 août 2013 - 05:42 .
#1969
Posté 19 août 2013 - 04:39

Any idea what is going on?
Modifié par mati140, 19 août 2013 - 09:12 .
#1970
Posté 19 août 2013 - 08:44
mati140 wrote...
OK, I've found some serious issue: after wandering arround normandy for z bit I get this and game crashes, usually on bottom deck.
zapodaj.net/images/41630e1400467.jpg Warning, big image!
Any idea what is going on?
Have you used the LAA fix? the same thing happened to me while using texmod and i just applied Large Adress Awareness Patch (LAA) and it worked....
Edit: oh and i couldn't watch your image so i might be wrong
Modifié par Barkbiten, 19 août 2013 - 08:46 .
#1971
Posté 19 août 2013 - 09:12
#1972
Posté 19 août 2013 - 11:23
#1973
Posté 20 août 2013 - 05:25
Are there any finished, tried-and-true ME1 mods? 79 pages is A LOT to get through. Don't care what they do; just want to tweak this game so it can be as close to perfect as you can get with limited modding capabilities (I understand that you cannot add content to the game).
#1974
Posté 20 août 2013 - 06:58
Metallica93 wrote...
< New to modding.
Are there any finished, tried-and-true ME1 mods? 79 pages is A LOT to get through. Don't care what they do; just want to tweak this game so it can be as close to perfect as you can get with limited modding capabilities (I understand that you cannot add content to the game).
This mod for graphics, and there are few others:
to change feild of view: http://hamstergene.w...mass-effect-23/
make aiming tighter :
"100% AccuracyNon-Tested Tweak:BioGame.ini
m_fProjectilesSpreadModifier=0.2to:m_fProjectilesSpreadModifier=0.0"
These are what I use to make ME1 feel and look a bit more like 2 and 3
Modifié par CDAMJC, 20 août 2013 - 06:58 .
#1975
Posté 20 août 2013 - 07:59
Oh wow. You're one of the big wigs, aren't ya?CDAMJC wrote...
Metallica93 wrote...
< New to modding.
Are there any finished, tried-and-true ME1 mods? 79 pages is A LOT to get through. Don't care what they do; just want to tweak this game so it can be as close to perfect as you can get with limited modding capabilities (I understand that you cannot add content to the game).
This mod for graphics, and there are few others:
to change feild of view: http://hamstergene.w...mass-effect-23/
make aiming tighter :
"100% AccuracyNon-Tested Tweak:BioGame.ini
m_fProjectilesSpreadModifier=0.2to:m_fProjectilesSpreadModifier=0.0"
These are what I use to make ME1 feel and look a bit more like 2 and 3
1) The moddb website doesn't include downloading the LAA patch link (and I was minutes away from accidentally not even downloading it). What does this do?
2) I'm having trouble keeping track of mods that are used in ME1 versus ME2. This mod, your creation (9 parts + a shadow fix), is for ME1, does not use TexMod, and is the only mod I should run with ME1 while most (if not all) of the mods that use TexMod are for ME2, correct?
Modifié par Metallica93, 20 août 2013 - 08:00 .





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