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[MODS] HR Textures & Meshmods by Ottemis


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#801
Ottemis

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@Rubios: I'm happy you're happy, but I'd hold off until the bugs with the current version of ME3Explorer are sorted out hun, or until I've found a workable alternative.

I'll update once I've got something concrete.
For anyone interested, I've posted the problem up in full here.

#802
MACharlie1

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Ottemis wrote...

@Rubios: I'm happy you're happy, but I'd hold off until the bugs with the current version of ME3Explorer are sorted out hun, or until I've found a workable alternative.

I'll update once I've got something concrete.
For anyone interested, I've posted the problem up in full here.

I was actually having issues with your mods BEFORE I installed any mesh mods...

#803
Errationatus

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It's odd - I've not had a single problem with any of your mods, Ottemis.  They've all installed flawlessly.  Well, before the new version of MExplorer, that is.  Haven't tried any of the new ones - hadn't needed to.

Getorex's meshes wouldn't work, but not a single problem with any of yours.  (Still waiting on the Citadel .mod, though.  Any idea when you'll be finished that?)

I gotta have a mutant copy of ME3 or something....

#804
Antaris

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Ottemis wrote...

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.


I can confirm these issues with the newest build (as also stated in ME3E Forums).
After a long pause due to private life issues and hardware change, I decided to reinstall ME and apply all mods from scratch and had these perm failures with the actual build so I will wait that salty fix the issues on a new build.

Oh and btw, your new science textures look amazing, although I wouldn't expect it not to be so ;)

Modifié par Antaris, 01 août 2013 - 07:26 .


#805
Getorex

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For those with issues on my mesh mods, they are broken up into bits now to make it easier to debug and hopefully determine if the issues are universal vs the texture issue or tied to specific (buggy) meshes. I seem to get about a 40% or 50% failure rate going from working mesh import on my system to working MOD springing from that working upk import. I have also suffered with Ottemis, though to a lot lessor degree, with unstable mod strings. Nothing pisses me off more than spending time getting a mod together, ready to package, only to have mod maker crash at the last moment.

#806
Ottemis

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MACharlie1 wrote...

Ottemis wrote...
@Rubios: I'm happy you're happy, but I'd hold off until the bugs with the current version of ME3Explorer are sorted out hun, or until I've found a workable alternative.

I'll update once I've got something concrete.
For anyone interested, I've posted the problem up in full here.

I was actually having issues with your mods BEFORE I installed any mesh mods...

Yeah that's because backwards compatibility was broken before, I just wasn't aware of it. I've been told I need to rebuild recently, about the same time my mods actually started throwing up errors. When people reported issues before, I asked if it was backwards compatibility because if it wasn't, i'd have to assume it's the tool not a problem with a MOD that was tested to work, but I got no responce, so then there's little I can do but tell people to use the release I built my mods with.

JakeMacDon wrote...
It's odd - I've not had a single problem with any of your mods, Ottemis.  They've all installed flawlessly.  Well, before the new version of MExplorer, that is.  Haven't tried any of the new ones - hadn't needed to.

Getorex's meshes wouldn't work, but not a single problem with any of yours.  (Still waiting on the Citadel .mod, though.  Any idea when you'll be finished that?)

I gotta have a mutant copy of ME3 or something....

It seems for some certain textures would silently not be replaced when running my older .MODs. Most people wouldn't notice as they didn't know what should have been replaced by a mod, but yeah.
I'll have to rebuild all my mods, the ones I've rebuilt now I'll redo with another version. I'll look into doing a version of the Citadel Environmental Pack after I'm done.

Getorex wrote...
Nothing pisses me off more than spending time getting a mod together, ready to package, only to have mod maker crash at the last moment.

Oh my god yes, I noticed that too. Compared to older versions this one also can't handle jack anymore. I wonder if it's as bad with an earlier SVN, if not i'll be sure to report it as well. I used to be able to que all my armor mods and run all jobs together? Now it up and dies every time.

@Antaris Thank you =) And glad to see you back again btw!

I had to do some actual work yesterday, and I have to do some more today before I'm free to look into this issue again. I'll likely revert to rev 464 of the SVN and try to rebuild my mods on that one, because I know ELE's PCC Meshmods still work on that one. In theory they should be upwards compatible, I just don't want to continue rebuilding with the latest SF or SVN as I don't know if the error is in the texture mods or the Meshmods at all, and I'll be fecked if I have to redo them again if it ends up being in the .MOD bulding method.

Don't get me wrong here, I'm very happy with the tool, I'm really happy with all this functionality, but if I'm not considered part of the machine and kept in the loop, this happens and I'm forced to stick an unnessecary amount of effort into bug testing just to get my mods working again, while I'm being asked questions from 5 different places. I'm seriously unamused by the way this has been going is all. And sure, bugtesting is usefull and nessecary, but it could be done by users just as well, I've just lost days while sick that I could have spent texture or meshmodding to just getting my stuff to work again. Hell I could have rebuilt all my mods in that time.

Modifié par Ottemis, 01 août 2013 - 04:09 .


#807
Getorex

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If any have used a recent version of ME3Explorer to do mesh mods you will need to repair your PCConsoleTOC.bin file if you wish to regain the ability to run texture mods. The newer version removes a necessary entry from PCConsoleTOC.bin sometime in the process of applying a mesh mod. The entry that gets cut out refers to file CustomTextures0.tfc. That file resides in your CookedPCConsole directory. You will need to use the TOC.bin Editor(AK86) under Developer Tools to (re)add the entry to the bottom of PCConsoleTOC.bin file. Open that file up and wait for it to load (takes some seconds). Scroll down to the very bottom. You should see a red empty entry. Right click on it and select "Add entry". You will then need to select CustomTextures0.tfc in the CookedPCConsole directory. Select "Save" from the file menu at the top and wait for it to succeed. You will then be able to add textures via Texplorer (at least, I tested it) and probably run texture mods again (haven't tested that yet). You know you have the issue if you try Texplorer to replace a texture. It will error out with a message about a missing CustomTextures0.tfc entry in PCConsoleTOC.bin file.

Modifié par Getorex, 01 août 2013 - 04:13 .


#808
Ottemis

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Can you check to see if the black texture bug is gone as well and report back possibly? No pressure.
If that is the cause that suggests my new texture mods are essentially ok, we'd just need a version release that fixes this for the 'public' to stop having this issue then.

Modifié par Ottemis, 01 août 2013 - 04:16 .


#809
Getorex

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Ottemis wrote...

Can you check to see if the black texture bug is gone as well and report back possibly? No pressure.
If that is the cause that suggests my new texture mods are essentially ok, we'd just need a version release that fixes this for the 'public' to stop having this issue then.


I'm just about to give it a shot to the Ashley Hospital mod.  I'll let you know.

If it fails you'll hear my cussing from across the ocean.

Modifié par Getorex, 01 août 2013 - 04:21 .


#810
Ottemis

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It's still weird though, why would the same happen on a PCC Mesh release ><
I'm obviously not a coder, my grasp of the logical is limited.

Modifié par Ottemis, 01 août 2013 - 04:34 .


#811
Getorex

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Yes! It worked. I had to re-do the whole thing...reset the pcc to vanilla and re-mod it and then modded it with your texture you sent me.  It applied the texture without hiccup or complaint, didn't throw an error.
Posted Image

Modifié par Getorex, 01 août 2013 - 04:41 .


#812
Getorex

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On the hopes that it is "fixed" (sort of) I will add a mod to my OP that contains both the mesh and your texture for it in one mod...finger's crossed.

#813
Ottemis

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Is this something broken in the actual .MODs or something broken in the application via the tool itself?
Because if the first that would be a pile of dung in regards to all the recently created Mesh .MODs.

Modifié par Ottemis, 01 août 2013 - 04:52 .


#814
Getorex

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Ottemis wrote...

Is this something broken in the actual .MODs or something broken in the application via the tool itself?
Because if the first that would be a pile of dung in regards to all the recently created Mesh .MODs.


I don't know though I suspect it is something in the creation and application of the mods.  Perhaps that is why I end up with a high success rate with upk imports of mesh mods but a fairly high failure rate on working MODs created from them.  But that doesn't explain the way a modded pcc file as a drop-in replacement can cause the issue too.  Even if the MOD file was broken then how does a pcc file cause TOCbinUpdater or Texplorer, etc,  to drop the entry for CustomTextures0.tfc?  I don't understand it at all.

Modifié par Getorex, 01 août 2013 - 04:58 .


#815
Ottemis

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Maybe i'll have to retest that, I only tried it once, maybe I didn't revert properly. That's just from my testing though, I've had others report issues with ELE's PCC meshmods and even with MEHEM. It's no bueno.

It's starting to look like sticking any foreign object into ME3 makes texture modding die atm.

Modifié par Ottemis, 01 août 2013 - 05:07 .


#816
Getorex

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It seems to be entirely due to the loss of that one entry in PCConsoleTOC.bin. It would suck to have to add that every time you do a mesh mod (by whatever means). If that's the case then ME3Explorer MUST be fixed so as NOT to lose the entry or a script needs to be added that automatically adds the entry after a mesh mod...something, anything.

#817
Ottemis

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I think we did good with the bug reporting in therms of localizing where this is going wrong in this version honestly, we even know what's happening. I'm sure the coders will know where this would be going wrong in the code as they wrote it.

You know it's just an accumulated pile of dung right now because mesh modding is still so very young so you have little option but to use this version and I was forced to rebuild my mods at the exact time both the latest SF and the SVN are experiencing this problem.

So yeah that hit us both hard. Usually I'd move on and just tell people to report issues and use XY older version for mod application and it'd be fine. Having to trial and error to bugtest knowing my mods are essentially busted right now is making me extremely cranky. My apologies for being really annoying right now guys.

Modifié par Ottemis, 01 août 2013 - 05:28 .


#818
Getorex

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Crap!!! The fix I offered doesn't truly "fix" it. The entry is in PCConsoleTOC.bin now and I was able to apply the texture mod. Once. But now when I try to run some of the previous texture mods I downloaded of yours I get "Could not find a part of the path 'C:\\Program Files(x86)\\blah blah\\CustTextures0.tfc'. BUT THE PATH IS RIGHT THERE! There isn't anything NOT to find. Goddamned ME3explorer!

#819
MrDbow

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Looks like I picked the wrong week to come back to Mass Effect 3 :(

Regardless of what happens, I still think both of you have just done tremendous work.  I do hope things get squared away so that you guys can at least enjoy the game in your own way.  Regardless to others benefiting from your work.

Modifié par MrDbow, 01 août 2013 - 07:43 .


#820
Ottemis

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Haha we're all about to curl up into a little ball and cry, but it'll be fine =P *rocks self and eats pizza*

It's always the wrong week to start/stop anything it's murphy's law isn't it? =P

#821
Tup3x

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Looks like I stick with only replacing the meshes I absolutely have to replace and just keep monitoring the development. There are bound to be issues and the pcc files after mesh alteration are likely a bit broken since umodel can't read them after that. When it comes to textures I only replace the ones that really bug me so at the moment texmod works fine without any slow down in program start.

#822
Ottemis

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Right guys, the recent rev's of ME3Explorer are basically broken right now, but there's a workaround i believe so I'm going to rebuild a couple more mods for this transitional period and put up a tiny guide on how to get the most recent rev working. Then hopefully those that WANT to, can get all this jazz rolling for now, and it'll only become easier later when they fix the issues.

In the end you only need it working once, you can run a backup of your modded PCC files for future needs.


Scratch that, it's too broken, no way of doing this reliably. I'll have to find an older rev or wait for them to fix this.

Modifié par Ottemis, 02 août 2013 - 06:04 .


#823
Ottemis

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Ok guys, I can't get any of the newer rev's to play along, problem is that the treestruct generation is borked on versions 462 and up that require you to scan the DLC files even if you're only looking to access the basegame files.
This means that unnessecary dependency also exists for modjobs, and because of other issues preventing us from mesh and texture modding together with the newer revs, I just don't think it viable to rebuild .MODs with.
The older rev's 456 - 462 have an issue replacing normal maps, so I can't use that one either, even though 456 doesn't have the dependency problem with the treestruct generation.

So I've decided I'm reverting back to the very old version I have been using, as I know it's stable and it plays nice with anything below rev 462. This means you can use rev456 for meshmod application and my old one for textures and they won't conflict with eachother.

I'm working on re-uploading all the older MODs i rebuilt now, and i'll update the OP to replace the new links again when they are done. I will rar them and mark them with MK2, which refers to the script used for the replacejob on them, makes it easier for me to identify what's what. I'll also add info on which rev's to use to the OP for the time being.

Modifié par Ottemis, 02 août 2013 - 10:51 .


#824
Jirax

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Maybe this is just a stupid question but, Ottemis do you know how to use Liaras Breather mask?

I know it's possible,but i just don't know how to do it :)
if it's obvious plz no hate :D

#825
Ottemis

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No, I'm a texture modder hun. All this information is available on the BSN though, just not here, not from me. I don't know how to do them as I never have. You're better off asking in the modding threads specific to coalesced edits and the likes.

Modding Mass Effect is never going to be straight forward, most modders expect people to have knowledge of how to mod before they try to use advanced mods, because it's nothing they can easily explain. Best thing to do is look into the global concept of modding and getting familiair with it.

Modifié par Ottemis, 04 août 2013 - 03:01 .