[MODS] HR Textures & Meshmods by Ottemis
#776
Posté 29 juillet 2013 - 01:23
#777
Posté 29 juillet 2013 - 02:01
Just need to update my OP with download links etc.
#778
Posté 29 juillet 2013 - 04:53
Just letting people know that if you don't have Photoshop (legally or otherwise) then you can still do a lot of this with the free GIMP plus plugins, and then a little help from either DirectX SDK or Nvidia Tools.
#779
Posté 29 juillet 2013 - 06:08
Ottemis, et al, of particular interest is that after I did the svn update I am no longer able to apply texture mods. Every texture mod I try crashes ME3explorer. Be warned and please let me know if you experience this too. In addition, attempting to apply a texture mod broke the pcc and texture I was trying to mod. I've since backed out the update.
As for the edit necessary on each job line, see my posting here: http://social.biowar...594/28#17060197
Modifié par Getorex, 29 juillet 2013 - 06:23 .
#780
Posté 29 juillet 2013 - 06:30
I'll grab the newest version of the SVN again after I'm done and see if I run into that Texture issue as well. Heard about the Mesh update though, sounds promising =) Thanks for the heads up though.
Modifié par Ottemis, 29 juillet 2013 - 06:33 .
#781
Posté 29 juillet 2013 - 06:33
I tried reinstalling from svn from scratch. Same thing.
Modifié par Getorex, 29 juillet 2013 - 06:35 .
#782
Posté 30 juillet 2013 - 01:38
I've been trying to tempt that error into the light, but can't. SVN 472 right? I tried replacing asari adept textures with texplorer and saved no worries.
I'm doing Ottemis' science uniforms now, generated the mod myself, and it's applying fine so far. 3/27.
EDIT: Also, like Ottemis said, backwards compatibility is pretty much out the window at this point, so I wouldn't trust older .mods right now.
Modifié par KFreon, 30 juillet 2013 - 01:40 .
#783
Posté 30 juillet 2013 - 01:48
I've done all my set armors, the science outfits and the alliance blues with the latest SF release, they should all be fine to apply. Working on the rest but it's a mountain of work because I'm switching things around in the OP at the same time and making sure all associated TPF's are released in versions completely compatible format wise. Getting all my ducks in a row while i'm at it, so to speak.
All mods i rereleased now for the latest SF are marked with !new! and they are rarred downloads, the older ones are still up just lacking the tag and not rarred. I'll uphold that untill they are all converted. Have to head in now though, will continue tomorrow.
Modifié par Ottemis, 30 juillet 2013 - 02:10 .
#784
Posté 30 juillet 2013 - 02:28
KFreon wrote...
@Getorex
I've been trying to tempt that error into the light, but can't. SVN 472 right? I tried replacing asari adept textures with texplorer and saved no worries.
I'm doing Ottemis' science uniforms now, generated the mod myself, and it's applying fine so far. 3/27.
EDIT: Also, like Ottemis said, backwards compatibility is pretty much out the window at this point, so I wouldn't trust older .mods right now.
I had to completely replace all my pcc files with a copy of the originals. So far Texplorer is chugging along and has managed to get past the parts that were killing it before. I'm told that my texture mod I made just a few days ago, priot to the latest svn update, no longer works...that it crashes ME3explorer.
As it is I will have to apply all my mods to my own system from scratch, including MEHEM, because ME3Explorer didn't like it. NEVER break backward compatibility. NEVER.
#785
Posté 30 juillet 2013 - 02:48
#786
Posté 30 juillet 2013 - 02:55
To be fair to Salt and the other genius', we probably shouldn't have tried to make .mods that were release quality until the program was actually capable of doing it.
Bug fixes and DLC caused these changes that broke backwards compatibility
#787
Posté 30 juillet 2013 - 07:42
I'll be sure to try that on my armor and the now split up science outfit, thanks =)Getorex wrote...
Ottemis, I was having lots of crashes of Mod Maker just as I was trying to save some of my mesh mods. Painful after all the work detail of creating the jobs. I had to save them in bits and pieces, producing multiple mods for some characters. I found that after this, I could load all those mods up in Mod Maker and then save them all as one big mod without crashing. I don't know if the newest svn update is the same but you could save your texture mods piecemeal and after finished, load them all up and save the batch into a larger one and not lose a lot of time and work if it crashes and you will likely end up with one single, coherent mod at the end.
I have to head out, we're scattering ashes today, family member. Back somewhere later in the afternoon.
Losing backwards compatibility is one thing, what gets to me is that I was ensured it would be there months ago so when I started packing it was with that security. Now that it unavoidably breaks is one thing, but I was never told this specififcally, not even when I asked to know if errors were spawning off my mods or the tool. I've only learned tht I'm required to repack a couple of days ago and simultaniously get more and more reports of errors at the start of running my mods, opposed to applies 'missing' textures without error before. Point being, seeing I release this many and people come to me with their issues too, I need to be kept in the loop or I don't know what to tell them anymore. Needlessly timeconsuming this.
Modifié par Ottemis, 30 juillet 2013 - 07:45 .
#788
Posté 30 juillet 2013 - 08:14
That's the problem with us programmers, we get stuck in loops. (Bad pun intended)
#789
Posté 30 juillet 2013 - 05:46
I haven't done a playthrough of ME3 for about 6 months and wanted to begin by using all of Ottemis's and some of Getorex's work (and only their work).
Should I be holding off on using these .mods until ME3explorer is updated/fixed? I noticed the !new! around the mods thus far in the OP meaning they have been updated for the current version (or I think that is how I read it).
Edit: Grammar - it be tough.
Modifié par MrDbow, 30 juillet 2013 - 05:47 .
#790
Posté 30 juillet 2013 - 07:17
#791
Posté 30 juillet 2013 - 07:33
Once I'm done making the switch my MODs should be compatible again with versions released after 0102s (2013-07-27).
Note though that while these MODs are tested to work with this version, I don't know if you would be able to apply Geto's mods with them, I am just sure my older MODs won't.
Unfortunately you'd just have to try, and it's a time-consuming affair.
Best case scenario, you'll have to use the SF or above for my MODs once they are all repacked, and you can run Geto's Meshmods with the same version.
Worst case, you're only able to apply my MODs with the latest SF release and have to install the SVN version after, which is currently unstable from what I'm hearing ><
The biggest challenge right now is finding a version that is stable enough to install right, that will allow you to apply all of it.
Modifié par Ottemis, 30 juillet 2013 - 07:35 .
#792
Posté 30 juillet 2013 - 07:35
Ottemis wrote...
@MrDbow: There are a ton of issues atm. I'm rebuilding all of my mods with the latest SF release as my old MODs were throwing errors when trying to apply them.
Once I'm done making the switch my MODs should be compatible again with versions released after 0102s (2013-07-27).
Note though that while these MODs are tested to work with this version, I don't know if you would be able to apply Geto's mods with them, I am just sure my older MODs won't.
Unfortunately you'd just have to try, and it's a time-consuming affair.
Best case scenario, you'll have to use the SF or above for my MODs once they are all repacked, and you can run Geto's Meshmods with the same version.
Worst case, you're only able to apply my MODs with the latest SF release and have to install the SVN version after, which is currently unstable from what I'm hearing ><
My mods are working with the latest ME3exp. I also tested my two texture mods (well one is yours that you did for me) and they work too.
#793
Posté 30 juillet 2013 - 07:35
Modifié par Ottemis, 30 juillet 2013 - 07:36 .
#794
Posté 30 juillet 2013 - 07:44
#795
Posté 30 juillet 2013 - 07:46
#796
Posté 30 juillet 2013 - 07:57
MrDbow wrote...
So, I am completely out of my league when it comes to this stuff...
I haven't done a playthrough of ME3 for about 6 months and wanted to begin by using all of Ottemis's and some of Getorex's work (and only their work).
Should I be holding off on using these .mods until ME3explorer is updated/fixed? I noticed the !new! around the mods thus far in the OP meaning they have been updated for the current version (or I think that is how I read it).
Edit: Grammar - it be tough.
Thank you for the vote of confidence but...surely you also mean to try MEHEM? That is the cream of the crop mod, the One True Mod. The Lord of the Mods.
#797
Posté 30 juillet 2013 - 08:09
Carry on. Never mind me.
Modifié par Getorex, 30 juillet 2013 - 08:10 .
#798
Posté 30 juillet 2013 - 10:38
Getorex wrote...
Thank you for the vote of confidence but...surely you also mean to try MEHEM? That is the cream of the crop mod, the One True Mod. The Lord of the Mods.
Although, I appreciate what MrFob has done (and I cheer him on and the others that have helped him along the way), MEHEM is not for me.
I actually, dare I say... do not like it.
That is just a personal taste, as I am okay with the current endings (with EC) as they are and do not need MEHEM to "correct" anything for me. However, I cannot begrudge anyone, who feels that MEHEM is their personal cannon. And I even so far as give my support to MEHEM dispite me not enjoying it.
#799
Posté 30 juillet 2013 - 10:46
As to my mods, yeah the wait is on unfortunately. The SF release just died on me, so I'll have to get it working again before I can continue conversion.
Edit to add:
All my currently converted texture .MODs (marked with !new! in the OP) are 100% functional with the latest SF release of ME3Explorer (sourceforge).
Some mesh .MODs however can cause PCC corruption which results in any successive .MOD and manual texture replacements failing and causing a black texture bug ingame. If you encounter this, revert the PCC's in question to see if that solves it or vanilla your entire setup (game and ME3Explorer). Also, be sure to report this issue with the respective modmaker so they can look into the issue.
Also, be aware that it is no longer viable to load up multiple jobs at once as ME3Explorer is much more likely to throw an exeption as it runs out of internal memory. If you run into this issue, simply exit out of ME3Explorer and be sure to run one .MOD at a time, exiting out inbetween jobs.
Modifié par Ottemis, 31 juillet 2013 - 03:00 .
#800
Guest_Rubios_*
Posté 31 juillet 2013 - 08:48
Guest_Rubios_*
Modifié par Rubios, 31 juillet 2013 - 08:48 .





Retour en haut





