Well, I'm a modder myself, and I focus on the armorsets for a reason, so personally, those.saltisgood wrote...
Question to anyone reading: If you could have 6 new mods in the next release what would you want them to be?
That and NPC outfits because it provides such a huge increase over little recources.
No matter, it's a huge project. With the armor though, re-releasing all armor sets for male and female shep, every set has such a size that it will almost automatically require to be done via Texplorer. The sets run between 30-50mb per depending on how many unique textures each gender has. There's 7 unique sets total, do the math.@Ottemis: That's great! Now's probably a good time to mention that there's going to be a lot of rewriting the behind the scenes code in ME3 Texplorer soon. It's mostly to fix the identical texture name issue, but I'll also change the saving method. To the mod makers out there, don't worry, I've decided to make it backwards compatible. Having said that, once finished the new version will produce slightly different mod files. As I said, that's because of identical texture names, so I need an extra piece of information to guarantee uniqueness. The issue is that on extremely rare occasions (apart from cubemaps) you'll find a texture with the same name as another but is not identical. The Texplorer wasn't set up to handle that and so ended up replacing both (or the incorrect one) with the same texture.
It's good I won't have to rerelease, hassle otherwise. Wanted releases to be final once converted, good for me too to be able to say something is 'done'.
I think Didact already ran into such a problem yes, with the fourth casual, names being the same between the bloody and male/female versions of the texture. I reckon it'll help if I report any occurrence of this issue I run into? Or is this not something you'll be manually coding in to restrict or allow tree-collapse for individual textures or groups?
Modifié par Ottemis, 12 mars 2013 - 10:52 .





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