// ME3 Head Enhancement Mods / Hair / Complexion / Skin
#76
Posté 19 juin 2012 - 02:33
#77
Posté 19 juin 2012 - 09:09
#78
Posté 19 juin 2012 - 09:39
are you using Texmod correctlyn0l4n wrote...
guys, how do I use the new stuff ??
#79
Posté 19 juin 2012 - 10:02
#80
Posté 19 juin 2012 - 10:28
Basically you only need to load 1 tpf file in order to work. (You should not load multiple hair set TPF - the reason is explained in the readme.txt)
As for new hair sets, they replace the existing hair sets 2 / 4 / 13. So If you want to replace hair set 2, load 'Made_man_hair_2.tpf' and then inside the game, toggle the hair selection to 2. Voila!
The down side to this mod is that, because hair texture is being shared among other sets (same goes to scalp), fixing one of them will break the other. This is why all the sets can't be fixed universally.
new_beard.tpf - what this does.
This is an experimental mod I might work on eventually. Currently, it does 2 things. I've had an impression that beard sets 5 / 7 / 13 looked too thick (such as goatee) as if they were 'painted' rather than growing from the skin. Right now I have beard set 7 to have slight transparency so it blends to the skin. The other one isn't too exciting, I found a beard set that wasn't part of the customization, so I'm just replaceing that with beard set 5. (Right now it's doesn't look very good, perhaps why it wasn't part of the customization...)
#81
Posté 19 juin 2012 - 12:12
Keep up the good work!
#82
Posté 19 juin 2012 - 12:31
ZackG312 wrote...
are you using Texmod correctlyn0l4n wrote...
guys, how do I use the new stuff ??
it's just not clear to me, if these are retextures, how are the new haircuts supposed to work ? I tried just applying the sheploo's cut but it's not showing on my shep (he uses haircut 11, and the tweaked 11 cut actualy did work when I tested it)
#83
Posté 19 juin 2012 - 12:32
Sazaesang wrote...
Thanks guys for the positive feedback.I hope the usage wasn't too complex.
Basically you only need to load 1 tpf file in order to work. (You should not load multiple hair set TPF - the reason is explained in the readme.txt)
As for new hair sets, they replace the existing hair sets 2 / 4 / 13. So If you want to replace hair set 2, load 'Made_man_hair_2.tpf' and then inside the game, toggle the hair selection to 2. Voila!
The down side to this mod is that, because hair texture is being shared among other sets (same goes to scalp), fixing one of them will break the other. This is why all the sets can't be fixed universally.
new_beard.tpf - what this does.
This is an experimental mod I might work on eventually. Currently, it does 2 things. I've had an impression that beard sets 5 / 7 / 13 looked too thick (such as goatee) as if they were 'painted' rather than growing from the skin. Right now I have beard set 7 to have slight transparency so it blends to the skin. The other one isn't too exciting, I found a beard set that wasn't part of the customization, so I'm just replaceing that with beard set 5. (Right now it's doesn't look very good, perhaps why it wasn't part of the customization...)
yay for you
#84
Posté 19 juin 2012 - 01:05
Beep Il wrote...
I tested every hair mod and the beard mod. I tested them the whole Earth opening and I didn't run into any problems with them. It got a little bit boring to see the same scenes 9 times.
Keep up the good work!
Wow, thanks for checking them and sorry you had to go through 9 openning.
n0l4n wrote...
it's just not clear to me, if these are retextures, how are the new haircuts supposed to work ? I tried just applying the sheploo's cut but it's not showing on my shep (he uses haircut 11, and the tweaked 11 cut actualy did work when I tested it)
Seems to me, you have it working... Sheploo_shave_hair.tpf actually work on set 10. (If it's working you will see 1 and 2 being affected)
New haircut works exactly the same way the regular (tweaked) hair sets work. The only reason you don't see the spiked polygons on 2 / 4 / 13 is because they are completely masked in transparency layer. (So the polygon still exists)
Modifié par Sazaesang, 19 juin 2012 - 01:05 .
#85
Posté 19 juin 2012 - 01:38
Sazaesang wrote...
Beep Il wrote...
I tested every hair mod and the beard mod. I tested them the whole Earth opening and I didn't run into any problems with them. It got a little bit boring to see the same scenes 9 times.
Keep up the good work!
Wow, thanks for checking them and sorry you had to go through 9 openning.
It's okay. I've been waiting for good mods for custom Shep for ages and when I'm finally able to use them, I'm not complaining. Now I just need to create a new custom Shep for made man haircut and I suck at creating a bit older looking Shep.
#86
Posté 19 juin 2012 - 02:16
Seems to me, you have it working... Sheploo_shave_hair.tpf actually work on set 10. (If it's working you will see 1 and 2 being affected)
New haircut works exactly the same way the regular (tweaked) hair sets work. The only reason you don't see the spiked polygons on 2 / 4 / 13 is because they are completely masked in transparency layer. (So the polygon still exists)
thank you for answering !
so I suppose if I want to check out sheploo's haircut on my current shep all I have to do is change his hair to set 10 using gibbed and then apply texmod, right ?
one simple question, wich is the mesh code for hair set 10 ?
Modifié par n0l4n, 19 juin 2012 - 02:17 .
#87
Posté 19 juin 2012 - 02:34
damn.
so how do I get my shep to have sheploo's haircut ?
#88
Posté 19 juin 2012 - 02:49
n0l4n wrote...
well, fail. I've made a new shep to check out haircut 10 (sheploo texmodded) mesh code, and it was "none".
damn.
so how do I get my shep to have sheploo's haircut ?
Is your ME3 on Origin?
BTW if you want to apply mod on existing save, one way of doing it is to:
1. Grab face code from your save via Gibbed. (If you know your face code then skip this part)
2. Start a new game. (Name your Shep like "FCODE", just for convinience,)
3. Paste your face code and then change what ever you need to change.
4. Proceed until you see, 'game saving' (This will create 'ChapterSave.pcsav')
5. Exit the game by ALT+TAB and then kill the Masseffect3.exe in taskmanager. (Just so you don't need view the entire prologue)
6. In Gibbed load the ChapterSave.pcsav you just created.
7. Export out the headmorph file. (So you can apply it to any save file)
8. In Gibbed load your save file that you want to apply the new headmorph
9. Import the headmorph file you created in 7.
10. Now save and relaunch the game via Texmod
#89
Posté 19 juin 2012 - 03:14
what do you exactly mean by this ? how do I import/export the whole headmorph file ?
#90
Posté 19 juin 2012 - 03:20
#91
Posté 19 juin 2012 - 03:24
n0l4n wrote...
7. Export out the headmorph file. (So you can apply it to any save file)
what do you exactly mean by this ? how do I import/export the whole headmorph file ?
In Gibbed, There should be a tab to do the import / export for the headmorph.
It's tab Player -> Appearance
You should see 'Head Morph' button right underneath Appearance tab.
NOTE: Keep the save file backup in case something goes wrong.
#92
Posté 19 juin 2012 - 03:36
#93
Posté 19 juin 2012 - 04:42
I was finally able to get sheploo's hair on my shep, I was looking forward to see the green highlits (I got them using gibbed) on this cut as well but they don't seem to show..
do you confirm custom highlights don't work on this texture ?
#94
Posté 19 juin 2012 - 04:52
#95
Posté 19 juin 2012 - 06:33
Yeah apparently the hair is too dark to have color affect to them. The original texture (Sheploo) might have not been designed to have color changing in mind. (Theirs not much I can do about that either.)n0l4n wrote...
so, one more question, cuz appearently I haven't been annoying enough yet
I was finally able to get sheploo's hair on my shep, I was looking forward to see the green highlits (I got them using gibbed) on this cut as well but they don't seem to show..
do you confirm custom highlights don't work on this texture ?
#96
Posté 19 juin 2012 - 10:44
great work again !
#97
Posté 20 juin 2012 - 10:08
Beep Il wrote...
By the way, does "- Tattoo and scar cosmetic" mean that you're going to implement an armor/casual outfit for Shep where he is without his shirt? I'm asking this because I'd definitely want to see my Shep running around battlefield barechested and covered with tattoos and/or scars. He can keep the pants on though, otherwise it would look silly.
I'm thinking of face and body tattoos, when running naked his/her back feels a bit empty. I also prefer my Shep to be a renegade bad boy/girl.
n0l4n wrote...
well it's not a problem at all, I was just reporting
great work again !
Once when I'm done with my Head Enhancement Mod, I'll look into that specific file and see what I can do. I learn new stuff each time I edit mod, so maybe a solution might pop-up.
#98
Posté 20 juin 2012 - 10:44
#99
Posté 20 juin 2012 - 11:52
kratos0294 wrote...
First, congrats, your Mods look simply amazing. Now i have a little question. I use Sheploo and i was wondering if it is possible to apply the "Smooth Mohawk MOD: Merged into "Natural Hairlone MOD". Basically the one with the scar on the nose and the little scratch around the eye. It really looks fantastic and i'd really like to apply it to my Sheploo. Many thanx =D
Thank you and to answer your question, hair cannot be applied to Sheploo, not because of my mod capability but simply due to the technical restriction. However in theory, the facial texture can be applied to Sheploo. As for supporting Sheploo facial, I do have a plan in the future. (Infact I already have a Sheploo specular tweak since Sheploo looks a bit too shinny.)
#100
Posté 20 juin 2012 - 03:22
Sazaesang wrote...
Beep Il wrote...
By the way, does "- Tattoo and scar cosmetic" mean that you're going to implement an armor/casual outfit for Shep where he is without his shirt? I'm asking this because I'd definitely want to see my Shep running around battlefield barechested and covered with tattoos and/or scars. He can keep the pants on though, otherwise it would look silly.
I'm thinking of face and body tattoos, when running naked his/her back feels a bit empty. I also prefer my Shep to be a renegade bad boy/girl.
Yeah, but his underwear looks so silly.





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