Hmm, I'll try that.
I did get afew textures to load via the Texplorer, but when I load the game it wont allow several DLCs to authenticate.
Mass Effect 3 - High-Resolution Project / Texplorer
Débuté par
saltisgood
, déc. 03 2012 10:48
#501
Posté 30 juillet 2013 - 09:31
#502
Posté 30 juillet 2013 - 09:45
Yeah WV wrote an authenticator that fixes that.
EDIT: Actually dont know the rules about linking. Just head over to the ME3Explorer website and look for the DLC patcher.
EDIT: Actually dont know the rules about linking. Just head over to the ME3Explorer website and look for the DLC patcher.
Modifié par KFreon, 30 juillet 2013 - 09:48 .
#503
Posté 30 juillet 2013 - 09:56
I saw that, but my anti-virus doesn't seem to like it. Downloaded the experimental addition by ByteMe. Still got the popup from Norton, but one thing came back clean (can't remember what it's called...too sleepy. =_= ). And it works, so yay.
Oh and the shortcut thing seems to work too.
Oh and the shortcut thing seems to work too.
#504
Posté 30 juillet 2013 - 10:03
Oh good. I haven't seen the addon from ByteMe.
Glad it's all working and that the shortcut works. It's a good thing to know.
Glad it's all working and that the shortcut works. It's a good thing to know.
#505
Posté 30 juillet 2013 - 10:05
Game crashed when loading a save but I think I know what happened. lol Going to test a few things.
#506
Posté 30 juillet 2013 - 10:13
Scratch that, apparently there is. >.<

So what's the way to fix that in Visual Studio? lol

So what's the way to fix that in Visual Studio? lol
Modifié par stratataisen, 30 juillet 2013 - 10:57 .
#507
Posté 30 juillet 2013 - 10:32
I'm afraid VS isn't magic
On the DLC patcher page, I believe someone already reported that issue with that particular launcher. I use the old version 2 and it works great. The new stuff is wholly unnecessary I believe.
On the DLC patcher page, I believe someone already reported that issue with that particular launcher. I use the old version 2 and it works great. The new stuff is wholly unnecessary I believe.
#508
Posté 30 juillet 2013 - 10:35
lol, I ment to deal with the CookedPCConsole\\CookedPCConsole\\CustTexture0.tfc thing. I know it's not magic.
And I wasn't using the launcher for that particular screencap.
It would seem that the Mod Maker just creates a new
CustTextures0.tfc inside the folder I created for the shortcut. Did
that user have any problems with textures when they did that?
And I wasn't using the launcher for that particular screencap.
It would seem that the Mod Maker just creates a new
CustTextures0.tfc inside the folder I created for the shortcut. Did
that user have any problems with textures when they did that?
Modifié par stratataisen, 30 juillet 2013 - 10:57 .
#509
Posté 30 juillet 2013 - 11:44
Oh...I suppose it's smarter than I give it credit for. It seems to realise it's not a real file. I'm sure there's a way to trick it...
Anyway, the VS way, in your case as far as I can see, is to remove the extra bits from the filename string of the MoveCaches function.
So above Line 1199 where it says using (Filestream s etc), I'd add this:
string[] parts = filename.Split('\\\\');
filename = biopath + parts[parts.Length-1];
The first line breaks up the filename into chunks at the backslash character, and the second grabs the last one (the actual filename) and appends it to the biopath variable.
What should be done, is to find why the filename has cookedPCConsole added to it in the first place, but I can't replicate this problem so I can't fix it
Anyway, the VS way, in your case as far as I can see, is to remove the extra bits from the filename string of the MoveCaches function.
So above Line 1199 where it says using (Filestream s etc), I'd add this:
string[] parts = filename.Split('\\\\');
filename = biopath + parts[parts.Length-1];
The first line breaks up the filename into chunks at the backslash character, and the second grabs the last one (the actual filename) and appends it to the biopath variable.
What should be done, is to find why the filename has cookedPCConsole added to it in the first place, but I can't replicate this problem so I can't fix it
Modifié par KFreon, 30 juillet 2013 - 11:46 .
#510
Posté 30 juillet 2013 - 05:08
Haha, thanks for the tech support work KFreon, seems I've been neglecting this thread for too long. stratataisen I believe the problem you're encountering is that whatever mod you're using is using a very old version of the mod maker script. So old in fact that it wasn't updated with the rest of them. So if you look in the Texplorer.cs you'll probably see in the TexReplaceMK2 method that instead of calling the texture methods with the pathBIOGame variable it uses the ME3Directory.cookedPath variable. Swapping them over should solve the problem.
Oh, almost forgot to mention that CDAMJC is in the process of releasing his mega mod for ME1 with all perma-modded textures. From what I can tell it's still in a bit of a testing phase but you can check it out now if you follow this link. Kudos goes to him!
Oh, almost forgot to mention that CDAMJC is in the process of releasing his mega mod for ME1 with all perma-modded textures. From what I can tell it's still in a bit of a testing phase but you can check it out now if you follow this link. Kudos goes to him!
Modifié par saltisgood, 30 juillet 2013 - 05:11 .
#511
Posté 30 juillet 2013 - 05:10
@ Salt: Uhhhh, it might be that I'm just sleepy right now but that just flew over my head. XD
Is that code in the project or in the mod file?
Is that code in the project or in the mod file?
Modifié par stratataisen, 30 juillet 2013 - 05:14 .
#512
Posté 30 juillet 2013 - 05:17
Texplorer.cs as I mentioned before. You'd have to check in the script of the mod file that you're using which method exactly it's calling in that file, or you can look at the call stack in VS. Once you know that, or you just fix all of them, go to the method in that file. They're all grouped together and you want the TexReplace, TexReplaceMK2, etc methods. Then whenever you see an instance of the program calling:
tex2D.replaceImage(...) or tex2D.addBiggerImage(...) or tex2D.OneImageToRuleThemAll(...)
change the final parameter from:
ME3Directory.cookedPath to pathBIOGame
That's where the extra cooked path was coming from.
tex2D.replaceImage(...) or tex2D.addBiggerImage(...) or tex2D.OneImageToRuleThemAll(...)
change the final parameter from:
ME3Directory.cookedPath to pathBIOGame
That's where the extra cooked path was coming from.
#513
Posté 30 juillet 2013 - 05:27
Ok, I think everything just clicked into place in my brain. Sorry, not much of a programer. I can sometimes get the gist of code by looking at it and figuring out what does what....but yeah, sometimes not so much so. XD
Now will this mess up and mod that's using the new method? I know Ottemis has been updating her mod files to the new one, and I've been downloading them as she does.
Now will this mess up and mod that's using the new method? I know Ottemis has been updating her mod files to the new one, and I've been downloading them as she does.
#514
Posté 30 juillet 2013 - 05:40
No problem dude, this thing is complicated as hell and pretty messy too.
Whilst I don't keep up with everything the modders do I was talking to Ottemis yesterday and she seemed to be saying that she was still using this old version. Just open the mod with the Mod Maker, and look at the script preview (right-click/ preview). Then just look at the method that gets called on texplorer. It will be texplorer.TexReplace***. Whatever that particular method is, is the one that gets called in the program's code. So that's the only one you need to fix.
And this shouldn't mess up anything, after all it's the fix. As long as you just make the changes I told you to, in the places I told you to, it should be fine.
Whilst I don't keep up with everything the modders do I was talking to Ottemis yesterday and she seemed to be saying that she was still using this old version. Just open the mod with the Mod Maker, and look at the script preview (right-click/ preview). Then just look at the method that gets called on texplorer. It will be texplorer.TexReplace***. Whatever that particular method is, is the one that gets called in the program's code. So that's the only one you need to fix.
And this shouldn't mess up anything, after all it's the fix. As long as you just make the changes I told you to, in the places I told you to, it should be fine.
#515
Posté 30 juillet 2013 - 05:49
Ok, this 'tex.TexReplaceMK3("HMF_ARM_SHPa_Tor_Strp", pccs, IDs);' is what is in one of the files Ottemis re-uploaded in the last day or so.
This 'tex.TexReplaceMK2("HMM_HVYa_Alliance_Diff", pccs);' is what is in one of Randy's mods.
I'm guessing I couldn't go through and redo all the mods to the newer method? lol
I am so glad there's a search function in VS, makes life easier. lol
Thank you for the help. I will post again with the results....and hopefully no problems. XD
This 'tex.TexReplaceMK2("HMM_HVYa_Alliance_Diff", pccs);' is what is in one of Randy's mods.
I'm guessing I couldn't go through and redo all the mods to the newer method? lol
I am so glad there's a search function in VS, makes life easier. lol
Thank you for the help. I will post again with the results....and hopefully no problems. XD
#516
Posté 30 juillet 2013 - 07:39
Ok, that seems to fix that. Thank you both soooo much for the help with that. =D
Another question if you don't mind...might have to ask on the other fourms. I finally got the texture for the Ajax armor to work via Texplorer with the DLC pathcer by WarrantyVoider. But does it affect Origin at all? Because when I looked at Origin after closing the game all my friends were offline, despite the fact that I knew some of them weren't.
Another question if you don't mind...might have to ask on the other fourms. I finally got the texture for the Ajax armor to work via Texplorer with the DLC pathcer by WarrantyVoider. But does it affect Origin at all? Because when I looked at Origin after closing the game all my friends were offline, despite the fact that I knew some of them weren't.
Modifié par stratataisen, 30 juillet 2013 - 07:40 .
#517
Posté 31 juillet 2013 - 01:24
Ohh so old mods is the cause of that pathing problem. Thanks for clearing things up salt 
My tech support is more a blunt bat than actual problem solving, but no worries
My tech support is more a blunt bat than actual problem solving, but no worries
#518
Posté 31 juillet 2013 - 01:33
But you were helpful! And I appreciate the time you took to help. =D
#519
Posté 31 juillet 2013 - 02:39
hmmm, ok, I'm getting things to load for the most part, but sometimes I'm getting errors like 'System.IndexOutOfRangeException' and something dealing with System memory.
I've only loaded about half the .mods I have, so I decided to load the game to see how it's coming along and when I try to load one of my saves the game crashes on the load screen.
I may end up having to load the textures in via the Texplorer. Joy. >.<
I've only loaded about half the .mods I have, so I decided to load the game to see how it's coming along and when I try to load one of my saves the game crashes on the load screen.
I may end up having to load the textures in via the Texplorer. Joy. >.<
Modifié par stratataisen, 31 juillet 2013 - 02:40 .
#520
Posté 31 juillet 2013 - 03:20
I go through Texplorer to avoid mod issues. I saw some other people with index problems, but I don't get it. Maybe Salt can help with that one. As for the memory one, well not too much you can do with that.
I think Salt said once that lowering the number of threads might help, also close everything else while you do it.
And the crash on the load screen, have you applied the LAA patch? Google will help there.
I think Salt said once that lowering the number of threads might help, also close everything else while you do it.
And the crash on the load screen, have you applied the LAA patch? Google will help there.
#521
Posté 31 juillet 2013 - 03:49
I'm thinking the load thing might be because of the textures being applied wrong. Because I had that happen before to my MaleShepard save, but I was able to load my FemShep with no problem.
Edit: Oh and another note on the Load crash. I was loading the game and it was just sitting on the load screen for a long while before I clicked at the screen and a little Windows popup stating that the program stopped working and if I would like to close it.
Edit: Oh and another note on the Load crash. I was loading the game and it was just sitting on the load screen for a long while before I clicked at the screen and a little Windows popup stating that the program stopped working and if I would like to close it.
Modifié par stratataisen, 31 juillet 2013 - 07:49 .
#522
Posté 01 août 2013 - 08:14
Hi everyone, I downloaded the newest version of ME3Explorer to use .MOD files but I have an error "Error occurred: Could not find a part of the path 'C:\\Program Files (x86)\\....\\CookedPCConsole\\CustTextures0.tfc'"
Any solution ?
Any solution ?
#523
Posté 01 août 2013 - 11:51
It's the same problem most people seem to be having. They're talking about it over on the ME3Explorer forums in the Bug Report section.
#524
Posté 02 août 2013 - 03:39
Bit off topic - Only Texplorer related, but does the ME2Explorer support the TPF named/automatic texture replacement association that the ME1Explorer does?
#525
Posté 26 août 2013 - 12:44
I hope this thread isn't dead. I recently started a new playthrough and figured it could use some better textures. I just installed this program and it is installing the textures that were included in the texture packs. I was just wondering if I could this program to apply other textures to the game. Only thing is, they are .tpf and I'm not sure if there is a special procedure to get them to work. If possible, I'd like to use this program for all of the texture mods I want to apply instead of using Texmod and risking problems
Thanks a bunch for this mod, saltisgood and all others who've helped
Thanks a bunch for this mod, saltisgood and all others who've helped





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